CHALLENGE FATE AND FIND YOUR FORTUNE!

The Crimson Casino

Located on Diabolos Goblet W30 #35

Upcoming Openings

Spring Season Theme : Toad-al Chaos, feat. Zimball!
All openings are from 7-10pm Eastern unless otherwise stated
Wednesday, May 21st
Wednesday, June 4th
Sunday, June 8th
Wednesday, June 18th
Sunday, June 22nd
Wednesday, June 25th (Season Finale/Crimson Triad Tournament)
Summer Season starts August 6th!
Dates are subject to change.

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/or as needed.Players may be 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. Should roleplay conversation be minimal, rolls will be kept out of party using /random.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

The object of this game is to roll 590 or higher.
In general, the higher the roll you make, the better your prize, and as always we have a list of numbers that cause special events, bonuses, or sometimes even curses to happen. All of these special rolls are listed in what we call the Book of Fate!
Payout Structure
★ 590 - 699 : You win 1.5x your wager.
★ 700 - 949 : You win 2x your wager.
★ 950 - 989 : You win 2.5x your wager.
★ 990 - 998 : You win 3x your wager!
★ 999 : You win 7x your wager OR the Fate's Fortune Jackpot, whichever is higher! This is also is a Book of Fate roll!
If a Player's roll triggers the Book of Fate, the Book's result supersedes the usual outcome.Savage and Express Modes of Fate & Fortune
We currently are not running Savage Mode and Express Mode at this time, though we reserve the right to bring these modes back at any time! Should they be available, rules for those modes will be included here.

Zimball! (rules updated 5/11/25)

Please Note: This event is normally only played once an hour towards the end of the hour, but the Book of Fate could change that!

This year, Zimball returns as a group wager game so that more people can join in on the fun! The Zimball event usually takes place at 7:40, 8:40, and 9:30pm Eastern time, give or take 5 minutes.Wagers and Prizing
To play, you must pay an entry fee of 1 million gil (this total is doubled for the final Zimball game of the night.)
The player with the highest score wins AT least 50% of all collected wagers.
Once the winner is determined, the Dealer plays a game of Zimball to try and beat the winner's score. If the Dealer does not beat the score, the player wins 100% of all collected wagers instead!
Should the Dealer beat the high score, the remaining 50% is added to the Fate's Fortune jackpot.
Any gil not paid out in the first two games is rolled over to the next game. Any gil not paid out in the finale is placed in the Fate's Fortune jackpot.
Game Rules
The object of Zimball is to achieve the highest score. Points are scored through different results on a /random 10 roll, and players keep rolling until they roll a 1 or 2.
Each player gets ONE Zimball per game, but they may also use a Fate Token to get one Extra Ball!
When the Dealer plays, they get two Zimballs.
Roll Effect★ 1–3 Ball Lost. Round ends, no points added this roll.★ 4 Weak bumper. +10 points, may roll again.★ 5 Basic hit. +20 points, may roll again.★ 6 Target hit. +30 points, may roll again.★ 7 LOCKED! +50 points, locks 1 ball for Multiball Mode, may roll again. You can't unlock a Multiball round during a Multiball round.★ 8 Spinner! +50 points, may roll again.★ 9 Bumper Frenzy! +70 points, may roll again.★ 10 TOAD-AL CHAOS! The first time this is hit during a player's game they get an Extra Ball! You can only get 1 Extra Ball this way during the game. If the Extra Ball has already been earned OR if this was hit during Multiball Mode, this roll scores 100 points.Multiball Mode
If a player locks in three Zimballs over the course of the game, they get a "Multiball Mode" round where the point values are doubled. The Multiball Mode round ends when two balls have been lost.
In addition, if a player hit Toad-al Chaos during Multiball Mode, they win a bonus equal to their Final Score x 500 gil! This bonus payout can be earned up to two times during Multiball Mode, with a capped total bonus payout of 3 million gil) This bonus is paid even if somehow the player doesn't have the highest score!
Scores for each Zimball game played that evening count toward a player's total score for that night.Zimball Showdown Finale
At the very end of the night, the top two players with the highest total score will play each other for an opportunity to win the Golden Zimball Jackpot! Each player gets two balls for this final game and may not use a Fate Token for a third ball.
During this final head to head game, the player that earns the highest score wins 2 million gil from the Crimson... UNLESS they hit TOAD-AL CHAOS during Multiball Mode! If they pull that feat off, they win either 50% of Fate's Fortune, or 5 million gil, whichever is higher! Each time this isn't achieved, 1 million gil is added to Fate's Fortune.

Might and Misfortune

A Crimson Casino game that puts a dark spin on an otherwise simple game of Beat the Dealer. The odds in this game definitely favor the house, and the payout for a win is higher to reflect that!The Dealer rolls /random and calls out a Misfortune number between 1 and 6.The player then rolls /random. (This is considered a Crimson Roll, meaning it can trigger the Book of Fate!)If the player's roll has a 0 or the Misfortune number in it, the player loses.If the Player's roll is higher than the Dealer's roll without having either a 0 or Misfortune number in it, they win 3x their wager!If the Player's roll triggers the Book of Fate, the Book's result supersedes the usual outcome.

13

Played against the dealer.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 /random 6 dice 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.After choosing to stop the dealer will then take their turn.The one closest to 13 without going over wins!Defeat the dealer and win 2X, unless you hit a score of 13 on exactly five dice, in which case you win 2.5x your wager!A tie will result in a new round until the tie is broken!If the player has a score of 13, a safe five dice roll by the Dealer is considered a tie against 13, while a five dice roll that TOTALS 13 -beats- a score of 13 rolled on fewer dice.

High, Mid, or Low

With Rhoshambo gone for the time being, we wanted to make sure that a very simple game was still offered that could also count as a Crimson Roll.The rules are simple.
After the wager is placed, the Player calls High, Mid, or Low.
The Player then makes a /random roll. (This is considered a Crimson Roll, meaning it can trigger the Book of Fate!)A result from 1-333 is Low.
A result from 334-666 is Mid.
A result from 667-999 is High.
If the player predicts correctly, they win 2.5x their wager!The odds of winning this game are approximately 33.3% with the House paying out approximately 81% of all gil collected.*(*Data gathered from running 10,000 simulated games.)

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 /random five times to determine their starting hand. Only the first number of the roll is used.The very first of these five rolls for the opening hand is considered a Crimson Roll, which means it can trigger the Book of Fate!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.

Deathrolls

Players may challenge the Dealer to a Deathroll at any time, so long as they have challenged the Dealer less than three times.(Deathrolls that happen in Deathroll Halftime or from the Book of Fate don't count towards this limit.)Deathroll RulesThe Player starts first by rolling /random. (This is considered a Crimson Roll, meaning it can trigger the Book of Fate!)The Dealer then rolls /random X, where X is the number of the previous roll. The Player then responds in kind.If at any time the Player rolls a 1 or lower, they lose!If the Dealer rolls a 1, the Dealer loses!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 -> 1
The Player loses due to rolling a 1.

Triple Triad

You can challenge the Bartender to a game of Triple Triad for gil once per evening! The max wager is always 1 million gil. Minimum wager is 0 gil! Play for fun, or play for a big payout!If you don't have much of a collection, don't worry! Triple Triad games played for gil in the casino may be played typically using only the Roulette/Draft ruleset, and thus ensuring a each side has an equal number of cards of similar rank before the match begins.The Bartender, at their discretion, may allow Roulette/Random instead, though in general expect Roulette/Draft to be our default format.A win against the Crimson pays out 2x the bet. If this win occurs before the evening Finale while the Barbuncle is open, you also win 3 Crimson Points!In the event of a Draw, the House keeps 25% of the bet.The Crimson Casino will also hold a minimum of 2 Triple Triad tournament events over the course of the year! These events will be limited in participation to 7 players, with invites going out to our most prolific card slingers first, and remaining slots filled on a first register, first serve basis.Our next Crimson Triad Tournament will be held on March 30th!

Twists of Fate

Revealing a 7 during a Crimson Roll (any roll which could trigger the Book of Fate) moves the Casino closer to a Twist of Fate! In general, the 7th reveal of a 7 is what is needed to trigger the bonus round.A Twist of Fate can occur no more than twice during each hour of play.A player that triggers the Twist of Fate by rolling the final 7 needed earns a Fate Token and gets to choose special conditions for the next round of play. Please note, no special condition can be in place for consecutive Twists of Fate.Poker Run : During the next round of play, the first five rolls from a player in Crimson Poker can all trigger the Book of Fate! During the Poker Run, the Twist of Fate meter does not build up.Deadfall : During the next round of play, the player that makes the lowest initial roll during a Deathroll gets a Fate Token and wins 777,777 gil!High Five : During the next round of play, the player who plays 13 and has the highest Five Dice win score gets a Fate Token and wins 877,777 gil!Fate & Misfortune : During the next round, if a player reveals a 0 during Fate & Fortune OR Might & Misfortune, they lose their wager but receive a Fate Token. The wager lost in this case goes directly into the Fate's Fortune jackpot.Midtown Blues : During the next round, High Mid & Low is the only game available. Players may only choose to bet on High or Low. Any wagers lost when the result is Mid are sent to the player who chose this Twist of Fate!Dealer's Choice : The Dealer may choose one of the Twists above, or decide on an entirely different set of special rules for the next round!

Home of the "Fate Token!"

One feature unique to the Crimson Casino is its Fate Tokens. These are used primarily as opportunities to challenge Fate in Fate & Fortune, get some extra protection when playing Zimball, or improving your outcome for a wager before you roll!All players start the evening with one Fate Token, and you can have up to three in your posession at any time! Should a player earn a Fate Token while being capped at three they will be asked to give that Fate Token to another player of their choice.The Dealer and Bartender also reserve the right to give a player a Fate Token if they deem a player has been considerably unlucky. This is at the discretion of Casino Staff only. Any attempt to persuade staff to give a token will be denied.★★Fate Tokens can be used in one of the following three ways...★★★ Challenge Fate: If you lose in Fate & Fortune, you can sacrifice your token to have a chance to change the loss to a win. The player rolls /random. On a 777 or higher, they win 2x their wager instead of losing the game! If there's a 7 in this challenge roll, win or lose, they get to keep the token to use again on a future wager!★ Zimball Shield: Before starting a set of Zimball rolls, a player can choose to use a Fate Token to activate the Zimball Shield! When the Zimball Shield is up, the first time a 1 or 2 is rolled, the ball is not lost. Instead, the player scores 7 points and may roll again!★ Appeal to Nymeia: You can sacrifice your token before you wager to receive a blessing from Nymeia! Make a /random roll! This roll can trigger the Book of Fate as well.0-699 : If you lose the game you're about to play, you will get half of your wager back instead of losing it all.700-999 : If you lose the game you're about to play, you will get all of your wager back and it will be considered a draw. If you win the game instead, you will receive a bonus equal to 100% of your wager AND you will get to keep the Fate Token!You can Appeal to Nymeia AND Challenge Fate in the same wager should you have two Fate Tokens (or more) in your possession.All unused Fate Tokens are removed at the end of the night and do not roll over to future openings.Challenge Fate, and Find Your Fortune!

The Book of Fate

Throughout most of our games, the first /random roll a player makes (referred to as a "Crimson Roll") has a chance to trigger a special event from the Book of Fate!When this happens, the Dealer will announce the result from the Book of Fate as it is listed here.The effects from the Book of Fate supersede any original outcome from the game that was being played to trigger the Book.Each season the numbers in the Book of Fate will change to some degree, with triples always guaranteeing some result no matter the season.There are currently 40 possible rolls that can be found in the Book of Fate. 33 will bring Fortune, while 7 will bring some form of Misfortune! Full descriptions of each roll will be added as they are encountered!0 : Diceageddon - The results of this cursed roll have yet to be revealed.1 : The Lonliest Number - You are cursed by the Book! You can not participate in group wagers until the curse is broken! If you make a winning roll that has a 1 in it, it's considered a draw instead of a win in ANY game! You can not gain Fate Tokens. This curse is broken when someone else loses a wager that had a roll with a 1 in it!4 : Death Becomes You - You are cursed by the dice! You can only participate in Deathrolls for the rest of the night until you lose 3 games! Wins in Deathrolls only pay out 1.7x your wager!5 : Sleight of Brush - You win 2.5x your wager! During Crimson Poker, after you've redrawn cards you can choose to replace one card in your final hand with any card you initially discarded. Once you've used this ability to win a game, the effect ends.7 : Lucky Zimball - The results of this roll have yet to be revealed.13 : Primal Misfortune - You lose this wager. You lose all Fate Tokens and all benefits gained from any earlier Book of Fate results. You can only Play 13 and no other game until you win twice in 13.14 : Forgal's Legacy - The game of 13 is now treated as "14" for the rest of the night! Going over 14 is now a bust instead of 13! Also, whenever someone wins a game by scoring 14, you win a bonus of 140,000 gil! You get your gil back from this wager!69 : Nice Mode - The results of this roll have yet to be revealed.77 : Did Somebody Say Zimball?! - The results of this roll have yet to be revealed.111 : One-Up - You win 2x your wager! The next time you roll a 1 in a Deathroll, the Dealer rolls /random 999 and the game continues, saving you from a loss!113 : The Dark Hour - The Casino is cursed! 13 is the only game available until the next Twist of Fate or Zimball game! You lose your wager.123 : Easy Mode - You win 2x your wager! For your next three games of Fate & Fortune, you only need to roll 501 or higher to win! Also, wins will pay an additional 50% of your wager! That means 501-699 pays 2x! EASY!143 : Menphina's Might - You win 3x your wager! For the rest of the night, any gil players bet and lose in Might and Misfortune goes into a special prize pool rolled for at the end of the night. High /random roll will win it, and YOU get two rolls for it!222 : Deuces Wild - You win 2x your wager! During your next two games of Crimson Poker, a 2 in the first digit counts as a Wild Card! If you somehow lose both games, you get TWO MORE games with this bonus!333 : Crimson Triad Trial! - You win 3x your wager! During your next wager, you may challenge the Dealer to a game of Triple Triad. A win pays 3x, but draws also count as losses! Should you win, you have a guaranteed invite to the next Crimson Triad tournament!409 : Squeaky Clean! - You win 2x your wager and a Fate Token! The next time you lose in any game BESIDES Fate & Fortune, you can use a Fate Token to make the game a draw and get your gil back! You also get free laundry service from Zimzimki Shimizu once Sweep N Suds is reopened!444 : Fate & Four-tune - The results of this roll have yet to be revealed.555 : High Five - The results of this roll have yet to be revealed.589 : Crimson Tradition - The results of this roll have yet to be revealed.590 : Bullseye! - You win 2x your wager and a Fate Token! For the remainder of the evening, any wins in Fate & Fortune pay an additional 50% of your wager! This means 591-699 for example pay 2x your wager instead of 1.5x!666 : Nemesis Mode - The results of this cursed roll have yet to be revealed.700 : Fate & Misfortune - The results of this cursed roll have yet to be revealed.711 : The Biggest Gulp - You win 3x your wager, and you get to design a drink for the Barbuncle menu! You also win a Fate Token!707 : The Coin's Edge - The results of this roll have yet to be revealed.770 : Shields Up - The results of this roll have yet to be revealed.771 : Lowball - You win 2x your wager and a Fate Token! For the rest of the evening, when anyone plays Might and Misfortune, they must attempt to roll LOWER than the Dealer without hitting a Misfortune number!772 : Spriggan Deck of Many Rocks - The results of this roll have yet to be revealed.773 : Triple Threat - The results of this roll have yet to be revealed.774 : Double-Double or Nothing -The results of this roll have yet to be revealed.775 : Locked and Loaded - You win 2x your wager and a Fate Token! During the next Zimball game you play, you only need to lock in TWO balls instead of three to unlock Multiball Mode!776 : Seven Plus Six - You win 2x your wager and a Fate Token! For the rest of the night, whenever you play 13 and hit 13 on your rolls, it's an automatic win without challenge from the Dealer! A Five Dice 13 pays 3x for you as well!777 : The Luckiest Roll of All - The results of this roll have yet to be revealed.778 - Extra Zimball - You win 2x your wager and a Fate Token! During the next game of Zimball your Extra Ball you would get from rolling a 10 is already unlocked from the start!779 : Cloud Nine - The results of this roll have yet to be revealed.877 : Spriggan Surprise - Win 2x your bet! For the next 2 rounds of Fate and Fortune, your numbers are reversed! For example, a 179 is now a 971, and a 842 is now a 248!888 : CRAZY EIGHTS - You win 2.8x your wager! For your next EIGHT wagers, whenever your roll contains an 8 in it, you MUST reroll the number regardless of what its original outcome would be. You get an extra 50% of your wager in winnings if you still end up winning, and this bonus stacks if 8 is shown in rerolls in the same wager!998 : All That's Glitter's - You win 3x your wager! For the next three games that Glitter Bomb plays while you're present, you win what she wins!999 : A Legend is Born - The results of this roll have yet to be revealed.??? : Kvazan, The Last Berzerker - The results of this roll have yet to be revealed.
??? : The results of this roll have yet to be revealed.

Current Legends of the Crimson Casino
Ghyslain Ouraux, Fateslayer
Yami Mahou, The Unseen
C'rhylie, Crimson Queen of Cards
Ryo Saeba, The Savage
Fiz Fidele, The Pastel Princess
Kvazan Xaetal, The Gilded Chicken
Alun Muscadet, The Scribe
Sol Gallion, The 13th Chef
Cartruce Montoya, The Legitimate One
Glitter Bomb, Queen of the Moogles
Other Gamblers of Renown
Darkeiko Runeguarde, Former Dark Patron

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.Sudden Death Rule : If Player and Dealer tie three times, a Sudden Death round will be played in which the Player and Dealer will alternate rolling dice. If a player hits 13, they win immediately. If a player goes over 13, the lose immediately.