Overview
The Downtown Bar in the Present era hosts four gambling minigames, all played against Vera, the bar's hustler queen. These are the only bar games in the Present era and they form the entire mechanical backbone of Vera's relationship arc — her plots, H2Hs, intimate scenes, and apartment visits all gate behind your net winnings against her at these tables.
The four games are:
- Darts (versus mode, 369 game)
- Liar's Dice (5 dice, 1s wild, bluffing/challenge)
- Christmas Hold'em (Texas Hold'em with 2 wild jokers)
- Blackjack (classic 21 against Vera as dealer)
All four are only available 8 PM – 3 AM at the Downtown Bar, the same hours Vera is present.
Access & Action Costs
Play Darts
- Action on Vera: "Play Darts"
- Cost: $50 bet · 30 minutes · Stranger stage+
- Daily limit: 20
- Win: +$100 (net +$50), +10 relationship
- Lose: −$50, +1 relationship
- Versus mode: 369 game (must finish on a double)
Play Table Games
- Location action at the bar: "Play Table Games"
- Opens a menu: Liar's Dice / Hold'em / Blackjack / Never mind
- Time per round/hand: 5 minutes (3 minutes with the Time buff)
- No daily limit on the menu itself
- No money cost to open — bets are placed inside each game
The "Play Table Games" action has no relationship gate — you can play from your very first visit. Wins and losses on every game feed into the same net winnings total against Vera.
How These Games Affect Vera
Every dollar won or lost at any of the four games updates a unified tracker:
Vera Net Winnings = (darts won + dice won + holdem won + blackjack won) − (darts lost + dice lost + holdem lost + blackjack lost)
This single number controls:
Plot & Action Gates
| Content | Gate |
|---|---|
| The Tell plot | Acquaintance + +$800 net |
| Bad Night plot | Friend + +$1,200 net |
| Crossing the Line plot | Close Friend + +$1,800 net |
| Last Card plot | Romantic + H2H 2 done + +$4,000 net |
| Cards and Confidence (H2H 1) | Known + +$500 net |
| When Tables Turn (H2H 2 — intimate) | Crush + +$2,500 net |
| Back to the Hotel (intimate video) | Romantic + +$3,000 net |
| Night with Vera (apartment visit) | Romantic + +$5,000 net |
Dynamic Dialogue Tiers
About 40% of Vera's lines during Drink with Vera swap to gambling-aware reactions based on your current net total. The tone shifts hard as the number climbs:
| Net Winnings | Tier | Vera's voice |
|---|---|---|
| Net negative | Mocking | She enjoys watching you lose |
| +$500 to +$999 | Noticing | "You've been on a streak…" |
| +$1,000 to +$1,999 | Frustrated | "This isn't a coincidence" |
| +$2,000 to +$4,999 | Worried | She's losing control |
| +$5,000 to +$9,999 | Desperate | She's out of options |
| +$10,000+ | Panic | Full breakdown — she's broken |
Per-Game Relationship Points
| Game | Base points |
|---|---|
| Darts | +10 on win, +1 on loss |
| Liar's Dice | +2 on win, 0 on loss |
| Christmas Hold'em | +2 on win, 0 on loss |
| Blackjack | +2 on win, 0 on loss |
All four games run their base points through Vera's standard multiplier path — Perfect Metabolism (×2) and her favorite stats (Attractiveness 35 / Charm 40 / Stamina 45). With everything stacked, a darts win can pay 26+ relationship and a card-game win can pay 6+ per hand.
Practical implication: Darts pays the highest single-win relationship by far (+10 base = ×2 with Perfect Metabolism), AND gives the most cash per win. The trade-off is the 30-minute time cost per attempt. Card games pay less per hand but each hand is only 5 minutes, so per real-world hour the throughput evens out.
Game 1 — Darts
Format
1v1 versus Vera, 369 game. Both players start at 369 points and subtract each dart's score. First to exactly 0 wins, but you must finish on a double.
Bust conditions (turn lost, score reverts to start of turn)
- Going below 0
- Landing on exactly 1 (impossible to finish with a double)
- Reaching 0 but not with a double
Players alternate turns of 3 darts each. Vera throws first.
How throwing works
Each dart has 3 steps:
- Click to start the power meter. A bar moves up and down rapidly between 0 and 100.
- Click to lock power. Aim for the green target zone.
- Move mouse, click to throw. Crosshair wobbles based on your stats; click when it's where you want.
Stat scaling
- Strength widens the green power target zone. Base width is 4; each Strength point adds 1/3 width. So Strength 30 ≈ 14-wide zone, Strength 60 ≈ 24-wide zone. Higher Strength means much more power forgiveness.
- Ability reduces crosshair wobble. At Ability 1 the crosshair wobbles ~80 pixels in a sine pattern; wobble decreases linearly to 0 at Ability 90.
- The target zone is centered around power level 67, not 50. Aim slightly past the midpoint.
- Quick Draw skill reduces wobble by an additional 20% on top of your Ability scaling.
What missing power does
- Power too low: dart lands lower than your aim (2 pixels per power-unit of error).
- Power too high: dart lands higher than your aim (2 pixels per power-unit of error).
- Power inside the green zone: dart lands exactly where the crosshair was.
Scoring
- Bullseye (red center): 50 points (counts as a double for finishing)
- Inner bull (green ring): 25
- Triple ring (narrow inner ring): segment value × 3
- Double ring (narrow outer ring): segment value × 2
- Single area: face value (1–20)
- Outside the board: 0
- Dartboard segments clockwise from the top: 20, 1, 18, 4, 13, 6, 10, 15, 2, 17, 3, 19, 7, 16, 8, 11, 14, 9, 12, 5
Vera's accuracy
She has a 35% chance to hit her exact target; otherwise her dart lands 1–50 pixels off in a random direction. Her AI knows the proper finishing logic (aiming for T20/T19/T18 at high scores, then setting up doubles at low scores), but the 65% miss rate and her own bust risk give a steady-handed player a real chance.
Strategy tips
- Push Strength early, even if combat isn't your focus. A wider power zone is the single biggest accuracy boost in this game.
- Ability 90+ removes wobble entirely. That's a hard skill cap to chase, but every 10 points of Ability noticeably steadies the aim.
- Power 67 is the center of the green. If your dart consistently lands high, you locked too high; if low, too low.
- Common finish targets to memorize: 50 = Bull · 40 = D20 · 32 = D16 · 36 = D18. If you're left with an odd score, the only way to finish is to hit a single first to make it even.
- Don't chase triple-20 every turn. If your score is in the finishing range (40–100) and even, line up the double. T20 on a 60-score turn busts the round.
- Vera's Phase 1 (170+): she'll be aiming triples. Ride out her variance.
Per-attempt cost
$50 bet, +$50 net on a win (gain $100, paid $50). Wins are uncapped over the day — 20 daily attempts × $50 net = up to $1,000/day if you sweep.
Game 2 — Liar's Dice
Format
1v1 versus Vera. Each side has 5 dice, rolled in secret. Players alternate bidding on the total quantity of a face value across all 10 dice. Instead of bidding, you may challenge the previous bid — challenge reveals all dice and ends the round.
Bid rules
- A bid is "X dice of face Y" — e.g. "four 3s" means at least four 3s exist between both players' dice.
- Each new bid must be higher than the previous: more quantity, OR same quantity at a higher face value.
- Opening bid must be at least 2 of 2s. No "one of anything" opens.
- Ones are wild. They count as whichever face value you're bidding on. (Exception: if you're bidding on 1s themselves, ones count only as 1s.)
- If you roll a straight (2,3,4,5,6) at the start of a round, it's automatically rerolled.
Resolution on a challenge
- If the actual count of that face (including wilds) meets or exceeds the bid → the challenger loses.
- If the actual count falls short → the bidder loses.
Stake tiers (pick at the start of each game)
| Stake | Difficulty | AI behavior |
|---|---|---|
| Drinks (no money) | Basic | Honest play, no bluffs, no peeking |
| $10 | Basic | Same |
| $25 | Basic | Same |
| $50 | Medium | Smarter bidding, 10% bluff chance |
| $75 | High | Sees 1 of your dice, 20% bluff chance |
| $100 | Expert | Sees 2 of your dice, 25% bluff chance |
Double-or-nothing
At turn 5, Vera may offer to double the current bet. Accept = doubled stakes for the rest of the round; refuse = play continues at the original stake.
Probability primer (the math you actually need)
With 10 total dice in play and 1s wild, the expected count of any face value 2–6 is:
10 dice × (1/6 chance of being that face + 1/6 chance of being a wild 1) = 10/3 ≈ 3.33 dice per face
For face value 1 (no wilds): 10 × 1/6 ≈ 1.67 dice.
So the safe baseline rule of thumb:
- Bidding 3 of any face 2–6 is statistically supported (expected count ≈ 3.33).
- Bidding 4 is risky territory — the dice need to slightly favor you OR your own hand needs to be heavy.
- Bidding 5+ is a bluff or a strong claim that requires you to actually hold most of those dice yourself.
- Bidding on 1s is much rarer (expected ~1.67) — a "two 1s" bid is comparable to a "three of anything else" bid.
Reading your own dice
Your 5 dice tell you what's guaranteed in the bid. Add 1s as wilds:
- You roll 1, 1, 3, 4, 5 → you have two 3s, two 4s, two 5s worth (each face's count + your wilds).
- "Two of anything" is therefore safe to bid for you regardless.
The unknown is Vera's 5. Her expected contribution per face is ~0.83 + ~0.83 wild = ~1.67 dice per face. Add that to your guaranteed count for a bidding ceiling that's "almost always true."
Strategy tips
- Open with what you actually have. Bidding 2 of your strongest face is a near-zero-risk opener.
- Track Vera's bids. Aggressive jumps in quantity (especially at Medium+) may be the bluff roll. Aggressive jumps in face value at the same quantity often mean she actually has that face.
- At High and Expert difficulty, assume she's seen 1 or 2 of your dice. Don't try to bluff with face values you obviously have — she'll know.
- Challenge when the bid exceeds the expected count by 2+. A "5 of 4s" bid has only ~38% chance of being true at full table — a strong challenge candidate.
- Challenge when you hold none of the bid face. If she bids "four 5s" and you have zero 5s and zero 1s, she needs all four of those 5s herself — possible but unlikely.
- The "drinks" stake is free practice. Use it to learn the AI's tells and bidding patterns at zero cost.
- Avoid the $100+ Expert tier early. She sees 2 of your dice — bluffing is nearly impossible until you've learned to bid only what you can prove from your own hand.
Per-attempt result
Win: +bet amount, +2 relationship, Vera buys you a drink (drinks stake). Lose: −bet amount, no relationship, you buy Vera a drink (drinks stake).
Game 3 — Christmas Hold'em
Format
Heads-up Texas Hold'em with one major twist: the deck is 54 cards (52 standard + 2 jokers), and jokers are wild. This makes Five of a Kind a possible (and dominant) hand.
Vera's bankroll (the unique mechanic)
Vera starts each day with a $2,500 poker bankroll. Drain it to zero and you trigger the "cleaned out" event — she concedes for the day, the table closes, and a special completion fires (linked to the Christmas event chain).
The bankroll resets to $2,500 at the start of every new in-game day, and the lockout from cleaning her out also resets daily. So Hold'em is a daily faucet: clear out her $2,500 each day, walk away, come back tomorrow.
Ante tiers
| Ante | Min wealth |
|---|---|
| $10 | $10 |
| $50 | $50 |
| $100 | $100 |
Both you and Vera post the ante at the start of each hand.
Hand flow
- Pre-deal antes posted ($ante × 2 into pot)
- Hole cards dealt (2 each, face-down)
- Flop dealt immediately (3 community cards face-up)
- First betting round on the flop — first better is randomly chosen
- Turn (4th community card) — new betting round
- River (5th community card) — final betting round
- Showdown — best 5-card hand from your 7 wins
Betting actions
- Check — pass action when no one has bet
- Bet — wager an integer multiple of the ante (e.g. 1× = $10 at low stakes, 5× = $50 at low stakes)
- Call — match the current bet
- Raise — increase the current bet (max 2 raises per round)
- Fold — surrender the hand, opponent takes the pot
Hand ranks (Christmas variant)
- Five of a Kind (only possible with jokers) — beats everything
- Royal Flush
- Straight Flush
- Four of a Kind
- Full House
- Flush
- Straight
- Three of a Kind
- Two Pair
- One Pair
- High Card
Joker rules
- Jokers fill any gap to make the best possible hand for you. They'll become whichever rank/suit completes the strongest hand from your 5–7 cards.
- A pair + one joker = three of a kind. A flush draw with one joker = flush. Etc.
- Two jokers + three matching cards = Five of a Kind — virtually unbeatable.
- No jokers + naturally strong hand = play it straight. Don't fold trips waiting for a "real" hand; trips are already top 4.
Vera's AI behavior
She evaluates her own 7 cards each decision:
- Strong hand (two pair or better): bets aggressively (3–5× ante), raises if able, only calls when she can't raise more
- Pair only: moderate play — 40% chance to bet 1× ante on free check, calls small bets, folds 40% of the time to large bets
- Nothing (high card): mostly checks; rarely bets (15% chance for 1–2× ante bluff); folds most large bets but calls 20% as a hedge
Her facial expressions telegraph her state — smug when she has it, thinking when she doesn't, desperate when her bankroll dips below $500.
Strategy tips
- The bankroll cap matters. At $100 ante, even a single big pot can be $300–$500. Three or four solid wins clean her out.
- At $10 ante, expect a slow grind. Comfortable for learning the variant. ~30+ hands to drain her.
- Jokers in your hand = play aggressive. A joker turns any pair into trips, any 4-flush into a flush, any open straight into a made straight. Bet hard.
- Two jokers in your hand = nuts almost always. With a pair anywhere on the board you have Four of a Kind minimum; with any matching pair from your hole cards, Five of a Kind. Maximum bet, raise twice.
- Watch for boards with jokers in the community. When jokers hit the flop/turn/river, she also gets to use them — assume she has top hand unless your own hand is monster.
- Call her bluff windows. When she bets after 3 free checks (no community help) at low ante, that's the 15% bluff path — call cheap.
- Fold marginal hands at high ante. She raises with two pair or better; if she's raising twice, you need top pair plus a strong kicker to hang.
- The day reset is your friend. If you're down $1,200 mid-game, leaving the bar and returning tomorrow gives you a fresh shot at her $2,500.
Per-hand reward
Win: entire pot to you, +2 base relationship (multiplied by Vera's bonuses). Counts toward your net winnings. Lose: entire pot to Vera, no relationship. Tie: pot split. Clean her out (bankroll = 0): the table closes for the day and Vera concedes. Comes with a story payoff. Bankroll resets the next in-game day.
Game 4 — Blackjack
Format
Classic 21 against Vera as the dealer. Standard 52-card deck (jokers filtered out). Dealer hits to 17 and stands on all 17s.
Bet tiers (chosen at start of each hand)
| Bet | Min wealth |
|---|---|
| $10 | $10 |
| $50 | $50 |
| $100 | $100 |
Hand values
- 2–10: face value
- J / Q / K: 10
- A: 11, automatically downgrades to 1 if 11 would bust you
- Blackjack (natural): any 2-card hand totaling 21 (Ace + 10/J/Q/K)
Player actions
- Hit — take another card. If your total goes over 21, you bust.
- Stand — keep your total, let dealer play.
- Double — only available on your first action with exactly 2 cards and only if you have enough to double the bet. Doubles your wager, takes exactly one card, then auto-stands.
- No splits, no insurance. This blackjack variant is Hit/Stand/Double only.
Resolution & payouts
- Player blackjack vs dealer non-blackjack: 3:2 payout (bet $100 → keep $100 + win $150)
- Player blackjack vs dealer blackjack: Push (bet returned, no win/loss)
- Player busts: Lose bet, regardless of dealer's hand
- Dealer busts: Win 1:1 (bet $100 → keep $100 + win $100)
- Higher total wins: 1:1 payout
- Equal totals: Push (bet returned)
Optimal play (basic strategy condensed)
This is single-deck heads-up with no surrender, no split, no insurance — so the classic basic-strategy chart simplifies:
Always Hit if your total is 8 or under — no bust risk, every card improves you.
With a "hard" hand (no Ace, or Ace forced to count as 1):
- 17+: Always Stand
- 13–16 vs dealer 7+: Hit (dealer likely has high)
- 13–16 vs dealer 2–6: Stand (dealer likely to bust)
- 12 vs dealer 4–6: Stand
- 12 vs dealer 2–3 or 7+: Hit
- 11: Always Double (or Hit if you can't afford double)
- 10: Double vs dealer 2–9, Hit vs 10/A
- 9: Double vs dealer 3–6, Hit otherwise
With a "soft" hand (Ace counting as 11):
- Soft 19+ (A,8 / A,9): Stand
- Soft 18 (A,7) vs dealer 9+: Hit
- Soft 18 vs dealer 2–8: Stand
- Soft 17 or below (A,6 and below): Hit (the Ace's auto-downgrade protects you)
Strategy tips
- The 3:2 blackjack payout is your edge. Every natural 21 is +50% on top of a normal win. At $100 a hand that's $150 instead of $100. Make every dollar of your bankroll bet at the highest stake you can afford to maximize that variance.
- Always double on 11. Strongest doubling spot in the game.
- Never hit a hard 17 or higher. You bust 69% of the time on 16; on 17+ you're effectively gambling away a winning total.
- Trust the soft-hand Ace. If you have A,5 (soft 16), you cannot bust on the next card — always hit it.
- Vera shows visible expressions but they don't reveal her hole card. Treat her like a mechanical dealer — her hole card is unknown, play strict basic strategy.
- At $10 stakes, expect tiny relationship gain per hour. At $100 stakes the same number of hands gives 10× the cash variance with the same +2 base per win.
Per-hand reward
Win: Net winnings = bet (or 1.5× bet on natural blackjack); +2 base relationship (multiplied by Vera's bonuses). Counts toward your net winnings. Lose: −bet, no relationship. Push: Bet returned, no relationship change, no impact on the tracker.
Recommended Net-Winnings Path
Goal: hit each Vera content gate with the most efficient game for that bankroll level.
Phase 1: $0 → $500 (unlocks H2H 1)
- Best game: Darts. The +10 base relationship per win is the biggest single payout in any bar game, and the +$50 net per win is reliable. ~10 wins at the dartboard = $500 + 100+ relationship.
- Alternative: Liar's Dice "drinks" stake to learn the rules at zero risk before betting cash.
Phase 2: $500 → $1,200 (unlocks Bad Night)
- Switch to Hold'em $10 ante. Once you understand pot betting, 2–3 wins per session at small ante adds $40–$200 each session with low variance. Drain her $2,500 across two days for a clean +$2,500 net.
- Or stack Darts. 14 more wins = +$700.
Phase 3: $1,200 → $2,500 (unlocks H2H 2)
- Hold'em $50 ante. Pots of $200–$400 swing the tracker fast. One or two clean-out days = +$5,000.
- Blackjack $50 with strict basic strategy. Slower but lower variance than Hold'em.
Phase 4: $2,500 → $5,000 (unlocks Apartment Visit)
- Hold'em $100 ante or Blackjack $100. At this point you're farming clean-outs and naturals — every Hold'em day adds ~$2,500.
Phase 5: $5,000+ (Panic tier dialogue at $10K)
- Continue any game. The plot rewards top out at $4,000 net for "Last Card" — beyond that you're chasing the Worried → Desperate → Panic dialogue tiers for flavor.
Skills & Buffs That Help
| Skill / Buff | Effect | Where to learn |
|---|---|---|
| Cheating | Bends rule outcomes in contests across the game | Vera, Friend stage, $350 |
| Quick Draw | −20% darts crosshair wobble | Various trainers |
| Perfect Metabolism | Doubles relationship points from any Vera action (Hold'em, Blackjack, Drink, H2Hs) | Various |
| Time buff | Reduces Hold'em / Blackjack hand time from 5 → 3 minutes | Buff items |
Cheating is the single best gambling skill. Learn it early at Friend stage and it makes the bar games meaningfully easier across the board. It also feeds back into the same Vera relationship — the irony is intentional.
Perfect Metabolism is Vera's special skill. Learn it before grinding Hold'em and Blackjack — every win pays double points.
Stat Requirements at a Glance
- Strength → wider darts power zone (mid-game stat)
- Ability → steadier darts crosshair (Ability 90 = no wobble)
- Communication 50 → unlocks Bar Game Psychology (Known stage+, one-time +1 Luck permanent, +8 relationship)
- Luck → general bar game outcomes (no specific game uses it for hard math, but it influences favored randomness)
- Charm 40 / Stamina 45 / Attractiveness 35 → Vera's favorite stats; each adds +1 to her per-action relationship gain. All four bar games benefit because every win is recorded as a Vera action.
Tips Summary
- Net winnings is the only number that matters. Every game feeds the same tracker — pick the one that suits your skill.
- Hold'em is the highest cash-throughput game thanks to Vera's $2,500 daily bankroll cap.
- Darts gives the most relationship per win (+10 base, multiplied) AND the most cash per win — but at 30 min per attempt it's the slowest in real time.
- Card games are 5 minutes per hand so per real-world hour they match or exceed darts on relationship throughput.
- All four games pay through Perfect Metabolism + favorite stats — stack those before grinding.
- Liar's Dice is the slowest tracker mover but the most strategic. It's worth playing for the flavor and at the drinks stake to learn for free.
- Plan your day around 8 PM – 3 AM. All four games close outside those hours.
- Bar Game Psychology gives +1 Luck permanent at Communication 50. Easy miss — grab it as soon as you cross the gate.
- The day reset on Hold'em means you can drain Vera's $2,500 every single day forever. Across a week that's $17,500 of free runway toward her late-game gates if your hand reads are sharp.
Content Status
- Darts: Feature-complete (versus mode, full 369 rules, full bust handling)
- Liar's Dice: Feature-complete (4 difficulty tiers, double-or-nothing offer, drinks stake)
- Christmas Hold'em: Feature-complete (54-card deck, joker wilds, 5-of-a-kind, daily bankroll cap)
- Blackjack: Feature-complete (Hit/Stand/Double, 3:2 naturals, dealer stands on 17)
- Vera relationship integration: Fully wired — every game updates net winnings, every plot/H2H/intimate gate respects the threshold
All four games are launched from the Downtown Bar from 8 PM – 3 AM. The bar is the only location in the Present era with gambling minigames, and Vera is the only opponent.
概述
现代的 市中心酒吧 提供四种赌博小游戏,全部由玩家对战酒吧里的赌局女王 Vera。这是现代仅有的酒吧游戏,也构成了 Vera关系路线的全部机制基础——她的剧情、H2H、亲密场景和公寓拜访,都要求你在这些赌桌上对她取得特定的 净赢额。
四种游戏分别是:
- 飞镖(对战模式,369玩法)
- 吹牛骰(5枚骰子,1点为万能点数,虚张声势/质疑)
- 圣诞德州扑克(含2张万能鬼牌的德州扑克)
- 二十一点(经典21点,Vera担任庄家)
四种游戏都 只在晚上8点至凌晨3点开放,地点均为市中心酒吧,与Vera的出现时段相同。
进入方式与行动消耗
玩飞镖
- Vera身上的行动: “玩飞镖”
- 消耗: $50赌注·30分钟·陌生人阶段以上
- 每日上限: 20次
- 获胜: +$100(净赚+$50)、+10好感度
- 落败: -$50、+1好感度
- 对战模式:369玩法(必须以双倍区收尾)
玩桌游
- 酒吧地点行动: “玩桌游”
- 打开菜单:吹牛骰/德州扑克/二十一点/算了
- 每轮/每手时间: 5分钟(拥有 时间 增益时为3分钟)
- 菜单本身 没有每日上限
- 打开菜单 不花钱——赌注在每种游戏内部下注
“玩桌游”行动 没有关系门槛——第一次造访时就能游玩。所有游戏的输赢都会计入同一项对Vera的 净赢额 总数。
这些游戏如何影响Vera
在四种游戏中赢得或输掉的每一美元,都会更新同一个追踪值:
Vera Net Winnings = (darts won + dice won + holdem won + blackjack won) − (darts lost + dice lost + holdem lost + blackjack lost)
这个数值控制以下内容:
剧情与行动门槛
| 内容 | 门槛 |
|---|---|
| 破绽 剧情 | 相识+ 净赢额+$800 |
| 失意之夜 剧情 | 朋友+ 净赢额+$1,200 |
| 越界 剧情 | 亲密朋友+ 净赢额+$1,800 |
| 最后一张牌 剧情 | 浪漫感+已完成H2H 2+ 净赢额+$4,000 |
| 纸牌与自信(H2H 1) | 已知+ 净赢额+$500 |
| 形势逆转时(H2H 2——亲密) | 迷恋+ 净赢额+$2,500 |
| 回酒店(亲密视频) | 浪漫感+ 净赢额+$3,000 |
| 与Vera共度一夜(公寓拜访) | 浪漫感+ 净赢额+$5,000 |
动态对话等级
在“与Vera喝酒”行动期间,约 40%的Vera台词 会根据当前净赢额,替换为察觉你赌博成绩的回应。随着数值提高,语气会发生剧烈变化:
| 净赢额 | 等级 | Vera的语气 |
|---|---|---|
| 净负数 | 嘲弄 | 她很享受看你输钱 |
| +$500至+$999 | 留意 | “你最近手气不错……” |
| +$1,000至+$1,999 | 懊恼 | “这不可能只是巧合” |
| +$2,000至+$4,999 | 担忧 | 她正逐渐失去掌控 |
| +$5,000至+$9,999 | 绝望 | 她已无计可施 |
| +$10,000以上 | 恐慌 | 彻底崩溃——她被击垮了 |
各游戏好感度
| 游戏 | 基础点数 |
|---|---|
| 飞镖 | 获胜+10,落败+1 |
| 吹牛骰 | 获胜+2,落败0 |
| 圣诞德州扑克 | 获胜+2,落败0 |
| 二十一点 | 获胜+2,落败0 |
四种游戏的基础点数都会经过Vera的标准倍率路线——完美代谢(×2)和她的 偏好属性(吸引力35/魅力40/耐力45)。加成全部叠满后,赢得一局飞镖可获得26以上好感度,每赢一手纸牌游戏则可获得6以上好感度。
实际意义: 飞镖单次获胜给予的好感度远远最高(基础+10,经完美代谢变为×2),每次获胜的现金也最多。代价是每次尝试要花30分钟。纸牌游戏每手点数较少,但每手只需5分钟,因此按现实时间每小时计算,效率会逐渐接近。
游戏1——飞镖
规则
与Vera进行1对1的 369玩法。双方都从369分开始,依次减去每支飞镖的得分。率先恰好减至0者获胜,但必须以双倍区收尾。
爆镖条件(失去本回合,分数恢复至回合开始时)
- 分数降至0以下
- 恰好剩下1分(无法用双倍区收尾)
- 降至0分但 不是 命中双倍区
双方轮流投掷,每回合各投3支飞镖。Vera先手。
如何投掷
每支飞镖分为3个步骤:
- 点击启动力度计。 指示条会在0至100之间快速上下移动。
- 点击锁定力度。 瞄准绿色 目标区。
- 移动鼠标,点击投掷。 准星会根据你的属性晃动;移至目标位置时点击。
属性缩放
- 力量 会扩大绿色力度目标区。基础宽度为4;每点力量增加 1/3宽度。因此力量30≈14宽,力量60≈24宽。力量越高,力度容错就越大。
- 能力 会减少准星晃动。能力1时,准星会沿正弦轨迹晃动约80像素;晃动幅度线性降低,达到 能力90时变为0。
- 目标区中心位于 力度等级67 附近,而不是50。瞄准时应略微超过中点。
- 快速拔枪技能 会在能力缩放之外,进一步减少20%晃动。
力度偏差的影响
- 力度 过低:飞镖落点会 低于 瞄准点(每偏差1点力度下移2像素)。
- 力度 过高:飞镖落点会 高于 瞄准点(每偏差1点力度上移2像素)。
- 力度处于绿色区域内:飞镖会准确落在准星位置。
计分
- 红心(红色中心):50分(收尾时视为双倍区)
- 内靶心(绿色环):25分
- 三倍环(靠内的窄环):扇区数值×3
- 双倍环(靠外的窄环):扇区数值×2
- 单倍区: 牌面数值(1—20)
- 靶盘外: 0分
- 飞镖盘从顶部顺时针排列的扇区:20、1、18、4、13、6、10、15、2、17、3、19、7、16、8、11、14、9、12、5
Vera的准确度
她有 35%概率准确命中目标;否则飞镖会向随机方向偏离1—50像素。她的AI懂得正确的收尾逻辑(高分时瞄准T20/T19/T18,低分时为双倍区铺路),但65%的偏离率和她自己的爆镖风险,仍会给手稳的玩家真正的机会。
策略提示
- 前期提高力量,即使并不专注战斗。 更宽的力度区是这个游戏中最大的单项准确度加成。
- 能力90以上会完全消除晃动。 这是相当遥远的属性上限,但能力每提高10点,瞄准都会明显变稳。
- 力度67是绿色区域中心。 如果飞镖总是落得偏高,说明锁定力度过高;偏低则说明力度过低。
- 应该记住的常见收尾目标: 50=红心·40=D20·32=D16·36=D18。如果剩下奇数分,唯一的收尾方法是先命中单倍区,将分数变为偶数。
- 不要每回合都追求三倍20。 如果分数已进入收尾范围(40—100)且为偶数,请瞄准双倍区。剩余60分时命中T20会导致本回合爆镖。
- Vera的第1阶段(170以上): 她会瞄准三倍区。耐心等待她出现偏差。
每次尝试的消耗
赌注$50,获胜净赚+$50(获得$100,已支付$50)。一天内的胜场收益没有封顶——每日20次尝试×净赚$50=如果全部获胜,每天最多赚$1,000。
游戏2——吹牛骰
规则
与Vera进行1对1对战。双方各有 5枚骰子,秘密掷出。玩家轮流对 全部10枚骰子 中某个点数的总数量进行 叫价。也可以不叫价,转而 质疑 上一次叫价——质疑会公开所有骰子并结束本轮。
叫价规则
- 叫价形式为 “X枚Y点”——例如“四个3点”表示双方骰子中至少存在四个3点。
- 每次新叫价必须 高于上一次:数量更多,或数量相同但点数更高。
- 首次叫价至少为两个2点。 不能用“一个任意点数”开局。
- 1点为万能点数。 它们会视为当前叫价的任意点数。(例外:直接叫1点时,1点只能计作1点。)
- 如果一轮开始时掷出顺子(2、3、4、5、6),系统会自动重掷。
质疑后的判定
- 如果该点数的实际数量(包括万能点数)达到或超过 叫价→ 质疑者落败。
- 如果实际数量 低于 叫价→ 叫价者落败。
赌注等级(每局开始时选择)
| 赌注 | 难度 | AI行为 |
|---|---|---|
| 酒水(不赌钱) | 基础 | 诚实游玩,不虚张声势,也不偷看 |
| $10 | 基础 | 同上 |
| $25 | 基础 | 同上 |
| $50 | 中等 | 叫价更聪明,10%虚张声势概率 |
| $75 | 困难 | 能看见你的 1枚骰子,20%虚张声势概率 |
| $100 | 专家 | 能看见你的 2枚骰子,25%虚张声势概率 |
翻倍或归零
到 第5回合 时,Vera可能会 提议将当前赌注翻倍。接受=本轮剩余时间使用双倍赌注;拒绝=以原始赌注继续游戏。
概率入门(真正需要的数学)
场上共有10枚骰子,且1点为万能点数,因此任意2—6点的 期望数量 为:
10枚骰子×(成为该点数的1/6概率+成为万能1点的1/6概率)= 10/3≈每种点数3.33枚骰子
对于点数1(没有万能点数):10×1/6≈1.67枚骰子。
因此,安全基准经验法则如下:
- 叫任意2—6点3枚 都有统计依据(期望数量≈3.33)。
- 叫4枚 开始进入风险区域——骰子需要略微偏向你,或者你自己的手牌必须占有很多该点数。
- 叫5枚以上 属于虚张声势,或是非常强势的声明;你自己必须确实持有其中的大多数骰子。
- 叫1点 要罕见得多(期望约1.67)——叫“两个1点”大致相当于叫“任意其他点数三个”。
解读自己的骰子
你的5枚骰子会告诉你叫价中 可以确定 的部分。将1点计作万能点数:
- 你掷出1、1、3、4、5→你相当于拥有 两个3点、两个4点、两个5点(每种点数本身的数量+你的万能点数)。
- 因此,无论如何,叫“任意点数两个”对你来说都很安全。
未知的是Vera的5枚骰子。她每种点数的预期贡献约为0.83+约0.83个万能点= 每种点数约1.67枚。将它加到你的确定数量上,就能得到“几乎总会成立”的叫价上限。
策略提示
- 用自己确实拥有的点数开局。 叫价两个自己最多的点数,几乎没有风险。
- 追踪Vera的叫价。 数量突然大幅提高(尤其在中等以上难度)可能是虚张声势判定。数量相同而点数大幅提高,通常意味着她确实拥有该点数。
- 在困难和专家难度下,假设她看见了你的1或2枚骰子。 不要用你显然拥有的点数虚张声势——她会知道。
- 当叫价超过期望数量2枚以上时进行质疑。 “五个4点”在满桌情况下只有约38%的概率为真,是很适合质疑的对象。
- 当你完全没有叫价点数时进行质疑。 如果她叫“四个5点”,而你既没有5点也没有1点,她就必须自己拥有 全部四个 5点——并非不可能,但概率很低。
- “酒水”赌注可免费练习。 用它零成本学习AI的破绽和叫价规律。
- 前期避免$100以上的专家等级。 她能看见你的2枚骰子——在学会只根据自己能证明的骰子叫价前,几乎无法成功虚张声势。
每次尝试的结果
获胜: +赌注金额、+2好感度;使用酒水赌注时由Vera请你喝酒。 落败: -赌注金额、不获得好感度;使用酒水赌注时由你请Vera喝酒。
游戏3——圣诞德州扑克
规则
单挑德州扑克,但有一项重大变化:牌组共有 54张牌(52张标准牌+2张鬼牌),且 鬼牌为万能牌。因此可以组成 五条,而且它是最大的牌型。
Vera的赌本(独特机制)
Vera每天开始时拥有 $2,500扑克赌本。将赌本赢至归零,就会触发“输个精光”事件——她当天认输,牌桌关闭,并触发一项特殊完成事件(与圣诞活动链相关)。
每个新的游戏日开始时,赌本都会 重置为$2,500,赢光赌本造成的锁定也会每日重置。因此,德州扑克就像一处 每日财源:每天赢光她的$2,500,离开,第二天再回来。
底注等级
| 底注 | 最低财富 |
|---|---|
| $10 | $10 |
| $50 | $50 |
| $100 | $100 |
每手开始时,你和Vera都会支付底注。
每手流程
- 发牌前支付底注(底注×2进入底池)
- 发出底牌(每人2张,牌面朝下)
- 立即发出翻牌(3张公共牌,牌面朝上)
- 在翻牌进行第一轮下注——随机决定谁先行动
- 转牌(第4张公共牌)——新一轮下注
- 河牌(第5张公共牌)——最后一轮下注
- 摊牌——从各自7张牌中组成最佳5张牌型,较大者获胜
下注行动
- 让牌——无人下注时跳过行动
- 下注——下注底注的整数倍(例如低注时1×=$10,5×=$50)
- 跟注——匹配当前赌注
- 加注——提高当前赌注(每轮最多 加注2次)
- 弃牌——放弃本手,由对手拿走底池
牌型大小(圣诞变体)
- 五条(只有鬼牌才能组成)——大于一切牌型
- 皇家同花顺
- 同花顺
- 四条
- 葫芦
- 同花
- 顺子
- 三条
- 两对
- 一对
- 高牌
鬼牌规则
- 鬼牌可以补上任意缺口,为你组成 尽可能大的牌型。它们会变成能让你的5—7张牌组成最强牌型的点数/花色。
- 一对+一张鬼牌=三条。同花听牌+一张鬼牌=同花,依此类推。
- 两张鬼牌+三张同点数牌=五条——几乎不可能被击败。
- 没有鬼牌+天然强牌=正常游玩。 不要因为等待“真正”的强牌而弃掉三条;三条本来就位列前四。
Vera的AI行为
她会在每次决策时评估自己的7张牌:
- 强牌(两对或更好): 激进下注(底注的3—5×),能够加注时便加注,只有无法继续加注时才跟注
- 只有一对: 玩法适中——无人下注时有40%概率下注1×底注;会跟小额下注,面对大额下注时有40%概率弃牌
- 什么都没有(高牌): 通常让牌;很少下注(有15%概率以1—2×底注虚张声势);面对大额下注通常弃牌,但有20%概率跟注以防万一
她的表情会泄露状态——拿到好牌时会 洋洋得意,没有好牌时会 思考,赌本降至$500以下时则会 绝望。
策略提示
- 赌本上限非常重要。 底注为$100时,单个大底池就能达到$300—$500。扎实赢下三四手就能清空她的赌本。
- 底注为$10时,要做好缓慢刷取的准备。 很适合用来学习这种变体。大约需要30手以上才能赢光她。
- 手中有鬼牌=激进游玩。 鬼牌能把任何一对变成三条、任何四张同花听牌变成同花、任何两头顺子听牌变成顺子。大胆下注。
- 手中有两张鬼牌=几乎总是坚果牌。 公共牌上只要有任意一对,你就至少拥有四条;底牌只要与任意牌成对,就能组成五条。下最大赌注,并加注两次。
- 留意公共牌中的鬼牌。 鬼牌出现在翻牌/转牌/河牌时,她同样可以使用——除非自己的牌极强,否则应假设她拿到了最大牌型。
- 抓住她虚张声势的窗口。 低底注时,如果她在连续3次免费让牌(公共牌没有帮助)后突然下注,那就是15%的诈唬路线——便宜跟注即可。
- 高底注时弃掉边缘牌。 她会用两对或更好的牌加注;如果连续加注两次,你至少需要顶对加优秀踢脚才能继续。
- 每日重置对你有利。 如果游戏中途已经亏损$1,200,离开酒吧并于第二天返回,就能重新挑战她全新的$2,500赌本。
每手奖励
获胜: 获得整个底池,基础好感度+2(受Vera的加成倍率影响)。计入净赢额。 落败: 整个底池归Vera,不获得好感度。 平局: 平分底池。 赢光她(赌本=0): 当天牌桌关闭,Vera认输,并附带故事奖励。赌本会在下一个游戏日重置。
游戏4——二十一点
规则
Vera担任庄家的经典21点。使用标准52张牌组(已滤除鬼牌)。庄家点数不足17必须要牌,达到任意17点均停牌。
赌注等级(每手开始时选择)
| 赌注 | 最低财富 |
|---|---|
| $10 | $10 |
| $50 | $50 |
| $100 | $100 |
牌面点数
- 2—10: 牌面数值
- J/Q/K: 10点
- A: 11点;如果按11点计算会爆牌,则 自动降为1点
- 二十一点(天生牌): 任意合计21点的两张牌(A+10/J/Q/K)
玩家行动
- 要牌——再取一张牌。总点数超过21就会爆牌。
- 停牌——保留当前点数,让庄家行动。
- 加倍——只在你持有 恰好2张牌且尚未行动 时可用,并且必须有足够资金将赌注翻倍。赌注翻倍,只取一张 牌,然后自动停牌。
- 不能分牌,也没有保险。 这种二十一点变体只有要牌/停牌/加倍。
判定与派彩
- 玩家二十一点,庄家不是二十一点: 3∶2派彩(下注$100→保留$100并赢得$150)
- 玩家和庄家都是二十一点: 和局(退还赌注,不输不赢)
- 玩家爆牌: 无论庄家手牌如何,都会输掉赌注
- 庄家爆牌: 以1∶1获胜(下注$100→保留$100并赢得$100)
- 点数较高者获胜: 1∶1派彩
- 点数相同: 和局(退还赌注)
最佳玩法(基础策略简表)
这是单副牌单挑玩法,不能投降、分牌或买保险——因此经典基础策略表可以简化为:
点数 不超过8 时 总是要牌——没有爆牌风险,任何牌都能提高点数。
“硬牌”(没有A,或A被迫按1点计算):
- 17以上: 总是停牌
- 13—16对庄家7以上: 要牌(庄家很可能点数较高)
- 13—16对庄家2—6: 停牌(庄家很可能爆牌)
- 12对庄家4—6: 停牌
- 12对庄家2—3或7以上: 要牌
- 11: 总是加倍(若资金不足则要牌)
- 10: 对庄家2—9时加倍,对10/A时要牌
- 9: 对庄家3—6时加倍,其他情况要牌
“软牌”(A按11点计算):
- 软19以上(A、8/A、9): 停牌
- 软18(A、7)对庄家9以上: 要牌
- 软18对庄家2—8: 停牌
- 软17以下(A、6及以下): 要牌(A自动降点会保护你)
策略提示
- 3∶2的二十一点派彩是你的优势。 每次天生21点都会在普通胜利之上多赚50%。每手$100时会赢得$150,而不是$100。在能承受的范围内,用最高赌注下注全部可用赌本,以最大化这种波动收益。
- 拿到11时总是加倍。 这是游戏中最强的加倍时机。
- 硬17以上绝不要牌。 16点时要牌有69%概率爆牌;达到17以上后,要牌基本等于拿胜局下注赌博。
- 相信软牌中的A。 如果拥有A、5(软16),下一张牌不可能让你爆牌——总是要牌。
- Vera会显示表情,但不会泄露她的底牌。 把她当成纯机制庄家——底牌未知,严格遵循基础策略。
- $10赌注下,每小时的好感度收益很小。 $100赌注下,同样手数会带来10×现金波动,但每次获胜仍是相同的基础+2。
每手奖励
获胜: 净赢额=赌注(天生二十一点时为赌注的1.5×);基础好感度+2(受Vera的加成倍率影响)。计入净赢额。 落败: -赌注,不获得好感度。 和局: 退还赌注,好感度不变,也不影响追踪值。
推荐净赢额路线
目标:针对当前赌本等级,选择效率最高的游戏,依次达到Vera的每项内容门槛。
阶段1:$0→$500(解锁H2H 1)
- 最佳游戏: 飞镖。每次获胜的基础好感度+10,是所有酒吧游戏中最大的单次奖励;每胜一局可靠净赚+$50。飞镖约赢10局=$500+100以上好感度。
- 替代方案: 使用吹牛骰的“酒水”赌注,先零风险学习规则,再投入现金。
阶段2:$500→$1,200(解锁失意之夜)
- 改玩底注$10的德州扑克。 理解底池下注后,以小额底注每次赢2—3手,就能在低波动下每场增加$40—$200。用两天清空她的$2,500赌本,即可干净地获得+$2,500净赢额。
- 也可以继续刷飞镖。 再赢14局=+$700。
阶段3:$1,200→$2,500(解锁H2H 2)
- 底注$50的德州扑克。 $200—$400的底池会让追踪值迅速变化。用一两天赢光赌本=+$5,000。
- 以$50赌注玩二十一点并严格遵循基础策略。 速度较慢,但波动低于德州扑克。
阶段4:$2,500→$5,000(解锁公寓拜访)
- 底注$100的德州扑克或赌注$100的二十一点。 此时是在刷取赢光赌本和天生二十一点——德州扑克每天都能增加约$2,500。
阶段5:$5,000以上($10K时的恐慌级对话)
- 继续玩任意游戏。剧情奖励在净赢额$4,000的“最后一张牌”达到上限——再往上就是为了体验 担忧→绝望→恐慌 的风味对话等级。
实用技能与增益
| 技能/增益 | 效果 | 学习地点 |
|---|---|---|
| 作弊 | 在游戏各类竞赛中扭转规则判定 | Vera,朋友阶段,$350 |
| 快速拔枪 | 飞镖准星晃动-20% | 多位训练师 |
| 完美代谢 | 从任何Vera行动(德州扑克、二十一点、喝酒、H2H)获得的好感度翻倍 | 多种来源 |
| 时间增益 | 将德州扑克/二十一点每手时间从5分钟缩短至3分钟 | 增益物品 |
作弊是最强的单项赌博技能。 达到朋友阶段后尽早向她学习;它会明显降低全部酒吧游戏的难度,也会反过来帮助推进同一个Vera关系——这种讽刺是刻意设计的。
完美代谢是Vera的特殊技能。 反复刷取德州扑克和二十一点前先学会它——每次获胜都会获得双倍点数。
属性要求速览
- 力量 →扩大飞镖力度区(中期属性)
- 能力 →让飞镖准星更稳定(能力90=不再晃动)
- 沟通50 →解锁酒吧游戏心理学(已知阶段以上,一次性 永久+1幸运、+8好感度)
- 幸运 →影响酒吧游戏的总体结果(没有哪种游戏会将它用于硬性数学计算,但它会影响有利的随机结果)
- 魅力40/耐力45/吸引力35 →Vera的偏好属性;每项都会让她每次行动的好感度收益+1。四种酒吧游戏都能受益,因为每次获胜都会记录为一次Vera行动。
提示汇总
- 净赢额是唯一重要的数值。 每种游戏都计入同一个追踪值——选择最适合自己的即可。
- 由于Vera每天拥有$2,500赌本上限,德州扑克的现金吞吐量最高。
- 飞镖每次获胜提供最多好感度(基础+10,可受倍率影响)和最多现金——但每次要花30分钟,是游戏内时间最慢的玩法。
- 纸牌游戏每手只需5分钟,因此按现实时间每小时计算,好感度吞吐量可以追平甚至超过飞镖。
- 四种游戏都受完美代谢+偏好属性影响——反复刷取前先叠满这些加成。
- 吹牛骰提高追踪值最慢,但策略性最强。 为了体验风味值得一玩,也可以用酒水赌注免费学习。
- 围绕晚上8点至凌晨3点规划日程。 四种游戏在其他时段全部关闭。
- 沟通50时,酒吧游戏心理学会永久+1幸运。 很容易错过——达到门槛后尽快取得。
- 德州扑克的 每日重置 意味着你永远都能每天赢光Vera的$2,500。一周就是$17,500的免费进度,只要你读牌够准,就能一路推进至她的后期门槛。
内容状态
- 飞镖: 功能完整(对战模式、完整369规则、完整爆镖处理)
- 吹牛骰: 功能完整(4个难度等级、翻倍或归零提议、酒水赌注)
- 圣诞德州扑克: 功能完整(54张牌组、万能鬼牌、五条、每日赌本上限)
- 二十一点: 功能完整(要牌/停牌/加倍、天生牌3∶2派彩、庄家17点停牌)
- Vera关系整合: 已完全连通——每种游戏都会更新净赢额,每项剧情/H2H/亲密门槛都会遵循对应数值
四种游戏都可于晚上8点至凌晨3点在市中心酒吧启动。酒吧是现代 唯一 拥有赌博小游戏的地点,而Vera是唯一对手。
These official guides track the current game. The player-maintained wiki may contain additional strategies and discoveries.
