CHALLENGE FATE AND FIND YOUR FORTUNE!

The Crimson Casino

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Next Opening: Wednesday, May 1st, 7-10pm Eastern
Diabolos Goblet W30 #35

General Rules

All bets are handled in game using gil and only gil. Bets must be placed before a player can roll. Minimum bet is 10,000 gil unless otherwise stated. Maximum bet is normally 1 million gil, though this limit is increased during the final rounds of play and sometimes during events as needed.Players are generally asked as a courtesy to join the party that the Dealer is in and use party chat to make dice rolls. This helps reduce the amount of text that other workers and visitors see while they're conversing. The Dealer may allow rolls outside of party at their discretion.The Crimson Casino tries to make your time memorable by offering unique events and mechanics throughout the night, such as Fate Tokens, Deathroll Halftime and our evening's Finale!

Games

Fate & Fortune

A Crimson Casino classic! The player rolls a [/dice]. Any roll below 590 is a loss. Payouts for rolls of 590 or higher depend on the number rolled!★ A (x1.5) WIN is awarded for a roll of 590-699.
★ A (x2.0) WIN is awarded for a roll of 700-949.
★ A (x2.5) WIN is awarded for a roll of 950-989.
★ A (x3.0) WIN is awarded for any roll of 990-998
★ A (x7.0) WIN is awarded for a roll of exactly 999.
★ A roll under 590 is a loss UNLESS the number contains a 7 in it, in which case the player gets to challenge Fate by rerolling! In order to win on the reroll, the number must be 700 or higher.
★ A player can also use a Fate Token to challenge Fate should they get a losing roll which doesn't contain a 7 in it.
★ There are also 40 specific rolls which trigger bonuses, penalties, or special game events. These rolls are described in the Book of Fate!
Learn more about Fate Tokens and the Book of Fate by clicking on the buttons below!

13

The goal of this game is to get as close to the number 13 as possible without going over.★ To begin, the player will /dice 6 (or /random 6) twice to determine their opening score.★ The player then may choose to make another /dice 6 roll to get closer to 13, or hold at the current score. If a player ends up rolling a total of five dice without going over 13, they automatically win 2.5x their wager.★ Once the player holds, the Dealer rolls and attempts to beat the score. If the Dealer rolls five dice without going over 13, the house wins against any Player's score of 12 or lower. Any five dice score against 13 is considered a tie unless the Dealer has 13 on five dice, which is considered a win for the house.★ If the Player wins, they get 2x their wager (or 2.5x if they roll 13 on five dice.)★ The Dealer may choose to stop rolling if their score ties the Player, or they can choose to play for a win. If Player and Dealer tie, the game resets.★ If Player and Dealer tie three times, a Sudden Death round will be played.

Crimson Clash!

Crimson Clash is inspired by "Multi," played at Ririnji Nananji's casino on Mateus.The object of the game is to get a high score by rolling two seven-sided dice, adding them together, then multiplying that total by the roll of a third seven-sided die.If the player's score is higher than the Dealer's by 7 points or more, the player wins 2x their wager!If the player's score is higher than the Dealer's by 6 points or less, the game is considered a draw and the bet is returned.If the player rolls three 7s, they automatically win four times their wager!If the player rolls three 1s, something bad will happen, and the Crimson Clash could be banned for the rest of the night!If the Dealer's score is higher than the player's by ANY amount, the house wins.Example A:
Player rolls 3, 7, then 5 on three /random 7 rolls.
3 + 7 = 10
10 x 5 = 50 points.
Dealer rolls 4, 2, then 7 on three /random 7 rolls.
4 + 2 = 6
6 x 7 = 42 points.
Player wins!Example B:
Player rolls 4, 1, then 6.
4 + 1 = 5
5 x 6 = 30 points.
Dealer rolls 2, 6, then 3.
2 + 6 = 8
8 x 3 = 24 points.
This game is a draw since the player's score was only 6 points higher than the Dealer's.

Crimson Poker

Crimson Poker is a game that is similar to traditional Poker, and adapted from Ririnji Nananji's rules for Poker at their casino on Mateus, with inspiration from Forgal Enpore's "Ul'Dice" game seen in their casino on Goblin!The player begins by rolling [/dice] five times to determine their starting hand. Only the first number of the roll is used.The player may then choose to stick with their hand or pick any number of dice to reroll.The dealer will then take their turn doing the same. If the dealer fails to beat the player's hand, it's a win!★ Hands are ranked on a poker system (specified below)
★ There are no aces in this game. A 1 is the lowest ranked card. 9 is the highest.
★ If anyone rolls a 0, it’s a Joker, and considered to be a wild card.
★ If the player is victorious with a Five-of-a-kind without using any rerolls it is a (x10) WIN!
★ If the player is victorious without using any rerolls it is a (x2.5) WIN!
★ A Five-of-a-kind victory with any rerolls is a (x5) WIN!
★ A Four-of-a-kind victory without any rerolls is a (x3) WIN!
★ A Four-of-a-kind victory with any rerolls is a (x2) WIN!
★ A victory with any rerolls is a (x1.5) WIN!
★ The dealer may always use their reroll with no effect on payout.
★ CRIMSON POKER HAND RANKINGS:
(1) FIVE-OF-A-KIND
(2) FOUR-OF-A-KIND
(3) FULL HOUSE
(4) STRAIGHT
(5) THREE-OF-A-KIND
(6) TWO PAIR
(7) TWO-OF-A-KIND
(8) HIGH CARD
(Highest single card that doesn't contribute to any of the above.)
...a tie is decided by high kickers in each hand. A high number always beats a low number when all else is equal

Rhoshambo (aka Rock, Paper, Scissors)

A classic heads up game now featured at the Crimson Casino!PLEASE NOTE: This is a low stakes game. The minimum bet for Rhoshambo is 5,000 and the max bet is 50,000 gil.Dealer and Player roll /random 31 - Paper
2 - Scissors
3 - Rock
Paper beats Rock, Rock beats Scissors, and Scissors beats Paper.The Player receives double their wager if they win.If Player and Dealer tie, new rolls are made.If the Dealer and Player tie three times in a row, the game is ended and the Player receives only half their wager back, with the house keeping the other half.

Deathrolls

Deathrolls are allowed during a round of play at 8:30pm Eastern and in the penultimate round of play for the night.Deathroll Rules
The Player starts by rolling /random. The Dealer then rolls /random X, where X is the number of the previous roll. The Player then responds in kind.
Dealer and Player continue rolling until someone -loses- by rolling a 1!If the Player wins, they receive double their wager!Example:Player: /random -> 923
Dealer: /random 923 -> 468
Player: /random 468 -> 37
Dealer: /random 37 -> 12
Player: /random 12 -> 3
Dealer: /random 3 -> 1
Player wins!

Triple Triad (for gil!)

You can challenge the Dealer or Zimzimki Shimizu to one game of Triple Triad for gil each night!If you don't have much of a collection, don't worry! Triple Triad games played for gil in the casino may be played using the Roulette/Draft ruleset -or- the Roulette/Random ruleset. This means both players will either draft cards (similar to Gold Saucer Draft tournaments) or have random cards picked from their collection to make up their deck.You may bet 10k-1M per game. A win against the Dealer pays out 2x the bet!In the event of a Draw, the House keeps 10% of the bet.

Twist of Fate

When the Twist of Fate meter reaches 7, our featured mini-game of the season will take place!The Twist of Fate event for any evenings in April and May is "Zimball!"Rules
The player who triggers the Twist of Fate gets to participate, along with a player chosen by a high /random roll from active players at the table.
Zimball is at it's heart a mini-game which simulates playing a pinball machine created by the mind of Casino Manager Zimzimki Shimizu and brought to life through goblin ingenuity!The player that triggered the Twist of Fate can choose to go first or second. Participating in this game does -not- cost any additional gil!Players roll /random 10 until they roll a 1, 2, or 3, or they lock in a Zimball three times. Certain rolls award different amounts of gil, and others may multiply the gil won or award extra balls!Certain pages from the Book of Fate this season may also affect Zimball in mysterious ways.Zimball Table of Effects1-3 : Ball Lost - If this is rolled on the very first roll, the player gets to roll again.4-5 : Bumper Hit - Score 5,000 gil, and roll /random 10 again!6 : Crimson Target - Score 10,000 gil and roll /random 10 again!7 : Ball Locked! - Score 10,000 gil and lock in one Zimball. You need to lock in three Zimballs to trigger Multiball Millions CHAOS! Roll /random 10 again!8 : Golden Target - Score 20,000 gil and roll /random 10 again!9 : Fate and Fortune Feature! - All gil earned on this Zimball is multiplied by 2x! If this is hit again, the multiplier increases to 3x, then 4x, and so on! Multiplier is reset after a ball is locked or lost. Continue rolling as normal!10 : Extra Ball! - If you lose a Zimball, your game isn't over. Gil score is tallied up on ball loss, multiplier is reset, and you get to play again! A maximum of two extra balls are awarded per game, after which this result pays 25,000 gil instead.The player who scores the highest amount of gil between the two players wins that much gil!Multiball Millions CHAOS!If three Zimballs are locked in without losing a ball, gameplay changes dramatically!
The player rolls /random seven times.
If the player reveals three 7s or more, they win a million gil for each 7 revealed! If they reveal 2 or less 7s, they win 777,777 gil instead.

Fated Moments

The Twist of Fate event is triggered by a meter which increases each time one of the following events occur:★ A player loses a Fate Challenge.
★ A player already in possession of a Fate Token does something that would have earned them a Fate Token.
★ A roll in Fate & Fortune, Crimson Poker, or Deathroll is made that contains two 7s in the three digit number.
★ A player wins 2.5x their wager or more in any game.

Under Construction

13 is a game played with six-sided dice that is similar in function to Blackjack. This game was adapted from the version of 13 featured at Ririnji Nananji's casino on Mateus.The goal of this game is to get as close to the number 13 as possible without going over. To begin, the player will first roll two /dice 6 and then choose whether to stop or continue. Going over the number "13" will trigger an automatic loss, while rolling five times while remaining under 13 triggers an automatic win.
The Dealer then rolls to attempt to beat the Player's roll.
★ The Dealer may choose to stop rolling at their discretion, even if their previous roll results in a tie with the Player.★ If the Dealer rolls five times while remaining under 13, the Dealer wins against any player’s roll of 12 or lower.★ A Dealer's five dice roll is considered a Tie against a Player's roll of 13, unless the Dealer hits exactly 13 on five dice, which is an automatic win for the house.★ If the Dealer ties with the Player and the Dealer chooses to hold, the game is reset and the Player rolls two new dice for their starting score.★ If the Dealer ties with the Player three times in a single wager, the Sudden Death event is triggered!★ A win against the Dealer pays out 2x the bet. A Five-Dice win that totals 13 pays out 2.5x!---------------------------------One feature unique to the Crimson Casino is its Fate Tokens. These are used primarily as opportunities to change a loss in Fate & Fortune to a win! Tokens are handed out during the course of special events, Twists of Fate, and at the discretion of the Dealer and authorized Staff.When a player with a Fate Token loses in Fate & Fortune, the Dealer may ask if the player wishes to challenge Fate. If the player agrees, their token is returned to the Casino. The player then rolls /dice. If the outcome is 777 or higher, the loss is changed to a win, paid out according to Fate & Fortune rules. This roll can also trigger the Book of Fate under the right circumstances!PLAYERS MAY ONLY HOLD ONE FATE TOKEN AT A TIME, and thus can only Challenge Fate once per wager!If a player holding a Fate Token is due to receive an additional one, they must sacrifice their previous Fate Token for one of three options.1) Gain 100,000 gil.
2) Challenge the Dealer to a Deathroll on their next wager!
3) Add 77 to the roll for their next Fate and Fortune wager! This bonus does not stack. A roll of 1,000 or higher pays 2.5x your wager!
A Fate Token that is received may not be used until the player's next bet.Fate Tokens may be given from one player to another player, but only to a player that doesn't already have a token. Once a Fate Token is traded, it can not be traded again.All players, new or old, start their night at the Casino with a Fate Token!Tokens held at the end of the night do not carry over.Golden Fate Tokens
Sometimes, a player may receive an opportunity to receive a special Golden Fate Token! There are two differences between these and standard tokens.
- Golden Fate Tokens may be used to Challenge Fate on ANY standard game, not just Fate & Fortune! If used on a game outside of Fate & Fortune, rolling 777 or higher pays out 2x the player's wager for the original game.- If the challenge roll includes a 7 in it, the Golden Fate Token is NOT LOST, regardless of whether the challenge succeeds or not!Deathroll and Zimball losses can NOT be challenged.Challenge Fate, and Find Your Fortune!

Home of the "Fate Token!"

One feature unique to the Crimson Casino is its Fate Tokens. These are used primarily as opportunities to change a loss in Fate & Fortune to a win!Each player starts the evening with a Fate Token, given by the Dealer.Should a player lose in Fate & Fortune, they may /shout "I challenge Fate!" to cash in their Fate Token and attempt to change the loss to a win.Upon making the challenge, the player rolls /random. On a roll of 700 or higher, this roll counts as a winning roll in Fate & Fortune, with the appropriate payout based on the number.Fate Tokens may be awarded in other ways:1) By rolling a number in Fate & Fortune that contains two 7s in it.2) Certain rolls from the Book of Fate award Fate Tokens.3) By losing a total of three times in a row if every wager made in those games was at least 250,000 gil. A player may only receive a Fate Token in this way once per night, and only if they don't have a Fate Token currently in their possession.4) By having an extraordinarily unlucky loss, as determined by the Dealer. One example of this is playing Crimson Poker and losing with a Full House or better, or participating in a Deathroll and rolling a 1 when the last number you rolled was 100 or higher. This is only awarded to the player if they had no Fate Token in their possession, and only once per night.4) By winning OR losing the most gil during the Deathroll Halftime round. This is only awarded to the player if they had no Fate Token in their possession.5) The Barkeep is given two Fate Tokens which they may hand out during the course of the night. A player can receive no more than one Fate token from the Barkeep per night, and can not be given one if they already have one in their possession.

The Book of Fate

In our Fate & Fortune game, there are results which lead to special bonuses, penalties, or unusual events! Quite a few of these will interact with our Zimball Twist of Fate feature!During the months of April and May, there are 42 numbers which result in special events and results!We will reveal seven of those numbers here prior to each opening of the Crimson until all have been revealed!0 - Zimballgeddon! - The player that rolls this must challenge the Dark Patron of the Fates in Zimball! Should the Dark Patron come out victorious, the Zimball machine is removed for the rest of the night, the player's night at the Casino comes to an end, and the Dark Patron takes over as Dealer for the remainder of the evening!1 - The Lonliest Number - The player loses and is cursed! Whenever a 1 is rolled in 13 or Crimson Clash, the player loses! This curse is removed once every other player at the table has rolled a 1 in Crimson Clash. The player receives a Fate Token as a small consolation.7 - Lucky Zimball! : During your next game of Zimball tonight you start the game with one ball locked in and one extra Zimball! Your wager for this roll is returned instead of being lost!13 - Bad Luck : All Fate Tokens are lost, and all bonuses/benefits that players had gained from Fate & Fortune rolls are removed! Your wager is still lost.14 - Thirteen is now Fourteen! : The game "13" is now played as "14!" 14 is now the highest score you can safely reach, with 15 or over being a bust. You wager for this roll is returned insteasd of being lost!21 - Blackjack is Back! : Blackjack is allowed at the Crimson Casino for the rest of the night! The Dealer will handle the card draws by rolling /random 13 as needed. 1 is an Ace and counts as 1 or 11. 10-13 are worth 10. Blackjack on the opening two cards pays 2.5x the wager. Dealer stands on a Hard 17 or higher.69 - Nice Mode! : The player has their wager returned instead of losing! For the remainder of the evening, any Fate & Fortune winning roll made FOR ANY PLAYER that contains a 6 followed by a 9 in it pays out an additional 100% of the player's wager! If the roll would be a loss, the player wins 2x their wager instead! Nice!77 - The Silver Zimball! : For the rest of the night, any Fate and Fortune roll you make that has two 7's in it automatically triggers the Zimball Twist of Fate! Your wager for this roll is returned instead of being lost!111 - The Chosen One : The player wins 1.5x their wager instead of losing! For the rest of the evening, any losing roll made in Fate & Fortune that contains a 1 in it results in the player's wager being returned instead of losing it!143 - Jackpot of Love : For the rest of the evening, 10% of all lost wagers are placed in the Jackpot of Love, which is awarded to whomever makes the highest /random roll at the end of the night! The player who rolled this gets to make two rolls for the Jackpot. The wager for this roll is returned instead of lost!222 - Double Trouble : You receive your wager back instead of losing. For the next 4 rounds of play, you split any winnings any other player makes if one of the following conditions happens during their game.- A winning Fate & Fortune number has two of the same number in it.
- The first two dice rolled in 13 are the same number.
- The player's final hand in Crimson Poker contains a Pair (This applies to Pair and Two Pair hands only.)
- A player rolls two of the same number during Crimson Clash.
333 - Triple Triad Tussle : Instead of losing, the player now gets to challenge the Dealer to a game of Triple Triad. Winning this game results in a payout of 3x the wager! Losing the game results in winning 1.5x their wager. In either scenario a Fate Token is awarded.409 - Sudsy Zimball Chaos! : Zimball is immediately triggered, and everyone gets to play! Scores start at a 3x multiplier! The winner of this Zimball game also gets free laundry service at Sweep N Suds for a year! The player that made this roll receives their wager back instead of losing it.420 - The Blazing Sword! : While you hold the Blazing Sword, rolls of 420-699 that you make pay 1.5x your wager! You win 2x your wager right now! This bonus ends the first time you lose under these rules.444 - Force Multiplier! : For the rest of the evening, if you participate in Zimball your score Multiplier starts immediately at 4x! You receive your wager back instead of losing, and a Fate Token if you didn't have one!589 - A Crimson Casino Tradition : The first 589 rolled each night is NOT a loss! Instead, you win 3x your wager! Sometimes close DOES count! Any 589s rolled after the first are still losses, but do award a Fate Token if the player doesn't already have one.666 - Nemesis Mode : The tables are turned on the Dealer! For the next round, the Player collects all gil made from lost wagers instead of the house! At the end of the round, the Nemesis can extend Nemesis mode a round by rolling higher than 666 on a /random roll! Up to two extra rounds maximum are awarded.772 - Deuces Wild : For the next two rounds, any instance of a 2 in any game (except Deathrolls) is treated as a wild number, and can be changed to any other digit!774 - To the Death! : Deathrolls are allowed for the next round of play! The player also wins 2x their wager, a Fate Token, and is allowed to reroll the first 1 they roll in next round's Deathroll game.777 - The Luckiest Roll of All! : You win 3x the wager! All players that didn't have a Fate Token now receive one! You trigger the Zimball Twist of Fate with a 7x Multiplier in effect! (The Multiplier can not go higher than 7x. Any rolls of 9 in this game will add 10,000(x7) gil instead.)779 - Cloud Nine! : The player wins 2x their wager as normal but also gets to roll /random nine times! For every 9 revealed in the rolls, the player wins an additional 50% of their wager!999 - A Legend is Born : Your name is added to the Legends of Fate & Fortune! You win 7x your wager! You get to create a drink for the Barbuncle named after you, and you're invited to a special event on the next anniversary of the Crimson!Current Legends of Fate & Fortune
Ghyslain Ouraux
Yami Mahou
Summoner of Misfortune
Glitter Bomb

Heartbreak!

Heartbreak is a game played with seven-sided dice that is inspired by the game "Crash!" which originated at the House of Virtue gaming table in Coeurl's Goblet.The goal of this game is to get the highest score possible on three seven sided dice without rolling a 1.★ The player and Dealer take turns rolling a seven sided die (/dice 7) over the course of three rounds. The Player always rolls first.★ If either the player or Dealer roll a 1, they lose.Heartbreak Rule: If the Dealer rolls a 7 on the third round or any tiebreaker round, the Dealer causes a Heartbreak! and wins regardless of the current scores.★ If no 1s are rolled, the player wins 2x their bet if they beat the dealer's score after three rounds.★ In the event of a tie, an additonal round is played to determine the winner. Rolling a 1 during these sudden death rounds still counts as an automatic loss, and the Dealer wins via Heartbreak on a 7, even if the player also rolls a 7 in the tiebreaker.★ If the player rolls a total of 6 on three dice, they automatically win 3x their bet!★ If the player rolls a total of 21 on three dice, they automatically win 5x their bet!