On the Subject of Squeaky Clean Baccarat

The rats need to steal their cheeses too~! :3 *Squeaky Squeaky*

NOTE: Should any issues with this manual arise please contact Aaron Kitty Boiii#9947 and/or MageMage#4892.

  • This module resembles a Baccarat table with a deck of cards and a placard indicating table limits.
  • The color of the backs of the cards and the table limits can vary from module to module.
  • To disarm this module, play one round in such a way that results in a net gain of money. A net loss of money will result in a strike. Breaking even will neither disarm the module nor cause a strike.

1. Determining the First Card’s Index

At the start of the module (as well as when a round begins and more than half of the previous deck’s cards have been dealt, indicated by a change in deck color), you will have to calculate your starting card.
Otherwise just use the last played card from the previous round as the previous card played and go to step 2.

Based on the placard indicating the table limits, use the following two tables to get a letter and a digit from the serial number.
(The ratio is the maximum posted table limit, divided by the minimum.)

Minimum Letter
$5 First
$10 Second
$25 Second to Last
$50 Last
$100 Sum of All*
Maximum/Minimum Number
ratio ≤ 50 First
50 < ratio ≤ 100 Second
100 < ratio ≤ 200 Second to Last
200 < ratio ≤ 500 Last
500 < ratio Sum of All, modulo 10
  • * When the minimum is $100, add up all the alphabetic positions of the letters in the serial number and subtract 26 till in range 1–26
  • Otherwise just use the alphabetic position of the obtained letter.

After obtaining a number from each table:

  • If the obtained digit from the right table is an odd number, Index 1 is the obtained letters number plus 26.
  • Otherwise Index 1 is the obtained letter number.

BUT, in the event of the deck being swapped out - as stated above - add the amount of solved modules to the number (and subtract 52 till in range 1–52), this is now your Index 1.

2. Determining All Other Card’s Indexes

Get the correct multiplier from the table below based on the most common port type and color of the deck:

Deck Color
⇓ ⇓
Most common port
DVI-D (1) Parallel (2) PS/2 (3) RJ-45 (4) Serial (5) Stereo RCA (6)
  • If there is a tie, use the numbers associated with the tied ports and add them together, keep subtracting 6 until it’s in the range of 1–6 and use that column instead.
  • If there are no ports, use the PS/2 column.

After obtaining a multiplier from the table:

  • Use the equation (x*y) % 53 where x is the previous card’s index and y is the multiplier.
    • In other words: multiply the previous card’s index with the obtained multiplier and module 53 to get the next cards index.
    • To get the 2nd card’s index, x will be Index 1 obtained from Step 1. For the 3rd card, x will be the 2nd card’s index, and so on.
  • Repeat to get between 4 and 6 card indexes:
    • Four cards will always be needed with the 1st & 3rd cards dealt to the player and the 2nd and 4th being dealt to the banker.
    • A fifth and a sixth card might be needed for each round but aren’t always guaranteed (explained below).

**In the event of the module not being solved after a round you will keep using this equation with whichever card has been dealt last, so if 5 cards have been dealt use the 5th card’s index, for only 4 use the 4th, for 12 in total use the 12th etc. Only if the deck color changes because more than 26 cards have been dealt will you use step 1 to determine the first index again.

Visual Template

Player’s Hand: Index 1, Index 3
Banker’s Hand: Index 2, Index 4
Next two drawn cards: Index 5, Index 6

3. Converting Card Indexes

Use the following table to convert each cards’ indexes to actual card ranks and values.

Rank Value Card Index

4. Determining Gameplay

In Baccarat, the total point of a hand is the least significant digit of the sum of all card’s values in a hand. The gameplay - and whether more cards will be drawn - are determined by following statements:

  • If the Player or Banker has a total of 8 or 9 points (after having dealt the first 4 cards), the round immediately ends with both point totals being their final scores. No further cards are drawn.
  • Otherwise, if the Player has a total of 6 or 7 points, they stand with two cards.
    • If the Player stands and the Banker has a total of 6 or 7 points, the Banker also stands with two cards.
    • If the Player stands and the Banker has a total of 5 or less points, they draw the next card (Index 5).
  • Otherwise, if the Player has a total of 5 or fewer points, they draw the next card (Index 5). In this case the Banker will themselves draw another card (Index 6) in the following situations:
    • Banker total 7: Never
    • Banker total 6: If the player’s 3rd card (Index 5) was a 6 or 7
    • Banker total 5: If the player’s 3rd card (Index 5) was a 4, 5, 6 or 7
    • Banker total 4: If the player’s 3rd card (Index 5) was a 2, 3, 4, 5, 6 or 7
    • Banker total 3: If the player’s 3rd card (Index 5) was not an 8
    • Banker total 2 or less: Always


To bet, place chips into the appropriate betting areas, use the arrow buttons to switch denominations of chips, hold a betting area to remove all chips in that area. When Betting the total amount of money bet has to be within the table limits.

IMPORTANT: If wanting to place multiple denominations of chips in the same area, they must be ordered by value, with the largest on bottom and smallest on top. Breaking this rule will result in a strike.

  • If the Player has the higher total, bet any allowed amount on the Player betting area.
  • If the Banker has the higher total, bet at least 2 on the Player betting area.
  • If the Player and Banker tie in value, bet any allowed amount on the Tie betting area. (not more than one tenth of the maximum table limit) Then, bet some amount on either the Player or the Banker betting areas, but not both. (Keeping in mind the table limits for the total bet)

Player Pair & Banker Pair aren’t required to disarm the module in any circumstance.
Betting only on the Player or Banker in case of a Tie will result in a break even (nothing happens), in this case refer back to Step 2 (marked with **). Also do this in case of a strike.

After having placed the bets, press on the deck to deal out the cards and disarm the module.