Blackhole Jack

BASIC RULES

In Blackhole Jack, the aim of the game is getting closer to 21 that the dealer, without going over (busting). The game is played with d12 dice, but it is possible to get special Substitution Dies (SDs).

The player is free to choose when to stop rolling dies. The dealer must keep rolling until the get a combined value of 17 or higher, or they use their SD; when either occurs, the dealer must stop.

ROLL DOUBLE

If you roll double on your starting hand, you can reroll one of the dies, if you want to. In addition, you are awarded a Joker Substitute Die (JSD); explained below.

SUBSTITUTE DIE

Substitute Dies (SD) are dice that can be used instead of a d12. You choose when and if to use an SD, but they cannot be transferred to the next game.

In addition, a player can only possess a single SD at a time, i.e. if you have and SD and are awarded an additional one, you must pick which of the two to keep.

A player is awarded a d8 SD for rolling a 1, and a d4 SD for rolling a 12. A JSD can be used as either a d4 or a d8; you can decide which it should be before using it.

The dealer is awarded a d6 SD at the beginning of each game, but cannot be awarded any additional SDs.

GAME START

The dealer starts by rolling a d12 to give the players a chance to make a strategy. The først player then rolls 2d12 and plays their entire hand before the turn passes on to the next player.

When all the players have finished their hands, they dealer will play the rest of their turn against the players who haven’t busted. If all players have gone bust, the dealer wins automatically.

WIN & LOSE

A player wins, if they are closer to 21 than the dealer, gets a special win roll, or if the dealer busts.

A player loses, if the dealer is closer to 21 than the player, if the dealer gets a special win roll, or if the player busts.

a player ties, if the dealer and player are equally close to 21, if both get a special win roll, or if a player gets a special win roll and the dealer gets exactly 21.

SPECIAL WIN ROLLS

White Dwarf (5x your bet)
Roll the combination 9-12 or 10-11 as your starting hand.

Nova (3x your bet)
Roll the combination 1-12, 1-1, or 12-12 as your starting hand.

Supernova (10x your bet)
Roll a double, choose to reroll one die, and roll the same value again.

Hypernova (30x your bet)
Roll a Supernova after getting a Nova (1-1 or 12-12).