Every game is a module with its own file, modules/<game>/config.yml, and its own texts,
lang/<language>/modules/<game>/messages.yml. Four keys open every module file:
| Key | What it does |
|---|
enabled | Whether the server plays it. A game switched off leaves the /casino screen and refuses new rounds; rounds already running finish. |
display-name | The name players read in menus and messages. |
icon | The item its card on /casino shows. |
commands | The command and its aliases; the first is the command. Needs a restart. |
Below them come the game's rules, its timings, its look (board, table, cards: sizes in blocks,
blocks and palette colours) and its sounds, each written NAME|volume|pitch (empty plays nothing). The
tables here list the rules; the look and sound keys are commented in the file itself.
RTP is the return to player: what a game pays back, on average, of every stake. It is shown on the
game's card and under the heading of its table. In most games rtp sets it and the maths is built to
return exactly that; where it is fixed by the rules or only displayed, the game says so. Every payout below
is a multiple of the stake including the stake: ×2 doubles it, ×1 gives it back.
Typed options are written after the stake: /<game> <stake> <option>. Coinflip, Tower and Baccarat also
accept the option's name in the server's language.
Cash-out games
Mines
A 5×5 field hides mines. Reveal tiles one at a time: each safe one raises the multiplier; a mine loses the
stake. CASH OUT whenever you like.
| |
|---|
| Commands | /mines |
| Option | How many mines, from min-mines to max-mines (1 to 24). Asked in a number dialog that suggests 3. /mines 100 5 |
| RTP | rtp, default 97% |
| Key | Default | What it does |
|---|
rtp | 97.0 | Return to player, in percent. |
min-mines, max-mines | 1, 24 | The mines a player may put on the board. |
idle | 60s | Time a round may stay untouched. |
Tower
Climb floor by floor, picking one tile on each; some hide a bomb. Every floor cleared raises the multiplier,
a bomb loses it all. CASH OUT on the way up, or reach the top to take it all.
| |
|---|
| Commands | /tower |
| Option | The difficulty: easy, medium, hard or expert. Asked in a choice dialog. /tower 100 hard |
| RTP | rtp, default 97% |
| Key | Default | What it does |
|---|
rtp | 97.0 | Return to player, in percent. |
floors | 8 | Floors of the tower. Reaching the top cashes out on its own. |
levels.<difficulty> | easy 4 tiles 1 bomb · medium 3 / 1 · hard 2 / 1 · expert 3 / 2 | tiles (2 to 5) and bombs (1 to tiles − 1) on every floor, and the icon the choice shows. |
idle | 60s | Time a round may stay untouched. |
Crash
A rocket climbs and its multiplier with it. CASH OUT before it crashes to win the stake times the
multiplier; after, it is lost.
| |
|---|
| Commands | /crash |
| Option | Optional: an automatic cash-out, from ×1.01 to max-multiplier. /crash 100 2.5 (or 2.5x). Without it, you cash out by hand. |
| RTP | rtp, default 97% |
The rocket reaches ×x with a chance of rtp ÷ x, so any cash-out returns the RTP on average. Below ×1.01 it
crashes on the pad: about 4% of rounds at 97%.
| Key | Default | What it does |
|---|
rtp | 97.0 | Return to player, in percent. |
growth | 0.2 | How fast the multiplier climbs: e^(growth × seconds). 0.2 doubles in 3.5s, ×10 in 11.5s. |
max-multiplier | 100.0 | The highest the rocket goes; reaching it cashes out. Also the highest automatic cash-out. |
launch | 1.6s | Time on the pad before lift-off. |
after-speed, after-max | 4.0, 2.5s | After a cash-out the rocket flies on to where it would have crashed, this many times faster, for no longer than after-max. |
idle | 90s | Time a round may stay untouched. |
Hi-Lo
A card lies face up: call the next one higher or lower. Aces are high, and a card of the same rank loses.
The less likely the call, the more it pays, by the cards left; right calls multiply together. CASH OUT
whenever you like.
| |
|---|
| Commands | /hilo, /highlow |
| Option | None. |
| RTP | rtp, default 97%, whatever the player calls |
| Key | Default | What it does |
|---|
rtp | 97.0 | Return to player, in percent. |
idle | 60s | Time a round may stay untouched. |
Double or Nothing
The stake is the item in your main hand, not money. SPIN: the strip stops on ×2 or nothing. Each
win doubles what is at stake; TAKE it whenever you like, and after max-doubles wins it is handed over.
| |
|---|
| Commands | /doubleornothing, /don — no stake is typed |
| Option | None. |
| RTP | rtp, default 97%: each spin wins with half of it, 48.5% |
| Key | Default | What it does |
|---|
rtp | 97.0 | Return to player, in percent. |
max-doubles | 5 | Spins a player may win in a row before the items are handed over: 5 is up to 32 times the stake. |
spin | 3s | How long the strip spins. |
items.blocked | [SHULKER_BOX, BUNDLE] | Item types never accepted. A name matches every type containing it: SHULKER_BOX covers every colour. |
items.allow-custom | true | Whether items with a custom name or lore may be bet. |
items.require-worth | false | Only items ExyliaMarket's shop or worth list prices may be bet. |
items.max-worth | 0 | The most a stake may be worth by those prices. 0 for no limit. |
idle | 60s | Time a round may stay untouched. |
An empty hand answers "Hold the item you want to bet in your main hand."; a refused item "That item can't
be bet."; one worth too much "That item is worth more than the … limit." Double or Nothing never offers
AGAIN.
Card games
Blackjack
Get closer to 21 than the dealer without going over. Cards count their number, faces 10, aces 1 or 11.
HIT takes a card, STAND keeps your total, then the dealer draws. A natural pays blackjack-pays, a
win 1:1 (×2), a push gives the stake back.
| |
|---|
| Commands | /blackjack, /bj |
| Option | None. |
| RTP | rtp, default 99.5% — shown only: the rules below decide the odds |
| Key | Default | What it does |
|---|
rtp | 99.5 | The return shown to players. About 99.5% by basic strategy with the defaults; a dealer hitting soft 17 takes about 0.2 off, a natural paying 6:5 about 1.4. |
decks | 6 | Decks in the shoe, shuffled together before every game. |
dealer-hits-soft17 | false | Whether the dealer draws on a soft 17. |
blackjack-pays | 1.5 | What a natural pays on top of the stake: 1.5 is 3:2, 1.2 is 6:5. |
double-down | true | Double the stake on the first two cards for exactly one more card. |
split | true | Split a pair into two hands, once, for a second stake. Split aces take one card each. |
double-after-split | true | Whether a hand made by a split may be doubled. |
idle | 60s | Time a round may stay untouched. |
A double or a split charges a second stake, held like the first.
Baccarat
Punto Banco: back the Player, the Banker or a Tie, and the cards are dealt by fixed rules. The hand closer
to 9 wins; tens and faces count 0, aces 1, and only the last digit of a total counts. A natural 8 or 9 stops
the deal.
| |
|---|
| Commands | /baccarat, /punto |
| Option | The bet: player, banker or tie. Typed, or chosen on the table. /baccarat 100 banker |
| RTP | 98.94%, the Banker bet, fixed by the rules |
| Bet | Pays | Return with 8 decks |
|---|
| Player | 1:1 (×2) | 98.76% |
| Banker | 0.95:1 (×1.95), a 5% commission | 98.94% |
| Tie | 8:1 (×9) | 85.64% |
Player and Banker bets get the stake back on a tie.
| Key | Default | What it does |
|---|
decks | 8 | Decks shuffled together before every coup. Fewer barely move the returns. |
idle | 60s | Time a table may stay without a bet. |
Video Poker
Jacks or Better. You are dealt five cards; click the ones to hold, DRAW replaces the rest once, and the
final hand pays from the pay table.
| |
|---|
| Commands | /videopoker, /vpoker |
| Option | None. |
| RTP | rtp, default 99.5% — shown only: the pay table decides the odds |
| Key | Default | What it does |
|---|
rtp | 99.5 | The return shown. The default 9/6 table returns up to about 99.5% played perfectly; an 8/5 table (full house 8, flush 5) about 97.3%. Players who hold badly get less. |
pays | see below | What each final hand pays, stake included. |
idle | 60s | Time a round may stay untouched. |
| Hand | pays key | Default |
|---|
| Royal flush | royal-flush | ×800 |
| Straight flush | straight-flush | ×50 |
| Four of a kind | four-of-a-kind | ×25 |
| Full house | full-house | ×9 |
| Flush | flush | ×6 |
| Straight | straight | ×4 |
| Three of a kind | three-of-a-kind | ×3 |
| Two pair | two-pair | ×2 |
| Jacks or better | jacks-or-better | ×1 |
Wheels
Roulette
A European wheel with one zero. The ball drops into one of 37 pockets, 0 to 36; the green zero loses every
bet but a bet on zero.
| |
|---|
| Commands | /roulette |
| Option | The bet. Typed, or placed on the bet screen (menus/user/roulette_bet.yml), which shows every bet with its colour, what it pays and what it covers. |
| RTP | 97.30% (36/37) on every bet, fixed by the wheel |
| Bet | Typed as | Pays |
|---|
| One number | 0 to 36 | ×36 |
| A dozen | dozen_1, dozen_2, dozen_3 | ×3 |
| A column | column_1, column_2, column_3 | ×3 |
| Red or black | red, black | ×2 |
| Even or odd | even, odd | ×2 |
| 1–18 or 19–36 | low, high | ×2 |
A hyphen works as well as an underscore: dozen-2.
| Key | Default | What it does |
|---|
spin | 6s | How long the wheel spins. |
brake | 3.6 | How it brakes: 2 is steady; higher keeps its speed longer and creeps for longer at the end. |
near-miss | 0.3 | Share of spins, 0 to 1, that crawl to the very edge of the pocket before the ball drops in. Where it lands is decided before the wheel moves and never changes. |
Live Roulette
The same European wheel and bets as Roulette, but one table for the whole server, spinning on a fixed
cycle: bets stay open, the wheel spins, the result shows, again. A bet plays the next spin; a player who sits
down mid-spin watches it and is paid by the next one. Every seat sees the same wheel at the same time, and
the table lists who is playing and the latest results.
| |
|---|
| Commands | /liveroulette, /lroulette |
| Option | The bet, as in Roulette, on the same bet screen. |
| RTP | 97.30%, fixed by the wheel |
| Key | Default | What it does |
|---|
betting, spin, pause | 15s, 6s, 4s | Each round: bets open, the spin, the pause on the result. Read when the table is first used: a change needs a restart. |
brake, near-miss | 3.6, 0.3 | As in Roulette. |
board | | The wheel, drawn with Roulette's board settings. |
table.history | 10 | Past results shown under the wheel, newest first. |
table.names | 4 | How many player names the table lists. |
Wheel of Fortune
One spin of a wheel of segments, each paying its own multiple of the stake. The segment under the pointer at
the top pays; a segment with none pays nothing.
| |
|---|
| Commands | /wheel, /fortune |
| Option | None. |
| RTP | rtp, default 96% |
The weights of the segments that pay nothing are scaled so the wheel returns exactly rtp; if the paying
segments alone return less, it returns less.
| Key | Default | What it does |
|---|
rtp | 96.0 | Return to player, in percent. |
segments | 16 segments: ×25, ×10, ×5, ×3, ×2 twice, ×1.5 twice, and eight that lose | Clockwise from the top. Each has a label (empty writes the multiplier), a multiplier (0 loses), a weight and a block. |
spin, turns | 7.5s, 3 | How long it spins and the whole turns it makes. |
brake, near-miss | 3.4, 0.3 | As in Roulette. |
auto-spin | 20s | A wheel nobody spins is spun on its own after this long. |
Coinflip
Call heads or tails. If the coin lands on your call, the stake comes back doubled.
| |
|---|
| Commands | /coinflip, /cf |
| Option | The side: heads or tails. Asked in a choice dialog. /coinflip 100 heads |
| RTP | rtp, default 97%: a win pays ×2, so the chance of winning is half of it, 48.5% |
| Key | Default | What it does |
|---|
rtp | 97.0 | Return to player, in percent. |
flip | 1.8s | How long the coin spins. |
Draws
Slots
One payline across the reels, paid for runs of a symbol from the first reel on the left. The longer the
run, the more it pays; the wild stands in for any symbol.
| |
|---|
| Commands | /slots, /slot |
| Option | None. |
| RTP | rtp, default 96% |
The reels carry blanks whose weight is worked out so the machine returns exactly rtp; if the pays are too
low to reach it, it returns less.
| Key | Default | What it does |
|---|
rtp | 96.0 | Return to player, in percent. |
reels | 3 | How many reels: 3 to 5. |
symbols | sweet berries, melon slice, golden apple, bell, emerald, diamond, nether star (wild) | Each with an item, a weight, wild, and pays for 2, 3, 4 and 5 of a kind (0 pays nothing; a missing entry pays as the one before it). Three nether stars pay ×250 by default. |
jackpot | 75.0 | A win of at least this multiple gets the bigger celebration. |
spin, stagger, speed | 1.6s, 0.65s, 18 | How long the first reel spins, how much longer each next one does, and symbols per second. |
tension | 1.6s | When every reel but the last lines up, the last runs this much longer. 0 never waits. |
auto-spin | 20s | A machine nobody spins is spun on its own after this long. |
Plinko
DROP THE BALL and it bounces down rows of pegs; the slot it lands in pays its multiple of the stake. The
edges pay most, the middle is where it lands most.
| |
|---|
| Commands | /plinko |
| Option | The risk: low, medium or high. Typed, or chosen on the risk screen (menus/user/plinko_risk.yml), which shows each risk's top payout and rows. /plinko 100 high |
| RTP | rtp, default 97%: every risk table is scaled to return exactly this |
| Key | Default | What it does |
|---|
rtp | 97.0 | Return to player, in percent. |
risks.low, risks.medium, risks.high | 13 slots each, edges 10, 33 and 170 | The payouts of each risk, one per slot from left to right. They are relative: the table is scaled to the RTP. The board has one row of pegs fewer than there are slots, 12 by default. |
fall, hop | 320ms, 170ms | The fall onto the first peg, and each bounce. |
idle | 60s | Time a round may stay untouched. |
Keno
Pick 1 to 10 numbers of 40, then DRAW: 10 balls roll onto the board. The more of your numbers come up,
the more it pays; the table beside the board says how much.
| |
|---|
| Commands | /keno |
| Option | None: the numbers are picked on the board. RANDOM picks quick-pick of them when none are picked. |
| RTP | Worked out from pays: the lowest of the ten pick counts, between 95.5% and 96.7% with the defaults |
| Key | Default | What it does |
|---|
pays.one … pays.ten | | For each number of picks, the payout for 0 hits, 1 hit, 2 hits and so on. Ten picks hitting all ten pay ×10000 by default. |
quick-pick | 5 | How many numbers RANDOM picks. |
pace, roll | 950ms, 560ms | Time between two balls, and how long one rolls onto its tile. |
idle | 60s | Time a round may stay untouched. |
Scratch Card
Scratch the 9 tiles one by one, or press SCRATCH ALL. Three alike win what that symbol pays. A card
holds one line at most, and it was printed before you began.
| |
|---|
| Commands | /scratch, /scratchcard |
| Option | None. |
| RTP | rtp, default 95%: the prize weights are scaled together to return exactly this |
| Key | Default | What it does |
|---|
rtp | 95.0 | Return to player, in percent. |
prizes | star ×50, diamond ×20, emerald ×10, gold ×5, iron ×2, copper ×1 | At least five symbols, each with the item drawn on the tile, the multiplier three alike pay and a weight. |
idle | 60s | Time a card may stay untouched. |
Horse Race
Back one horse of the field. If it crosses the line first it pays its odds; if not, the stake is lost. A
favourite pays little and often, an outsider much and rarely.
| |
|---|
| Commands | /horserace, /race |
| Option | The horse, by its lane number or its name. Typed, or picked on the race screen (menus/user/horserace_pick.yml), which shows each horse's odds and chance. /horserace 100 2 |
| RTP | rtp, default 95%, whichever horse is backed |
Each horse's odds are worked out from its weight and the RTP.
| Key | Default | What it does |
|---|
rtp | 95.0 | Return to player, in percent. |
horses | Comet 32, Nebula 24, Pulsar 18, Quasar 12, Nova 9, Eclipse 5 | Two to six horses in lane order, each with a name, a weight (its share of the wins), a colour and a lane block. |
gates, race | 1.6s, 8s | Time at the gates, and the race once they are off. |
legs | 6 | Stretches the race is run in; the lead can change at the end of each. |
finale | 1.8 | How many times longer the last stretch takes: the photo finish in slow motion. |