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Has anyone in r/poker played at Jupiter's Casino in the Gold Coast?

What are the players like? atmosphere? also I cant seem to find a tourney schedule on the casinos website, anyone have any details on when they run?
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How do you want to do this? A Discussion on Selective Rule Enforcement and the application of the "Rule of Cool"

Hello folks,
For my research analysis and writing class my professor let me pick any topic I want. (her mistake) So for my final term paper I chose to come up with a method of determining a guide to the use of the "rule of cool." I got a A on the paper so I figured I'd share it with you fine folks as well. It is rather lengthy so I've included the abstract first. The 8 tips for dungeon masters is near the end (third session), the first and second parts deal more with the philosophical and ethics of games. So, if situational ethics and a discussion on the Mechanics, Dynamics, and Aesthetics of Play are of use for you, be my guess.
I am a relatively new DM so I spent a long time researching and trying to absorb what would make me a "good DM". With that cavate please keep in mind I know next to nothing compared to a vast majority of the DMs here. I can think of no place better to have this paper peer-reviewed, picked apart and "rebutalled" to death than here. If you feel offended, challenged, or angry reading this... Please understand I am a moron borrowing the works and words of far smarter people. If you feel that "this is the WAY" again... I am a moron... so ... with out further ado.

Abstract:

The choice to be a stringent rule-follower without leniency using fanatical legalism in a game can be a source of contention between someone acting as a referee and/or “Game Master” and players of a game. Likewise, to approach games with a sense of fanatical antinomianism, or to completely ignore the rules and simply let players do whatever they want, tends to offer no challenge, and or reason to play that specific game. Using ethical theory frameworks such as situational ethics, natural law, and utilitarianism this paper seeks find the philosophical principles of what moments are acceptable and actually beneficial to bend the rules of a game. As such, it is important to define games, briefly discuss why games are played, and roles rules have on games. The game Dungeons and Dragons 5th edition will be used as the principal example. With “rule for rules” established, seven tips on how to implement it this rule using advice and guidance from some of the most well known “Dungeon Masters” in the modern era will be provided.
Much of this paper relies on the works of Joseph Fletcher, Sheila Murphy; Benard Suits, Robin Hunicke, Marc LeBlanc, and Robert Zubek for the ethical and philosophical discussions around games. For the practical advice, it relies primarily on the works of Matthew Mercer, Brennan Lee Mulligan, Benjamin Scott, Patrick Tracy, Kelly Mclaughlin and Monty Martin.
Players are your friends, or at the very least your fellow human beings. As such, seek out what is best for them. Games are about many things but principally about enjoyment. It’s okay if the player does not get exactly what they want, so long as they still had enjoyment. How it happens is up to the players, the one running the game, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”

**“Once upon a time, around a table…”

A man behind a cardboard screen sits across from a woman wearing a funny hat. He is frantically reading through the pages of the various books at his disposal. He finds the reference he is looking for, but it is not clear. “It is technically against the rules, it is barely within the realm of possibility, but the idea is so creative…” the man murmurs to himself. Exasperated, the man smiles a crooked grin and explains, “Well you can certainly try… give me an acrobatics check.” The woman throws a piece of plastic resin on to the table. The dice reads, “18.” The man sighs and then laments, “fine… how do you want to do this?” The table erupts in cheers, as high-fives are given from the others around the table. The woman adjusts her hat, as she gleefully explains how her character will use the momentum of several falling barrels to move across the map in a single turn without having to use all her character’s movement.
As a “Dungeon Master” (DM) for the tabletop role playing game, Dungeons and Dragons (D&D), I can say without a doubt that many DMs have encountered extremely similar events as the one described above. The choice to be a stringent rule-follower without leniency can be a source of much resentment between the DM and the players around the table. Likewise, to completely ignore the rules and simply let players do whatever they want offers no challenge, no reason to play. In terms of D&D rule enforcement, as is with many events in life, the choice of always being either a “Harsh Disciplinarian” or the lenient, “Laissez Faire Guide” is a false dichotomy. Instead, seeking balance between the two choices based first on the overall needs of the players, second on the needs of the story, and third on requirements and rules of the game should be the norm.

Session 1: What is the Relationship between, Players, Games and Rules?

The 19th century philosopher and founder of modern cultural history, John Hughes once wrote, “Play is older than culture, for culture, however inadvertently defined, always presupposes human society and animals have not waited for man to teach them their playing.” 1 Why do humans play? Is it instinctual? Bernard Suits was a Distinguished Emeritus Professor of Philosophy for the University of Waterloo and his essays are in part responsible for the field of philosophy of games in the late 20th century. In his book, “The Grasshopper: Games, Life and Utopia,” Suits’ book uses Aesop’s fable about the grasshopper to argue that play is what we would do in a perfect civilization. He believed that in a world devoid of work, humans would still seek out challenges through play, suggesting that it is human nature to challenge ourselves.2 But is that the only reason someone plays a game?
One YouTuber opined that “In a practical sense, games facilitate systemic thinking by getting us to view abstractions, but also engender creativity by getting us to play.”3 If true, these are essential tools for humanity to function as an intelligent race. This makes sense from an evolutionary level as to why humanity would develop play, but is there more to it than “games encourage outside the box thinking?”
The landmark paper titled, “MDA: A formal approach to game design and game research” is one of the earliest attempts to formalize the field of video game design theory and it is fundamental to how modern game designers look at these systems. It serves to define the importance of mechanic, dynamics, and aesthetics of play and is instrumental to helping understand what players will expect out of a game. We will discuss more about dynamics and mechanics later, but first let us focus on aesthetics.
Aesthetics of Play Defined
Term Definition Examples
Sense Pleasure Enjoyment derived from how it stimulates the senses The visuals of a game, sound, and music, feel of the dice, etc.
Fantasy Enjoyment derived from the ability to step into a role that cannot be experienced in real life Playing a game as a magic wielding sorcerer or rocks in the far flung reaches of outer space
Narrative Enjoyment derived from game as drama, it is about the stories and experience gained Heavily story driven games such as Last of Us, Dungeons and Dragons, Final Fantasy
Challenge Enjoyment derived from overcoming an arbitrary obstacle Platformers like Mario, or even drinking games like beer pong, or corn hole; social games like charades, etc.
Fellowship Enjoyment from working cooperatively as a group to accomplish a goal Team based or social games such as Among Us, the card game Spades; save the world mode on Fortnite
Competition Enjoyment from showing dominance Chess or Go, Battle royal games such as Fortnite or PubG or Call of Duty; Fallguys; darts Poker; Uno, Killer bunnies or Magic the Gathering;
Discovery Enjoyment from uncovering the new or discovering news ways to play a game. These can range from searching to find things to choose your own adventure Minecraft; Zelda Breath of the Wild; simple matching games; the board game Betrayal at the House on the Hill; or games like Fable; Dragon Age Inquisition; or Mass effect
Expression Enjoyment from showing an aspect of one’s self; or games that allow full customization of characters Creation games like Minecraft; role play games like fallout 4; world of warcraft or Fortnite
Submission (aka Abnegation) Enjoyment from being able to “turn of the brain; and tune out the world” or what is also known as zone out factor. Bejeweled; candy crush; the lever-pull games at casinos, solitaire, etc.
(Source: Portnow & Floyd, October 2012)5
Aesthetics are things like sense pleasure, fantasy, the narrative of the story, challenge, fellowship, discovery, expression, and something called submission.4 There is an additional aesthetic that most game designers also consider when designing games termed as “competition”.5 These are all reasons people play games and it is important to keep all these in mind when acting as a DM.
The table above works to define these terms more appropriately and makes it easier to reference later. The reasons a player may want to play a game vary and change over time. If a DM can understand their players’ goals (i.e., what the player hopes to get out of the game) the DM will be able to understand why someone might want to perform a certain action, play a game, or want to ignore a certain rule in the first place.
On that note, what are rules in games? Think about it… Games are weird… well I should say the act of playing a game… is weird. Suits once wrote in his article, for the “Philosophy of Science Association Journal,” "To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient [means] in favor of less efficient means, and where such rules are accepted just because they make possible such activity."6 In other words, to play a game we create rules that prevent us from achieving a goal through the easiest means available. Instead, we make something more difficult and we play a game. For instance, in basketball, it would be far easier to simply carry the ball all the way to the basket instead of dribbling it.
In D&D, there is a similar activity to dribbling. It is called a “dice roll.” It is something that players must make to see if they succeed or fail at a task. The player rolls a 20-sided die and tries to get above a certain score to succeed. Players can roll normal, with advantage, or with disadvantage. Rolling with advantage allows the player to roll the D-20 (the 20-sided die) twice and use the higher number. Rolling with disadvantage also has the player roll the D-20 twice, but they must take the lower number rolled instead. It introduces a chance of randomness, and players will find any excuse they can to avoid having to make a roll with "disadvantage." In his book, The Grasshopper, Suits argues that we do this because it is the act of overcoming that limitation that we find enjoyment. By taking on these restrictions and accepting these limitations, we take on what he coins as a "lusory attitude" which allows us to play the game as it is meant to be played.
Suits would argue that by not playing the game according to the rules as written, the player would have only achieved a “quasi-victory” not really worthy of achievement. He also goes on to say that even the act of “failing to win the game by virtue of losing it implies an achievement, in the sense that the activity in question -- playing the game -- has been successfully, even though not victoriously, complete.”7 So, according to Suits, it’s better to follow the rules of the game and loose than to not follow the rules and win. It’s important to point out that the aesthetics of play had not yet been defined and Suits’ work mainly focused on the “challenge” aspect of play. This is where many sports and game philosophers begin to find fault with Suits. In the “Journal of Philosophy of Sport,” a rebuttal of Suits’ work by David Myers asks, “What if the goal of the player isn't to follow the rules or even play the game?”8 For instance, what happens if the player is motivated by competition and doesn’t care about rules so long as “they win?” While an extreme example, this paradox isn’t out of the realm of possibility. Therefore, focusing on just the challenge aesthetic of game play and simply playing the game “rules as written” can lead to a disconnect between what the player desires and the game itself.
Jesper Juul, an Associate Professor in the School of Design at the Royal Danish Academy of Fine Arts, wrote in his textbook on video game design, “Rules specify limitations and affordances. They prohibit players from performing actions such as making jewelry out of dice, but they also add meaning to the allowed actions, and this affords players meaningful actions that were not otherwise available; rules give games structure”9 Basically, without rules we cannot even have play. However, if the player ignores the rules that player won’t be able to enjoy the full experience of the game, because the rules both afford the opportunity to enjoy the game and provide the obstacles in the first place.
How the rules affect actual game play is where Mechanics and Dynamics come into play. (See, I told you we would get back to it eventually.) Mechanics are the rules and systems that govern chance to create the game we experience. Dynamics are how those rules come together to govern the strategies of that game. In D&D, an example of mechanics is how a player would have to roll a 20-sided dice to see if an action would succeed. Dynamics are the actions the player takes to manipulate the situation and give themselves advantage in the roll. Some examples of this are using a spell caster’s familiar, flanking an enemy in combat, using the bend luck trait, or lucky feat. This is akin to how the rules of poker dictate that bluffing is allowed (mechanics); but how the bluffing player conceals their tells and bets is entirely up to that player (dynamics).
What happens when the player’s desired aesthetics and the mechanics don’t allow for the dynamics the player wants to use? This is where it falls on the DM to determine if the game can handle a little rule bending. In the Dungeon Master Guide’s introduction, it states “The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You’re the DM, and you are in charge of the game…” However! It goes on to say, “The success of a D&D game hinges on your ability to entertain the other players at the game table.” What is a good way to approach this? Is it THE DM IS ALWAYS RIGHT, able to enforce their will on the players whenever it suits their need? Should the DM strictly enforce the rules and narrative of their planned story without the need to appease the players’ wants and desires?... well… The DM COULD do it, but it won’t be long before their players stop showing to game sessions. Just like the rules, without players, there is no game. Or as one notable professional DM and YouTuber once put it:
“The game you weave belongs to the players as much as yourself… so make sure to humor them every once in awhile by giving them a chance to be extraordinary" - Patrick "the Goddam DM" Tracy 10

Session 2: The Ethics of a Dungeon Master

So how does someone seek a balance between the rules and the players? Enter situational ethics. Situational ethics, first proposed by philosopher and first professor of ethics at Harvard Medical School, Joseph Fletcher,** is an attempt to seek a middle ground between two ethical schools of thought: Legalism and Antinomianism. In legalism, morality must come from a strict set of rules that must be obeyed at all times and cannot be deviated from or broken for any reason. Antinomianism, on the other hand, is the idea that there should be no rules, you should be able to do what you want, whenever you want (lawless society). 11
In D&D terms, "Fanatical Legalism" would be similar to what many DMs would characterize as "Lawful Stupid," where a certain player's character enforces harsh judgement without ever showing mercy to those who would break the law regardless of the circumstances… even to the detriment of the party… or that small band of orphans who were stealing food out of desperation…
Likewise, in D&D terms, "Fanatical Antinomianism" would be similar to what DMs would characterize as "Chaotic Stupid," where a player's character completely ignores consequences an action would bring and simply act according to their whims… even when it's an obvious trap… that has a 100 percent chance to damage not only your character, but the other players as well.
Fletcher's work states that the morally right thing to do depends on the situation and can change throughout the situation, but at the same time, there is a universal “moral law” on which to base our actions that he called "Agape" love. Derived from the Greek word of similar pronunciation, Fletcher sought to define Agape as a means to show love for your fellow human. In his book titled “Situational Ethics,” Fletcher states, "All laws, rules, principles, ideals and norms, are only contingent, only valid if they happen to serve love."12 Or to put it a different way, a desire to see your fellow human be happy is and should be the goal. It is not really a feeling, but an attitude to do what is best for others.
In terms of the D&D alignment chart, this would be easiest to define as whether someone is "Good" or "Evil." Whereas a “good character” is someone who acts for the betterment of others regardless of personal motivations, conversely an “evil character” acts out of their own self-interests regardless of how this action would affect others. Those that follow the concept of Agape would be “good characters.” Those that do not, would be evil.
This is where the so-called “Rule of Cool” comes into play. Mathew Mercer, an extremely acclaimed DM, comedian, and writer of D&D’s “Explorer’s Guide to Wild Mount,” and host of the show “Critical Roll,” defines the Rule of Cool as a trope in the D&D community that is “the willing suspension of disbelief for the sake of a cool moment.”13 It’s used in moments where the use of an certain object or action would be nearly impossible according to the mechanics of the game, but because it is a “cool dynamic,” the DM allows it. But what is “cool?” Is it a player that is normally too nervous to speak up being able to do something unique on time despite it being against the rules? Is it a player that has spent considerable time perfecting a skill and being able to perform a truly “epic task” (such as the jumping across barrels to effectively triple their movement distance)? Is it succeeding in persuading the main villain to befriend the party through a series of increasingly complex but successful rolls?
In all these situations listed above, there is a common theme that ties all the principles of what this paper is trying to address together in a simple phrase. As a DM, before making a ruling ask, "How will this decision affect the final enjoyment of all at the table?" Now a DM cannot give the players everything they want. Doing so cheapens the truly extraordinary moments. Finding the right balance can be difficult. That is why the flow chart above is suggested when trying to figure out whether it is a good time to “Remember the Rule of Cool.”
https://i.redd.it/f362ghdjlqf61.png

Session 3: “Well… You can Certainly Try”- Some Famous DM

Finally, we can discuss how the desire to make the most enjoyable experience for everyone at the table plays out using real-world examples and advice from some of the most well-known DMs in the business. Using the concept of Situational Ethics’ Agape, we can see how to work in the rule of cool using eight tips for Dungeon Masters.
Tip 1: It is advised to know your audience.
Not everything is as it seems, so be sure to pay attention to your players and look at them when you are describing the situation. Make note of how they react when tones or themes change. Remember those reasons people play games mentioned earlier? This is where those come into play. Additionally, while not something outright suggested, it is nevertheless important to take team dynamics into account.
The book “Four lenses unfolded” describes how various personality types can interact and work to solve problems. In it, the book describes four primary temperaments: Green (analytical), Blue (empathetic), Orange (adventurous), and Gold (goal oriented). Unlike most other personality tests, four lenses theory suggests that while we have a dominant personality at any given moment, other aspects of these personalities can manifest as well. Being able to draw on these aspects at will is the mark of a “mature” individual.14 As a DM/referee, coach, or manager, being able to do this and adapt to the needs of the players will take player engagement to the next level.
Tip 2: Establishing and Managing Expectations Early and Often, Works to Prevent Disappointment and Confusions
Mercer once put it this way, “Establish early on in your campaign how much of a level of crazy you're willing to allow. This allows for players to better understand what to try for and what not to try for.”15 Whether you are a teacher, referee, coach, parent, supervisor, or mentor, establishing expectations with those involved mitigates problems before they arise.
One of the main tools DM’s have for this is that is recommended by Mercer, as well as nearly every DM in existence on the internet, is the “Session Zero.” Session Zero is a term used to describe a session where no play occurs but instead rules that will be used and rules that will be ignored or bent is established. It also serves to establish a theme the players can expect from any campaign. Using the first chapter of the DMs guide will help considerably in establishing this. Additionally, one of the best guides for this is laid out by the DM YouTubers known as “the Dungeon Dudes” in their video titled, “How to Run a Session Zero for Dungeons and Dragons 5e.”16 But always keep Agape in mind throughout this process. In this step, it means actively listening to the players. The DM may want a gritty, tough, realistic, and challenging campaign. But if the players want a high fantasy power trip, some adjustments are going to need to be made to the campaign. Listening to players and changing the plans accordingly is not easy. It requires A LOT of humility and ego suppression. Especially when the DM has already designed how the game is going to go… which leads us to the next tip.
Tip 3: It is important to develop a healthy relationship with failure.
Celebrated author Orson Wells once wrote; “If you want a happy ending, that of course, is dependent of where you stop your story.”17 This applies to both the players and DM. There will be times when the DM is tempted to ignore the rules because the consequences seem dire. The player fails an athletics check trying to use a dynamic that had a high-risk, high-reward moment. Now the player’s character is doomed to fall several hundred feet down a ravine to what is likely certain doom in lava. But this isn’t the end. That player’s character is most likely dead, but their death could result in a moment of drama and tension for the players. It’s the very real chance of failure that encourages players to think critically about a situation and experience excitement and tension. Brennon Lee Mulligan, the DM of the D&D streaming show, “Dimension 20,” put it this way… “if you are not allowing for failure, you are essentially just telling a story,” and thus never actually playing a game (make-believe as Suits would put it). 18
Another thing to consider is that through failure, we can often find comedy as well as ways to encourage players to think critically and find new escapes, 19 at least according to the mind behind the “Replaying the Curse of Strahd” videos, Benjamin (Puffin Forest) Scott. Lastly, Mercer strongly advises that if a DM allows too many “rule of cool moments” to happen in succession, the weight of the moments and consistency of the game will be lost. 20
Players that are afraid to fail will not try. Mercer explains that “Most role play games are designed to forge a heroic story (showing feats of legend) so let the players try! Let them fail, and occasionally succeed!” This is where his catch phrase “you can certainly try” comes from. 21
Tip 4: Whenever Possible, Avoid Taking Things Personally
In his lecture on not talking things personally, soccer referee and public speaker, Frederik Imbo, explained there are two sides of a coin to keep in mind when trying not to take things personally: “It is not about you,” and “it is about you.” 22 Look at the other person’s intentions not just yours. With that in mind, it is okay to give yourself empathy and speak up. When someone seems upset with you, ask what are they hoping to get out of this releasing of emotions? Additionally, ensure that your pride isn’t preventing you from making the correct call. Yes I am talking about Ego again; it is that important! It is the DM’s world, but it is the players’ game. Without both, the world and the game, you do not have D&D.
D&D has a weird paradox of being both a story and a game. It has both a narrative as its core premise, but it is, in fact, also a multi-player game. Without at least two people you cannot really have much fun. DMs should make sure that everyone at the table enjoys themselves.
Tip 5: Mechanics are important precisely because they are a means of delivering impactful story moments.
Remember that rule of cool concept? Extraordinary moments don’t happen often, and this is by design of the mechanics of the game. Humans remember the novel and unique way more often than the mundane. Mundane things tend to blend into the background. It’s the unexpected moments that highlight the more impactful story moments, especially if that moment is tied to strong emotions.23
With that in mind, Mulligan suggests looking at where the players are putting their resources before deciding how to rule on a situation. Have they invested experience points/levels into a specific skill that is relevant to this situation instead of just something they can use in combat? If so, reward them for wanting to do something that is a part of the world you are creating together. 24
Tip 6: Discourage metagaming but allow it whenever possible.
Look for any and every excuse you can to give advantage on an arcana check by setting the DC low (10 or higher). If the player succeeds, they can use what they know… they are going to anyway, but at least then they can talk about it with the other players.
According to the DM guide Chapter 8, metagame thinking means “thinking about the game as a game,” Examples would be thinking “the DM wouldn’t throw such a powerful monster at us so early in the game, so we will surely be saved and not have to take this fight seriously,” or “the DM spent A LOT of time describing that door… maybe we should search it again!” 25
The problem with metagaming isn’t really about what advantage the players are getting in the game. The problem is that manipulation of the dynamics, when used to extremes, can spoil the plot line of the cumulative story being told. This can lessen the drama and tension elements resulting in decreased enjoyment of those involved. Additionally, it can create a dynamic where the DM is constantly having to escalate encounters to challenge the player, encouraging a potentially toxic “DM vs player” mentality.
For instance, how would a street orphan barbarian with no formal education and a wisdom of …let’s say very low…be able to know that liches phylactery is the source of their power. The solution here depends on why the players are playing this specific game. Is it the narrative of the story? Is it discovery? If these aren’t anywhere close to the reasons these players came to the game table in the first place, the narrative is not going to take as much of a factor into decisions. Metagaming in this instance isn’t going to be much of a problem.
Tip 7: Keep in mind, the ending is “A” destination, but the story is about how you get there.
A DM may hold off the extra cool moments for the final parts of the game, keeping their players in complete darkness and grit the entire way. However, without at least some levity along the way, some “water for the weary travelers,” as Mercer put it, they may not make it to the end.26 So, do not be afraid to relax the rules from time to time to give them those cool moments, but do so sparingly lest the destination lose its luster as well. Always keep in mind it’s about the enjoyment of crafting and playing in the world together that makes this, or really any game, fun.
Tip 8: When all else fails… take a break and have the Tarrasque attack the party.
When all else fails, roll two D-20s out of players’ views… fake a worried expression… role a D-100 (also out of player’s view) look over the score concerned as you pour through your notes… then explain sorrowfully… “I’m sorry… The Tarrasque has risen and has attacked the party. Everyone roll initiative.” This is actual advice from the DM manual. It is right under “faking illness and running away.”27 The point is this: never be afraid to pause or call a game when it’s over or needed.
Maybe something incredibly uncomfortable for a player has happened. Maybe the DM has reached the end of what they were able to prepare for that session. Perhaps everyone is hungry or needs a bathroom break. Maybe the entire table has gotten to a point where no one can agree on anything and team dynamics are breaking down. That game world will always be there… but your friends won’t. Cherish that moment and make as many good moments as possible. Additionally, taking breaks both in-game and in the real world allow for quiet moments. These allow for the greater moments to shine through and the players will enjoy their experience more.
https://i.redd.it/1ncu361zlqf61.png
The graphic above serves to summarize the eight tips above and show their relationship with the narrative, enjoyment, and the rules when put in the context of situational ethics. From this graph, the relationship between the eight tips and how they play into the narrative, enjoyment, and rules of the game can be seen. Each of the tips can influence many parts of the game but they are intended to primarily influence the aspect of the game they are adjacent to. “Knowing the players” should influence the narrative and what kind of enjoyment the players receive. What mechanics are used to enable the game is causally related to how the rules are used and so on. Please note that Agape is at the center as, with every decision a DM makes, considering what is best for the players should be central to the experience of any game.
The Epic Conclusion
Through crafting a game-world together with your players, a DM has the potential to tap into one of the greatest traditions humanity has: camaraderie with friends. At the end of the day, these players are your friends, or at the very least your fellow human beings. As such, you should want what is best for them. Through trials, hardships, and drama, we get to put the punctuation on the moments of excitement, joy, happiness, and bliss. It is okay if the player does not get exactly what they want, so long as they still had enjoyment. This is because getting everything we expect is sometimes boring. However, always keep in mind that at the end of the day, games are about having fun. How that happens is up to the players, the DM, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”
1 Huizinga, Johan . "Homo Ludens". Routledge & Kegan Paul Ltd. (1980), pp. 1., accessed January 19, 2021. http://art.yale.edu/file_columns/0000/1474/ homoludens_johan_huizinga_routledge_1949.pdf
2 Suits, Bernard, “The Grasshopper: Games, Life and Utopia,” Broadview Press. Ed. 3. (November 29, 2005): 54–55. Accessed December 31, 2020. https://www.goodreads.com/book/show/803547.The_Grasshopper
3 The Game Overanalyzer, The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty in Game Design. The Game Overanalyzer. (January 11, 2020), accessed 6 January 2021. Video 18:44. https://youtu.be/lONsZwjVDzg
4 Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A formal approach to game design and game research." Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1, p. 1722. (2004). Accessed January 11, 2020 https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf
5 Portnow, James; Floyd, Daniel; Aesthetics of Play- Redefining Genres in Gaming. Extra Credits; (October 17, 2012), Video 9:13. Accessed December 30, 2020. https://www.youtube.com/watch?v=uepAJ-rqJKA&list=PL3N9QD4_yI-BlnwWUL8hhjpKgqRul3xAa&index=11
6 Suits, Bernard. “Discussion: Games and Paradox.” Chicago University Press. Philosophy of Science Association Journal, Vol 36, no. 3 (September 1, 1969). pg 316–.321. Accessed December 30, 2020. https://www.jstor.org/stable/186226
7 Suits, Bernard. “Discussion: Games and Paradox (1969)
8 Myers, David. “Game as Paradox: A Rebuttal of Suits.” Journal of the philosophy of Sport 39, no. 1 (May 1, 2012). Accessed December 30, 2020. https://search-ebscohost-com.ezproxy2.apus.edu/login.aspx?direct=true&AuthType=ip&db=s3h&AN=87342252&site=ehost-live&scope=site.
9 Juul, Jesper. "Half-Real: Video Games between Real Rules and Fictional Worlds", MIT Press, (Aug 19, 2011) pp.57-59
10 Tracy, Patrick. DM Tips: The Rule of Cool. Fantasy Bango. (October 20, 2017). Accessed December 30, 2020. Video 2:23 https://www.youtube.com/watch?v=x8aAIFalx6s
11 Fletcher, Joseph F. Situation Ethics: The New Morality. Westminster John Knox Press, (1997). Page 17-26 (accessed January 20, 2021) http://bit.ly/Googlescholar_SItuational_Ethics
**Please note that just because Fletcher’s Situational Ethics is used prominently, this is not an endorsement of all his views. Fletcher’s work has been used to justify terrible atrocities, such as eugenics, this should serve to point out that any philosophy taken to extremes can lead to terrible outcomes
12 Fletcher, Joseph F. Situation Ethics: The New Morality. (1997)
13 Mercer, Matthew. The Rule of Cool! (Game Master Tips). Geek & Sundry. (February 16, 2016). Accessed December 30, 2020. Video. 5:52 https://youtu.be/fWZDuFIYkf0
14 Bryce, Nathan K., “Four Lenses Unfolded: A Deeper Understanding of Temperament Values,” Insight; (January 29, 2002,).
15 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016).
16 McLaughlin, Kelly; Martin, Monty. "How to Run a Session Zero for Dungeons and Dragons 5e". Dungeon Dudes. (September 3, 2020), Accessed 12 30, 2020. Video. https://youtu.be/2MA-z5Ai-bQ
17 Wells, Orson, "The Big Brass Ring." Santa Teresa Press (1987, January 1) 1-148
18 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) | Adventuring Academy Season 2 | Ep. 16 |” Adventuring Academy. Dimension (2020, December 28). Accessed December 30, 2020. Video 1:24:18 https://www.youtube.com/watch?v=4IbVxEKpipo
19 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
20 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)..
21 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)
22 Imbo, Frederik, "How not to take things personally? | Frederik Imbo | TEDxMechelen" TEDx Talks; (March 4, 2020) accessed 10 Jan 2021, video 17:36 https://www.youtube.com/watch?v=LnJwH_PZXnM&t=381s
23 Kensinger, Elizabeth. Remembering the Details: Effects of Emotion. US National Library of Medicine National Institutes of Health. (May 4, 2009) Accessed 2021, January 30 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2676782/
24 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
25 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014) accessed 29 January 2021 https://www.dndbeyond.com/sources/dmg/running-the-game#MetagameThinking
26 Mulligan, Brennan; Mercer, Matthew. Building Your Own Campaign Setting (with Matthew Mercer) | Adventuring Academy. Dimension 20. (2019, April 3) Accessed December 30, 2020. Video 57:01 https://www.youtube.com/watch?v=sig8X_kojco&t=2867s
27 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014)-accessed 20 January 2021. https://www.dndbeyond.com/sources/dmg
submitted by The_seph_i_am to DMAcademy [link] [comments]

How do you want to do this? A Discussion on Selective Rule Enforcement

Hello folks,
For my research analysis and writing class my professor let me pick any topic I want. (her mistake) So for my final term paper I chose to come up with a method of determining a guide to the use of the "rule of cool." I got a A on the paper so I figured I'd share it with you fine folks as well. It is rather lengthy so I've included the abstract first. The 8 tips for dungeon masters is near the end (third session), the first and second parts deal more with the philosophical and ethics of games. So, if situational ethics and a discussion on the Mechanics, Dynamics, and Aesthetics of Play are of use for you, be my guess.
I am a relatively new DM so I spent a long time researching and trying to absorb what would make me a "good DM". With that cavate please keep in mind I know next to nothing compared to a vast majority of the DMs here. I can think of no place better to have this paper peer-reviewed, picked apart and "rebutalled" to death than here. If you feel offended, challenged, or angry reading this... Please understand I am a moron borrowing the works and words of far smarter people. If you feel that "this is the WAY" again... I am a moron... so ... with out further ado..

Abstract:

The choice to be a stringent rule-follower without leniency using fanatical legalism in a game can be a source of contention between someone acting as a referee and/or “Game Master” and players of a game. Likewise, to approach games with a sense of fanatical antinomianism, or to completely ignore the rules and simply let players do whatever they want, tends to offer no challenge, and or reason to play that specific game. Using ethical theory frameworks such as situational ethics, natural law, and utilitarianism this paper seeks find the philosophical principles of what moments are acceptable and actually beneficial to bend the rules of a game. As such, it is important to define games, briefly discuss why games are played, and roles rules have on games. The game Dungeons and Dragons 5th edition will be used as the principal example. With “rule for rules” established, seven tips on how to implement it this rule using advice and guidance from some of the most well known “Dungeon Masters” in the modern era will be provided.
Much of this paper relies on the works of Joseph Fletcher, Sheila Murphy; Benard Suits, Robin Hunicke, Marc LeBlanc, and Robert Zubek for the ethical and philosophical discussions around games. For the practical advice, it relies primarily on the works of Matthew Mercer, Brennan Lee Mulligan, Benjamin Scott, Patrick Tracy, Kelly Mclaughlin and Monty Martin.
Players are your friends, or at the very least your fellow human beings. As such, seek out what is best for them. Games are about many things but principally about enjoyment. It’s okay if the player does not get exactly what they want, so long as they still had enjoyment. How it happens is up to the players, the one running the game, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”

**“Once upon a time, around a table…”

A man behind a cardboard screen sits across from a woman wearing a funny hat. He is frantically reading through the pages of the various books at his disposal. He finds the reference he is looking for, but it is not clear. “It is technically against the rules, it is barely within the realm of possibility, but the idea is so creative…” the man murmurs to himself. Exasperated, the man smiles a crooked grin and explains, “Well you can certainly try… give me an acrobatics check.” The woman throws a piece of plastic resin on to the table. The dice reads, “18.” The man sighs and then laments, “fine… how do you want to do this?” The table erupts in cheers, as high-fives are given from the others around the table. The woman adjusts her hat, as she gleefully explains how her character will use the momentum of several falling barrels to move across the map in a single turn without having to use all her character’s movement.
As a “Dungeon Master” (DM) for the tabletop role playing game, Dungeons and Dragons (D&D), I can say without a doubt that many DMs have encountered extremely similar events as the one described above. The choice to be a stringent rule-follower without leniency can be a source of much resentment between the DM and the players around the table. Likewise, to completely ignore the rules and simply let players do whatever they want offers no challenge, no reason to play. In terms of D&D rule enforcement, as is with many events in life, the choice of always being either a “Harsh Disciplinarian” or the lenient, “Laissez Faire Guide” is a false dichotomy. Instead, seeking balance between the two choices based first on the overall needs of the players, second on the needs of the story, and third on requirements and rules of the game should be the norm.

Session 1: What is the Relationship between, Players, Games and Rules?

The 19th century philosopher and founder of modern cultural history, John Hughes once wrote, “Play is older than culture, for culture, however inadvertently defined, always presupposes human society and animals have not waited for man to teach them their playing.” 1 Why do humans play? Is it instinctual? Bernard Suits was a Distinguished Emeritus Professor of Philosophy for the University of Waterloo and his essays are in part responsible for the field of philosophy of games in the late 20th century. In his book, “The Grasshopper: Games, Life and Utopia,” Suits’ book uses Aesop’s fable about the grasshopper to argue that play is what we would do in a perfect civilization. He believed that in a world devoid of work, humans would still seek out challenges through play, suggesting that it is human nature to challenge ourselves.2 But is that the only reason someone plays a game?
One YouTuber opined that “In a practical sense, games facilitate systemic thinking by getting us to view abstractions, but also engender creativity by getting us to play.”3 If true, these are essential tools for humanity to function as an intelligent race. This makes sense from an evolutionary level as to why humanity would develop play, but is there more to it than “games encourage outside the box thinking?”
The landmark paper titled, “MDA: A formal approach to game design and game research” is one of the earliest attempts to formalize the field of video game design theory and it is fundamental to how modern game designers look at these systems. It serves to define the importance of mechanic, dynamics, and aesthetics of play and is instrumental to helping understand what players will expect out of a game. We will discuss more about dynamics and mechanics later, but first let us focus on aesthetics.
Aesthetics of Play Defined
Term Definition Examples
Sense Pleasure Enjoyment derived from how it stimulates the senses The visuals of a game, sound, and music, feel of the dice, etc.
Fantasy Enjoyment derived from the ability to step into a role that cannot be experienced in real life Playing a game as a magic wielding sorcerer or rocks in the far flung reaches of outer space
Narrative Enjoyment derived from game as drama, it is about the stories and experience gained Heavily story driven games such as Last of Us, Dungeons and Dragons, Final Fantasy
Challenge Enjoyment derived from overcoming an arbitrary obstacle Platformers like Mario, or even drinking games like beer pong, or corn hole; social games like charades, etc.
Fellowship Enjoyment from working cooperatively as a group to accomplish a goal Team based or social games such as Among Us, the card game Spades; save the world mode on Fortnite
Competition Enjoyment from showing dominance Chess or Go, Battle royal games such as Fortnite or PubG or Call of Duty; Fallguys; darts Poker; Uno, Killer bunnies or Magic the Gathering;
Discovery Enjoyment from uncovering the new or discovering news ways to play a game. These can range from searching to find things to choose your own adventure Minecraft; Zelda Breath of the Wild; simple matching games; the board game Betrayal at the House on the Hill; or games like Fable; Dragon Age Inquisition; or Mass effect
Expression Enjoyment from showing an aspect of one’s self; or games that allow full customization of characters Creation games like Minecraft; role play games like fallout 4; world of warcraft or Fortnite
Submission (aka Abnegation) Enjoyment from being able to “turn of the brain; and tune out the world” or what is also known as zone out factor. Bejeweled; candy crush; the lever-pull games at casinos, solitaire, etc.
(Source: Portnow & Floyd, October 2012)5
Aesthetics are things like sense pleasure, fantasy, the narrative of the story, challenge, fellowship, discovery, expression, and something called submission.4 There is an additional aesthetic that most game designers also consider when designing games termed as “competition”.5 These are all reasons people play games and it is important to keep all these in mind when acting as a DM.
The table above works to define these terms more appropriately and makes it easier to reference later. The reasons a player may want to play a game vary and change over time. If a DM can understand their players’ goals (i.e., what the player hopes to get out of the game) the DM will be able to understand why someone might want to perform a certain action, play a game, or want to ignore a certain rule in the first place.
On that note, what are rules in games? Think about it… Games are weird… well I should say the act of playing a game… is weird. Suits once wrote in his article, for the “Philosophy of Science Association Journal,” "To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient [means] in favor of less efficient means, and where such rules are accepted just because they make possible such activity."6 In other words, to play a game we create rules that prevent us from achieving a goal through the easiest means available. Instead, we make something more difficult and we play a game. For instance, in basketball, it would be far easier to simply carry the ball all the way to the basket instead of dribbling it.
In D&D, there is a similar activity to dribbling. It is called a “dice roll.” It is something that players must make to see if they succeed or fail at a task. The player rolls a 20-sided die and tries to get above a certain score to succeed. Players can roll normal, with advantage, or with disadvantage. Rolling with advantage allows the player to roll the D-20 (the 20-sided die) twice and use the higher number. Rolling with disadvantage also has the player roll the D-20 twice, but they must take the lower number rolled instead. It introduces a chance of randomness, and players will find any excuse they can to avoid having to make a roll with "disadvantage." In his book, The Grasshopper, Suits argues that we do this because it is the act of overcoming that limitation that we find enjoyment. By taking on these restrictions and accepting these limitations, we take on what he coins as a "lusory attitude" which allows us to play the game as it is meant to be played.
Suits would argue that by not playing the game according to the rules as written, the player would have only achieved a “quasi-victory” not really worthy of achievement. He also goes on to say that even the act of “failing to win the game by virtue of losing it implies an achievement, in the sense that the activity in question -- playing the game -- has been successfully, even though not victoriously, complete.”7 So, according to Suits, it’s better to follow the rules of the game and loose than to not follow the rules and win. It’s important to point out that the aesthetics of play had not yet been defined and Suits’ work mainly focused on the “challenge” aspect of play. This is where many sports and game philosophers begin to find fault with Suits. In the “Journal of Philosophy of Sport,” a rebuttal of Suits’ work by David Myers asks, “What if the goal of the player isn't to follow the rules or even play the game?”8 For instance, what happens if the player is motivated by competition and doesn’t care about rules so long as “they win?” While an extreme example, this paradox isn’t out of the realm of possibility. Therefore, focusing on just the challenge aesthetic of game play and simply playing the game “rules as written” can lead to a disconnect between what the player desires and the game itself.
Jesper Juul, an Associate Professor in the School of Design at the Royal Danish Academy of Fine Arts, wrote in his textbook on video game design, “Rules specify limitations and affordances. They prohibit players from performing actions such as making jewelry out of dice, but they also add meaning to the allowed actions, and this affords players meaningful actions that were not otherwise available; rules give games structure”9 Basically, without rules we cannot even have play. However, if the player ignores the rules that player won’t be able to enjoy the full experience of the game, because the rules both afford the opportunity to enjoy the game and provide the obstacles in the first place.
How the rules affect actual game play is where Mechanics and Dynamics come into play. (See, I told you we would get back to it eventually.) Mechanics are the rules and systems that govern chance to create the game we experience. Dynamics are how those rules come together to govern the strategies of that game. In D&D, an example of mechanics is how a player would have to roll a 20-sided dice to see if an action would succeed. Dynamics are the actions the player takes to manipulate the situation and give themselves advantage in the roll. Some examples of this are using a spell caster’s familiar, flanking an enemy in combat, using the bend luck trait, or lucky feat. This is akin to how the rules of poker dictate that bluffing is allowed (mechanics); but how the bluffing player conceals their tells and bets is entirely up to that player (dynamics).
What happens when the player’s desired aesthetics and the mechanics don’t allow for the dynamics the player wants to use? This is where it falls on the DM to determine if the game can handle a little rule bending. In the Dungeon Master Guide’s introduction, it states “The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You’re the DM, and you are in charge of the game…” However! It goes on to say, “The success of a D&D game hinges on your ability to entertain the other players at the game table.” What is a good way to approach this? Is it THE DM IS ALWAYS RIGHT, able to enforce their will on the players whenever it suits their need? Should the DM strictly enforce the rules and narrative of their planned story without the need to appease the players’ wants and desires?... well… The DM COULD do it, but it won’t be long before their players stop showing to game sessions. Just like the rules, without players, there is no game. Or as one notable professional DM and YouTuber once put it:
“The game you weave belongs to the players as much as yourself… so make sure to humor them every once in awhile by giving them a chance to be extraordinary" - Patrick "the Goddam DM" Tracy 10

Session 2: The Ethics of a Dungeon Master

So how does someone seek a balance between the rules and the players? Enter situational ethics. Situational ethics, first proposed by philosopher and first professor of ethics at Harvard Medical School, Joseph Fletcher,** is an attempt to seek a middle ground between two ethical schools of thought: Legalism and Antinomianism. In legalism, morality must come from a strict set of rules that must be obeyed at all times and cannot be deviated from or broken for any reason. Antinomianism, on the other hand, is the idea that there should be no rules, you should be able to do what you want, whenever you want (lawless society). 11
In D&D terms, "Fanatical Legalism" would be similar to what many DMs would characterize as "Lawful Stupid," where a certain player's character enforces harsh judgement without ever showing mercy to those who would break the law regardless of the circumstances… even to the detriment of the party… or that small band of orphans who were stealing food out of desperation…
Likewise, in D&D terms, "Fanatical Antinomianism" would be similar to what DMs would characterize as "Chaotic Stupid," where a player's character completely ignores consequences an action would bring and simply act according to their whims… even when it's an obvious trap… that has a 100 percent chance to damage not only your character, but the other players as well.
Fletcher's work states that the morally right thing to do depends on the situation and can change throughout the situation, but at the same time, there is a universal “moral law” on which to base our actions that he called "Agape" love. Derived from the Greek word of similar pronunciation, Fletcher sought to define Agape as a means to show love for your fellow human. In his book titled “Situational Ethics,” Fletcher states, "All laws, rules, principles, ideals and norms, are only contingent, only valid if they happen to serve love."12 Or to put it a different way, a desire to see your fellow human be happy is and should be the goal. It is not really a feeling, but an attitude to do what is best for others.
In terms of the D&D alignment chart, this would be easiest to define as whether someone is "Good" or "Evil." Whereas a “good character” is someone who acts for the betterment of others regardless of personal motivations, conversely an “evil character” acts out of their own self-interests regardless of how this action would affect others. Those that follow the concept of Agape would be “good characters.” Those that do not, would be evil.
This is where the so-called “Rule of Cool” comes into play. Mathew Mercer, an extremely acclaimed DM, comedian, and writer of D&D’s “Explorer’s Guide to Wild Mount,” and host of the show “Critical Roll,” defines the Rule of Cool as a trope in the D&D community that is “the willing suspension of disbelief for the sake of a cool moment.”13 It’s used in moments where the use of an certain object or action would be nearly impossible according to the mechanics of the game, but because it is a “cool dynamic,” the DM allows it. But what is “cool?” Is it a player that is normally too nervous to speak up being able to do something unique on time despite it being against the rules? Is it a player that has spent considerable time perfecting a skill and being able to perform a truly “epic task” (such as the jumping across barrels to effectively triple their movement distance)? Is it succeeding in persuading the main villain to befriend the party through a series of increasingly complex but successful rolls?
In all these situations listed above, there is a common theme that ties all the principles of what this paper is trying to address together in a simple phrase. As a DM, before making a ruling ask, "How will this decision affect the final enjoyment of all at the table?" Now a DM cannot give the players everything they want. Doing so cheapens the truly extraordinary moments. Finding the right balance can be difficult. That is why the flow chart above is suggested when trying to figure out whether it is a good time to “Remember the Rule of Cool.”
https://i.redd.it/f362ghdjlqf61.png

Session 3: “Well… You can Certainly Try”- Some Famous DM

Finally, we can discuss how the desire to make the most enjoyable experience for everyone at the table plays out using real-world examples and advice from some of the most well-known DMs in the business. Using the concept of Situational Ethics’ Agape, we can see how to work in the rule of cool using eight tips for Dungeon Masters.
Tip 1: It is advised to know your audience.
Not everything is as it seems, so be sure to pay attention to your players and look at them when you are describing the situation. Make note of how they react when tones or themes change. Remember those reasons people play games mentioned earlier? This is where those come into play. Additionally, while not something outright suggested, it is nevertheless important to take team dynamics into account.
The book “Four lenses unfolded” describes how various personality types can interact and work to solve problems. In it, the book describes four primary temperaments: Green (analytical), Blue (empathetic), Orange (adventurous), and Gold (goal oriented). Unlike most other personality tests, four lenses theory suggests that while we have a dominant personality at any given moment, other aspects of these personalities can manifest as well. Being able to draw on these aspects at will is the mark of a “mature” individual.14 As a DM/referee, coach, or manager, being able to do this and adapt to the needs of the players will take player engagement to the next level.
Tip 2: Establishing and Managing Expectations Early and Often, Works to Prevent Disappointment and Confusions
Mercer once put it this way, “Establish early on in your campaign how much of a level of crazy you're willing to allow. This allows for players to better understand what to try for and what not to try for.”15 Whether you are a teacher, referee, coach, parent, supervisor, or mentor, establishing expectations with those involved mitigates problems before they arise.
One of the main tools DM’s have for this is that is recommended by Mercer, as well as nearly every DM in existence on the internet, is the “Session Zero.” Session Zero is a term used to describe a session where no play occurs but instead rules that will be used and rules that will be ignored or bent is established. It also serves to establish a theme the players can expect from any campaign. Using the first chapter of the DMs guide will help considerably in establishing this. Additionally, one of the best guides for this is laid out by the DM YouTubers known as “the Dungeon Dudes” in their video titled, “How to Run a Session Zero for Dungeons and Dragons 5e.”16 But always keep Agape in mind throughout this process. In this step, it means actively listening to the players. The DM may want a gritty, tough, realistic, and challenging campaign. But if the players want a high fantasy power trip, some adjustments are going to need to be made to the campaign. Listening to players and changing the plans accordingly is not easy. It requires A LOT of humility and ego suppression. Especially when the DM has already designed how the game is going to go… which leads us to the next tip.
Tip 3: It is important to develop a healthy relationship with failure.
Celebrated author Orson Wells once wrote; “If you want a happy ending, that of course, is dependent of where you stop your story.”17 This applies to both the players and DM. There will be times when the DM is tempted to ignore the rules because the consequences seem dire. The player fails an athletics check trying to use a dynamic that had a high-risk, high-reward moment. Now the player’s character is doomed to fall several hundred feet down a ravine to what is likely certain doom in lava. But this isn’t the end. That player’s character is most likely dead, but their death could result in a moment of drama and tension for the players. It’s the very real chance of failure that encourages players to think critically about a situation and experience excitement and tension. Brennon Lee Mulligan, the DM of the D&D streaming show, “Dimension 20,” put it this way… “if you are not allowing for failure, you are essentially just telling a story,” and thus never actually playing a game (make-believe as Suits would put it). 18
Another thing to consider is that through failure, we can often find comedy as well as ways to encourage players to think critically and find new escapes, 19 at least according to the mind behind the “Replaying the Curse of Strahd” videos, Benjamin (Puffin Forest) Scott. Lastly, Mercer strongly advises that if a DM allows too many “rule of cool moments” to happen in succession, the weight of the moments and consistency of the game will be lost. 20
Players that are afraid to fail will not try. Mercer explains that “Most role play games are designed to forge a heroic story (showing feats of legend) so let the players try! Let them fail, and occasionally succeed!” This is where his catch phrase “you can certainly try” comes from. 21
Tip 4: Whenever Possible, Avoid Taking Things Personally
In his lecture on not talking things personally, soccer referee and public speaker, Frederik Imbo, explained there are two sides of a coin to keep in mind when trying not to take things personally: “It is not about you,” and “it is about you.” 22 Look at the other person’s intentions not just yours. With that in mind, it is okay to give yourself empathy and speak up. When someone seems upset with you, ask what are they hoping to get out of this releasing of emotions? Additionally, ensure that your pride isn’t preventing you from making the correct call. Yes I am talking about Ego again; it is that important! It is the DM’s world, but it is the players’ game. Without both, the world and the game, you do not have D&D.
D&D has a weird paradox of being both a story and a game. It has both a narrative as its core premise, but it is, in fact, also a multi-player game. Without at least two people you cannot really have much fun. DMs should make sure that everyone at the table enjoys themselves. Tip 5: Mechanics are important precisely because they are a means of delivering impactful story moments.
Remember that rule of cool concept? Extraordinary moments don’t happen often, and this is by design of the mechanics of the game. Humans remember the novel and unique way more often than the mundane. Mundane things tend to blend into the background. It’s the unexpected moments that highlight the more impactful story moments, especially if that moment is tied to strong emotions.23
With that in mind, Mulligan suggests looking at where the players are putting their resources before deciding how to rule on a situation. Have they invested experience points/levels into a specific skill that is relevant to this situation instead of just something they can use in combat? If so, reward them for wanting to do something that is a part of the world you are creating together. 24
Tip 6: Discourage metagaming but allow it whenever possible.
Look for any and every excuse you can to give advantage on an arcana check by setting the DC low (10 or higher). If the player succeeds, they can use what they know… they are going to anyway, but at least then they can talk about it with the other players.
According to the DM guide Chapter 8, metagame thinking means “thinking about the game as a game,” Examples would be thinking “the DM wouldn’t throw such a powerful monster at us so early in the game, so we will surely be saved and not have to take this fight seriously,” or “the DM spent A LOT of time describing that door… maybe we should search it again!” 25
The problem with metagaming isn’t really about what advantage the players are getting in the game. The problem is that manipulation of the dynamics, when used to extremes, can spoil the plot line of the cumulative story being told. This can lessen the drama and tension elements resulting in decreased enjoyment of those involved. Additionally, it can create a dynamic where the DM is constantly having to escalate encounters to challenge the player, encouraging a potentially toxic “DM vs player” mentality.
For instance, how would a street orphan barbarian with no formal education and a wisdom of …let’s say very low…be able to know that liches phylactery is the source of their power. The solution here depends on why the players are playing this specific game. Is it the narrative of the story? Is it discovery? If these aren’t anywhere close to the reasons these players came to the game table in the first place, the narrative is not going to take as much of a factor into decisions. Metagaming in this instance isn’t going to be much of a problem.
Tip 7: Keep in mind, the ending is “A” destination, but the story is about how you get there.
A DM may hold off the extra cool moments for the final parts of the game, keeping their players in complete darkness and grit the entire way. However, without at least some levity along the way, some “water for the weary travelers,” as Mercer put it, they may not make it to the end.26 So, do not be afraid to relax the rules from time to time to give them those cool moments, but do so sparingly lest the destination lose its luster as well. Always keep in mind it’s about the enjoyment of crafting and playing in the world together that makes this, or really any game, fun.
*Tip 8: When all else fails… take a break and have the Tarrasque attack the party. *
When all else fails, roll two D-20s out of players’ views… fake a worried expression… role a D-100 (also out of player’s view) look over the score concerned as you pour through your notes… then explain sorrowfully… “I’m sorry… The Tarrasque has risen and has attacked the party. Everyone roll initiative.” This is actual advice from the DM manual. It is right under “faking illness and running away.”27 The point is this: never be afraid to pause or call a game when it’s over or needed.
Maybe something incredibly uncomfortable for a player has happened. Maybe the DM has reached the end of what they were able to prepare for that session. Perhaps everyone is hungry or needs a bathroom break. Maybe the entire table has gotten to a point where no one can agree on anything and team dynamics are breaking down. That game world will always be there… but your friends won’t. Cherish that moment and make as many good moments as possible. Additionally, taking breaks both in-game and in the real world allow for quiet moments. These allow for the greater moments to shine through and the players will enjoy their experience more.
https://i.redd.it/1ncu361zlqf61.png
The graphic above serves to summarize the eight tips above and show their relationship with the narrative, enjoyment, and the rules when put in the context of situational ethics. From this graph, the relationship between the eight tips and how they play into the narrative, enjoyment, and rules of the game can be seen. Each of the tips can influence many parts of the game but they are intended to primarily influence the aspect of the game they are adjacent to. “Knowing the players” should influence the narrative and what kind of enjoyment the players receive. What mechanics are used to enable the game is causally related to how the rules are used and so on. Please note that Agape is at the center as, with every decision a DM makes, considering what is best for the players should be central to the experience of any game.
The Epic Conclusion
Through crafting a game-world together with your players, a DM has the potential to tap into one of the greatest traditions humanity has: camaraderie with friends. At the end of the day, these players are your friends, or at the very least your fellow human beings. As such, you should want what is best for them. Through trials, hardships, and drama, we get to put the punctuation on the moments of excitement, joy, happiness, and bliss. It is okay if the player does not get exactly what they want, so long as they still had enjoyment. This is because getting everything we expect is sometimes boring. However, always keep in mind that at the end of the day, games are about having fun. How that happens is up to the players, the DM, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”
1 Huizinga, Johan . "Homo Ludens". Routledge & Kegan Paul Ltd. (1980), pp. 1., accessed January 19, 2021. http://art.yale.edu/file_columns/0000/1474/ homoludens_johan_huizinga_routledge_1949.pdf
2 Suits, Bernard, “The Grasshopper: Games, Life and Utopia,” Broadview Press. Ed. 3. (November 29, 2005): 54–55. Accessed December 31, 2020. https://www.goodreads.com/book/show/803547.The_Grasshopper
3 The Game Overanalyzer, The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty in Game Design. The Game Overanalyzer. (January 11, 2020), accessed 6 January 2021. Video 18:44. https://youtu.be/lONsZwjVDzg
4 Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A formal approach to game design and game research." Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1, p. 1722. (2004). Accessed January 11, 2020 https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf
5 Portnow, James; Floyd, Daniel; Aesthetics of Play- Redefining Genres in Gaming. Extra Credits; (October 17, 2012), Video 9:13. Accessed December 30, 2020. https://www.youtube.com/watch?v=uepAJ-rqJKA&list=PL3N9QD4_yI-BlnwWUL8hhjpKgqRul3xAa&index=11
6 Suits, Bernard. “Discussion: Games and Paradox.” Chicago University Press. Philosophy of Science Association Journal, Vol 36, no. 3 (September 1, 1969). pg 316–.321. Accessed December 30, 2020. https://www.jstor.org/stable/186226
7 Suits, Bernard. “Discussion: Games and Paradox (1969)
8 Myers, David. “Game as Paradox: A Rebuttal of Suits.” Journal of the philosophy of Sport 39, no. 1 (May 1, 2012). Accessed December 30, 2020. https://search-ebscohost-com.ezproxy2.apus.edu/login.aspx?direct=true&AuthType=ip&db=s3h&AN=87342252&site=ehost-live&scope=site.
9 Juul, Jesper. "Half-Real: Video Games between Real Rules and Fictional Worlds", MIT Press, (Aug 19, 2011) pp.57-59
10 Tracy, Patrick. DM Tips: The Rule of Cool. Fantasy Bango. (October 20, 2017). Accessed December 30, 2020. Video 2:23 https://www.youtube.com/watch?v=x8aAIFalx6s
11 Fletcher, Joseph F. Situation Ethics: The New Morality. Westminster John Knox Press, (1997). Page 17-26 (accessed January 20, 2021) http://bit.ly/Googlescholar_SItuational_Ethics
**Please note that just because Fletcher’s Situational Ethics is used prominently, this is not an endorsement of all his views. Fletcher’s work has been used to justify terrible atrocities, such as eugenics, this should serve to point out that any philosophy taken to extremes can lead to terrible outcomes
12 Fletcher, Joseph F. Situation Ethics: The New Morality. (1997)
13 Mercer, Matthew. The Rule of Cool! (Game Master Tips). Geek & Sundry. (February 16, 2016). Accessed December 30, 2020. Video. 5:52 https://youtu.be/fWZDuFIYkf0
14 Bryce, Nathan K., “Four Lenses Unfolded: A Deeper Understanding of Temperament Values,” Insight; (January 29, 2002,).
15 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016).
16 McLaughlin, Kelly; Martin, Monty. "How to Run a Session Zero for Dungeons and Dragons 5e". Dungeon Dudes. (September 3, 2020), Accessed 12 30, 2020. Video. https://youtu.be/2MA-z5Ai-bQ
17 Wells, Orson, "The Big Brass Ring." Santa Teresa Press (1987, January 1) 1-148
18 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) | Adventuring Academy Season 2 | Ep. 16 |” Adventuring Academy. Dimension (2020, December 28). Accessed December 30, 2020. Video 1:24:18 https://www.youtube.com/watch?v=4IbVxEKpipo
19 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
20 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)..
21 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)
22 Imbo, Frederik, "How not to take things personally? | Frederik Imbo | TEDxMechelen" TEDx Talks; (March 4, 2020) accessed 10 Jan 2021, video 17:36 https://www.youtube.com/watch?v=LnJwH_PZXnM&t=381s
23 Kensinger, Elizabeth. Remembering the Details: Effects of Emotion. US National Library of Medicine National Institutes of Health. (May 4, 2009) Accessed 2021, January 30 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2676782/
24 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
25 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014) accessed 29 January 2021 https://www.dndbeyond.com/sources/dmg/running-the-game#MetagameThinking
26 Mulligan, Brennan; Mercer, Matthew. Building Your Own Campaign Setting (with Matthew Mercer) | Adventuring Academy. Dimension 20. (2019, April 3) Accessed December 30, 2020. Video 57:01 https://www.youtube.com/watch?v=sig8X_kojco&t=2867s
27 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014)-accessed 20 January 2021. https://www.dndbeyond.com/sources/dmg
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Report your table minimums here (COVID Edition) part 2

The previous post is here. It's getting buried so I figured we would make a new one.
Keep reporting those minimums:
Vegas Strip Casino Day Min Night Min Dividers Comments
Aria 10 10 Yes
Ballys
Bellagio 10 25 Yes, all tables )May be lower on weekday nights, $15 has been seen) Poker tables open
Caesars 15 25 No Poker tables open
Casino Royale N/A N/A N/A Table Games not open
Cosmo 15/25 50-100
Encore 50 100 Yes, on some tables Reports of $10 tables during the day
Excalibur 10-15 15 10 crapless, 15 regular
Flamingo 10-15 15-25
Harrah's 15 25 No
Linq 10-15 10-15 No
Luxor 10 10
Mandalay Bay N/A N/A
MGM Grand 10 25 Yes, all tables
NY/NY 10 15-25 Yes, all tables
Osheas Unknown 15
Paris 10-15 15 No Opened 6/18 - Masks required at tables.
Planet Hollywood N/A N/A No open date announced
Rio N/A N/A No open date announced
Sahara 5 10
Strat Day 10 Unknown
Treasure Island 5 15
Venetian 10-15 25 No
Wynn 25-50 50-100 Yes, on some tables Updated 6/16
Downtown Casino Day Min Night Min Dividers Comments
Binions 5 10 Binions had $5 table several times with little to no social distancing
California 10 10 From 7/15 on Vegas Message Board
The D 10 15 No glass
Downtown Grand 10 10 Checks your temperature before letting you into casino, also NO valet, self-park only.
El Cortez 10 10 Yes, some tables 2 tables
Four Queens 10 10 No From 7/16 on Vegas Message Board, Four queens had a $5 table in the morning on saturday
Fremont 10 10 From 7/15 on Vegas Message Board
Golden Gate 10 15 From 7/14 on Vegas Message Board
Golden Nugget 10 10 From 7/15 on Vegas Message Board
Plaza 10 10
Sams Town 15 15 1 table
Offstrip Casino Day Min Night Min Dividers Comments
Aliente 10 10
Boulder Station 10 10
Cannery 5 5 up to 2 tables - now allowing 4 per side
Ellis Island 5 5 1 table
Gold Coast 10 10
Green Valley Ranch 10 10 2 tables open
The Orleans 10 25 up to 4 tables, I was asked to wear a mask
Palace Station 10 10 Unknown
Palms N/A N/A No open date announced
Red Rock 10 15
South Point 5 5 2-3x tables w/ only one $5 buy in
Strat 5 10
Sunset Station 5 5
Other NV Casinos Day Min Night Min Dividers Comments
Edgewater (Laughlin) 10 10
Harrahs (Laughlin) 10 15 no
Atlantis (Reno) 5/10 5/10 3 tables on weekends
Cal Neva (Reno) 5 5
Circus Circus (Reno) Closed Closed Closed table game pit
Eldorado (Reno) 5 10
Grand Sierra (Reno) 15 15-25
Peppermill (Reno) 10 10 3 craps tables
Silver Legacy (Reno) 10 10
Hard Rock (Tahoe) 5 5
Harrahs (Tahoe) 10 10
Montbleu (Tahoe) 10 15
Non/NV Casino Day Min Night Min Dividers Comments
Foxwoods (CT) 15 25
Mohegan (CT) 10-50 10-50 2 were 10, 2 $15, 1 $25, 1 $50. Plus a high rollers table
Harrington (DE) 15 15-25 Must wear mask and face shield
Blue Chip (Michigan City, IN) 5 10 5 minimum prop bets, 5 min ATS bet.
Harrah's Hooiser Park (Anderson, IN) 10 10
Indiana Grand (IN) 10 15 No
Belle (Baton Rogue, LA) 5 10 one half sized table sometimes they open the big one. $5 small table and $10 big late at night
Hollywood (Baton Rogue, LA) 5 10 one half sized table sometimes they open the big one. $5 small table and $10 big late at night
L’auberge (Baton Rogue,LA) 15 15 No
L’auberge (Lake Charles,LA) 15 15 No 1 bubble craps $5 min
Harrahs (Shreveport, LA) 15 25
Margaritaville (Shreveport, LA) 25 25
Ocean Downs (MD) 10 15
Maryland Live (MD) 25 50 Yes 5 tables, 4 per side. Electronic craps 15 min
MGM @ National Harbor 50-100 Yes 4 craps tables 2 were $50 and 2 were $100 mins. Not bubble craps or low roller options.
Firekeepers (Battle Creek, MI) 10 15+ No dividers, only distancing 1-2 tables depending on demand, did see it at $15 during the day $25 on Fri/Sat night. Masks required, no smoking. $3 Bubble Craps.
Four Winds Casino 15 15 Digital craps table 5$ min Tuesday and Sunday night. Did not check bubble craps
Gun Lake (Wayland, MI) 10 15 No Temp check, masks, usually the crapless table is open
Turtle Creek (Traverse City, MI) 5
Soaring Eagle (Mt Pleasant, MI) 10 15 Yes 5 players per side with glass. Tough to hear dealer.
Hollywood Casino, Maryland Heights (St Louis) MO 15 15 1 regular table & 1 no craps. 4 per side. No outside drinks.
River City (St. Louis, MS) 20 20 Unknown 4 players per side. $20 min. You have to have at least a $20 bet for every throw to "hold your spot"
Beau Rivage (Biloxi, MS) 25 25 unknown 3 tables
Boomtown (Biloxi, MS) 10 10 Unknown 1 table
IP (Biloxi, MS) 25 25
Scarlett Pearl (Biloxi, MS) 15 25 No Masks required, temp check
The Palace Biloxi, MS) 10 15
Treasure Bay (Biloxi, MS) 10 10
Harrah’s Cherokee & Murphy 15 15 No
Harrahs River Valley (Murphy, NC) 25 25
Harrahs (AC, NJ) 15 15
Hard Rock (AC, NJ 25 25 Yes 2 tables
Resorts (AC, NJ) 15 25 Yes 1 table
Ocean (AC, NJ) 15 25 Yes 4-6 tables
Buffalo Creek (NY) 15 25
Seneca Niagra (NY) 10 15 1 table, can go up to $25
Hollywood (Columbus, OH) 10-15 Unknown Unknown 2 tables, masks required
Hollywood (Grantville, PA) 15 25 Unknown 2 tables, masks required
Meadows (PA) 10 10 2-3 tables.
Windcreek (PA) 10 10
Mount airy (PA) 10 10
Parx (Bensalem, PA) 15 25 15 but maintaining 25
Sycuan (San Diego, CA) 10 10 Masks required
Barona (So Cal) 5 5 3 tables, dealers managing bets for players.
Harrahs (So Cal) 15-25 15-25 Bubble craps $5 min, Interblock bubble $3 min, 1 electronic table $5 min
Viejas (So Cal) N/A 15 1 table
Southland Casino Racing (West Memphis, TN) N/A N/A Yes 4 tables all closed. Other pit games open with plexiglas dividers. Bubble craps $5 minimum.
Last update 7/21
Pulled additional info from here.
submitted by necrochaos to Craps [link] [comments]

Report your table minimums here (COVID Edition)

6/17 Edit: Great info guys. Keep it coming! If something changes, please let me know.
I reached out to the mods asking about putting together a post to collect minimums for craps tables in Vegas and other places.
If this post gains traction, it may get a sticky. It may also help cut down on the amount of posts asking for this info.
I'll try to keep the body of the post updated. If information is correct, let me know.
Update 6/18 - Nevada Gaming Board announced masks required at table games in Nevada. I haven't heard that this is being enforced yet.
6/30: Keep reporting, especially any of you heading to Vegas. We would love to hear what the mins are on the strip
Let me know what casino, day or night and the minimums:
Vegas Strip Casino Day Min Night Min Dividers Comments
Aria 15 25 Unknown
Bellagio 10 25 Yes, all tables Poker tables open
Caesars 15 25 No Poker tables open
Casino Royale N/A N/A N/A Table Games not open
Cosmo 100 50-100
Encore 50 100 Yes, on some tables Updated 6/16
Excalibur 10-15 Unknown 10 crapless, 15 regular
Flamingo Rare (5) - 15 25
Harrah's 15 25 No Confirmed no dividers per 6/16 Youtube video
Linq 15 25 No
Luxor 10 15
Mandalay Bay N/A N/A
MGM Grand 10 25 Yes, all tables
NY/NY 10 15 Yes, all tables
Osheas Unknown 15
Paris N/A N/A No Opened 6/18 - Masks required at tables.
Planet Hollywood N/A N/A No open date announced
Rio N/A N/A No open date announced
Strat Day 10 Unknown
Treasure Island 5 15
Venetian Unknown 25 No
Wynn 25-50 50-100 Yes, on some tables Updated 6/16
Downtown Casino Day Min Night Min Dividers Comments
Binions 10 10
California 10 10
The D 10 15 No glass
El Cortez 10 10 Yes, some tables 2 tables
Four Queens 5 5 No Confirmed thru 6/14 Youtube video
Fremont 10 10
Golden Gate 5 5 From 6/9 on Vegas Message Board (no carnival games)
Sams Town 15 15 1 table
Offstrip Casino Day Min Night Min Dividers Comments
Aliente 10 10
Boulder Station 10 10
Cannery 5 5 up to 2 tables, a mask was provided but not required
Ellis Island 5 5 1 table
Gold Coast 5 5
Green Valley Ranch 10 10 2 tables open
The Orleans 10 25 up to 4 tables, I was asked to wear a mask
Palace Station 10 10 Unknown
Palms N/A N/A No open date announced
South Point 5 5 2-3x tables w/ only one $5 buy in
Strat 5 10
Sunset Station 5 5
Other NV Casinos Day Min Night Min Dividers Comments
Edgewater (Laughlin) 10 10
Harrahs (Laughlin) 10 15 no
Atlantis (Reno) 5/10 5/10 2 tables with different mins
Cal Neva (Reno) 5 5
Circus Circus (Reno) Closed Closed Closed table game pit
Eldorado (Reno) 10 10
Grand Sierra (Reno) 15 15-25
Peppermill (Reno) 10 10 3 craps tables
Silver Legacy (Reno) 10 10
Hard Rock (Tahoe) Closed Closed Currently closed
Harrahs (Tahoe) 25 25
Montbleu (Tahoe) 10 15
Non/NV Casino Day Min Night Min Dividers Comments
Foxwoods (CT) 15 25
Mohegan (CT) 10-50 10-50 2 were 10, 2 $15, 1 $25, 1 $50. Plus a high rollers table
Harrington (DE) 10 15-25 Must wear mask and face shield
Blue Chip (Michigan City, IN) 5 10 5 minimum prop bets, 5 min ATS bet.
L’auberge (Lake Charles,LA) 25/50 25/50 2 $25 min and 2 $50 min tables. 1 bubble craps $5 min
Harrahs (Shreveport, LA) 15 25
Margaritaville (Shreveport, LA) 25 25
Ocean Downs (MD) 10 15
Maryland Live (MD) 25 50 Yes 5 tables, 4 per side. Electronic craps 15 min
MGM @ National Harbor 50-100 Yes 4 craps tables 2 were $50 and 2 were $100 mins. Not bubble craps or low roller options.
Firekeepers (Battle Creek, MI) 10 15+ No dividers, only distancing 1-2 tables depending on demand, did see it at $15 during the day $25 on Fri/Sat night. Masks required, no smoking. $3 Bubble Craps.
River City (St. Louis, MS) 20 20 Unknown 4 players per side. $20 min. You have to have at least a $20 bet for every throw to "hold your spot"
Beau Rivage (Biloxi, MS) 25 25 unknown 3 tables
Boomtown (Biloxi, MS) 10 10 Unknown 1 table
IP (Biloxi, MS) 25 25
Scarlett Pearl (Biloxi, MS) 25 25
The Palace Biloxi, MS) 10 15
Treasure Bay (Biloxi, MS) 10 10
Hard Rock (AC, NJ 25 25 Yes 2 tables
Resorts (AC, NJ) 15 25 Yes 1 table
Ocean (AC, NJ) 15 25 Yes 4-6 tables
Hollywood (Columbus, OH) 10-15 Unknown Unknown 2 tables, masks required
Hollywood (Grantville, PA) 15 25 Unknown 2 tables, masks required
Meadows (PA) 10 10 2-3 tables.
Sycuan (San Diego, CA) 10 10 Masks required
Barona (So Cal) 5 5 3 tables, dealers managing bets for players.
Harrahs (So Cal) 15-25 15-25 Bubble craps $5 min, Interblock bubble $3 min, 1 electronic table $5 min
Viejas (So Cal) N/A 15 1 table
Southland Casino Racing (West Memphis, TN) N/A N/A Yes 4 tables all closed. Other pit games open with plexiglas dividers. Bubble craps $5 minimum.
Last update 7/9
There is a similar post for all games on the Vegas Message Forum
submitted by necrochaos to Craps [link] [comments]

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If playing at identical casinos isn’t your cup of tea, we totally understand. There are tons of unique places to play online. You can browse our review section and find dozens of them.
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That said, we aren’t about to rest on our laurels just because Spin Casino is similar to its sister casinos. This is why we still reviewed Spin Casino with the same scrutiny we do when we review other casinos.
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Spin Casino Basic Information

Spin Casino has a license with the Malta Gaming Authority and Kahnawake Gaming Commission. They’re licensed under the names Bayton Ltd and Baytree Ltd.
Bayton Ltd and Baytree Ltd are both managed by The Palace Group. There’s a good chance that you’ve heard of The Palace Group, or at least heard of or played at one of their brands. Some of the other brands they operate include Spin Palace, Ruby Fortune, and Mummy’s Gold.
The Palace Group has been in business a long time, too — since 2001. This means that they’re getting close to their 20th anniversary online, which is light years compared to other casinos.
Between their time in business and their gaming licenses, you can feel comfortable playing at any of their brands. This includes Spin Casino.

Restricted Countries – Who Can’t Play

Players from the following countries cannot play at Spin Casino.
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  • Austria
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  • Italy
  • Myanmar
  • North Korea
  • Philippines
  • Portugal
  • Romania
  • Singapore
  • Slovakia
  • South Africa
  • Spain
  • USA and Outlying Territories
  • Taiwan
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The Casino

In the following sections, we’re going to look at Spin Casino’s games. That way, you can get an idea of the games they offer so that you can decide if they’ll be a good fit for you.
Unlike most casinos nowadays, Spin Casino uses only Microgaming software for its animated casino games. There’s nothing wrong with this. It’s just that you won’t have the game or graphics variety that you will have at casinos that work with multiple software providers.
Trust us, though; this casino is plenty good enough. Spin Casino offers a little bit of everything here including slots, video poker, and table games.
They have a live dealer casino, too. Their live games come from Evolution and Ezugi, who are heavy hitters in the live gaming space. The result is a robust selection of live games. We’ll look at these later.
The one confusing aspect of their casino is that there are three sections — a casino, live casino, and Vegas (casino). We’re going to list some of their games below, but we’re only going to make a distinction between their animated and live dealer games.
We also noticed that their Vegas casino section doesn’t have any filters. You can’t select the type of games (slots, table games, video poker, etc.) that you want to see. This can make it tough to find the type of game you’re looking for unless you already know what it’s called.
The good news is that most, if not all, of their Vegas games, are also available in their main casino. This means there’s a chance you won’t need to visit the Vegas section at all.
Anyway, that covers the basics. Let’s now jump into each section and look at some specific examples of casino games you can play at Spin Casino.

Table Games

We’re going to start with Spin Casino’s table games. The following is a list of card and poker games that we found during our review.
  • Atlantic City Blackjack
  • Baccarat
  • Roulette
  • 3 Card Poker
  • Card Climber
  • Classic Blackjack
  • Craps
  • Double Exposure Blackjack
  • European Blackjack
  • European Roulette
  • Flip Card
  • High-Speed Poker
  • Hold’em High
  • Vegas Downtown Blackjack
  • Multi Wheel Roulette
  • Red Dog
  • Super Fun 21
  • Vegas Strip Blackjack
  • Spanish Blackjack
  • Triple Pocket Hold’em Poker
  • Cyberstud
  • And more!
There are both pluses and minuses to Spin Casino’s table game section. We’ll start with the downsides.
The most frustrating thing about their table games is that there’s no way to filter for specific games in the Vegas section. This can make it incredibly tough to find the games you want to play unless you already know what they’re called.
Another thing we were sort of unimpressed with is the lack of non-blackjack and roulette games. There are not enough games to offset all the blackjack and roulette options.
However, that brings us to one of the good things about their table game selection. They have lots of blackjack and roulette games.
In fact, you’ll find more than 30 blackjack games and more than 10 roulette games. Some of these are merely high-stakes variants or duplicate titles with improved graphics. Even discounting those, you’d be hard-pressed to find a better selection elsewhere.
Another thing we’re fans of is some of the unique games that you’ll find at Spin Casino that aren’t readily available elsewhere. For example, we can’t think of another casino that offers Triple Pocket Hold’em, Hold’em High, or Card Climber.
That’s always a good thing.
Table Game Testing, Graphics, and Stakes
Once we were done browsing their games, we opened a few of them up to make sure they worked well and to see what their graphics and stakes are like.
The graphics for the games we tested are pretty good. They’re not glossy, overly polished, or even realistic. They look more like animated games. There’s nothing wrong with that, though.
They don’t make it clear the stakes you can play for. We had to manually decrease and increase our bets to figure out the limits. The stakes we found varied from $2/hand or round to as much as $1,000. But keep in mind that this may vary depending on the game you play.
These aren’t bad limits — they’re higher than what many casinos offer. No t only that, but we also anticipated their live dealer casino offering even higher stakes. This means that we’re less concerned about how high the stakes are in this section of their casino.
We’ll look at their live dealer section in a few minutes.

Video Poker

The next section we checked out was Spin Casino’s video poker games. Here are the games we found during our review.
  • Aces & Eights Poker
  • Aces and Faces
  • All Aces Poker
  • Deuces Wild Poker
  • Deuces Wild Bonus Poker
  • Double Double Bonus Poker
  • Jacks or Better Poker
  • All American
  • Bonus Poker
  • Deuces & Joker Poker
  • Joker Poker
  • Louisiana Double Poker
  • Tens or Better Poker
This is an okay selection. On top of this, you’ll find “power,” “multi-hand,” and “Gold Series” variants that you can also choose from. We counted nearly 25 poker games in their main casino.
There are video poker machines in the Vegas section too, but we didn’t find anything different than what’s listed above.
Testing Their Games, Graphics, and Stakes
We tested a couple of their poker games during our review.
The games we played had average graphics, but that’s to be expected with video poker machines. They’re not meant to be fancy. They worked great, though. We experienced no lagging or bugs.
Some of them had neat features, too. For example, the machines we played offered the chance to double your winnings. When you make a winning hand, you can click the “double” button to play a mini-game to see if you can double up. Keep in mind that if you lose this game, you lose everything.
The best feature, though, had to be the automatic hold. Many video poker machines will tell you when you made a winning hand so that you don’t forget to hold those cards. However, one of the machines we played automatically held the best cards according to the common video poker strategy.
Now, we don’t know what strategy these machines are using or how optimal that strategy is. However, they did hold the cards we would have had this feature not existed. This is a neat option if you’re new to video poker and aren’t sure how to play optimally.
As far as stakes go, we found machines that let us play for as little as $0.25 per coin to as much as $50 per round. We recommend you bet the max number of coins, though, which means your minimum bet will be $1.25. This will vary from machine to machine, though.
Overall, we liked Spin Casino’s video poker section. We’d like to see more unique titles to choose from, but our opinion is that this lineup will work for most people reading this.

Slots

Next up is Spin Casino’s slot selection. They have far too many slot machines to list here, but here is a small sample to give you an idea of what you’ll be able to play.
  • 5 Reel Drive
  • Snow & Sable
  • Amazing Aztecs
  • Book of Oz
  • Cashville
  • Cash of Kingdoms
  • Diamond Empire
  • Dolphin Coast
  • Fruit vs Candy
  • Halloween
  • Girls with Guns
  • Game of Thrones
  • Highlander
  • Jurassic World
  • Lady in Red
  • Kings of Cash
  • Hitman
  • Lost Vegas
  • Lucky Koi
  • Oink Country Love
  • Pretty Kitty
  • Moby Dick
  • Monster Wheels
  • Robin of Sherwood
  • Silver Fang
  • So Much Sushi
  • The Great Albini
  • The Phantom of the Opera
  • Tomb Raider
  • Win Sum Dim Sum
  • Fat Lady Sings
  • Jekyll & Hyde
  • Jurassic Park
  • The Legend of Olympus
  • Throne of Egypt
  • Steam Punk Heroes
  • Winning Wizards
  • Untamed Bengal Tiger
  • Old King Cole
  • And more!
You’ll find all these slots in the main casino. There are plenty more where this comes from too. You’ll also find more slots — including unique titles not found in the main casino — inside the Vegas section.
That said, their selection of slots is much smaller than we expected considering that they work with Microgaming. We still can’t complain, though, especially after seeing some of the titles that you can play here.
For example, the slots that stood out to us are the licensed/branded slots. Licensed slots are machines that revolve around IP that other companies own. This includes movies (Jurassic Park), video games (Hitman), TV shows (Game of Thrones), and more.
These are fun to play because it’s highly likely that you’re going to be a fan of whatever the slot machine is about. For example, we like Jurassic Park. This means we get to kill two birds with one stone — play slots about a theme we really like.
Not only that, but you can play many of these slot machines in brick-and-mortar casinos. We’ve played Game of Thrones countless times during our trips to Las Vegas.
And this is just the licensed slots. You still have all the other slots that Spin Casino has to offer. This includes slots with bonus rounds, 3 and 5 reels, progressive jackpots, and features such as free spins, wilds, scatters, and more.
As for stakes, they vary so much that it’s hard to give concrete numbers. That said, we found machines that allowed us to play for as little as $0.10/spin to as much as $200. Most of the machines we looked at maxed out at $30 or less, though. This means that you might have to do some digging to find the machines with higher limits.
Overall, while Spin Casino’s slot section can definitely be bigger given that they’re powered by Microgaming, what they do have will be more than enough for most people.
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Live Dealer Games

Last up is Spin Casino’s live dealer section. Here are the games we found during our review.
  • Dragon Tiger
  • Private Blackjack
  • Shangri La Roulette
  • Dream Catcher
  • Casino Hold’em
  • Baccarat
  • Football Studio
  • Roulette
  • Ultimate Texas Hold’em
  • Lightning Roulette
  • Infinite Blackjack
  • Baccarat Super 6
  • Evolution Party Table
This is a solid selection of live games, especially when compared to other online casinos. But that’s not a surprise since some of these games come from Evolution Gaming, who’s a heavy hitter in the live gaming space.
Once you click on one of these games, you’ll be redirected to a section where you’ll find several tables to choose from (depending on the game). You’ll also find a navigation bar at the top with several filters to help you quickly find the game you want to play.
The lowest stakes we found for these games is $5 for blackjack. This is sort of a bummer since some live blackjack games can be played for as little as $1. However, $5 is pretty standard for a live game, so it’s not something we can hold against them.
You can play some of their other games, like baccarat or roulette, for $0.10-$1 per round.
The highest stakes we found were $5,000 for blackjack, $2,000 for roulette, and as much as $5,000 for everything else. These aren’t th highest stakes online, but they should work for most people.
One of the most impressive things about their games is the camera work. The different angles they use and the close-ups make it look like you’re watching a movie. Depending on the game, you can also change the camera option. For example, the roulette game lets you choose from 3D, immersive, or classic camera angles
The streams were very good considering how good the camera work was. We noticed a few lags, but they didn’t take away from the game much. The resolution was pretty good regardless.
Other features include the option to chat with your tablemates and the dealer, adjust the sound and camera angles, bet behind, and set up automatic actions. You can even multi-table several games at once.
Overall, we’re impressed with the live dealer casino at Spin Casino. You’ll have plenty of games to choose from, stakes, features, and men and women dealers that speak different languages.
We recommend you check it out.
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The Sportsbook

Spin Casino is unique from some of the other casinos under The Palace Group brand in that they also have a sportsbook. It’s called Spin Sports.
Here’s what you can expect to find if you choose to bet here.

Sports, Market, and Betting Options

Spin Sports has an excellent selection of sports that you can bet on. Here’s what we found during our review.
  • Soccer
  • Basketball
  • Tennis
  • Ice Hockey
  • American Football
  • Handball
  • Volleyball
  • Cricket
  • Rugby Union
  • Rugby League
  • Esports
  • Specials
  • Virtual Sports
  • Boxing
  • Gold
  • Badminton
  • Winter Sports
  • MMA
  • Darts
  • Snooker and Pool
  • Baseball
  • Cycling
  • Motor Racing
  • Speedway
  • Floorball
  • Table Tennis
  • Bandy
  • Aussie Rules
  • Surfing
  • Netball
  • Gaelic Football
  • Gaelic Hurling
  • Super Spin Specials
Many of these options have dropdown menus, too.
For example, click on the soccer option, and a dropdown menu containing options such as England, Europe, Spain, Italy, and Germany will appear. This goes for many of the other options, too — you’ll find countries as subcategories. You’ll need to click on these to find the different leagues that play in those countries.
Your betting options will obviously depend on the sport you bet on. We found plenty of choices, though. For example, you can bet outrights or money lines for Europa basketball. You’ll find spread betting, more money lines, oveunder, and outrights for NBA games.
Click on a match, and you’ll find additional markets. For example, we checked out an NBA game and found options to bet on different quarters, total points, team points per quarter or half, overtime, and more.
There are plenty of betting options here, which was a surprise, honestly, considering who’s running this sportsbook.

Live Betting

Spin Sports also offers live sports betting.
When we were there, you could bet on soccer, basketball, tennis, ice hockey, and cricket. We wouldn’t be surprised if they covered more matches than this (when those games are available).
In fact, we know that’s the case since we looked at their Event View and Live Schedule tabs. This is where you’ll see all the sports you can bet on, all the matches, and the number of betting opportunities available for each one.
And that’s about it for their live sportsbook. The one thing we’d really like to see added in the future is the option to watch live streams. It’d make sense to add a racebook too.
Here’s hoping that Spin Sports has both items on their to-do list.
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Final Thoughts

Spin Sports is a much better sportsbook than we expected. It’s hard to expect something this impressive from a company that has been running only casinos for more than a decade.
We’re fans, though. There are plenty of sports and markets to bet on. You also have your standard options for betting in American, fractional, or decimal odds, as well as using the sportsbook in different languages.
That said, there is room for improvement. They could add a racebook, live streaming, and additional features and build out their esports section.
But we think they’ve done a good job so far, and it’ll be more than enough for your typical casino player or recreational bettor.

Banking Options

Something we noticed during our review is that there’s the option to deposit inside both the casino and the sportsbook. As far as we can tell, it looks like you’ll want to deposit to the section you plan to spend your time in.
In other words, if you want to bet sports, you’ll want to deposit to your sportsbook account. If you want to play blackjack or slots, you’ll want to make your deposit to the casino.
The good news is that it looks like the same banking options are accepted in both sections. Find an option that works for you, and you can use it in both places.
When we reviewed Spin Casino, we didn’t find any evidence that suggests they charge fees on their deposits. This is great news. However, it’s not clear whether they charge fees on withdrawals.
As for limits, you can cash out as much as €4,000 per week if the amount you’re trying to cash out is more than 5x the amount that you’ve deposited over the life of your account. Otherwise, it looks like you can cash out as much as £10,000 in a 24-hour period.
This will depend on the banking option you use, of course.
Progressive jackpots are exempt from these rules, which is great to see. It’s no surprise, though, considering that they work with Microgaming.
That wraps up their banking details. The following two sections will list the banking methods you can use to fund and cash out your account.

Deposits

  • Visa
  • Visa Electron
  • Mastercard
  • Maestro
  • Neteller
  • iDebit
  • Trustly
  • Skrill
  • Echeck
  • MuchBetter
  • Paysafecard
  • Instant Banking
  • Neosurf
  • ecoPayz
  • Flexepin
  • Direct Bank Transfer

Withdrawals

  • Credit Card
  • Debit Card
  • PayPal
  • Neteller
  • Skrill
  • Paysafecard
  • ecoCard
  • Citadel
  • Instadebit
  • Direct Bank Transfer
  • Echeck
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Bonus Promotions

You can claim a few promotions as a customer of Spin Casino and Spin Sports. The following sections summarize the offers you can claim and the terms you need to fulfill if you do.

Spin Casino Promotions

The following are offers that you’ll find under the promotions tab on the casino side of things.

New Player Bonus

This is an offer available to first-time customers. Spin Casino is offering a 100% match bonus of up to $1,000. It’s spread out over your first three deposits like this.
  • First Deposit – 100% match up to $400
  • Second Deposit – 100% match up to $300
  • Third Deposit – 100% match up to $300
This is a nice offer because you have multiple opportunities to claim as much as you can. It’s especially helpful for players on a budget who can’t deposit $1,000 in one shot.
You will need to roll over this bonus 50x, though the playthrough will depend on the casino game you play. We recommend reading their terms if you plan to play a game other than slots.
The downside to this offer is that if you do happen to complete the playthrough with money to spare, and you want to withdraw it, cash-outs will be limited to 100 casino credits. You’ll forfeit the rest of the bonus.
That being the case, it might make more sense to play the bonus (and lose money) until you only have 100 credits left. Then make a withdrawal if you want. That way, you can enjoy the bonus money/winnings for as long as possible.
And that’s all they have for bonus offers. Spin Casino does say that they offer bonuses on a daily, weekly, and monthly basis. We have no idea what those offers look like, though.
While we were there, we did notice that they have a “bonus wheel.” You spin the wheel, and you can earn prizes, such as bonuses to claim. It looks like you can spin the wheel once every couple of hours.
This is pretty neat.

Loyalty Club

Spin Casino also offers a loyalty club. This is a multi-tier program that awards more perks the higher your status.
This program has six levels.
  • Blue
  • Silver
  • Gold
  • Platinum
  • Diamond
  • Privé
As you ascend, you’ll receive additional perks such as bonus points, more entry points, exclusive tournaments, VIP support, phone support, and exclusive gifts and bonuses.
You can receive monthly bonuses too. Climb the ladder to the very top of their VIP program, and you can receive more than $10,000 every month in bonuses.
Getting to each tier is straightforward — you need to earn so many points to reach a specific status, and then so many points to maintain that status each month. You’ll earn 1 point for every $10 you spend in the casino.
We recommend you read their promotions page to determine for sure if this program will be a good fit for you. But if we understand their points setup and minimum point requirements correctly, then this looks like a good program to use — even for low-stakes players!

Spin Sports Promotions

You’ll need to be in the sportsbook section in order to find their sports betting promotions. The following are the promotions we found during our review, including what you can get and the terms you need to fulfill.
Free Bet – First-time sports bettors will be able to claim a free bet bonus. This is a 100% match up to $200. To claim the offer, deposit at least $10.
This offer has a 5x rollover ($1,000 if you claim the entire $200) before you can withdraw any winnings. We recommend you read their terms and conditions for their other rules, as you’ll need to abide by odd minimums/maximums when you make your bets.
And that’s the only offer we found for sports bettors during our review.
This isn’t a bad offer by any means. That said, it would be great if they had a few other promotions running. It’d be nice to see some kind of cashback or rebate offer or additional bonuses.
But as the saying goes, something is better than nothing.

Mobile Friendliness

Both Spin Casino and Spin Sports are mobile-friendly. You don’t need to download any apps. All you need to do is go to the casino or sportsbook from your phone or tablet and log in. You’ll be able to play all games and make bets from your browser.
It looks like you’ll have the full sportsbook at your disposal. And considering that they work with Microgaming and Evolution Gaming, we wouldn’t be surprised if most or even all of their casino games are available.
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Customer Support

You can use the following options to contact Spin Casino.
The email address above is addressed to the parent company of Spin Casino. The issue with that is they manage several other casinos.
For that reason, we recommend that you make it clear that you’re a Spin Casino customer when you contact them. That way, you eliminate any confusion and reduce the chances of any unnecessary back and forth.
We were disappointed to see that they don’t offer phone support despite saying they do in multiple places throughout their website.
That said, phone support still isn’t a standard communication method offered by online gambling sites. It wouldn’t be fair if we held the lack of phone support against Spin Casino.
Besides, you can contact them 24/7 using the methods above. We sent Spin Casino an email, and we were surprised to receive a response less than two hours later. They answered our questions, too.
That’s better than the average casino for sure. For that reason, we give Spin Casino’s support two virtual thumbs up.
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SPIN CASINO REVIEW

Are you ready to take a closer look at Spin Casino?
And it’s not just you — the name reminds us of another casino too — Spin Palace. The crazy thing is that it’s not just a coincidence. Spin Casino is owned and operated by the same company that owns and operates Spin Palace.
The name isn’t the only thing these two casinos have in common, though. They also have a similar, if not identical, casino. The games, graphics, and stakes are alike.
If playing at identical casinos isn’t your cup of tea, we totally understand. There are tons of unique places to play online. You can browse our review section and find dozens of them.
However, if this doesn’t bother you, then the upside is that you know that you can expect a high-quality and enjoyable experience at Spin Casino.
That said, we aren’t about to rest on our laurels just because Spin Casino is similar to its sister casinos. This is why we still reviewed Spin Casino with the same scrutiny we do when we review other casinos.
This means our review below includes both the good and the bad information that we found. It means we didn’t take money for a fluffy review or inflated rating. And it also means that we’re going to tell you exactly what you need to hear so that you can decide whether Spin Casino is the right site for you to join.
If that sounds like a review that you want to read, then we have good news for you — it starts in the next section.

Spin Casino Basic Information

Spin Casino has a license with the Malta Gaming Authority and Kahnawake Gaming Commission. They’re licensed under the names Bayton Ltd and Baytree Ltd.
Bayton Ltd and Baytree Ltd are both managed by The Palace Group. There’s a good chance that you’ve heard of The Palace Group, or at least heard of or played at one of their brands. Some of the other brands they operate include Spin Palace, Ruby Fortune, and Mummy’s Gold.
The Palace Group has been in business a long time, too — since 2001. This means that they’re getting close to their 20th anniversary online, which is light years compared to other casinos.

The Casino Games

In the following sections, we’re going to look at Spin Casino’s games. That way, you can get an idea of the games they offer so that you can decide if they’ll be a good fit for you.
Unlike most casinos nowadays, Spin Casino uses only Microgaming software for their animated casino games. There’s nothing wrong with this. It’s just that you won’t have the game or graphics variety that you will have at casinos that work with multiple software providers.
Trust us, though; this casino is plenty good enough. Spin Casino offers a little bit of everything here including slots, video poker, and table games.
They have a live dealer casino, too. Their live games come from Evolution and Ezugi, who are heavy hitters in the live gaming space. The result is a robust selection of live games. We’ll look at these later.
The one confusing aspect of their casino is that there are three sections — a casino, live casino, and Vegas (casino). We’re going to list some of their games below, but we’re only going to make a distinction between their animated and live dealer games.
We also noticed that their Vegas casino section doesn’t have any filters. You can’t select the type of games (slots, table games, video poker, etc.) that you want to see. This can make it tough to find the type of game you’re looking for unless you already know what it’s called.
The good news is that most, if not all, of their Vegas games are also available in their main casino. This means there’s a chance you won’t need to visit the Vegas section at all.
Anyway, that covers the basics. Let’s now jump into each section and look at some specific examples of casino games you can play at Spin Casino.
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Table Games

We’re going to start with Spin Casino’s table games. The following is a list of card and poker games that we found during our review.
  • Atlantic City Blackjack
  • Baccarat
  • Roulette
  • 3 Card Poker
  • Card Climber
  • Classic Blackjack
  • Craps
  • Double Exposure Blackjack
  • European Blackjack
  • European Roulette
  • Flip Card
  • High Speed Poker
  • Hold’em High
  • Vegas Downtown Blackjack
  • Multi Wheel Roulette
  • Red Dog
  • Super Fun 21
  • Vegas Strip Blackjack
  • Spanish Blackjack
  • Triple Pocket Hold’em Poker
  • Cyberstud
  • And more!
There are both pluses and minuses to Spin Casino’s table game section. We’ll start with the downsides.
The most frustrating thing about their table games is that there’s no way to filter for specific games in the Vegas section. This can make it incredibly tough to find the games you want to play unless you already know what they’re called.
Another thing we were sort of unimpressed with is the lack of non-blackjack and roulette games. There are not enough games to offset all the blackjack and roulette options.
However, that brings us to one of the good things about their table game selection. They have lots of blackjack and roulette games.
In fact, you’ll find more than 30 blackjack games and more than 10 roulette games. Some of these are merely high-stakes variants or duplicate titles with improved graphics. Even discounting those, you’d be hard-pressed to find a better selection elsewhere.
Another thing we’re fans of is some of the unique games that you’ll find at Spin Casino that aren’t readily available elsewhere. For example, we can’t think of another casino that offers Triple Pocket Hold’em, Hold’em High, or Card Climber.
That’s always a good thing.
Table Game Testing, Graphics, and Stakes
Once we were done browsing their games, we opened a few of them up to make sure they worked well and to see what their graphics and stakes are like.
The graphics for the games we tested are pretty good. They’re not glossy, overly polished, or even realistic. They look more like animated games. There’s nothing wrong with that, though.
They don’t make it clear the stakes you can play for. We had to manually decrease and increase our bets to figure out the limits. The stakes we found varied from $2/hand or round to as much as $1,000. But keep in mind that this may vary depending on the game you play.
These aren’t bad limits — they’re higher than what many casinos offer. Not only that, but we also anticipated their live dealer casino offering even higher stakes. This means that we’re less concerned about how high the stakes are in this section of their casino.
We’ll look at their live dealer section in a few minutes.

Video Poker

The next section we checked out was Spin Casino’s video poker games. Here are the games we found during our review.
  • Aces & Eights Poker
  • Aces and Faces
  • All Aces Poker
  • Deuces Wild Poker
  • Deuces Wild Bonus Poker
  • Double Double Bonus Poker
  • Jacks or Better Poker
  • All American
  • Bonus Poker
  • Deuces & Joker Poker
  • Joker Poker
  • Louisiana Double Poker
  • Tens or Better Poker
This is an okay selection. On top of this, you’ll find “power,” “multi-hand,” and “Gold Series” variants that you can also choose from. We counted nearly 25 poker games in their main casino.
There are video poker machines in the Vegas section too, but we didn’t find anything different than what’s listed above.
Testing Their Games, Graphics, and Stakes
We tested a couple of their poker games during our review.
The games we played had average graphics, but that’s to be expected with video poker machines. They’re not meant to be fancy. They worked great, though. We experienced no lagging or bugs.
Some of them had neat features, too. For example, the machines we played offered the chance to double your winnings. When you make a winning hand, you can click the “double” button to play a mini game to see if you can double up. Keep in mind that if you lose this game, you lose everything.
The best feature, though, had to be the automatic hold. Many video poker machines will tell you when you made a winning hand so that you don’t forget to hold those cards. However, one of the machines we played automatically held the best cards according to common video poker strategy.
Now, we don’t know what strategy these machines are using or how optimal that strategy is. However, they did hold the cards we would have had this feature not existed. This is a neat option if you’re new to video poker and aren’t sure how to play optimally.
As far as stakes go, we found machines that let us play for as little as $0.25 per coin to as much as $50 per round. We recommend you bet the max number of coins, though, which means your minimum bet will be $1.25. This will vary from machine to machine, though.
Overall, we liked Spin Casino’s video poker section. We’d like to see more unique titles to choose from, but our opinion is that this lineup will work for most people reading this.

Slots

Next up is Spin Casino’s slot selection. They have far too many slot machines to list here, but here is a small sample to give you an idea of what you’ll be able to play.
  • 5 Reel Drive
  • Snow & Sable
  • Amazing Aztecs
  • Book of Oz
  • Cashville
  • Cash of Kingdoms
  • Diamond Empire
  • Dolphin Coast
  • Fruit vs Candy
  • Halloween
  • Girls with Guns
  • Game of Thrones
  • Highlander
  • Jurassic World
  • Lady in Red
  • Kings of Cash
  • Hitman
  • Lost Vegas
  • Lucky Koi
  • Oink Country Love
  • Pretty Kitty
  • Moby Dick
  • Monster Wheels
  • Robin of Sherwood
  • Silver Fang
  • So Much Sushi
  • The Great Albini
  • The Phantom of the Opera
  • Tomb Raider
  • Win Sum Dim Sum
  • Fat Lady Sings
  • Jekyll & Hyde
  • Jurassic Park
  • The Legend of Olympus
  • Throne of Egypt
  • Steam Punk Heroes
  • Winning Wizards
  • Untamed Bengal Tiger
  • Old King Cole
  • And more!
You’ll find all these slots in the main casino. There are plenty more where this comes from too. You’ll also find more slots — including unique titles not found in the main casino — inside the Vegas section.
That said, their selection of slots is much smaller than we expected considering that they work with Microgaming. We still can’t complain, though, especially after seeing some of the titles that you can play here.
For example, the slots that stood out to us are the licensed/branded slots. Licensed slots are machines that revolve around IP that other companies own. This includes movies (Jurassic Park), video games (Hitman), TV shows (Game of Thrones), and more.
These are fun to play because it’s highly likely that you’re going to be a fan of whatever the slot machine is about. For example, we like Jurassic Park. This means we get to kill two birds with one stone — play slots about a theme we really like.
Not only that, but you can play many of these slot machines in brick-and-mortar casinos. We’ve played Game of Thrones countless times during our trips to Las Vegas.
And this is just the licensed slots. You still have all the other slots that Spin Casino has to offer. This includes slots with bonus rounds, 3 and 5 reels, progressive jackpots, and features such as free spins, wilds, scatters, and more.
As for stakes, they vary so much that it’s hard to give concrete numbers. That said, we found machines that allowed us to play for as little as $0.10/spin to as much as $200. Most of the machines we looked at maxed out at $30 or less, though. This means that you might have to do some digging to find the machines with higher limits.
Overall, while Spin Casino’s slot section can definitely be bigger given that they’re powered by Microgaming, what they do have will be more than enough for most people.
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Live Dealer Games

Last up is Spin Casino’s live dealer section. Here are the games we found during our review.
  • Dragon Tiger
  • Private Blackjack
  • Shangri La Roulette
  • Dream Catcher
  • Casino Hold’em
  • Baccarat
  • Football Studio
  • Roulette
  • Ultimate Texas Hold’em
  • Lightening Roulette
  • Infinite Blackjack
  • Baccarat Super 6
  • Evolution Party Table
This is a solid selection of live games, especially when compared to other online casinos. But that’s not a surprise since some of these games come from Evolution Gaming, who’s a heavy hitter in the live gaming space.
Once you click on one of these games, you’ll be redirected to a section where you’ll find several tables to choose from (depending on the game). You’ll also find a navigation bar at the top with several filters to help you quickly find the game you want to play.
The lowest stakes we found for these games is $5 for blackjack. This is sort of a bummer since some live blackjack games can be played for as little as $1. However, $5 is pretty standard for a live game, so it’s not something we can hold against them.
You can play some of their other games, like baccarat or roulette, for $0.10-$1 per round.
The highest stakes we found were $5,000 for blackjack, $2,000 for roulette, and as much as $5,000 for everything else. These aren’t the highest stakes online, but they should work for most people.
One of the most impressive things about their games is the camera work. The different angles they use and the close-ups make it look like you’re watching a movie. Depending on the game, you can also change the camera option. For example, the roulette game lets you choose from 3D, immersive, or classic camera angles
The streams were very good considering how good the camera work was. We noticed a few lags, but they didn’t take away from the game much. The resolution was pretty good regardless.
Other features include the option to chat with your tablemates and the dealer, adjust the sound and camera angles, bet behind, and set up automatic actions. You can even multi-table several games at once.
Overall, we’re impressed with the live dealer casino at Spin Casino. You’ll have plenty of games to choose from, stakes, features, and men and women dealers that speak different languages.
We recommend you check it out.

Spin Sports

Spin Casino is unique from some of the other casinos under The Palace Group brand in that they also have a sportsbook. It’s called Spin Sports.
Here’s what you can expect to find if you choose to bet here.

Sports, Market, and Betting Options

Spin Sports has an excellent selection of sports that you can bet on. Here’s what we found during our review.
  • Soccer
  • Basketball
  • Tennis
  • Ice Hockey
  • American Football
  • Handball
  • Volleyball
  • Cricket
  • Rugby Union
  • Rugby League
  • Esports
  • Specials
  • Virtual Sports
  • Boxing
  • Gold
  • Badminton
  • Winter Sports
  • MMA
  • Darts
  • Snooker and Pool
  • Baseball
  • Cycling
  • Motor Racing
  • Speedway
  • Floorball
  • Table Tennis
  • Bandy
  • Aussie Rules
  • Surfing
  • Netball
  • Gaelic Football
  • Gaelic Hurling
  • Super Spin Specials
Many of these options have dropdown menus, too.
For example, click on the soccer option, and a dropdown menu containing options such as England, Europe, Spain, Italy, and Germany will appear. This goes for many of the other options, too — you’ll find countries as subcategories. You’ll need to click on these to find the different leagues that play in those countries.
Your betting options will obviously depend on the sport you bet on. We found plenty of choices, though. For example, you can bet outrights or moneylines for Europa basketball. You’ll find spread betting, moneylines, oveunders, and outrights for NBA games.
Click on a match, and you’ll find additional markets. For example, we checked out an NBA game and found options to bet on different quarters, total points, team points per quarter or half, overtime, and more.
There are plenty of betting options here, which was a surprise, honestly, considering who’s running this sportsbook.

Live Betting

Spin Sports also offers live sports betting.
When we were there, you could bet on soccer, basketball, tennis, ice hockey, and cricket. We wouldn’t be surprised if they covered more matches than this (when those games are available).
In fact, we know that’s the case since we looked at their Event View and Live Schedule tabs. This is where you’ll see all the sports you can bet on, all the matches, and the number of betting opportunities available for each one.
And that’s about it for their live sportsbook. The one thing we’d really like to see added in the future is the option to watch live streams. It’d make sense to add a racebook too.
Here’s hoping that Spin Sports has both items on their to-do list.

Final Thoughts

Spin Sports is a much better sportsbook than we expected. It’s hard to expect something this impressive from a company that has been running only casinos for more than a decade.
We’re fans, though. There are plenty of sports and markets to bet on. You also have your standard options for betting in American, fractional, or decimal odds, as well as using the sportsbook in different languages.
That said, there is room for improvement. They could add a racebook, live streaming, and additional features and build out their esports section.
But we think they’ve done a good job so far, and it’ll be more than enough for your typical casino player or recreational bettor.
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Banking Options

Something we noticed during our review is that there’s the option to deposit inside both the casino and the sportsbook. As far as we can tell, it looks like you’ll want to deposit to the section you plan to spend your time in.
In other words, if you want to bet sports, you’ll want to deposit to your sportsbook account. If you want to play blackjack or slots, you’ll want to make your deposit to the casino.
The good news is that it looks like the same banking options are accepted in both sections. Find an option that works for you, and you can use it in both places.
When we reviewed Spin Casino, we didn’t find any evidence that suggests they charge fees on their deposits. This is great news. However, it’s not clear whether they charge fees on withdrawals.
As for limits, you can cash out as much as €4,000 per week if the amount you’re trying to cash out is more than 5x the amount that you’ve deposited over the life of your account. Otherwise, it looks like you can cash out as much as £10,000 in a 24-hour period.
This will depend on the banking option you use, of course.
Progressive jackpots are exempt from these rules, which is great to see. It’s no surprise, though, considering that they work with Microgaming.
That wraps up their banking details. The following two sections will list the banking methods you can use to fund and cash out your account.

Deposits

  • Visa
  • Visa Electron
  • Mastercard
  • Maestro
  • Neteller
  • iDebit
  • Trustly
  • Skrill
  • Echeck
  • MuchBetter
  • Paysafecard
  • Instant Banking
  • Neosurf
  • ecoPayz
  • Flexepin
  • Direct Bank Transfer

Withdrawals

  • Credit Card
  • Debit Card
  • PayPal
  • Neteller
  • Skrill
  • Paysafecard
  • ecoCard
  • Citadel
  • Instadebit
  • Direct Bank Transfer
  • Echeck

Bonus Promotions

You can claim a few promotions as a customer of Spin Casino and Spin Sports. The following sections summarize the offers you can claim and terms you need to fulfill if you do.

Spin Casino Promotions

The following are offers that you’ll find under the promotions tab on the casino side of things.

New Player Bonus

This is an offer available to first-time customers. Spin Casino is offering a 100% match bonus up to $1,000. It’s spread out over your first three deposits like this.
  • First Deposit – 100% match up to $400
  • Second Deposit – 100% match up to $300
  • Third Deposit – 100% match up to $300
This is a nice offer because you have multiple opportunities to claim as much as you can. It’s especially helpful for players on a budget who can’t deposit $1,000 in one shot.
You will need to roll over this bonus 50x, though the playthrough will depend on the casino game you play. We recommend reading their terms if you plan to play a game other than slots.
The downside to this offer is that if you do happen to complete the playthrough with money to spare, and you want to withdraw it, cash-outs will be limited to 100 casino credits. You’ll forfeit the rest of the bonus.
That being the case, it might make more sense to play the bonus (and lose money) until you only have 100 credits left. Then make a withdrawal if you want. That way, you can enjoy the bonus money/winnings for as long as possible.
And that’s all they have for bonus offers. Spin Casino does say that they offer bonuses on a daily, weekly, and monthly basis. We have no idea what those offers look like, though.
While we were there, we did notice that they have a “bonus wheel.” You spin the wheel, and you can earn prizes, such as bonuses to claim. It looks like you can spin the wheel once every couple of hours.
This is pretty neat.

Loyalty Club

Spin Casino also offers a loyalty club. This is a multi-tier program that awards more perks the higher your status.
This program has six levels.
  • Blue
  • Silver
  • Gold
  • Platinum
  • Diamond
  • Privé
As you ascend, you’ll receive additional perks such as bonus points, more entry points, exclusive tournaments, VIP support, phone support, and exclusive gifts and bonuses.
You can receive monthly bonuses too. Climb the ladder to the very top of their VIP program, and you can receive more than $10,000 every month in bonuses.
Getting to each tier is straightforward — you need to earn so many points to reach a specific status, and then so many points to maintain that status each month. You’ll earn 1 point for every $10 you spend in the casino.
We recommend you read their promotions page to determine for sure if this program will be a good fit for you. But if we understand their points setup and minimum point requirements correctly, then this looks like a good program to us — even for low-stakes players!
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Spin Sports Promotions

You’ll need to be in the sportsbook section in order to find their sports betting promotions. The following are the promotions we found during our review, including what you can get and the terms you need to fulfill.
Free Bet – First-time sports bettors will be able to claim a free bet bonus. This is a 100% match up to $200. To claim the offer, deposit at least $10.
This offer has a 5x rollover ($1,000 if you claim the entire $200) before you can withdraw any winnings. We recommend you read their terms and conditions for their other rules, as you’ll need to abide by odd minimums/maximums when you make your bets.
And that’s the only offer we found for sports bettors during our review.
This isn’t a bad offer by any means. That said, it would be great if they had a few other promotions running. It’d be nice to see some kind of cashback or rebate offer or additional bonuses.
But as the saying goes, something is better than nothing.

Mobile Friendliness

Both Spin Casino and Spin Sports are mobile friendly. You don’t need to download any apps. All you need to do is go to the casino or sportsbook from your phone or tablet and log in. You’ll be able to play all games and make bets from your browser.
It looks like you’ll have the full sportsbook at your disposal. And considering that they work with Microgaming and Evolution Gaming, we wouldn’t be surprised if most or even all of their casino games are available.

Customer Support

You can use the following options to contact Spin Casino.
The email address above is addressed to the parent company of Spin Casino. The issue with that is they manage several other casinos.
For that reason, we recommend that you make it clear that you’re a Spin Casino customer when you contact them. That way, you eliminate any confusion and reduce the chances of any unnecessary back and forth.
We were disappointed to see that they don’t offer phone support despite saying they do in multiple places throughout their website.
That said, phone support still isn’t a standard communication method offered by online gambling sites. It wouldn’t be fair if we held the lack of phone support against Spin Casino.
Besides, you can contact them 24/7 using the methods above. We sent Spin Casino an email, and we were surprised to receive a response less than two hours later. They answered our questions, too.
That’s better than the average casino for sure. For that reason, we give Spin Casino’s support two virtual thumbs up.
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