We are experienced skill gaming players in Second Life who have observed that certain skill games may lack sufficient skill elements to be considered true skill games. We believe some regions may be violating Second Life's policies and online gambling laws through practices like variable odds and odds shifting, and by restricting or removing opportunities for skill-based choices. We will provide greater detail on our method, our findings, and standout information in either a comment or a linked document, due to character limit. SUMMARY: When LL originally approved skill gaming, it was player versus player, but it has shifted to player versus house over the years. With that change comes a series of considerations of what would constitute a skill game, what practices are allowed by region owners and the games themselves, and if certain practices would not only remove the skill aspect in part or in full, but would violate national and international gambling laws in the process. We have observed alarming patterns suggesting that certain skill games may no longer offer enough skill elements to be considered true skill games. After a player has a successful session, there appears to be a significant and unusual odds shift, decreasing chances of winning in subsequent sessions and often minimizing or removing skill components. We've recorded instances where skill is barely present, such as games offering few or no "wilds," which are crucial skill elements, effectively turning the games into pure chance-based gambling, violating policies and laws. Our documentation shows that a number of recorded games fail to meet criteria that differentiate them from gambling. We have also noted times when regions appear to be manipulating odds to disadvantage players after a more successful session, removing skill-based opportunity and providing variable odds, which would be illegal. KEY DATA POINTS: Accepted games and their updates do not appear to have any recent reviews by LL, and new content may violate policies. Our players typically report an average win/loss ratio of about 1:5 when payouts range from 3x to 6x over the past few months. On "bad luck" days, win/loss ratios average between 1:8 and 1:10, rarely worse than 1:10. In certain regions, after a strong session (e.g., 1:2 or 1:3), outcomes drop sharply, with losses increasing to over 1:20 the following day (recorded up to 1:40+), even when games are played optimally. This pattern is confirmed by multiple players. During these odds shifts, games reduce or remove skill-based elements. Recorded sessions show a surprising number of games suddenly receiving fewer than three "wilds", critical for progression and points. This makes the game chance-dominated, potentially constituting unlawful gambling practices. Under Linden Lab's policies, many games played during these periods violate rules as they offer little or no opportunity for skill. If odds shifts exist, they not only constitute gambling but may also be illegal under gambling laws. There is reason to believe that the opportunity for skill input can be variable and possibly manually set, making the presence of skill itself subject to chance. Manual control of odds and odds shifting may constitute gambling fraud and would be illegal. New laws and regulations have updated requirements for skill gaming. It appears Linden Lab has not kept updated with these changes, risking serious legal issues Previous proof of skill appears to be player vs player, where now it's player vs house The primary factor in win/loss should be player ability for a game to qualify as skill gaming. If the amount of skill a player can use is heavily randomized or reduced, the game no longer qualifies as skill gaming. REQUESTS: Conduct and require an up-to-date validation and review of all approved skill games and regions Provide transparency regarding the expected skill/chance rates offered by machines, especially if settings are manually adjusted Enforce consistency in skill game odds across all games and players, prohibiting any bias or alterations, in compliance with skill gaming and gambling regulations. Prohibit illegal variable or player-based odds shifting Investigate and take appropriate action against regions found in gross violation of policies and laws. Acknowledge that differences in points based on skill do not necessarily make skill the dominant factor, particularly in player vs. house games where odds can be manipulated. Update the gaming policy to clarify that skill games, including skill opportunities, should not be significantly determined by chance, as this constitutes gambling. If compliance cannot be ensured, reconsider the allowance of skill games within Second Life.