Laila's Arcade
The arcade is where collectors play. Every game in it runs on Biscuits, the arcade's own money: a Biscuit is minted for every 10 points of Collector Score you earn, so ripping packs, donating, grading and finishing sets fill your pocket. The games take Biscuits and pay Biscuits, and some pay a pack. Nothing in the arcade touches your Credits, and Biscuits buy nothing outside it, so a win is a win at the table and nothing more. See Credits, Biscuits and supplies for where the two currencies come from.
Puppy Slots
Five machines: Puppy Slots, Double Shot, Art Gallery, Euchre Slots and Poker Slots. A pull costs 1 Biscuit a line; Puppy Slots plays 1, 3 or 5 lines. Poker Slots deals five cards off one deck and pays the hand, a pair to a royal flush. Each machine's pay table is beside it; three of the top symbol is the jackpot, 100 Biscuits. Double Shot offers a double-or-nothing on a win, once, within two minutes. Art Gallery spins a set's own cards and pays by rarity. The jackpot board beside the reels keeps the last ten winners.
Barista Bingo
A card of cards from one set, marked as you pull them from packs. Your first card is free; each extra card costs 10 Biscuits. A line pays one prize and a full card another, each a coin toss between a supply and Biscuits, sized by the set: small sets fill often for a small prize, big sets rarely for a big one. One game at a time; a card that never fills expires with the set's last pack.
Risk It for the Biscuit
Fifteen rungs, five in White, four in Green, three in Blue, two in Purple and one at Gold. Each rung deals a few cards face down, zone cards, one BONUS and one bust card; the deals get smaller and the bust harder to dodge as you climb, and the single Gold rung is two cards against one bust, a zone-5 flag or a Teeth & Talons No. 5 dragon. Pick one: a zone card carries you up, a bust card, whatever it happens to say, ends the climb and the pot is lost, a BONUS adds a quarter of the rung's pay and carries you up too. White deals World Flags, Green deals dragons, and so on up. The pot grows every rung, 2 Biscuits on the first to 80 at the top of Gold, and you may keep what you have at any zone. The first climb each day is free; another costs 20 Biscuits, so a climb pays once it gets past Green. Cards won on the way are yours.
Teeth & Talons
A dragon battle against the computer, 50 Biscuits a game. Beat it and you win a Wyrmling pack for every prize it had left, every time you win; when the Wyrmling shelf is bare the prize is paid in Biscuits at the pack's price. The rules are on the table itself.
Concentration and the Puzzle
Concentration costs 10 Biscuits a game: twelve cards from a set you collect, six pairs. Every move under 12 pays 5 Biscuits, so 11 moves pays 5 and 8 pays 20; 8 moves or fewer wins a pack of the set you played as well. Only sets the store sells packs of are dealt. The Puzzle is a collecting game, nine pieces that make a picture and nine pictures that make the prize card; it costs nothing and pays Collector Score, which mints Biscuits like any other score.
Puppy Treats
Eight pups, one treat: 1 Biscuit gives the pup of your choice a treat, 8 times a day, one for every pup. One of the eight is holding the real prize, a pack of Teeth & Talons No. 1, World Flags (Zone 1) or Magic Weapon Merge 1; one has a few sleeves, top loaders, now and then a grading kit, and very rarely a Streak Freeze card; the rest give a little bark thank you. After the treat, every pup shows what it was holding.
The two that stay on Credits
The Latte Lotto is a raffle, not a game: one ticket a day for 10 Credits, drawn Sunday at noon, the pot paid in Credits. The Daily Grind is the training card: fill its orders and the punch card pays Credits. Neither takes Biscuits.
Next upTradingTrade cards for cards, with no feeEvery card here is earned, never bought. Credits arrive every hour, and the sets are waiting.
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