Real Life Roulette 

Mission:

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Go for Broke

Brief: The Inner Circle's gambles.

Expanded: The group may seek out a casino, horse track, or bingo hall. Games of cards, dice, bowling, board games, sporting events, car races, or the infamous "guess which hand" trick may all be gambled upon.  

Twist:

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The Dealers secretly gets two new numbers 01-60 (treat 00 as 60) and adds them together.  This is the new deadline to accomplish the Mission.  The Dealer notes the time and the group sets off to accomplish the Mission before time runs out.

Options: The group gives themselves a reward or punishment if they succeed/fail.  The Dealer gives a warning before time runs out (10 minutes, 1 minute, etc.).  The Dealer acts more pressured the closer the deadline is, or tries to give nothing away. 

Taken from Morton's List: The End To Boredom
Chaos, Quest 7
Deviation: 21 Time Bomb, Page: 249

Real Life Roulette V 1.0
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