Well since I found Sabaac rules on pg 119 suns of fortune and hintaro/chance dice on page 87 of fly casual, I wanted some rules to represent Dejarik. Since I could find none online but requests I decided to create a system. Hope you enjoy. For those of you who would label yourselves as a "hater" or a "troll", your comments are not welcome.
First decide which player is white/black. One player rolls the force die, whichever color shows up determines his player color. Each player rolls half of the normal skill check dice.
White player uses only green/yellow/blue dice, while the black player uses purple/red/black dice. Remember with skill checks if all the successes are cancelled out black player takes the round.
Rolls are made each round by constructing a pool of dice based off your cunning/intellect. Larger number equals the base dice pool and the lower number equals base upgrades as typical. The match's winner is decided over a series up rounds typically broken up as follows. Matches typically end in three rounds, but can be cut short, or may go longer depending on the rolls.
Round 1 (Beginning game)
Round 2 (Middle game)
Round 3 (End game)
The player with the most round wins at the end of the match wins. In case of the game running longer than 3 rounds the game can end with both players sharing the same number of rounds won, indicating a draw. The game can end early if a player crushes his opponent in a single round as well. Additionally, if you run out of strain during a match you lose, or if your opponent takes you out with a critical move.
To start each round, the players form their dice pools similar to doing an opposed check using Intellect and Cunning. Each player may add a six sided die to their pool by suffering 2 strain. (white player would add a boost die, while black player can add a set back die) Now each player rolls their dice for the check and is interpreted as shown below.
Threat cancels out advantage, and successes cancel failures like normal. Advantage/Threat/Despair/Triumph can be spend as follows: (The player controlling player chooses how they spend their uncancelled symbols)
1 Threat or 1 Advantage: May be spent to recover 1 strain or to cause the opponent 1 strain.
2 Threat or 2 Advantage: May be spent as the white player to add one boost die to your check next round, or by the black player to add one set back die to your check next round.
3 Threat or 3 Advantage: Critical move, or increase the duration of the game 1 round.
1 Triumph or 1 Despair: Upgrade one die to your check next round, or one of the above abilities. (Remember Triumph and Despair do not cancel each other out.)
The greater the difference between successes and failures can grant you additional benefits during the next round as follows as well as determining the round winner;
Failures beat successes by 3 or more: The black player automatically wins the game.
Failures beat successes by 2: The black player adds one set back die during the next round's check, and the black player won the round.
Failures beat successes by 0-1: No benefit to the next round's check, however black player won the round.
Successes beat failures by 1: No benefit to the next round's check, however white player won the round.
Successes beat failures by 2: The white player adds one boost die during the next round's check, and the white player won the round.
Successes beat failures by 3 or more: The white player automatically wins the game.
Critical Move chart (successive critical moves add +10 to your roll, additionally if you score multiple critical moves in the same round you can add +10 per critical move)
1-20: If white player is crit, black player adds one set back die to their next check. If black player is crit, white player adds one boost die to their next check.
21-40: Downgrade your next check once.
41-60: If white player is crit, black player adds one set back die to all checks during this match. If black player is crit, white player adds one boost die to all checks during this match.
61-80: If white player is crit, they remove all boost dice from checks until the end of the match. If black player is crit, they remove all set back dice from checks until the end of the match.
81-100: Cannot voluntarily suffer strain until the end of the match.
101-120: Downgrade all checks once until the end of the match.
121+: Lose the match.
Hope you guys enjoy!