Stones and Bones


Stones & Bones is a quick, gritty d20 dice-and-coin game. It’s simple to learn, surprisingly deep once you start pushing the odds, and it plays just as well on a bar table as it does at a kitchen counter.

The game is free.

No sign-ups, no paywalls, no nonsense.

The QUICK CORE RULEBOOK has the basics you need to sit down, roll your Stones, test your fate.

If the game hits right and you want the complete rules for yourself. you can purchase the CORE RULEBOOK PDF below.

If you want expanded rules, variants, lore, stories, the works, you can grab the full CORSAIR EDITION at the bottom of the page.

v1.2 11.21.2025

QUICK CORE RULEBOOK

🧱 Setup and Roles

Each player:

1 Stone (d20)

1 Crew Mutiny Die (d4)

1 Captain Mutiny Die (d6)

Table:

4 Bones (4d20)

Wave Counter (d4)

Tide Counter (d6)

A Captain’s Mark (Marker)

A Coffer (container for coins. The pot.)

Coin Bank (cp@~100/sp@~100/gp@~150/pp@~10 )

Roles:

Coinsman = banker

Handles Stake, buy-ins, and Coffer.

Quartermaster = timekeeper

Tracks Wave & Tide dice and equipment.

Captain = last round's winner

Gains Captain’s Luck (Stone = 13 wins Coffer) and may be mutinied against.

Starting Order

All players roll Stone; highest = first Captain.

🌊 Structure

Turns, Waves, and Tides


  • Turn – A Turn is a single player’s action: rolling their Bones, engaging in any betting or folding, and then rolling the Stone to resolve their result.

  • Wave (Hand)


Tide – A Tide is a sequence of four Waves.

Players may buy in, cash out, or rebalance coin only between Tides.

This keeps the game in a clean four-Wave rhythm and prevents constant interruptions.


Wave = Round

One betting pool. When someone Takes the Coffer, Wave +1.


A Wave is one complete fight for the Coffer (the pot). May take multiple Turns.

Once someone Claims the Coffer, the Wave ends.

(A Wave functions like a “hand” in traditional card games.)

Tide = Cycle

When Wave counter loops, reset it and Tides Rise→ Tide +1. All bets × Tide.

Captain acts first each Wave

When the Tides Rise everyone re-rolls for new Captain of the First Wave.

⚙️ Each Turn (Order of Play)

Raise the Sails:

Ante 1 Silver × Tide to Coffer.

Throw the Bones (4 d20).

Results determine your bet.

( 1–5 )1 cp   |   ( 6–10 )=1 sp   |   ( 11–20 )=1 gp

Ill Omens:

matching Bones multiply that coin tier before other mods.

Example: 
(2,2,4,12) → Ill Omens on Copper: 3cp x 2 (matching) = 6cp, 1gp

(5,5,5,2) → Ill Omens on Copper: 4cp x 3 (matching) = 12cp

(10,10,12,12) → Ill Omens on Gold and Silver: 2sp x 2 (matching) + 2gp x 2 (matching) = 4sp, 1gp

Bane:

Any 20 (Bones)→ double entire bet.

Example:

(6,8,12,20) →  Bane: 2sp + 2gp x2 = 4sp, 4gp
(20,2,4,2) → Ill Omens on Copper & Bane: 3cp x 2 (matching) = (6cp +1gp) x 2 (Bane) = 12cp, 4gp
(17,17,20,17) → Ill Omens on Gold & Bane ("The King's Touch"): 4gp x 3 (matching) = 12gp x 2 (Bane) = 24gp = 2pp, 4gp

Blessing:

Any 1 (Bones) → may roll two Stones to match either.

Fly the Black (optional):

Once per Tide, reroll Bones, pay new bet, forfeit Stone this turn; only Crossbones can win.

Pay Bet:

Apply Tide multiplier; if broke → Walk the Plank (re-roll Bones for Crossbones; fail = elimination).

Throw Stone (d20)

...unless Cursed, Flying the Black or Walking the Plank.

Resolve Outcome:

  • Float = Stone matches any Bone → Take the Coffer → becomes Captain.
  • Captain’s Luck = 13 on Captain’s Stone (auto-Float).
  • Crossbones = special combos (win + Curse).
  • Sink = no match → pass turn.

End of Round (Each Win)

Advance Wave/Tide: Quartermaster increments; on Tide rise players may Heave Down (cash out with Coinsman).

☠️ Crossbones Combinations

  • Daggers: Two 1’s {1, 1, x, x} — ~1:7,300
  • Dubloons: Two 20’s {20, 20, x, x} — ~1:7,300
  • Jacob’s Ladder: 4-straight {7-8-9-10}— ~1:940
  • Thirteen Thrice:Three 13’s {x, 13, 13, 13} — ~1 :105k
  • Rum Runner: Four of a kind {5, 5, 5, 5}— ~1:60k

Curse: Winner skips Stone next Wave (only a Crossbones can Claims the Coffer). Curse ends when any other player Claims the Coffer.
Swallow the Anchor: Crossbones winner may cash out immediately, despite Tide. 

⚔️ Mutiny

Trigger: Captain Plunders Coffer. Any player may declare “Mutiny!”.

Vote: All others vote Yay/Nay. Tie or majority Nay → fail. Majority Yay → Challenge. 

Dice and Diplomacy: Deals may be struck and honored or broken to coerce crew to join their side.  Each player adds their die to either the Captain or the Mutineer's roll based on their vote.

Cost of Mutiny: All Players roll their d4 and pay the result (x Gold) into the coffer. Captain pays no cost. 

Challenge Rolls:

Captain = 1d20 + 1d6 + Defector d4’s;

Mutineer = 1d20 + 1d4 + Yay d4’s. High total wins.


  ✅ Success → Mutineer becomes Captain. 
  ❌ Fail → Captain keeps Coffer + mutiny costs from players

Winner may split the Coffer among crew as they wish or keep the Coffer for themselves. 

Cutthroat Mode (2 Players): Mutiny auto-triggers (no cost); Flip a coin to decide mutiny vote. Both roll 1d20 + 1d6 + 1d4 simultaneously — high total wins.

⚓ Other Rules

Pilfering: If previous Stone left on table, next roller may toss the Bones, call "Pilfer!" and use the last player's stone as it sits on the table to match, along with their own Stone.

Grumbles: After a win, any player may pay 1 gp × Tide to force reroll of disputed dice (unavailable in Cutthroat). No player may object or the Grumbles fails. Used for crooked rolls and dicey dice throws. 

Walk the Plank: If broke on bet, re-roll Bones for Crossbones; No Stone; fail = out of game. Win = Cursed and Claim the Coffer

Fly the Black: see step 4 above; reset use each Tide.

Heave Down: At Tide Rise any player may cash out. The game may conclude for the evening. 

💰 End Condition


Play until only one pirate still afloat (financially) or crew agrees to cash out during Tide Rise.

Extra rules, stories, lore, and all the polish.