Slot Machines Gambling

The slot machine or one-armed bandit, as it has become known, was invented in the early 1800s by Charles Fey. The object of these mechanical games of chance is to match the winning combination of symbols displayed in the payout schedule on the front of the slot machine.

Let’s Play!
Before spinning the reels, you must place a bet.

Select a coin value of either 5¢, 25¢, $1, or $5.
Click the coin slot, Bet One or Bet Max.
Click the coin slot, up to three times, until the number of coins displayed equals the amount you wish to bet.
Click Bet One, up to three times, until the number of coins displayed equals the amount you wish to bet.
Click Bet Max once to bet the maximum amount allowed. The reels will automatically spin after choosing this option.
To reduce your bet amount, right-click on either the coin slot or Bet One to remove coins. Your bet will be reduced by the amount of the currently selected coin each time you right-click. You can also click Cash Out to remove all coins prior to spinning the reels.
Click Spin or the slot machine lever to spin the reels.

Slot machines assign different values for payout based on the combination of symbols and how they align when the reels stop spinning.

Your winnings do not accumulate as credits within our machines. Each time you win, your winnings are deposited directly into your account balance, so you do not have to hit Cash Out when you want to leave the game – your winnings have already been placed in your account.

You Win!
If the symbols displayed, once the machine comes to rest, match any of the combinations in the payout schedule, you win.

You don’t need to hit Cash Out to retrieve your winnings. Every time you win, your casino account balance is automatically updated. Your winnings appear as credits.

If you’re playing the $5 machine and get a combination that pays out 4 credits, you win 4 x $5 = $20.

Progressive Jackpot
Progressive jackpots may not be available on all slot machines.

The progressive jackpot can be won if you meet the following criteria:

– the symbols displayed, once the machine comes to rest, match the highest winning

– combination of symbols found in the payout schedule and,
– the maximum number of coins are used to place the bet.

If these two conditions are met then you win the credits shown plus the progressive jackpot.

Progressive jackpots are shown in dollars and the amount won is adjusted according to the denomination played. Once a progressive jackpot is won, it is converted into credits, added to the jackpot credits and displayed in the win column.

Make Online Casino Deposit to Have Easy Money Removal

There is not really lots of web fans that never have observed or experimented with Online Casino Banking NZ. In present day online planet, it seems like an incredibly normal thing to accomplish countless things online, such as placing gambling bets from the internet betting house. That way of betting has got some benefits and drawbacks. But, individuals who seem to be really serious about this world usually ponder what is Online Casino Banking NZ and ways to manage it.

So, when you plan on placing gambling bets via some kind of Online Casino Banking NZ and you anticipate winning some bucks, you may inevitably have to insert some money towards your casino account. There’s even a possibility to obtain a free casino deposit via some online resources, but it isn’t often the best thing. This could appear like a better offer, seeing that you don’t have to use your funds, but you should certainly find out the site’s strategy as to the money removal out of your profits. Like with any business in our world, if you don’t spend any money, then you don’t obtain the return either.

In order to draw extra clients to the site, countless casino sites provide Online Casino Banking NZ deposit bonus. The sum of the bonuses differs for various online sites and this option truly assists future players examine the web based casino and see if it is worth and risk-free to invest additional dollars towards their accounts. These bonuses usually increase your original little credit, therefore, if you place $50 to your gaming account, you’ll in fact have one hundred to perform with. However, you still need to gamble carefully utilizing this benefit money, since it is usually susceptible to different regulations compared with your personal funds.

Although this style of playing having bonuses looks like a great thing whenever you want to choose which Online Casino Banking NZ to put your own cash in, it’s not the ideal method in case you plan to withdraw your dollars rapidly. If everything you want to achieve is earn some cash and then simply receive it, then it is not advised to employ bonuses. Only if you gamble with your own funds, the website permits you to cash it quickly. A different issue that irritates lots of gamblers, who enjoy online casino games, is that it is not always probable to put a deposit through plastic card anymore. Not all among us feel comfortable revealing our individual and money facts with an unknown website and some of us get blocked by latest banking rules. Yet, the good feature is certainly that nowadays there’re other methods you can easily have a gambling deposit in internet.

One of the methods to make your online casino cash credit more secure is simply by applying one among the popular Online Casino Banking NZ. Many individuals have demonstrated that this is probably the most secure and most convenient method to carry out a money deposit. There’s even more than a single technique how we may place cash to the web wallet. You could accomplish this using your bank card, through financial transfer or even an online check. This is all created for our advantage, so why don’t we use it, while we look for the best Online Casino Banking NZ in the web.

Sites, Suggestions and Techniques for Online Poker to Suit Your Playing Level

Currently more and more poker players select online poker. Poker honestly isn’t such income producing for casinos as slot machine games or craps. And so in most cases casinos really don’t worry about poker development. Aside from that a number of men and women avoid gambling establishments, other persons never have plenty of time to visit traditional casino or simply these people just are extremely lazy to be able to complete that, somebody does not play traditional poker games because of the fact that he / she is not sufficiently effective when it comes to stone cold bluff and so forth. And yet all of these headaches, uncertainties and difficulty disappear when it comes to World Wide Web gambling.

People do not have to move anyplace because of the actuality that they can easily play the game from their homes by making use of personal computer which has internet connection. You only need to select one online gambling poker site from about 5 hundred poker online services in order to set up your account there. In addition a lot of services supply sizeable registration added bonus and many other internet sites will probably present you enormous bonus items for your starting down payment. You’re able to send deposits and also acquire your own poker payouts by means of digital transaction only entering your current credit card data. One other fantastic news is without a doubt the fact that poker websites provide vast range of distinct poker styles.

To get started on playing online gambling poker games usually you’ll be recommended to download specific software application and also to set up that on your hard disc drive. Particular software program permits you to take pleasure in poker online plus effectively performs everything in order to keep activity honest. Some other significant element is certainly that online poker is very friendly for brand new players. Online poker portals present dedicated software that was designed to show you game’s concepts and poker hands for novices. Just about everything is made to reproduce serious land based casino environment and also to make gaming interface highly understandable possibly even for those people that are not highly experienced in internet. One other vital characteristic is certainly specific help option which will remind all of poker hands for you every time you require. In addition certain online websites offer unique functions which actually indicate your probabilities in current game plus chances that you are going to acquire higher cards combination.

One other essential advantage of playing using the net is certainly opportunity to get involved in online poker tournaments. You must pay entry fee to play in that event and this rate quite often appears like for instance $50+$5 where $50 goes to pool and $5 will go to online gambling casino. Playing poker online has a lot of advantages therefore you actually should try it.

Poker Betting Basics

If there are no bets to you (It is checked to you)

Bet: You can put in one bet into the pot. Now all the players must call that bet by also putting in the same amount of money, or else they must fold.

Check: You can choose not to put in any money into the pot. If no one bets, then the game continues and everyone is still in the hand. If someone else bets, then you have a decision to make…

If there is a bet to you

Fold: You don’t put in any more money, but you are out of the hand and cannot win any money. Any money you have put into the pot up to this point is lost.

Call: You put in money equal to the amount bet so far. You stay in the hand. Play continues and the next card is dealt, unless someone else raises. (If there are no more cards, then there is a showdown)

Raise: You put money into the pot equal to the amount bet so far, plus one bet. Now, all the other players must call your raise or fold. They may also reraise you.


If there is more than one player left after all the cards have been dealt, and everyone has called on the last round of betting after that card is dealt, then those players showdowntheir hands. Whoever is holding the best poker hand wins all the money in the pot. If there is a tie, then all tying hands split the pot in equal amounts. The poker room will also take a rake from the pot before it is distributed to the winner or winners. The rake is the house’s share and is usually a few cents on the dollar.

Win by default

If everyone except one player folds, then that player gets all the money in the pot, minus the rake. He does not have to show his hand to the other players.

Betting tactics

Reraise: Someone else raises you, but you feel that you have a very strong hand, and you want to make your opponent pay to stay in the hand. Then you can reraise him and force him to put in another bet to stay in. Some poker rooms will let two players reraise each other indefinitely. Others will cap the number of total bets at 4, or some other number. Most online poker rooms cap you at 4 bets in each betting round. (The betting is only capped for limit poker; no-limit and pot-limit games do not have betting caps).

Check-raise: You hold a strong hand, and you are greedy. You want to take more than just one bet from your opponent. So you check, your opponent bets, and you raise him. Now he calls, and if your hand is as good as you think it is, you just won two bets from him. Check-raising is a powerful tool, but it can be dangerous, because your opponent might also check. Then you win no money from him. Or, he might have an even better hand then you, and he might reraise you.

Check-and-call: If you have a decent hand, but you think there is a good chance your opponent might have a better one, you may wish to avoid a raise. In this case, you can check-and-call.


If you can fold without putting in money, why doesn’t a player just fold all the time until he gets a great hand? This is prevented by forcing each player to pay a “tax” on the hands he plays. This tax comes in the form of blind bets also known as blinds. Each hand, one player at the table puts in a big blind (BB), and the player in front of him puts in a small blind (SB). In most internet games the small blind is half the size of the big blind. The big blind is the size of a small bet in a limit game. The blind bet is paid regardless of whether the player likes his cards or not. The other players must call (or raise) the blind bet or else they must fold. The player in the small blind must make up the difference between the BB and SB in order to stay in the hand. So if the big blind was *2 and the small blind was *1, the player in the small blind would have to pay *1 to stay in the hand.


The blinds rotate each hand. The person to the left of the dealer pays the small blind, and the person to the left of the small blind pays the big blind. In the preflop betting round, the player to the left of the big blind is the first to bet, and the big blind is the last to bet. In all rounds after that, the small blind is the first to bet, and the dealer is last to bet. Position is very important in poker, and here’s why: Information is power in poker, and each bet gives away information. If a person bets before you, he gives you information you need to make your bet. On the other hand, he has to make his bet without the information contained in your bet.


Omaha:  A game in which each player receives 4 face-down cards and shares 5 community cards.  The winning hand must use exactly 2 down cards and 3 community cards.  This game also has a High/Low variant.

Omaha High/Low:  This game allows players to compete for a pot split between the highest and the lowest hands using 2 down cards and 3 community cards.  A player may use different sets of cards to make up the best high and the best low hands.

On the Button: Being the last player to act in a betting round. Dealer’s Position.

OPTION: This term refers to the option given the big blind player the option of raising before the flop.

OUTS: The number of cards left in the deck that will improve your hand.

OVERCALL: To call a bet after another player has already called.

OVERCARDS: When you have cards that are higher than all the cards on the board.

OVERPAIR: A pocket pair higher than any of the cards on the board.

PAIR: Also called two of a kind. This is a hand where the player’s best hand is made up of 2 cards of the same rank.

PASSIVE: Adjective to describe a player who frequently calls and rarely bets.

PF: (abbev.). Pre-flop.

PLAY BY THE BOOK: To play according to the conventional wisdom regarding basic poker strategy

PLAY THE BOARD: Using all the community cards in Hold’em as your best hand.

PL: (abbev.). Pot-limit.

PLO: (abbev.). Pot-limit Omaha.

POCKET CARDS: The term for the two down cards at the start of the hand.

POSITION: The location of the player relative to the dealer.

POT ODDS: The odds you get when analyzing the current size of the pot vs. your next call.

POT-LIMIT: A variation on betting where each player may bet up to the current amount in the pot (PL).

PROP PLAYER: A player who is paid by the house to play in games with their own money as a way to fill up games.

PROTECTING YOUR CARDS: (phrase): To place a chip over your pocket cards so the dealer doesn’t accidentally muck them.

RABBIT-HUNTING Asking to see additional cards even though the hand has already ended.

RAG: A useless card.

RAG FLOP: A flop with bad cards – usually low cards.

RAKE: The amount of money, in chips, taken by the house as the service fee.

RB: (abbev.). Rebuy.

READ: Analysis of a player based on how they play, mannerisms, and tells.

REVERSE TELL: Intentionally acting in a different way to give a false image.

RING GAME: Any non-tournament game.

RIVER: The fifth and last community card dealt face up in a Hold ‘Em game.

ROUND: This refers to the dealing of a set of cards and associated betting.  For example, the dealing of the river and the bets that follow are a round.

ROUNDER: Someone who plays poker for a living.

RUNNER-RUNNER: When a player hits two running cards to make a hand.

SANDBAGING: Holding back and calling despite the fact that you have a very good hand.

SATELLITE: A tournament that lets you enter another tournament if you win.

SB: (abbev.). Small-blind.

SHARK: A good player or player who disguises his skill to trick others.

SHILL: A player who is paid an hourly rate with house money to play in games as a way to fill them up.

SHOOTOUT: A tournament where there are several tables and the winners of each table plays against each other.

SHORT STACK: A player that doesn’t have many chips left. Usually used in a tournament or a no-limit cash game.

SHOWDOWN: After the final bet, when all players show their hands or muck, is known as the showdown.

SIDE POT: This is a pot created when a player goes all-in.  The side pot is the pot available to those players not all-in at that point.  There can, on occasion, be more than one side pot.

SNG: (abbev.). Sit N Go.

SOFT GAME: A game with a lot of bad players.

SPLASH THE POT: An illegal move where chips are placed in a haphazard way.

SPLIT POT: A pot where more than 1 person are tied for the best hand and they have to split the winnings.

SPREAD LIMIT: A game in which there are betting limits with a fixed minimum and maximum bet for each betting round.

STARTING HANDS: The first 2 cards a player receives in Hold ‘Em or first 3 cards in Seven Card Stud.

STEAL: To bluff and win a pot.

STEAL-RAISE: A raise by someone in late position in an attempt to reduce the number of players and/or steal the pot.

STEAMING: Being on “Tilt”.

STRING BET:  An illegal bet in which a player makes a bet with more than 1 motion.

T: (abbev.). Tournament.

TABLE STAKES: The value of the chips with which a player sits down at a table.  Also a term for no-limit poker.

TELL: An action that gives clues about the cards someone is holding.

TIGHT-AGGRESSIVE: A player who doesn’t play many hands but plays his hands aggressively.

TILT: To play badly as a result of losing.

TIMED-OUT: When an online game folds you hand because you didn’t act in time.

TRIPS: A nickname for three of a kind.

UNDERPAIR: A pair lower than any card on the board.

UPCARDS:  Cards that are dealt faceup.

UTG: (abbev.). Under-the-gun. To be the first one to act. The position to the left of the Big Blind.

WSOP: (abbev.). “World Series of Poker”. The most prestigious tournament in poker, held at Binion’s Horseshoe in Las Vegas.

WPT: (abbev.). “World Poker Tour”.


DEAD BLIND: In a situation where you have missed your blinds and wish to re-enter the game before your turn to post the big blind.  You must post both blinds and the small blind is termed a dead blind, meaning it does not count towards calling a bet.

DEAL: To distribute cards to the players.

DOUBLE-UP: To go all-in in a tournament and win the hand and double the amount of chips you have.

DOWNCARDS: The face-down cards dealt to a player.

DRAWING DEAD: This describes the situation when a player is trying to draw a card to complete a hand when there is already a hand that will beat it, even if made.

DRAWING HAND: A hand that needs improvement to win. Usually to a straight or flush.

EARLY POSITION: Being one of the first to act in a betting round.

FIFTH STREET: The term for the fifth card in 7 Card Stud and the fifth board card in Hold’em.

FISH: A weak player.

FIXED: A limit-game where the betting limits are fixed on each round.

FLOP: 1. n. the first three community cards dealt face up on the table.
2. v. used to describe what your hand was after the flop. “I flopped the nuts!”

FLOP %: The % of hands where you see the flop.

FOURTH STREET The term for the fourth card in 7 Card Stud and the fourth board card in Hold’em.

Flush:  Any 5 cards in one hand that are all the same suit.

FREEROLL: This term applies to poker tournaments where the entry fee, the stakes, or both the entry fee and stakes are waived. In some non-freeroll tournaments, the house may guarantee a minimum prize pool.

FREEZEOUT: A game in which players start with a specified amount and then can buy no further chips, with the game continuing until one player has all the chips.

GRINDING: Playing in a style with minimal risk and modest gains over a long period of time.

GUTSHOT: A straight draw where only one card will complete the hand.

Hand: 1. The complete playing of all the cards given out in one deal.
2. The cards used by a player.

HEADS-UP: To play against only 1 other player.

HIGH-LIMIT: A game that is played for higher stakes – usually $50/$100 or higher.

IMPLIED ODDS: The odds you are getting after the assumed result of betting for the remainder of the hand.

IN-THE-MONEY: In a tournament, to place high enough so that you will win a cash prize.

INSIDE STRAIGHT DRAW: The term applied when a player has 4 of 5 cards needed for a straight with the missing card being inside the sequence rather than at either end, and gets the missing card.  For example, a player holding 3, 4, 5, 7 needs a 6 to complete the straight.  Getting that 6 is termed “making the inside straight.”

KICKER: The term for the card used to break ties between two of a kind or between Two Pair.

LIVE BLIND: A blind that counts towards any bet you call or raise.

LOOSE: Adjective to describe a player who plays lots of hands and gets involved with a lot of pots.

LOW-LIMIT: A game where the amounts wagered are small.

MAIN POT: The initial pot of money.  When one or more players go all-in, a side pot is created for each all-in player.

MECHANIC: A player who has the ability to illegally manipulate cards for favorable results.


MICRO-LIMIT: Games that are played for very low stakes – usually $.50/$1.00 or less.

MONSTER: A strong hand.

MUCK: As a noun, this refers to the pile of folded cards and discarded cards.  As a verb, at showdown time, the act of returning a losing hand to the dealer face-down.

MTT: Abbreviation for Multi-Table Tournament.

NH: “Nice hand”.

No Limit: Considered one of the last true forms of poker, where the amount you can bet is limited by the number of chips in front of you.

NUTS: The best possible hand.

Find more poker terms in the next part


On this page we have provided you with the definitions for a list of some of the terms often used in poker, as well as a few computer related terms.

ACE-HIGH: A hand with an Ace but no flush, straight or pairs.

ACTION: Bets or betting. “There’s a lot of action on this table.”

ADD-ON: An option during a tournament to purchase more chips.

AGGRESSIVE: Adjective to describe a player who raises and re-raises and rarely calls.

ALL-IN: When you run out of chips during a hand, but don’t wish to fold, you are all-in.  This means you have the potential to win a share of the pot up to and including your last contribution to that pot.  You cannot share in any bets added beyond that point.  These bets form a side-pot.

ALL-IN PROTEECTION: When you cannot act in time, or disconnected from the internet, you are put all-in for the hand. The software is “protecting” your hand from being folded instead.

ANGLE-SHOOTONG: Using unfair tactics.

ANTE: A forced amount contributed by all players before cards are dealt as a way to create a pot.

AUTO-MUCK: To have the software automatically fold your hand at the showdown if it isn’t a winner.

AUTO-POST: To have the software automatically post your blind so it doesn’t have to ask you each time.

Avatar:  A term from computer gaming for an image or figure used to represent a person.

 BABY FLUSH: A flush made with a low.

BACKDOOR: Making a hand other than the one intended. Example: Having J/10 of Clubs with a flop of A of Clubs, 5 of Clubs. 6 of Spades. The turn and river are K & Q of Hearts. You made a straight instead of the intended (and more likely) flush.

BACK-RAISE: Re-raise another players raise.

BAD BEAT: When a good hand is beaten by a hand that gets lucky.

BANKROLL: The amount of money a player has.

BET: To place money in the pot.

BET OUT: To open the pot with a bet even though you have the opportunity to check.

BET THE POT: This term is used in pot limit games.  It means your bet matches the current amount in the pot.  If, when your turn to bet, the pot was at $14, and you bet the pot, your bet is $14.

BIG BLIND: The largest blind posted prior to the dealing of cards. This is usually the player sitting two seats to the left of the dealer.

BLIND: A mandatory bet placed before the cards are dealt to force money into the pot. You usually have to post a blind when you join a game.

Board: The community cards in Hold’em are collectively known as the board.

BOAT: A full-house.

BURN CARD: In Hold ‘Em, the cards before the flop, turn, and river that are discarded to prevent reading of marked cards.

BUST OUT: To lose all your chips.

BUTTON: A marker, usually disk-shaped, to indicate which player is the virtual dealer.  The button is used in games where position relative to the dealer is important.

BUY-IN: The amount a player spends to get into a game or tournament.

CALL: Matching a bet amount.

CAP: In a limit game, betting the last amount allowed before the maximum allowed number of raises is reached.

CARDS SPEAK: The rule that your hand is the most favorable possible combination of cards, no matter how you call it.

CASH GAME: A game played where the chips have a cash value, as opposed to a tournament where the chips do not have a cash value.

CASHOUT: To transfer money from a poker site to a personal account.

CATCH: To hit alot of your hands.

CHECK-RAISE: The act of checking, then re-raising a bet.

CHOP: To split a pot when both people have the same winning hand.

CHOP THE BLINDS: When all the players fold around to the blinds, the blinds decide to take their money back instead of playing the hand.

COLLUSSION:  A form of cheating where two or more players attempt to gain an unfair advantage by sharing information.

COMMUNITY CARDS: Communal cards dealt face up in Hold ‘Em that all players can use.

COVER:  To have more chips than another player.

Crazy Pineapple: A variant of texas holdem where each player gets dealt three cards preflop and discards one of them before the turn card is dealt.

Read more in the next article

Free Lottery – Do Not Miss the Boat

It isn’t a top secret for human beings that actually money itself rooted deeply in our whole day-to-day lifestyle – we live in order to earn our living, putting intellectual values behind, but that’s just a point – it is very hard to stop reaping benefits of it all however strong we all may do our best. That is why, with the purpose to calm everyone down and carry them the hope to do make their dreams become a reality, it’s been decided to introduce the following marketing solution, that is free lottery, which permits human beings to rush into peril and thus earn income.

Also, there is a golden opportunity to participate in free lottery online – what’s fascinating, it saves time – use the Cyberspace and so you will see that it is a kid’s stuff to wallow in luxury – so, you must make a decision what exactly you’re in need of. Aside from this, it is important to indicate that feel free to download free lottery software, for instance, and obtain the intended effect faster, applying bare minimum attempts, but still don’t become too much obsessive about this not to come a cropper or worse – be left with nothing.

Nonetheless, there is state lottery offered for true-born betting games buffs that guarantees you all to hit a jackpot, since, judging from the statistical data, it’s very easy to be cheated. To elaborate above, such sort of wagering game can provide you, folks, with free lottery tickets – a solution, hardly available anywhere else, but it is you that have to decide which kind of gambling game to play, for assuming you’re prudent, and, furthermore, score twice before you cut once, you’ll blossom forth everywhere.

It’s not a secret that, for instance, people always look for something new and, what is more, breathtaking, and it does actually give this wonderful feeling to them all: lottery numbers, adrenalin etcetera make them be happy – it will seem to be the absurdity, but still many resort to all this. But, as is known, it is not recommended to go too far not to go daft and get strongly dependent on gambling – it is like drugs: when you start participating, there is no way back.

In conclusion, be that very bold spirit, since, as mentioned before, nervous Nellies never will make the entire world go around – free lottery game is most certainly your choice – be up-and-coming, hardly will it let you all get bored. Bear in mind, wagering is not the evil as some are now taking the view – it is amazing world of boundless opportunities.

4th Edition Dungeons & Dragons Core Mechanic Holds True

A recent article in the Design and Development section of D&D Insider hinted at the core mechanics for 4th Edition. And since I’m still fishing for good (quality) tid bits of information I dove right into it.

From what I’ve read it sounds like WotC (Wizards of the Coast) is doing a great job in making this new edition more than just an excuse to sell us new books.

What we mean when we talk about streamlining the system is this: making design decisions that make learning and using the game less difficult, while keeping the system just as robust. And making it more fun as the result.

If you want to know whether or not you succeed in doing some action in 4th Edition, you grab a d20 and try to roll high. Just as in 3rd Edition, you add a modifier to that roll from your character sheet, and you check for any extra bonuses or penalties from the situation or from your allies. The key difference in the new edition is what you roll for and what you add.

The standard defenses remain (AC, Fortitude, Reflex, and Will) but now they all work more like AC. When a dragon breathes fire on you, it attacks your Reflex and deals half damage if it misses. The DM rolls a d20, adds the dragon’s modifiers, and asks you what your Reflex score is. The dragon might roll a 1 and automatically miss no matter how much tougher it is than you, but there’s also the frightening possibility that it will roll a 20 and deal double damage.

Folks familiar with the new Star WarsSaga system will recognize this concept, but it’s evolved a bit to better suit D&D. In 4th Edition, when a creature only needs to touch you to deliver an attack, it targets your Reflex. When you’re surprised, you grant combat advantage, but you don’t need to look at a special AC on your sheet — the normal number works fine. When a pit suddenly opens up beneath your feet, you make a check to jump out of danger, but if a crossbow trap fires an arrow at you, it the bolt attacks your AC.

That’s pretty interesting. So gone are the somewhat confusing touch and flat-footed ACs? No more Saving Throws? I may be a bit sad to see the classic Saving Throw gone but I do like the idea that they are “defenses” now. Foes will attack the defense rather than PCs trying to avoid a situation.

One thing the article didn’t allude to was how do you determine your ability to affect these defenses. In previous editions you had attack rolls but they were used to attack Armor Class – and certain classes excelled at doing this. I’m guessing that the Base Attack will not be used to attack all the defenses all of the time. This snippet hints otherwise:

Have you played a spellcaster and been a little envious of the excitement of other players when they roll critical hits? Have you wished that you could do that for your spells?
You can in 4th.

Just guessing here, but I assume wizards will attack the various defenses when they cast spells (hence the ability to roll a crit). But the gods help them if they are dependant on their Base Attack! There has to be another piece to this puzzle.

I mentioned in a previous post that Wizards were my favorite class. The new streamlining is only enhancing that feeling. Can’t wait to try out a new Wizard!

Designing Villians Game Review

Why Be a Villain?

A good villain is not planning to destroy the town because he’s Chaotic Evil. He’s going to destroy it because he’s Chaotic Evil and he’s got a good reason to hate that town: they branded and exiled him, they executed his father after a rigged trial, or just because they laughed at his froggy familiar.

People are sneering, villainous bastards when they act in a particular way. What makes them act that way is what makes them interesting villains as opposed to just another goblin, skeleton, or other faceless mook. Villains are full of powerful, albeit twisted, emotions. They want big, dramatic things to happen, and they want them badly: demonic summoning, war and plague, the destruction of entire cities and nations, the slow torture of the innocent, or the death of knowledge. Not exactly the sort of gold, food, and magic that goblins and giants care about.

Actually, the comparison to standard monsters is very revealing. Monsters without clear motivations aren’t villains; they’re just combat-shaped obstacles in the game. Villains have plans, and the good ones also have style. Villains make the players react to them, striving to foil their plans. They ooze bad intentions, and they have goals and the ability to reach those goals.

Choosing a CR, class, and equipment for a villain is only half the design challenge. Motivation is the key element for a truly great villain. And giving a villain a great motivation has the happy side effect of making the rest of your adventure design easier.

Why Bother With Motive?

Motive makes creating and running adventures easier in at least four ways:

  1. It suggests possible allies for a villain.
  2. It clarifies the right targets for your villain to strike.
  3. It suggests what the villain does next if the adventure derails.
  4. It helps players figure out the villain’s goals.

For example, if a villain is a dragon who seeks to recover a gem stolen from its hoard, it might first choose targets such as merchants and wanderers travelling between villages. It might even ally itself with a group of bandits who promised to return its gem to it, gathering information in ways that the dragon could not. If the party does not choose to follow the adventure hook of the “bandit dragon,” it might soon escalate to attacking and looting a village or small town, with a special focus on jeweler shops. The goal is obvious: regain the gem (or failing that, sooth the heartache of losing it by collecting other gems to replace it).

A dragon whose motive is finding a mate might act quite differently, as would a dragon seeking revenge for the destruction of its eggs (which might burn out villages indiscriminately, and harbor special hatred for armored foes). Motive makes them distinct.

The most common motives of a villain are all familiar from books and movies: vengeance, greed, lust for power, abuse of authority, impersonation by evil forces, religious zealotry, and madness. Other motives are less familiar: villains who act out of love, out of fear, shame, and out of error (Lear). Some of these make excellent motives for adventures, specifically because they don’t get a lot of play in standard fantasy item-quests.

For instance, imagine an elvish villain. This elf is a spurned lover who seeks to destroy a noble woman and her family: he tries to impoverish her, ruin her reputation, and poison her new lover. The actions may not initially seem directed at the noblewoman at all (the poisoning is indirectly aimed at her, the loss of money could just be a crime of greed). Once players understand the motive in this adventure, they’ll understand the villain and know where they can confront him.

Motives to Ignore

You can go overboard with motive, of course. Not every encounter with mooks, hirelings, and minions need a motive; some monsters are just evil and need killin’. That’s usually the case for the majority of combat encounters. Oftentimes the only combat encounters that require you to define motives, aside from the main villain himself, are the NPC allies of the villain. For instance, a half-devil lieutenant who stalls the party may be deceptively friendly as part of a switch encounter. Others may attack the party’s mounts to slow down pursuit of the master villain, or they may be paid informants for the villain, false friends who lead the party into danger, or an invisible voice who tries to talk the party out of its goal. These types of short-terms goals are typical of the real villain’s servants.

Types of Goals & Powers

What’s the difference between a motive and a goal? A motive is the reason why a villain is a psychopathic killer with reckless disregard for life and happiness. A villain’s goals are the way he shows his reckless disregard for everyone else’s life and happiness. It’s the difference between inspiration to act, and the specific action.

Sometimes, the villain’s motive is simple, but his methods are not. Second to the creation of a powerful, useful villains are the creation of solid goals and powers. These define the villain’s abilities and make him or her a worthy adversary for the players. When I wrote the villains for Castle Shadowcrag, for instance, I knew what they wanted but not how they would achieve those goals. Over the course of writing the adventure, I figured out how they’d get there: I used a new monster, the shadow fey, to do some of the villainous work required, and gave them powers that supported those goals.

It’s not necessary to design whole new creature types (in my case, I went a bit overboard). What’s necessary is creating a worthy adversary, a monster or NPC who has both the intelligence and the magic or class abilities to give the party a real challenge, not just a slugfest. Flight, invisibility and teleportation are common tools, but they aren’t necessarily the best for a villain; a fighter who can go toe-to-toe with the party and laugh off wounds (until they discover his weakness) is at least as much fun as the villain who is merely hard to catch.

In any case, villains should stand above the common ranks of monsters and minions. The usual tools are elite ability scores and AC, well-chosen magical items, or spells such as mirror image or create fetch, and (in the non-mechanical category) important status or favors owed to the villain.

Ability scores are pretty obvious; the elite array is given in the Monster Manual, page 290. Having exceptionally high Armor Class (and at higher levels, Spell Resistance) simply means that a villain lives longer in combat and has a better chance of survival. I’ll have more to say on villains in combat in a future installment in this series, but mention now that defensive powers are more important than offensive ones for villains.

Magical items should be limited to one or two defining items that help a villain get away with it. Invisibility, heal, and non-detection powers are all pretty popular choices. But ideally, some of a villain’s toys should force the party to make difficult choices—for instance, using charm spells to create a group of innocent bodyguards out of villagers is a truly villainous thing to do.

The tricks from Complete Scoundrel are appropriate for many villains, who love to outwit and outsmart heroes. The Luck feats and tricks are especially appropriate for the bad guys, as they allow them to avoid critical hits or failed saves which could end an encounter. And frankly, villains need to be lucky to survive against PCs; Complete Scoundrel simply builds some useful guidelines around that luckiness.

The important thing to remember is that sometimes it’s best if a villain’s abilities don’t pack a lot of offensive punch, but keep a villain alive and provide leverage against his innocent victims. This forces a truly motivated villain to rely on minions and allies, a topic I’ll pick up in the next installment of the Villains series.


Understanding and building on the motivations of your main villain can make it easier to keep a villain focused, and to decide how they react when the party does something unexpected. Above-average defensive powers keep a villain alive to grow into a long-term threat rather than a one-shot obstacle.