There is always games of chance and skill to feed the gamblers need. This page is a list of common ways to loose your shirt get rich quick!


Every City State runs their own lottery, you can buy these almost anywhere, ATM machines will even allow you to purchase them.

To Play: lottery ticket cost 2c and is just a piece of paper with a barcode and 8 numbers. To determine if you won both you and the GM roll a d6 dice. You will roll up to 8 times, each time both the d6 match you move to the next number, as soon as both dice don’t match (or you get to 8) you stop and then count how many you got the same.

If 3 of the dice matched you get 1c.
If 4 of the dice matched you win your 2c back.
If 5 of the dice matched you win 10c.
If 6 of the dice matched you win 100c.
if 7 of the dice matched you win 1000c.
if all 8 dice match you win 1,000,000c.
Collect your winnings by feeding the ticket back into the ATM which will then allow you to send it to your Grid Account or print it as a paper note. Unless you win the 1,000,000 the ATM will start to flash and sirens go off and very soon Enforcers and News crews will show up. You will have a VIP limo take you to a 5 star hotel and give you a penthouse for the night and the next morning while on live City State TV be presented a gold Plastic Grid Card by the district mayor or other local official with 1 million calories on it. Everyone will know you won.

Technical: It’s impossible to cheat the lottery system, you don’t get to pick your numbers, they are issued from the City States central Lottery Core which is protected with levels anti-magic and anti-psionics and it is not connected to the Cyberplane. A wish spell or the like will only work on one ticket and get you just the first 3 numbers correct (where you win 1c, half your money back) you still will have to roll the rest.

You can find casinos in nearly every City State and even in Fringe Communities, they range from huge emasculate 5 star hotels to shady dark hole in the walls. Each City State has it’s own regulations on Casinos overseen by the Regulations Division of the Enforcement branch. This Regulation Division actually does more work to investigate and hunt down cheaters then it does actually trying to regulate the Casinos.
There a actually dozens of different games of luck you can find in a Casino, ranging from electronic arcade style machines to card and dice games. Casinos often also have lounge areas setup for Gladiatorial Games either in house or televised.


The following are some of the more popular game that are also easy to play inside your gaming session just using dice you should already have.

Loot Machine

This is basically a slot machine and sometimes called a “One Armed Pirate”, and they come in a lot of different styles and themes but the rules are the same. You have to use Coin Calories with these old style machines and can use any value type of 1c, 2c, 5c or 10c. What value of coin you put in determines how much get if you win.
To Play: First enter your money into the machine then pull the handle on the side to start the tumblers spinning, roll 3d12 to determine what came up. Use the chart below to see if you won, the * character means any number. The numbers can be in any order. Whatever you win multiple it by the calorie coin you put in. Winnings are deposited as Coins in a hopper in the base of the machine.

“12-12-12” Jackpot x100 your coin value.
“11-11-11” Mini Jackpot x10 your coin value.
“7-7-7” Lucky Win x20 your coin value
“1-2-3” Progressive, You win nothing but if you put the same amount of coins in and win on the next pull your winnings are x10! (Does not stack.)
“5-*-*” Payback, win your coin back.
“5-5-*” Small Win, x2 your coin value.
“5-5-5” You win x5 your coin value.
“Any other 3 of a kind” Win x3 your coin value.
* can be any number.

Progressive: A progressive is when you get 1,2 and 3 on each dice. You don’t win anything but the next pull, if it results in a win you could win big. No matter if you win or loose the next pull, the progressive is over, if the next spin is also a progressive it doesn’t mean anything, just that the next pull is a progressive but it doesn’t stack the x10 multiplier. If for example you put in the max coin of 10c and get a progressive, and then put in another 10c and get Jackpot worth x100 you win 10c x 10 x 100 = 10,000c the maximum you could possibly win from a Loot Machine. However most loot machines don’t have that amount of coins in them so a light and bell will sound and a Casino employee will come over, check the machine for tampering and if it checks out give you a Paper note worth 10,000c.

Technical: Trying to cheat the machine is really hard, you have to first gain access through a locked door Disable Device DC 30 and then know what your doing electronically and mechanically inside which also requires the Jury Rig feat and another Disable Device DC 40 to tamper with the results. Breaking into one for the coins will net you 10d6 x 100 in calories worth of coins (plus anything you may have just lost to the machine.)


This Spin2Win game is a giant wheel divided into 20 pie slices with 8 different symbols. There are rods along the rim that that allow a pointer to click between each pie slice. The different pie slices are marked with different symbols and payout amounts. You have to put money down on a table in front of the wheel before it has slowed to clicking 3 times per second. An attendee spins the wheel and indicates when no bets are allowed. This game is usually big, colorful and sometimes covered in lights, it is often found at the entrance of a Casino.

To Play: Put your money on the table with different symbols and payout amounts before the attendee says “no more bets.” You will either use Casino Chits, Calorie Coins, or Paper Notes. You can put money down on any or as many of the 8 different symbols you want. The symbols are represented below as A to H. There is a maximum of 1000c per symbol (possible Diplomacy DC 10+1 per 1000c to raise limit). Each pie slice has a symbol on it, when the wheel stops spinning the pie slice with the symbol on it the pointer indicates is the winner and the attendee pays out winnings to those who put money on that symbol. Only one symbol can win per spin. Roll a d20 and see which symbol won and what they payout is.

A = 1 (Pays x5)
B = 2 – 3 (Pays x4)
C = 4 – 6 (Pays x3)
D = 7 – 10 (Pays x2)
E = 11 -14 (Pays x2)
F = 15 – 17 (Pays x3)
G = 18 – 19 (Pays x4)
H = 20 (Pays x10)
Technical: This is a simple game of chance and there isn’t anything really technical about it. You will only find these inside Casinos where you will be watched and monitored extremely closely if you know it or not.

5 Scarabs

This is a dice game that is kind of like poker and played either against the house dealer and/or other players, the dealer is considered a player. At the start of each game all players must put in an ante, casinos will have different tables set up with different ante amounts and are usually 1c, 10c, and 100c antes tables. The winner will be player who has the 5 highest dice at the end of the game and collects the antes and all bets put in, there is only ever one winner.
To Play: Begin by each player putting an ante in, the amount of the ante, usually 1c, 10c or 100c. Each player then rolls 5d6. Whoever has the highest total of dice is current the “lead”. If there are more then two players with the same score they each the lead. The lead determines how many dice he is willing to reroll in hopes of getting a higher score, he pushes those in front. If there is more then 1 lead the player who is willing to push less dice is the new lead. The lead can choose to push no dice out. For every dice the lead does not push out all the other players get to roll up to that number of dice if they choose. So if the lead pushes 1 dice out all the other players can reroll 4 dice, if he pushes 4 dice out then everyone else only gets 1 dice to reroll. If the lead pushes all dice out this called a “dare”, at this point all other players must either agree to put another ante in and agree to reroll all of their dice, otherwise the lead wins, the lead who did the dare however does not have to put an ante in to continue. Before the new roll each player gets to bet or drop out, starting with the player to the left of the lead the player can choose to add whatever bet he wants that he will get the highest score on the next roll based on whatever dice he rerolls. All players including the lead must match that amount or drop out, this goes around until it gets back to the lead, the lead can then choose to bet or call. If he bets then the cycle starts around the table again, but this time any player can call and that means he is stopping the betting. When the betting is done everyone rolls their dice accordingly and whoever has the highest number is the final winner. If 1 or more players have the same total, then player with the lowest dice that is higher then the other players lowest dice wins, if this still results in a tie they split the pot.

Step Summary:

  1. Ante in
  2. Each player rolls 5d6
  3. Player with highest points is the lead.
  4. Lead pushes a number of dice in he is wanting to reroll.
  5. If lead pushes all dice in it’s a dare. All other players but the lead must put a new ante in or drop out and they also must reroll all their dice.
  6. If not a dare each player can reroll as many of their dice that the lead did not push out.
  7. Before rolling everyone gets to raise the bet, starting the player to the left of the lead.
  8. Any player not willing to match a bet must drop out.
  9. When it’s the leads turn to bet he can call or continue to raise the bet.
  10. If the lead continues to raise the bet then each player after him can continue to raise the bet or call.
  11. Once the betting is done everyone rolls their appropriate dice.
  12. Whoever has the highest score wins the pot.
  13. On a tie the tied player with the highest lowest dice win, if that is the same as another tie they split the pot.

Dealer Rules: If the player(s) are playing against the house (which is usually the GM), the house dealer should follow these rules.

  • Always accept a dare.
  • If after the first roll your total is less then 17 and your score is not the highest then drop out on the bet.
  • Never raise the bet.
  • Always call.

Technical: There is nothing technical about this game, it uses 6 sided dice. If played in a Casino however the dealer is usually using detect magic and psionics. During really big tournaments the dice are nulled from magic and psionics.

Rikkus High

This is a dice game that basically is like the card game of war. All players put in an agreed upon ante, if playing at a Casino they will have ante tables marked 1c, 5c and 10c for this game, it often doesn’t go higher because this is considered a poor mans game but it still popular with some because it is really easy to play. Basically whoever has the highest roll on a d6 die roll wins.

To Play: Start by each player putting in an ante to play (usually 1c, 5c or 10c). Then each player rolls a d6, if someone has the highest number then any other player they win. If multiple players tie for the high number they can continue if they enter the ante amount again. Then each player rolls a d6 again, if one person has the highest he wins. If there is a tie they repeat the process of adding the ante again and rolling. This continues until no other players are willing to add an ante or one player has the highest score and wins.

Dealer Rules: If the player(s) are playing against the house (which is usually the GM), the house dealer should follow these rules.

  • Never ante up on a tie if there is more then 2 ties (let the other players go at it.)
  • Always ante up on a tie between the house and 1 other player.

Technical: There is nothing technical about this game, it uses a six sided dice given by the Casino for the player to use and replaces the dice between each game.


Casinos will often hold gaming tournaments for popular games such as 5 Scarabs and Rikkus High. Entering a tournament can either be Novice and cost 50c to enter, Advanced and costs 200c to enter or Professional and cost 2,000c to enter. When you enter you start with as many calories in Casino chits as the cost to enter was but the antes are either Novice 2c, Advanced 10c or Professional 100c. Depending on the number of players that enter the final winner is based on who has won all the money or has the most money after 2 days, except for Professional when goes until there is only 1 winner. During tournaments players only play players, they do not play the house. They play in tables consisting of 6 players at a time, once the table gets down to 2 players they are moved to another table with 2 openings. The winner gets half the money of all the registration fees. Typically a Novice tournament will have 12d10 registered players, Advanced 6d10 players and Professional 6d6 players.

How should a GM handle Tournaments?

You could play out each and every game with the players playing against NPCs. That is fine but could take a long time. Since the games are pure games of luck you can simplify it using this system.
Divide the number of registered players by 6, this is the number of tables there are. You can either start multiple players from the group at the same or different tables. Each table with a player have them play 1 round of Rikkus High, if they win that game consider they won multiple games and they get all the money from the other players at the table, if they loose they are out of the tournament and lost all their chits. Take away half the tables and consider that others won those. Have the player do the game for the new table, if he wins again he advances, and keep dividing the number of tables until you have 1 table and play the game for the last time, if he wins take the total number of registered players x the registration fee and divide that in half, that is the players winnings and maybe give him a trophy. At any time if a player needs to leave they forfeit the tournament.

Gladiatorial Gambling


Fantasy Gaming