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18+ For entertainment only No real money play No prizes of monetary value No in-app purchases
Thornhallow
2,000 dew
Cover of Ninefold: Two hands, the Moth and the Thorn, race to a total closest
  • Cards branch
  • Cards · node III
  • Played for dew · no cash value

Ninefold

Two hands, the Moth and the Thorn, race to a total closest to nine. You call which one gets there, or that they come out level.

Pace
Swing
Depth

Pick a stake, then press Deal.

The games are resting.

A pause is on for this device.

The Library, the field notes and the Clearing stay open. See your settings.

Stake in dew
Your call

About Ninefold

Ninefold is the quickest game in the Grove: a call, a deal and a result in about four seconds. It is built on one of the oldest card races there is, where only the last digit of a total matters and no hand can go bust. The drawing rules are fixed, so the game plays itself once you have made your call.

That makes it a game of no decisions, and it is worth knowing that before you start. The Thorn hand is a little more likely to be ahead than the Moth, which is why a correct Thorn call returns slightly less. The Level call is rare, about one deal in ten and a half, and it is the call that costs the most over time.

The table shows how many cards are left in the shoe. It is shuffled again when fewer than sixty remain, and nothing that came before changes what comes next: a run of Thorn deals says nothing about the next one.

How to play

  1. Pick a stake and make your call: the Moth hand, the Thorn hand, or Level.
  2. Press Deal. Each hand gets two cards from an eight-deck shoe.
  3. Cards count at face value, aces as 1, and tens and court cards as 0. Only the last digit of a total counts, so 7 and 8 make 5.
  4. A hand on 8 or 9 stands at once. Otherwise the drawing rules in the box below decide whether each hand takes a third card; you make no choices once the cards are out.
  5. The hand closer to nine is ahead. A correct Moth call returns twice the stake, a correct Thorn call 1.95 times, and a correct Level call ten times. If the hands come out level, Moth and Thorn calls get their stake back.

Drawing rules

When the Thorn hand takes a third card (after the Moth hand has drawn one). If the Moth hand stood on 6 or 7, the Thorn hand draws on 0 to 5.
Thorn totalDraws when the Moth's third card is
0, 1, 2any card
3anything but an 8
42 to 7
54 to 7
66 or 7
7never

Pay table

Every return is a multiple of your stake. Dew has no cash value and nothing here can be exchanged for anything.

What each call returns, as a multiple of your stake (your stake included).
Your callIt comes trueLevel handsOtherwise
Moth hand2×1× (stake back)0×
Thorn hand1.95×1× (stake back)0×
Level hands10×—0×

Fair play

Every result comes from your browser's random number generator, through the rules above and nothing else. There is no hidden balancing, no streak memory and no change of odds after a quiet patch or a good run. The same pay table is read by the game and printed on this page.

Questions

Why does a Thorn call return less than a Moth call?

The drawing rules favour the Thorn hand slightly, so a correct Thorn call is a little more likely. The lower return evens that out.

When does a hand take a third card?

The Moth hand draws on 0 to 5 and stands on 6 or 7. The Thorn hand follows a table that depends on its own total and on the Moth's third card; it is printed in the rules box.

Does the shoe remember earlier deals?

Only in the sense that cards already dealt are gone. There is no pattern to follow and no call that becomes due.

At a glance

Cards
8 decks, shuffled again under 60
Calls
Moth, Thorn or Level
Choices
none after the call
Level hands
Moth and Thorn calls returned
Stakes
10 to 200 dew per deal
A round
about 4 seconds

Where to stop

Fast rounds add up quickly. Ninefold is the game where a round cap or a fifteen-minute checkpoint helps most, because a hundred rounds can pass before you notice.

Set a checkpoint

Further along the Briar