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Bar Games

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Downtown Bar Games — Complete Walkthrough
The Downtown Bar in the Present era offers Darts, Liar's Dice, Christmas Hold'em and Blackjack against Vera. All four contribute to the winnings total used by her relationship content. This guide explains the tables without revealing the scenes unlocked by them.

Access and Costs

Vera and the Table Games action use the 20:00–03:00 night window. Darts is an action on Vera; the other three games open through the bar's Play Table Games action.
Game Start action Base cost Base relationship reward
Darts Play Darts on Vera, Stranger+ $50; 30 minutes; up to 20 attempts per day Win: +10; loss: +1
Liar's Dice Play Table Games Drinks, $10, $25, $50, $75 or $100; 5 minutes per round Win: +2; loss: no award
Christmas Hold'em Play Table Games $10, $50 or $100 ante, plus subsequent bets; 5 minutes per hand Win: +2; loss/tie: no award
Blackjack Play Table Games $10, $50 or $100 wager, optionally doubled; 5 minutes per hand Win: +2; loss/push: no award
Opening Play Table Games has no money cost or relationship-stage gate. Choose a table and stake inside its menu. An active Time buff reduces the three table games' round/hand time from 5 to 3 minutes. Darts uses its separate action cost.
The listed relationship points are base values. Vera's favourite requirements—Attractiveness 35, Charm 40 and Stamina 45—and her special skill Perfect Metabolism feed into the common relationship calculation. The final award also includes random and other applicable relationship modifiers; it is not a fixed doubled payout.

Vera's Winnings Tracker

Vera's progression uses the sum of the four games' recorded money won minus recorded money lost. This number persists across visits and days. Losses can lower it below a scene's requirement.

Recorded winnings and wallet changes differ

Result Actual wallet effect Amount used by Vera's tracker
Darts win Pay $50, receive $100: net +$50 +$100
Darts loss −$50 −$50
Cash Liar's Dice ±current stake, including an accepted doubling Same signed stake
Drinks Liar's Dice No cash transfer +$10 for a win or −$10 for a loss
Hold'em win Receive the pot; subtract your own contributions to work out actual profit +the entire pot
Hold'em loss Lose your own contributions −the entire pot, including Vera's contributions
Hold'em tie Pot split No win/loss entry
Blackjack win Net profit equals wager, or 1.5× wager for a natural Net profit
Blackjack loss Lose wager, including any double Same lost wager
Blackjack push Wager returned No win/loss entry
Example: five darts wins with no losses add $500 to Vera's tracker, but $250 to your wallet. In poker, if each player contributes $100 and you win the $200 pot, wallet profit is $100 while the tracker gains $200. These are the current game's counting rules; do not budget from the tracker alone.

Relationship content gates

Meeting a money threshold does not replace the relationship and previous-scene requirements.
Content Required relationship and tracker total
Cards and Confidence H2H Known+; +$500
The Tell Acquaintance+; +$800; The Downtown Bar introduction completed
Bad Night Friend+; +$1,200; The Tell completed
Crossing the Line Close Friend+; +$1,800; Bad Night completed
When Tables Turn H2H Crush+; +$2,500
Back to the Hotel Romantic+; +$3,000
Last Card Romantic+; Crossing the Line and When Tables Turn completed; +$4,000
Night with Vera Romantic+; +$5,000; her apartment, 20:00–24:00; full version
The Tell, Bad Night, Crossing the Line and Last Card are automatic Downtown Bar visit plots in that order. Return to the bar after meeting each gate. The two H2Hs are actions selected on Vera: Cards and Confidence costs $100, 60 minutes and 15 Energy; When Tables Turn costs $600, 180 minutes, 50 Energy and 30 Calm. Each H2H is completed once.
Back to the Hotel is a repeatable full-version action, up to once daily, costing $500, 180 minutes, 50 Energy and 20 Calm. Night with Vera is selected at her apartment, up to once daily, costing $500, 180 minutes and 65 Energy. These action payments do not count as gambling losses in her tracker. See Vera for the complete relationship route.
Her gambling-aware Drink dialogue also changes with the tracker: negative totals, 500, 1,000, 2,000, 5,000 and 10,000 are its reaction thresholds. Between 0 and 499, there is no extra gambling reaction tier. These dialogue tiers are separate from the plot gates.

Darts — 369 and Double Out

Both players start at 369. Vera throws first; each turn allows three darts. Subtract your scores and reach exactly zero on a double. The 50-point centre bull counts as a double finish.
A turn busts if you go below zero, leave exactly one, or reach zero without a double. Your score returns to the value at the start of that turn and your remaining darts are lost.

Throwing

  1. Click to start the moving power meter.
  2. Click to lock power inside the green zone, centred on 67.
  3. Aim the crosshair and click to throw.
Strength widens the power zone: base width 4 + Strength/3. Archery Focus multiplies this width by 1.10. Strength 30 gives width 14, or 15.4 with Archery Focus, before clipping at the meter's edges.
Ability reduces wobble from approximately 80 pixels at Ability 1 to zero at 90. Quick Draw reduces remaining wobble by 20%. Power outside the green zone produces vertical error: underpowered darts land lower, overpowered darts land higher, at two pixels per unit of error beyond the zone.

Scores and finishing

* Centre red bull: 50; surrounding green bull: 25.
* Narrow inner ring: triple the numbered segment.
* Narrow outer ring: double the segment.
* Other numbered areas: the segment's single value; off-board: zero.
* Clockwise from the top: 20, 1, 18, 4, 13, 6, 10, 15, 2, 17, 3, 19, 7, 16, 8, 11, 14, 9, 12, 5.
Useful finishes are 40 → double 20, 32 → double 16, 36 → double 18, and 50 → bull. Make an odd score even with a single first. At a remaining 60, triple 20 reaches zero without a double and busts; use a setup dart instead.
Vera hits her calculated target exactly on 35% of throws; otherwise the aim is displaced by 1–50 pixels. That displacement can still land in the intended scoring area. Her targeting includes triple scoring and double finishes, so do not assume every displaced throw misses entirely.

Liar's Dice

Each player secretly rolls five dice. Bid on how many dice of a face exist across all ten, or challenge the current bid. Ones are wild for faces 2–6; a bid on ones counts only actual ones.
The bid controls start at at least two dice and face 2. Raise quantity, or keep quantity and raise the face. If challenged, a bid is true when the actual count meets or exceeds it. A true bid defeats the challenger; a false bid defeats the bidder. A rolled 2,3,4,5,6 straight is rerolled.

Stakes and difficulty

Stake Difficulty Bluff setting
Drinks / $10 / $25 Basic No special random bluff roll
$50 Medium 10%
$75 High 20%
$100 Expert 25%
Higher tiers also use more advanced bid evaluation. The high/expert AI has code for knowing one/two player dice, but the normal launch currently rolls before setting the selected stake and clears that knowledge afterward. Do not treat the old guide's claim that she always sees your dice at $75/$100 as a guaranteed active feature.
On Vera's turn at turn count 5, a cash round can offer to double the stake if your available wealth meets the current bet. Accepting doubles the amount won or lost; refusing keeps the original stake. Drinks rounds cannot double.

Reading a bid

Count the claimed face plus your ones to find what your hand guarantees. With 1,1,3,4,5, you guarantee three 3s, three 4s and three 5s, or two 2s/two 6s. You do not guarantee that same count when bidding on ones.
For a rough baseline, five unknown ordinary dice contribute an average of 5/3 ≈ 1.67 matches to a face 2–6, including wild ones. That is an expectation, not a safe upper limit. Actual dice and the game's straight reroll affect the result; challenge based on the remaining matches Vera would need, rather than assuming a bid above the average is automatically false.
Drinks rounds provide practice without cash transfers, but they still change Vera's progression tracker by ±$10. Cash stakes are settled at the end; the five dice do not shrink over repeated challenges because each challenge ends that round.

Christmas Hold'em

This is heads-up poker with 52 standard cards plus two wild jokers. Each player receives two hole cards and shares five community cards. The best five-card hand wins.

Daily bankroll

Vera starts a new in-game day with $2,500. The reset occurs when opening this table on a new day. Winning transfers her contributions to you; losing adds your contributions to her bankroll, so it can grow above its initial amount.
At zero bankroll, the table closes for that day and its completion event fires. It becomes available on a later day. This is a daily opportunity, not a guaranteed $2,500 profit: bets and losses affect both balances. You need enough wealth for the ante and further bets.

Hand flow and betting

  1. Choose $10, $50 or $100 ante; both participants must afford it.
  2. Both pay the ante. Two hole cards each and the three-card flop are dealt immediately—there is no separate pre-flop betting round.
  3. Bet on the flop, then the turn, then the river. The first actor is selected randomly.
  4. Check when nothing is owed, bet, call, raise or fold. There are at most two raises per betting round.
  5. A fold awards the pot immediately; otherwise compare hands at showdown. Ties split the pot.

Hand ranks, strongest first

Five of a Kind → Royal Flush → Straight Flush → Four of a Kind → Full House → Flush → Straight → Three of a Kind → Two Pair → Pair → High Card.
Jokers substitute to form the best hand. Three matching cards plus two jokers make Five of a Kind. A pair plus two jokers guarantees Four of a Kind from those cards, not Five of a Kind. Jokers in the community cards help both players.
Vera evaluates the cards currently available. Two pair or stronger produces aggressive betting; stronger hands can raise. A single pair tends to call smaller bets, and high-card hands sometimes bluff. Her expressions are general reactions, not an exact readout of hidden cards.
Keep stakes affordable, check shared joker possibilities and fold when the cost of continuing is too large for your hand. The tracker records the whole pot, so poker progression totals can move faster than actual wallet profit.

Blackjack

Blackjack uses a standard 52-card deck, with no jokers. Number cards count at face value, J/Q/K count as ten, and an Ace counts as eleven until it must become one to avoid a bust. Vera draws below 17 and stands on all 17s.
Choose $10, $50 or $100, paid before the deal. You can Hit, Stand, or Double on your first action with exactly two cards and enough money for an equal additional wager. Double takes one card and then automatically stands. There are no splits, insurance or surrender controls.
Outcome Payout, including returned stake Wallet profit
Two-card natural 21 vs a non-natural 2.5× wager +1.5× wager
Ordinary win or dealer bust 2× wager +1× wager
Equal totals / both naturals Wager returned 0
Loss or player bust 0 −wager
For a $100 wager, a natural returns $250 and earns $150 profit; a normal win returns $200 and earns $100 profit. After doubling, the wager and potential loss are $200.

Playing deliberately

* With a total of 11 or less, taking one card cannot bust. Double commits you to just one further card, so check the dealer's exposed card before using it.
* A hard 17+ is usually a sensible stopping point. A soft hand with an Ace still counted as eleven has different risk.
* With Ace + 5, another card cannot immediately bust: the Ace can drop to one. After the draw, reassess the new total.
* Raising stakes increases cash swings; it does not increase the +2 base relationship award for a win.
These are practical tips, not a promise of profit. The game resolves the actual cards; it does not provide a hidden player-stat success roll.

Skills, Progression and Troubleshooting

Confirmed direct game benefits: Strength, Ability, Archery Focus and Quick Draw help darts; Time shortens table rounds; Perfect Metabolism helps Vera's relationship calculation. Her Bar Game Psychology action at Known+ and Communication 50 gives a one-time +1 Luck.
Vera teaches Cheating at Friend+ for $350 and 180 minutes, with base costs of 30 Energy and 30 Calm. The four bar-game implementations do not directly check that skill to alter their dealt cards, bids or dart results. Likewise, do not assume raising Luck changes these games' card/dice odds: use the specific confirmed benefits above.
For early progression, darts supplies a large base relationship reward and +$100 tracked per win. Five wins without losses reach the first $500 tracker threshold. Drinks dice can raise or lower it without cash. Use whichever game you can play consistently, then revisit Vera's actions when both the money and relationship gates are met.
* Table Games missing: visit the Present Downtown Bar during 20:00–03:00.
* A scene is missing despite enough money: check its relationship stage and previous-scene requirements; today's losses may also have lowered the tracker.
* Wallet and tracker disagree: use the counting table above, especially darts, drinks dice and Hold'em.
* Hold'em refuses another game: Vera may be cleaned out for the day, or one participant may not afford the chosen ante. Reopen on a later day for the bankroll reset.
* Darts ends unexpectedly: check for a bust or the daily limit; double-out rules are stricter than simply reaching zero.
* The relationship reward is smaller than expected: listed values are base awards, and the shared relationship calculation randomizes the final result.


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Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.