Audition Mode · Build Spec

Catch the Mistake

Audition mode runs a short session of hands in each simulator. Most hands play clean. On a rigged hand, exactly one NPC does exactly one thing that needs handling — and the dealer has to spot it, point at the bet, and make the call: have the player fix it, or call the floor. Which one is right depends on how fast they caught it.

How the mode behaves

Starting a run
audition.html — pick the games, set hands per game, hit start
Built
All seven — both blackjacks, all three poker sims, pai gow, baccarat
Session length
Set once, applied to every game in the run
Between games
Each leg's scorecard hands off to the next; a combined one waits at the end
Mistake rate
25% of hands by default, on a settings slider
Per hand
At most one mistake, by one player
The flag
A red ! box pinned to the right edge, live all session
Calling it
Click !, click the bet, then make one of two calls — fix it or floor
Fix it
Right answer while you're still on it — the player corrects the bet and the hand plays on
Floor
Right answer once the game has moved past it, and always for a foul or a busted stand
On a wrong call
Right bet, wrong call logs as wrong call; wrong bet is a miss, clean hand is a false flag
Chips
Never appear — every bet rides in from the players' side, clean or rigged
Help mode
Never available in audition mode
End of session
Scorecard: caught, missed, false flags, hand-by-hand

Rows marked are the ones you called out by name. Every entry below is injectable at a real hook in the existing code — nothing here needs a rewrite of the sim it lives in. The catalog is deliberately longer than any one session uses: the picker shows the issues for the spot you point at plus plausible decoys, so the dealer can't win by memorising a short menu.

Table limits are provisional. Every "under the minimum" and "over the maximum" row reads its numbers from one constants block per game. They're currently inferred from each sim's bet generator — when your min/max sheet arrives it drops straight in and every limit row follows.

Timing decides the call. Catch a bet that's wrong while you're still on it and the player simply fixes it. Let the game move past that point and it stops being yours to correct — that's a floor call. Where the window shuts depends on the game: in blackjack the bets close when the cards come out, insurance when the line closes, and a double or split when the action leaves that seat; in the poker sims a bet is yours until you start settling that seat, since the whole hand is already costed when the curtain lifts; in pai gow it runs right through the build phase until you settle the seat; in baccarat it closes the moment a card leaves the shoe. A couple of things are never yours to put right however fast you spot them, because there is nothing to correct at the table — a pai gow foul, and a pitch hand that turns over above 21. Those are marked Floor only.

Deliberately out of scope. Bet increments (players may use $2.50, it's just rare) · putting a bet in the wrong circle · betting into a neighbour's spot · anything involving the player's hands — touching or covering cards, two hands on a hand, passing cards, bending a card · anything the player verbally claims about a payout · insurance taken after the line closed or with no ace showing · capping and pinching — a player adding to or pulling off a live bet. All real, none of it in the simulation.

Categories

Missing is a bet that can't stand as placed — a side bet with nothing behind it, a mandatory bet that never went up. Change is not an error at all — it's a duty. A player who tosses $25 at a $5 progressive is buying in: leave the buy-in up, change the rest back. Short of the buy-in is the mirror image — $2.50 on the $5 Red doesn't play, so it goes back. Either way the dealer has to notice, and both ride the same flag flow. (A Blue progressive can't be short: the buy-in is $1 and there's no chip under it.)

Amount Timing Action Missing / Floor only Change Setting
01

Blackjack — Shoe

dealing-simulator.html

Main $15–$100 (provisional) · 21+3 never more than the main · Red plays for $5, Blue for $1 — more than that is a buy-in and needs change · Bust Bonus placed after all players act, capped at the original main (combined originals after a split) · Insurance never more than half the main

IDWhat the player doesThe rule they brokeType
BJS-01Main bet is short of the table minimumUnder the posted minimum for the gameAmount
BJS-01XMain bet is over the table maximumOver the posted maximum for the gameAmount
BJS-03$50 on 21+3 behind a $25 main21+3 can never exceed the main betAmount
BJS-04 Bust Bonus is already out before anyone actsBust Bonus goes up only after every player has finished actingTiming
BJS-05Bust Bonus larger than the original main betCapped at the original main — a double doesn't raise the capAmount
BJS-05DBust Bonus matched to a doubled bet instead of the originalDoubling never raises the ceiling; splitting adds the original for each new hand (4 hands at $100 allows $400)Amount
BJS-06Drops the Bust Bonus after the hand already bustedThe bet is dead once that hand is resolvedTiming
BJS-07Insurance for more than half the main betInsurance maxes at half the mainAmount
BJS-09Drops $25 on the $5 Red, or $5 on the $1 BluePerfectly legal — they're buying in. Leave the buy-in up and change the rest back.Change
BJS-09SOnly $2.50 on the $5 RedShort of the buy-in — it doesn't play. Hand it back.Change
BJS-10 Doubles down and puts out more than the original betA double can be for less, never for moreAmount
BJS-11 Splits and puts a different amount on the second handThe split hand must match the original bet exactlyAmount
BJS-12Side bet is out with nothing in the main circleEvery side bet needs a live main bet behind itMissing
BJS-19Drops a side bet after the deal has begunSide bets close with the main betTiming
BJS-21Grabs the bet back on a push before the dealer releases itThe dealer clears the hand before anyone touches chipsTiming
BJS-22Doubles on a hand that already has three cardsDoubling is only on the first two cardsAction
BJS-23Asks to split 9–10Only a matching pair can be splitAction
BJS-24Asks to split again into a third handOne split only — two hands maximumAction
BJS-25Asks for another card on a split aceSplit aces get exactly one card eachAction
BJS-26Calls for a hit after already standingA stood hand is finishedAction
02

Blackjack — Pitch

pitch-dealing-simulator.html

Everything in the shoe list applies except the Red and Blue progressives (BJS‑09), which this game doesn't have. Pitch's own distinctive errors are all card-handling — two hands on the cards, cards below the table edge, showing a neighbour, bending a card — and those are deliberately out of scope. They're real, and the sim can't depict a pair of hands convincingly, so pitch inherits the shoe catalog and adds one action of its own.

IDWhat the player doesThe rule they brokeType
BJP-09Scratches for a hit after already tucking to standOnce tucked, the hand is closedAction
BJP-11 Turns over a stood hand that totals more than 21They tucked a busted hand. Always a floor call — nothing to fix at the table.Floor only
03

Deuces Wild Xtreme

deuces-wild-xtreme-dealer-simulator.html

Ante $10–$200, mandatory · Odds must equal the Ante, mandatory · Play is exactly 2× the Ante · Bad Beat to $25 · Trips and Goin' Wild to $100 · GW Progressive $5 flat · Linked $5 flat · No dealer qualifier; a tie pushes all three main bets; Odds pushes on anything under a straight

IDWhat the player doesThe rule they brokeType
DWX-01 Makes the Play bet at 1× the AntePlay is exactly 2× the AnteAmount
DWX-02Makes the Play bet at 3× the AntePlay is exactly 2× the Ante — no more, no lessAmount
DWX-03Odds bet is bigger than the AnteAnte and Odds are always equalAmount
DWX-04Odds bet is smaller than the AnteAnte and Odds are always equalAmount
DWX-05Antes with no Odds bet at allBoth are mandatory to get a handMissing
DWX-06Antes $5, or antes $300Ante limits are $10 to $200Amount
DWX-07$50 on Bad BeatBad Beat maxes at $25Amount
DWX-08$200 on Trips or Goin' WildBoth max at $100Amount
DWX-09Drops $25 on a $5 progressiveLeave $5 up and change $20 backChange
DWX-09SPuts less than the buy-in on a progressiveShort doesn't play — hand it backChange
DWX-12Side bet out with no Ante or OddsSide bets require the mandatory bets firstMissing
DWX-13Makes the Play bet after the dealer's hand is exposedAll decisions come before the revealTiming
DWX-16Drops a side bet after the dealSide bets close with the AnteTiming
DWX-17Folds but leaves the Play wager outA fold means no Play bet, and Ante plus Odds go to the houseAction
DWX-19Folds, then changes their mind and makes the PlayA fold is final once the cards are releasedAction
04

Three Card Prime

three-card-prime-simulator.html

Ante $10–$500 · Play exactly equal to the Ante · Prime and Pair Plus to $500 · All 6 to $100 · Mini Royal $1 flat · Linked $5 flat · Dealer no‑qualify: the Play bet pushes and the Ante pays 1:1

IDWhat the player doesThe rule they brokeType
TCP-01Play bet bigger than the AntePlay must equal the Ante exactlyAmount
TCP-02Play bet smaller than the AntePlay must equal the Ante exactlyAmount
TCP-03Antes $5, or antes above the table maxAnte limits are $10 to $500Amount
TCP-04$250 on All 6All 6 maxes at $100Amount
TCP-05Drops $25 on Mini Royal or LinkedLeave the buy-in up and change the rest backChange
TCP-05SPuts less than the buy-in on Mini Royal or LinkedShort doesn't play — hand it backChange
TCP-08Side bet out with no AnteEvery side bet needs a live AnteMissing
TCP-09Makes the Play bet after the dealer's cards are exposedThe decision comes before the revealTiming
TCP-11Drops a side bet after the cards are outSide bets close with the AnteTiming
TCP-13Folds but leaves the Play wager outA fold means no Play betAction
05

Heads Up Hold'em

heads-up-holdem-simulator.html

Ante mandatory · Odds must equal the Ante, mandatory · Raise is 3× pre‑flop, 2× on the flop, 1× on the river — one raise per hand · Trips and Pocket Bonus $5–$25 · Blue $1 flat · Red $5 flat

IDWhat the player doesThe rule they brokeType
HUH-01Raises 2× pre-flopThe pre-flop raise is 3× the AnteAmount
HUH-02Raises 4× pre-flopThe pre-flop raise is 3× — there is no bigger optionAmount
HUH-03Raises 3× on the flopThe flop raise is 2×Amount
HUH-04Raises 2× on the riverThe river raise is 1×Amount
HUH-05Odds bet doesn't match the AnteAnte and Odds are always equalAmount
HUH-07$50 on Trips or Pocket BonusBoth run $5 to $25Amount
HUH-08Drops $25 on Blue or RedLeave the buy-in up and change the rest backChange
HUH-08SPuts less than the buy-in on Blue or RedShort doesn't play — hand it backChange
HUH-11Side bet out with no Ante or OddsSide bets require the mandatory bets firstMissing
HUH-12Raises pre-flop, then raises again on the flopOne raise per handAction
HUH-13Checks the flop, then puts out a 3× raise on the riverA 3× raise is only live pre-flopAction
HUH-15Folds but leaves the Raise outA fold means no Raise, and Ante plus Odds go to the houseAction
06

Pai Gow Poker

paigow-dealer-sim.html

Main from $25 (provisional) · Insurance and Emperor's Treasure to the side‑bet max · Red $5 flat · Blue $1 flat · Emperor's Treasure must be $5 or more to qualify for envy · Two cards in the low hand, five in the high, and the low can never outrank the high · Copies go to the dealer

IDWhat the player doesThe rule they brokeType
PGP-01 Sets a low hand that outranks the high handFoul — the two-card hand can never beat the five-card hand. Always a floor call.Floor only
PGP-02Sets three cards in front and four in backTwo in the low hand, five in the highSetting
PGP-03Sets only six cards, or slips a seventh into a handAll seven cards, split two and fiveSetting
PGP-04Rearranges the hand after setting itOnce the hands are set and released, they're finalSetting
PGP-05Swaps two cards after the dealer's hand is exposedNothing moves after the dealer setsSetting
PGP-08Main bet of $20Below the $25 table minimumAmount
PGP-10Side bet above the table maximumInsurance and Emperor's Treasure are cappedAmount
PGP-11Drops $25 on the $5 Red, or $5 on the $1 BlueLeave the buy-in up and change the rest backChange
PGP-11SOnly $2.50 on the $5 RedShort of the buy-in — it doesn't play. Hand it back.Change
PGP-12Side bet out with no main betEvery side bet needs a live main betMissing
PGP-15Places insurance after looking at their cardsInsurance goes up before the dealTiming
07

EZ Baccarat

baccarat-dealer-sim.html

Player or Banker $50–$4,000, one or the other · Tie to $500 · 9/7 to $50 · Any 8/6, Koi and Jin to $300 · No commission; a three‑card Banker 7 is a Dragon 7 and pushes all Banker bets

IDWhat the player doesThe rule they brokeType
BAC-01Bets Player and Banker in the same seatOne main bet per seat — Player or Banker, never bothMissing
BAC-02Main bet of $25Below the $50 table minimumAmount
BAC-03Main bet above $4,000Over the table maximumAmount
BAC-04$1,000 on TieTie maxes at $500Amount
BAC-05$100 on 9/79/7 maxes at $50Amount
BAC-06Over $300 on Any 8/6, Koi or JinAll three cap at $300Amount
BAC-09Side bet out with no Player or Banker betSide bets need a live main betMissing
BAC-12Puts a bet out after "no more bets"The call closes the layoutTiming

Redline this list. Anything that isn't how your house plays it, cross it out or correct it — the wording here becomes the wording in the picker the dealer reads, so the phrasing matters as much as the rule. Roulette is deliberately excluded.