
House of Hearts
Grand Club & Casino
PRIME TIME!
Prime Time is a fun roulette like game based on prime numbers.Players pick their bets (2s, 3s, 5s and more below.) The dealer rolls 1-99. If a bet number is rolled, those players get an instant payout! You can claim your winnings or keep your bet rolling. The game continues until a dead number is rolled. If you'd like to pull out without winning, you can let the dealer know and walk away with half your bet.Betting:
1k Minimum, 100k Maximum, in increments of 1k.
Game Example:
Say you bet 1000 on 2's, 2000 on 3's, and 5000 on 5's.
The dealer rolls a 45.
You win on 3's and 5's! 3's pays you 2600 back, and 5's pays you 7500 back. Your bet on 2's will stay in the pool for the next roll. You can choose to bet on 3's or 5's again if you want to.
At any time you can tap out and take half of what you bet.
The game ends when a dead number is rolled.
THE GREAT KUPO RACE
Downstairs of the casino is The Great Kupo Race! A guild of inquisitive Moogles has recreated a legendary story as a game exclusively for House of Hearts. In the Kupo Race spectators may bet on a particular piece finishing the race first. If that piece wins, you win!
The Kupo Racetrack has lanes for different colored pieces, and each piece moves a different number of steps. To start the race, the Master Astrologian draws arcana for guidance. The Astrologian draws two arcana.
Rules: The Astrologian draws two cards each turn. If two of the same color are drawn, that color piece moves 2 spaces forward. If two different colors are drawn, all pieces except the first color drawn moves 1 space forward. The Bole is our Wild card. The Bole with any other card moves that color 2 spaces forward. If two Boles are drawn, everyone becomes a double wild winner which gives you 20% back of every bet at the end of the race regardless of what wins. A players max bet is 100k gil per lane, with 5 different lanes! The game ends when one of the colored pieces returns back to its starting position. It is possible for more than one colored piece to win at the same time.Arcanum Guide:
(Card) Piece Color - Payout
(The Balance) Red - 2x
(The Arrow) Green - 3x
(The Ewer) Blue - 5x
(The Spire) Purple - 7x
(The Spear) White - 11x
(The Bole) WILD!For example:
Say you bet 100k on Red and 100k on Green. Green wins the race. You'll get a payout of 300k!
And say the Astrologians double-draw Wild once during the race, that means you get a payout of 20% of your bet, so that's 40k!
The Story:
Long ago there was a kingdom ruled by a fair and wise queen, Argenta the White Spear. She was beloved by all peoples and cared deeply for her realm. An evil sorceress, jealous of the queen's power, wealth, and beauty conspired to end the queen's reign and take the throne for herself. She would cover all the lands in shadow, and make vengeance on the people. By subterfuge, the sorceress' will was carried out. The queen was killed by an unknown assassin, and the kingdom was thrown into chaos. But the people would not stand idly and allow the sorceress to take power. They called on brave heroes from across the world to slay the sorceress. Whoever of them was mighty enough to do the task, they said, would become the new ruler. And the sorceress locked herself away in her fortress. In her guile she laid many traps for the heroes along the path to her dark citadel.So the heroes assembled.
Redran, the Sun's Thirst, a barbarous warrior known for speed and might, but not for brains.Verda, the Arrow, an elfen archer with a keen eye and expert minstrel, whose song could tame even the most ferocious of beasts.Inigo, the Cupbearer, loyal knight of the queen, a brave bulwark and faithful servant, who blamed himself for allowing the queen to die.Violace, the Tower, the court mage, who thought her arcane talent and wisdom more than a match for the evil sorceress.And among the great and the wise, another hero answered the call, a lowborn peasant named Albert. Bearing no titles, swords, or tricks, this young man hoped only to slay the one who killed his beloved queen. He had met her only once, as a boy, and on that occasion the queen was so taken by his genuine smile that she kissed him on the forehead and made a blessing for his family that they should always have a good harvest, and bear the least of all in times of famine, so that his caring smile would never bear the burden of woe. Armed with only a stout and faithful heart, and a simple pike, Albert too would brave the journey to The Sorceress' Citadel.