Greedy Greedy (Second Life)

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Greedy Greedy

Greedy Greedy game logo.


Greedy Greedy is a simple, but highly addictive fast-paced dice game for 2 to 8 players. The objective of the game is to get as many points as you can without getting too "greedy". There is no limit to the number of rolls you can make in a turn, but if you fail to roll something of point value on each roll, then you lose everything you have accumulated for that turn.

Also Known As

Greedy Greedy goes by other names depending on where you learned it. You may know it as 10,000 (Ten-Thousand), Farkle, Stugots, or Zilch.

House Rules

There are many ways to play Greedy Greedy, and often it is helpful to know what house rules you are playing when you sit down at a table. To that end, you can touch the Greedy Greedy logo on the game board to see a list of which house rules are enabled and which are not.

For owners/administrators wishing to change these options, please see the ADMINISTRATION section.


To purchase any K.R. Engineering product, simply visit our virtual store in Second Life.

Click here to visit our store.

Some of our products can also be purchased through the web at the Second Life Marketplace.

Click here to browse our products on the Marketplace.

Bug Fixes & Upgrades

Owners of K.R. Engineering games are entitled to free upgrades to newer versions of the game. (See the ADMINISTRATION section in the documentation for your game) If a new update is available, then following the updating instructions for your game will result in it self-destructing, a new one of the most recent version being sent to you by the update server. This process is not automatic, you must tell the game to update itself.

If you are having problems with your game, please send email to for product support. If the problem you are having has not previously been encountered, a new game version will be released with a fix as soon as possible.

DISCLAIMER: The appearance and feature set of games are subject to revision between versions as the capabilities of Second Life change over time. Please see the detailed ChangeLog for new versions before upgrading by visiting the K.R. Engineering Support Wiki at By continuing with the update you are agreeing to accept any and all changes that have been imposed on the updated version of the game.

Bug Bounties

If you think you've found a bug in a K.R. Engineering game, you could earn a bounty by reporting it! Follow these steps to report the bug and you could earn an L$500 gift card good towards anything at K.R. Engineering! All of the criteria below must be met before you are awarded a bounty on your bug.

  1. The game with the bug must be a Gaming.SL compatible game (have the Gaming.SL logo present on the game itself).
    • If you find a bug in something other than a game, you can still report it. For example, if you find a bug in an accessory such as a scorekeeper or a prize server, you can report which game you were using it with when you encountered the bug, as long as the game you are using it with meets the above criteria.
  2. Verify that the bug exists on the latest version of the game. Click here to find the latest version numbers for all Gaming.SL games.
  3. Verify that the bug has not already been reported by another player. Click here to see bugs reported for all Gaming.SL games.
  4. Verify that the problem you are reporting is actually a bug. Not everything is a bug! It is at our discretion whether to award a bug bounty or not. There are some pretty common-sense things that will not earn you a bounty.
    • If you find a typo in the game documentation, website or the game itself, we would love to hear about it so we can correct it, but a typo is not a bug.
    • If the game behaves in a way that you think it should not, it is not necessarily a bug.
      • For example, a customer was once very cross with us because Spades progressed counter-clockwise around the table, instead of clockwise. This is not a bug, it is a design decision that you disagree with, and will not earn you a bounty.
      • Another example is that for a long time, Greedy Greedy did not allow four-of-a-kind plus two-of-a-kind (e.g. 222244) to count as three pairs when scoring. This was later added as an optional house rule, but it is not a bug, it was an intentional part of the scoring system.
      • Sometimes there are bugs that we are not able to fix because they are problems with Second Life as a whole, not with our products. One example of this is that older versions of our games sometimes display ??? in place of player names. This is a problem with Second Life giving our games bad information, not our games working incorrectly. We worked around this by reverting to old style names if we detect Second Life giving us bad information, but this is not a bug with our games.
    • Fundamentally, a bug is any feature that does not work as intended, rather than a feature that does not work as desired. You are always welcome to discuss how something works with us and offer suggestions for things like optional house rules, but there is no bounty for suggesting new functionality, only for reporting broken existing functionality. If you're not sure whether something is really a bug or not, feel free to report it anyway, and we'll follow up with you.
  5. Send an email to or instant message to Karsten Rutledge about the bug. Do not send a notecard.
    • Obviously, you must tell us the game that has the bug.
    • You must also tell us how you found the bug, and what it does. If we are not able to reproduce the same bug with the same results on a table of the same version, then we can't fix the bug, and you won't get credit for it. You should tell us things like:
      • What options were enabled on your table?
      • What steps did you take to get the bug to happen (e.g. "I clicked roll, and then clicked the second dice, and then I played Sweet Home Alabama on my banjo for my pet rhesus monkey, and then I clicked roll again...")
      • What happened, versus what you expected to happen.
  6. If it turns out to be a new bug that we were previously unaware of, and we can reproduce it, then we will fix it and you will get a free L$500 gift card!
    • All of our games use common core components. For example, the script that connects the game to the Gaming.SL website is identical in all of our games. If a bug is found in this script, for example, then it is considered discovered for all games that share that identical script. You cannot report a bug as new by reporting the same bug for each game it effects, since it is the same bug and has the same effect for all of them.

How To Change Theme

To modify the theme of the table, owners may click on the Color button on the game table at any time and choose MODIFY.

To change the theme of the table (between post-modern or classical wooden, or other add-on themes), owners may click on the Color button and choose SWITCH.

Joining The Game

Game Tables

For games that are attached to a full-sized gaming table with seats around it, simply right-click on the table and choose Play from the menu.

Pocket Games

For games that are smaller and are not on a table and have no chairs, you can join the game by clicking on the Play button that is present on the game board.

Once you have joined a Pocket game, you can leave at any time by clicking the Play button again, and choosing Leave Game.

Players of a Pocket game may also choose Play at any time and select Sweep to instruct the game to scan for all players and remove any that are no longer in range of the game.

Owners of Pocket games will have additional menu options on the Play menu:

  • Sweep ON: Enable AutoSweep. The game will automatically scan for absent players and eject them from the game every couple of minutes. Absent means they are farther away from the game than the set sweep range.
  • Sweep OFF: Disable AutoSweep. Manual sweeping can still be done at any time by pressing the Sweep button.
  • Range: Set the desired Sweep range for the game. Players farther than this will not be allowed to join, and players who wander away after joining are subject to sweeping.

Game Play

Game play begins with the first player to be seated. The seating arrangement is not important, the game will skip empty seats. If you stand up during the game, you will be skipped. If it is your turn when you stand up, game play will automatically be passed to the next player.

Each player starts their turn by rolling, and then must choose dice of point value to keep by clicking on them and either keep rolling for more points, or end their turn and add what they've earned this turn to their overall score. Selected dice will turn red, click them again to deselect. Blue dice are scored dice from previous rolls and cannot be changed or unselected.

At least one die of point value must be kept from each roll.

Dice cannot be added to dice saved as points from previous rolls for an added bonus. Dice are scored on a per roll basis.

You must score at least 1000 points before you are considered 'on the board' and can end your turn. After you are on the board, you can end your turns with as few points as you choose.

If you manage to use all six dice, you may reroll all six again and continue accumulating points.

If Speed Play is not enabled, then the game is over when a player goes over 10,000 points. When that happens everyone else gets one more round to beat them and you must roll until you win or bust. If Speed Play is enabled, the game ends automatically after 8 rounds (after everyone has had a chance to roll 8 times), and the player with the highest score wins automatically.

Players can hit the stop button before they roll to pass their turn if they wish.

You must select the dice you wish to keep and be scored even if you do not intend to roll again. The game makes no assumptions about what dice you might wish to keep when you press stop.

Once a game has been won, anyone may press the ROLL button on the board to begin a new game with the currently seated players, or press RESET to unseat all the current players and begin a new game with new players.


  • Three or more of anything counts as points, 3 twos is 200 points, 3 threes is 300 points, and each number after that doubles it's current number. So 4 threes would be 600 points, 5 threes would be 1200 points, and so on.
  • The only number the previous rule does not apply to is ones, three of those start out as 1000 and double with each extra one. so the biggest single roll you can make is 6 ones, worth 8000 points.
  • The only numbers that are worth anything by themselves are the 1 and 5, ones are 100 points each unless you have 3 or more, fives are 50 points each unless you have 3 or more.
  • Three Pairs: 3 pairs (e.g. 2,2,5,5,6,6) is worth 1000 points
    • By default, four-of-a-kind plus two-of-a-kind (e.g. 2,2,2,2,4,4) does not count as 3 pairs UNLESS the optional Full House rule has been enabled by a game host.
  • Straights: A straight (e.g 1,2,3,4,5,6) is worth 1800 points.
    • A "short straight" can be scored with 1,2,3,4,5 or 2,3,4,5,6 as 900 points IF AND ONLY IF the Short Straight house rule has been enabled by a game host.


All of the variants below can be used individually, or all at the same time if you choose, or any combination of them that you prefer.

These variants can be enabled or disabled by owners or administrative users by accessing the Administration menu. For more information on how to do that, see the ADMINISTRATION section below.

For full game tables (not Pocket games), these variants can also be turned on or off by touching the appropriate button on the table top.


Zilch is a variant of Greedy Greedy whereby you risk more when busting, but it is also made more difficult to bust. The new rules are:

  • If you bust (score nothing) three turns in a row, you lose all accumulated points for tha game so far, not just points accumulated on that turn. Your cumulated busts are reset back to 0 the moment you have a normal scoring turn. The game will warn you both at the end of your turn and at the beginning of the next if you have 2 busts and are in eminent danger of losing everything. Be sure not to bust a third time!
  • If you have a set of three or more dice from a previous roll (example: you have 3 fours for 400 points) and you roll an additional four on subsequent rolls, you may add the four to the previous set for zero points.

Amish Dice

Amish Dice is a variant of Greedy Greedy whereby you can choose to "take over" rolls from previous players' turns. For example, if the player before you rolls 1,1,1,5,2,3, they are likely to keep the 1,1,1,5 and end their turn, thereby scoring 1050 points. Now that it is your turn, you have a choice to make:

  • Press ROLL to take over their roll. The game will treat this as if YOU were the person who had rolled the original 1,1,1,5,2,3 and had kept the 1,1,1,5, therefore if you choose to keep rolling, you are only rolling the remaining 2,3. If you bust on an Amish take over, you are done, and play passes to the next player. If you do not bust, and succeed in rolling additional dice of point value, such as 1,4, then you have successfully taken over your opponent's roll. You now get to keep both your opponent's original roll of 1050 points, plus whatever you have added to it. You may continue to play as normal, keeping the 1 and rolling the 4 again if you wish, to try and add more points.
  • Press STOP to choose NOT to take over their roll. This will reset the dice. You may now click ROLL to begin a fresh roll of your own.
  • There is no limit to the number of times an Amish roll may be passed around. One player may score 500 points and stop, the next may take over and add another 200 points to it, stopping with a total of 700. The player after that may choose to take it over as well, and another 400 points to it, thereby stopping with 1100, and so on. This can continue indefinitely until someone busts, and then it starts over again.
  • You may not take over a roll that used all six dice to score. This presents players with the option of disallowing the next player from taking over their roll while still keeping their points. It also doesn't make any sense for a player to be able to take over a roll where all six dice have been used, because there is zero added risk for taking the previous player's roll.

Amish Dice is interesting because it alters the strategy of the game. In general, you will want to end your turn in such a way that it is as hard as possible for the next player to take over your score. Of course, this means leaving as few dice unrolled as possible, which is also very risky. Is it better to bust and leave your opponent nothing, than to keep your score and give them the possibility of taking over? That's for you to decide!

Crazy Dice

When using Crazy Dice, all six dice are swapped out for a set of dice that special markings on one side each. Each die is unique, in this case.

  • One of the dice only has special markings on the 1 side.
  • One of the dice only has special markings on the 2 side.
  • One of the dice only has special markings on the 3 side.
  • One of the dice only has special markings on the 4 side.
  • One of the dice only has special markings on the 5 side.
  • One of the dice only has special markings on the 6 side.

These special dice do not effect the way the game plays, but understanding how they work may prompt you to make different choices about which dice to keep on your roll. Any time you are able to incorporate a specially marked die into your "kept" roll, then you gain a point bonus. If you can incorporate 2 such specially marked die into your roll, then you get an even bigger bonus! The same holds true for 3, 4, 5 and 6 specially marked die all used at once. The bonuses you receive for each crazy die are as follows:

  • If you use 1 crazy die, your roll value is: Score x 2 (total bonus: x2.0)
  • If you use 2 crazy die, your roll value is: Score x 2 x 1.5 (total bonus: x3.0)
  • If you use 3 crazy die, your roll value is: Score x 2 x 1.5 x 1.25 (total bonus: x3.75)
  • If you use 4 crazy die, your roll value is: Score x 2 x 1.5 x 1.25 x 1.125 (total bonus: ~x4.2)
  • If you use 5 crazy die, your roll value is: Score x 2 x 1.5 x 1.25 x 1.125 x 1.0625 (total bonus: ~x4.48)
  • If you use 6 crazy die, your roll value is: Score x 2 x 1.5 x 1.25 x 1.125 x 1.0625 x 1.03125 (total bonus: ~x4.62)

As you can see, the bonus you get from each additional crazy die is compounded, but diminishing. You only get half as much of a boost from the second die as you get from the first, and halving each time.

Here are some examples of crazy die in action:

  • You choose to keep 3,3,3 from your roll. This is normally worth 300 points. If one of those 3s happens to be a crazy die, it becomes worth 600 points.
  • You choose to keep 2,2,4,4,6,6 from your roll. This is normally worth 1000 points. If one of those dice happens to be crazy, it becomes worth 2000 points. If 2 of those dice happen to be crazy, it becomes worth 3000 points.
  • You choose to keep 1,1,1,5 from your roll. Ordinarily, you might decide not to keep the 5, because it is of very low point value and you could possibly do better by rolling it again. However, if the 5 is crazy in this situation, keeping what is on its own a very low value die will double the value of everything from 1050 to 2100.
  • The only way to use all 6 crazy dice at once is a full straight of 1,2,3,4,5,6. If you're incredibly lucky and all 6 come up as crazy dice, then this roll normally worth 1800 becomes worth 8250. Here's how:
    • 1st crazy: 1800 * 2 == 3600
    • 2nd crazy: 3600 * 1.5 == 5400
    • 3rd crazy: 5400 * 1.25 == 6750
    • 4th crazy: 6750 * 1.125 == 7550
    • 5th crazy: 7550 * 1.0625 == 8000
    • 6th crazy: 8000 * 1.03125 == 8250

If you're an astute mathematician, you might notice that the numbers are a little bit off. This is because score values are always rounded down to the nearest 50.

Crazy Dice mean the game usually escalates more quickly and finishes faster than a game played with regular dice.

Wild Dice

Wild Dice is a bit of a misnomer, as there is actually only 1 wild die. If you get lucky and roll the wild die (as of this writing, represented by the K.R. Engineering logo), you will be required to declare the value of the die before continuing. You will be prompted for the die's value when you click on the dice. Once you have declared the value of the wild die, it cannot be changed again for the current roll. If you roll it again later, even if it is on the same turn, then you can pick a different value for it. After declaring the value of the die, play continues as normal.

If playing with both Wild Dice and Crazy Dice enabled, the wild die is always Crazy 6. If you think of the dice as actual physical dice, the Wild Die replaces the 1 on the same die as Crazy 6. So if you get a Wild Die, and you want it to be Crazy, choose 6. Of course, if you choose 6 and there's no way for you to use a 6 in your current roll, it won't do you any good, so only choose 6 if you can use it.

Player Experience


At K.R. Engineering, we believe that playing games in Second Life is about more than just the game. It is about socializing and enjoying the game the way you like it. To that end, our game tables incorporate features that go beyond game mechanics. Once you are seated at one of our game tables, a number of options become available to customize your experience.


Players may press the POSE button on the table top to change the current sitting animation for their avatar. This includes animations for:

  • Couples, allowing one person to sit in the lap of an adjacent player
  • Dom/sub (or master/slave) poses where one person can kneel beside the chair of an adjacent player instead of being seated
  • and a variety of singles poses.

Not all poses may be available for all games, depending on the theme that the table is currently using.

Camera View

Players may press the POSE button on the table top and select the CAMERA option from the menu to change their camera view between Birdseye, First-Person, Third-Person and Disabled. When on Disabled, the game does not override the default Second Life camera. On the other three camera options, players may also use the same menu to adjust their zoom level, bringing the camera closer to the table, or farther away as desired.

Gaming.SL Integration

Gaming.SL is a new broadened gaming experience for players in Second Life. Gaming.SL provides a web-based connection to participating games for the purpose of storing persistent leaderboards that are searchable by region, parcel, winner, and many other options. The leaderboards can be viewed either through objects in Second Life, such as the included Scorekeepers and Gamekeepers, or by visiting the Gaming.SL website at http://Gaming.SL.

Gaming.SL also provides ongoing recurring Jackpots where players can win cash prizes just for playing, no purchase necessary! Visit the website at http://Gaming.SL to see the current jackpot standings, and who you need to defeat to win a prize. Prizes are based on ranking on a leaderboard that is erased during each jackpot period. Players must play during each period to be eligible to win during that period.

Gaming.SL includes support for Achievements in participating games, where-in you can unlock trophies by performing miraculous or mundane feats of gameplay. Achievements are awarded automatically and announced in Second Life when they are unlocked.

Many more features are coming to Gaming.SL, visit the website to stay up to date on the latest.

Players can access information about the game and their own achievements and scores on Gaming.SL by either visiting the website or by clicking the Gaming.SL logo on the table.

See the Gaming.SL page for more details.

Remote Random

As part of integration with Gaming.SL, some games are capable of using random numbers generated from the Gaming.SL server rather than Second Life. As many people are aware, most computers are not capable of producing truly random numbers. Any time a computer gives you a "random" result for anything, be it shuffling cards, rolling dice, etc. it is not actually doing it randomly. It is giving you a number that APPEARS to be random, but is in fact determined by a complex mathematical formula. There are different algorithms for doing this, and some are better than others.

Second Life generates random numbers through an LSL function called llFrand(). This function is often criticized for producing poorly generated random numbers. A common complaint with things like dice rolling in Second Life is that you may roll 5, 3, 2 by calling the random number function 3 times in a row, then immediately after, you roll again, and get 5, 3, 2 for a second time. Realistically speaking, this is POSSIBLE when you are rolling real dice as well, but it's not very LIKELY. However, it happens frequently in Second Life, often many times during the same game, and for this reason people often feel like the numbers they're getting are a mistake or a problem with the game, when in fact it's just the numbers that the random number generator gave us to work with. Any attempt to mitigate these kind of results from the random number generator would rightly be viewed as tampering, and would not actually improve the random number generation at all anyway.

Games that are equipped with Remote Random features will instead be pulling random numbers into Second Life from an outside source, namely the Gaming.SL server. This lets us control the algorithm that is used to generate the random numbers and with some luck, find one that is better than the one built in to Second Life. In any situation where the game is not able to communicate with the Gaming.SL server for any reason, it will automatically default back to using the llFrand() function so the game can continue unhindered.

This feature is considered EXPERIMENTAL. If you do not wish to use it, you may turn it off from the Administration menu of your game by choosing the "Local Random" button. Upon doing so, the game will begin strictly using llFrand() again and not pull any numbers from the server. You can re-enable it at any time by choosing the "Remote Random" button.


To access the game's administrative menu, simply click and hold your mouse button down on the table for 2 seconds, a menu will pop up on your screen displaying current settings and providing options to change them. (In slow simulators, this may take slighter longer than 2 seconds, just hold the mouse button down until you see a menu.) You can access this menu by clicking on any part of the table that is not a game element (buttons, dice, etc). You can click on the chairs or the shadow as well.

Some elements of the administration menu are accessible only by the owner of the game, while others can be accessed by anyone who is considered an administrative user, either explicitly added or implicitly through the Group Admin feature.

There are too many options to fit in a standard dialog window, so the window has been divided into pages. You can use the <<< and >>> buttons at the bottom of the admin menu to change which page of options you are currently viewing. If you don't see the option you want, it's on another page.

Owner-Only Options

  • Rem Admin: Select this option to remove a game administrator. You will be prompted to say their name.
  • Add Admin: Select this option to add a new administrative user to the game, allowing them to force resets and change game options on the table. You will be prompted for their name. They must be within 50m of the game for this to work.
  • Admins: Select this option to see a list of current administrative users on this table.
  • Branding: Access the table Branding menu.
  • Phantom: Turn the table phantom (non-physical) so that you cannot collide with it.
  • Physical: Turn the table physical so that avatars will collide with it.
  • Dice: Access the dice customization menu for changing the texture of the dice.
  • Update: Select this option to make the game check for available updates and automatically upgrade if available.
  • G.Admin On: Off by default, this enables the Group Admin feature. When on, all members of the table's group are considered administrative users, whether they've been explicitly added as an administrative user or not.
  • G.Admin Off: Disables the Group Admin feature.
  • Indicators: A menu for changing the color of the turn indicator lights on the game board.
  • Color: An alternate way to access the color/theme menu for the table. This is the same as pressing the Color button on the table top.
  • Vision: Change the intensity of colors used for dice actions.

Administrative User Options

  • Timeout: Select this button to change the number of seconds the table waits for idle players to begin their turn. If they don't roll before the timeout occurs, the game will skip them for this round.
  • Quiet: Makes the table be quieter in chat, disabling many chats that are redundant to the information displayed 'graphically' on the table.
  • Chatty: Makes the table normally chatty again.
  • Limit Join: When on limit join, no new players may join after the first roll has been made and anyone who leaves the game has five minutes to return before the game considers them gone. When free player join is off and all players have left the game will automatically reset.
  • Free Join: Turns the game back to free join mode, anyone may join at any point during the game. The game will skip abandoned seats and automatically give any newcomers the chance to roll on the next round.
  • Initial On: On by default, this initial barrier requires players to score a minimum of 1000 points before they can begin scoring. Once they have scored their first 1000 points, they may then stop with as few points as they like on subsequent rolls.
  • Initial Off: Disable the initial barrier.
  • FH On: Off by default, this enables the "Full House" feature of Greedy. This allows you to count 4 of a kind plus 2 of a kind as a "full house", which is equivalent to three pairs. Example: 222244 is not normally considered three of a kind, but it would be with this feature enabled.
  • FH Off: Disable the "Full House" rule.
  • G.Play On: Off by default, this enables the Group Play feature. When enabled, only members of the same group may play on the table. The group of a game is the group you had active when you first rezzed it. You can change the table's group by editing it and clicking "Set.." next to Group on the General tab of the editor. Group members must have their group tag active in order to be recognized as group members by the table.
  • G.Play Off: Turn off the Group Play feature.
  • Short On: Enable the "Short Straight" house rule. This allows 12345 or 23456 to be counted as a small or short straight, worth 900 points.
  • Short Off: Disable the "Short Straight" house rule.
  • Evict On: Turn on evicting of players who are idle on their turn, as dictated by the Timeout function above.
  • Evict Off: Turn off evicting of players who are idle on their turn. Players who are idle will be skipped instead.
  • Speed On: Enabled Speed Play. When enabled, the game will automatically end after 8 rounds (or 5 if Fast Game is enabled also) instead of after someone reaches a specific point threshold, and the player with the highest score wins.
  • Speed Off: Disable Speed Play.
  • Fast: Set game length to Fast. Players must only reach 7000 to end the game instead of the usual 10000. (or 5 Speedplay rounds)
  • Long: Set game length to Long. Players must reach 15000 to end the game instead of the usual 10000. (or 12 Speedplay rounds)
  • Normal: Set game length to Normal. Players must reach 10000 points to end the game. (or 8 Speedplay rounds)
  • Amish On: Enable Amish Rules. See the Amish Dice section for details.
  • Amish Off: Disable Amish Rules.
  • Zilch On: Enable Zilch Rules. See the Zilch section for details.
  • Zilch Off: Disable Zilch Rules.
  • Crazy On: Enable Crazy Dice. See the Crazy Dice section for details.
  • Crazy Off: Disable Crazy Dice.
  • Wild On: Enable Wild Rules. See the Wild Dice section for details.
  • Wild Off: Disable Wild Dice.
  • Sound High: Set sound effect volume to 100%.
  • Sound Low: Set sound effect volume to 50%.
  • Sound Off: Set sound effect volume to 0%.
  • Text On: Enable hover text scores for each player. (Table Only)
  • Text Off: Disable hover text scores for each player. (Table Only)
  • Text Only: Enable hover text scores for each player and disable the on-table displays. (Table Only)
  • Prizes: Access the internal prize server menu. See Prizes section below.
  • Tournaments: A menu for managing the game's participation in tournaments on Gaming.SL.
  • Local Random: Game will only use random numbers generated by Second Life's llFrand() function.
  • Remote Random: Game will attempt to source better random numbers from the web server when possible, and fall back to llFrand() if no connection is available.


New K.R. Engineering games now support single and multi-table tournaments, managed through the new Tournaments button in the administration menu.

Starting A New Tournament

To start a new tournament, simply select the START option from the tournament submenu. You will be prompted for a unique ID for this tournament. Once an ID has been used, it can never be re-used again for a future tournament. If you plan to have regular tournaments, you should consider delineating them such as "kre01" and "kre02" and so on. The Tournament ID must be between 5 and 50 characters and must be alpha-numeric (only letters and numbers).

After entering the ID for the new tournament, you will be prompted for a password. This password will be required to join any additional tables to the tournament. The password must be between 5 and 50 characters in length.

After entering the password, you will be prompted for a title for your tournament. Unlike the ID, the Title does not have to be unique and can be the same as a previous tournament if you wish. The title must be between 5 and 50 characters in length.

The rules for the tournament will be sent to the server automatically based on the current rule settings of the game. Future tables joining this tournament will be forced to have the same ruleset.

After entering the appropriate information, the server will attempt to create a new tournament for you. As long as you have followed the guidelines regarding uniqueness, character length and soforth, this should be successful. If not, the table will respond with an error message. If the tournament is successfully created, the table you started it on will be automatically joined to the tournament as the first game. When a game joins a tournament, it will reset automatically, evicting any current players.

Joining An Existing Tournament

If there is already a tournament that is ongoing, you may join extra tables to it for a multi-table tournament. To do so, simply select the JOIN option from the tournament submenu.

You will be prompted for the unique ID of the tournament you wish to join. If you are not sure what the ID is, you can find out by going to the tournaments page on http://Gaming.SL/.

After entering the ID of the tournament you wish to join, you will be prompted for the tournament's password. If you do not know the tournament's password, you will not be able to join your table to it. The tournament password is set by the tournament host, who is listed on the Gaming.SL tournaments page as well.

If you've entered the correct ID and password for a tournament, your table will be joined to it by the server if the tournament is not full or finished already.

Upon joining the tournament, your game will automatically take on the same ruleset as the game that started the tournament. This ruleset includes adjusting the options for any game variants that the game supports.

Leaving A Tournament

Leaving a tournament should only be done if you wish to withdraw a table completely form the tournament. The table will leave the tournament automatically after it is finished. Manually forcing a withdraw will erase all standings for this table from the tournament.

To leave a tournament prematurely, simply select the LEAVE option from the tournament submenu. If the table was the only table in the tournament, the entire tournament will be deleted and removed from the website.

Addon Themes

New K.R. Engineering games now support addon themes. Addon themes do not require updating the table, you merely buy the new theme and then install it into your game and you can instantly switch between the builtin two themes (Classic and Postmodern) and the new themes you have purchased.


Addon theme support requires a recent version of your table that supports Gaming.SL. If you do not see a Gaming.SL logo on your game, then buying an addon theme will not work for you.


Addon themes only have to be purchased once to work with all compatible tables. If you have two or more Gaming.SL enabled tables from K.R. Engineering that both support addons, then you only have to buy a theme once and it will install onto both tables.


After purchasing an addon theme from the K.R. Engineering store, you can install it onto any compatible table by touching the Gaming.SL logo and selecting the "G.SL Sync" button.

  • The table will do this automatically once every 12 hours if you do not do it manually, so if it has been a long time since you purchase the theme this may have already happened.
  • The table will inform you that it has installed new themes after syncing (if it has not already installed them).
  • Now simply access your theme menu (usually the "Color" or "Appearance" buttons on the table top) and select "Switch" to switch to the newly installed theme.
  • After switching, access the theme menu again and choose "Modify" to edit the customization options available for your new theme. Most new themes will include multiple color and texture options. Some themes may also include particles or other effects.


Would you like to have your own logo or picture on the game table? If so, click and hold your mouse button down on the black octagon in the center of the game table for 2 seconds. The ADMINISTRATION menu will pop up, choose Branding to change the centerboard texture to any texture or snapshot that you have full permissions on. Simply click 'Custom' on the menu and follow the instructions in chat, or choose one of the built-in centerboard textures.

The Branding menu also allows you to turn shiny off/on, full bright (lit in the dark) off/on or tint your textures using a selection of preset colors.

Warning: Do not use textures that have alpha layers, or it will conflict with the game elements (dice, buttons, cards, etc) on the game table surface.

Scorekeepers & Gamekeepers

K.R. Engineering games that are connected to Gaming.SL and have a scoring system as part of their normal gameplay may have optional scorekeepers and gamekeepers included with them. These devices allow you to view the top leaderboards for the game with varying levels of resolution.


Scorekeepers display the current top scores for the game. Depending on the game, this may either be low scores (e.g. Aught) or high scores (e.g. Greedy Greedy).

Scorekeepers come in a "low prim" and "high prim" design. They both have exactly the same features, but the low-prim design displays information as floating text. The high-prim design displays information as letters on a prim face.

You can touch either version for an option/admin menu. This menu is only available to the owner of the scorekeeper.

Scorekeeper Option Menu

  • Cancel: This button does nothing except close the menu.
  • Refresh: The scorekeepers will refresh the information they show every 12 hours, or immediately when a nearby game is completed. Using this button, you can force a refresh immediately, whenever you want.
  • Reset: This will reset all information on the scorekeeper. (In practice, at least. What this actually does is causes the scorekeeper to only show games finished after the time you reset it.)
  • Parcel Only: This will narrow the information on the scorekeeper to only showing games that were completed on the same parcel that the scorekeeper occupies. It is based off of the parcel's name, so if there is more than one parcel with the same name in the same region, even if they are not connected, information from both parcels will show up.
  • Regional: This will set the scorekeeper to show information on all games completed in the same region as the scorekeeper, regardless of parcel lines.
  • Unique OFF: By default, the scorekeeper will only show one entry per player, their highest score.
  • Unique ON: This will make the scorekeeper show the "true" top scores for a game, which may include the same player more than once if they occupy multiple slots.
  • Solo OFF: Tells the scorekeeper to ignore games where only 1 player was playing when it was completed.
  • Solo ON: Tells the scorekeeper to show all games, even if only a single player was playing when they were completed.
  • Brand: Although the scorekeepers are modifiable, many people are not comfortable with editing prims. This option allows them to place a logo or other graphic on the scorekeeper without having to use the prim editor interface.
  • One Game: This option allows you to focus the scorekeeper on a specific game table, rather than showing scores for a region or parcel. To use this feature, you will need to provide the scorekeeper with the Gaming.SL ID for the table you wish it to track. This is separate from the game's UUID or "key." The key for your table can be found by pressing the "Key" button in the admin menu, but this is not what the scorekeeper needs. UUIDs (or Keys) in SL change every time you rez the table, which makes it unusable for tracking information about a specific game. Instead, the game is given a permanent and unique ID by Gaming.SL that stays the same between each rez. To find this permanent ID, you can touch the Gaming.SL logo on the table, and choose the "G.SL Info" button.
  • All Games: This reverts the scorekeeper back to showing information for all games on the parcel/region.


Gamekeepers display the current top wins for the game. Unlike top scores, these are not specific high scores, but rather cumulative number of wins. In other words, who has won the most number of games.

Like the scorekeepers, gamekeepers come in a "low prim" and "high prim" design. They both have exactly the same features, but the low-prim design displays information as floating text. The high-prim design displays information as letters on a prim face.

You can touch either version for an option/admin menu. This menu is only available to the owner of the gamekeeper.

Gamekeeper Option Menu

  • Cancel: This button does nothing except close the menu.
  • Refresh: The gamekeepers will refresh the information they show every 12 hours, or immediately when a nearby game is completed. Using this button, you can force a refresh immediately, whenever you want.
  • Reset: This will reset all information on the gamekeeper. (In practice, at least. What this actually does is causes the gamekeeper to only show games finished after the time you reset it.)
  • Parcel Only: This will narrow the information on the gamekeeper to only showing games that were completed on the same parcel that the gamekeeper occupies. It is based off of the parcel's name, so if there is more than one parcel with the same name in the same region, even if they are not connected, information from both parcels will show up.
  • Regional: This will set the gamekeeper to show information on all games completed in the same region as the gamekeeper, regardless of parcel lines.
  • Solo OFF: Tells the gamekeeper to ignore games where only 1 player was playing when it was completed.
  • Solo ON: Tells the gamekeeper to show all games, even if only a single player was playing when they were completed.
  • Brand: Although the scorekeepers are modifiable, many people are not comfortable with editing prims. This option allows them to place a logo or other graphic on the gamekeeper without having to use the prim editor interface.
  • One Game: This option allows you to focus the gamekeeper on a specific game table, rather than showing scores for a region or parcel. To use this feature, you will need to provide the gamekeeper with the Gaming.SL ID for the table you wish it to track. This is separate from the game's UUID or "key." The key for your table can be found by pressing the "Key" button in the admin menu, but this is not what the gamekeeper needs. UUIDs (or Keys) in SL change every time you rez the table, which makes it unusable for tracking information about a specific game. Instead, the game is given a permanent and unique ID by Gaming.SL that stays the same between each rez. To find this permanent ID, you can touch the Gaming.SL logo on the table, and choose the "G.SL Info" button.
  • All Games: This reverts the gamekeeper back to showing information for all games on the parcel/region.


As of September 1st, 2014, it is a violation of the Second Life Terms of Service for this game to have betting or buy-in options. The Internal Prize Server menu now consists only of the option to enable/disable the External API and links to the Linden Lab policy and FAQ. For more information, please read the Skill Gaming page. The menu itself was left in to spread awareness of the policy change. This game no longer requires debit permissions from its owner, nor does it have the option to pay money to the winner of the game under any circumstances.

Frequently Asked Questions (FAQ)

Greedy Greedy

Wiki FAQ Q Icon.png Do you offer upgrades on my version of Greedy?

  • Greedy Greedy tables that are version 2.0 or newer are automatically eligible for upgrades and can be upgraded without our assistance by following these instructions: How do I get my table upgraded?
  • If your Greedy Greedy table is older than version 2.0, you may still be able to receive an upgrade to it by contacting us directly. Please see the End of Life page for more details.

Wiki FAQ Q Icon.png How do I get my table upgraded?

  • If your table is v2.0 or later (>=2.0), click and hold your mouse button on part of the table for 3 seconds until a menu appears, click 'Update.'
    • If you don't see the "Update" button, try pressing the <<< button until you see it. The admin menu has multiple pages.
    • Your table will disappear (delete itself) and you will receive a new table. Delivery of new table may take up to 5 minutes.
  • If your table is older than v2.0 (<2.0) (such as v1.9x, v1.8x, v1.7x, v1.6x, v1.5x, etc...) then please read the End of Life page.

Wiki FAQ Q Icon.png I can't change any of the options on the table, like Zilch Rules, Initial Barrier, etc.

  • On v1.9 to 1.93, you must touch the words, not the indicator light, to change the options.
  • You may not be the owner or approved administrator of the table. If you have deeded the table to a group, you may not be able to change these anymore.

Wiki FAQ Q Icon.png How do I reset the gamekeeper/scorekeeper?

  • Touch it to access the config menu. There should be a Reset button.

Wiki FAQ Q Icon.png I want the oval Pocket Greedy, not the octagon Pocket Greedy, where do I find that?

  • You don't. Very old versions of Pocket Greedy (before v2.0) were slightly smaller and oval in shape, instead of the octagon they are now. This is no longer the case, and I have no plans to change them back for a variety of reasons. The shape was changed because I decided to expand the offering of Pocket games beyond Greedy, to include other games in Pocket format (such as Canoga and Pentadee). The problem with this is that I wanted all of my Pocket games to have a similar style, the same way all my table games have a similar style. Giving them all common infrastructure elements (such as shape, border, etc) is what makes addon themes possible. If each pocket game were a different shape, then addon themes would be difficult or impossible to make fit each unique game. Unfortunately, the oval shape was impossible to fit most of my games onto. Pentadee, for example, has a very tall score card, and would not have fit. I decided upon the octagon shape because the full size table games are already designed with an octagon shaped playing area in mind, due to the fact they're all designed to accommodate 8 players. This makes it very easy to adapt future games to Pocket format, because I can simply shrink down the original components. It also means that whatever game I choose to make into a Pocket format will be guaranteed to fit into the space.


Wiki FAQ Q Icon.png Will you bring your games over to InWorldz/other OpenSim-based grids?

  • Short answer: Not for the foreseeable future, no.
  • Longer multi-part answer:
    • Most money made in Second Life comes from volume sales, it's the reason you can buy a shirt for L$200, which is the equivalent of $0.80 USD. They're called micro-transactions because despite the big numbers we throw around in Second Life (ooh, "thousands"), they're really, really tiny amounts. My games range between L$295 and L$1995, that's about $1.18 to $8.00 USD, or what you'd expect to pay for a good phone/tablet app on iPhone or Android these days. This works because like Android/iPhone app developers, Second Life developers hope to sell not merely hundreds, but thousands of copies of whatever they make, otherwise it simply is not worthwhile. This means to make developing worthwhile, you need to have a large market to sell to, because if you're lucky, 1 in 100 people will buy your product. If there's 1000 people, you might sell 10. If there's 10,000 people, you might sell 100, if there's 100,000 people, maybe you'll break the 1000 barrier. It's simple economics. Not everyone is interested in everything, so not everyone is going to buy your product. The biggest problem with InWorldz (and other even smaller grids) is that it is VERY, VERY SMALL. As of this writing, there are 2000x fewer people connected to it than Second Life. That means you can roughly expect to sell 2000x fewer of your product on InWorldz than Second Life. In order for that to be worthwhile, you'd have to sell it for 2000x the cost, but nobody would buy it for 2000x the cost. That would make Greedy Greedy $16,000 USD on InWorldz. If it were as simple as picking up my games, walking over to InWorldz and rezzing them, I might consider it, but there is a considerable time and resource investment into bringing a product like my games over to another grid, and all indications say "You will never make that money back." It's simply more worthwhile for me to develop new products for Second Life than to port old ones to a nearly empty grid.
    • Some people might argue that this is a chicken and egg problem, or more succinctly, "if you build it, they will come." InWorldz is small because of lack of content, but it has a lack of content because it is small, it's a vicious cycle! That may be true, but unfortunately doesn't change economics. I've logged into InWorldz periodically over the last few years (my name is Karsten Rutledge there also) and what I see is not a world suffering from lack of content, it's a world suffering from a poor business plan. InWorldz looks like Second Life from 4 years ago, and performs even worse. The ONLY reason anybody at all is on InWorldz is because they offered super cheap regions compared to Second Life, and then on top of that, offered 45,000 prims per region instead of 15,000. Sounds too good to be true! That's because it is.
      • Second Life regions aren't limited to 15,000 prims out of spite, they're limited that way in an effort to offer both resources and performance at a balance. This doesn't always work because people who use the regions don't understand region performance is a finite resource, but you know what works even less? Tripling the load on the regions. This doesn't just triple the load on the regions, it also triples the load on all of the viewers trying to look at that region. Instead of having to download 15,000 prims from the internet, your computer now has to download 45,000 prims from the internet, and your computer has to render those 45,000 prims on your screen. Sounds good on paper, in practice, people who run Second Life slowly run InWorldz EVEN SLOWER, if they can run it at all.
      • This 'super cheap gimmicky regions' philosophy has led to one readily foreseeable and obvious result: It's a wasteland. While I'm writing this, there are enough people connected to have 1 person for every 6 sims. Vast expanses of land with nobody in them.
      • OpenSim is a remarkable effort, but it never was up to the performance of Second Life and probably never will be. I've been standing in a nearly empty InWorldz sim just waiting for a single airplane to fully rez, and half an hour later, it still hasn't, it's just a distorted cluster of half-rezzed sculpts. This happens in every region I go to. InWorldz simply can't deliver what it promises.
    • (Update) I'm told InWorldz has Mesh now, at least in beta. Which just further illustrates that InWorldz is just treading water to keep up with Second Life, it's not offering anything new or innovative. Second Life has had mesh for years, and InWorldz is just now getting around to catching up.
    • Scripting support lags behind. For something like skins, this hardly matters, but if Second Life adds a new LSL function and InWorldz doesn't, your scripted content probably doesn't work on InWorldz anymore.
    • If you think 'copybotting' is a problem in Second Life, wait until you see OpenSims. The 'open' being the key part. Once you upload your content to an OpenSim grid, it's now "in the wild" so to speak. The one last bastion of security in Second Life is that scripts are still not accessible to copybots. If you're a skin designer, your skin is no more at risk on an OpenSim than it is in Second Life, to see a skin or other texture your computer has to download it (although new server-side avatar baking is making this much harder, thankfully, something else I believe InWorldz/OpenSim doesn't do, meaning your skins are now less safe in OpenSim than Second Life), so you are essentially passing out copies to anyone who even sees an avatar wearing your skin, much less buying it. You only see the EFFECTS of scripts though, not the scripts themselves. Therefore porting scripted content to an OpenSim grid carries a huge additional risk, because now you are making your scripts available to a much wider group of people, namely whoever has administrative access to that OpenSim grid.
    • All in all, I believe competition for Second Life is healthy and good, but InWorldz and other OpenSim grids aren't competition, they're poorly made ripoffs trying to lure people in with cheap gimmicks, and that's probably all they will ever be. If one of them manages to achieve any significant market size or, shockingly, innovates on Virtual Worlds somehow, I'll probably be keenly interested. Until then, it's not worth the time or effort.

Wiki FAQ Q Icon.png I (or someone else) does not appear on scorekeepers or gamekeepers, or on the Gaming.SL website!

  • This is because you (or they) specifically requested NOT to appear on scoreboards. You did this by touching the Gaming.SL logo on a game table and selecting the 'Opt Out' button. See the Gaming.SL page for more details about this. You can fix this by touching the Gaming.SL logo on a game table, and pressing the 'Opt Out' button AGAIN.
  • On newer game tables, this button is marked as "Opt Out|In" and spawns a warning dialog box asking ARE YOU SURE you want to do this. On older tables, it will simply tell you in local chat what it is you have done after you click on it.
  • NOTE: Opting out also prevents you from earning achievements and participating in grid-wide jackpots.

Wiki FAQ Q Icon.png Are you going to convert your games into mesh?

  • Yes, I am working on it. Unfortunately because of the limitations that Linden Lab placed on mesh in Second Life (namely that you can't change a mesh shape with a script like you can sculpt and regular prims), I can't use the existing theme system to build mesh tables. So instead, I'm going to be rebuilding all my stuff from scratch to use a completely different theme system, which also requires building the web server code that runs outside of Second Life. It is a big project, but I am moving towards that goal because I can't stand to build with sculpts anymore.

Wiki FAQ Q Icon.png I saw a game table I want to buy, but it looks different from the ones in the store. Where is the other one?

  • Our tables come with 2 basic themes or "skins" they can use. A wooden classic octagon table and a post-modern futuristic shiny table. Newer tables also can have new themes added on to them after purchase by visiting the theme showcase in our store. New themes are released regularly and cover a wide range of styles and genres. After buying the table, you can change which theme is in use at any time.
    • For newer games, that is games that show the Gaming.SL logo on the table top, this can be done by accessing the Color/Appearance menu on the table and choosing the Switch option.
    • For older games, this can be done by pressing the New Style or Old Style buttons in the game's Admin Menu.

Wiki FAQ Q Icon.png My game has been updating for a long time, it says to contact you if it persists, what do I do?

  • This happens to very old games when the Second Life network is losing packets under a heavy load. Send the game to Karsten Rutledge in a folder with your name on the folder.

Wiki FAQ Q Icon.png Where can I find/do you have a table with multiple games on one table?

  • No. I would like to do something like this, but it isn't practical in SL for many reasons, including prim limits, scripting issues, security issues and permission issues.


Wiki FAQ Q Icon.png How do I get rid of the annoying info box that pops up when I mouse over your table?

  • This is actually something your viewer is doing. The table cannot produce this info box and also cannot get rid of it. You can disable it in your viewer's preferences (usually labeled as "Hover Tips"), but it will disable it for all objects, not just the table. In most viewers, you can toggle this feature on or off by pressing CTRL+SHIFT+T on your keyboard.

Wiki FAQ Q Icon.png I think my table is broken, it wants me to pay to play, but the Pay... window is completely blank!

  • This a bug in some very old versions of a modular script that really old tables used that will cause it to blank the pay dialog if the table is picked up and rezzed again. You should really update your table.

Wiki FAQ Q Icon.png Why do I only see candles on the table?

  • On very, very old versions of the game tables you could touch the base of the table (the flat round part at the bottom) to 'hide' the game. You probably touched it by accident. Just touch it again to bring the game back. Or better yet, update it, because your table was around to see the Pharaohs.

Wiki FAQ Q Icon.png I lost the instructions card that came with my game, can I get a replacement?

  • The instructions notecard is the same card you get by pressing the HELP button on the game. Simply click it for a new card.

Wiki FAQ Q Icon.png Some of the buttons on my game don't work, what do I do?

  • Often this is because someone's invisible attachment is covering the button, such as shields and other things. To check, open the View menu and turn on 'Highlight Transparent.'

Wiki FAQ Q Icon.png My game doesn't work at all, NONE of the buttons work, what do I do?

  • First verify that you are not in a no-scripts zone.
  • Next, you should verify that the table is not obstructed. Often this issue arises because there is an invisible prim over the table, frequently from nearby foliage. Press Ctrl+Alt+T on your keyboard and this will activate "Highlight Transparent" mode on your viewer. Any prims that have alpha (transparent) will be turned red. Make sure there are no red prims covering the table that you are accidentally clicking on instead of the actual table. Press Ctrl+Alt+T again to turn off the highlighting.
  • If you're not in a no-scripts zone, then right-click on your game and choose 'Open', if there is nothing in the contents then you must have removed all the scripts from it, apparently without realizing it. There is no way to fix this, the game will have to be replaced. Send it to Karsten Rutledge in a folder with your name on it.
  • If there are scripts inside the game when you open it, the problem may be that the scripts got deactivated, possibly by the estate tools. You may have a jerk for a sim administrator. The game will have to be replaced if this is the case. Send it to Karsten Rutledge in a folder with your name on it.

Wiki FAQ Q Icon.png My game paid the winner twice (or more times), and now I lost money, what do I do?

  • As of September 1st, 2014, gambling on K.R. Engineering tables is against the Second Life Terms of Service. You should update your table to a compliant version immediately.
  • More than likely, this means you have more than one Prize Server rezzed in the same region (sim). One server works for every game in the same sim, unless you tell the prize server to only listen to a single table. See the Prize Server page for more info.

Wiki FAQ Q Icon.png My game is running very slowly, what is wrong with it?

  • The speed of objects in Second Life is based on the speed of the simulator they are rezzed in. If the simulator is running very slowly, which happens when it is overloaded, then everything in the sim will also run slowly. Void/Homestead/Openspace sims are always going to be much slower than full simulators even if they are relatively empty.

Wiki FAQ Q Icon.png My game got deeded to a group, and now I can't do anything with it, what do I do?

  • Presumably, since the table got deeded to the group that means you are either a group officer or a group owner. As such, you can simply set the table for sale for 0L and buy it back from the group. To do this:
    1. Right-click on the table and choose 'Edit...'
    2. If you have not used the building interface before, you may need to click the 'More' button to expand the window.
    3. Go to the 'General' tab on the left of the window and check "For Sale."
    4. Be sure to set the price next to this to 0.
    5. Below the For Sale box it should say 'Original', 'Copy' and 'Contents', make sure that Original is the button that is marked.
    6. Now right-click on the table again and choose 'Buy.' The table will still remain rezzed, but you should now be the owner again.

Wiki FAQ Q Icon.png Your game has texture fighting problems on the table, can you fix this?

  • Unfortunately, no. If you are seeing texture fighting (usually the black backboard and the wooden game table surface are most commonly noticeable), then you are probably at a really high altitude, such as greater than 1000 meters up. This happens because of rounding errors (such as 1.06 getting rounded to 1.0, loss of precision) in the math that the Second Life viewer does when calculating where to display each part of the game. The math gets less and less accurate the higher up you go. Before a couple years ago, we were limited to building up to 768m high for that reason, they only recently raised the cap to 4096m, but the problem is still there. For some things it doesn't matter, like nobody cares if their couch cushions aren't quite where they should be, but in the case of the games, the black backboard and the wooden table surface are both parallel and fairly close together, so the rounding error shows up on it in a big way. At that altitude, Second Life thinks that prims that were separated by a small amount are no longer separated at all, and draws them in the exact same position even though they are not. The only solution is to use the table at a lower altitude, generally less than 1000 meters, although your mileage may vary depending on your graphics settings. You can see this for yourself if you move the table down to lower altitudes. At ground level you will see the table most correctly, but the flickering will stop well before then. The only way I could "fix" this issue is by separating all the game elements much farther away from the table surface, but this would cause the game to look strange at normal altitudes instead of looking strange at high altitudes, a trade-off that's not really practical or desirable.

Wiki FAQ Q Icon.png Whenever I brand my table, some or all of the dice disappear, what am I doing wrong?

  • This happens whenever you use a texture that has an alpha layer (transparency) on the backboard. The dice are partially transparent, so you end up with the well-known issue of "texture fighting" on your board, where the viewer isn't sure whether to display the dice on top or the backboard on top. Even if your texture does not have any visible areas that are transparent, it can still have an alpha layer. If you are the original creator of the texture, try uploading it again without an alpha layer. The easiest way to do this is to save it as a .jpg (Jpeg) or a .bmp (Bitmap) file before upload. .png (Portable Network Graphics) will also work, as long as you know how to save it specifically as a 24-bit .png file (minus the 8-bit alpha layer that a 32-bit .png file has).

Wiki FAQ Q Icon.png Since I upgraded my table, I can't choose specific seats to sit at anymore, why?

  • You still can, actually. Newer tables have a new theme system that allows them to have cushions on the seats, but the cushions are not part of the seats, so if you try to sit on the cushions it is no different than trying to sit on the table itself. In these cases, Second Life will simply seat you at the next available seat in order. To choose a specific seat, try right-clicking on the chair back instead of the chair seat and choosing Play. Some themes may drastically alter the shape of the chairs, but you can always still choose a specific seat by right-clicking the correct prim.


Wiki FAQ Q Icon.png Will you create a custom game for me/my business?

  • At this time we do not offer custom games. The tables have the ability to change their centerboard texture if you wish to brand them for your establishment or replace with a picture, etc.
  • Additionally, newer game tables have the ability to add entire new themes to them. We do not do custom themes, but we do take suggestions for future themes you would like to see available as options.
  • Perhaps most importantly, adding any amount of customization to a game, be it aesthetic or functional changes, automatically terminates the update path for that game. The updater will not be able to send you newer versions of your specifically customized game in the future, thus cutting you off from bug fixes and new features.

Wiki FAQ Q Icon.png This game is a lot of prims, will you tweak it for me to be less prims?

  • This falls under custom games also, and likewise, no. I do my best to create games with as few prims as possible. If I could reasonably reduce the prim count further I would have already done it.

Wiki FAQ Q Icon.png Can I buy a copyable version of your games?

  • No, sorry, I do not sell copyable games.

Wiki FAQ Q Icon.png Can I buy a modifiable version of your games?

  • Likewise, no, I do not sell modifiable games. The reason is because any game that is modifiable opens it up to potential abuse by the owner of the table, including manipulating the outcome of the game by inserting extra scripts into the game contents. This is bad both for my business and for anyone who owns one or more of my games. If even the possibility of a game table being rigged exists, then it damages the credibility of every one of my games in Second Life. If a dispute arises, I can say "No, the game tables can not be rigged by unscrupulous hosts." because it is true. I need that deniability and so does every honest game host on the grid. It is important that people trust the outcome of a game to be fair and based only on legitimate game actions.

Wiki FAQ Q Icon.png Can I put your games into a temp-rezzing system?

  • No, for two reasons. A temp-rezzer works by deleting and re-rezzing the object every 1 to 2 minutes. On top of being incredibly hard on the simulator (causes a LOT of lag), this means that everyone playing the game would be evicted and the game 'reset' every 1 to 2 minutes. Makes for a very unplayable game. The other reason is that the games are no-copy/transfer, and they would have to be copy/no-transfer for this to be doable.

Wiki FAQ Q Icon.png Can your games be put into a rezzing system of any kind?

  • No. Again, the games would have to be copy/no-transfer for this to work.


Wiki FAQ Q Icon.png Can I gamble on this game?

  • No, you cannot. Gambling is currently a violation of the Second Life terms of service. Please see the Skill Gaming page for more information.
  • If you have an older game, it may have the option to gamble on it, but you absolutely should not. You should, in fact, update your table immediately, as you can get in trouble for having a game with payout options, even if you don't use them. See the Skill Gaming page for more information.

Wiki FAQ Q Icon.png I only want to play the game with my friends, we don't want to have to pay it, can I do that?

  • Yes, in fact, this is the only way you can play it. It is a violation of the Second Life terms of service to play a game that has betting options on it, even if you don't use those options. See the Skill Gaming page for more information.

Wiki FAQ Q Icon.png Why is my game asking to take money from me? Is it trying to steal my money? I don't understand!

  • If your game is doing this, you should update it immediately! Please see the Skill Gaming page for more information.
  • If you have an old table, debit permissions are needed for the Pay-to-Play feature to work correctly. This is because Pay-to-Play is basically a vendor, a vendor that sells a service (playing the game) rather than a product. All games in Second Life that can be bet on work this way, because it is the only option. Objects can not hold money, so money paid to a game goes to its owner instead. In order for the game to pay back to the winner, it must have permission to take the money out of the owner's account. You can safely deny this if you are feeling particularly paranoid about it. It will not break the game, it will only prevent the Pay-to-Play feature from working, which is not an issue if you intend the game to be free-to-play anyway. If you accept the debit permissions, it will never pay out more money than was taken in during a game, so you cannot lose money by enabling it.

Purchases & Replacements

Wiki FAQ Q Icon.png My object got returned, and now it is gone, it never came back! Can I get a replacement?

  • Your object is probably not actually lost, just hidden! This is a feature of Second Life. When more than one object gets returned from a parcel at the same time, then Second Life does not send them back to your inventory as individual objects. Instead, it will bundle them all together into a single package. This package/bundle will appear in your Lost and Found folder as one inventory item, even if there are 5, 10 or 100 objects actually inside of it. The bundle/package will only show the name of the FIRST item in the bundle while it is in your inventory. To see what else is inside this bundle you will have to rez it. We recommend finding a sandbox to do this in to be sure that there are enough prims available for whatever happens to be inside the bundle. Some additional things to look out for:
    • Because bundles only show the name of the FIRST item in the bundle and nothing else, this means that the inventory search bar at the top of your inventory window will not help you, as it cannot search inside of bundles.
    • Bundles should have a different icon next to them than single objects do. This is often represented as a stack of smaller boxes, rather than a single large box.
    • If you can't find your missing objects, you should try clearing your inventory cache in your viewer preferences. This is usually under the "Network & Files" or "Network & Cache" tabs in most viewers. Look for the "Clear Inventory Cache" button, not the standard "Clear Cache" button as that only clears texture caches. You will have to close and restart Second Life after clearing your inventory cache.
    • Returned objects NEVER go back to their creator, they only go back to their OWNER. This is a false rumor. Second Life simply does not work that way, nor has it ever.
    • As a general rule, you should never return anything that you want to keep. Return is for taking out the trash, it's like a bulldozer clearing a lot for new construction. It is not a tool of finesse, and is known to eat objects. Always remember to properly TAKE things that you care about, and only RETURN if you have other copies of the object or don't care if you lose it.
  • If following the above advice does not allow you to find your missing object, you can contact us to ask for a replacement. In most cases we will be able to provide a replacement as long as your table was purchased from us originally. If you bought your object used from a third-party reseller, we may have no record of it.

Wiki FAQ Q Icon.png I found someone reselling your products, is that allowed?

  • I do not have a reseller program at this time. However, many of my products are transferable and this allows anyone to resell that game to someone else, much as you would at a garage sale or flea market. Unfortunately, often times these tables are counterfeit and I cannot guarantee the same level of support on a used table as I can on a new table. You automatically assume some risk when purchasing used. For example, if there is a failed delivery, it will be up to you to resolve it with the used reseller, I won't be able to help you since it wasn't purchased from me. Likewise, old tables that are purchased used may not be able to be updated to newer versions. There's also the possibility it is a straight up scam, and you will receive nothing for your money. I cannot guarantee the legitimacy of "used" products that are sold by a third party, as I have no affiliation with them. Buyer beware.

Wiki FAQ Q Icon.png Can I get a discount if I buy a lot of something?

  • Possibly. There is a bulk vendor for games in the store that will give you a discount if you buy through that vendor rather than the individual vendors. For other products, you will have to contact me.
    • I'm just kidding, I don't have any other products.

Wiki FAQ Q Icon.png I bought something and everything is in the folder except for the actual product!

  • This can actually never happen, but there are many common reasons it might APPEAR to be that way! Here some of the most common reasons:
    1. If this is a newer version of a game you previously owned and updated, you may be looking in an old folder or box from your previous table, make sure that you don't have multiple folders/boxes and verify that you are looking in the most recent one.
    2. If you are using the search bar at the top of your inventory window, you will need to search by the product's name, not our company name. For example if you purchased Greedy Greedy, try searching for Greedy, do not search for K.R. Engineering because the object name is "Greedy Greedy Table vx.xx", there's no "K.R. Engineering" in the name of the game table like there is in the name of other things in the folder.
    3. Do not use the "Recent" tab on your inventory window. The ways of the Recent tab are mysterious and shadowy, it does not always show you everything that's been added to your inventory recently. Look for the folder in your normal Inventory tab.
    4. You may have gotten the item and then subsequently misplaced it unknowingly. This is a "feature" of Second Life. It occurs whenever you attempt to rez a folder full of objects all at once in some Second Life Viewers, by dragging the folder out of your inventory instead of individual items. When this happens, Second Life interprets this as "put this folder of stuff INSIDE whatever I dropped it on." In this case, you have everything except the game/product because it is transfer-only, and everything else in the folder is copyable. Your game/product is inside whatever prim you dropped it on, probably your floor or rug, for example.
      • This can also occur if you press the CTRL button on your keyboard when dragging and dropping just the table by itself.
      • There may be other ways to do this that are not listed here, depending on the viewer you are using, but the end result is the same.
      • Also keep in mind, it is inside the PRIM you dropped it on, not the OBJECT you dropped it on, even if you dropped it on a prim that is in a linked object. You will probably have to enable "Edit Linked Parts" in your build window to look in individual prims, rather than whole objects.
      • It is possible you put the game/product inside an object that you don't own, for example if it is a group owned object or if you have modify rights on someone else's objects (such as your significant other). If this is the case, you don't own it anymore as ownership is transferred to the person who owns the object it is inside of. You may have to ask them to retrieve it for you and return it to you.
      • If you are unable to locate the item, or are unsure how to look for it, please let us know and we will be happy to help you look for it. If we also can't find it then we can usually replace the lost table.


  • Version 1.0 [June 2005]:
    • Initial release.
  • Version 1.1 [July 2005]:
    • Option to disable free player joining.
    • Option for owners to pay a fixed cash prize to winners, with or without player pot enabled.
  • Version 1.2 [August 2005]:
    • Option to enable rules from Zilch, a popular variant of Greedy Greedy.
  • Version 1.21 [August 2005]:
    • Bug fixes.
  • Version 1.22 [August 2005]:
    • Bug fixes.
  • Version 1.23 [September 2005]:
    • Bug fixes.
  • Version 1.24 [September 2005]:
    • Bug fixes.
  • Version 1.3 [September 2005]:
    • New table design.
    • Pocket Greedy introduced.
    • Many bug fixes.
  • Version 1.31 [September 2005]:
    • Add and remove administrative users to let other players change board options.
  • Version 1.32 [October 2005]:
    • Turn timeout! Optionally automatically skips players if they do not make their first roll within the allotted timeout period.
  • Version 1.33 [OCtober 2005]:
    • Minor script optimizations to reduce memory usage of game.
  • Version 1.34 [October 2005]:
    • Fix: Admin users are no longer allowed to toggle player pot, to prevent failure acquiring debit permissions from owner.
    • Fix: New condition checking to better handle weird player behaviour (teleporting while sitting, client crashing, etc.)
    • Admin users or owner may touch a player's turn indicator for a menu to skip player on their turn or eject them from the game.
  • Version 1.35 [October 2005]:
    • Admin users are allowed to toggle the player pot again, due to new betting code.
    • Minimum bet setting and optional house raking.
  • Version 1.36 [November 2005]:
    • Some bug fix that I forget.
  • Version 1.37 [November 2005]:
    • Table now whispers instead of talks, making it only hearable in an 8m radius from the center of the table instead of 20m.
  • Version 1.38 [December 2005]:
    • Significant performance improvement during gameplay, primarily when rolling and manipulating dice.
  • Version 1.39 [January 2005]:
    • Patch for bug that will sometimes randomly force a player out of the game without unseating them with free player join turned off.
  • Version 1.4 [February 2006]:
    • Option for 2D or 3D dice added.
    • Bug fixed where only half of the players got their bets paid back when the table was reset during a game.
    • Tables are now touch to configure! The tables no longer listen by default. They listen when you click them, accept one command and stop listening.
  • Version 1.5 [March 2006]:
    • Entirely new look! New chairs, textures and features.
    • New theme engine allows the owner to switch instantly between 12 preset colors or 6 unique themes (the old favorites plus three new ones)!
    • New Auto Camera option! When enabled (default), sitting at the table will cause your camera to automatically orient to a top-down view of the table.
    • Fixed a bug where the game would never end if the first person to go over the winning score gets up from the table before the game is over.
    • Reduced prims from previous themed table versions.
  • Version 1.51 [March 2006]:
    • Bug fixes.
  • Version 1.6 [January 2007]:
    • New table designed with a more polished look.
    • Updated theme and color system with 18 standard colors and 6 improved themes.
    • Option to change dice texture as well as customize the main game panel with your own texture!
    • Removed old Auto Camera functionality and replaced with independent camera controls in each chair, allowing each player to choose their own camera view.
    • Cameras automatically disengage when game is hidden now.
    • Extra optimized code resulting in faster overall game speed and reduced performance impact on simulator.
    • AUTOMATIC UPDATES! See 'Bug Fixes & Upgrades' below!
  • Version 1.61 [January 2007]:
    • Player names are now shown in place of 'Player X' over player indicators.
    • Player indicators now show whether a player has contributed to the pot or not.
    • Warning and buzzer sound added for Zilch mode when 2 stars are reached.
    • Fixed a bug in the new camera system.
  • Version 1.7 [August 2007]:
    • Remove all player betting to comply with the wagering ban handed down by Linden Lab.
  • Version 1.71 [September 2007]:
    • Dice now turn green when they have been rolled, but no action has been done on them after the roll (like selecting).
  • Version 1.8 [October 2007]:
    • Rebuilt money handling in the game to use new K.R. Engineering Game Prize API. Read more about it in the PAY TO PLAY section above.
    • The previously incorporated 'payout' option has been moved to the 'prize server' discussed in the PAY TO PLAY section.
  • Version 1.9 [October 2008]:
    • All scripts recompiled for the new MONO scripting engine. This should improve performance in slow simulators.
    • Improved camera system for game players. When seated, pressing left/right changes camera view, and pressing forward or back zooms in and out.
    • Custom gameplay poses. When seated, pressing page up or page down will allow the player to change their pose. Poses include generic male/female sits, slave sits allowing them to kneel beside their master/mistress, and couples poses.
    • Takes advantage of new scripting functions to reduce primcount (combining buttons into single prims).
    • Removed 'dining table' feature, as it added unnecessary prims and scripts, and most people somehow managed to trigger it accidentally and then IM me in a fit/panic instead of reading the instructions.
    • Totally redesigned administrative system for owner to change game options. Now in an easy to access, easy to use, hopefully non-confusing menu.
    • New sculpted table and chairs.
    • Reduced entire game by 16 prims on the table version and 3 prims on the pocket version.
  • Version 1.91 [November 2008]:
    • Added option to admin menu to switch table between old style and new style. Purely aesthetic, no gameplay changes. Prim count unchanged.
  • Version 1.92 [February 2009]:
    • Fixed a bug where the camera perspective of players was not properly updated when one player stood up. This is a compensation for a bug in the Second Life camera system that incorrectly affects all seated avatars' cameras.
  • Version 1.93 [September 2009]:
    • Added Quiet/Chatty option to the admin menu, to optionally suppress game chat that is considered redundant because of the table interface.
    • Fixed a bug in the Pay2Play feature where picking up the table and rezzing it again would cause the pay dialog to show as blank.
    • Table Only: Changed it so that clicking on the indicator lights on the board toggles the options as well as clicking on the words next to them.
    • New Speed Play mode added to game options, where the game ends after 8 rounds (5 if Fast Game is enabled) and the highest score wins.
    • Table Only: Free Join option moved from table top to admin menu. Speed Play takes its place on the table top.
  • Version 1.94 [September 2009]:
    • Fixed a bug where sometimes Speed Play went 1 round too long.
    • Added the current game round to the table display when Speed Play is enabled, replacing the To Win display when Speed Play is off.
    • Turned Chatty back on by default, restoring the default behaviour of previous versions.
  • Version 1.95 [June 2010]:
    • Fixed a typo on the admin menu.
    • Removed 3D dice option. This has been broken for years and Linden Lab does not seem interested in fixing it, therefore I am removing it until they do to avoid customer support problems.
    • Drastic script reduction and performance improvements thanks to new scripting functions added to Second Life by server version 1.38. Game now uses about half of the script time of previous versions when idle.
    • Moved Branding menu to Admin Menu to avoid customer support problems. Admin menu now appears regardless of where you click and hold on the table, instead of a different menu coming up on the centerboard.
    • By popular demand, added an option to toggle phantom on/off on the table.
    • Prize Server API now sends an update whenever a player's score changes.
    • Added a beautiful gothic black wood option by popular request.
  • Version 1.96 [June 2010]:
    • Fixed a small bug in speed play mode with zilch rules enabled when playing solo.
    • Added a "Full House" house rule to the admin menu. Enabling this will make the game count a full house (four of a kind + two of a kind, i.e. 333322) the same as three pair (1000 points).
    • Minor UI improvements in Admin menu to avoid confusion. (page turn arrows collapse when there are no more pages in that direction.)
  • Version 1.97 [June 2010]:
    • Changed the method by which player scores are transmitted to the prize server API.
  • Version 2.0 [February 2011]:
    • Admin users can now access the administrative menu, but do not have all the options that owners do.
    • Added new Group Admin option, defaults to off, allowing anyone in the same group as the table to be considered admins without having to be added manually.
    • Updated sculpted prims on wooden chairs, to give them more realistic leg-bracing.
    • Pocket game changed to an Octagon shape to match the tables. This has been standardized to make way for more Pocket games in the future which would not work with the oval.
    • New textures for wooden table.
    • 9 new colors for the old style (post-modern) table. Gold, silver, bronze and 6 pearl (pastel) colors.
    • Added a Glass toggle in the color menu for the old style table. This turns the black ring on the table into glass or back to opaque. Some really old game tables had this glass feature and it has been requested to make a come back. Some games will not work well with it, as their game elements may alpha-fight with the glass texture, but the choice to use it is up to the table owner. Defaults to opaque.
    • Updated to support the Display Names feature on newer Second Life viewers.
    • Game now has OPTIONAL internal prize server with buyin and betting options that give games more control over how these events occur. External prize servers are still fully functional and now receive more information than before. Internal prize server now responsible for communicating with external prize servers. External API can be enabled/disabled independently of internal prize server features.
    • Two new poses in each seat.
    • Compensated for a bug in SL where when you sit down, SL sends random keystrokes to the game, even if you pressed nothing. This was relatively harmless, but resulted in the animation menu randomly coming up, or your camera view not defaulting to birdseye when it should.
    • Removed support for legacy scorekeepers.
    • No longer required to reset between games, displacing all the players. Once a game has ended, simply press ROLL again to start a new game with everyone seated.
    • Added Amish Dice variant to game. OPTIONAL. Defaults to off. Players may choose to continue the rolls from the previous player's turn if they wish.
    • Added dice theme menu back in to Admin menu. White, black or legacy dice options available.
    • Changed the "tintable" branding preset to something less hideous.
    • Added option to put table into Group Play mode, where only members of the same group as the table are allowed to play it. Must have group tag active to work.
    • Reduced prim count on Table game by 4 prims, and on Pocket game by 3 prims.
    • Reduced script count on Table game by 9 (down to 18) and on Pocket game by 1 (down to 10).
    • Added support for permanent, searchable leaderboards on http://Gaming.SL/. Leaderboards can be viewed by table, region or grid wide, with criteria on winner, date, number of players, game options used.
    • Added support for achievements on http://Gaming.SL/. Performing certain miraculous feats during gameplay will net you achievements. Some hard, some easy, some really hard.
    • Added support for jackpots on http://Gaming.SL/. Placing high on leaderboards can net you L$ prizes. Play frequently to win frequently.
  • Version 2.1 [March 2011]:
    • Table game reduced by 8 prims, down to 32.
    • Game owner now gets notified when they play the game if there are any new News posts on Gaming.SL about their specific game.
    • Added support for addons to be installed into the game after purchase.
    • Old Style/New Style buttons in admin menu considered deprecated, and removed. Theme switching occurs in the color menu now as part of a brand new theme engine.
    • Used new Gaming.SL addon support to create installable themes for the game that are universal for all compatible tables (n/a for Pocket game) (buy a theme once, use it with all compatible tables).
    • Added toggle button for fullbright in branding menu.
    • Added walnut, rich walnut and rosewood textures from pre-2.0 tables back in.
    • Slightly increased the distance of the centerboard off of the table to make the games more resistant to high altitude rounding errors in drawing geometry.
    • Added Indicators option in admin menu to change the color of the turn indicator lights.
    • Added Short Straight house rule (enabled through the Admin Menu) to score 12345 or 23456 as half of a full straight.
    • Added 6 new Achievements on http://Gaming.SL/.
    • Added 3 new poses to table game.
    • Added single and multi table tournament support on http://Gaming.SL/.
    • Scripts reduced to 17 on table game.
    • Added ability to make frame on Pocket version be invisible.
  • Version 2.11 [March 2011]:
    • Fixed bug in add-on themes that contained particles.
    • Added ability to toggle particle effects on/off on a per-part basis for add-on themes.
  • Version 2.12 [April 2011]:
    • Added theme support on Pocket Greedy Greedy. Themes may support either Standard, Pocket or Both.
    • Added G.SL Quiet toggle in Gaming.SL menu to turn off some of the Gaming.SL chatter, primarily achievement text and new news post announcements.
    • Added support for add-on themes to include customized branding textures for the centerboard.
    • Added glass support back to Postmodern table theme. This got lost with the new add-on theme engine, but has now been restored due to a revamped theme.
  • Version 2.13 [April 2011]:
    • Fixed Shine Off/On not working on new theme engine that was introduced in v2.12. Oops.
  • Version 2.14 [April 2011]:
    • Fixed bug in Effects On/Off for theme engine introduced in v2.12.
  • Version 2.15 [April 2011]:
    • Fixed a bug in Tournament support where games played after the tournament had ended were still marked as tournament plays.
  • Version 2.16 [May 2011]:
    • Minor rule change to Amish Rules: If a player ends a turn with all six dice used to score point, the next player may not take it over.
    • Fixed bug in "Limit Join" option on table that didn't cause a player to leave the game if they stood up.
  • Version 2.17 [November 2011]:
    • Added an option to have players evicted rather than skipped if they don't take their turn in a specified amount of time. This should help with Pocket games especially, for when people join and then wander off and stop playing.
    • Turn timeouts are now enforced across a player's turn. This means players can time out if they idle halfway through a turn, rather than only timing out if they haven't started their turn.
    • Fixed only 5 of the 6 places showing up on High Prim gamekeeper.
    • Added option to gamekeepers and scorekeepers to control whether single-player games are shown.
    • Fixed Reset option in gamekeepers and scorekeepers working off of GMT instead of Second Life time.
    • Gamekeepers and scorekeepers now show the UUID and G.SL ID of the game they are paired with if set to One Game.
  • Version 2.18 [January 2012]:
    • Fixed a bug where disabling buyins or betting on the internal prize after a game had already been won (and thus payouts had been made already) but before the game had been reset would cause it to refund players.
    • Fixed a bug in scorekeepers/gamekeepers where the "Solo Off" button wasn't working correctly.
  • Version 2.2 [January 2012]:
    • Fixed an exploit in Amish Rules when playing solo that would allow you to get uncapped points.
  • Version 2.3 [February 2013]:
    • Converted most of Greedy's chat messages to use llRegionSayTo so that only the person whose turn it is hears most of the messages now.
    • Added code to revert back to llKey2Name (legacy names) when llGetDisplayName is only returning ???.
    • Switched both Table and Pocket games to Convex Hull physics, reducing table to 28 prims and Pocket to 8 prims.
    • Switched high-prim Scorekeepers and Gamekeepers to Convex Hull physics, reducing them from 46 prims to 24 prims each.
    • Created new graphical tutorial boards for Greedy to replace old Rules Display prim.
  • Version 2.31 [November 2013]:
    • Cleaned up additional instances of table not defaulting back to Legacy Names when Display Names return ???. (Internal prize server)
    • Opt Out button in Gaming.SL menu is now Opt Out|In for clarity. Also spawns an ARE YOU SURE confirmation dialog with more information.
    • Added ambient sound support to Gaming.SL addon themes. When a theme has an active sound, a Sound ON|OFF button appears in the Modify submenu.
    • Table owners can now set the color and/or texture of seats individually on their table. This is retroactive for all themes.
    • Table owners can now set the color and/or texture of other parts of the table more discretely where they were not able to before, such as cushions/lights/other accents.
    • Changed theme menu to (almost) always have a Close button present, instead of having to click Back multiple times to return to the parent menu before closing. More user friendly.
    • Pocket games only: Frame OFF|ON buttons moved to Modify submenu.
  • Version 2.4 [February 2014]:
    • Added Crazy Dice rules variant.
    • Added Wild Dice rules variant.
    • Speed Play and Fast Game options moved from table top to the Admin menu to make room for Crazy Dice and Wild Dice.
    • Replaced the 3 very old dice textures with 8 new ones.
    • Greedy Greedy now uses Gaming.SL API version 1.1. What does this mean? Not much. Just go with it.
    • Fixed bypassing of initial barrier restriction by standing up.
    • Now packaged with new 1-prim Mesh Prize Servers and Jackpot Server.
    • New lower-prim Mesh scorekeepers and gamekeepers.
    • Fixed Scorekeepers/Gamekeepers not updating automatically after a game when they are set to One Game mode.
    • Scorekeepers/Gamekeepers now reset to the minute, rather than the day.
    • Added the ability to set an arbitrary number of days for scores to age off of Scorekeepers/Gamekeepers.
    • Pocket Game now brings up a menu on clicking Play, instead of trying to join the game, allowing players to Sweep even if they're not playing.
    • Added an AutoSweep option to Pocket play menu, enabling AutoSweep will automatically evict players who have left the region.
    • Sweep on Pocket Games now uses range finding rather than dataserver to determine if a player is absent.
    • Sweep Range added to Pocket Games, allowing owners to customize how close players must be to play a Pocket game.
    • Improved tournament support in Pocket game.
  • Version 2.41 [February 2014]:
    • Fixed a bug where other players could decide what your wild die was.
  • Version 2.42 [February 2014]:
    • Fixed a bug where a player who abandoned the game before choosing the wild die would let the next player choose the wild die.
  • Version 2.43 [February 2014]:
    • Changed it so that you don't get a Zilch warning on the final round of the game.
    • Fixed low-prim Gamekeeper showing only zeros.
  • Version 2.44 [February 2014]:
    • Most game options are no longer able to be changed while a game is in progress.
    • Admin menu now contains buttons to toggle the game variants in addition to being toggleable from the table top.
    • Anyone can now touch the Greedy Greedy game logo to see a dialog of all current game options, so players can see what rules the table is playing.
    • Added High, Low and Off volume controls for game sound effects.
    • Setup menu on Pocket board now considered deprecated. Removed in favor of being integrated with Admin menu.
    • Game now records minimum and maximum players present during a game. Gaming.SL jackpots now use this information instead of players present at game end.
  • Version 2.45 [February 2014]:
    • Fixed a typo in the admin/rules dialogs where Zilch Rules appeared on the wrong line when enabled.
    • Retooled all admin menus (branding, dice, indicators, tournaments, prizes, etc) to have a more consistent interface, including a Back button to return to the main admin menu.
    • Starting with this version, the game will attempt to automatically restore all settings from before it was updated.
    • All menu listeners randomized to avoid dialog confusion when multiple games of the same type are being admin-ed at the same time.
    • Indicators button in Pocket Greedy admin menu now changes the text color of the player listing.
    • The Wild Die now automatically selected to keep after it is declared.
  • Version 2.46 [March 2014]:
    • Removed some debug messages that were left in accidentally.
  • Version 2.47 [May 2014]:
    • Table reduced from 28 to 25 PE. Pocket reduced from 8 to 7 PE.
    • Changed stitching style for Classic theme's table support to cylinder.
    • Color button added in Admin Menu that brings up the same menu as pressing Color on the table top.
    • New Vision button in Admin Menu lets you set dice colors to bright, light (pastel) or dark.
    • Help notecard still erroneously mentioned "Old Style" and "New Style" deprecated buttons under admin section, removed these.
    • Chairs should no longer get messed up if you rotate the table while it is in the process of changing themes.
  • Version 2.5 [July 2014]:
    • Full mesh conversion done to game elements (Everything inside the black octagon). Table and chairs are still sculpted. Unfortunately, this is the only way for themes to work currently.
    • Theme engine updated to allow themes to adjust the physics shape of individual pieces, on a per-theme basis. This may cause minor fluctuations in prim count when changing themes.
    • Player scores no longer represented by floating text (that evil of all evils), and is now represented by numbers above each player's turn indicator.
    • Because of mesh, table PE count may fluctuate when changing themes. The default theme is now 23 PE instead of 25. Pocket is now 6 PE.
    • Camera and poses no longer controlled by keyboard, now accessed through "POSE" button on table top. Table no longer takes over your controls at all.
    • Script count reduced by 7 on the Table version, now only 11 scripts for entire game.
    • ALL PRIZE FUNCTIONS HAVE BEEN REMOVED to comply with the new Skill Gaming policy from Linden Lab. As a result, table no longer requests debit permissions on rez.
    • Changed the way games fetch addons from the server to reduce the number of HTTP requests being made, since LL is throttling them.
    • Added new option for themes to specify whether they are normal sitting, ground sitting or laying down themes, and added 4 new poses.
  • Version 2.51 [July 2014]:
    • Made score numbers on table slightly larger.
    • Also added Text On|Off option to admin menu, if you really want to keep hover text scores, you can turn them back on.
    • Small bug fix to free join option on new player manager script.
    • Updated Prize Server and Jackpot Prize Server for the new Skill Gaming Policy. Advanced Prize Server is not legal under the new policy and will not be included.
  • Version 2.52 [July 2014]:
    • Fixed the game not saying anything when someone tries to reset it who is not allowed.
    • Fixed a bug that would cause an agent permission error when 3 or more people were playing and someone stood up.
  • Version 2.53 [July 2014]:
    • Fixed a bug in the new Branding Controller script that caused brand settings not to be restored properly after update.
  • Version 2.54 [August 2014]:
    • Fixed hover text on both table and pocket games showing Legacy Names instead of Display Names.
    • Made the points displays on the table substantially larger.
  • Version 2.6 [January 2015]:
    • Added support for specular and normal maps to theme engine. Also includes alpha mode support.
    • Themes that include specular information will now use this for Shiny On/Off options in themes, instead of old style shiny.
    • New Theme Engine is backwards compatible with non-materials addons. Material addons are not backwards compatible with old tables.
    • Added the ability for table owners to save new default camera settings from the Pose/Camera menus.
    • Fixed a bug when "Evict Idle" was enabled causing the table to repeatedly try to eject players when nobody was playing.
  • Version 2.61 [January 2015]:
    • Fixed a bug with Pocket Greedy theme engine not displaying texture options.
    • Standardized update restore code in table player manager.
  • Version 2.62 [April 2015]:
    • Fixed Pocket Greedy incorrectly loading themes after Materials update.
    • Added Select All button between Roll and Stop. If all selectable dice are already selected, it will deselect all instead.
    • Fixed a part of the tournament code conflicting with hovering text on Pocket Greedy.
  • Version 2.63 [June 2015]:
    • Fixed a bug with restoring Default Camera settings from some previous versions.
    • Changed "Fast Game" to "Game Length" now with a Long option, adding a 15,000 point (or 12 rounds) play length.
    • Added a "Text Only" option to turn on the floating text scores and turn off the table prim scores.
  • Version 2.64 [September 2015]:
    • Fixed a bug where using the SELECT ALL button wasn't triggering the Wild Die selection dialog.
  • Version 2.7 [February 2016]:
    • Added Local/Remote Random option as seen on newer games such as Ludo and Lifestyle. Game will attempt to pull random numbers from a better web server source if possible.
    • Updated Gaming.SL API code to latest version.
  • Version 2.71 [March 2016]:
    • Fixed bug in Tournament code that was supposed to show the names of players participating at a given table.
    • Fixed a camera restore bug in table game.
  • Version 2.72 [August 2016]:
    • Hopefully Fixed a fringe case where having Remote Random enabled could cause a stack heap collision (low memory) under rare circumstances.
  • Version 2.73 [March 2017]:
    • Fixed an issue with the admin menu popping up unexpectedly due to sim lag causing delayed touch events.
    • Added an "All Red" vision color scheme for blue/green color blindness.
  • Version 2.74 [April 2017]:
    • Fixed a bug where a table expecting remote random sourcing couldn't contact the server in a very weird and highly specific circumstance would end up repeating the same dice rolls multiple times.
  • Version 2.75 [May 2017]:
    • Added new "Blind 1" and "Blind 2" options in the Vision menu. These colors are specifically tailored to be visible to people with color blindness, but they're also just kind of pretty.