» Contents
» (0) Quickstart
» (1) Introduction
» (2) Installation & setup
» (3) Creating a character & starting to play
» (4) The world
» (4.5a2) The casino
» (5) Item and monster details
» (6) Character details
» (7) Tactics & strategy
» (8) Miscellanous

(4.5a) Shops and their services
(4.5b) Towns & town dungeons
(4.5a2) The casino                                                              
The casino is a very special 'store', located in Minas Anor and in the special
dungeon towns in the Ironman Deep Dive Challenge at 2000 and 4000 ft.

It provides a variety of games that you can play for money.
Most of these are pure luck, but there's also the ancient board game of Go,
which you can play on a 9x9 board.

Below you'll find the gamling rules, you can also view these in-game when
entering the casino and pressing 'r' there:

           |          Tome-NET Gambling Rules            |

Welcome to the TomeNET Casino!

Currently, two games 'In Between' and 'Craps' are available for playing.
('Spin the Wheel' and 'Dice Slots' are under construction.)
Some games playable among players are planned for the future (I hope).

For all the games, you can bet up to 1000*level AU per game, except for
players below level 10 who can bet up to 100*level AU.
The game of Go has fixed bets for each stage that you cannot change.

1. 'In Between'

Three 10-faced dice are used for this game. Two black, one red.

First, the dealer rolls the two black dice.
Then you roll the red die - you win if the roll is 'in between' the two black
dice and you'll receive the payoff at odds of 3 to 1.

if two black dice are 4 and 7, and you rolled 6, you win.
if two black dice are 2 and 9, and you rolled 1, you lose.
if two black dice are 2 and 9, and you rolled 2, you lose.

2. 'Craps'

Two 6-faced (cube) dice are used for this game.

You cast the two dice; if the sum of rolls is 7 or 11, you win at once.
if the sum is 2, 3 or 12, you lose at once(craps!).

If the sum isn't one of the numbers above, you cast them once more.
If the sum matches to the first sum, you win.
If the sum is 7, you lose.
In all the other cases, you reroll till you roll the first sum or 7.

If you win, you'll be paid at odds of 1 to 1.

[2, 3](5) {first roll}
[3, 3](6) {reroll - still not settled}
[4, 1](5) {you win}

[5, 6](11) {you win with the first roll}

3. 'Go challenge'

Two different short video tutorials on YouTube:
Nice read: http://users.eniinternet.com/bradleym/America.html
On Android (free): Go Free or GOdroid, on iOS: Little Go or Igowin for example.
Western online Go servers (english language): www.gokgs.com, www.online-go.com.

You will play the ~3000 year old asian strategy game of Go, also often
dubbed 'the divine game', on a 9x9 board against an opponent that gets
picked for you based on your past results, for cold hard money!

You pay a wager only once on each of the 8 difficulty levels. You may then
play for free until you manage to win on your current level. If you win you
will be paid twice your bet and advance into the next difficulty level.

Progress: Two players take turns placing black and white stones on the board
respectively. Those stones cannot be moved once placed, they can however be
captured (explained below). There is no limit to the stone supply.
Black moves first (which is an advantage).

Goal (chinese rules):
Surround as much 'territory' as possible with your stones (territory just
means an area of the board). Each grid you surround counts 1 point, and
every stone you place also counts 1 point. The player who ends up with more
territory wins.
(Note: Online Go servers and tournaments usually use japanese rules by default:
Under those rules, your own stones don't count as points but in turn prisoners
count as points. The result is almost always the same as under chinese rules!
The reason the casino uses chinese rules is that japanese rules are more
troubling for Go bots to handle.)

Capturing: A stone has up to four 'liberties', which means free board grids
adjacent to it: North, south, east and west. If the opponent places a stone
on the last liberty of your stone, it is removed from the board.
Friendly stones that are adjacent to each other horizontally or vertically
(just not diagonally) count as 'connected' and share their liberties,
forming chains of stones that can grow quite large and end up with a lot of
liberties. A chain of stones is also captured accordingly if ALL of its
shared liberties are occupied by opponent stones.
Note that stones on the edges of the board have less than 4 liberties.

Ko rule ('Eternity'): Repetition of a board position is forbidden. If you
want to 'capture back' (common application of the Ko rule), you will have
to play elsewhere first to change the board layout.

Pass: If a player wishes to skip his turn (usually pointless except at the
end of the game) he may pass instead of playing a stone.

End of the game:
-A player may lose on time if his clock runs out before he made a move.
-A player may resign the game if he feels he's too far behind.
-If a player feels there are no more good moves left to play, he passes.
 Now if both players pass consecutively then the game ends and the territory
 of each player on the board is counted to determine who wins.
 (If white passes first, he gets +1 point added to his final score. This sort
 of makes up for black's advantage of playing the first move in the game.)

Examples on a 5x5 board (o = stone, . = free grid):
WHITE stones are written as 'x' and BLACK stones as 'o'.

o.ox.  The black group has only 1 liberty left (the '.' inside),
ooox.  if w plays on that '.' the whole black group is therefore captured.
xxxx.  The white group has 8 liberties on its outside so it's quite safe yet.

.o..o  Due to having at least 'two eyes' (two _separated_ enclosed liberties)
..ooo  neiter group can be captured since it would require two moves at once.
oooxx  A group that has at least two eyes is therefore said to be 'alive'.
xxxx.  Since there is nothing left to do, both players will pass and the game
x.x..  ends. The score is: black 13 - white 12. Black wins by 1 point.

-Stones have a balance between securing territory (if they stand lower, ie on
 3rd line) and radiating influence (if they stand higher, ie 4th line or more,
 which can't really happen well on small boards such as 9x9 though).
-Moves on the first line should be avoided in the beginning of the game,
 because they neither secure territory below them, nor do they have influence
 because they are much too far away from the centre.
-Typical opening moves on 9x9 are within the imaginary square C3,C7,G7,G3.
 Other moves, ie moves on the 1st or 2nd board lines, are too close to the edge
 to be good openers.
-Separate & Connect is an important principle:
 Cut stones of your opponent apart from each other if possible.
 Keep your own stones somewhat in connection, so they can support each other.
-Note that the Ko rule (see above) prevents you from immediately recapturing a
 single stone of your opponent, which just captured your own stone, since the
 previous board position would be repeated by that. So, play elsewhere first,
 then you may recapture.
-Usually Go is played on a 19x19 board, which allows for a huge amount of
 strategy. Smaller boards are used for non-serious games, 9x9 somewhat common,
 whereby the games become purely tactical and lack much of the 19x19 strategy.

You can use the /kifu command to have the game email you your Go game records!

(4.5a) Shops and their services
(4.5b) Towns & town dungeons