Tonight's floor
Lucky Seven
Type each player's money from your sheet, then pick a game. Balances change as they bet, and nobody can go over $100.
Players
Names and money boxes stay saved until you click End session.
Games
Winners board
All-time money won at the tables.
Jackpot hall
Slot and Lotto jackpots, High Roller and tournament winners.
6 decks · Dealer stands on all 17s · Blackjack pays 3 to 2 · Double on any two · Split up to 3 times · Bets $1–$5
Roulette
American wheel (0 and 00) · Several bets per player per spin · Chips $1–$5 · Bets stay on the table until moved
Midnight Manor
Jackpots shown for a 25¢ bet. They pay in full at $1.
How Midnight Manor works
Single Hand Poker
APS Poker Showdown
Player vs player · no house · 10¢ ante · Leader checks or raises 10¢ / 25¢ / 50¢ / $1 · Everyone else calls or folds · Best 5 of 7 wins · Ties split
Fight Night
5 rounds · Chips $1–$5 · A $1 bet at ×2.5 pays back $2.50 · Winner bets reopen between rounds · 3 straight wins earns a title shot at The Boss · Fighters earn a purse: 7% of all bets to the winner, 3% to the loser
Who wins
How it ends
Knockout in round
Derby
Six horses · 1,000 metres · Chips $1–$5 · Win pays if your horse finishes first, Place if it finishes first or second · A $1 bet at ×2.5 pays back $2.50
APS Card Packs
$1 a pack · 5 cards in every pack · Every card sells back to you for its price on the spot · New cards go in your binder · Every so often a pack turns out to be a Lucky Pack or a God Pack · Collect all 82 cards, Secret Rares included, for a one-time $25 prize · Own both Secret Rares to earn the Gold Stars name plate
Crew standings
Click a name to open their binder.
Recent pulls
The best card from each of the latest packs.
Lucky 7 Lotto
Pick 3 numbers from 1 to 12, or let Quick pick choose · Your first 5 tickets in each draw are 50¢, then 25¢ more for every 5 after that · Free tickets go into the next draw by themselves as quick picks · The numbers are drawn when the clock hits zero, and the next draw starts right away
Pick your 3 numbers
Tickets
Quest Board
Manager office
Private: totals with losses, and the last 500 bets. Check this when the players aren't looking.
All-time, since the last reset. Net is won minus lost. Use Edit to change a player's numbers. Players who aren't in a seat any more are marked "former", and Delete removes everything saved for them.
The last 20 times someone's money was typed in by hand in the lobby, with how much was added or taken off.
Click the yellow Blackjack title on the Blackjack screen to switch to the red High Roller table. A player with the buy-in puts it on the line. Reach the goal and they win your perk and go back to $100. Walk away and they keep up to $100. Odds of making it: about 4 in 10 for a player who plays well, closer to 1 in 4 for a casual player. Bigger bets help a little.
Runs in progress
Perks won
Player vs player, so the casino never wins or loses here: money only moves between players (anything over a player's $100 cap still disappears). Set the ante and the leader's four raise choices.
Fighter records and win streaks. A fighter who wins 3 in a row earns a title shot at The Boss, and you can call a Boss Fight yourself. Whoever beats The Boss takes the title. Only you see how the odds work: crew fights start at 50/50, and a fighter gets +1 point for every full $5 they have over their opponent (70/30 at most). The Boss starts at 75/25, minus 1 point for every full $5 in the challenger's money box (55/45 at most). The Boss's own money never counts. Draws stay rare and don't count toward those numbers. The odds lock when betting opens for a fight. Fighters also get a purse from the house, paid into their money box: 7% of everything bet on the fight to the winner and 3% to the loser (5% each on a draw).
Fighters: nicknames, colours & money boxes
Change any nickname, shorts colour or glove colour. Tick "Corner colour" to use the red or blue corner colours instead. While someone is The Boss they're shown as "The Boss" and their own nickname is kept for later. "Money box" is the player account each fighter's odds come from. Press Save when you're done.
Rename the six horses. The names show on the race card and in the race calls. Each horse keeps its colours, number and running style.
Only you see how packs work. Every $1 pack is secretly one of three kinds. A normal pack has 3 different Commons (1¢ each), 1 Uncommon (5¢), and a 5th card that's a Rare (12¢) 95% of the time, an Ultra Rare ($5) 4.5%, or a Secret Rare ($20) 0.5%. Its cards sell back on the spot. 1 pack in 150 is a Lucky Pack: 3 Rares, then a card that's Rare 90% / Ultra 8% / Secret 2%, then one that's Rare 80% / Ultra 18% / Secret 2%. It pays a flat $15. 1 pack in 250 is a God Pack: 3 cards that are Rare 50% / Ultra 40% / Secret 10%, then Rare 40% / Ultra 50% / Secret 10%, then Ultra 85% / Secret 15%. It pays a flat $20. All together, packs pay back about 69¢ per $1. Packs with an Ultra or Secret Rare, and every Lucky or God Pack, always play the full reveal. Each player can win the $25 Grand prize once by collecting all 82 cards, Secret Rares included. That takes about 430 packs on average (anywhere from about 150 to 830). Owning both Secret Rares earns the Gold Stars name plate (see Name plates below).
Only you see the odds. Players pick 3 numbers from 1 to 12, so there are 220 different tickets. Each player's first 5 tickets in a draw cost the ticket price, and every 5 after that cost 25¢ more (you can change both below), so nobody can buy up every number cheaply: all 220 would cost over $1,000, and $100 buys about 55. Free tickets won in a draw go into the next one by themselves as quick picks. When a draw ends the next one starts by itself (untick the box below to stop that; cancelling a draw also stops it). To end a draw early from the Lotto tab, double-click the clock and type the code. For each ticket: all 3 is about 1 in 220 (the jackpot), 2 of 3 is about 1 in 8, 1 of 3 is about 1 in 2 (a free ticket for a later draw), and no match is about 4 in 10. If several tickets hit all 3, they split the jackpot. If nobody does, the jackpot grows by part of that draw's ticket money: all of the first $5, half of the next $5, 20% of the next $5, 10% of the next $5, 5% of the next $5 and nothing after $25, so one draw adds at most $9.25. It never goes over the jackpot max, and after a win it goes back to its starting amount. A winner who would go over $100 loses the extra, like the other games. If the page is closed when the clock runs out, the numbers are drawn the next time it's opened. The jackpot winner gets the Lotto Winner name plate, a celebration, a banner on the lobby until you start the next draw, and a spot in the Jackpot hall.
Last 15 draws
Players earn these on the Quest Board, and the plate shows on their name in every game. Earned plates are kept. Three come and go by themselves: Champion follows the Fight Night title, Big Bankroll needs more than $75, and Lucky Night is earned by being up $25 in one night, and after that it shows any night the player is up at all. Unlucky Night works the same way the other way round: earned by being down $100 in one night, then it shows any night the player is down. Tick a box to give someone a plate, or untick it to take it away. Changes save straight away. Anyone holding all six kept plates (Gold Stars, High Roller, Double Zero, Grand Jackpot, Four of a Kind and Long Shot) is in the Hall of Fame and gets the shiny rainbow Hall of Fame plate plus a moving rainbow frame. Money won or lost in the Lotto or at the High Roller table never helps anyone reach Big Bankroll, Lucky Night or Unlucky Night.
When a player has several plates
Which look goes with which plate
Who has what
"Shows" lets you pick the plate a player wears when they have more than one.
Add or remove lit dots on the three slot meters. Everyone shares them. A full meter (5 dots) glows, and then each matching gem has a chance to pop it and start the bonus with that power.
Pick the sound for each moment on the slot machine. Press ▶ to hear it. Changes save right away and apply in every theme.
Same prize at every bet. Major and Grand grow a little with every spin, from their start amount up to their max, and go back to the start after someone wins. Bigger prizes make the slot pay back more overall.
Only shown here. Type the chance (%) that one bonus game grows the square far enough to win each prize. Each prize has to be the same or rarer than the one to its left. A bonus game comes about every 56 spins, so the grey number is roughly how many spins it takes.
Fine-tune how the games pay. Grey numbers are the normal settings. Changes apply when you save. Then use Check slot payback to see how much the slot returns per $1 bet with your settings (it's tuned to about 92%).
Resets
Each button asks you to click twice.