Floor III · Card wing
Sevenfold
Seven cards, two hands. Your five and your two both have to beat the house's five and two.
- Stakes 5 to 200 glints
- Glints have no cash value
- 18+ only
Play Sevenfold
The house
The house sets its seven cards after you.
Your seven
Deal to see your cards.
Choose a stake to begin.
About Sevenfold
Sevenfold is a split-hand game. You and the house are dealt seven cards each from one fresh pack. You set yours into two hands: a high hand of five cards and a low hand of two. The house then sets its own cards the same way, by a fixed method we call the house way.
The five-card hand ranks like ordinary poker hands, from high card up to a straight flush, and the ace can also play low in A-2-3-4-5. The two-card hand can only be a pair or two single cards. One rule binds the split: your five must outrank your two. Put a pair of kings in the low hand while the five holds nothing better than a pair of tens, and the split is not allowed.
Then the hands are compared, five against five and two against two. Both of yours ahead: a win, paying a little under even money. One ahead and one behind: a push, your stake comes back. Both behind: the stake is lost. An exact copy goes to the house, which is where its small edge comes from.
Not sure how to split? Set mine the house way picks the pair the house would choose for your cards. You can still change it before the reveal.
How to play
- Pick a stake from 5 to 200 glints and press Deal seven.
- Tap two of your cards to make the low hand. The other five are the high hand; the line under the cards names both hands.
- Set mine the house way chooses the pair for you, if you like.
- Press Reveal the house. Both hands ahead wins, one each is a push, neither ahead loses.
Pay table
Every figure is what comes back for one glint staked; multiply by your stake. Copies, where your hand and the house hand are exactly equal, count as the house being ahead. The numbers come straight from the data file the game itself reads.
| Result | Back for 1 glint |
|---|---|
| Both of your hands beat the house | 1.95 |
| One hand ahead, one behind | 1 |
| Both hands behind, or copies | – |
At a glance
- Cards
- One 52-card pack, no jokers, reshuffled every round
- Stakes
- 5 to 200 glints a round
- Your choice
- Which two cards make the low hand
- Rule
- The five-card hand must outrank the two-card hand
- Outcomes
- Roughly 3 rounds in 10 both ahead, 4 one each, 3 neither
- Round
- About 20 seconds
Where to stop
A push gives the stake back and feels like nothing happened, which makes rounds easy to stack up. Pushes still count as rounds in your brazier; let the round counter, not the result, tell you when to stop.
Fair play
Your browser's built-in randomness settles each outcome the instant you press the button. Nothing is tuned to your glints, your history, the hour or the length of your session, and the chamber has no idea who you are. Across many rounds every chamber returns somewhat less than it takes in, which is how games of chance are built. Glints are worth nothing in money, so nothing real changes hands either way.
No round is ever bought: every chamber is free, glints cannot be purchased, and a free rekindle to 2,000 glints is there whenever you drop below 40. Playing or success here does not imply future success at real-money gambling.


