Right-click scoring dice
Selected dice rise. Right-click again to deselect. Every selected die must contribute to a scoring combination.
PLAYER GUIDE
Choose a game and follow the steps to play your first round. Find more rules below.
FARKLE TABLE

The counter shows banked points only. Keep track of your current turn score yourself.
Selected dice rise. Right-click again to deselect. Every selected die must contribute to a scoring combination.
Scoring dice move to the white area. Their points join your turn score, but are not banked yet.
Roll the remaining dice after submitting or clearing your selection. If all six dice have scored, roll all six again.
Add your turn score to your banked total. Your opponent's first roll happens automatically.
That is a Farkle. Your banked total stays safe and play passes to your opponent. Submit scoring dice at least once after each roll before rerolling or banking.
The red bank button checks for victory. You may exceed 10,000; there is no final catch-up turn.
The winner's score flashes for about three seconds. Chips go into their inventory; any overflow drops beside them.
The result stays on display until both players leave the table. There is no automatic repeat bet.
| Dice combination | Points |
|---|---|
| Single 1 | 100 |
| Single 5 | 50 |
| Three 1s | 300 |
| Three 2s / 3s / 4s | 200 / 300 / 400 |
| Three 5s / 6s | 500 / 600 |
| Dice combination | Points |
|---|---|
| Four / five / six of a kind | 1,000 / 2,000 / 3,000 |
| Straight: 1 through 6 | 1,500 |
| Three different pairs | 1,500 |
| Four of a kind + a pair | 1,500 |
| Two triplets | 2,500 |
Each submission scores separately, using the highest valid score. Three 5s submitted separately cannot later become a triplet. Dice from different rolls cannot form a new combination.In this mod, three 1s score 300 points.
BLACKJACK TABLE

Each player competes with the dealer independently. You can occupy only one Blackjack seat.
Your two cards are face up; the dealer has one up and one down. An ace is 1 or 11; J, Q, and K are 10.
Wait for the dealing animation to finish. At 21 you stand automatically; over 21 is a bust.
Play passes to the next player. Once everyone has finished, the dealer reveals the hidden card.
The dealer hits below 17 and stands on 17 or higher, including soft 17.
Without busting, beat the dealer's total or let the dealer bust. The return includes your original bet.
Match the dealer without busting. A starting 21 has no special payout.
Bust, finish below the dealer, or forfeit mid-round to lose your bet.
One chip matching your original bet is taken from your inventory. With no matching chip, you leave the game. To stop playing, move away from your seat after the payout.
On your turn, try moving the mouse farther with a smooth nodding or head-shaking motion.
Moving more than two blocks from your seat or changing dimensions counts as leaving. Disconnecting immediately frees seats at loaded tables. Opening-stage bets and next-round prepayments can be refunded; leaving after deal preparation begins and before the payout forfeits the current round.
Breaking the table refunds unsettled bets and next-round prepayments, but not completed payouts. Offline players' refunds drop near their seats.
ROULETTE TABLE

Each color shows at most five chips, even if more have been bet. The display is not a betting limit.
Multiple players can share a round. Each player's colors and chips are tracked separately.
The wheel spins and slows automatically. Bets are now locked.
The result flashes for about two seconds, then winning bets are paid.
Chips left on the table after a payout are a record only. They cannot be collected again.
Returns use the same chip value and include your original bet. Losing bets return nothing.
All 68 segments are equally likely: 33 red, 33 black, and 2 green. Red and black each have a 33/68 chance; green has 2/68. Only color bets are supported, with no number, odd/even, or high/low bets.
Each player can bet up to 4,096 chips of one type on a color. The table holds up to 256 betting entries. After payout, it clears once all bettors leave the six-block range.
During betting, leaving, dying, disconnecting, or changing dimensions cancels and refunds your bets. Checks run once a second; more than six blocks from the center counts as leaving. Once spinning starts, your bets remain active and settle normally.
Offline payouts and refunds stay at the table and are delivered when the player returns online while the table is loaded. Breaking it during betting refunds bets; after spinning starts, it pays according to the chosen result. Undelivered offline chips drop near the broken table.
SLOT MACHINE

Right-clicking during a spin does not take another bet. Right-click after it finishes to spin again.
Apple, gold ingot, emerald, or diamond: any matching trio returns two chips, not the pictured item.
Each reel is independent and equally likely. The chance to win is 1/16. Nonmatching symbols return nothing.
Rewards drop as items for nearby players to pick up. They do not go straight into your inventory.
There are no player seats. Leaving or disconnecting does not cancel a spin. Breaking either half during a spin immediately settles the already chosen result: two chips for a win, no refund for a loss.