Limbo is a free dice game for two players, built for tavern tables, wilderness campfires and the odd prison cell. All you need is a pair of d6s and someone daft enough to put something on the line. Roll for your score, push your luck if you dare, and try not to be first to 66, because the loser pays a forfeit you both agreed before the first roll. That might be downing an ale, or it might be something a good deal worse.
This page has the full tavern rules, plus the arcane version for weavers, where the dice bind you to the game until it's finished, even if you're dead by then. You'll also find here:
- rules for playing Limbo solo
- some tables of suggested forfeits and mercy commands
- a printable PDF to keep at the table
- and if you'd rather have the dice dream up the punishments for you, there are plenty more forfeit and mercy command generators in The Trove.
Limbo was made for The Chaos TTRPG, but it'll work with any d6 fantasy roleplaying setting.
Roll well, roll true.
The Game | Tavern Rules | Arcane Rules | Playing Limbo Solo | Suggested Forfeits & Mercy Commands | More Chaos
Limbo
The dice game of Limbo (also known as Praest amongst wandering tribes) has been played across The Realm for generations. It’s played in taverns, homes, wilderness campfires, and prison cells, where forfeits run anywhere from coin to the deeds of a settlement. Dice get collected and traded, drinking games and embarrassing stories unfurl around it, and anyone who turns their nose up at such tawdry, delinquent tomfoolery is missing out on one of the most bonding pastimes in all the land.
premise
Limbo is usually a game for two players. Each player takes a turn rolling 2d6. The loser is the first to reach 66 (or 33 for a shorter game, or one with more forfeits on the table).
It's customary to use one die of your own and one of your opponent's. If you need to borrow both, that's fine, so long as you honour the trust shown in some way, like buying them a drink or doing them a favour.
Crucially, any forfeits must be agreed before rolling. Say it out loud, both of you, and get it witnessed or written down if it matters. Walking away once a game has begun is a grave insult, and often the forfeit is built around that (the same forfeit may apply for losing or for refusing to carry on).
tavern rules
Both opponents agree an ultimate forfeit for losing the game, and may also agree smaller, turn forfeits for losing turns. Your turn total is everything you add to your score that turn. Once you've both had a turn, whoever's turn total was lower loses the turn and completes the turn forfeit. A tie loses nothing.
On each turn, roll 2d6.
No 1s: add the total to your score. Roll again, or hold by calling "limbo", and your opponent's turn begins. Rolling on is your choice, and plenty have their…reasons…so be wary of anyone who rolls on when they've no need to.
One 1: double the dice total, add it to your score, and your turn ends.
Two 1s: add 2 to your score and subtract 6 from your opponent's score (to a minimum of zero), as the snake eyes have gifted them mercy. Your turn ends.
Any other double: add the total as normal, but you can’t hold and must roll again.
First to 66 loses the game, and the agreed ultimate forfeit is crystallised. The game ends once it's carried out. If it’s not carried out, all bets are off!
It’s not unusual for those watching a game to engage in underhand influence, and also in side betting with their own forfeits. Often, combined with the inevitable cheating in the actual game, this can result in the place descending into total chaos!
arcane rules
shall we roll?
The same rules apply, with a few exceptions, when two weavers play with enchanted dice. Some say the arcane version is older than the tavern rules, born in ancient times or maybe even on another plane of existence. Only weavers play it, often deep underground. An invitation to start or continue a game always begins politely: "Shall we roll?"
the duellum
Once the ultimate forfeit is agreed, both weavers cast a common spell known as The Duellum. One die from each player is used, and each weaver must be attuned to their die. Three things happen.
The dice bond. The dice rise and mix their colours for the duration of the game, then return to the table. If you ever spot two mismatched dice in someone's set, you can bet they're still in a game.
The players are locked in. Neither can stop until the game is finished, and neither can pass their role to someone else. The game can be paused "in limbo" between turns, so it might last minutes or years (the bigger the forfeit, the longer it tends to run).
No cheating. For the duration of the spell, neither player can cheat a roll or escape the pure randomness of the dice.
the duellum’s forfeit
If a player refuses an invitation to continue an ongoing game (they must speak the words "I am forever in limbo"), The Duellum still upon them removes them immediately from the material plane. On top of that comes one forfeit of the spell's own making.
Death doesn't end a game either. The souls of the dead stay bound, unable to rest until the fateful number is reached.
arcane turns
The tavern rules apply, with these additions.
One 1: you're at your opponent's mercy for a day. You must obey one command. The command must be given within 24 hours of the end of that turn (or the chance is lost) and must be reasonably possible to carry out within the same 24 hours. It cannot incite death. If you fail to obey, whether by choice, neglect, or reckless disregard, you suffer The Duellum's Forfeit.
Two 1s: the same mercy applies, but for 20 days. Your opponent rolls 1d6 to see how many commands they get in that time. All commands must be given within the period and be reasonably possible to carry out within it, with the same consequences for failure.
Any other double: you can't weave any spells for 24 hours from the end of that turn.
Weavers don't usually agree turn forfeits. The mercy commands take their place. The Duellum, and the game, ends only when the ultimate forfeit has been carried out. If you don't comply with that, The Duellum's Forfeit steps in.
players beware
Anyone weighing up an invitation to this game, given or received, must accept there is real risk and peril. Even losing your dice mid-game can leave your very existence in this world precarious. It's a dangerous game at every level, played sagely by tricksters and darkened weavers across the land, all with their own designs outside the game that could drag innocent souls into unfortunate events, all for a few poor rolls.
roll well, roll true.
playing limbo solo
setup
Your opponent in the game could be any NPC you like, like a barkeep, a sly merchant or a weaver aligned against your interests. If you need some inspiration, roll the forfeits on the tables (the ultimate forfeit and, if you like, a turn forfeit), or pick them yourself. Then roll 1d6 for why your opponent wants it:
| 1d6 | the opponent's reason |
|---|---|
| 1 | Pride. They can't bear to lose. |
| 2 | A debt they're trying to clear. |
| 3 | Revenge for something your character(s) did. |
| 4 | Boredom. They'll play anyone. |
| 5 | A secret they want you to uncover. |
| 6 | They're throwing the game, for reasons of their own. |
the opponent's turns
You play the same rules and make your own choices. Whenever your opponent rolls without a 1 and could hold, roll 1d6:
1 to 3: they hold.
4 to 6: they roll on.
If your opponent's going second and is still below your turn total, add 1 to that roll. If their reason was a 6 (throwing the game), they roll on if it's a 2 or more, likely because they want the points.
reading the tells
Whenever your opponent rolls on when they didn't need to, describe one small tell: a twitchy hand, a glance at the door, a sly grin. It's your hint about whether they're desperate, bluffing, or throwing it. Use their reason to decide which.
doubles and 1s
These work as normal. A good solo habit is to give your opponent a line of dialogue whenever they roll a 1.
arcane solo
The Duellum makes your game a ready-made hook. Pause it "in limbo" between sessions and carry the unfinished score into your next scene. If your opponent gets you at their mercy, roll on the mercy command tables and play out the command as your next scene. If you get them at yours, roll one for them and treat the result as a complication for the story.
suggested forfeits & mercy commands
Players should be encouraged to create devious, embarrassing, and memorable forfeits & commands. A good forfeit is one the loser might complain about, but won't refuse. Here are a few suggestions.
tavern ultimate forfeits (1d6)
| 1d6 | Forfeit |
|---|---|
| 1 | Pay the winner an agreed sum of coin, and no haggling after the game. |
| 2 | Carry the winner's pack until the next town. |
| 3 | Serve as the winner's squire for a day and answer to whatever they call you. |
| 4 | Hand over something of yours: a weapon, a trinket, a lucky charm. The winner keeps it. |
| 5 | Stand on a chair and tell the most embarrassing story you know, with the whole tavern listening. |
| 6 | Wear something ridiculous of the winner's choosing, in public, until the next sunset. |
tavern turn forfeits (1d6)
| 1d6 | Forfeit |
|---|---|
| 1 | Down your ale in one. |
| 2 | Buy the next round. |
| 3 | Sing a verse of a song of the winner's choosing. |
| 4 | Swap hats (or boots, or cloaks) with your opponent until the game's done. |
| 5 | Answer one question truthfully. |
| 6 | Toast your opponent, and make it a good one. |
arcane ultimate forfeits (1d6)
| 1d6 | Forfeit |
|---|---|
| 1 | Owe the winner one favour, called in whenever they choose, within a year and a day. |
| 2 | Teach the winner a weave, a secret, or a charm you've never shared. |
| 3 | Surrender your true name, so the winner can call on you once. |
| 4 | Give up a memory of the winner's choosing, which they take for themselves. |
| 5 | Serve as the winner's bound apprentice for a season. |
| 6 | Carry a message to someone beyond the grave and bring back the answer. |
one day mercy commands (1d6)
| 1d6 | Command |
|---|---|
| 1 | Fetch me breakfast before noon. |
| 2 | Tell the nearest barkeep you're no good at weavin’. |
| 3 | Bow to the first three strangers you meet. |
| 4 | Deliver a note to someone in this or the nearest settlement, and don't read it. |
| 5 | Speak only in rhyme until sundown. |
| 6 | Tell me the truth about something you've been hiding. |
20 day mercy commands (1d6)
| 1d6 | Command |
|---|---|
| 1 | Keep watch over my belongings for the rest of the 20 days. |
| 2 | Introduce me as your master to everyone you meet for three days. |
| 3 | Bring me something from a place I've never been. |
| 4 | Steal nothing and lie to no one for a fortnight. |
| 5 | Settle a debt of mine with someone I'd rather not face. |
| 6 | Weave a spell of my choosing, once, at my command. |
Need more chaos?
Delve The Trove, which not only includes an array of generators for forfeits and mercy commands, but also lays out hundreds of premium battlemaps, exclusive roll generators, and scraps of the chaos adventures to kick up the dirt in your sessions with The Chaos TTRPG.
Hope you have a total blast with Limbo!