Seven hands to prepare. Three debts to escape.
Buy now. Use from your pocket during a hand. Unused items stay with you.
Another night. Another shot at the house.
Three bosses. Miss a payment deadline and the run ends. Fictional chips only—no real money or prizes.
Start with 1,000 chips. Play seven preparation hands before each of three creditors. Events appear after preparation hands 2 and 5; resolve the encounter to continue. Split hands count as one round.
Debts are 650 / 1,100 / 1,750 chips. After entering a boss room, you have 5 / 6 / 7 hands to earn and deposit the money. Winnings go to your wallet. Only deposits reduce debt. Payments are final, cannot be withdrawn, and come out of your spendable chips. You can pay immediately or in installments between hands. Partial payments must leave the minimum bet available.
You get a final chance to pay after your last hand if you can afford the balance. If you cannot pay and have no hands or betting chips left, the run ends. Clearing the first two debts unlocks 400 / 650 chips of stake for the next floor. The last debt buys your freedom.
The shop is open during preparation and between floors, but closes for encounters and boss fights. Permanent upgrades cost 325–600 chips. X-Ray Shades and Loaded Cuff have two uses per floor. Ghost Hand saves the first hit or double-down bust per floor: discard that new card and automatically stand. It does not rescue redraws. Pocket Ace changes your last card into an ace once per floor; changed 21s pay 1:1. Five-Card Club automatically stands and wins on five cards without busting, paying 1:1. The dealer’s initial blackjack still takes priority. Silver Tongue reduces each unpaid contract by 10% before entering the boss room.
Carry up to three of each pocket item. Borrowed Shades reveals the hidden card once. Sleeve Card redraws the active hand’s last card, once per hand. Safety Net refunds 50% of one losing bet, capped at 250, without any other refund. Splitting keeps protection on the original hand only.
Vinny replaces his first bust card once per fight. Ruby takes 20% of winning-hand profit. Mr. Gold’s dealer draws to at least 18. Their table and cards turn dark when you enter their rooms. Events offer explicit trades: cash for more debt, mystery items, a 50/50 wager, a weaker next blackjack, or selling an upgrade.
Only the two cards originally dealt to you count. 7–7: gain 40 chips. 8–8: gain a Safety Net (maximum three). A–A: reveal the dealer after the insurance decision. K–K: add 40 chips to the current boss debt, including during a fight. Splits, redraws and Pocket Ace do not trigger pair events.
Lucky Twins doubles the 7–7 bonus and gives two Safety Nets on 8–8, space permitting. King’s Ransom turns the K–K debt penalty into a 40-chip bonus.
Get closer to 21 than the dealer without going over. Number cards are worth their face value, face cards are 10, and aces are 1 or 11.
Hit takes another card. Stand keeps your hand. Double down doubles your initial bet, deals exactly one card, then stands.
Blackjack pays 3:2; other wins pay 1:1. Ties return your bet. The dealer normally stands on all 17s and checks for blackjack before you act. Boss rules override normal rules.
Six decks are freshly shuffled each round. Split matching ranks into up to six hands, with a matching bet for each new hand. Double after splitting is allowed. Split aces receive one card each and automatically stand; they cannot be re-split. A 21 after splitting pays 1:1. Insurance is offered against a dealer ace before the blackjack check: it costs half your original bet and pays 2:1 if the dealer has blackjack. There is no surrender. The page glow reflects the total round profit or loss, including insurance; a break-even round stays neutral. Credits have no monetary value. Your run, upgrades, and active hand are saved in this browser. Starting a new run clears them. Your earlier free-play balance is kept separately.