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Orrery Hall

18+ For entertainment only No real money play No prizes of monetary value No in-app purchases

Star Charts Cards

Eclipse 21

Twenty-one under a dark sun

Dealer –

Dealer draws to 16 and stands on all 17s · Eclipse pays 3 to 2

You –

10stake

Choose a stake to begin.

About Eclipse 21

Classic twenty-one against the house. Get closer to 21 than the dealer without going over. Two cards worth 21 make an eclipse, which pays 3 to 2.

The deepest instrument in the hall. Decisions matter here: standing on 12 against a dealer 6 is a very different evening from hitting it.

Our guide to twenty-one in Observations covers the handful of choices that matter most.

How to play

  1. Choose a stake and press Deal. You and the dealer get two cards; one dealer card stays face down.
  2. Number cards count their value, picture cards count 10 and an ace counts 1 or 11.
  3. Hit for another card or Stand to keep your total. On your first two cards you may Double: the stake doubles and you get exactly one more card.
  4. The dealer then draws until reaching 17 or more. Closer to 21 wins and returns twice the stake; a tie returns the stake; going over 21 loses.
  5. An ace with a ten-value card on the first two cards is an eclipse and returns 2.5 times the stake, unless the dealer has one too.

Long-run return is what the game gives back on average over millions of rounds, checked by simulation. Any single evening can land far above or below it.

Pay table

These are the exact numbers the game uses. Every round is drawn fresh by your browser's secure random number generator, and nothing that happened before changes what happens next.

ResultReturns
Eclipse (ace + ten-value card)× 2.5 of the stake
Win× 2 of everything staked
TieStake returned
Lose or go over 21Nothing

Six decks, shuffled before every hand. No splitting and no insurance, to keep each hand simple. Played well, the long-run return is about 99 per cent.

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