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Emberdorne

18+ onlyFor entertainment onlyNo real money playNo prizes of monetary valueNo in-app purchases

Cover art for Sevenfold

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.

Stake

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

  1. Pick a stake from 5 to 200 glints and press Deal seven.
  2. 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.
  3. Set mine the house way chooses the pair for you, if you like.
  4. 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.

Pay table
ResultBack for 1 glint
Both of your hands beat the house1.95
One hand ahead, one behind1
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.

Set a reminder, a round limit or quiet hours

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.