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This Week At Bungie 1/28/2021

Source: https://www.bungie.net/en/News/Article/50040
This week at Bungie, we introduce Seasonal Challenges.
Welcome to the second-to-last TWAB of Season of the Hunt. Many of you have been navigating the secrets of the Harbinger mission, uncovering randomly rolled Hawkmoons and earning the Radiant Accipiter Exotic ship. Content-wise, we’re coming to a close for the Season, and we’re incredibly excited for what’s to come in just a few short weeks. We’ve been covering some upcoming quality of life changes to Destiny 2, like the return of Umbral Engrams, but it’s almost time to take a peek at fresh content.
Season of the [REDACTED] trailer goes live on February 2, 2021.
Before we get there, we have a new feature to cover, Seasonal Challenges, and a round of weapon-focused sandbox changes to walk through. As a warning, this is a pretty large amount of information in a small space. We've joked about "meaty" TWAB's before, but this one may feel a bit overwhelming if you rush through it. Let's take it slow, step by step, and get through it together in one piece.

Introducing: Seasonal Challenges

Over the last year, we’ve been looking at ways in which we can reduce the amount of FOMO (Fear of Missing Out) in Destiny 2. We’ve recently made some changes to Seasons and how Seasonal content is available throughout a given year of Destiny 2. This week, we’re looking to bounties and Bright Dust, introducing a new system not only to remove FOMO, but give fresh ways to earn XP and alternate rewards. To walk us through the ins and outs of Seasonal Challenges, we pass the mic to the Development team.
Dev team: During production of Beyond Light, we started looking at the problems of bounty fatigue and FOMO, as well as Seasonal legibility (i.e., “What is in a Season?” and “How to I engage with it when I log in?”). We created a few goals which we believe will improve the experience:
  • Provide a guide to new, returning, and veteran players for what to do today/this week.
  • Guide the player through the Seasonal content, week-over-week.
  • Encourage players to engage with complexities and nuances of the Seasonal activity and rituals.
  • Reduce the penalties on XP and Bright Dust for missing a given week.
To solve these goals, we are introducing a new pursuit type for players – Seasonal Challenges. The Seasonal Challenges live on their own page, are accessed through the Quest Log or Season Pass, and are separated by week.
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Here’s a quick breakdown of how this feature works:
  • Every week, for the first 10 weeks of a Season, between 3 and 10 new Challenges appear automatically for players.
    • Some of the Challenges deal with the Seasonal content.
    • Others push players to complete strikes, Gambit, and the Crucible, or to focus on non-activity focused Destiny rituals, like gaining Power, unlocking Seasonal Artifact mods, or improving guns and armor.
  • These Challenges can only be completed once per account, but once they become available, these Challenges can be completed at any time before the end of the Season, and do not need to be started or picked up from a vendor.
    • As an example, if a player doesn’t play for weeks 2 through 4, they can return on week 5 and have all of those Challenges waiting for them!
  • Completing each Challenge awards XP, contributing to your Season Pass ranks.
    • Other rewards could be Bright Dust, Seasonal currency, or other interesting items!
In moving away from weekly bounties, which were restricted to broad objectives tied to ritual activities, we have taken more leeway with creating some interesting or more difficult Challenges. These may be things you are already doing, or things that test your ability. Some examples include:
  • Defeating Primeval Envoys in Gambit
  • Defeating enemies in Nightfall: The Ordeal with Seasonal weapons
  • Gaining Infamy or Valor ranks
  • Acquiring the ritual weapon and its cosmetic ornaments
  • Winning rounds in Trials of Osiris
  • Completing a Grandmaster Nightfall
Not all the Challenges will require that level of accomplishment, but the harder or longer the Challenge is, the more experience it rewards. Challenges that focus on the Seasonal activity and ritual mostly need the Season Pass to complete, but most of the ritual focused Challenges can be completed without the Season Pass. Overall, roughly 60% of the Seasonal Challenges do not require the Season Pass.
With the changes above, we are removing weekly bounties from the three ritual vendors (Zavala, Shaxx, and Drifter), Banshee-44, and the Seasonal vendor. These vendors will still have daily bounties which reward XP, and the three ritual vendors will still have repeatable bounties for those of you who want to pursue additional XP and Bright Dust.
Lastly – most of the Challenges disappear after the Season they were introduced, and anything that isn’t claimed will be lost. We don’t add any new Challenges after Week 10 – which should give everyone a few weeks to clean up any Challenges they didn’t finish. Any Challenge that rewards unique or Seasonal items (currencies, lore books, Seasonal weapons, etc.) – can be completed as long as the Seasonal activity is in the game, but XP awarded for completing the challenge will only be available during the season it was introduced.
Let’s Talk Bright Dust
Back before Beyond Light launched, we discussed some of the goals around the changes to Bright Dust. As a refresher, we wanted to change the way you earn Bright Dust and move more towards account-specific paths to give players with only one character significantly more Bright Dust than they've been earning over the last year. In Season 13, we’ll be continuing to move toward these goals by adding Bright Dust onto Seasonal Challenges.
Since you no longer have to purchase weekly ritual bounties, each of the strike, Crucible, and Gambit Seasonal Challenges will award between 75 and 300 Bright Dust. We are also introducing an end-of-Season Bright Dust bonus – if you complete (nearly) all of the Seasonal Challenges, we are awarding a single 4,000 Bright Dust pile.
Additionally, each ritual vendor challenge (“Complete 8 bounties”) awards 120 Bright Dust for each character who completes it each week. And because this is prompted by the removal of weekly bounties, the only Seasonal Challenges that will be awarding Bright Dust are the ones that both Season Pass owners and free players can complete. Here’s a quick breakdown of how much Bright Dust you should expect to earn over the course of Season 13.

Seasonal Challenges Bright Dust (All Players)
  • Free Seasonal Activities – 6,000
  • Seasonal Extra – 4,000
  • Total – 10,000 Bright Dust
Season Pass Bright Dust
  • Free Path – 7,500 (All Players)
  • Paid Path – 3,000 (Players who own Season Pass)
  • Total – 10,500 Bright Dust
Weekly Ritual Vendor Challenge Bright Dust (All Players)
  • 120 Bright Dust per ritual vendor, per character, per week
    • 14,040 total if completing all required weekly Challenges over the course of Season 13
Additionally, we still plan to offer weekly and repeatable Bright Dust bounties for Seasonal events, giving you a bit more Bright Dust towards desired rewards.
As a final note, please be sure to claim all Seasonal Challenges that award Bright Dust prior to the end of a Season. Once a Season ends, associated Challenges and their Bright Dust rewards will expire and can no longer be claimed.
It’s always exciting when we bring a new feature online for Destiny 2. We hope that the changes detailed above make it easier to create goals to complete each week. As always, we’re eager to hear your feedback once you start finishing your first Seasonal Challenges, so please sound off with your thoughts!

Back to the Sandbox

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Every Season, we have a collection of changes to the Destiny 2 sandbox to spice things up a bit. This Season, we’re making some targeted changes to weapon archetypes that need some love as well as beginning some preparations for crossplay.
Dev team: In preparation for crossplay, coming later this year, we’re making some changes to the Recoil stat.
Currently, several weapon archetypes have their Recoil reduced by around 40% (dependent on archetype) when using mouse and keyboard. This results in an issue where players on mouse and keyboard are able to largely ignore the stability weapon stat, creating unintended discrepancies in weapon performance between controllers and mouse and keyboard.
The following weapon archetypes will have their mouse and keyboard Recoil adjusted closer to controller (reduced the difference from ~40% to ~20%).
  • Auto Rifle
  • Scout Rifle
  • Pulse Rifle
  • Submachine Gun
  • Hand Cannon
  • Machine Gun
In the case of Pulse Rifle, Submachine Gun, and Machine Gun, we will also be introducing some buffs. In some cases, these weapons will have less Recoil across both Controller and mouse and keyboard input methods compared to what’s in the game today.
  • Submachine Guns are largely outclassed by Auto Rifles at medium range, and by Sidearms at short range, with player feedback often mentioning how hard they are to control. To address this feedback, we’re introducing the following change:
    • Reduced camera movement from firing a Submachine Gun by 24%.
  • Pulse Rifles with the mouse and keyboard changes were kicking a little too much.
    • Reduced camera movement from firing a Pulse Rifle by 7%.
  • Machine Guns with the mouse and keyboard changes were kicking a little too much.
    • Reduced camera movement from firing a Machine Gun by 9.5%.
We will pay close attention to how these changes play out when they go live, and plan to revisit individual archetypes in a future update as needed.
Outside of Recoil adjustments, we will also be tuning a few weapon archetypes in Season 13. Looking through backend data and community feedback, we landed on the following:
Buffs
  • Rocket Launchers have fallen behind other Heavy weapons in most measures of effectiveness, we’re pushing them more into a burst damage role.
    • Increased Rocket Launcher damage by 30%.
    • Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
    • Paired with the buffs to reserves from last Season, we’re hoping you’ll explode many more things in Season 13!
  • Fusion Rifle usage is very low, and they feel like an unreliable choice in Crucible compared to Shotguns.
    • Increased Fusion Rifle damage falloff start distance based on Range stat. (6% with 0 Range, 16% with 100 Range)
    • Reduced camera movement from firing a Fusion Rifle by 9.5%.
  • Breech Grenade Launcher usage is very low (outside of Mountaintop). We believe part of the reason is that the loop of "hold the trigger to arm, then release to detonate” is challenging to execute, particularly since projectiles can bounce off targets if the trigger is held
    • Breech Grenade Launcher projectiles will now detonate on impact with a character, even if holding the trigger.
Nerfs
  • While Sniper Rifle usage has dropped in Crucible, we’ve observed that it’s hard to challenge someone with a Sniper Rifle – even if you get the first shot on an enemy, they can often respond and win the fight.
    • Increased ADS flinch to Snipers when taking damage from other players
  • Swords are extremely dominant in PvE. At this time, 65% of players are using Swords for the majority of gameplay encounters in Destiny 2. While we are introducing a buff to Rocket Launchers to make them a bit more enticing, we feel that Swords do too much damage compared to other options.
    • Reduced Sword damage by 15%.
Exotic Changes and Bug Fixes
  • Some Exotic weapons lose their buffs when you switch weapons, which is intended. They would also lose their buffs when pulling out your Ghost Shell, which is not intended. Fixed that issue on these weapons:
    • Ace of Spades
    • Tarrabah
    • Hawkmoon
  • Borealis and Hard Light now have a custom (quite short) animation for switching damage type.
  • Duality
    • Increased damage falloff distance by 1.25m (while both firing from the hip and aiming down sights).
    • Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
  • Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
  • Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
Ah, and before we go – we are planning to take a quick tuning pass on Arbalest. This won’t be ready in time for February 9, but we are expecting to have this touched later in Season 13!
Now, we know it can be difficult to understand the scale of buffs and nerfs without having these changes in your hands. Not to mention, there will be some new perks for you to hunt as you start navigating content in Season of the [REDACTED]. As always, we’re excited to see these changes out in the wild on February 9, and will be eager to hear your feedback.

Crimson Days

Each year, we look to February as a time to celebrate bonds of friendship throughout the community. Guardians have come to know this celebration as Crimson Days. It was one of our first “Seasonal” events in Destiny 1, a tradition that we carried to Destiny 2. While there was great enjoyment of Crimson Days, we feel that it’s been missing the mark in terms of quality over the last few years.
As such, we have made the decision to discontinue Crimson Days moving forward. While we’ll miss the event, this move will allow us to maintain focus for alternate Seasonal offerings, ranging from quests to activities and more. We have quite a bit planned for Season of the [REDACTED] and our hope is that we’ve maintained, or even improved, the quality you’ve come to expect from this upcoming release.
Some of you may be asking about the fate of Crimson Doubles, our once-a-year Crimson Days playlist. This mode is currently being shifted to the Destiny Content Vault but may return in the future.
Many thanks to every Guardian who has joined us over the years for this event. Crimson decorations may not be hung in the Tower, but we have no doubts that you’ll continue to form Crimson Bonds over the years to come.

BugTrax

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For those who may be new to the TWAB, welcome to the Player Support Report. This section is dedicated to known issues, active investigations, and pending updates for Destiny 2. Our Player Support team navigates the Help forum daily, collecting info on new issues and dishing out help articles.
This is their report on the most frequently reported issues of the last week.
CRUCIBLE TOKENS AND FRAGMENT QUESTS
Due to the updates to the vendor progression system, Crucible Tokens and Crucible Token Gifts are no longer needed and will be deprecated into Junk that will delete as a full stack starting in Season 13. Additionally, current Stasis Fragment Quests will be deprecated at the end of Season of the Hunt. Players are advised to turn in all Crucible Tokens and Crucible Token Gifts and finish all available Stasis Fragment Quests before Season 13 starts.
KNOWN ISSUES
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum:
  • Stasis abilities can be difficult to distinguish between enemy and friendly for colorblind players.
  • The Double Trouble Triumph is unobtainable.
  • In the Deep Stone Crypt raid, the augment lockout timer occasionally resets during the final encounter against Taniks.
  • During the final fight against the Sanctified Mind in the Garden of Salvation raid, sometimes a shielded tether box can become tethered instead of the correct glowing tether box.
  • Hunter legs clip through the Ten-Grasp Sword Sparrow.
  • In the Last Wish raid, the Shuro Chi puzzle room plates don't work if a Titan bubble or Warlock well are placed on them.
  • The Titan Phenotype Plasticity Helm eye clusters no longer glow red.
  • Weekly and daily elemental kill bounties have stopped rotating off of Void.
  • When overcharging grenades while using the Voidwalker top tree subclass as a Warlock, Super energy stops charging.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

[Bird Noises Intensify]

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It’s been fun watching Hawkmoon clips and montages throughout the Season. With recently introduced random rolls, players have been pushing the limits of this Exotic, taking on 1v1 encounters in the Crucible that they may have otherwise avoided. This week, our top pick not only got a sweet roll on perks, but a killer roll on audio, too!
Movie of the Week: Ting Ting Ting Ting
Video Link
Movie of the Week: Deep Stone Lullaby Violin/Piano Cover
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Movie of the Week: …That’s a lot of Hawkmoon
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As always, if you'd like to submit your creation to be featured in a future TWAB, make sure to create a post on the Community Creations portal of Bungie.net.

Credit Where It’s Due

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Every day, we take a moment to scroll through various social media apps to take a look at community artwork. We’re always awestruck by the talents that many of you possess, and eager to share your works with a wider audience.
Here’s a quick roundup of some sweet art, and direct links to their authors. Give them a follow if you want to see more of their stuff!
Art of the Week: Art Sharing
destiny art share!!! spread the positivity, doesn't matter how frequently you do art or how many pieces you've made - post your favorites!! #Destiny2Art #DestinyArtShare pic.twitter.com/bq6hHJrCLD
— 🥀alex🥀🏳️‍🌈 (@miyagiie) January 25, 2021
Art of the Week: Eris
나는야 내일부터 월급쟁이 #냙서 pic.twitter.com/MI6Y6Gi1LY
— 🧅김냘본™🍺 (@NyarNyarbon) January 17, 2021
Cheers, and make sure to tag your content with some form of #Destiny2Art so we can find you easily!
That’s it for this week, folks. Season of the [REDACTED] is almost here. We’ll have some patch previews to cover in the TWAB next week, so stop by if you’re interested!
If this gets 7 likes we'll add a new LZ on Europa next Season.
— Destiny 2 (@DestinyTheGame) January 27, 2021
We’ll see you again next week, bright and early on Tuesday morning.
Cheers,
dmg04
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[Mobile Gaming] How the Nyan Cat led to the death knell for a popular mobile game- the downfall of RWBY Amity Arena.

Note: Many of the links are to the Amity Arena Library, a website devoted to the game which includes tracking the history of it through patchnotes and a running history of what cards entered and left the meta. Their website was a valuable resource for this post.
Mobile gaming has taken off like a wildfire since the advent of the smartphone boosted the average processing power a phone could carry. Initially it took the form of crossing over older, more easily runnable games onto the mobile market to... mixed success, but in recent years we've seen both the West and East use mobile gaming to replace the old fashioned movie tie in game. It's easily accessable, has a much wider reach than consoles or PC, you can take it on the go and standards are inherently lower for mobile games than they are a full 60 dollar game.
Since the 2010s, mobile gaming has shifted to what's called the "Freemium" module. The game itself is free to download and start playing, but is insideously designed with obnoxious paywalls or artificial limiters put in place to limit how much you can play each day. If the game is part of a pre-existing franchise, additional money can be made through a premium currency or a chance to obtain high-powered units by rolling a slot machine random chance mechanic. And thus, gacha gaming was born. This sub has had several threads in the past on high profile gacha games, such as the monolithic Fate Grand/Order, Pokemon Go or Genshin Impact. One of the more popular things to roll for in gachas as a consequence is wallpapers for your homescreen, especially for high-grade units as they're usually animated to move a little bit on the homescreen. Today we're looking a low to mid-tier gacha game that rose and fell with the advent of one catgirl. Let's talk RWBY.
RWBY is an online web anime made by Rooster Teeth focusing on four prospective monster hunters who get embroiled in a world-spanning shadow war. It's of debatable quality in matters of animation, combat, voice acting, story, worldbuilding, romance, and it's kind of a little racist if I'm being honest, but one of the major positives of RWBY is that the series tends to have good character design. Series creator Monty Oum set in the guidelines for the show while making it that most if not every design should be made to be cosplay friendly, hence why most of the outfits have things most costume designers haven't heard of like... pockets. And Rooster Teeth, above all else, likes making money. So they know people like RWBY's character designs, enough so that in 2017 plans were made to release a gacha game themed around RWBY called Amity Arena, which would be developed by Korean company NHN Entertainment.
Amity Arena is a PvP tower defense game. Each player controls two turrets and a tower and has three minutes to use units themed from the show to destroy the other player's structures. Whoever took out more wins, destroying a tower is an instant victory. When the game launched, it had three tiers for units- Common (generally held for mooks or low-tier characters in the show), Rare (roughly protagonist-level or elite mooks go here) and Epic (High tier characters usually with an active ability that did lots of damage or stopped enemies in their tracks). The game launched in October 2018 to generally positive reviews from both mobile game players and RWBY fans alike. Fans were happy to get a lot of new official art for the characters in the game and the base gameplay loop was fun. Criticism at the time was largely themed around the lack of content besides PVP matches and some issues with the meta but overall, the launch went well. Each month, the developers would add new units, including popular characters like Neopolitian, Cinder Fall, Zwei the dog, and more.
But everything changed with February 20th 2019, which introduced Neon Katt, the titular catgirl (RWBY characters are themed around fairytales, except for Neon, who is themed around Nyan Cat, and her partner Flynt Coal, who is themed off a potentially racist joke made by Rooster Teeth).
Neon is a character from RWBY Volume 3 who's part of a team that RWBY face during a tournament arc. Her partner, Flynt Coal, was part of the game at launch, and Neon would join him a few months later. Neon in the show is a cocky fighter who taunts the heroes and zips around on rollarskates, which in-game is represented by Neon skating towards the nearest enemy structure to her and hitting it, while all units within a radius of Neon are taunted and provoked into attacking her above all other targets unless they-selves are coded to hit structures. On its own, not a bad idea for a unit, but Neon came with four big caveats:
From the word go, Neon is an unpopular unit; she's clearly overbalanced and elements such as the Disco Bear glitch have players thinking she'll have to get knocked down in a nerf- she'll either be made slower, more expensive, or able to die pre-hitting a structure, right?
Neon doesn't show up in the next patch. Instead, before she's fixed, an entire new class of units called Legendaries are introduced, and this is where the game goes full gacha. Legendaries were meant to represent the highest tier characters in the game, the ones who were either the most popular characters or the highest-tier fighters in the show. Or in some cases, the popular ships such as combo cards for White Rose (Ruby/Weiss), Bumblebee (Blake/Yang) and Flower Power (Ren/Nora). Legendaries, representing their value, were impossibly rare and had an infinitely small chance of actually appearing (The most reliable method was to buy the premium chests and hope you'd roll a Legendary, which often cost tons of money), and if you did get one, there was no way to guess which Legendary you'd actually get. Some such as White Rose and Adam were high tier units, others like Hazel or Checkmate were... kinda broken at launch. The playerbase isn't happy at this, especially as free to play players are left out in the cold and reliant on the game giving them high tier units effectively out of pity.
Neon would get a small nerf in the April patch which lessened her taunt range and killed the Disco Bear meta, but her invincibility would be left untouched, even as players submitted feedback regarding how to make it more efficient. The official Amity Arena discord has a weekly feedback section on Tuesdays where players could submit up to four suggestions on how to nerf/buff units and general requests for quality of life such as "Can this character get a new skin from this part of the show," or "Can we have an option to lower music volume that's not just muting all music?" (they never did add that second request) Neon would then remain in this state until the November patch, despite constant weekly requests for a Neon rework, and all it would do is make Neon functionally mortal, in that she had a flat shield bar of 20 that would be lowered by one for each attack before the next hit would kill her. Neon could now die... but your chances of actually doing enough damage to stop her were slim, and regardless, you were now at a serious Aura defecit.
It took seven months for this one unit to get a substantial nerf, all while the game added new units every week and the number of units being affected by patches each month began to gradually sink. To round up some of the major issues people had with Amity that developed throughout 2019 alongside Neon's general existance making life hell:
Unfortunately, the Novemember patch did little to stop the problems with Neon, and a new problem would rear its head for Christmas: Jinn. This unit embodied many of the problems players had: She was a Legendary so it would be hard for free players to get her, and only added to the sheer number of Legendaries that were out there. She was another structure card, and she was horrifically broken. Stopping time for seven seconds in an area around any friendly units, Jinn broke the game overnight, with players horrified at how little playtesting she'd clearly had. Most chip units now couldn't damage structures as Jinn simply could stop time and freeze the turret for the duration of the attack. And to make matters worse? She cost two Aura, meaning it was very easy to cycle a deck and start Jinn spamming.
And yet at two aura she was still one of the only cost-efficient Neon counters... until they patched her to be worth three Aura instead. Talking of the feline menace, January saw Neon get a HP nerf that set her shield at 14. Finally, Neon could be realistically be taken out, still at an Aura defecit but at least it can be countered and now they just have to raise her Aura- why are you buffing her game?
Less than a month later, Neon got, of all things, a buff. Her HP shield was set at 20, and her attacks now did double damage. This is around the point where a lot of players begin to suspect the developers aren't listening to feedback and more long-term players dip out or drop the game. Neon got touched one more time in April, which slowed her down (which itself was a problem as Neon's lessened speed on spawn simply made her better at generating aggro), she dealt 10% less damage and made it somewhat easier to hit her enough to kill her, but a new problem was on the horizon. Because Neon was now no longer the game's White Whale for patches.
Meet the White Fang Gunner Barracks. Added in September 2019, the Barracks fell under many player's radar simply because they were horrifically undertuned. Their gimmick was that every few seconds, a White Fang Gunner would spawn, with three spawning on death. In April, as Neon got her last appearance in the patches, the Barracks got a huge buff and became the centerpiece of the meta; they now spawned two Gunners, which made them immensely valuable for just five Aura. You could overwhelm many anti-swarm units before they had a chance, and shred your way through turrets.
The Barracks would then go six months before this overtuning was rectified, barring one nerf in August that lowered their health to try and stem the tide of units. To sum up every other thing that went wrong during the year meta-wise:
As OctobeNovember comes in, the players are getting more and more furious. The weekly feedback includes a near constant demand for an acknowledgement from the developers given how often it feels like the feedback is being ignored. The social media team get caught several times hyping up how the coming patch would address player concerns, only for said patch to lack those units. The meta has been locked down to the Xiong Family, Flynt, Launcher Nora, Spider-Mines and the hell-cat herself in Neon. Everyone runs at least one of these, people run meta decks not because they want to, but because it's the only way to have a chance of victory.
And then in December, things implode. The patch for the month was set to launch on December 10th with the monthly event missions. But when the clock rolls around, the event missions (which usually take about two weeks to do if you're doing as many as you can a day)... has a six day timer. And the update doesn't come out. The art team doesn't release new unit art. The shop has no special timed bundles. There's no patch notes. And then the Twitter team who've been hard carrying the game through... actually talking to the players and acknowledging the grievances they have... admitted that they don't know what's going on either. The best guess is that the devs have come down with Covid, but no statements to confirm or deny this leave it as guesswork. The timer eventually got reset and people could do the event, but then on Christmas itself, another issue.
Ruby has appeared in the plaza on Halloween (her canonical birthday) and Christmas, and if you go talk to her you get free stuff. But on Christmas people, people discovered that Ruby was talking as if you'd already talked to her. Because they hadn't updated Ruby yet for 2020. She still thought it was 2019 so if you'd talked to her then for goodies, she had none now. They patched it eventually but a lot of people didn't see this fix before the timer ran out to get the free stuff.
Some have resorted to memes to cope with the fact that the game just seems to have died out of the blue. Others have been trying to desperately rally the players and find a way to save it. Some resorted to friendly mockery of the whales who'd spent thousands on a game that seems to be dying (seriously though gacha games need to curb this shit but they won't because whales are godsends for their bank balances).
If the game doesn't get an update in January then two months without new content will mark the end, and the already significant playercount drops will only increase. And it's hard to say if any one thing could have turned Amity Arena's fate around beyond just "Have a better balancing team who can respond better to feedback." Neon began the time of death, but by the time December rolled around the meta was in a horrifically toxic place where if you wanted to make any progession, you had to get down and dirty with the pigs. The team just constantly failed to balance problem units outside of their emergency hotfixes of Jinn, and more often then not they went after units and buffed or nerfed them at random going off playcounts to determine what needed fixing instead of the actual written feedback they were getting. It's clear from the references to the show and some of the attempts to reach out to the community that at least one person in the team genuinely wanted to make the good appealing to RWBY fans, but somewhere during the game's lifespan, they lost their way. Less focus needed to be put on how to milk the players, and instead focusing on making a game sustainable and enjoyable enough to warrant the cosmetics and emotes. The game's failure ultimately isn't on the playerbase. It's on the people who were actually making the game who chose to slack off because they thought it acceptable to do so.
Thanks for reading.
EDIT: HOT OFF THE PRESSES, I JUMPED THE GUN
Had I waited one more day, my story would have had a far more sudden ending, as the game just announced its shutdown for January.
RIP.
submitted by GoneRampant1 to HobbyDrama [link] [comments]

Outriders - FAQ

Hey guys. So as we are slowly edging closer to release and the demo, in my boredom I've decided to create a simple FAQ as I find myself answering a lot of the same questions.
Some of these answers are lifted directly from PCF, some are just info I'm aware of myself. I will try to keep it updated with any questions asked in the comments.
Included are General questions, Demo info, Gameplay info, QOL info, and Crossplay/Multiplayer info.
EDIT: All updated now, if I have missed anything obvious I'll update this when I'm made aware.. thearcan feel free to do with this thread as you see fit
 

GENERAL

 

- When will Outriders be released?

01 April 2021

- What Platforms will Outriders release on?

Outriders will be available on PlayStation 5, Xbox Series X, PlayStation 4, Xbox One and PC (Steam & Epic). Outriders will be released on Stadia at a later date.

- What kind of game is Outriders?

Outriders is a 1 to 3 player, drop-in-drop-out co-op, third-person-perspective shooter set in an original dark and desperate sci-fi universe.

- Where can I watch the Outriders reveal trailer?

Right here. This is also on their official channel with plenty more in depth info on the game.

- Is there an official discord?

Yes here

- Is Outriders a Free-to-Play game?

No. Outriders will only require a one-off purchase of the game.

- Is Outriders a Games-As-A-Service?

No - Outriders will be a complete experience out of the box.

- Will Outriders feature Micro-transactions?

No. However the pre order bonus will be able to be purchased separately afaik.

- Will Outriders support Smart Delivery on Xbox? Will we get a free upgrade to PlayStation 5?

Yes. Anyone who purchases the game for Xbox One or PlayStation 4, will get a free upgrade to Xbox One X, Xbox Series S and PlayStation 5 respectively.

- Will Outriders support Cross-Play?

Yes. Outriders will Fully support cross-play, meaning you will be able to explore Enoch with any of your friends on any other platform. You can play Outriders from start to finish with your friends regardless of what system they own.

- Will there be DLC?

At this time we don't know, if the game does well, hopefully we will see more of Enoch.

- Will my PC be able to handle Outriders?

See here

- Why was the game delayed?

See the official response here
 

DEMO

 

- When does the Demo release?

25th February 2021

- What will the demo include?

Final details have not been announced yet. But we know it will be the first few hours of the game.

- Will my demo progress carry over to the full game?

Yes - but there will be progress caps in place. At this moment in time we know there will be a level cap, world tier cap and story progress will be capped.

- Will the demo feature crossplay?

Yes
 

GAMEPLAY

 

- Can I play all classes?

Yes, you should have 6 character slots available.

- Will I have to replay the story for each class?

Yes, as far as we know.

- Does each class have multiple skills/powers?

Yes each class has 8 skills total. Only 3 can be equipped at one time.

- Why can we only play in groups of 3?

PCF found that groups of 3 hit the sweet spot for balancing, optimisation and visibility, especially with some much going on in battle.

- How does difficulty scaling work?

The game utilises a world tier system. There are a total of 15 World tiers. In essence the more you kill, the longer you survive, the higher the world tier you unlock. Each world tier increases difficulty, but also your rewards. This can be adjusted up (to the max you have unlocked) and down at any point.

- How does endgame work?

Endgame consists of 14 expeditions, all fresh content. In essence, get to the end as fast as you can on the highest difficulty you can for the most rewards. See more here

- What if I miss a loot drop?

There is an auto loot feature in game.

- Why don't enemies drop loot in expeditions?

They do. It all just goes to the chest at the end. See clarification here

- Does that mean if I fail an expedition I don't get any loot?

No, as per the previous linked comment, you still get this loot even if you fail.

- Can I transfer loot to another character?

Yes, there is a stash system.

- How does crating and mods work?

See Here Approx 16 mins in.

- Is there an in game achievement system?

The game will feature accolade system which is something in between achievements and battle pass. It will reward you for doing actions you would normally do in gameplay with small cosmetic rewards so if you need extra motivation to repeat few side quests and spend more time in the game here it is. The system will give only cosmetic rewards and there is no way to buy your progress, it is also completely optional but completionists can have nice fun with it.

- How do armour stats work?

See an official breakdown here

- What weapons can we use?

From what we have seen you have Pistol side arms, and equip 2 primary weapons. So far we have seen Assault rifles, LMG's, Shotguns, Sub Machine guns and a variety of rifles including Snipers.

- Can I play the whole game solo?

Yes, the number of enemies etc scale depending on how many people are in your party. Expeditions are designed for 3 players, but should still be doable solo. See clarification here

- Is there PVP?

No.
 

QUALITY OF LIFE

 

- Will there be in game comms?

No - at this time there is no in built chat or ping system. See further explanation as to why this is here

- Will there be loadouts?

No, not at this time.

- Will there be a transmog system?

No, not at this time.

- Are there colourblind settings?

Yes, I believe so.

- What are the next gen upgrades for Xbox Series X and PS5?

Nothing has been confirmed yet, but we can expect some optimisation benefits etc. Suggestions that we should know for certain by the release of the demo.

- Do I have to be online to play?

Unless something has changed recently, I believe you have to be online to play.

- Is there a mass dismantle system in game?

Yes

- Is there an item protection system in game, such as item locking?

No.

- Will players be able to mod/hack their saves etc?

Alls saves are server side, so this shouldn't be theoretically possible.
 

CROSSPLAY/MULTIPLAYER

 

- Can I turn crossplay off?

Yes

- Is there a social hub?

There are hubs in game. However they will only be accessed by yourself and those within your matchmaking party.

-How does joining a friend work?

The game operates on a host based system. You join and play in the hosts world. Host migration systems should be in place if the host dc's. You can join any friend at any point once the prologue is complete.

- How does scaling work when I join a friend?

As you are in the hosts game, you play at the level and world tier setting they are at. So you will either feel OP or under geared if you join low/high level friends retrospectively. See more here

- How does loot work in a friends game?

Loot is instance based for each player. Loot drops depending on enemy level, which is in turn based on world tier. So if you are joining friends playing on substantially lower or higher world tiers. Loot drops in essence won't be much use to you.

- How will I invite cross play friends?

They have said they will utilise a friend code system.

- Is there a cross save system?

Only between similar systems - eg Xbox one to Xbox series x, or PS4 to PS5. You will not be able to cross save between platforms, eg from Xbox to PC, or Xbox to PS.
submitted by b4rn5ey to outriders [link] [comments]

40 Upcoming Indie/AA Games

With so many games releasing nowadays, I think it's easy for the good ones to get lost in the shuffle. I'm going to list 20 highly anticipated Indie/AA games. I'm sure there's many great ones I'll probably miss (like I said, there's so many it's hard to keep track sometimes), so please let me know what other ones I should look out for. I’m going to order them by release date. If the game does not have a tangible release date, I’ll place it in the list based on what I think is more likely to come out first, based on marketing material and release date delays.
1. Cyber Shadow
2. TOHU
3. Little Nightmares II
4. Taxi Chaos
5. Rangok Skies
6. It Takes Two
7. Balan Wonderworld
8. Garlic
9. King’s Bounty II
10. Clive ‘N’ Wrench
11. Turnip Boy Commits Tax Evasion
12. Knight Squad 2
13. Hell Pie
14. Iron Meat
15. There Is No Light
16. 30XX
17. Scorn
18. Windjammers 2
19. Hollow Knight Silksong
20. Psychonauts 2
21. Coromon
22. Solar Ash Kingdom
23. No Place for Bravery
24. Bushiden
25. Hazel Sky
26. Gestalt: Steam & Cinder
27. Jack Move
28. Heavenly Bodies
29. Cuphead: The Delicious Last Course
30. Brave Earth: Prologue
31. Hazelnut Bastille & Dawnthorn
32. Freedom Planet 2
33. Acid Knife
34. Cassette Beasts
35. Tale of Ronin
36. OddBallers
37. Spark the Electric Jester 3
38. Samurai Gunn 2
39. Witchbrook
40. Witchfire
What are some other upcoming indie/AA games you’re looking forward to?
If you’re looking for more indie games to play, see my post here:
submitted by Underwhere_Overthere to pcgaming [link] [comments]

Competitive Budget Deck Masterpost (January 2021)

i'm starting to feel like modern Yugioh is a clown car, and every time the banlist apprehends the first few clowns that lead the format, 4-5 more step out to take their place. we didn't even have Linkross in handcuffs yet before VFD took the wheel and Vanity's Ruler got into the passenger seat. happy new year
 
This post will give recommendations for decks that can generally do well while generally remaining in the $50 to $150 price range.
Decks are grouped into four "tiers" and listed alphabetically by tier. Decklists are built prioritizing simplicity and effectiveness on a budget. Not all of them are perfect, but this post is not an F. Unless there is a particularly offensive deckbuilding error that you want to point out, please don't use this thread to nitpick at the sample decklists. Don't feel obligated to stick to the sample lists either; you should experiment and play cards that feel comfortable and/or optimal to you.
Feel free to leave suggestions for budget players, whether it's a budget tech choice for one of the decks on this list or whether it's a different deck that you think can compete in the coming months.
[Last updated: 23 Jan 2021]
Previous version: October 2020 Post
 

S Tier

The best bang for your buck. Decks in this category have the capacity to top premier events, though they're almost always supplemented with expensive power cards.
 

Drytron

Price: $100 Imgur | DuelingBook
 

Virtual World

Price: $150 Imgur | DuelingBook
 

A Tier

Strong decks, but limited either by a lack of access to powerful staples or by the natural ceiling of the deck. You could still top a regional with one of these decks on a good day.
 

Altergeist

Price: $75+ Imgur | DuelingBook
  • Control + backrow deck with incredible recursion and the ability to come back from almost no resources
  • Altergeist have seen sparse success ever since FLOD, and are a respectable budget contender. They've have had a fairly modest showing online, and saw recent success with a top 8 finish at LCS 9. That deck was a Dogmatika variant piloted by Lars Junginger, playing the recently released Artemis, the Magistus Moon Maiden to make it slightly easier to summon Ecclesia in some hands.
  • The Dogmatika engine is viable even on a modest budget. It's possible to simply play Dogmatika Punishment as a powerful trap capable of utilizing your extra deck, and even a single copy of Ecclesia (around $20 each right now) goes a long way for improving the power of this package. Of course, the deck is also perfectly playable as pure Altergeist.
  • Budget players are most hurt by a lack of Pot of Extravagance, Infinite Impermanence, and Evenly Matched. The first three of these cards have reprints, but none are quite cheap enough yet to be easily accessible on a budget.
  • The extra deck is extremely flexible (as Altergeist are typically played with Extravagance, anyway) and several options are simply tech cards, such as Elder Entity N'tss.
  • Main deck trap choices are also extremely flexible. Torrential is quite powerful against Virtual World, but this could easily be swapped out for many other cards depending on your budget, available card pool, and locals demographics.
  • The release of Blazing Vortex in early February also brings along an incredibly powerful staple card in Pot of Prosperity. Altergeist, along with virtually every other deck that enjoys running Pot of Extravagance currently, will appreciate Prosperity as well. Many OCG decks are choosing to play both Extrav + Prosperity in their decklists. Of course, Prosperity is also a Secret Rare, and is virtually guaranteed to be around $100, so this is not applicable on a budget.
 

Prank-Kids

Price: $150 Imgur | DuelingBook
  • Floaty combo/control deck with 4 maindeck Prank-Kids that all float into any other Prank-Kid when used for a Link or Fusion summon
  • Got a great boost in Phantom Rage with Prank-Kids Meow-Meow-Mu, a Link 1 Prank-Kid monster that makes this deck incredibly consistent and turns any single Prank monster into full combo.
  • Prank-Kids Place is a little pricey, currently sitting at around $17 per copy in NA. While it contributes to your overall consistency (as it's equivalent to any Prank name), you can definitely get away with cutting copies of Place if your budget is tight.
  • Notably took 1st place at the Canadian Remote Duel Invitational in mid-January, piloted by Hanko Chow.
  • This deck appreciates the inclusion of Predaplant Verte Anaconda (currently over $30 apiece in NA) which can dump Thunder Dragon Fusion to help field Battle Butler, your main win condition. It was dropped from the provided list for budget reasons, but it's a great inclusion if you have a copy already. In conjunction with cards like Link Spider, it also improves your ability to play through disruption and through Nibiru.
  • This deck has many characteristics of a great deck, but suffers from similar problems as Zoodiac in that it struggles to play through disruption on your normal summon, or cards like Ash negating your first Prank-Kid effect. The inclusion of Polymerization in the main deck helps to combat this, but also popular are builds that don't play Poly at all and instead just load the main deck with handtraps and powerful staples like Forbidden Droplet.
  • Pot of Desires is included in this example main deck to help boost consistency and overall power, but some players opt not to run it.
 

Salamangreat

Price: $50+ Imgur | DuelingBook
  • Link-based midrange deck with a lot of recursion and a special in-archetype technique, where 1 Link Monster is used as the entire Link material to summon another copy of that monster, granting bonus effects
  • The deck is somewhat halfway between control and combo, establishing respectable boards turn 1 with a fairly compact engine, allowing many handtraps to be played. Their real strength comes in turn 3 and beyond, where their arsenal of free summons from the GY, coupled with their stellar resource recycling, easily overwhelm the opponent.
  • The majority of the deck is dirt cheap and is mostly able to be built with commons from SOFU+SAST supplementing 3 copies of Structure Deck: Soulburner.
  • Accesscode Talker is a huge part of this deck's success, able to steal games easily with the help of Update Jammer. Accesscode is not at all affordable on a budget, so the sample list plays Zeroboros instead. Owning one copy of Accesscode is a tremendous improvement to this deck's strength.
  • Salamangreat has found little competitive success in bigger online tournaments this format, but still regularly performs well in smaller events, remote duel locals, and the like. It's also a fairly safe choice, as it's somewhat unlikely we see further Salamangreat hits on the next banlist.
  • The provided list plays Rivalry + Strike, a potent option allowing you to sometimes win games even into established boards. Strike is quite solid in the current format, as even the combo decks don't usually end on ways to punish a lot of set backrow.
  • Parallel eXceed is an optional card, and can be cut in favor of more backrow or handtraps. On one hand, it allows you to more easily link climb when going second, and can easily add a Dweller or Bagooska to your board going first (Dweller is very good right now, as well). On the other hand, players may prefer to run more defensive cards instead of eXceed.
 

Subterror

Price: $100+ Imgur | DuelingBook
  • Subterrors are a control deck with a focus on flipping monsters face-down and generating constant advantage with Subterror Guru.
  • Pure Guru control is the most played variant, and is more or less a stun deck that tries to abuse Guru as much as possible. While most Guru lists online are Numeron and/or Dragoon hybrids, the pure version saw some success earlier this format at the Benelux Remote Duel Extravaganza, finishing top 4. You can watch that deck profile here, and the sample list is generally based off of that list.
    • While Dragoon isn't budget-friendly, the Numeron engine is very accessible for little cost, and is a viable variant of this deck as well. Numeron cards aim to make Number S0: Utopic ZEXAL going first or simply OTK going second. S0 is an extremely powerful card that can prevent the opponent from playing the game entirely if it resolves. If you are interested in this version, you can check the Subterror list on the previous budget post.
  • The sample list doesn't have a complete extra deck, mainly because it doesn't play Extravagance and you barely go into the Extra Deck to begin with. Relinquished Anima is a decent option if you can shell out the $7-8 for it, since sometimes you can turn Fiendess into Anima. Apart from that, provided Extra Deck options include anti-Maximus cards for the Dogmatika matchup, and Aussa + Zoodiac Drident in case you face a Zoodiac player. Taking their Zoo monster and then slapping your Drident on top can be potent.
  • This deck usually plays Extravagance over Desires, but Desires is quite a serviceable replacement. Similarly to Altergeist, this deck also enjoys Pot of Prosperity post-BLVO.
 

B Tier

Like the above category, but generally weaker, less consistent, and/or impacted harder by a lack of access to a certain card(s).
 

Dinosaurs

Price: $100+ Imgur | DuelingBook
  • Dinosaurs are an aggressive deck with consistent access to Evolzar Laggia/Dolkka and Ultimate Conductor Tyranno, a formidable boss monster with incredible OTK power and disruption.
  • Dinosaur's strength tends to be largely meta-dependent, particularly how well it can counter the existing top decks. During the previous two combo-infested formats with decks like Dragon Link and Adamancipator running around, Dinos had several extremely impressive showing at events, such as TeamSamuraiX1's win at the first NA Remote Duel Invitational, as well as all three first-place players at LCS 7 (a 3v3 event) playing Dino.
  • In the current format, Dinosaurs are struggling. The Virtual World matchup is difficult, and it's hard for Dinosaur to build to beat all of VW, Drytron, Eldlich variants, and the plethora of rogue decks running around. Additionally, Mystic Mine is not very potent this format as both Virtual World and Eldlich have in-engine outs to the card, which is another blow to the Dinosaur strategy. Finally, the popularity of handtraps like Skull Meister and Artifact Lancea in the side or even the main deck are also reasons this deck has declined.
  • The provided variant still plays Mine, as it has utility breaking boards. Deckout is a much less reliable strategy against VW and Eldlich, but you can still stall for some turns until you can make a push for game. The addition of Cosmic Cyclone is also an attempt at neutering cards like Chuche and Conquistador.
  • If you wanted to build this deck without Mines, you would have to find replacements for quite a few cards (and frankly, Dinosaur does not have very many good ones). Most power staples are not budget, such as Lightning Storm, Talents, Droplet, etc. This deck also really appreciates Pot of Extravagance, which still sits barely out of budget range at around $25 each in NA.
  • Budget Dino must also deal with the lack of Animadorned Archosaur, an extremely powerful addition to the deck that opens up many new combos. However, sitting at around $60 per copy, the card is inaccessible on a budget.
  • The provided list plays the Simorgh combo, bringing out the WIND barrier statue on turn 1 to steal games. Though a full extra deck is provided, very few cards are actually needed, as the deck typically plays Extravagance anyway.
 

Dragon Link

Price: $100-150+ (depending on Extra Deck) Imgur | DuelingBook
  • Dragon Link is a Link-centric combo deck that was a dominant force in the meta for about half a year, but lost a lot of resilience and power with the recent bans to Linkross and Dragon Buster Destruction Sword.
  • The provided budget version of this deck actually has a ton of extra deck flexibility due to not needing to play Synchro/Link cards related to the Halq/Kross package, meaning that you can play Knightmares, anti-Dogmatika cards, etc. This also means that the budget version doesn't actually care about the Linkross ban at all.
  • This deck has seen a great deal of variation online, playing a variety of different engines and tech cards. A few of these include Vylon Cube + Smoke Grenade, the Rose Dragons, several different Dragonmaid cards, and even an FTK variant involving Earthbound Immortal Aslla piscu. However, few of these are viable for budget players, especially if you do not own a copy of Halqifibrax.
  • An interesting option the deck has is to use Union Carrier to equip handtraps such as Artifact Lancea. On the opponent's turn, Hieratic Seal can be used to return the handtrap to your hand, making it live immediately. This is something you may want to consider in the main deck if you frequently have to deal with decks like Virtual World and Dinosaur. Another option is to equip Ally of Justice Cycle Reader to Carrier (they're both machines) and then bounce it to hand, as a weapon against Drytron. Carrier isn't in the example list, but this is a really interesting option to consider.
  • With Linkross out of the picture, playing Fibrax alone is an option if you either already own a copy or can afford the $20 needed to obtain one. You may have to retool your combos to incorporate Fiber, but the card can definitely add flexibility and resilience to your deck if you use it well.
 

Paleozoic Frogs

Price: $50+ Imgur | DuelingBook
  • Backrow-heavy control deck that summons its Traps to the field as monsters and pressures the opponent with Toadally Awesome
  • After being absent from the budget post for about a year, Paleo makes its triumphant return as its boss monster, Toad, returns to 3. Toad's reprint in Maximum Gold also brought this card down from $20 each to just a few bucks, making the entire deck extremely cheap.
  • As a control deck, Paleo suffers from more weaknesses compared to Eldlich, Altergeist, and Subterror. Notably, the engine tends to bleed advantage unless you've managed to maintain access to Swap Frog, and you can be quickly outpaced by stronger decks. However, in games where you can establish a Toad early, or where you can maintain control with your backrow, you can do quite well.
  • Paleo saw a surprising amount of success in various remote duel events this format, though some of that success is likely due to the format being unexplored and some sort of "new toy syndrome" as Toad recently went from 2 to 3.
  • Paleo struggles to out Dragoon, especially without access to Ice Dragon's Prison, a $40 card. An interesting option catching on in the meta lately is the use of Mirror Force cards, particularly Quaking and Storming, as they both pressure Dragoon. Still, the card puts quite a lot of pressure on this deck.
  • Speaking of Dragoon, some Paleo players opt to play that package in this deck as well. Swap Frog is a one card Dragoon as you can simply dump Ronin, turn Swap into Almiraj, and then revive Ronin to make Verte from there.
  • Fiend Griefing is presented as an interesting option which is very decent in the current meta, particularly vs Drytron. Combining it with Absolute King Back Jack is a classic combo that Paleo played a long time ago in 2017, during early Zoo formats.
 

Shaddoll (Magistus)

Price: $100+, can be closer to $50 with fewer copies of Schism Imgur | DuelingBook
  • Classic Fusion-based archetype from 2014, debuting in Duelist Alliance. Somewhat of a midrange combo deck that can slow the game down with El Shaddoll Winda or be very aggressive with El Shaddoll Construct
  • Winda is a troublesome floodgate that many decks struggle to out, especially combo decks such as Drytron. Shaddoll cards are currently played in several Dogmatika variants due to the sheer power of Winda and the utility of Shaddoll Schism.
  • The current meta is favorable for Shaddoll not only due to Winda being effective vs Drytron, but also due to Ariel being very strong against a large chunk of the format, including Eldlich variants. Her ability to banish 3 cards from the GY is so strong that some decks are splashing in Sinister Shadow Games + Ariel just for that option, which we saw played in some of the 60-card Eldlich decks at LCS 9.
    • The growing popularity of Shaddoll cards has also caused Shaddoll Schism to go up in price substantially. Currently, it's around $17, but it may continue to rise.
  • The deck's biggest problem has always been its inability to consistently resolve a fusion spell on turn 1. Invoked Shaddoll was a popular hybrid in earlier formats, but with the release of the Magistus archetype in GEIM, Shaddolls got access to Rilliona and Magistus Invocation. This is an improvement since Magistus Invocation can fuse from hand and field whereas the regular Invocation can only fuse from hand when summoning Shaddolls. Additionally, Artemis provides a super convenient way for the deck to turn any Shaddoll into a LIGHT monster, which is important for summoning Construct.
  • While the full Dogmatika package is very expensive due to Nadir Servant being a $75 card, one option is to play just one copy of Ecclesia (around $20) along with Maximus and a playset of Dogmatika Punishment. Maximus and Punishment have a ton of synergy in the Shaddoll deck in conjunction with Apkallone's GY effect, and this combination is deadly even on a budget.
  • Other normal summons such as Mathematician and even Gale Dogra are potent on this deck, and can be played in addition to Rilliona or as a replacement for her. Yet another option is to run 1 copy of the now-cheap Eldlich the Golden Lord as a LIGHT monster for Shaddoll Fusion that can easily revive itself.
  • Another popular variant is a very trap-heavy list, sometimes cutting the Magistus cards entirely. PAK and SirEmanon's YouTube channels both have their own takes on this, if you're interested.
 

Unchained

Price: $50+ Imgur | DuelingBook
  • Floaty destruction-based archetype that generates advantage when its cards are destroyed, enabling its gimmick of using your opponent's monsters to Link Summon.
  • Can be built to go first or to go second quite effectively. Since going second is very difficult this format, the provided list aims to go first, playing a bunch of trap cards.
  • Fairly modest online performance, doing alright at smaller events and more recently finishing top 8 at the second YuGiJoe online series as well as occasional Luxury events. After the December banlist, Unchained has rapidly gained popularity in online remote duel events, and is one of the more prominent rogue decks this format. This success could be because the format is generally slower compared to previous ones, and many destruction-based cards such as Torrential Tribute are very popular currently, which this deck enjoys.
  • Mega-Tin reprints of Abomination's Prison as well as their Link 2 have helped make this deck a great deal more affordable. I:P Masquerena being more affordable is also a nice boost, though it's by no means essential in this deck.
  • This deck's best weapon is its opponents being unprepared for it. Playing improperly into backrow or Unchained floats can very quickly be fatal. It also matches up decently into some backrow decks as well as Dogmatika variants, which rely on destruction-based removal from Dogmatika Punishment and Elder Entity N'tss.
 

C Tier

Decks in this category have the capability to be just as good as the ones above at times, but often tend to suffer from multiple problems including consistency and power.
 

Burning Abyss

Price: $100+ Imgur | DuelingBook
  • Versatile control-based Graveyard toolbox deck that has been swinging in and out of meta relevance since its release way back in 2014.
  • Gradually got more and more cards back from the banlist, with Cir and Graff being unlimited on the December 2020 list. The deck is now more or less "full power" with the exception of Beatrice, who is still limited.
  • The deck aims to establish Beatrice on turn 1 backed up with trap cards. The BA cards as well as Beatrice are extremely floaty, so this deck can put up quite a fight in grind games. Fiend Griefing is a solid card in the current meta, and is excellent in the Burning Abyss deck as you can send Farfa for further disruption, Graff/Scarm for followup, or Back Jack for more traps.
  • This deck was frequently mixed with Phantom Knight cards back in 2016 (often called PK Fire). Nowadays, Phantom Knight decks are typically either built pure or with an extremely compact BA engine. While it's possible to play a more dedicated hybrid build, the release of PK Torn Scales combined with most key BA cards being unlimited means that it's just better to focus on one or the other.
  • Many other options are playable - Desires for draw power, playing more traps, more handtraps, etc. Consider Needle Ceiling over Torrential as it can be harder to pull off, but combos better with Trap Trick. Players with access to Ice Dragon's Prison should play it, and adventurous duelists can even opt to play Fire Lake of the Burning Abyss.
  • As a deck easily capable of churning out Rank 3 Xyzs, you also have easy access to Divine Arsenal AA-ZEUS Sky Thunder, one of the most powerful extra deck cards in the format. If this is an accessible option, it should be played.
 

Sky Striker

Price: $100+ Imgur | DuelingBook
  • Spell-heavy control deck that usually maintains only one monster on the field at a time, in the extra monster zone.
  • Formerly an extremely dominant control deck, modern-day Striker no longer accrues infinite resources through resolving Engage multiple times, but instead is easily able to kill you with an Accesscode Talker push after whittling down your LP and resources for a turn or two. The standard combo involves laddering from Halqifibrax -> Selene -> Accesscode and then dismantling your opponent's board before swinging for game.
  • You may have noticed a problem: if you're on a budget, you can't use Accesscode. This is a pretty big blow to the deck's overall strength. Some players opt for alternatives such as the Utopia Double package, which Zoé Weber played in the second EU Remote Duel Invitational last format. Another option is to simply not run it at all, and close games the old-fashioned way.
  • In previous formats, this deck was oftentimes played like an anti-meta going second deck, packing tons of removal cards and usually 3 copies of Mystic Mine in the main deck. In the current format, this strategy is a lot more difficult due to several factors - it's very hard to go second this format in general, and Mine is a lot less effective vs the top decks right now.
  • Instead, the sample list plays a going-first strategy with powerful trap cards like There Can Be Only One and Solemn Strike. It's possible to build this deck to go second, but you'd probably want to play board breakers instead of trap cards, and potentially also maindeck PSY-Framegear Gamma.
  • Yet another way to play this deck involves (surprise) Red-Eyes Dark Dragoon and multiple copies of Red-Eyes Fusion. Instead of using cards like Widow Anchor and Afterburners to muscle through disruption and stick a Mystic Mine on the field, you use them to get to your Dragoon and either win the game immediately or put yourself in a position where your opponent can't play through the Dragoon disrupt.
  • Roze is the most expensive card in this list. If your budget is tight, you can definitely cut her down to 1.
 

Zoodiac

Price: $100+ Imgur | DuelingBook
  • Xyz-focused deck with a gimmick allowing you to use any one Zoodiac as the entire Xyz material requirement for another Zoodiac. This lets you stack Zoo Xyz monsters on top of each other, making use of their effects.
  • Plays a compact engine combined with around 20 slots dedicated to handtraps, traps, and draw power. This deck is also commonly played as a hybrid deck, oftentimes with Eldlich and sometimes with Dogmatika cards. Both of these options are quite expensive, so they are not shown.
  • The deck's strength in competitive play comes almost entirely from Divine Arsenal AA-ZEUS Sky Thunder, an extremely powerful Xyz monster that Zoodiac can effortlessly make due to Zoodiac Boarbow. Zoo is also easily able to summon Zeus with many materials, allowing it to repeatedly nuke the board.
  • Budget Zoo without Zeus is extremely weak by comparison. Relying solely on Drident + handtraps is not a reliable win condition, so cards like Parallel eXceed and Pot of Avarice are included in the sample list to give this deck a boost. While Megaclops is a troublesome boss monster in some matchups, the big three decks (Drytron, Virtual World, and Eldlich) generally don't have much trouble dealing with it.
  • Even with Zeus, the deck has been struggling in the current competitive meta. Noteworthy is its performance at LCS 9, where out of a whopping 51 Zoodiac variants that entered the tournament, only 1 survived until top 16.
 

Up-And-Coming

Decks to watch out for, oftentimes due to recent online success or new support being announced. Some might also be decks that could potentially be on the main body of the post, but need a little more time to prove themselves.
 

Tri-Brigade

Price: $100 (for now) Imgur | DuelingBook
  • Link-focused deck that plays a variety of Beast, Beast-Warrior, and Winged Beast monsters. The maindeck Tri-Brigades cheat out powerful Link monsters, provided your GY is set up. This deck also trivially access the Simorgh link, which can sometimes seal games on its own through the WIND Barrier Statue.
  • In the current format, Tri-Brigade has seen fairly sparse success, usually mixed with Zoodiac. However, BLVO gives us Tri-Brigade Kitt, a great boost to this deck and a fantastic combo piece.
  • Further support in LIOV and beyond is also very promising, making this deck a potentially solid investment for the future.
  • The Tri-Brigade core is currently quite cheap, but this could change in the future depending on hype and the market.
  • owo
 

Traptrix

Price: $100-150 Imgur | DuelingBook
  • Control deck with an extremely powerful Link 1 monster, Traptrix Sera, that pumps out constant advantage.
  • The sample list incorporates a very small Dogmatika engine. Dogmatika Punishment itself is very cheap, and is one of the best generic traps in the game right now. Just 1 copy of Ecclesia (around $20) provides a substantial power boost to this mini-engine, as dumping one copy of Titaniklad with Punishment and grabbing an Ecclesia for next turn is extremely powerful. Another option is to dump El Shaddoll Apkallone, then adding and discarding Ariel in order to trigger her effect and banish 3 cards, which is insane value.
  • If you can't get Ecclesia, you could simply play just Punishment as a generic trap. Another option is to play pure Traptrix, incorporating more power traps/handtraps, and quite frequently the Utopia Double package as well.
  • This deck is definitely still getting support, as LIOV brings a new Link 2 and main deck monster.
 

Plunder Patroll

Price: $100+ Imgur | DuelingBook
  • Pirate archetype with ridiculous recursion and a unique tag-out and equip mechanic based on Attributes being used in the game.
  • The pirates become equips for one of (currently) three Patrollships, extra deck monsters that can all discard Plunder Patroll cards in hand to fuel powerful effects. The ships become stronger when manned (equipped with) a Plunder card, with bonuses such as ignition effects becoming quick effects, or being able to replace the discarded card with a new one from the deck.
  • Many Plunder lists play Forbidden Droplet, as it has great synergy with the cards. Without Droplet, you could fill the space with several different options. This deck chooses to play the Undine package, but you can also go for cards like Foolish Burial Goods, Salvage, Silent Angler, Tenyi Spirit - Shthana, Toadally Awesome + Bahamut Shark, or just more generic staples.
  • This deck is getting at least one more support card in LIOV, that being Ravenwing. Many people speculate that they'll also get another Patrollship of a new attribute, which would be a huge buff to the deck.
 

Honorable Mentions

  • Megalith, Madolche, Pendulum decks, Cyber Dragon, Orcust, Mermail Atlantean, Magical Musketeers, Crusadia (Guardragon), ABC, D/D, Generaider, and more - Decks that are fairly decent but have been left off of the post to make room for other decks that have seen more recent success or have fewer budget resources online.
  • Dragonmaid, Eldlich, Infernoid, Invoked variants, HERO, etc - Decks that are pretty good but are sorta in limbo due to some expensive individual cards, such as Chamber Dragonmaid, Cursed Eldland, Invocation, etc.
  • Cubics, Phantasm, Chain Burn, Evilswarm, Yosenju, Dinomist, and much, much more - Unfortunately, there is not enough room to cover every single decent, super-cheap deck.
 
 
I hope to keep this post updated for the foreseeable future. Feel free to leave any comments or suggestions.
submitted by JebusMcAzn to yugioh [link] [comments]

I live in a small mining town in the mountains of Colorado. Someone is building a massive casino nearby, Pictures Included

I grew up in a small mountain town named Eureka. It was founded in the late 1800s during the gold rush, but after the mines dried up the town began its slow descent into decay. Half the houses are empty or abandoned now.
You can see a picture of the kind of houses here in Eureka:
First house
Second house
When a massive construction project began nearby, it was the talk of the town for weeks. Why would they build something in a sleepy dying town like Eureka? It wasn’t until my sister Selene talked to a few construction workers that we discovered they were building a casino.
A casino up in the mountains, over two hours away from Denver. None of us could understand why they’d chosen here of all places. After a few months of work, the casino was done.
I took a picture of the town with the completed casino in the background to the right. The ten-story-structure sticks out like a sore thumb off in the distance.
Town+Casino
After the casino opened, they hired a few dozen members of the town, offering high paying jobs to work as dealers or cleaning staff. I was already employed as a firefighter, but my sister Selene got a job as a blackjack dealer. She’s a widow with two young kids, so the paycheck was a real lifesaver.
Still, something about the situation seemed too good to be true. The jobs over there paid far too well, and the management was far too accommodating. The fire station where I work is located high on a hill overlooking the town, so I began watching the casino from a distance each day.
I had initially thought that the casino was located in a terrible location, but I was apparently wrong. True, Eureka was hours from any major city, but despite that, a bus full of people arrived every morning and left every evening.
One night I was over at my parent’s house and had dinner with Selene and her kids. I asked her about her experience as a dealer.
“It’s Ok,” she said. “Just a little boring I guess.”
“Boring?” I asked. “I’m surprised you don’t have your hands full.”
“Why’s that?” she asked. “It’s like you said, Eureka’s too small. I never have people playing cards. The casino is almost always completely empty.”
I wasn’t sure what to make of that. If the place was always empty, what happened to the people who I’d seen arriving on buses? “I’ve been keeping an eye on the building,” I said. “A bus full of people typically arrives around 9 AM every day.”
“Really?” she asked, looking confused. “If that’s true, I’ve never seen them.
“I can see it from the fire station,” I said. “If you head out for a smoke break at 9 AM, you’ll probably see them arriving.”
“Interesting,” she said. “I’ll do that. If they’re being processed for their organs or something, I’ll let you know.” She laughed.
“Har har,” I said sarcastically.
The next night she sent me a text calling me over. When I arrived, she was nearly breathless with excitement.
“Orin, You were right,” she said. “A big group of people did arrive, but they didn’t walk into my part of the casino. Instead, they all walked into an elevator at the back of the building. I’m not sure where that goes.” She looked thoughtful. “It was weird. They looked… How can I say it? Desperate? Something about the whole situation was very off. I’m gonna check out the elevator tomorrow.”
I told her to be careful, though, to be honest, I was excited to hear about what she discovered. When I visited my parent’s house the next night, I found her two kids there alone. They told me that Selene had never returned from work.
I called all her friends, then all our neighbors, but no one had seen her since she left for work that morning. Our conversations regarding the casino flooded my mind, then a plan began to form.
Early the next morning I walked across town in my nicest pair of jeans and a button-up shirt. I pushed through the door to the casino and saw that Selene wasn’t lying. The place was all but deserted. Three dozen slot machines crowded the walls surrounding a few tables interspersed throughout the floor of the casino. The only players in the whole building were Bob and Donald, two locals.
I walked up to a nearby table where Bridget, a girl I’d gone to high school with, was shuffling cards. She broke into a grin when she saw me. “Hey Orin, you here for a few rounds of blackjack?”
“I wish,” I said. “No, I’m here to ask about Selene. She never made it home last night.”
Bridget’s expression darkened. “Really? Have you asked around?”
“I already called around. Have you seen her?”
She shook her head. “No, our schedules rarely line up. I’ll be sure to let you know if I--” Her eyes focused on something behind me, and she cut herself off.
I turned around to see the casino’s pit boss watching us both. He was a tall thin man in an impeccably clean black suit. When I turned back towards Bridget, she was looking down at the table and shuffling cards absent-mindedly.
“Well, if you hear anything, let me know,” I said.
She nodded, so I turned around and headed for the pit boss. I stuck out my hand. The temperature of his hand was so hot that I had to pull my hand away after a few seconds.
“Have… have you seen my sister Selene?” I asked. “She hasn’t been seen since her shift here yesterday.”
He smiled. “Sir, this floor is for players. You’re more than welcome to head to the tellers for chips, but barring that I’m afraid I’ll have to ask you to leave.”
I stared at him for a long second before stalking towards the door. When I looked back, he was talking with Bridget.
I checked my watch. 8:55 AM, just as I’d planned. I walked around the back of the building and waited as the morning bus pulled around the building. I waited for the telltale hiss of the opening doors and the sound of people descending before I rounded the corner and joined the crowd. None of them paid any particular attention to me as I walked with them into the casino.
The crowd walked through a side door down a hallway to an elevator. Small groups of people entered the elevator as the rest of us waited for our turn. I shot a glance at the casino patrons, surprised at their diversity. There seemed to be people from all different countries and ethnicities. I heard one speaking Japanese and another speaking what sounded like an African language.
My turn came along with a few other patrons in the elevator. A sickly woman hobbled into the elevator beside me carrying an IV that was still connected to one of her veins. We piled in and rode up to the top.
The elevator rose for a few long seconds. I wasn’t sure what I would find, but I steeled myself for something horrible. The elevator’s speaker let out a TING, then the doors opened.
We all walked out onto what looked like a standard casino. Another few dozen slot machines ringed the walls, but on this floor, they were almost all occupied by customers. I took in the scene, confused at why they’d have a ground floor that was almost completely empty when this place was almost--
Selene was dealing cards at a nearby table.
I jogged over and sat down at an open seat. None of the players around me paid me much attention.
“Selene!” I said. “Are you OK? Did you spend the night here last night?”
Her eyes were glassy and confused. She looked up at me with a dumb expression and didn’t respond to my question.
“Selene?” I asked.
“What’s your bet?” she asked me. “This table is for blackjack players only.”
“I…” I trailed off, looking at the players around me. None of them were betting with chips of any kind. “What’s the minimum bet?” I asked.
“Three years,” she responded.
“Three years then,” I said, not knowing what that referred to.
Selene nodded, then began dealing cards. I shot a look down at my hand. King and a 9. Selene dealt out cards for herself, showing a 9. I stood, then leaned forward again. “Should I call the police? Are you--”
“Congratulations,” she said tonelessly.
An almost impossibly warm hand grabbed my shoulder. I spun to see the pit boss I’d spoken to earlier. He gave an impressed smile. “Orin, was it? I’m impressed, truly. Would you mind if I had a word with you?”
I shot a look back at Selene who was dealing the next round of cards. Then I got to my feet, balling my hands into fists. “What did you do to her?”
The pit boss clasped his hands behind his back. “Nothing more, and nothing less than what I’m going to do to you. That is, offer you the chance to play.”
“What the hell is that supposed to mean?”
The pit boss nodded his head towards a nearby slot machine. A woman in a wheelchair pulled a lever and watched the flashing numbers spin. They exploded in a cacophony of sirens and flashing lights. “WINNER WINNER WINNER!” The machine screeched.
The woman in the wheelchair put her feet on the ground and stood up on a pair of wobbly legs that had clearly never been used before.
“As in any other casino,” the pit boss said, “you must wager for the chance to win.”
“She... won the use of her legs?” I asked, feeling light-headed. “Wait,” I said. “I played blackjack just now. ‘Three years,’ Selene told me. What does ‘three years’ mean?” I asked.
“Three years of life, of course. Did you win?”
My mouth felt dry. “I-- Yes, I won.”
He smiled warmly. “Congratulations. I hope you enjoy them. I can tell you from personal experience that watching the decades pass is a bore. Give it some time and you’ll be back to spend them.”
I watched the pit boss’s face. He couldn’t have been more than a few years older than me, and I was in my early thirties. I looked around at the casino. No one was playing with chips of any kind. “So what?” I asked. “I won years of life. That woman won the use of her legs. What else can a person win here?”
“Oh, almost anything. They can win almost anything you can imagine.”
A cold feeling settled in my stomach. “And what do they wager?”
His eyes flashed with greed. “Almost anything. They can wager almost anything you can possibly imagine. Anything equal in value to the item they want in return.” He nodded towards a nearby roulette table.
A man stood by the table, cradling his hands. “Another finger,” he called out. He only had three fingers remaining on his left hand. As I watched, the ball came to a stop, and another finger disappeared from his left hand.
The pit boss extended his hands. “Feel free to try any of our games. Bet and win whatever you’d like.” He reached out and snatched my hand. A feeling of intense warmth passed up my arm to my chest. “There,” he said. “I’ve even given you some house money to get you started. An extra decade of life, on me.”
I ripped my hand away, staring at him in horror. Then I looked back at Selene. Something clicked in my mind. “You offered her the chance to play. What did she want?” I asked.
“Her husband,” the pit boss said. “Quite the sad story. He died two years ago. She wanted him brought back to her.”
“What did she wager?” I asked.
“She wanted the chance to win a soul, the most valuable object in existence. I’m sure you can imagine what she needed to wager for the chance to win it. What she wagered is unimportant. The important question is: What do you want, Orin?”
I stared at Selene with a flat expression. “I’m sure you can imagine.”
His eyes flashed with greed again. “How wonderful. The casino could always make use of another dealer. Feel free to make your wager at any one of our games; I’ll be eagerly awaiting the results of your night. Oh, and do take advantage of our waitresses. We always supply food and drink for ‘high rollers’.” He walked away.
I spent the next few hours trying to decide which game to play. I was going to be wagering my soul, so I wanted the highest chance possible. Slots and roulette were out. I’d done some reading online about counting cards, so I figured that blackjack gave me the best odds.
I walked up to Selene’s table and sat down. “Bet?” she asked with that same toneless voice. “Three years,” I said.
I spent the next hour or so doing my best to remember how to count cards. I knew that low cards added one to my count and high cards decreased it by one, but the casino used three decks. I had read something about how that was supposed to change my calculation, but I couldn’t quite remember how.
Every time I won a hand, I cursed myself for not putting everything on the line. Every time I lost, I breathed a prayer of thanks that I’d waited. And all the while, I kept track of the count.
I had lost fifteen years of life when the count finally reached +5.
“Bet?” Selene asked.
“I wager my soul so you can be free,” I said.
The table around me fell silent. Selene’s eyes flickered, but she showed no other emotion as she dealt the cards. I watched my first card, punching the air in excitement when I saw a Jack. My excitement turned to ash when my second card was a four. Fourteen.
I looked at her hand. One card was facedown, but the faceup card was a King. I swore loudly, staring down at my hands.
“Hit?” she asked. The entire table was silently watching me.
“Hit,” I said, not looking down. The table erupted in cheers. I looked down to see a 7 atop my two other cards. 21. Blackjack.
I looked at Selene who flipped over her facedown card to reveal a 9. 19. I won.
The glassy look left her eyes immediately. She looked around in surprise, then her eyes locked on mine. “Orin?” she asked, then almost immediately began to cry. The entire casino broke out in cheers.
I grabbed her hand and headed for the elevator. The doors had begun to close when the pit boss reached out with a hand to stop them.
“Congratulations,” he said, beaming. He seemed to be honestly excited.
“Shouldn’t you be upset?” I asked.
“Not at all. Casinos love it when we have big winners. It inspires the other players to make larger bets. I imagine I’ll gain two or three dealers before the night is through from your performance.”
“Great,” I said flatly. “Now let us go.”
“Not yet,” he said. “You didn’t just win, Orin. You got a blackjack. And blackjack pays out 1.5 times your bet. You won your sister’s soul and more.”
I stared, not sure what to say. “What are you saying? I won half a soul extra?”
The pit boss grinned wildly. “Just remember what I said. You’ll find living for decades and decades to be a boring experience. After a few centuries, you’ll be back to gamble that half a soul away. Congratulations!”
He removed his hand, and the elevator doors slammed shut.
I helped Selene back to her house. Her children were relieved. I watched them cry, then moved into the kitchen to start making dinner.
It’s been a few days since that experience. The casino is still out there, and buses full of people still arrive. I… I cut my hand pretty bad a few days later. When I checked it an hour later, it had already healed, no scar or anything. I’m not sure exactly what I won at that casino, but there’s no way I’m ever going back.
X
submitted by Worchester_St to nosleep [link] [comments]

My Top 10 Switch Games - Year 3

As of today, it has now been 3 full years since I’ve gotten my Switch. So, like the past 2 years, I wanted to post my top 10 games I played throughout the last year with some quick little reviews on why I enjoyed them. To avoid confusion this list is not a list of my top 10 games of 2020, it is a top 10 of the games I have played in the last year. Some of the games this year surprised the hell out of me, and others were extremely welcome due to old memories. Each game here I include my playtime (according to the Switch, anyways) and my completion percentage. Since it was asked a lot in the comments last year, I will be including a link to a Google Docs sheet that includes a link to a duplicate version of my sheet (with some things unimportant to anyone but me removed or edited) that I use to track completion percentages as well as information on how to use the sheet.
Currently playing: -
Backlog: Assassin’s Creed: The Rebel Collection, BioShock: The Collection, DOOM 64, Hollow Knight, Trials of Mana, Ys Origin
Games from this year that didn’t make the top 10:
· DOOM II (5+ hours, 100.00%)
· DOOM (1993) (5+ hours, 100.00%)
· Assassin’s Creed III Remastered (25+ hours, 39.78%)
· DOOM 3 (10+ hours, 75.00%)
· Darksiders Genesis (15+ hours, 63.60%)
· Darksiders II Deathinitive Edition (45+ hours, 85.75%)
· Super Mario 3D All-Stars (50+ hours, 84.59%)
· Dragon Quest XI S: Echoes of an Elusive Age – Definitive Edition (90+ hours, 92.38%)
10) Atelier Ryza: Ever Darkness & the Secret Hideout (40+ hours, 94.95%)
Yea, yea. Look at those thicc thighs! Now that that’s out of the way… I really enjoyed my time with Ryza. The alchemy system is what got me interested in the game, gathering materials to fuse together into more powerful items. As you learn more about the system and get access to better items everything begins to make more sense. You might find yourself just slotting things in at first, but eventually once you gain a better understanding you can figure out exactly what the system is getting you to do. Crafting endgame items with crazy stats and really showing off your skills as an alchemist is extremely fulfilling and from what I can tell the series has really improved on itself from past iterations. The story of Ryza is fairly grounded and tame for the most part, but it does still have some “save the world” aspect towards the end. You play as Ryza who wants to adventure with her friends and learn alchemy and… that’s pretty much the main focus for the first half or more. It was kind of a nice break and really helped it to stand out a bit more in my mind. The main point of the story really is just Ryza wanting to adventure after being stuck on a lonely, plain little island for her whole life. Once she is exposed to alchemy, she makes it her mission to improve her alchemy skills. The combat is an ATB system which was my biggest holdback of the game going in but in reality it was very quick and simple to get into and really didn’t require a lot of work to figure out. The one thing is that if you do not keep up on your alchemy skills you will struggle in battles. Constantly looking for ways to improve your gear is very important and you can easily find yourself running at a wall if you ignore it for long periods of time. It is definitely an interesting game to play and I really recommend looking into it for those of you interested in JRPGs. With the sequel coming out in just a month, and it being the first time in the series’ history (from what I know) that a protagonist has returned for a sequel, it is the perfect time to hop in.
9) Astral Chain (40+ hours, 84.20%)
I expected this game to be on par with or worse than Bayonetta 2. Then I actually played it and, well, I loved it significantly more. This game features a rating system very similar to the Bayonetta series, but the system is also significantly more lenient. Instead of judging you on how perfectly you can complete a level (not being hit, time, not using items, etc.) you are judged on how well you use your resources. You get bonuses for using different techniques, weapons, and legions. At first I still got low scores and did overall poorly, however because the rating system was so much more lenient and focused more on how well you are using the combat system it was a really good way to learn what was the best way to go about combat. This led to later files getting better scores and really making the whole game feel even more entertaining. The story is pretty straight forward; you’re a cop who ends up working for a branch of cops that use legions, basically enemies turned into allies, that are attached to a chain and fight against those same enemies. These legions are controlled alongside yourself, which seems a lot more daunting than it really is. While I am by no means a pro at the game, I do think it was fairly easy to get used to controlling multiple characters even with all the action going on. As far as weak points, there was only one major thing that bothered me and it was the same as Dragon Quest XI. I don’t like this game’s use of a silent protagonist. I felt that it robbed a lot of story moments of any impact because your character feels completely disconnected from a plot that they are supposed to be at the center of. Your character even has a voice actor, but they are only used when you are playing as the other gender. It wasn’t something that drastically impacts the game for me, but it still bothered me enough to mention. Overall, the rest of the game is a lot of fun and works really well. The whole thing is like its own anime and it even has an anime-style intro sequence, which by the way the music is top notch. Which is pretty important if you’re going to have an action game that you’ll want music to hype you up.. So if you’d like to play Anime Cops vs Cyber Demons ft. Litterbugs, then this is the game for you.
8) Ori and the Blind Forest: Definitive Edition (10+ hours, 98.58%)
It had been a long time since I played a Metroidvania, so this game was a welcome return for me. The movement available to you from the start is fairly limited, but you keep picking up skills over time until eventually it becomes incredibly smooth to dash around the world. The story is mostly told through a couple of momentary scenes, so there aren’t a lot of cutscenes besides the opening. I believe despite how brief the story is, the story of Kuro and the opening act are both amazing moments in not just this game but out of all games I have played. The soundtrack is beautiful and I found myself just hanging around to listen to it a few times. On top of all these elements, it also runs beautifully and never gave me a single problem. I may not have been a professional at the game, I believe I ended my playthrough with just under 500 deaths, but I never became frustrated with it. Besides completing the areas, you don’t have too much to focus on for collectibles. All you really have is life containers, energy containers, and spirit containers. Life and energy containers obviously improve your life and your energy, but spirit containers is used to build up your spirit gauge and act as skill points. These skill points can be used to unlock movement options like dashing and triple jumps as well as power boosts. It’s a fun system and I’m glad that there isn’t as much to really need to worry about while you’re exploring. The game is a constant rush to get better and improve your movement. It was a pure experience the entire way through. The entire game just radiates charm and despite it being a short game I feel like it will stick with me for a long time.
7) Ori and the Will of the Wisps (15+ hours, 96.46%)
This game was an absolute gem to play… mostly. There were some minor bugs involving moving between areas if I went through too fast or falling through the ground once or twice, and I did need to redo about an hour of work because of a glitch once, but besides that the game played beautifully. Movement in this game felt so much more rewarding much earlier than the original because most of the tools are unlocked early. This lets you get more practice in earlier instead of having things feel like they didn’t get a lot of time. I also like how things like Dash were actually built into the level design because it wasn’t attached to the skill tree this time. With more tools to use and design levels around, it made the game feel a lot more interesting to play around with. Speaking of levels, the world is amazing. The levels are all much more expansive and the world itself feels more natural. With extra movement options, the ability to move from one part of the map to another feels significantly quicker as well. The music in the game is just as incredible as the original, so no complaints there as well. It also includes more content through things like side quests, races, and projects to clean up a base camp of sorts. The story is more involved this time instead of being relegated mostly to a handful of cutscenes, although once you get past the first dungeon of the game it isn’t all that present. The basic premise is that Ori gets stuck in a new area and has to help remove the dark influence. I don’t think Shriek is as compelling of a character as Kuro, but that’s mostly because I really enjoyed Kuro’s role in the story. Combat is the big change from the original compared to everything else. Combat in the Blind Forest was basically relegated to telling Sein to fire at enemies and was more of an afterthought that an actual use. This is reflected in the fact that there are no boss fights in the original, only escape sequences. While Will of the Wisps does still have a handful of escape sequences, there are also boss fights. You have access to multiple weapons if you choose to unlock them, but your main weapon will be a sword. You can find Spirit Shards to equip to power up various aspects or grant different abilities like triple jump. Overall, it was a very nice improvement over the original and I think that if you enjoyed the Blind Forest at all then it is definitely worth buying this game.
6) Animal Crossing: New Horizons (370+ hours, 92.10%)
Here’s the game that I, like many others, always had one question in mind whenever I heard people talk about it. “What do you even do?”. I spent a majority of my time in the early days in a completionist mindset for the game which I think is why I was mostly burned out on it for a month or two once I had gotten the K.K. Slider concert for the first time. However, once I went into this game and started really working on the layout of my island I got legitimately interested. When things were no longer a checklist or a set of chores, it was just fun. While I look online at all the amazing islands that people have made and I can’t even dream of coming close to them, I’m proud of my little island. I decided to not do any terraforming (with a couple of small exceptions like cutting out a few squares for stairs or pushing a waterfall back by 1 so it was visible behind a bridge). By doing this it really feels like I’ve turned a barren island into a home. This game definitely isn’t for everyone though. The question of “What do you really do?” is a very real question, and something you need to figure out if you would enjoy essentially doing things with no reward except making a new home for yourself. You also need to accept that you can’t really play this in the same way as other games, as I learned when I was trying to just do everything. This game works best in short bursts or by having a preset goal in mind of what you want to accomplish in that play session. While Animal Crossing doesn’t really have a story, character development, or even that amazing of a soundtrack (which is still good and works extremely well for the game but is not extremely memorable) like most of my other favorite games as of late it is definitely a game I have found myself going back to continuously. The only thing I wish is that the villagers had more personality. I look at past games in the series and see the villagers I have on my island with distinct personalities that really make them into their own characters. With 8 personality types that give each villager the same set of lines, and 10 available houses for them, you’re going to end up with repeats and it really kills the immersion when you talk to 2 villagers in a row and hear the same thing. Besides that, I really enjoy the decoration aspect of things, especially some of the more natural areas of my island where I really got a forest-y feel out of it. I really enjoy watching things come together. When you wind up with a finished (or at least mostly finished) island and can walk through and look at all the progress you’ve made you really get a sense of accomplishment.
5) Pokemon Mystery Dungeon: Rescue Team DX (55+ hours, 85.58%)
Pokemon Mystery Dungeon is my favorite spinoff franchise by a landslide. Taking the world of Pokemon and inserting it into a roguelike genre with a story and characters beyond anything across the mainline games combined. Unfortunately, based on critic scores and sales throughout the years, most Pokemon fans don’t share that sentiment. That being said, PMD is also much more difficult in comparison to the mainline games, especially in the postgame, which may be what pushes most people away. The main story of PMD involves you, a human, becoming a Pokemon and losing your memory. You form a rescue team with another Pokemon (you determine both your Pokemon and your partner in the beginning, with a personality test determining yours unless you want to choose it yourself) and aim to figure out what happened to make you transform while also helping Pokemon across the world. The story can get extremely dark for a Pokemon game and it is really good at keeping you wanting to see more. The postgame in PMD games is typically some of the best that I have come across. If you go through everything, the postgame can be just as long as the main story with much more challenging encounters. The gameplay revolves around taking missions and going into randomly-generated dungeons in order to rescue stranded Pokemon. Being a roguelike, you move tile by tile and your enemies only move when you do. It works well for the turn-based combat that Pokemon uses. I believe there is still a demo on the eshop that goes through the first couple of dungeons, so I definitely recommend trying the game out. I’m desperately hoping that we get to see more of the PMD franchise on Switch, with my personal hope being a new game and maybe even later on a remake of the Explorers games.
4) The Witcher 3: Wild Hunt Complete Edition (140+ hours, 86.76%)
Witcher 3 definitely gets the “Most Improved” award in terms of my initial thoughts of a game compared to the end. Due to the praise that Witcher 3 always got, I decided to give it a shot. Right from the beginning, it was overall pretty mixed. Combat especially took me a little bit to get used to, with the initial fight against the Griffin taking a lot to pull off. However, once I left White Orchard and got to Velen (and by extension began to understand the combat more thoroughly) the doubt slowly started disappearing. One of the things that I, and of course many others, found best about playing Witcher were the side quests. Side quests are typically very standard. “Save my cat”. “Kill 5 of that monster”. The side quests in Witcher 3 are much more fleshed out and multiple times I found myself having to stop and think about my decisions in them. Without going too much into spoilers, one of my favorite decisions I had to make for a quest came with handling the aftermath of a slaughtered village, leaving behind a lone child, and how you handle those responsible. While some decisions might seem simple to make based on your own moral compass, I always strived to make the decisions I believed Geralt would make. It’s the first time that I can say a game really made me stop and make myself into the character. Putting the “role play” into RPG. While Witcher has its fair few “Kill that monster” quests (a specific type of quest, Contracts), these are more acceptable since even these have story built around them and usually involve some level of investigation and build-up. You’re not going to have to go hunt down 10 Nekkers and then come back to some generic villager conversation. While the side quests are an amazing part of the game, they don’t completely overshadow the main story. You’re hunting down Ciri, your adopted daughter, and so you have to go to various locations throughout the world to follow leads on where she has been recently. Each of these areas have their own stories that explode out in a hundred different directions and lead to tons of time to spend in each area. Between side quests and exploration, I didn’t complete the story until 105+ hours into the game. I probably could have finished it sooner, but the side quests and the world around was way too interesting to just skip over. However there is still the Hearts of Stone and Blood and Wine expansions to go through which add even more playtime. Both of these stories are really well done and deal with some amazing character moments and decisions. The characters are always an important part to get right in a story this large, and they are done excellently. Some of the standouts from my playthrough are Yennefer, the Baron, Gaunter O’Dimm, and Regis. They all play their roles in the story without feeling like just some key to get from point A to point B. While you’re in the mind of Geralt, you really start to get an understanding of them. Who they are, what they might do, what they like. Your conversations will always highlight which choice will continue you along the story, but skipping over the other dialogue options leaves you missing out on the world that has been crafted. Overall, the game definitely deserves the praise it gets. The beginning is slow, and the combat/movement can be a bit clunky and unintuitive, but the world on display is something I can’t ignore when it comes to being an amazing game.
3) AI: The Somnium Files (30+ hours, 100.00%)
Where to even begin with this game? This is by far the strangest game I’ve ever played… but I love it for that. In this game you are a detective, Kaname Date, who is investigating a series of murders where the victim has their left eye removed. Date has an AI companion in his eyeball named Aiba, who by the way has probably made her way into my top 10 game characters of all time. The game is a visual novel for most of the gameplay. You will visit various sites and look around the room and examine the background looking for things as well as asking questions of people around you. In the case of background items these will not always be related to the case and a lot of the time it is just humor, but I still recommend checking everything just because it is a lot of fun to hear the character interactions. The humor in the game is pretty sexual for the earlier parts but that tends to get toned down further into the different routes. The other part of the gameplay is very different in structure. Date is not a normal detective, he is instead part of a secret division called ABIS which goes into dreams, called Somnium, in order to find out more about a case. When you are in a Somnium you can move around freely, however there is a 6-minute time limit. When you are moving this time limit will continue as normal, but it will slow down drastically when you do not move. You examine various items in order to progress through the puzzle and get to the end to figure out where you’re going. Sometimes these Somnium will have a branching path that will send you down a different route in the game. There are 5 different routes to complete, and you will want to complete them all otherwise the game is ridiculously short and you basically don’t even get any answers to what is going on. It is really easy to go back and complete other routes however. You have access to a flowchart that you can select various sections and go to an individual section of a day or just play through the area as a whole. So you are able to just select a Somnium with a branching path and go from there. These routes all have the same basic concepts but small changes and focuses on different characters will lead you to a different end and give you new details about the case overall. Every time you think you have come up with a conclusion about what is going on the game throws another wrench until just at the end where it starts giving you the final pieces of the puzzle and you just start throwing them together in your head and watch it unfold. The final ending of the game is one of the few games I can say has actually gotten tears out of me and it was an amazing experience all around. I definitely recommend looking into the game as it was a lot of fun to play through and the constant twists and turns of the story are an amazing experience.
2) Fire Emblem: Three Houses (245+ hours, 97.39%)
Let me just say that when I finally got this game for Christmas last year, I didn’t put it down until I had finished it. I fell in love with the characters and teaching them to become ruthless killing machines. The different experiences and points of view that you could take on different paths was amazing, finding small details in one path that add connections to other paths. While my first and favorite path will always be the Black Eagle route, the other routes all add various details that you can’t get through just one story. To understand everything going on in the game, you need to play it all. No one path contains all the information in the game, and by playing through them all you gain a deeper understanding for character motivations and how the world is. The combat was simple enough for beginners to the strategy genre but also allows for more difficult experiences with things like Maddening (not my type of playstyle). The Divine Pulse mechanic, giving you the ability to rewind to a specific action in the battle in order to undo a mistake and/or death, is a crutch that I mostly relied on early in the game before eventually outgrowing it and learning how to handle the battlefield better with more strategy and better units in subsequent playthroughs. While I originally played on Casual Mode, I switched to Classic for my other playthroughs and found myself thrilled by the challenge that permadeath provided. By the end of my Classic playthroughs I had always managed to keep my characters safe, never losing a single one (Divine Pulse excluded). There’s something so much more thrilling about the battles when the game is less about who you can sacrifice and more about how to safely fight your way through. On top of the combat, I of course have to talk about the music. Another one of my favorite soundtracks (I feel like I’m saying that about just about every JRPG I play) and one I’m always happy to hear come on in my playlist. It's amazing to me that I was so worried about my interest in the game and that a franchise I had brushed off in the past would overtake Breath of the Wild in my favorite Switch games. While this game is fantastic and would have absolutely stolen the show if I had played it for last year… because I waited it unfortunately had to place after a game that I knew straight from the reveal would be in my top 2 Switch games, top 2 games period at that, of all time.
1) Xenoblade Chronicles Definitive Edition (280+ hours, 99.40%)
This is going to be a long one, but it’s the #1 spot so I don’t really care. This first paragraph is going to be more rambly backstory than anything else, so if you don’t care about my life story feel free to skip ahead. Far and away my favorite game of the year, which is unfortunate because Three Houses would have also won in a landslide if I had played it last year when it released instead. I talked about it a little bit in my first yearly top 10 list with Xenoblade 2, but my history with Xenoblade is something I find interesting. I watched chuggaaconroy’s LP of Xenoblade as it was coming out back in 2014-2015. Despite enjoying the hell out of what I was seeing, eagerly waiting for 5pm to roll around for the next video directly from Episode 1 (something that despite enjoying chuggaaconroy before, during, and since his Xenoblade LP I was never and have never been as attached to one game), I never bought the game. At the time I was pretty much solely playing Zelda, Mario, Pokemon, Metroid, and Smash for games with the occasional random game in the mix. I had the game in my hands a couple times over the years but never followed through with it. Simple reasons like not wanting to pull out a Wii or just not wanting to pull the trigger on JRPGs. The release of Xenoblade 2 on Switch is one of the things that made me want my Switch (with the double punch of Metroid Prime 4 and Pokemon at E3 2017 being the nail in the coffin). I knew I wanted to broaden my horizons on game genres and franchises, so why not start with the sequel to a game I desperately wanted to play? Obviously, I fell in love with Xenoblade 2 and it kickstarted my love for JRPGs in general. Alongside the build-up to Xenoblade 2, I couldn’t stop wondering what it would be like to get an HD remake or remaster of the original. Fixing the only flaw that it had in the eyes of many people. Every single Direct throughout 2018 and 2019 I kept waiting for that magical announcement. I put “Xenoblade HD” on every single Direct Bingo card despite never actually expecting it. So of course when that September 2019 Direct rolled around, with plenty of evidence in the weeks before that something was happening from MonolithSoft, my hype was at an all-time high… and the reveal had me in tears.
Xenoblade Chronicles is an amazing game, an amazing franchise, built around story, characters, combat, and large, open(ish?) worlds to explore. The original game on the Wii is exceptional in every category except for graphics, which the Definitive Edition has drastically improved. The characters are able to emote in ways that they could only attempt before and it gives a lot more depth to various cutscenes throughout the game. As far as the various categories, the game is just as amazing as I remembered it. The characters all fall into your typical stereotypes, but they are not defined by their stereotypes. They are all people and you are able to connect to them because of it. Characters like Reyn may fall into the childhood friend/brawn-before-brains stereotypes, but he also has plenty of moments where it is clear he is more than that. While some of the characters may not carry the same level of significance throughout the story or into the final chapters, they are all great characters. This is where the idea of European accents for Xenoblade 2 came from, as the original is full of them. If anyone played Xenoblade 2 and was put off by the dub, please give this dub a shot. Characters like Shulk bring chills with their delivery in scenes and I honestly believe that even if you absolutely hated every other voice actor in the game that Adam Howden’s work as Shulk still makes the dub the best way to experience it. The story is amazing with constant twists and turns and is something that I wish everyone would experience once in their lives. At roughly 50-70 hours long it is also plenty long enough with enough content to stretch you easily over the 100 hour mark if you choose to. The game has an action combat system based around various things depending on the character. Characters like Shulk combine an offensive and supportive role by positioning himself around enemies to gain additional effects on his Arts while also healing and defending the rest of the party. Reyn is your typical aggro-drawing tank character to let Shulk get in some big hits without drawing attention to himself. Others are based on summoning elementals to buff the party’s stats and dealing heavy damage. The party all have their unique playstyles that can lead to you finding your favorite out of them no matter how you like to play. Make sure to switch your party around and experiment with the other members, don’t just stick with the first 3. Another thing that MonolithSoft is amazing at; the world is beautiful. There are plenty of different environments including lush fields, dark caves, murky-turned-breathtaking swamps, and icy mountains. Moving around on the surface of the Bionis makes you really feel small. Of course the world isn’t the same if you don’t have the music to back it up, and Xenoblade’s soundtrack is nearly unrivaled (in my opinion). With a huge amount of tracks for various emotions and types of scenes, it’s a soundtrack that I have been listening to for about 5 or 6 years now.
In the end, Xenoblade DE is still only my #2 favorite game on Switch. Still beaten out by Xenoblade 2. There are a couple of reasons for that. I believe the one reason that beats them all out is that Xenoblade 2 will always be the game that introduced me to an entire genre, to my favorite genre, and likely what convinced me that broadening my horizons for games was a good idea in general. However I do also prefer the characters of Xenoblade 2 and find them to boost the game up just enough. While I also prefer the story of XC1 to XC2, I do not believe XC2 to be a weak story like so many others believe. Xenoblade DE is a game that I can’t stop recommending to anyone who listens. My friends across Discord and real life know that I don’t shut up about it, to the point that I’ve been successful in luring multiple people in and getting them hooked. If you’re a fan of amazing stories, characters, soundtracks, and breathtaking views, do yourself a favor and buy this game. It’s an experience unlike any other.
15. Ori and the Will of the Wisps (15+ hours, 96.46%)
14. Octopath Traveler (200+ hours, 100.00%)
13. Animal Crossing: New Horizons (370+ hours, 92.10%)
12. Pokemon Mystery Dungeon: Rescue Team DX (55+ hours, 85.58%)
11. Super Smash Bros. Ultimate (125+ hours, 95.87%)
10. The Witcher 3: Wild Hunt - Complete Edition (140+ hours, 86.76%)
9. Ys VIII: Lacrimosa of Dana (45+ hours, 90.37%)
8. Digimon Story Cyber Sleuth: Complete Edition (135+ hours, 88.34%)
7. Xenoblade Chronicles 2: Torna – The Golden Country (55+ hours, 100.00%)
6. AI: The Somnium Files (30+ hours, 100.00%)
5. Tales of Vesperia: Definitive Edition (240+ hours, 98.85%)
4. The Legend of Zelda: Breath of the Wild (235+ hours, 93.43%)
3. Fire Emblem: Three Houses (245+ hours, 97.23%)
2. Xenoblade Chronicles Definitive Edition (280+ hours, 99.40%)
1. Xenoblade Chronicles 2 (935+ hours, 99.86%)
So there is my list for this year! I’d love to know what games you all played this year and what your favorites were. I think it’s a lot of fun to find out what games people enjoyed even if they didn’t release this year since maybe I find a new game to play out of it!
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