That thread has been quiet for a while, so here the suggestion I do officially to the mods, considering all that has been told here.
1. Number game rules
To see if you win, you roll a Profession(Gambler) check, or an Intelligence roll. The check is opposed by the house (D20 + modification depending on the odds and the level of cheating of the house). The modifier is hidden to the player.
2. Number game cheating
A Sleight-of-Hand roll is made, and is opposed by a Spot made by the house. The DC of the Sleight-of-Hand is 15+(Bonus wanted). If he is successfull, he gain that bonus, if not, he roll normally. If the house roll over the Sleight-of-Hand result, the player is spotted cheating (even if he wasn't successfull).
3. Number game winnings
The difference between the two checks is multiplied by a number fixed by the DM. That is the amount the player win/lose.
4. Bluffing game rules
To see if you win, you roll a Profession(Gambler) check. That check received synergy bonus from Sense Motive and Bluff. The player may choose to roll a Bluff check or Sense Motive check instead, but he gain no synergy bonus from the other skills. The check is rolled by all player, and the highest roll win.
5. Bluffing game cheating
A Sleight-of-Hand roll is made, and is opposed by a Spot made by the other players. The DC of the Sleight-of-Hand is 15+(Bonus wanted). If he is successfull, he gain that bonus, if not, he roll normally. If another player roll over the Sleight-of-Hand result, the player is spotted cheating (even if he wasn't successfull).
6. Bluffing game winnings
A base bet is determine at the start of the game. A player has bet that amount to start to play. Everyone raise a number of time equals to the natural roll of there check, divided by 5, rounded down. (Mean: 1-4 = 0 raise, 5-9 = 1 raise, 10-14 = 2 raise, 15-19 = 3 raise, 20= 4 raise). To determine the number of raise made, DO NOT ADD your modifier, only the natural roll of the dice is used.