Giants and Halflings

Rules: Payouts: edit for some further information from re-watching some play segments and interpreting some wording:
 * dealer rolls 1d10, or the "Giant," setting a target number, or the "Knee"
 * if dealer rolls a 1, the Giant "Kicks" and the house wins
 * player rolls 2d6, or the "Halflings," trying to match or exceed the Knee
 * on a double 1 roll, a snake scares the Giant and bets push
 * if the player rolls an 11/12, or the "Maw," the Halflings are eaten and the house wins
 * players who hit the Knee exactly may split the dice by doubling their bet. when splitting, players roll one additional die per split, and all the normal rules apply.
 * the player may split a second time if they wish to become legendary
 * if the Knee is 2-3, house pays 1:1
 * Knee is 4-6, house pays 2:1
 * Knee is 7-9, house pays 3:1
 * Knee is 10, house pays 5:1
 * you don't need doubles to split, just matching the Knee. so if the Knee is a 6 and you roll a 4 and a 2 on the Halflings, you can split.
 * you are never required to split, all of the rules say you "may" split. so in the 4 and 2 example above, you can take your winnings at 2:1, or split.
 * when splitting, you double your bet in the pot and roll a new Halfling to accompany the split of the initial Halfling rolls. so in that 4 and 2 example above, you'd roll 2 new dice, one to go with the 4 and one to go with the 2.
 * moved push explanation that used to be above. if a bet pushes, everyone gets their ante back from the pot and the game effectively "resets." no one loses, no one gains. then you roll a new round with a new Knee and new Halfling rolls.
 * becoming legendary means you've effectively quadrupled your bet. doesn't seem to actually have a lot to do with game mechanics, but good for the DM to introduce some social stuff around the game.