A walled hall on its own world, ten gambling huts around a roulette plaza. Three games take real Galleons and pay real Galleons — and every one of them publishes its odds, because a house that hides them isn't worth playing at.
Type /casino, or pick the Casino tile in /warp. Both are
the same door.
Stand still for five seconds, exactly like
/spawn and /market. Moving cancels it, and it's refused entirely
while you're combat tagged — the Casino is not an escape hatch.
A small glass box looks down over the whole floor. Run out of the door and the slime pad launches you in. Two quartz stairways bring you back up if you want the view again.
The whole time you're inside. The hall is nearly 200 blocks across and crossing it at walking pace is not the experience.
All damage is off and hunger doesn't drain. You also can't build — the Casino is decoration, not territory.
/spawn is the way out.
Play with what you can lose. Two of the three games are built to take money over time — that's what a casino is. The exact rate is published below for each game, and blackjack is the only one where playing well genuinely changes the outcome.
Ten huts sit on a ring around a roulette medallion, each with a dealer behind the counter and a floating board over its door. Right-click a dealer to play.
| Hut | Dealer | Game |
|---|---|---|
| Coin Flip | Casual | Galleon Slots — 100 a spin |
| Lottery | Low Roller | Galleon Slots — 1,000 a spin |
| Slots | Mid Roller | Galleon Slots — 10,000 a spin |
| High Roller | High Roller | Galleon Slots — 100,000 a spin |
| Blackjack | The Dealer | Blackjack, five seats |
| Roulette | The Croupier | Roulette, eight chairs |
| Poker Room, High Dice, Wheel of Fate, Crate Draw | — | Empty for now — see below |
Four machines, one game. The odds are identical on all four — only the stake changes. You pick your stake by picking which dealer you walk up to.
Three reels, one payline. Left-click the lever to spin, and the reels stop left to right.
Multiples of your stake. Cherry and Bell pay nothing in twos.
| Symbol | Chance per reel | Three | Two | Odds of three |
|---|---|---|---|---|
| Cherry | 34% | 5× | — | 1 in 25 |
| Bell | 26% | 10× | — | 1 in 57 |
| Diamond | 20% | 20× | 1× | 1 in 125 |
| Lucky Seven | 12% | 50× | 2× | 1 in 579 |
| Star | 6% | 150× | 6× | 1 in 4,630 |
| Crown | 2% | 250× | 25× | 1 in 125,000 |
Return to player: 91.54%. A house edge of 8.46%, and about one spin in five pays something. Over a long session the machine keeps roughly 8 Galleons of every 100 you put through it — that is the honest number, not a marketing one.
| Machine | Per spin | Crown ×3 | Expected loss per 100 spins |
|---|---|---|---|
| Casual | 100 | 25,000 | 846 |
| Low Roller | 1,000 | 250,000 | 8,458 |
| Mid Roller | 10,000 | 2,500,000 | 84,576 |
| High Roller | 100,000 | 25,000,000 | 845,760 |
Five seats at one table. Right-click The Dealer, pick a stake and a chair, and the game is played on a map in your off hand.
Cut at three quarters and reshuffled between rounds, never mid-hand.
Soft 17 included — better for you than the alternative.
Not 6:5. A 1,000 bet returns 2,500.
Doubles the bet, takes exactly one card, then stands.
Split aces take one card each and stand. A split 21 is a plain 21, not a blackjack.
Insurance is a bad bet — roughly 7% against you — so the table simply doesn't offer it.
House edge: about 0.5% against a player who plays well. This is by far the best game in the hall, and the only one where skill changes the number. Play badly and it climbs to 2% or worse — but it never approaches the slots.
Chosen in the seat picker before you sit: 100, 1,000, 10,000 or 100,000 a hand. Splitting and doubling can put up to four times your base stake on one round, so the 100,000 seat can have 400,000 riding on a single hand.
Leaving mid-hand forfeits the bet. The cards are dealt and the money is already down — walking away is not a way out of a bad hand.
One wheel, eight chairs, everybody betting at once. Right-click The Croupier and you're sat down with the felt already open.
Single zero, not double. The wheel has 37 pockets — 36 red and black plus one green zero — which is the European wheel. The American double-zero version has nearly twice the house edge. The plaza the hall is built around is a single-zero medallion, so the game matches the floor you're standing on.
| Bet | Covers | Pays | Chance |
|---|---|---|---|
| Straight up | One number, zero included | 35:1 | 2.70% |
| Red / Black | 18 numbers | 1:1 | 48.6% |
| Odd / Even | 18 numbers | 1:1 | 48.6% |
| 1–18 / 19–36 | 18 numbers | 1:1 | 48.6% |
| 1st / 2nd / 3rd 12 | 12 numbers | 2:1 | 32.4% |
Every single bet on this wheel is the same 2.70% house edge. Straight up, red, a dozen — they all work out identically. There is no clever bet and no bad bet here; pick whichever payout shape you enjoy.
Zero loses every outside bet. Red, black, odd, even, high, low and the dozens all lose when the ball lands on green. There's no half-back rule. Zero is a normal number for a straight-up bet and pays 35:1 like any other.
Table limits: 100,000 on any one spot and 500,000 total per spin.
↑ back to topWhat each game keeps, on average, out of every 100 Galleons you put through it.
| Game | House edge | What that means |
|---|---|---|
| Blackjack | ~0.5% | Best game in the hall. Skill matters, and playing well keeps it here. |
| Roulette | 2.70% | Identical on every bet. Pure luck — nothing you do changes it. |
| Galleon Slots | 8.46% | The fastest way to lose money in the building. One spin in five pays. |
Why publish this at all? Because every one of these numbers is fixed in the server's code and checked by a test, so we may as well tell you. If you want the best chance of walking out ahead, sit at the blackjack table and learn the game.
Four huts are built and empty — Poker Room, High Dice, Wheel of Fate and Crate Draw. Their dealers are standing there under placeholder names until each game lands.
Nothing here is announced with a date. When a hut opens, its board changes and its dealer takes the game's name, the same way the slot machines and the two tables did.
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