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Rules

Blackjack

Heads up against the dealer, one card at a time, with two jackpots riding on sevens.

The hand
ResultPays
Blackjack — 21 on your first two cards3 to 2
Beat the dealer1 to 1
Same total as the dealerpush
Dealer goes over 211 to 1
You go over 21lose, immediately

A doubled hand cannot be a blackjack, and a blackjack cannot be doubled.

Sevens side bet
HandPaysOdds (six decks)
Three identical 7s100% of the main jackpot1 in 62,666
Three 7s, same colour100% of the secondary jackpot1 in 13,926
Three 7s1,2501 in 3,165
Two 7s1251 in 176
One 7101 in 7

Read from your first two cards plus one more drawn from the same shoe when the hand settles. Only the best line pays, and the stake is not returned on top of it.

The shoe

Six decks, shuffled fresh for every hand. Nothing carries from one hand to the next, so there is nothing to count — which matters here more than in a casino, because on chain every card ever dealt is public and permanent.

Six decks is also what makes three identical sevens possible at all. With one deck there is only one seven of each suit.

The deal

You get two cards face up. The dealer gets one. The dealer does not take a second card until you have finished — there is no hole card sitting on the table that somebody could have worked out in advance.

Aces count one or eleven, whichever helps. Tens, jacks, queens and kings all count ten.

Your options

Hit: take another card. You may keep hitting until you stand or go over 21.

Stand: end your turn.

Double: match your bet for exactly one more card, then your turn is over. Only on your first two cards.

There is no splitting, no insurance and no surrender. Those are not omissions to be added later; the odds quoted below are for the game exactly as described here.

The dealer

The dealer turns over a second card once you are done, then draws to 16 and stands on all 17s — including soft 17, an ace and a six.

If the dealer's first two cards total 21, you lose your whole wager, a doubled one included. This is the no-hole-card rule: the dealer had nothing to reveal earlier, so a double made before it was known is not given back.

Waiting for cards

Every card comes from a drand beacon produced after you asked for it, which takes a few seconds. That gap is the game: the card you are about to receive does not exist yet at the moment you decide to take it.

Anyone can turn the cards over once the beacon exists — the table needs no operator, and a keeper doing it for you is a convenience, not a permission.

If you walk away

A hand left in the middle for an hour is stood, not refunded. Nobody escapes a bad hand by closing the tab.

A hand waiting on a beacon that never arrives is a different thing, and after an hour it is refunded in full.

The cut

There is no rake. The table takes no percentage of any bet; the only thing in the house's favour is the arithmetic of the rules above.

For this exact rule set — six decks, stand on all 17s, double any first two cards, no splitting, no hole card — that arithmetic is worth 1.06% of your bet, measured over eight million hands played to basic strategy. The script that measures it is in the repository at tools/edge.mjs; change a rule and it will tell you the new number.

The sevens side bet returns 50.6% of every stake through the three fixed lines and sends 30% straight into the progressive jackpots. What is left backs the fixed lines, and once that bankroll is above the level it needs to stay solvent, the surplus is pushed into the jackpots too. Nobody takes a cut on the way through.