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Unleashed pt. 52

 
First / Prev / Next
 
 
Alexa was sitting cross legged before Sassie, with Aiov lying casually on the German Shepherd’s back. She had a metal bowl in her lap with chunks of fresh meat for Aiov and cooked meat for her large canine protector. It had been a difficult time as the dog had missed Aaron more and more, to the point that she had begun to refuse food. Aiov's enthusiasm, however, seemed to help slightly in countering that refusal, and Alexa had found that feeding them together at least got some food into the lonely Earth ambassador.
She scratched at the dog’s head as Aiov happily chomped on another scrap of meat. “Look at that! You won’t be outdone by a leokit now, will you?” She placed a cube of seared meat before Sassie’s nose. She sniffed it twice before eating. “You’re going to be so spoiled by the time we get him back. We’ll both get in trouble.”
Aiov snuggled into the thick black and tan fur, using her paw to guide the next morsel into her mouth. Sassie managed a few more pieces before turning her head away with a grunt. Satisfied with what she had achieved Alexa gave a few more scraps to Aiov before placing the bowl into the recycler. The loudspeakers throughout the Rinoxian vessel blared a loud message announcing they had now crossed into Hive space and that their readiness was being moved to level three.
Her door chimed. Opening it, she found Allistan in his new Terran Wolves uniform. “You need to come quickly, the Porkchop Express has arrived.”
As she grabbed Aaron's old leather jacket, Sassie immediately rose to follow which caused Aiov to roll to the floor. "You come," she spoke to the dog, then turned to the distinctly unhappy leokit who had just lost her warm pillow. "You stay, sorry.”
They walked briskly through the corridors of the Rinoxian warship towards a secure meeting room which had two Terran Wolves outside the door. Their black uniforms and red collars were easily identifiable and they gave sharp salutes as Alexa approached. “I told you not to salute.”
The two guards lowered their hands sheepishly as the doors opened. Sassie immediately surged past Alexa to happily greet the returning crew members. She moved from Ranjaz to Jaym, receiving many scratches and hugs. Even Eruwenn and Cygna received a quick examination, but she soon stopped when no sign of Aaron could be found. The German Shepherd forlornly returned to Alexa's side as the Awakened took a seat at the meeting table. “Is the room secure?”
Cygna, now in a smart black uniform with white collar, stood. “We have taken additional precautions due to the sensitive information we will be discussing.”
Tilting her head, Alexa took in the Fae’Dan’s new clothing. “You’re one of us now?”
Eruwenn gave a slight chuckle. Aside from Alexa, she was the only one not in uniform. “She lost a game of dalcho, or two.”
Seven.” Ranjaz said with a wicked grin. “Don’t worry, she’s actually been a fairly competent assistant. Aside from her gambling issues, obviously.”
Her head drooping to look at her feet, Cygna replied, “I swear by Tulseria’s right hand, I will get you back for this!”
The Kittran’s grin grew more predatory. “Wanna bet?”
There was a long table by the wall where Embar was fixing himself a drink, He turned, shaking his head. “I’m not sure I approve of your recruiting techniques.”
The Kittran shrugged. “She’s worth it – even broke the code on this.” He tossed the recovered device onto the table as Embar returned and took his seat opposite him. “And, you’re going to want a stronger drink, General.”
Curiosity piqued, Allistan took his seat, preparing his notepad and pen. “What did you find?”
Ranjaz was about to speak when Eruwenn held up her hand. “I think we should let General Embar read this first. He can take a moment before we all continue.”
Raising an eyebrow, Embar sat down in a nearby chair and connected the device to a non-networked datapad. “Why me?” He began scrolling through the files, tapping on icons and delving deeper. His breathing suddenly stopped, his face contorting. Disbelief morphed into anger, and as his body tensed, anger turned to white-hot rage. He placed the datapad down on the table before him and stood, walking back towards the drinks table. He lowered his head, his body radiating anger as his muscles clenched and unclenched, then raised his fist into the air and slammed it into the table. Bottles, glasses and everything else it had held went crashing to the ground as it buckled under force of his blow. “We’re going to kill every last one of those Sentinel bastards!”
No longer smiling, Ranjaz stood. “You’re Tulseria damned right we are.”
Jaym was sitting silently, but she pulled a rag from her pocket and dabbed at her tears. After they had fled from the casino she had tried to help crack the encryption on the stolen device. Part of her wished they never had, as its contents had disturbed her so much. Now that they had finally caught up with Alexa, Embar and the others who had been on the Rinoxian homeworld, she empathised deeply with the pain this information was bringing. “It’s so awful, I’m so sorry Embar.”
Eruwenn patted the young Arkellian on the shoulder to comfort her as she looked at the Rinoxian. “Please believe me, General Warbringer. The council knew nothing of this.”
Alexa picked up the datapad, using her nanites to more quickly access the information. She grit her teeth, biting back her anger, then passed it quickly to Allistan. “You need to read this. Then we need to plan our next move.” She looked at the back of the unmoving Rinoxian. “Embar?”
Embar slowly turned around, his jaw set, determination in his eyes. “We keep this quiet. We’re on an active mission and need everyone focused on the job at hand.”
Allistan went to click his pen as he read, but with a gasp the pen fell from his fingers. “We can’t keep quiet, the galaxy needs to see this.”
The Rinoxian nodded. “They will. When the time is right.”
 
 
It had been two cycles and the incursion fleet had advanced deep into Hive space. Over half of the force accompanying them were the Rinoxians under their new Galactic Federation commanders. There were over a dozen Galactic Federation ships along with six Gowe destroyers, and a dozen ships from other races including the Niham and Kah’Ree. Admiral Pelar, on board the Blazing Dawn, commanded four Ashi ships including the Righteous Fury.
The smallest craft by far was the Porkchop Express, a speck amongst titans. Its white painted hull, chrome bull bars and bright cartoon logo were a stark contrast to the military ships it accompanied. Sassie was more comfortable now that she was in familiar territory, and slept on a pile of Aaron’s clothes in his quarters.
Allistan and Alexa were sitting opposite Jar’Bek in his small office. The Ashi looked exhausted as he finally put down his datapad. “I’m sorry to have kept you.”
Allistan fidgeted in his seat. “Not at all, was that your mother again?”
Stiffening slightly at the use of the word mother the lawyer forced himself to relax again. “Admiral Pelar has informed us that they have been repeatedly scanned by the Gowe. She’s taking no action, as we’re supposed to be allies, but wanted you to be aware.” Alexa nodded and he continued. “When we arrive at the next system the commanders of each ship have been called to the Hooves of Destiny. Vice-Admiral Koo Ji has requested an in person meeting, with all senior officers.”
There were several pen clicks. “That seems unusual.”
Jar’Bek gave a knowing nod. “Extremely. To remove every ship’s command, behind enemy lines? It makes no sense.”
Alexa pushed her hair back from her face. “The Rinoxians agreed to it?”
The Ashi nodded. “Most of their command have been replaced. Anyway, they outnumber – and outgun – the other ships. Why would they be concerned?”
Allistan’s pen clicked. “They probably just put it down to Gal. Fed. protocols, or fear.”
Jar’Bek nodded. “They’ve had us stopping in random systems to scan. No doubt it’s to delay us, but perhaps also to lower the Rinoxian’s guard?”
Leaning back in her chair, the Awakened considered the options. “Maybe there's another fleet waiting to ambush us? Or following us?”
Allistan twirled his pen in his fingers. “No, no. All eyes are on the border since Aaron’s capture. It must be something else.”
Moving on to her next idea, Alexa asked, “Sabotage?”
The Ashi gave a chuckle. “That is Admiral Pelar’s conclusion. The Gal. Fed. officers have been on board the other ships, and the possibility exists that there are Sentinels working amongst them. They are all in command positions, and will all be leaving. It’s a logical conclusion.”
Allistan’s pen halted its spinning. “The Ashi ships, they can’t have been sabotaged, right?”
The lawyer nodded. “True, but, it wouldn’t matter. Their ships are old and have seen too much action. Those Gowe ships alone are more than they could handle.”
The Fae’Dan sighed and shook his head at the situation they were facing. “We should have brought more ships. The new ones.”
Alexa, staring at the ceiling, spoke softly. “No, we don’t need to show our hand just yet. But send word to Chae’Sol, make sure he has the coordinates.”
Jar’Bek nodded and made a note on his datapad. “What about the others?”
The Awakened closed her eyes. It was times like this she missed her human and his habit of taking charge. “Tell Embar to warn his contacts among the Rinoxians. The others… I have no idea, I just want to sleep.”
Allistan, a stickler for accuracy, replied, “I didn’t think Awakened slept?”
She sat up and gave a half-hearted smile. In an unusual moment of vulnerability, she replied, “I was told you can do anything in a dream. For those moments, we would all be together again.”
Allistan struggled to come up with a response to that, and the Ashi, having noticed this, stepped in to fill the gap in conversation. “We’ll find him. I can’t lose the most profitable client in the galaxy now, can I?”
Now past the moment of awkwardness, the Fae’Dan also answered. “I’m sure he’s fine. In fact, he’s probably already on his way back to us.”
Alexa gave Allistan a withering look. “You think he single-handedly defeated the Hive, stole a ship and managed to figure out how to fly it back here?”
The former Inspector paused to consider it. “No. It will most likely be something even more preposterous. Perhaps he married their Queen?”
The ridiculousness of the idea brought a chuckle to the Awakened. “Maybe. Hopefully nothing that drastic; he’d probably just turn their society upside down with some ridiculous scheme.”
Jar’Bek also smiled. “A little civil unrest, perhaps a few riots? No doubt with merchandise.”
Finally breaking into a broad grin, Alexa replied, “I think we all might be over-estimating him a little.”
 
 
Aaron stood in the trade area of Toivoa station with a contingent of Gardener Royal Guards behind him, Tsy’Lo by his side, and a very angry mob in front of him. Several well-dressed local leaders were dragged from the crowd to stand before him; Mycena, Tricinic, Procyon and a dozen other refugee races were crammed into the triple height area of the station.
One of the leaders staggered towards Aaron. “You! You caused this!”
Aaron, feigning as much innocence as possible, pointed to his chest. “Me?
One of the Mycena he had met during his time on the station came forward. “We’ve all seen the videos! They kept us in the dark about what is going on out there! The Galactic Federation are coming! Our leaders lied to us!”
The accusatory leader, a Procyon with greying fur, pointed at Aaron. “Your... Your propaganda, has driven them mad! Your lies! They’re destroying the station!”
The human smiled and maintained his innocent expression. “My propaganda?” Several in the crowd held up datapads; Aaron’s smiling face was on every one. “Oh... that propaganda.”
Tsy’Lo tugged on his sleeve. “What did you do?!”
Aaron crouched down slightly. “Remember when I accidentally picked up the kids datapad and you returned it?”
“Yes…” The Tricinic flushed orange as realisation struck. “It wasn’t the child’s datapad!”
Aaron straightened up. “Yeah, thanks for helping bring down society.” He laughed as Tsy’Lo became a very opaque green hue. “Don’t worry, I’ve got an idea.”
The greying Procyon shook his fist at the human. “You better! They should throw you in a cage for the rest of your life for this. Hundreds of celes of peace, destroyed!”
Aaron looked down at the angry alien. “Your peace, not theirs.” He gestured back towards the Gardeners, and walked towards them without waiting for a reply. He raised his hands high, motioning for the unruly mob to settle down. “Alright, alright. Settle down, munchkins. So the wizard’s a liar? Welcome to reality. The Gardeners have been fighting and dying to keep you safe from the flying monkeys, while you all hide in your Emerald City and get on with your lives. That shit ends now. You’re crying out for change? Then welcome to the revolution, baby! We’re opening up the borders, we’re rejoining the rest of the galaxy! No more hiding!”
The crowd was already worked up, and cheering came easily despite the large lack of understanding. The human nodded — he was enjoying this far too much — and then gestured again for quiet. He spoke quietly at first, adding excitement to his voice as it built in power. “So prepare for a chance of a lifetime! Be prepared for sensational news!”
The Procyon official’s mouth opened and closed silently before he managed to shake his mind free of the initial shock of the human’s words. “No! Stop! What are you even saying?”
Aaron didn’t care about the official. He put the palm of his hand on their face, which easily dwarfed it in size, and gently pushed them slowly backwards. He then leapt up onto a crate; his showmanship on camera was nothing to his on-stage presence. “A shining new era is tiptoeing nearer, and where do you feature? Just listen to teacher! You’ve stagnated here for long enough. Lied to and kept in the dark, well, no more!”
The crowd was his, he knew it. The official knew it. Tsy’Lo knew it and was a nervous shade of blue. Aaron clambered from the crate to the roof of a stall, standing high above the crowd. The cheers followed every rambling sentence and, drunk on power, Aaron was loving it. “Spread the word to every planet, every station, every colony and every ship. Change is not coming, it’s here and it is now!”
The crowd roared again, and the desperate official turned to Tsy’Lo. “What in the nine moons is he talking about?”
“I’ll tell you what I’m talking about.” Aaron snapped. He stood looking out over the crowd. “I am the Ambassador of a world called Earth. I have taken ownership of a small star system that is being colonised as we speak. These colonies are a coalition of races, from within the Federation, as well as without. We rule ourselves, but have treaties and agreements with the Federation itself, as well as various individual races within it.”
Several questions were called out from the crowd, but one voice was louder than the others. “How does that help us?”
With a smile, the human walked back and forth across the roof of the stall as he spoke. “Good question my friend.” He pointed vaguely at where the voice had come from. “I do not have contact with my homeworld at this time. To ensure that all of whatever Earth has become would be included we put in place clauses for future territories, dominions, settlements etc, etc…” The crowd was quiet now, trying to follow the human’s explanation. Looking out at the blank faces Aaron realised he needed to get to the point. “Congratulations, you’re now a protectorate of Earth!”
He was met with utter silence. 
Suddenly, there were several angry yells from the crowd, some claiming this was a joke while others were simply confused. The official was the one who dared clamber to the crate below Aaron in order to yell up to him. “Are you insane?”
Aaron’s smile made Tsy’Lo shudder, as it was the same one he had given as he had explained his idea to the Gardener Queen. The human stepped forward to stand at the front of the stall roof. “I declared war on the Gardeners. The war lasted seven Earth minutes, and was quickly resolved when the Queen surrendered to me in person.”
Silence fell once again, and Aaron found himself half-yearning for the sound of crickets to emphasize the moment.
The crowd erupted once more, outrage at the ridiculous claims the strange alien was spewing forth. Tsy’Lo released a deafeningly loud harmonic whistle which was followed by another momentary quiet. They paled as the crowd's attention fell on them. “You need to listen, all of you. He is speaking the truth, sort of. He held the Queen and the Gardeners council hostage with a bomb.” Small grey particles filled the Tricinic at the memory of being used as a weapon. The crowd began to grow rowdy at this news, causing Tsy’Lo to let off another sonic blast. “It is all a human trick; once we are part of his alliance we fall under the treaties he already has in place.”
The crowd looked back up to the human. “Like I said, congratulations. You just walked in through the backdoor of a peace treaty with the Galactic Federation, and over a dozen separate treaties with other races.”
The crowd were now arguing amongst themselves. The official - who Aaron was now mentally calling Gobshite - once again challenged him. “At what cost, though? What do you get out of this?”
The smile of mischief once more graced the human’s lips and Tsy’Lo considered pulling him down from his stage. They had been on their way to the border when news of the riots on Toivoa reached them. Aaron’s presence had been demanded and he had happily accepted. The human looked almost as gleeful as that moment of acceptance when he spoke again. “Me? I get to go home. I get friends with big sticks. I get to trade openly with you, and believe me, I have a lot of crap to sell you.” He chuckled. “You get to be part of the galaxy again. You get to travel and trade. Our rules are simple and fair; everyone is equal under the law. You have exactly the same rights as everyone else who joined us. And the cost?” He paused for effect, making sure they were all paying attention. “You stand on your own two feet.” He glanced around, noting the sheer diversity of the crowd. “Or one foot... or four... Or whatever it is you’re balancing on.”
The crowd was a buzz of conversation, and Gobshite once again chimed in. “You think they’ll let us back without a fight? We can expose them! Those bastards tried to exterminate us!”
The crowd jeered along with the old Procyon. Aaron held up his hands. “Woah, woah. Only some of them. That’s the thing, there are a lot more members now. So here’s the plan: shut up. If you don’t say anything, they sure as shit aren’t going to out themselves, are they? While everyone is staring at the former Hive terror that they all feared, you guys just start working and trading, nice and quiet.”
A few murmurs of agreement came from the crowd. Gobshite, however, was more than a murmur. “You want us to forget our ancestors suffering?”
A little irritated, Aaron was more harsh than he intended. “You’ve wallowed in it long enough. Look at you, hiding for generations, keeping your communications to a minimum to avoid detection. Is this all some master plan as you build an army to seek revenge? Fuck no!” He saw the shame on their faces. “You’re happy to leave this status quo to future generations? You want to remember the suffering of your ancestors, fine, build a fucking statue. But don’t hold back your children to do it.”
The crowd were growing louder again as they discussed his words. “Look!” the human yelled. “I’m not saying you forget, or forgive. I’m saying you keep your mouths shut. We won’t announce your presence to the Federation. Instead, I want those of you looking to start something new to come join the new colonies. No big fanfares, just get on with it. In a place filled with different races, you’ll just be another stranger.”
He saw the crowd looking at each other, and knew was a lot to take in all at once. “We gather evidence, build trust. Get yourselves established, forge friendships and alliances, and become accepted as part of the new colonies. Let those in the know think their past crimes are forgotten. And when we are ready, we burn down their false history and anyone who tries to defend it!”
The crowd cheered once more, and Aaron smiled triumphantly down at Tsy'Lo as he leapt casually from the roof. As he landed, many hands patted his back and many questions were yelled, but it all ceased as one of the Gardeners stepped forward. It was Eridor, as there was no mistaking the red cape he wore. "We need to leave, the Federation have entered our space.”
Next
submitted by Sooperdude24 to HFY [link] [comments]

Stories from 12 years of Casino Industry

I was asked to make a post about some stories within the Casino grounds so I thought I'd share. I have many so I'll do my best to pick the better ones.
Some back information: I've been a Casino Dealer for 11 years, I've been a supervisor for five years, and I've been a Surveillance Operator for one year. I've worked at three properties, none of which are connected or owned by the same company. I've worked on : Government/Private/Native American owned casinos.
  1. From Hero to Zero.
At my first Casino, I was one of the first group of people who were trained to deal Roulette . After 4 weeks of working 6PM-3AM then doing roulette training from 3AM-8AM (Not paid) , I actually really enjoyed the game and after about six months I became extremely quick at the number game and the pace of the action was steady with very low margin of errors. Young man walks in, cashes in for $500. He buys in for $2 chips and just loads the board. After a few spins and pretty decent hits, he then changes his chips from $2 to 5$ then to $10 and racks his winnings up to $10,000. It was then, five spins in a row, he loaded the board with some pretty gross bets, and every spin I would hit the ONE number with either NO CHIPS on it, or maybe 1 chip , He lost all $10,000 in a matter of minutes. He leaves , and I go on break. After my break I was going back to the same table and wouldn't you know it, the same young man walks in and cashes in another $500. He tells me he just sold his car outside and this is all that he had left. So we do the same deal, buys in for $2 chips, then slowly starts betting $5 chips, $10, $25...and he makes $10,000 AGAIN. Within the next 25 minutes it was straight agony. Every spin, same thing, he would bet $2500 in chips, and win only $250, $400, and after about a half hour he lost it all . Never saw the guy again.
2) Man down
At this property, we are 24 hours for table games. It's currently 5AM , and I'm dealing some $25 Blackjack to this guy. He's probably early thirties , heavy guy. He's sober as can be, but right away I can tell he's been losing. We know how much you've bought in for, how much your down, or up, and I could see he was down $2000+. After about twenty minutes of pure losing, his temper starts to flare.At this point I now have two other guests at my table. Drinking coffee, not saying a word, just losing their money. After losing hand, after hand, this guy looks me straight in the eye, seized up, starts shaking, he can't move. He tries to punch towards me and smashes his stack of chips all over the place and falls backwards to the floor. I call for security, we cannot touch him due to liability . I can't move from my table because, well, liability / casino cash property, all I can do is try to talk to him. As I'm doing so, these other two woman who are sitting at my table just look at me and one says "OK, dealer, cmon lets go " as she taps the table telling me to start dealing and forget about the guy having a stroke on the floor. As security takes him to the ambulance out front, I had to stay behind for a couple minutes and give a statement. I go on break. I come back, and 45 minutes later, he comes right back in with a oxygen tank and keeps gambling for the remainder of the morning.
3) You get a dildo, and YOU get a dildo!
On a late summer Saturday night, we had a large event for these massive muscle guys/strongman competition type thing. After their show, I'm at the roulette table , and five of these boys come over to play. They were absolutely hilarious. They were feeling pretty good, cashed in somewhat large amounts and I could tell this was going to be a fun time. After about a hour of dealing to these guys, it's almost midnight, everybody is pretty hammered , I spin the ball, and all five of these guys take out these god damn (what I can only tell was) two feet purple dildos from inside their pants, and wiping them around in the air. The ladies were just loving it, one of the dildos landed in the roulette wheel and we had to shut the table down to re-calibrate the wheel to make sure nothing had been changed. I just remember that night was so much damn fun, I couldn't believe what I was seeing and I would never forget it.
4) Full Moon
On this day, I was actually training dealers / supervising them on small games like Three Card poker. We opened the table at 10AM, and this older man came and sat down . He played all day. The jackpot was $21,000 and that was pretty high for this table. He played, and played and played. He's one of the players where you know he's wearing a diaper because he's been drinking coffee/pop all day and hasn't moved in eight hours. As the day went on, this man never moved from his chair. Getting closer to midnight, he was aggravated and said "I need to go have a smoke, I'm getting killed in here". He left, and the very next hand, the lady beside him was dealt the jackpot . He didn't say much, but you could just tell he just hated life at that very moment because had he not gotten up, it would of been his hand. The man calmly took his cane , his hat, jacket, coffee, and left. The next morning I found out when he did leave he drove his car straight through his bank and was arrested.
5) Slick Robber
I actually give props to people who can actually pull this off. This story may confuse you so I'll try and explain things as best as possible. A lot of casinos have machines as soon as you walk through the front doors. A man walks up to one of these machines and sticks in HIS $100 bill. He doesn't gamble it, instead he hits the cash out button and gets a $100 TITO ticket where he then takes the ticket to the ATM machine to get his $100. Now remember, his Original $100 is in the slot machine. He then takes the $100 from the ATM and goes back to the same machine, and repeats this process over a hundred times. Essentially he's taking money from the ATM, and loading up the Slot Machine . Now he knows he can't do it too much because if the slot machine gets full of money, the machine will shut down and the slow attendant will have to take all the cash out. So he deposits over $10,000 , then has a small crowbar, he cracks the machine open and makes a run out the front door. To my knowledge he was never caught . But damn, that was pretty smart .
EDIT:
6) Mental Health is a thing.
10PM man walks in to play some high limit BlackJack. This guy knows the game and played well. Dressed nice, drank juice/tea , a little bit of a attitude, cashed in over $10,000. When this man was half way down his buy in, he said something a long the lines of "If I don't win here tonight, I'm going to go set myself on fire." I wasn't sure if he was serious because when people are down, they tend to say a lot of nonsense. I actually left early that night, and from a third party was told he did exactly that in the parking lot. The next day it was clear something terrible had gone wrong in the parking lot .
EDIT:
7) Nothing good happens after midnight
After a busy Saturday night, I was dealing a mix of games, and during this story I was in the middle of Blackjack. I had one young kid (probably 19) sitting in the middle, one older male probably in his later 40's sitting beside him on his right, and I had a really nice couple in their 20's sitting together at the other side. This young kid wasn't playing just sort of watching, and ever time the old man won he would give this young guy some of his winnings. The older man, was a wine drinker, and he had black between all of his teeth, I'll never forget. He's a little drunk but nothing terrible. As the night goes on, the older man goes and uses the washroom, at which point the couple asked the young guy "Oh was that your dad?" and the young guy says "Hah, no I wish!". The couple and I just looked at each other. This old guy, was in complete control over this kid. Absolutely disgusting. The night ends, and I find out the couple called a few of their friends, and they all waited outside by this old mans truck and beat the living hell out of him. 40 years old, sleeping with a 19 year old, completely brain washed . Very weird.
8) That one co-worker where you just wish they would quit.
One of our co-workers, nice guy but had a very big ego and we as employees just sorta left him alone. One day he had enough of the atmosphere and quit. Now usually when you quit, you cannot come back until you paperwork is finalized. How ever, HR was in that day, and he was given the paperwork the very next day. He came in, cashed in $1000, and made $50,000 in about a hour at the Baccarat table. My manager, was extremely annoyed, because now this guy is just mocking the casino and having the time of his life (Thanks for the big tip by the way :) ) and so he decides to call it quits. He wants to ban himself and he wants $50,000 in cash. The casino says Nope, we are going to give you a cheque. Now here's the thing, most business people will take the cheque, how ever you CANT CASH the cheque until the following monday because it's on that day where the funds are available. The casino on the other hand will cash their own check in anytime , because they want you to play. So this guy pretty much said go to hell I want my cash, and he called the police. Police show up, and management promptly gave him the cash.I though it was absolutely hilarious .

9) No good deed goes un punished
I was dealing Three Card Poker, and the jackpot was around $17,000. This old man (a regular) was sitting there all day grinding it out. Super nice guy, always a pleasure to deal to. Well, after hours of playing, he stands up and says "Hey john!, can you come here for a minute?" so his buddy John comes over. He says to John "I need to go take a piss real quick, can you play my card until I get back?" John agrees . John takes the chips and I stop him and explain he can't play his friends chips, he needs to cash in and play his own. And he does. Welp, second hand out and bam, doesn't he win it. The old man comes back and is so happy, he can't believe it. John, took his $17,000, didn't say a word to his "buddy" and walked away. I never felt so much hatred in all my life. Didn't give him a dollar, not a thank you, nothing. The old man sits back down again, the progressive resets to $2500, and he sat there grinding away again.
10) The Top Knot
I had this player , young guy, who was born into a fortune. One of his relatives passed away and left him a pretty big sizable amount of money, so he played poker every single day for the rest of his days. I will add, he IS a good player. I did not enjoy his company just because of the "Know-it-All" attitude, but he was good. We'll call him John. John is 5'10, and well build, with muscle. John also decided today was the day to show off his Top Knot. (google top knot if you're not sure what I mean) So he sits down, and he's absolutely KILLING the table. Every hand, after hand, after hand. And because he's in such a good mood, he's playing any two cards, calling any $500 bet, and he's just dominating. This one guy at the table decided he had enough. He got up, without saying a word and left. A moment later, he comes back in, walks behind John, and takes a pair of scissors , and cuts off his Top Knot. I for one couldn't believe it, dying laughing inside, and it just turned into one big brawl. That was a good day.
11) That one bad seed
One of my best friends who I haven't seen in YEARS ended up being part of the crew. Was kind of nice to catch up. We never really got along as we grew up because he has a very high picture of himself . He wanted that 10/10 woman. A mansion, and a new Corvette. So every month or so we would all go up to the other casino to play. I myself would bring no more than $500, but I couldn't understand how this guy (we'll call him Kyle) was spending THOUSANDS of dollars at the tables. So this wen on for a few months. Well, one day, as we're closing the casino, he and I are in the High Limit room and we're getting ready to close the tables. We are told to take the chips out, count them, put them back, sign this piece of paper and that's it. Well as the supervisor was locking the tray, the piece of paper fell to the floor, so she asked Kyle to grab the piece of paper. As he bends over, a great big $500 chip falls right out of his sock. Kyle was fired immediately , but it all made sense. They offered Kyle a deal where if he replaced all the stolen chips they would not make it public. Not sure how that turned out.
12) If I ever decide to write a book, this will be the last chapter: <3
After working at my first Casino for five years, I met a Indian woman who was visiting from another part of the country. During this time I was explaining a game to her, which honestly I don't think she even cared. She explained she was visiting and sight seeing , and that was that.Well, two years later I ended up moving to the other side of the country and transferred casinos, and low and behold she worked there as a Dealer. We got married , and it's been 5 years.
13) The Tip
One of our tables that we've had for a couple years had a progressive jackpot that had reached $100,000. The dealer at the table was sitting pretty lonely. Nobody really played the game because people knew it was extremely difficult to win the jackpot. My memory is a tad foggy, but you somehow needed to flop the royal flush. This young guy sits down and says to the dealer, we'll call him John. "John, if you pay me that jackpot, I will tip you $10,000" Well John started dealing, and about a half hour into his shift, he F*cking did it. He dealt him the royal. And you know something?This young lad, kept his word, and he made sure there was a audience, and he tipped exactly $10,000. That was a moment right there. That pay cheque was real nice. I think we all got about $500 more than usual. The moment that jackpot was awarded they got rid of the table because the money it was making was not near what the casino wanted. I'm sure there have been bigger tips at other casinos, but that was something special .
14) The Lawsuit
Now this story I'm going to have to beat around the bush a bit due to the nature of what happened. I can't won't answer any questions that you may have on this topic other than what I have to say because it had a lot of publicity . The waitresses at this casino had to wear very thin sexy clothes. Not borderline legal, but it was noticed. One day they called all the waitresses to come in and explained they were changing their outfit to something even more sexier. Now these new dresses were very very borderline legal . The staff said No way. We're not wearing that.So , friday night comes, and the staff work their whole shift, then at the end of their shift were called into a meeting and were all fired. Welp, one of those ladies father was a pretty big time lawyer. Brough the casino to court and won. They won big. Good for them. We had no waitresses for a couple days haha.
Thanks for reading along, I have many more I can add as the day goes on, those were just some off the top of my head. Feel free to ask any questions of the Casino industry. I don't really have many stories about the surveillance department because that's the one area where I can't really say a whole lot due to its privacy and contracts I was and still am under.
submitted by viodox0259 to TalesFromTheFrontDesk [link] [comments]

I saw 91 movies in 2020. Here is my full ranking.

I don't want to bore you all so please take a look at my thoughts on some pretty cool films! I watched ~91 movies this year and beginning January 1 I decided to keep a list and write a review if I felt inspired or didn't write one if I was too high or lazy. The list is a combination of movies that came out in 2020, movies I had never seen before, and some movies that needed a rewatch.
I am by no means a professional critic but only an incredibly passionate fan that likes to think I have a good eye! Comment if you agree, comment if you disagree, just comment so I have something new to think about some of the films.
As a quick note, this post is essentially a rip-off of a post done by u/BunyipPouch that can be referenced here: https://www.reddit.com/movies/comments/eh71gy/i_saw_192_movies_in_theaters_in_2019_here_is_my/ . I really like the way this person outlined their list so I'm pulling a Quentin Tarantino and stealing their idea! Without further ado:
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Arrival - 10/10 Confirmed my favorite movie of all time. Watching for what might be the 7th time made me realize the strength of a feeling that movies can give you. Having a favorite movie doesn’t mean it is the best movie, but the feeling you get when watching your favorite movie has you wanting to chase that feeling in every movie you see. Certain aspects are unexplainable but all I know is there is something about this movie that gets to me every time I watch it. Maybe it’s the decision she makes to live out the life she sees in front of her even though it leads to extreme heartbreak. Maybe it’s the daring concept of alien life in what is almost such a real depiction. Maybe it’s the idea that time really is a shiftable construct that we may have the power of utilizing. Whatever it is, it leads to extreme beauty and an indescribable feeling.
Parasite - 10
Spotlight - 9.4 A near perfect 10/10. This isn’t a typical movie that should be judged by the acting or camera work, but by the ability to progress and tell a sick and twisted story. The layers are peeled back with each scene, revealing a new horrific aspect about the size of the case, the attempt to cover it up, and the sickness of the individuals involved. The scope of the story can cause an emotional reaction at multiple points and makes you see the pain that the victims have gone through without leaning too much on showing this actual pain.
2001: A Space Odyssey - 9.4
1917 - 9.3
Gone With the Wind - 9.3
Waves - 9.2 There are so many interesting aspects of this film that make it unique and almost fantastic. Firstly, it is almost equally an experience of sound as it is of color and visual (hence ending on Alabama shakes’ Sound and Color). The soundtrack uses modern rap and R&B hits in an effective way and not in the way of trying to impress the audience with good music. Secondly, the emotional scenes are so genuine and the directing style is not aggressive so you can feel the emotion with the characters. The moment of Emily seeing her bf hug her dying father, causing her to walk away bursting into tears and trying to find the words to say to her parents over text, is beyond heartbreaking and done so well. The demise of her brother is depressing and felt exaggerated but goes to show that life can take crazy turns. Loved it.
Soul - 9.2 Such a beautiful film that I did not expect to move me the way it did. The film tackles incredibly deep and metaphysical questions with such ease that it makes the directing and everything about the movie feel even more genius. At times it struggles between being a movie for kids and trying to answer life's toughest questions, but overall tells a beautiful story of just living to live.
Sound of Metal - 9.2
The Lighthouse - 9.2 Oh my god. I don’t really know what to say but this movie made me feel things and that feeling is hard to find. I don’t want to rate it.
The Social Network - 9.2
Pain and Glory - 9.1
Dear Zachary - 9 Never cried more in a movie as this is what the heaviest loss looks like. The sheer passion and commitment that Kate and David have toward honoring their son and being good people is astounding and incomprehensible at times. I’ve never hated someone so much in my life before and felt so strongly about the need to live and do good. It is easy to be broken after something like this happens to you but the awe-inspiring love and devotion that these people have for this family is one of a kind. Please watch this if you need to cry.
The Tree of Life - 9
Ferris Beuller’s Day Off - 9
Midsommar - 9 I don’t even really know what I watched but I know it was genius.
Gladiator - 8.8
The Lord of the Rings: The Fellowship of the Ring - 8.8
Steve Jobs - 8.7 Shot in 3 unique stories, this movie is able to give you the spirit of Steve Jobs without needing to explain historical information like many biopics would. Faasbender is spectacular and creates the essence of Steve Jobs perfectly as someone who is utterly devoted to better the human race no matter the cost it brings to those around him. The editing is impressive with so many quick cuts and blending the shots to feel like a singular story. You walk away impressed with the legacy jobs left behind, the heartbreak of him not being around to further the human race, and the harsh reality that he was not a flawless human.
The Curious Case of Benjamin Button - 8.7 This film is really in a category of its own, not because it’s the greatest movie ever made, but because of how unique each of the elements are. Fincher takes his signature style of directing and combines it with a Tree of Life storytelling narrative and a Steven Spielberg/James Cameron style of creating a classic feel good drama. Overall, it’s core is designed to make you accept life for what it is, even if this is particularly a positive spin on life and its consequences.
The Grand Budapest Hotel - 8.7
Frances Ha - 8.5 It is such a realistic depiction of struggling New Yorkers without the emotional breakdown. You never really see her lose her shit even when she seems to be going crazy. I hated in the moment the separation of Greta and her best friend because of the somewhat abrupt change in Sophie’s character, but they have a nice full circle reunion. The performances are fantastic and the film has a certain air to it as if Baumbach wants you to realize that what you are watching is not real life while trying to make it seem as real as possible. Definitely a unique film that has minor flaws but overall shows a meaningful journey of a New Yorker trying to find their way.
Almost Famous - 8.5
Bridge of Spies - 8.5 Steven Spielberg has centered his masterful directing skills into telling real life stories without the need for too much artistic involvement. Movies like Vox Lux and The Lighthouse capture you with artistic involvement, but Spielberg has learned how to capture you with immaculate storytelling of historical events. If you are ever interested in learning something new, Spielberg will not disappoint.
The Lord of the Rings: The Return of the King - 8.5
The Other Guys - 8.5
Drive - 8.5
Munich - 8.4 This is an action film that takes away the historical cliches of action films and adds a layer of raw truthfulness. Spielberg uses his gift to inform people of a momentous story that affected Israel and the Jewish people without adding any propraganda-like elements to make you pity them or be completely one sided. The story is horrifically true, and Spielberg does not hold back on any of the details. The acting is solid and provides an emotional look into the consequences that come with facing terrorists both for a nation and for an individual.
Ad Astra - 8.4
Okja - 8.4 So goddamn high please don't hurt the animals.
Wedding Crashers - 8.4 You sandbagging son of a bitch
Blade Runner - 8.3
Crash - 8.3 Incredibly powerful and socially relevant, this movie was necessary during these times to artfully show the systematic racism engrained in society. The acting performances are stellar, particularly Thandie Newton, and Haggis’ directing is perfect to convey the raw emotion in each scene.
Spirited Away - 8.3
Blade Runner 2049 - 8.3
Kill Bill Vol. 1 - 8.3
Enemy - 8.2 Such an interesting and gripping movie that didn’t seem to make a lot of sense but I imagine a second watching would provide more insight. Gyllenhal is truly something else and should be treasured. Villanueva is so good at creating his own world and creating such a uniquely shot film with moods and coloring.
Good Time - 8.2
Snowpiercer - 8.2
The Town - 8.2
5 to 7 - 8.1 Luckily I was in the mood for a rom com but this had its own unique air to it as of course there were cheesy parts, but they were not delivered in a cheesy way. Once over the fact that someone essentially like me could find themselves in this sort of relationship, I could actually begin to root for them and understand how something like this could work. There are some amazing lines that I should go back and write down for when I want to pursue someone, and the holistic narrative of the film is done very well. There is nothing special from a directing standpoint, but his simple approach at least allows the story to progress without any complications from a camera perspective.
Oceans 11 - 8.1 The heist movie of all heist movies. You show me a young Brad Pitt and George Clooney and I’m not sure there’s a way to fuck that up. There are obviously cliche moments and the impossibility of actually pulling this off is sometimes too ridiculous (they throw glow sticks into a hidden elevator shaft to a vault), but overall wonderful to watch.
Jojo Rabbit - 8.1
Philadelphia - 8 Led by the incredible acting of Hanks followed by the emotionally gripping plotline, Philadelphia is able to tell the story of not just one gay man’s plight with aids and the repercussions socially and physically, but of an entire minority’s struggle with acceptance. The directing is very understated in a way that pays off considering the story development should be at the forefront of the film. Incredibly heart-wrenching and is clearly an important film to giving a voice to gay Americans.
Uncut Gems - 8 The Safdie brothers have a particular way of filming/directing that creates an environment of entertaining stress that is able to grip your attention for the whole film. I love the connection between the opal gem and Howard as the movie begins and ends with that connection through his body. Sandler was absolutely snubbed and perfectly portrays what it’s like to be an addict and constantly on the run.
Molly's Game - 8
The Lord of the Rings: The Two Towers - 8
Jaws - 8
Love Actually - 8
Cruel Intentions - 7.9 A glorified soft-core porn featuring a young Reese Witherspoon? Yea, you could say I liked it.
Knives Out - 7.8 An all star cast and provides enough mystery to keep the plot moving seamlessly. It’s a very interesting film for a murder mystery as they reveal what would typically be the biggest piece of info quite early in the movie, but there are more layers that need to be peeled back. The reveal is very clever and was not too outlandish, but I think they could’ve done more to make it even more shocking. Aside from that it’s a fun film and is worth the watch.
Rise of the Planet of the Apes - 7.8 In what was a surprisingly enjoyable movie, planet of the apes takes an Avatar approach and gets you to root against the humans. The montage of the ape growing up is done concisely but effectively and allows you to connect with him while remaining entertained. There are obviously some cheesy aspects and not a lot of character development outside of the ape, but I left feeling like I could watch a sequel.
Tenet - 7.8 I love Nolan but I struggled at times to keep up even with my eyes glued to the screen.
Scott Pilgrim vs. the World - 7.8
Booksmart - 7.7 In what can be assumed to be an ode to the Superbad films of the late 2000s, Booksmart successfully keeps you entertained primarily driven by strong performances from Kaitlyn Dever and Beanie Feldstein. They have a clear chemistry that is never doubted and play the perfect duo of extroverted smart high school kids that are finally ready to rebel. There are scenes that are a bit predictable and slightly lazy in writing in order to move the story along that I’m choosing to nitpick over (dever creating a “diversion”, using the pizza guy as the free get out of jail card), but once the little things are accepted the greater story can be appreciated. The movie has the particular feel of Superbad in which you know you’re going to see some outlandish things on the journey that will lead to laughs, but will ultimately lead in a coming of age lesson in a heartwarming way.
Out of Africa - 7.6 "You’ve ruined it for me, being alone."
10 Things I Hate About You - 7.5
Zodiac - 7.5
Frozen - 7.5
The Interview - 7.5
Casino Royale - 7.5
Skyfall - 7.5
The Talented Mr. Ripley - 7.4
Tron Legacy - 7.4
Palm Springs - 7.3
Borat Subsequent Moviefilm - 7.2 The hype was too much to overcome but Cohen really did a nice job of bringing back the classic and presenting Borat in a 2020 world. It’s genius filmmaking to have someone like Borat show America what America is really like as you can look in the eyes of a racist foreigner.
Don’t Worry He Won’t Get Far On Foot - 7
Quantum of Solace - 7
The Perks of Being a Wallflower - 6.9 The cheesiness makes it shocking that it was released as late as 2012 but overall its an interesting story clearly coming from a novel with strong themes.
Loopers - 6.9 I liked having seen Loopers, but it’s not a must see movie. The ending was creative and definitely saved my overall opinion of the movie.
Have a Good Trip - 6.9 Never forget the power of psychedelics and how these icons have had crazy trips. Carrie Fisher is your new favorite.
Coachella Documentary - 6.9
The Gentleman - 6.9
Jurassic Park - 6.9
About Time - 6.9
Spider-Man Far From Home - 6.8 Probably the worst of the new Spider-Man movies but still provides great visuals with interesting hero concepts. There is definitely a lull in the middle and there are some scenes that make you appreciate Marvel, but otherwise just another solid movie from marvel.
Oceans 13 - 6.7 While entertaining and still shows you Pitt and Clooney, there are definitely more annoying aspects and less intriguing storylines.
The Social Dilemma - 6.4 Obviously a very important topic that should have more documentaries like this one, but really overplayed some of the dangers in a dramatic/theatrical sense.
Ford Vs. Ferrari - 6.2 Not gonna lie, while the story itself is enthralling and a unique part of history, the “studio” feel of this movie took away from much of my enjoyment. I feel bad that Bale and Damon had to be in such a studio made film because they both put on great performances. Bale can do anything he wants and crush it. The way they vilify certain aspects is comical and the cliches are tough to get by, but there are some great action shots of the races and powerful scenes where bale is doing the heavy lifting.
Long Shot - 6.1 Definitely some funny and witty jokes, but overall it’s mediocre. I didn’t hate it and actually enjoyed many of the aspects, but no need to say much more.
Air Force One - 6 Patriotic in the most 90s way possible, with Harrison Ford as president, evil Russian bad guys with mustaches, and an essentially all white cast, Air Force One is a hidden American propaganda film. The movie was funnier than anticipated because of the classic Harrison Ford trope of constant survival and the dramatic set ups to make the wins look even more unbelievable. Either way, hard not to love Ford as the president of the USA and almost made me proud to be an American by the end.
Meet Joe Black - 6 With a 100% white cast and overall 90s feel to the movie, it’s hard to rate this movie “fairly” as if it had just come out in 1998. But I like the idea similarly to Tree of Life in terms of looking over your life and making sure you have lived it completely without any regrets. However, acting is mediocre and I didn’t realize how much I hate the typical 90’s businessman in movies.
Andre the Giant - 5.8
Fury - 5.5 This was definitely a disappointing letdown. Expectations were definitely high going in but the horrible special effects and mediocre acting made this tough to be invested by the end.
Armageddon - 5
Back to School - 5
Cougar Hunting - 4.9
submitted by thirstywaterboi69 to movies [link] [comments]

Mafia IV story idea

Note: The particularly important details and music artist names are in bold text. Licensed music track names are in italics.
The year is 1973, five years after the events of the Mafia III, and 22 years since Vito Scaletta’s seen or heard from his old friend Joe Barbaro. The canon ending of Mafia III with this Mafia IV story is Vito taking over the city after Lincoln skipped town, however Cassandra and Burke are left alive and loyal to both Vito and Lincoln still. Burke was able to survive his liver cancer by getting a black market liver transplant in Mexico, like he did in his ending, except with Vito running the city. On Vito and Lincoln’s behalf, Burke and Cassandra agree to stay behind in New Bordeaux and keep the city locked down, incase Leo Galante and the Commission try anything.
The beginning cutscene is Vito answering his telephone after getting up in the morning in his new penthouse, on the top floor of the New Bordeaux casino he finished that was once Sal Marcano's, and grabbing a cup of coffee. It's Alma with some urgent news. Lincoln Clay came down to the cigar warehouse to visit her after 5 years of silence, and he has big news.
Joe is alive in Empire Bay and has been this entire time. However, as punishment for his actions, he's become Leo Galante's personal driver against his will and is forbidden from contacting Vito ever again, or else him and Vito will be killed. Alma then tells Vito to meet Lincoln at the airport to learn more, as he's already there awaiting Vito's arrival. When they're away from anyone who could listen in on their conversation, Lincoln tells Vito he has a friend named John Donovan he's going to introduce him to, hiding in the outskirts of Empire Bay, ready to help Vito and Lincoln with their new mission
Vito gets dressed in one of his signature trench coats with a suit and tie, ready to rain down hell on the Vinci crime family and their allies, and finally be reunited with his lifelong friend he previously thought was dead, Joe Barbaro.
Here is my idea for the kill list, all related to the Commission in Empire Bay and their allies.
I'm thinking Vito and Joe work with Lincoln Clay and John Donovan to split up Empire Bay and distribute territory to three other factions not unlike what Lincoln did with New Bordeaux. This time though, this is a much larger city in a much, much different part of the United States. The empire building mechanics would be a lot smoother, more robust, and streamlined compared to Mafia III. They would work similarly a more modernized version of how the hit city sandbox game Scarface: The World Is Yours handled it's empire building and management mechanics, minus the whole switching to other characters lower on the ladder to do your bidding. This would be ideal for a story rich organized crime game in my opinion. Here are my ideas for those factions, all close allies of the up and coming Scaletta crime family.
The Cuban mob led by Alma Diaz. Vito goes way back with Alma, and she does not hesitate to answer him and Lincoln's calls to save Joe's life and royally fuck both Leo Galante and the Vinci family.
Conti crime family, led by Enzo Conti. This Conti crime family formed sometime in late 1968, months after Lincoln helped Enzo flee New Bordeaux and drop off of Sal Marcano's radar. It turns out he fled north to Empire Bay and finally formed his own family, having more than enough years of experience in the underworld to handle the job. Lincoln's tight with him and manages to recruit him to Vito and Joe's cause.
The Yakuza, based out of Empire Bay's Japantown. Longtime sworn enemies of the Empire Bay Triads, with bad blood going back decades. They would greatly enjoy seeing Mr. Chu and his son's heads mounted on pikes, along with whacking everyone who's ever supported their organization. You don't know them well, and they're known to be very unpredictable and ruthless. Use these traits to your advantage when taking on the Commission of Empire Bay and their friends.
I should mention as expected, this entire 1973 section where you play as Vito is much shorter than Mafia III. Vito's takeover is shown much more quickly over time than Lincoln's, and there's time skips during it, to keep it short and sweet, and to show onscreen only what's important. There is also no option for your underbosses to betray you, as to reduce confusion and keep the story consistently the same each playthrough, like the first two Mafia games.
However, unlike Mafia III, after all of these tasks are completed and every single assassination target on Vito’s kill list is dealt with, the game does not end. In fact, it's not even anywhere near close to being over yet. Vito's 1973 section was merely the beginning act. It was really a lead up to an entirely new Mafia story, centering around a newcomer to the American mob. Fast forward two years following Vito’s rampage that led to him taking over Empire Bay and the Commission, in the year 1975 him and Joe now rule Empire Bay, with Vito as the Don of the Scaletta Crime Family, and Joe working as his loyal underboss. You play the rest of the game as a young up and coming soldato named Louis in his 20’s, who’s a rising star in Vito’s organization. Do right by Mr. Scaletta and Mr. Barbaro, understand kid?
My basic idea for the character and his backstory is that he's a young Italian-Canadian mobster from Toronto, Ontario, or whatever Mafia's equivalent of it could be called. Let's call him Louis DeSimone. His family hails from Tuscany in Italy and moved to Toronto, Ontario in 1939, shortly after World War II broke out in Europe. Louis DeSimone was born in July 1952 in Toronto, and was raised in Toronto's Little Italy. Being northern Italian and hailing from Tuscany, Louis has blond hair and green eyes, making him visually very distinct from past series protagonists, who were all dark haired brunets with brown eyes. Louis fled south to Empire Bay when the feds started cracking down on his old family and put his boss in prison, and he ended up finding a new home with the Scaletta crime family. The first few missions playing as Louis DeSimone involve shooting your away out of an arrest by a Toronto Police Service SWAT team in Toronto in December 1974, seeing the rest of the members of your old crime family either get arrested or shot in front of you as you make your escape. You spend the next two missions fleeing Ontario through Quebec and upstate New York, before finally arriving in Empire Bay in early 1975, late January to be exact. Winter is in full force with snow everywhere, Louis' arrival to Empire Bay for the first time in his life mirroring Vito's return to Empire Bay in 1945 30 years earlier, except under far different much more dire circumstances. Louis' older brother and his father, both capos in his old crime family in Toronto, are shown to be arrested by the TPS SWAT team in his first mission, the same one that attempted to gun him down when he resisted arrested. Louis knows someone had to have ratted out his old crime family, and he wants to find out who someday. The thing is though, he doesn't just want to kill them. He wants to get out of them why they did it before he kills them. More than anything else, he just wants to find out why his crime family was betrayed and served up to the feds on a silver platter, having most of his biological family sent to prison in the process. He’s out to uncover the mystery of why his family fell apart, and he’s more than willing to help people like Don Vito Scaletta and his underboss Joe Barbaro to eventually get the answers he seeks. In the end, he’s not even after revenge primarily, more than that, he wants answers and information regarding the fare of his old crime family, and wants to know why his family fell apart. I came up with the idea for this character because I figured that playing as a fugitive from the law made sense for the mob life, and I'm surprised we haven't had a fugitive protagonist in the Mafia series yet.
In the 1975 chapters while playing as Louis, the Watergate scandal, President Richard Nixon’s resignation, and the official end to the Vietnam War are all discussed on the in-game radio during news segments. In the last 1979 chapter, the beginning of the Soviet-Afghan War is also the subject of a news segment on the radio.
The story eventually transitions into the 1980's as years pass, with the scenery, cars, and music changing accordingly, and historical events of the time discussed in the game. In the 1989 section of the game, the murder of the infamous former Sinclair Parish Sheriff Walter “Slim” Beaumont is mentioned on the in-game radio, as just over 21 years ago Slim and his corruption ring were the top headline of national news. the time the game ends, it's 1992, and significant historical events from the past few years at the time that are covered on the radio in-game include anything from the fall of the Berlin Wall, the Gulf War, the collapse of the Soviet Union, to the 1992 L.A. riots. The rise of the internet and home computers are briefly touched upon during news segments on the in-game radio during the early 1990's section of the story, but not greatly delved into given their relative infancy in that time period. During this entire 1975-1992 stretch of the story, Vito is no longer playable, and Don Scaletta takes a backseat in the story as a main supporting character, similar to Don Salieri throughout Mafia: Definitive Edition. You now play as the Italian-Canadian Scaletta family soldato Louis DeSimone, who is later promoted to being a capo in 1985. At the end of the game in 1992, Louis is promoted to Consigliere of the Scaletta crime family, and it’s revealed in the epilogue that he became the don of the family in 2006 at the age of 54, and his now released from prison older brother serving as his underboss, and and Enzo Conti’s grandson Giovanni Conti serving as consigliere, taking over from Louis’ previous position which before that belonged to his father and Enzo’s only son, Lorenzo Conti from 1973-1992. It is worth noting that unlike Don Salieri, Don Scaletta has much more integrity, and has more genuine loyalty for his men and his associates. If you've beaten Mafia 1 or Mafia: Definitive Edition, you'll know this is something Salieri lacked in the end. Over time, Louis also goes from having a strictly business relationship with Vito and Joe, to bonding with them and becoming a genuinely close friend and trusted member of the family, seeing Vito as something of a second father, and coming to see Joe as the fun uncle he never had. Another major character development theme is Louis DeSimone adapting and assimilating into Italian-American culture in his new home in the Northeastern US, it seeming like something new mixed with the familiar Italian-Canadian culture he was raised in back in Ontario just north of the border.
The game will include a number of hit music from the 70’s that played on the radio back then, such as Bobby Womack’s Across 110th Street and Tony Christie’s (Is This the Way to) Amarillo, The Grateful Dead's Casey Jones and at least a few songs by the then new American rock band Cheap Trick, as well as popular songs from the 1960’s people still listened to at the time, such as Sam the Sham and the PharaohsWooly Bully, King Crimson’s 21st Century Schizoid Man, Zager and Evans' In the Year 2525, The Zombies' Time of the Season, and Nancy Sinatra’s These Boots Are Made for Walkin'. When you progress through the game, especially after you switch to playing as Louis DeAngelo for the rest of the story, years change, and the music changes. Different songs start playing on the radio, such as Sylvester's You Make Me Feel (Mighty Real), Randy Crawford's Street Life, and The Village People's Y.M.C.A., Cheryl Lynn's Got to Be Real, Gloria Gaynor's I Will Survive, and the Bee Gees' Stayin' Alive start playing in the 1979 portion of the game. After you've completed the 1975 section of the game, Foghat's Slow Ride starts playing on the radio. Starting in the 1977 section of the game, Cheap Trick's I Want You to Want Me and Heart's Barracuda start playing on the radio. In the 1980's portion of the game, Thomas Dolby's songs Hyperactive! and She Blinded Me with Science, in addition to Night Ranger's Sister Christian also start playing on the radio. If Hangar 13 can afford the licenses, I also think a few Michael Jackson and Madonna songs should definitely be on the radio during the 1980's portion of the story, given the immense popularity and regular radio airtime those two had in that decade. If this ended up being possible, I imagine that Michael Jackson's Smooth Criminal, Beat It, Bad, and Billie Jean being on the radio in the 80's sections would be a must, Smooth Criminal especially because of how well it suits the series. Madonna's Lucky Star, Burning Up, Like a Virgin, and Borderline would also be perfect for the 80's portion of the game to me. Also mentioned by NPCs and civilians in the game are topical events of the time period, such as the release of the groundbreaking 1973 horror film The Exorcist at the end of Vito's playable portion of the game.
Other music of the 1980's segment when playing as Louis DeAngelo for the remainder of the game includes hits of the era such as Joe Jackson's Steppin' Out, The Buggles' Video Killed The Radio Star, Corey Hart's Sunglasses at Night, Laura Branigan's Self Control and Gloria, The Weather Girls' It's Raining Men, A-ha’s Take On Me, Men at Work's Down Under, Kim Wilde's Kids in America, The Gap Band's You Dropped a Bomb on Me, Culture Club’s Karma Chameleon, Michael Sembello’s Maniac, Twisted Sister's I Wanna Rock and We're Not Gonna Take It, Bon Jovi's Wanted Dead or Alive and Bad Medicine, Soft Cell’s Tainted Love, Robert Palmer’s Simply Irresistible, Rick Astley’s Together Forever, Whenever You Need Somebody, and Never Gonna Give You Up, Cutting Crew’s [I Just] Died In Your Arms, Loverboy's Working for the Weekend, Dead or Alive's You Spin Me Round (Like a Record) and That's the Way (I Like It), Tiffany’s I Think We’re Alone Now, Daryl Hall & John Oates' Maneater, Aneka's Japanese Boy, Mötley Crüe's Dr. Feelgood, Girls, Girls, Girls and Kickstart My Heart, Billy Joel's We Didn't Start the Fire, Huey Lewis And The News' Hip To Be Square, Bill Medley's (I've Had) The Time of My Life, The Police's Every Breath You Take, Whodini's Magic's Wand, Guns ‘N RosesWelcome to the Jungle and Paradise City, Tears For Fears' Everybody Wants To Rule The World, Rockwell's Somebody's Watching Me, Regina's Baby Love, Nena's 99 Red Balloons, Earth, Wind, and Fire's Let's Groove and September, Billy Idol's Eyes Without a Face and White Wedding, Rick JamesGive It To Me Baby, Olivia Newton-John’s Physical, The S.O.S. Band’s Take Your Time (Do It Right), Kenny LogginsHighway to the Danger Zone, Wham!’s Everything She Wants, George Michael's Careless Whisper, Toto's Hold the Line and Africa, Blondie's Heart of Glass and Atomic, and Mai Tai's History.
**Note that not every single year and moment of the 17 year 1975-1992 section playing as Louis DeAngelo is playable or chronicled. My idea is it would be handled similarly to how the time skips in Mafia 1/Mafia: Definitive Edition were handled. Time skips of two or more years, or in this case, even longer such as 4 years sometimes, the game skipping from 1979 to 1983. This is to keep the game and story length ideal, and not risk it getting boring or repetitive, or going on for too long. Repetition was a big problem in Mafia III even if I still thought it was a superb game, so I think it'd be best to learn from that for the next big entry. The games story will skip ahead and show onscreen only what's significant, similar to the first Mafia game and it's remake, as well as certain aspects of Mafia II. Louis starts his section as a 22 year old fugitive soldato who got picked up by another crew south of the Canadian border, and in the epilogue of the game in 1992, is promoted to the consigliere of the Scaletta crime family at the age of 40, being set to take over the family once Vito and Joe become too old to run the day to day on a regular basis. Louis DeSimone is promoted to don of the Scaletta crime family following Vito and Joe being officially retired as of 2006. They’re both still involved and paid huge amounts of money by Louis out of respect, but keep a much lower profile by then since they have handpicked successors and aren’t worried about where the business is going.
The years chronicled in the main gameplay segments are as follows:
1973
1975
1977
1979
1983
1985
1987
1988
1989
1990
1991
1992
Much more of the rural areas and countryside outside of Empire Bay are included than what was available in Mafia II. The way rural environments are handled for this hypothetical Mafia IV is akin to how Mafia: Definitive Edition and Mafia III handled their rural environments outside the main cities, except much larger in scale, given the increased power of the current new consoles such as the PS5 and Xbox Series X. This region is based off of upstate New York and the surrounding areas across multiple states in the Northeastern US, and includes forests, fields, mountains, rivers, lakes, beaches, and small towns. Also included are other cities and towns, based off of other large cities in New York like Syracuse, Buffalo, and Rochester, where other story missions, business activities, and side missions take place, along with smaller notable places like Ithaca, Binghamton, and Utica. The entire states of New Jersey, Massachusetts, Rhode Island, Vermont, New Hampshire, Maine, Delaware, Maryland, and Ohio are also included, including places based off of all of their major cities and most of their notable towns in between. Large portions of Pennsylvania are included as well, including Philadelphia, Pittsburgh, and Scranton. All of the province of Nova Scotia including the city of Halifax, and Large portions of the eastern half of the Canadian province of Ontario are included as well, including cities based off of Toronto, Ottawa, and Niagara Falls. There's even a small portion of Quebec included, including Montreal and the surrounding countryside of the province outside that city, including a few small towns in southern Quebec. The player must pass a quick border patrol check when crossing the US-Canada border in a car or other ground vehicle.
Wildlife is present in the game, mostly to add to the background, scenery, and immersion in rural environments on the map. These are all animals native to the Northeastern US, ranging from white tailed deer, coyotes, bobcats, Canada lynxes, rabbits, hares, groundhogs, gophers, beavers, raccoons, opossums, bats, chipmunks, red and gray squirrels, mice, and rats to more formidable and potentially dangerous animals that may sometimes attack the player, such as grey wolves, black bears, mountain lions, and moose. These last four animals are known to spawn in the mountainous regions, especially in New York, Ohio, Vermont, Massachusetts, and Ontario, including the rural regions based off of the Catskills and the Adirondack mountains. Dogs are present in the cities, towns, and settlements where humans live and keep them as pets, being walked and sometimes found in people's yards. Some are used as guard dogs by enemies and are aggressive towards the player on sight. Domestic cats are also present in the background of residential areas, and both Louis and Vito own them as pets throughout the game in their safe houses, as well as other onscreen characters we see the homes of throughout the game.
Aircraft make their first usable appearance in the Mafia series too, from airplanes to helicopters. Vito cannot use planes or helicopters in his playable 1973 portion of the game, as he does not know how to pilot, being a paratrooper in World War II who never actually flew any of the planes himself. Aircraft are unlocked to use when Louis DeSimone gets his pilot’s certificate offscreen in 1977, and at the end of a chapter set that year, Louis has to fly Vito in a helicopter to a penthouse in Downtown Empire Bay acting as a family safe house, equipped with a helipad. Louis frequently serves as a personal driver and pilot for both Vito and Joe afterwards, having done a lot in his time serving the family to earn their trust and respect.
Melee weapons also make a return from Mafia: Definitive Edition, with even more variety this time. In their respective sections of the game, Vito and Louis may use anything from baseball bats, pipes, shovels, brass knuckles, golf clubs, police batons, switchblades, kitchen knives, bowie knives, ice picks, 2x4s, claw hammers, crowbars, tire irons, chain links, machetes, meat cleavers, pickaxes, hatchets, sledgehammers, to fire axes. This amount of melee weapons is so no matter what environment the player finds themselves in during a mission or any other game activity, there is usually a weapon of some sort nearby. If the player has obtained piano wire, you may also strangle an enemy to death with it from behind as a stealth kill, this being a classic assassination method infamous for being used by the Italian Mafia. Rope can also be found and used for similar strangulation stealth kills, appearing in the gameplay environments where piano wire can’t be found. There is a wide variety of new guns and explosives to use in this concept for Mafia IV, going with the new weapons of the time the game takes place that criminals quickly got their hands on. This includes the SPAS-12 combat shotgun, the Beretta 92 pistol, the AK-74 assault rifle, the mini uzi, the MAC-10 submachine gun, both suppressed and unsuppressed variants, the Beretta 92 pistol, the Taurus raging bull revolver, Glock handguns, the TEC-9 machine pistol, illegally modified to be full auto, the Ruger Mini-14 full auto variant, and even Vietnam war era flamethrowers, which I think is only natural given that as of Mafia III, we already have RPGs and grenade launchers. Late in the game from the 1989 section and onwards, the Benelli M3 combat shotgun becomes available. The Milkor MGL grenade launcher becomes available beginning in the 1983 portion of the game. Attached grenade launchers are also available for the AK-47, AK-74, and M16 assault rifles. More advanced rocket launchers of the 1970’s and 1980’s are naturally included as well.
Free ride makes a return in Mafia IV, with the player having the options to change the weather, time period, and an option to play as Louis, Vito, Joe, Lincoln, or John Donovan. Naturally, a multitude of new free ride missions are available as well.
I previously posted a much earlier and less detailed draft of this on the old Mafia3 subreddit 3 years ago back in 2017 as an idea for a hypothetical Mafia 3 expansion where you play as Vito, but have since updated and revamped it to a possible Mafia IV plot, and fixed any plot holes I noticed and made it much more fleshed out and in depth, and focus on more than just Vito in the end. You may view my original here if you so desire, to compare. https://www.reddit.com/Mafia3/comments/6sldhp/spoiler_mafia_iii_vito_dlc_basic_plot_idea/
Feel free to give me constructive criticism on this, as I encourage this discourse and believe it is integral to growing and improving, to build upon or improve these ideas I've come up with, or say whether or not you think something like this should happen in the future. Thank you for reading!
submitted by RichterTheRatman to MafiaTheGame [link] [comments]

Was one year clean of my addiction, now in two days I’m 12 thousand down. ☹️

My extreme gambling addiction started as a result of matcheda betting, I was making decent money doing matched betting a solid 1-2k extra a month but I became a fiend for money and it wasn’t enough in my eyes. I began to do stupid bets, I remember my first dumb one like it was yesterday... Litchenstein vs Gibraltar... Gibraltar had never won an international game... easy win for Litchenstein right? 3 disallowed goals and a solid draw saw me lose 6,000 GBP in one game and everything I had saved recently was gone! I began to do more matched betting to try make the money back... vowing to be less stupid... then I’d put bets on non league football wagering a grand to return less than a hundred! The real addiction came in the most stupidest of forms... slots... I had a matched betting casino tip to wager on Buffalo blitz... well it returned 1300 from free bets with no wagering and I began to get hooked on this slot... as I’m writing this I just came off the computer from doing 10$ spins.. I did 1500 spins and won nothing! Not one over 25x win and I kept going... I should have seen the scam and instead I kept thinking surely I can get man handled this bad?! I tried and did everything and just kept losing and vowing never to go back and then consistently going back! It hit a point where I would just repeatedly be like ‘YUP take my f’ing money!!!’ I just remember one night losing six thousand and my partner asked if I was gambling again and I said no... it got to the point I’d lie to her about how my laptop broke... I’d blame the screen cracking on the dog ffs! I may not have gambled as much as some, but from a poor upbringing I’ve lost enough that as a 27 year old could have helped me establish a future with... instead I’m back to being broke, sitting up thinking what a stupid idiotic fool I am for getting hooked into this addiction all over again! I’ve tried taking my life once before over it... this time I don’t think that way, but I’m so careless to the fact I’ve thrown away everything! I have no clue how I do this... I’m tired of this addiction and I’m tired of lying to family... as a 27 year old man I’ve gambled in excess of £150k and I’ve never had more than 18 thousand in my bank... I have no clue how I can earn such a basic wage and yet blow my yearly salary in a heartbeat. 😢 I don’t know how I keep getting roped back in, I was a year out of it and never looked back snd now one bad night has lead to more careless actions occurring all over again.
submitted by Harlaxron to GamblingAddiction [link] [comments]

Your Pre Market Brief for 12/15/2020

WARNING: It is up to you to judge the accuracy and veracity of the below before trading. I take no responsibility for the accuracy of the information in this thread.

Your Pre Market Brief for Tuesday December 15th 2020

Brought to you by MoonGangCapital
You can subscribe to the daily 4:00 AM Pre Market Brief on The Twitter Link Here . Alerts in the tweets will direct you to the daily 4:00 AM Pre Market Brief in this sub.
Other Useful Resources: The Ultimate Quick Resource For the Amateur Trader.
Published 2:33 AM EST / Updated as of 4:00 AM EST
-----------------------------------------------

Stock Futures:

Monday 12/14/2020 News and Markets Recap:

Tuesday December 15th 2020 Economic Calendar (All times are Eastern)

Overnight News Heading into Tuesday December 15th 2020

(News Yet to be Traded 8:00 PM - 4:00 AM EST)
It is up to you to judge the accuracy and veracity of the below before trading. I take no responsibility for the accuracy of the information in this thread.

End of Day and After Hours News Heading into Monday December 15th 2020

(News Traded 4:00 PM - 8:00 PM EST)
It is up to you to judge the accuracy and veracity of the below before trading. I take no responsibility for the accuracy of the information in this thread.

Possible Dip Buying Opportunities in the near future (Other suggestions appreciated):

Suggested Dip Trading Strategy

Offering News:

Commodities:

Other News & Analysis:

Upcoming Earnings:

COVID-19 Stats and News:

Macro Considerations:

Other

-----------------------------------------------
Subscribe to This Brief and the daily 4:00 AM Pre Market Brief on The Twitter Link Here . Alerts in the tweets will direct you to the daily brief in this sub
Other Useful Resources: Stock Market Tools, Resources, Advice, & Tutorials
WARNING: It is up to you to judge the accuracy and veracity of the above before trading. I take no responsibility for the accuracy of the information in this thread.
submitted by Cicero1982 to MoonGangCapital [link] [comments]

Popular Builder Solitaire Card Games

Solitaire is the much beloved choice for killing time in the office or at the home computer. The three most popular solitaire card games are Klondike, Spider, and FreeCell, and these enjoy dizzying heights of popularity as a result of being included as part of Microsoft Windows in the 1990s (for more on this, see this article). What these three games have in common is that they all fit the "builder" genre. That means that they follow the basic formula of many solitaire games, where the overall objective is to arrange cards in ascending order from Ace through to King, for each of the four separate suits. Typically this is done by placing and moving cards within a tableau of rows and columns of cards, where the cards are often arranged in descending order, sometimes with an additional requirement of alternating colours.
Klondike, Spider, and FreeCell are by no means unique in this regard, and the genre of "building" games is the most popular archetype within the larger world of solitaire card games. Not all solitaire card games are builder games, but builder games are the most common and arguably the most loved. So which other solitaire games of this type should you know about and should you try first? I've explored the world of solitaire card games extensively myself, and also examined numerous lists about the most popular ones, to help you begin your experience with the best of the best, rather than waste your time with mediocre or obscure games. The six builder games covered in this article are time-tested classics that are most well-known and loved, and represent the best "next step" for anyone wanting to branch out after enjoying Klondike, Spider, or FreeCell.
Each of the builder games discussed here represents a small category of its own, because there are many popular variations and related games for each, which I will cover as well. As with my previous articles on solitaire games games, the accompanying links go to Solitaired.com, which is a website where you can play these games for free. But because these games are so common and well known, you'll find that they are included in most software and websites that offer collections of solitaire card games.

== Games With One Deck ==

BAKER'S DOZEN
Overview: Baker's Dozen also represents a family of games that plays much like Forty Thieves (see below), but with a single deck. While some variations have a stock, in Baker's Dozen and its most closely related games all the cards are face up, so you have complete information to work with.
Game-play: The tableau consists of thirteen columns of four overlapping and face-up cards each, while the four foundations begin empty. To ensure that the tableau doesn't lock up too quickly, Kings are automatically placed to the bottom of each column when they are turned up. Just like in Forty Thieves, only the single top card of each column may be moved, and columns are built downwards, in any colour and suit. Empty spaces in the tableau may not be filled. As you'd expect, the aim is to get the entire deck onto the four foundations, building up each from Ace to King, with each being built upwards by value.
Variations: Portuguese Solitaire makes Baker's Dozen slightly easier by allowing empty spaces in the tableau to be filled with Kings, while Spanish Patience allows building on the foundations regardless of suit. Baker's Two Deck is effectively the same as Baker's Dozen but using two decks, with eight foundations and a tableau consisting of ten columns with 10 or 11 cards each.
My thoughts: Because this only involves a single deck, Baker's Dozen is much quicker to play than Forty Thieves, and the chances of success are also significantly higher, with as many as 2 of 3 games being easily winnable. The fact that Kings begin at the bottom of the tableau ensures that you don't get stuck too quickly, and being able to build down in the tableau independent of suit ensures a great amount of flexibility. At the same time managing the tableau carefully is still important, especially in cases where empty spaces don't get filled. This makes Baker's Dozen a quicker, simpler, and more accessible game than Forty Thieves and its many variants, while still remaining rewarding and satisfying to play.

https://preview.redd.it/uzpzp0dtend61.jpg?width=600&format=pjpg&auto=webp&s=28ee57dfe129f73475b95e4b1c12d2910b9a0284
Related games: Castles in Spain requires building down in the tableau to be with alternate colours, and in most versions of this game all but the top card of each column in the tableau begins face-down. Quite similar is Martha and its harder sibling Stewart, where every second card in the tableau begins face-down. Good Measure is a more difficult variation of Baker's Dozen, since it uses ten columns of five cards each, and has more strict rules for building on the foundations; Canister has only eight columns with even more cards on each.
Bisley: Special mention can be made of Bisley, which is a classic but more difficult game in this family. In Bisley you use a tableau of thirteen columns of four cards each to build upwards on the four Aces, and simultaneously build downwards on the Kings whenever they become available.
CANFIELD
Overview: Canfield is one of the all time greats among solitaire games, and is a genuine classic. Also known under names like Demon, Fascination, or Thirteen, you'll find that it appears in almost every book with solitaire card games. According to legend, the game owes its origin and name to Richard A. Canfield, a 19th century gambler. For an initial outlay of $52, Canfield offered gamblers a reward of $5 for every card successfully played to the foundations, with a $500 pot for successfully playing all 52 cards to the foundations. Anything more than 10 cards played to the foundations would get you out of the red, but in most cases the game favoured the casino, indicating how hard the game can be to play.
Game-play: Game-play is much like Klondike, with the aim of building up all four suits in order. The key difference is the starting set-up, because there is a single face-down reserve of 13 cards (sometimes called the "demon"), with a 14th card turned up as the first foundation card. The foundations begin with the cards corresponding to the rank of this initially turned up card (rather than the usual Ace), and the idea is to build upwards from there, if necessary "turning the corner" from King through to Ace. Also different from Klondike is the starting tableau, which consists of just four face up cards alongside the reserve. The stock is turned up three cards at a time as in standard Klondike, with as many re-deals as necessary. Any space that appears in the tableau is immediately filled by the top card of the reserve pile, which is always kept face-up.
Variations: Given how challenging it can take to win a standard game of Canfield, a number of variants exist that simplify the game slightly, increasing your chances of playing cards to the foundations. Canfield's gambling house is said to have given players the option of going through the stock three times when dealing three cards at a time, or just a single time when dealing one card at a time, and it has been estimated that most games would only see 5 or 6 cards played. The game becomes slightly easier with Canfield Rush, where the cards are first dealt three at a time, then two at a time, and then individually in a final deal of the stock.
My thoughts: Canfield does have a strong connection to Klondike, but has a smaller tableau to work with, while also providing a much smaller number of cards (only 13) that are face-down in the tableau at the start of the game. The real key is finding a way to make these cards available and get these into the game. Given how hard the original game is, I prefer playing with the rule that allows dealing of cards individually, and cycling through the stock as often as necessary. Some of the related games discussed below, such as Rainbow and Storehouse, significantly improve your winning chances, and can be very satisfying to play. Certainly if you enjoy Klondike, this game is a great next step to try.

https://preview.redd.it/u62f87euend61.jpg?width=600&format=pjpg&auto=webp&s=073fd04a2eea40447c0b030072ece279293ffca5
Related games: In Rainbow (also called Rainbow Canfield), cards may be built downwards in the tableau regardless of suit (some versions still require alternating colour), making it much easier to manipulate cards and work your way through the stock and the reserve. Additionally, cards from the reserve aren't automatically added to the tableau, giving you more control and adding strategic options. In most versions of Storehouse (also called Thirteen-Up), you get an additional head-start by placing your initial four cards on the foundations at the outset, while cards from the stock are turned up one at a time. The big difference in this game is that you must build down by suit in the tableau, which really changes how the game feels, because playing from the tableau to the foundation usually involves a whole string of cards at once. Eagle Wing (also called Thirteen-Down) is somewhat similar to Storehouse, and has a uniquely shaped tableau. Dutchess (sometimes spelled Duchess), is a Canfield style game that adds a reserve of four fans, while American Toad is an easy-to-win version of Canfield with two decks.
Two Players: Canfield has been adapted for a multi-player game under the common name Pounce, and is also known as Nerts or Racing Demon. A commercial version exists under the name Solitaire Frenzy, and the published game Dutch Blitz is also a close relative. In Pounce, each player uses his own deck and tableau, playing simultaneously and real time onto shared foundations, with the goal is to be the first to get rid of your reserve pile. You can play with as many as half a dozen players or more, and the frenzied action typically proves to be enormous fun!
FAN GAMES (La Belle Lucie)
Overview: La Belle Lucie, also called in English "Lovely Lucy" or "Beautiful Lutecia", is a classic representative of the family of games typically described as Fan games. It's one of the more difficult games in the genre to win, and thus some of its variants and closely related games have arguably become more popular than Lovely Lucy itself. But this classic game of French origin is a good archetype of the genre, and you'll find it included in most books with patience games, and on most solitaire websites and software. Effectively this game is just a tableau of 17 columns of three cards each (plus a column with a single card), but the fan-style arrangement with horizontally overlapping cards that is traditionally associated with this game is a signature feature.
Game-play: A single deck is dealt face-up into 17 "fans", each consisting of three overlapping cards, plus an 18th column with just one card. Only one card can be transferred within the tableau at a time, so sequences can't be moved, and building happens downwards according to suit. Empty spaces in the tableau may not be filled. The aim is to build up four foundations by suit from Ace to King. Under the most commonly played rules, once you are unable to place or move any more cards, you take all the cards from the tableau and redeal them into fans with three cards each; there are two such re-deals.
Variations: Three Shuffles and a Draw (also called Lovely Lucy With a Draw) adds a merci play, where you can move a single blocked card once during the course of the game. While La Belle Lucie is sometimes called The Fan, this is also the name of a popular variation which allows exposed Kings to be played to empty spaces in the tableau, making the game less frustrating and far more achievable. Trefoil is identical to La Belle Lucie except that the Aces begin on the foundations, resulting in an initial tableau of just 16 fans.
My thoughts: This is a terrific single-deck game, because you have perfect information given that all the cards are face-up, and the large number of columns/fans means that buried cards have at most only a couple of cards blocking them. La Belle Lucie is very difficult to win under the original and strict rules, especially because empty fans may not be refilled, and cards beneath an unplayable exposed card (e.g. a King) are permanently inaccessible. The merci rule that lets you unblock one card is virtually essential, and usually a standard way of playing, but even after two redeals the game can still be hard to finish, depending on the draw. Some of the variants and related games that simplify things slightly are more satisfying. This is one of my favourite solitaire games to play with a single deck, since it is less luck-dependent than many other popular single-deck games like Klondike.

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Related games: One of the more popular games in this family is Super Flower Garden, where building downward is permitted regardless of suit; with good play under these rules the game can be completed almost every single time. Shamrocks takes the essence of La Belle Lucie, but implements several other changes to make the game much easier: Kings are moved to the bottom of the fan during the deal, and you may build up as well as down on the fans (which are limited in size to 3 cards) and can ignore suits; to prevent it being too easy there are no redeals.
Similar games: Games in the Baker's Dozen family (covered previously above) are sometimes classified as Fan games as well, because the game-play is quite similar, with 13 columns/fans of four cards each, but the absence of re-deals gives them a different feel. Bristol is often played with a tableau consisting of fans as well, but there are only eight fans of three cards each, while the rest of the deck functions as a stock that you deal onto three waste or reserve piles. Despite some hidden information, those who appreciate Fan games are likely to appreciate Bristol as well. Intelligence is a two-deck game in the style of La Belle Lucie, while the relatively easy two-deck game Buffalo Bill relies on reserve cells rather than tableau building.
CASTLE GAMES (Beleaguered Castle)
Overview: Beleaguered Castle is the most famous member of what can be called the "Castle" family of solitaire games, and is a classic game that you'll find in most books of Patience. This game sometimes also goes under the alternative names of Laying Siege and Sham Battle. It is an excellent example of an open solitaire game, because all the cards are dealt face-up at the start, so you begin with perfect information.
Game-play: With the four Aces placed in a vertical column as foundations, the rest of the cards are dealt face-up into four rows of six overlapping cards each on either side, forming a tableau consisting of two "wings". As expected, the goal is to build all four foundations in order from Ace through King. Cards may only be moved within the tableau one at a time, rather than in stacks, so only the end card of each row within the tableau may be moved, either to the foundations, to another row in descending sequence regardless of suit, or to an empty space in the tableau.
Variations: In Streets and Alleys, the Aces don't begin in the starting foundations at all, but are included in the initial tableau of dealt cards, so that the four rows on the left side of the foundations each consist of seven cards each rather than six. Thomas Warfield's Stronghold adds a storage cell to Streets and Alleys, to give more strategic options for movement. Citadel improves Beleaguered Castle's initial position slightly by allowing you to build straight to the foundations during the deal, while Selective Castle lets you choose the rank of the foundation cards after the deal. Some solitaire sites offer a Beleaguered Cities variant (sometimes simply called Castle), which makes the game much easier by allowing you to build in ascending or descending sequence (still regardless of suit), and this ensures that you can nearly always complete the game successfully.
My thoughts: Despite the unusual signature "wing" setup, strictly speaking the mechanics of Beleagured Castle are like most other solitaire games (especially Forty Thieves, see below), but with a single deck, eight columns of six cards each, and no stock. The strict rules for movement and building within the tableau make this a very difficult game to complete successfully. Ideally you want to be able to get one of the rows entirely clear, to give you more options for manipulation within the tableau. Even so, being only able to move the outside card on each row is quite limiting, and as a result you will often be thwarted by the luck of the draw early on, especially if high cards bury some lower cards, and so this classic game can be somewhat frustrating. You'll often find yourself quickly redealing and starting over, hoping for better luck the next time around; one advantage of a digital version is that you can keep redealing until you get a deal that seems like a reasonable starting draw. The simpler variant Castle is a good place to start with this game, since it increases your chances of success drastically.

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Related games: Fortress operates on a similar concept, but there are five rows on each side of the foundations instead of four. In addition, you are restricted to building on the same suit, but you may build in ascending or descending sequence. Aces start within the tableau (thus two rows have six instead of five cards). The variant Chessboard applies the same principle as Selective Castle, by letting you choose the rank of the foundation cards after the deal (building around the corner on the foundations as required), in order to take better advantage of the cards you have been dealt. Zerline is a German game where Queens are high, and helps by adding a four-card storage area.
SIR TOMMY GAMES
Overview: Sir Tommy (Old Patience, Try Again, Numerica) is also known as Old Patience, which reflects its origin as the oldest known patience game, and possible ancestor of all others. The average person may not have heard of it, but it deserves a place on this list because this is a game from which so many other solitaire games are derived, including many more familiar ones. It is at the head of a family of games where cards in the tableau can't be moved after being placed, and that's a unique quality that also makes it quite challenging to win.
Game-play: Suits are irrelevant in this game, and the aim is to build four foundations from Ace to King. You deal the deck face-up one at a time, and the tableau has four columns (or waste piles); dealt cards can be played on any column but cannot be moved from one to another. So while it's still technically a building game because you are building up the foundations, there is no packing in the tableau to assist you with this.
Variations: Some variants (e.g. Auld Lang Syne, Tam O'Shanter) turn Sir Tommy into even an simpler luck-based game nearly impossible to win, while others are extremely strategic like the well-known Calculation. Amazons is an interesting version played with a smaller deck that has the goal of building to the Queens (= Amazons), and is best played digitally given the amount of redealing. Other variants make the game easier (and for me, more enjoyable) by increasing the number of tableaus (Strategy, Lady Betty, and Last Chance) or redeals (Acquaintance), or make it more interesting by requiring building by colours (Puss in the Corner, and Colours, Alternate).
My thoughts: Good players can win as many as 20% of their games, and storing cards in the right order on the four columns is critical, because you want to avoid having low valued cards blocked by higher ones, or having too many cards of the same number in one column. Reserving a pile for Kings and another for high cards is often a good strategy. Even so, it's a hard game to win and can be frustrating. I recommend trying some of the easier variants as a way to enjoy this game; there's a good reason so many variants have evolved from the original over time. It's a large family that includes many solitaire variants, and these are well worth trying and exploring.

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Related games: Several two-deck games are in the Sir Tommy family, including Fanny, Frog (also called Toad), Fly, and Grand Duchess, most of which involve using a reserve. Several two-deck games use similar mechanics but operate with a larger 20 card tableau in the style of the simple game Carpet, but involve building both up and down on the foundations; for me personally these are the most fun of all Sir Tommy variants, and include Twenty (also called Sly Fox), Colorado, Grandmother's Patience (also called Grandmamma's Game), and Grandfather's Patience - all excellent games.
Calculation: Calculation deserves special mention, and has become a classic in its own right. What makes it unique is that the foundations are built up by one, two, three, and four respectively, and it requires a lot of skill. The variant Betsy Ross is more luck-dependent but is also easier to complete successfully.
YUKON
Overview: Yukon first appeared in a 1949 book on solitaire games, and has since exploded in popularity. This single deck solitaire game was partly inspired by Klondike, which is of course the most popular solitaire card game of all time. But because Yukon has no stock and more flexible rules for movement of stacks within the tableau, it allows a lot more scope for thinking.
Game-play: While inspired and indebted to Klondike, Yukon creates a game with a very different feel by removing the requirement that stacks of cards must be in alternating sequence in order to be moved. In other words, you can move any stack to a legal card within the tableau, regardless of the sequence of the cards in that stack. While this makes the game easier, another significant change makes it harder: there is no stock that you deal. So all the cards are in the tableau at the outset, and you'll have to manipulate the tableau cleverly to uncover face-down cards and build all four suits onto the four foundations from Ace through King.
Variations: To make Yukon slightly easier, a couple of variants alter things slightly to simplify the gameplay, such as removing the requirement that only Kings can be placed in an empty space in the tableau (this variation is sometimes called Great River). Some digital implementations give the option of reducing the number of suits used, such as in Yukon One Suit, which you can nearly always win, while still having to think carefully.
My thoughts: The rules for manipulating the tableau give you more options than Klondike, and thus more to consider and think about. Both Yukon and Russian Solitaire (mentioned under "related games" below) are extremely popular solitaire games, because they are simultaneously more challenging and more rewarding than Klondike style games. Skill plays more of a role, and there are players so dedicated to Yukon that they have played it thousands of times. In regular Yukon you can expect to win as much as 1 in 4 games, but the added level of difficulty in Russian Solitaire reduces that to as little as once in 20 games. The key is to bring the face-down cards into play as soon as possible.

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Related games: Russian Solitaire makes Yukon harder by only allowing you to build down in the tableau with cards of the same suit, instead of in alternating colours, and it is an extremely popular game in its own right. This requirement is also in place with Alaska, but may build in ascending or descending order in the tableau, which makes it easier to win than Russian Solitaire. Australian Patience is another popular spin-off from Yukon, and adds a stock which is dealt one at a time, while the entire 7x4 tableau starts face up; however this can feel like it's more about careful observation than decision making. Many other Yukon inspired games exist, including games which add things like a reserve, storage cells, or extra decks.
Scorpion: Special mention should be made of popular game Scorpion, which some categorize as part of the Yukon family, and the rules for moving unarranged stacks in Yukon may even originate in Scorpion. However, Scorpion uses Spider's requirement that stacks from Ace to King of the same suit must be assembled within the tableau before being discarded. Scorpion variants include Wasp, Three Blind Mice, Chinese Solitaire, and others.

== Games With Two Decks ==

FORTY THIEVES (Napoleon at St Helena)
Overview: Forty Thieves is a popular and classic game played with two decks, and is also included in most books with patience games. It also goes under the alternate name Napoleon at St Helena (not to be confused with a different solitaire game called "Saint Helena" or "Napoleon's Favorite"), and tradition says that this is the solitaire game Napoleon played while in exile on the island of St Helena. The game also goes under other names, including Roosevelt at San Juan. Its simple rules means that many variations exist, many of which are among the more strategic and satisfying versions of solitaire games that you'll find anywhere. Carefully working through the stock pile and manipulating the discard pile are a big element of successful play.
Game-play: A tableau is dealt with ten columns, each with four overlapping and face-up cards. Strict tableau building rules apply, because only the single top card of each column may be moved, and only onto a card that is the next highest rank of the same suit; any card can be placed into a space that becomes available in the tableau. The remaining stock of 64 cards is turned up one card at a time, with no redeals. The goal is to get all the cards onto the eight foundations from Ace through King in each suit.
Variations: In its strict and classic form, even with good play Forty Thieves is difficult to win, so many variants exist that seek to make the game easier. In some of these, the Aces begin as starting foundations ( San Juan Hill). In others, the tableau is not built down by cards of the same suit but by alternating colours (e.g. Streets), or by any suit other than its matching one (Indian). Some variations allow entire sequences of cards to be moved (Josephine, Forty Bandits, Ali Baba), or combine this with having tableau building in alternating colours (Number Ten, Rank and File, Emperor) or tableau building in any suit (Little Forty). In other variations, multiple redeals of the stock are permitted.
My thoughts: Game-play is very tight in the strict form of the game. It's not always a good idea to play a card just because you can, because you may block cards within the tableau that you need. You also need to pay close attention to duplicates, since two decks are in play. As a result, careful planning and consideration is needed. Unused stock typically ends up into an increasingly large face-up discard pile, but in the latter parts of the game skilful play often makes it possible to dig back through this and complete the game. This usually proves most satisfying when playing with one of the variants that makes the game slightly easier, to increase your chances of pulling out a win. Even with these variants, you'll have to play skillfully, making the Forty Thieves family of solitaire games one of the more popular choices for those who like a longer experience that is thoughtful, challenging, and yet solvable, and where skill plays even more of a role than luck.

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More variations: Instead of 10 tableau piles, some variations increase this to 12 piles (Blockade, Napoleon's Square, Corona) or 13 piles (Lucas, Waning Moon); or decrease it to 9 piles (Maria) or 8 piles (Forty and Eight, Congress, Parliament, Diplomat, Red and Black), each with different combinations of rules for tableau building. Games with just 6 piles (Blind Alleys, Pas Seul) or 5 piles (Double Rail) begin to feel much like Klondike.
Related games: Many other games take the Forty Thieves style concept and adjust it in more significant ways. In Interchange (more difficult), Breakwater, and Alternations, the initial tableau includes face-down and face-up cards. The very popular Thieves of Egypt begins with a pyramid shaped tableau. Busy Aces is a straight forward game in the style of Forty Thieves that is at the head of its own family, which includes the much simpler Fortune's Favor, a simple game ideal for beginners. For a terrific overview of all the Forty Thieves related games and their different nuances, consult Thomas Warfield's excellent complete guide to Forty Thieves types games.
CONCLUSION
This is by no means a comprehensive list that includes all builder-style solitaire games. But along with Klondike, Spider, and FreeCell, these seven additional games - Baker's Dozen, Beleaguered Castle,Canfield, Forty Thieves, La Belle Lucie, Sir Tommy, Yukon, and Forty Thieves - and the many related games that belong to their families, are the most common and popular forms of solitaire games that involve building. They have inspired many solitaire games like them, and have stood the test of time well.
If you enjoy Klondike, which is the most popular version of solitaire in the world, then Canfield and Yukon are natural games to explore next. Beleaguered Castle can be a little frustrating due to the strict rules and dependency on the luck of the draw, and even the other games in its family can be quite challenging. I'd recommend it only for more experienced and dedicated players, and would instead suggest next exploring Baker's Dozen and the games in the "Fan" family inspired by La Belle Lucie.
Their style of play is somewhat similar to Forty Thieves and its many siblings, which double the number of cards in the game by adding a second deck, and also adds a stock pile and discard pile you must manage. Forty Thieves type games are among the best you'll find for those who like a more challenging, thoughtful, and longer solitaire experience.
Author's note: I first published this article at PlayingCardDecks here.
submitted by EndersGame_Reviewer to solitaire [link] [comments]

Working Wise or Wizardly Working: how magic items affect the world

Magic items. Objects imbued with magic in order to make them better, or even gain a completely different function. But apparently the only places they exist are in monster hoards and adventurers' backpacks.
Realistically however, everyone wants things that are better at what they do. And eventually, people get what they want.
Today i will go over some objects that are useful outside of the context of adventuring, as well as how they might change the world around them. I will not mention artifacts, since those are one-of-a-kind objects with pre-established locations, usage, etc.
While the topic has always existed, Tasha's Cauldron has added a few interesting toys to our proverbial tool box, which makes this as good a time as any to take a look and
Much like in the Spells and Society post, the rarer an item the more amazingly powerful it must be to be worthy of mention. Actually i recommend reading that post before this one. Since a lot of magic items just allow you to cast spells for free, knowing which spells alter the world gives a good idea of which items can do the same.

Uncommon

+1 tools.
That's right, +1 tools. Not +1 weapons.
Consider a guard. How much of his time is actually spent fighting? A minute every other day? That's not getting a lot of use out of his sword. Even a soldier spends weeks marching, or months guarding a fort, and then only fights for a few minutes or hours. Even if a guard has a superb weapon that doubles his combat effectiveness, it only makes him 1% or 2% better at being a guard[1]. Given a choice of uncommon item, any guard and most soldiers would rather have a Weapon of Warning to prevent being backstabbed, ambushed or caught off-guard.
Now consider a lumberjack or miner. They spend several hours a day hitting trees and rocks. An enchanted axe, saw or pickaxe would see continuous use in their hands. Not only that, magic items are also described as being "at least as durable as a nonmagical item of its kind. Most magic items, other than potions and scrolls, have resistance to all damage". This means the +1 pickaxe would be far, far more resilient to wear and tear than a mundane one, potentially being passed down for generations. And with your miners and lumberjacks being more efficient, you need less of them. Which in turn means you get to have more guards.
Another noteworthy thing here is adamantine items. They deal automatic critical damage to objects and are much harder to destroy. In other words, they're great at chopping trees and ores, bending hot metal, cutting cloth, plowing a field, etc. All while having a fraction of the wear and tear.

Bags of Holding, Handy Haversacks and Portable Holes.
AKA your transporty boyes.
The bag of holding is an old favorite among players, and the reason is obvious: it has a million uses.
Most adventurers use it for carrying all their junk. The bad guys in the original Baldurs Gate game used bags of holding to smuggle whole shipments to and from their iron mine base with just one guy. One of my players once put a huge boulder in it, then flew up and dropped the boulder on an enemy transport ship. And let us not forget the classic Arrowhead of Total Destruction.
All of these are perfectly valid uses. Smuggling a small object is easier than smuggling a large object. Dropping huge objects from a high place turns anything that flies into a siege weapon. And the Arrowhead, while expensive, can deal with very large threats that could level a city.
But honestly, every merchant is a smuggler at heart. After all, as long as brigands roam the roads, there will always be a need to hide your valuables in an extraplanar space small enough to fit any orifice. Not only that, the bag allows you to dump a cart entirely and just ride to your destination much faster (and therefore, more safely).
Of course not every merchant can afford a bag of holding, so this brings about an interesting topic of inequality in your campaign. Some merchants can go from A to B faster and more safely on a horse, while the majority must go with a bull-drawn cart that is slow and vulnerable. And bags of holding don't even require attunement, so once you have one and your income soars you can get another, and another... Its a serious rich-get-richer situation, and you risk running all the mundane merchants out of business.

Broom of Flying.
I'm gonna start this one with saying that brooms of flying and carpets of flying are overpowered. They are consistently better than items of similar rarity that provide the same benefit, like boots and wings of flying. The reason here is, in my humble opinion, the same reason why Fireball deals more damage than any 3rd level spell and most 5th level ones: its iconic.
As for the item itself, its pretty much a permanent flying speed of 50 while carrying up to 200lbs, or 30ft. speed while carrying 201-400lbs. Its a deliveryboy's dream... except not.
You see, the broom of flying isn't just a hoverbike, its also a drone. You say the command word, and it flies up to a mile a way. Say it again, it comes back. In other words, the crazy wizard in his tower can just tie some money and a note on the broom and send it to a shop, then call it back once the shopkeeper has tied the groceries to it. Poor delivery boy just lost his job.
But wait, there's more! If the broom can fly on its own, can it plow a field? Can it spin an "animal" traction mill? The answer is: yes. But there's no reason to use magic where a common animal would do, unless its a crazy high magic setting or something.

Decanter of Endless Water
I think anyone can see how infinite water is broken as fuck[2]. But that's not all. By speaking the command word and pulling the lid, you can cause 30 gallons (136.4 litres) of water to pour out with enough force to push a 200 pound object 15 feet. This action can be repeated every turn (6 seconds), since a decanter of endless water has no limit on how often it can be used.
So a decanter is not just infinite water, but also infinite energy provided you have enough technology to build a mill. Even more energy if you activate the decanter in a high place and use gravity to give those 30 gallons even more potential.
Do keep in mind however that in 5e there must be someone using their action to activate it every turn. In previous editions however one could leave the decanter open and it would pour water constantly.

Hat of Disguise
This wee cap is not game-breaking for its great usefulness, but rather for its ability to fuck the world up. Any charlatan with a Hat of Disguise can walk into a bank, guild, ship, etc. and pretend to be anyone. Sure it doesn't happen often, but when it happens the crime spree is enormous. And while there are ways to work around disguised criminals, the fact people have to work around it is an issue in and of itself.
Societies based on trust pretty much can't function. Does everyone sign everything? Do people start using IDs? Do organizations start using items or employing animals that can see through illusions? Is there an industry for door frames that detect illusions?
Even without the hat, Disguise Self is still a 1st level spell. Yet somehow the sourcebooks have no mention of how the world might adapt to the idea that you can't trust people to be who they seem to be. And if anyone with access to 1st-level spells can walk up to the king without difficulties, you wont have kings for long.

Ring of Mind Shielding
A great item, if you're an asshole. Keeps people from sensing your evil alignment, keeps them from reading your evil thoughts, keeps pesky zones of truth from sensing your lies, and it even makes itself invisible so nobody can notice you're wearing the "i am evil" ring. It even keeps your immortal soul from going into eternal damnation!
One thing i always think of soul-trapping items is that they're a good way for evil people to avoid the afterlife. If you're good, you want to go to Celestia, Elysium, Arborea or Ysgard. Yet if you're evil, being stuck in a ring and talking to its wearer might be better than Baator, Carceri or the Abyss.

Sending Stones
Another classic, unfortunately the stones were nerfed and now can only Send to each other once a day.
Still, long range communication is nothing to scoff at. And while hiring someone to Send for you is cheaper, the stones provide more privacy and can be sent to far off corners of the world where you can't afford to station a caster full time.
Expect each mayor or baron to have one of these, while someone in the capital answers their "calls". Something of a royal secretary if you will. While magic items are expensive, shaving days off of your disaster response time can be the difference between having a kingdom and having ruins.

Rare

Bag of Beans
An often overlooked item, the BoB is crazy powerful. It has 3d4 beans, each of which can trigger a random effect. Notably they have a 10% chance of creating a random potion that lasts 30 days, a 10% chance of creating 1d4+3 eggs that can permanently raise an attribute by 1[3], a 9% chance of spawning a full on pyramid with a mummy lord and appropriate loot[4], and a 1% chance of leading anywhere.
Why bother with tomes when you can get twice as many stats from a bag of beans?

Helm of Teleportation.
1d3 castings of Teleport every day, plain and simple. That means 9 people can travel about 14 times in a week[5].
That's a lot of potential trading to be had for sure, but why stop there?
Say your kingdom spent tons of time and money training and equipping an elite unit. You wouldn't want them to spend 80% of their time on the road and 20% solving issues right? One rare item can make your 9-men unit five times more efficient.
Adventurers are in much the same boat: small group, lots of capital invested into their gear and training, yet they somehow spend most of their time going back and forth between adventures (until level 9 if they have a bard, sorcerer or wizard in the party, past 9 if they don't). It honestly amazes me that the Helm of Teleportation is not listed more often as a must-have party item.

Manuals/Tomes
For those unaware: there are 3 manuals and 3 tomes in the game, each increases an attribute by 2 when used and then loses its magic for 100 years.
The #1 item on any adventurer's to-get list, the existence of the tomes raises far more questions than answers. Who makes these? Why are they not mass produced? Can i get a magically accelerated demiplane, throw the books in and recharge them in a fraction of the time? Why do people not abuse the f*** out of them?
And when i mean abuse, i mean make smart use of them. Say a kingdom has, over the course of generations, acquired 5 or so tomes. Then the ruler reads them and becomes super smart/wise/popular. That sounds like the sort of thing that would make the whole realm prosper. Do it on an elven/dwarven kingdom and the ruler can read his tomes multiple times, granting him a godlike mind.
And that's without considering the idea of immortals. Or even high level druids. Any lich or vampire could become insanely powerful, not only from being able to use each tome a dozen times, but also from having eons to look for more or even craft them[6].
One thing i really like about tomes is watching the party decide what to do with them after spending the magic. Do they auction the books? Trade with some elf for favors? Give it to a friendly vampire?

Very rare

Candle of Invocation
For 4 hours clerics and druid of the proper alignment within 30ft can cast 1st level spells without using spell slots. In other words, crazy amounts of healing. Pop one after a battle and in a few minutes your whole army will be ready for more. Or pop it during a battle, and have the Healing Word the crap out of your troops from a safe-ish distance.

Carpet of flying, Peregrine Mask
Carpets of flying function much like brooms of flying, except they are faster or carry more weight (depending on size). They would be a strict upgrade, except they lack the drone function the broom has.
A peregrine mask provides a flying speed of 60, but has no carrying capacity. That means if you have a Powerful Build or a similar feature it can actually carry more than the carpets.

Cauldron of Rebirth
If there's one thing Tasha's Cauldron has brought us, its this cauldron.
It has some minor uses for scrying making potions, but here's the deal breaker: you put a corpse in the cauldron, fill it with 10gp worth of salt (200lbs.) and it casts Raise Dead on the creature.
Resurrection normally costs 500gp. worth of diamonds. With the cauldron it costs 10gp worth of salt. Sure there's a one week cooldown, but who cares? I see two scenarios here: either a resurrection every week is more than the local demand, or less than the local demand.
If its more than the demand, that means everyone who dies of unnatural causes and has 10gp to spare gets resurrected.
If its less than the demand, that means you're raising one person every 7 days. Depending on how high the demand is you could be making as much as 500gp a week, or 26k a year. Considering that the DMG says a Very Rare magic item costs 10.000-50.000 gold, the cauldron can pay for itself in under two years. Even if the math is way off for some reason, it is still crazy strong.
Honestly, this should be an artifact. Or at least have some heavy downside. The idea that someone over at Wizards of the Coast read this and said "Ah yes, 10gp resurrection, perfectly fine" simply boggles the mind.

Crystalline Chronicle
Speaking of items that make things cheap, 1d3 times a day this spellbook allows you to cast a wizard spell without material components of up to 100gp.
That means two spells on average, so let's take a look at a few good options: Continual Flame[7], Magic Circle (exactly 100!), Stoneskin (100!), Teleportation Circle and Astral Projection.
The ones that stand out here are Continual Flame and Teleportation Circle. Both cost 50 and have a huge demand in the world. Where a permanent TP circle would normally consume 18.250gp worth of materials over a year, it will now cost nothing[8].

Legendary

Staff of the Magi
This is, i think, the most powerful item in the game.
Has a bunch of charges, yadda yadda, here's the important part:
  1. When someone else casts a spell on you, you can use a reaction to absorb the spell. The staff then gains charges equal to the level of the spell it just ate.
  2. It can cast Plane Shift for 7 charges.
This means on an average day you get 16 charges, or two Plane Shifts, from the natural charge generation. But what if you could have someone cast spells on you without spending spell slots?
There are several monsters who can cast spells at will, too many to list. But there are also a few ways for players to do it. The first that comes to mind is the level 18 Wizard feature Spell Mastery, allowing any 2nd level spell. There's also the level 15 invocation Shroud of Shadow that allows infinite casts of Invisibility. Either case allows a duo to have infinite Plane Shifts a day, which is really powerful.
As usual, trade comes to mind. But with infinite charges you might as well start a tourism agency or a hotel and/or casino that brings in people from all planes. Yet what few people realize is that Plane Shift can be used offensively in order to permanently banish anyone to any plane. Infinite save-or-die effects.
You could also just settle for a fuckton of Shifts instead of infinite, and use a warlock or four-elements monk to convert their short rest resources into charges for the staff.
Now think of the possibilities and plot hooks. Mad king banishing dissidents, Red Queen style. Alternative death sentence. A high level wizard/warlock stranded somewhere because the guy who was attuned to the staff died or got separated from him. Random archdemon bringing an army to the Material Plane a couple demons a minute.

Notable mentions

These are items i left out, but which i will get yelled at in the comments if i "forget" about them.

Anything that creates energy
The truth is that a lot of magic items can do that. Fire for heating things, wind or water for pushing things, etc. For an energy source to be noteworthy it has to provide a considerable amount of continuous energy, without charges or daily limitations. Otherwise you might as well just use a regular water mill or a bull.

Alchemy Jug (uncommon)
It creates an amount of a liquid (beer, honey, etc) every day. It does nothing that cannot be done by an amount of workers, and for it to be world-altering we'd have to go into a lengthy math argument of how many labor hours of a bee farmer are needed to make a gallon of honey, and how that compares to the initial investment of hiring a wizard to make the item.
As a general rule, if something can be done mundanely it will be done mundanely. Let the casters focus on stuff where they have an infinite comparative advantage, like flying stuff, teleportation, resurrection, etc.

Cap of Water Breathing (uncommon)
It allows you to breathe underwater indefinitely. Can be great if you have important stuff to do underwater, and might enable interaction with sentient water folk. But in and of itself, not a world-altering item.

Horseshoes of Speed (rare)
Essentially +30 speed for hooved creatures, without requiring attunement. Honestly this item does not really fit this list, but i just thought the idea of pegasi flying real fast with these was worth mentioning. Sure a helm of teleportation outclasses it entirely for travel, but that's not useful in combat.
And i really want to play a centaur monk with these some day. Unfortunately the item description specifically says you have to have four equipped to benefit, so don't even think about it you satyrs and tieflings out there.

Lyre of Building (rare)
At a glance this looks like a regular magic items, with nothing too weird about it. Until you look at its spell selection and notice you can cast them as an action.
Mending normally takes a minute to cast, with the lyre its an action, and you can do it at will even without knowing the spell.
Fabricate takes ten minutes to cast, with the lyre its an action. That means once a day you can turn the ground under an enemy into a spiky cage, his sword into sword parts, etc. Until the lyre came about the only way to instantly cast fabricate was with a Wish, and that is a pretty good combat use of the 9th level spell.

Conclusion

To be quite frank, a lot of these item uses are a little niche and wont work in every setting. Then again, that that is never the goal with these posts. I hope i have provided you with at least a few interesting plot hooks and other crazy ideas, whether to amaze your players or ruin your DM's plans.

Notes

[1] There is a notable exception however. If your kingdom has a group dedicated to fighting monsters, some of which are resistant to nonmagic damage, then those guys should be prioritized. Not only does the +1 weapon double their damage output in this scenario, it also prevents your kingdom from losing special soldiers that are very expensive to train and replace.
[2] Stuff like constant abuse of Decanters of Endless Water are why in my setting there is a doomsayer cult that believes the world will be flooded some day. As they say it, every time someone activates a decanter, magically creates water, creates food and water, opens a portal to the Plane of Water, etc; the amount of water in the world rises just a bit. Given enough time, everything will be flooded by it. Unless someone like, puts a Sphere of Annihilation by the shore or something. But nobody said the cult has to be right.
[3] The bag has 3d4 beans. Each bean has a 10% chance of spawning 1d4+3 eggs. That means 7.5*0.1*5.5 = 4.125 raised stats, on average. Sure I'm assuming you'll pass the DC20 save every time, but with proper preparation its quite doable. Be near a paladin, get bardicly inspired, have someone cast Resistance, find ways to reroll a failed save, etc. Since the eggs last forever, you have all the time in the world to stack the saving throw in your favor. Or just use Portents.
[4] The mummy lord could have anything, even another bag of beans!
[5] Someone will say "but what about the chance of going off target? What if nobody has teleportation circles?" To that person i say: associated object. Get a pebble every time you're in a region, and you wont need a circle. Buy a bit of silk and you can teleport to any place along the silk road. Buy a used horseshoe and you can go all over the country. Now I'm just imagining this badass-looking special-ops soldier, clad in the finest plate, wielding a blazing blade, his cloak cackling thunder... and with a rusty-ass horseshoe tied to his helmet.
[6] And thus is born the legend of Swolomon the Buff. He was once a base vampire, who got stuck in a tomb for 4000 years with nothing but a Manual of Bodily Health and a Manual of Gainly Exercise. Now he's... selling supplements or something.
[7] See On Spells and Society linked at the top for why there's a near infinite demand for Continual Flame.
[8] You can even make two circles at a time, but there's some math about it. You have 3 charges, use 2, so you should always be with one to spare. Until you roll a 1 on the d3, and then its gone. After that whenever you roll a 1 without first rolling a 3 you'll have to pay the 50gp or let the circle go to waste. In other words, you'd be paying roughly 1/6 of the regular cost.
submitted by DungeonMercenary to DnDBehindTheScreen [link] [comments]

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