Casino

 

1. Name of the organizer, organizational-legal form

 

“Digitain” Limited Liability Company

 

 

2. Organizer's Legal Address

 

15/3 Admiral Isakov avenue, Kentron, Yerevan, 0082, RA.

 

 

3. Place of implementation of the Organizer’s activities

 

15/3 Admiral Isakov avenue, Kentron, Yerevan, 0082, RA.

 

 

4. Organizer's website

 

playin.totogaming.am

 

 

5. TIN (Taxpayer identification number)

 

02627448

 

 

6. Types and quantities of internet games with winning

 

Maximum 20000 games: roulettes (Roulette, Lightning Roulette, Double Balls Roulette, American Roulette, Auto-Roulette La Partage, French Roulette Gold, Gold Bar Roulette), Electronic Roulette, Power Up Roulette, slot games, table card games (Red Dog, Draw High Low, Top Card Trumps), card games (Blackjack, 5-card Poker, 5-card Poker with card exchange, 6-card Poker, Poker with Joker, 5-card Stud Poker, Three Card Poker, Casino Holdem, Texas Holdem (game against dealer), Caribbean Stud, Poker type games, Baccarat), player vs player and/or online games offered by the organizer (Belote style games, Toto 21, Backgammon, Domino, Roker, Toto11, Baron), random number generation based games (Keno), Crash, HI LO, Dream Catcher, Football Studio, Dragon Tiger, Sic Bo (Super Sic Bo, Mega Sic Bo), RocketOn, Monopoly Live, Deal or No Deal Live, Penalty, Fantazy Sport, Crazy Time, Seka, Keno Express, Lucky 5 (5 Bet), Lucky 7 (7 Bet), Wheel, Speedy 7, Lucky 6, War of Bets, Dice Duel, Horse Racing, Craps, Mega Ball, FRUIT RACE, Lucky 6, Lightning Dice, Bingo, Blackjack (Turbo), Greyhounds, Jokerbet, 1Bet, Side Bet City, Andar Bahar, 21 Bet, Gonzo’s Treasure Hunt, 32 cards, Speedway, Car Racing, Motor Racing, Cycling, Tron Racing, Virtual Football, Virtual Tennis, Virtual Table Tennis, Virtual Golf, Mega Wheel, Spin&Win, Classic Wheel, Wheel of Fortune, Color Color, Fan Tan, Teen Patti, Golden Wealth Baccarat, Lightning Baccarat, Mega 6, Cricket War, Real Fighting, Music Wheel, Wheelbet, 3x3 Basketball, Cash or Crash, Football Cup, Lotto Express 5/35 Plus, Super Six, Lightning Blackjack, Bingo 37, Bingo 38, Bac Bo, Penalty Shootout, Sweet Bonanza CandyLand, Football League, Cash Show, Mega Roulette, Lucky 7, Peek Baccarat, Hexagon, Boom City, Golden Ra, Monopoly Big Baller, Dead or Alive, Crazy Coin Flip, Mr. Thimble, F Mines, Turbo Mines, Plinkoman, Roulette X, Atom Roulette, Football Grid, Dynamite Roulette, Jungle Wheel, Coin Flip, Ninja Crash, Crasher, Magic Dice, Cosmo Saga, Ultimate Roulette, Gold Vault Roulette, Ultimate Sic Bo, Extra Chilli, Satta Matka, Scratch Map, Joker’s Wheel, Mega Baccarat, Funky Time, Snakes & Ladders, Totem, Pirate Plunder, T-Basket, Vegas Ball Bonanza, Prosperity Tree Baccarat, XXXtreme Lightning Baccarat, Limbo Crash, Atlantis, Video Poker, Lightning Lotto, Gonzo’s Treasure Map, Bingo Star, Maestro, Crazy Pachinko, Red Door Roulette, Tower rush, Treasure Island, Lucky 6 Roulette, Russian Poker, Lotto Boom, Cocktail Roulette, Robin The Fair, Virtual Horse Steeplechase, Virtual Penalty Shootout, Hot Gear.

 

 

7. The values of 1 ticket and (or) 1 chip and (or) 1 point in the Internet games with winning

 

The prices for 1 point can be defined from a minimum 0,01 (zero point one hundredth) AMD to a maximum of 50,000,000 (fifty million) AMD.

The prices for chips can be defined from a minimum 0,01 (zero point one hundredth) AMD to a maximum of 50,000,000 (fifty million) AMD.

The ticket prices can be defined from a minimum 1 (one) AMD to a maximum of 50,000,000 (fifty million) AMD.

 

 

8. Operating programs

 

For the organization of the games “Gaming platform” programs which conform with 27000 series of the International and Independent ISO/IEC standards are used.

 

 

9. The concepts used below in this Regulation have the following meanings

 

Ante  initial bet made before the first deal of cards in some types of card games.

Organizer  “Digitain” LLC

Player  a fully workable physical entity more than 21 years old who is registered on the Organizer's website (playin.totogaming.am) and who has received the right to participate in the Internet game with winning.

Bet  a playing amount that the player invests in an Internet game with winning to participate in it and in case of losing is deprived of the right to take it back (loses it).

Dealer  a person who holds the game or its drawing.

Rake  a commission taken by the Organizer for providing gaming space.

Organizer’s Internet page (website)  a website (playin.totogaming.am) belonging to the organizer where the player can input money, make bets, win prizes and get prizes in his account after registration.

Organizer’s official websites – playin.totogaming.am, totogaming.am and blog.totogaming.am, as well as mobile versions and applications of these websites. On the website blog.totogaming.am the Organizer posts informational materials about the services provided by the Organizer, facts, official data about tournaments and the Organizer's advertisements defined by RA legislation, and other similar materials.

Game account  a special playing account created by the organizer for each player in the server, and which is available only for the player.

Login  an identification name used by the player to enter his game account to approve his identity or right.

Password  a word or a sequence of characters used by the player for entering his game account to approve his identity or authorization (the password must be kept secret from all persons who do not have access rights).

Identification number  a code that each player receives from the organizer to identify his personality.

Deposit  money amount credited to or available on a player’s game account, or points equivalent to that amount.

Withdrawal  withdrawal of money from the player’s game account.

Withdrawal reguest  player’s assignment to the Organizer to make withdrawal from his/her game account.

Bonuses and promotions – winnings awarded by the organizer to the player by means of monetary funds or units equivalent to a monetary amount or items (item winnings), as a result of fulfillment of certain conditions during marketing events, advertising campaigns, or in participation in individual games, tournaments and other events.

Suit  type of card - hearts (“♥”), diamonds (“♦”), clubs (“♣”) or pikes (“♠”).

Value  value of card - two («2»), three («3»), four («4»), five («5»), six («6»), seven («7»), eight («8»), nine («9»), ten («10»), jack («J»), queen («Q»), king («K»), ace («A» or «T»).

Same Value  any suit cards of the same value (for example, queen of clubs (Q♣), queen of hearts (Q♥), quenn of pikes (Q♠), queen of diamonds (Q♦)).

Random Number Generator  a computer program that produces random results for internet games with winning that match the 27000 series of international and independent ISO/IEC standards.

As the conditional names (terms) of the games (including playing cards, dice or other objects used in the games), betting types, winning combinations, winning outcomes are given by their organizers in foreign languages, accordingly the game program, the game results, coupon, tickets, this regulation, the rules for opening and running game accounts may also be used by the organizer in their foreign language options (Russian, English, etc.) which have equal legal force with the Armenian language.

 

 

10. Procedure for acceptance of payments for participation

 

The bets are accepted on the Organizer’s website through the player’s game account.

The bets are accepted as follows.

The player is registered on the organizer’s web page (opens a game account) which contains information on games, their rules (this regulation(s)), player registration on the web page, game account, acquirement of winnings, web page access and more.

When registering on the Internet page, the player must indicate his or her personal information. During the registration, the organizer may also request other information to be provided on the organizer’s website.

The money from the game account is paid only to the player. When the player enters fraudulent or inaccurate information while registering, he is also deprived of the opportunity to review the disputed issues. After registering on the Internet page, the player is given a personal game account. One physical entity may have only one game account.

If a game account has been used by a third party for a bet or other purpose and/or if the account holder has registered a second game account as a new client, entering new personal information (name, surname, address, nationality, age or date of birth, passport serial number, conditional name (login), password, new email address, etc.), the organizer has the right not to pay winning bets of such accounts.

Based on the peculiarities of the game, for certain games, the organizer may provide a specific amount for the bet.

The bet made on the Internet is considered accepted if it has been added to the player's gaming account in the Games History section. The content of the Internet page must comply with the requirements of the Armenian law on internet games with winning. The content, form, way of usage, sequence of steps that are not regulated by the RA law on internet games with winning, are defined and changed by the organizer. The address or the change of web page address is agreed upon with the Authorized Body in advance. The address or the change of web page address is published through the distribution channel of the information most preferable to the organizer.

In case of communication failure or other technical shortcomings, the bet is calculated with the odds of 1 (one).

The player takes personal responsibility for the game account, login and password confidentiality. The Organizer guarantees the non-disclosure of player data by its employees and is not responsible for the consequences of the player’s personal data being accessible to others. When a player learns about his/her personal data loss or when he/she has substantiated suspicions, he/she must inform the organizer and change his/her password.

The player can change the password in the “Change Password” section of the organizer’s website.

The Organizer can charge a fee (rake) for a game environment provided by him, which may be time (hourly) or percentage. The time (hourly) rake is the amount that the player is required to pay every hour to use the gaming environment. The percentage rake is a certain percentage calculated from the total amount of bets expressed in an amount. The size of the rake and the procedure for its collection shall be set separately for each game and shall be published on the organizer’s website, which is an integral part of this regulation.

 

A player can replenish his/her game account:

In accordance with the procedure established by the legislation of the Republic of Armenia.

The details of the deposit can be found on the Organizer’s website.

The player can use the money deposited to the game account only for the purpose of making a bet or demand it back under the conditions defined by the regulations.

Any replenishment of the game account is considered to be made by the player.

The fact of winning or losing an accepted bet is determined by registering the result of the game, taking into account the bet made.

 

 

11. Basic Rules for Accepting Betting

 

Bets are accepted only from those who agree with the rules set by the organizer. Any bet made is the assurance that the player is familiar with the rules of the game and fully agrees with them.

The Organizer reserves the right to return the bet at any time before the actual start of the game.

The program may also contain other information that is crucial when making a bet, allowing the player to make the right use of the program as well as to understand the meaning and essence of the conditional signs contained therein.

In case of any error(s) in the software, the bet is subject to return. In any case, the bet is valid if the technical error has not affected and could not affect the game and/or result.

If fraud or bribes are found during the bet acceptance or financial transactions, the winnings are not paid and those who are guilty are subject to liability under the RA legislation.

In case of technical problems, the result of the game may be reviewed by the Organizer.

Complaints about disputable issues are accepted within 15 days of the actual end of the game, in the form of a written application. The organizer makes the final decision when discussing unprecedented disputable issues not regulated by this Regulation.

 

 

12. THE GAME PROCEDURE AND WINNING OPTIONS

 

 

12.1. ROULETTE

 

ROULETTE

 

Roulette is a table spin which is divided into green, red and black colored sectors, numbered 1-36 and 0. The rest of the table shows the field on which the players put the bets.

The field consists of two parts: external and internal. The internal part of the field is numerated by 37 numbers, 0-36, which are also painted in red and black, cell 0 is green.

It is important to know where the player puts the bet on the roulette. The player must determine the correct placement of the bets.

The dealer spins the wheel in one direction and throws a small white ball in the opposite direction. Bets can be made prior to the dealer’s announcement of “The Placement of Bets is over”. When the ball stands, the dealer declares the winning number.

When the ball falls out of the roulette, players have the right to change the amount of the bets and fields of the bets.

When bets are made on the field(s) 1-18, 19-36, on odds, on evens, on red or black, and the ball stops on 0, then all the bets are passing to the organizer.

 

 

NN

Ways of making bets

Winnings based on bets

1.

All in the field (including number 0) (1 number)

35։1

2.

On the line dividing the fields (including 0) (one of the 2 numbers)

17։1

3.

One of the fields in the given direction (one of the three numbers)

11։1

4.

On the crossroad of the fields (one of the 4 numbers)

8։1

5.

One of the 6 numbers

5։1

6.

One of the 12 numbers (1-12, 13-24, 25-36)

4։1

7.

One of the columns’ numbers

(first – 1,4,7,10,13,16,19,22,25,28,31,34;

second 2,5,8,11,14,17,20,23,26,29,32,35;

third – 3,6,9,12,15,18,21,24,27,30,33,36)

2։1

8.

One of the 18 numbers (1-18, 19-36)

1։1

9.

Red or Black (color guess)

1։1

10.

Odd or Even

1։1

 

The player can also place Race Track bets or Neighbour bets:

 

Bet

Bet Description

Placement of chips

Zero 

The numbers nearest to zero are 12, 35, 3, 26, 0, 32 and 15.

The bet consists of 4 chips.

1 chip on 0/3 split

1 chip on 12/15 split

1 chip on 26 straight-up

1 chip on 32/35 split 

Voisins du Zero 

17 numbers on the wheel between 22 and 25, including the specified numbers.

The bet consists of 9 chips.

2 chip on 0/2/3 street

1 chip on 4/7 split

1 chip on 12/15 split

1 chip on 18/21 split

1 chip on 19/22 split

2 chip on 25/26/28/29 corner

1 chip on 32/35 split

Orphelins 

2 rows of 8 numbers: 17, 34, 6 and 1, 20, 14, 31, 9.

The bet consists of 5 chips.

1 chip on 1 straight-up

1 chip on 6/9 split

1 chip on 14/17 split

1 chip on 17/20 split

1 chip on 31/34 split

Tier 

12 numbers on opposite sides of the wheel between 27 and 33, including 27 and 33.

The bet consists of 6 chips.

1 chip on 5/8 split

1 chip on 10/11 split

1 chip on 13/16 split

1 chip on 23/24 split

1 chip on 27/30 split

1 chip on 33/36 split

 

Split – Intersection line

Straight-up – Direct bet

Corner – Corner combination

Street – Diagonal intersection line

 

Winnings of Neighbour bets are paid at fixed odds, which the player can familiarize with before placing a bet.

 

LIGHTNING ROULETTE

 

In Lighting Roulette, the rules of Roulette apply, with one exception: at the end of the time of betting randomly selected one or more “lucky numbers” with a “lucky win”. If one of the “lucky numbers” falls out, and the player has placed a bet on at least one of these numbers, then the “lucky win” is not 36:1, but can range from 30:1 to 500:1 depending on the odds randomly selected for this draw.

 

DOUBLE BALL ROULETTE

 

In Double Ball Roulette, the rules of Roulette apply, with one exception: in the draw, two balls are used at the same time. Balls always move in one direction, but one ball always follows another. Balls can stop at one, as well as at different numbers. There are internal and external bets in the Double Ball Roulette.

Internal bets are as follows:

All in the field (including 0) (one number)

On the line dividing the fields (including 0) (one of 2 numbers)

One of the fields in the given direction (one of the 3 numbers)

On the crossroad of the fields (one of the 4 numbers)

Оne of the 6 numbers

Internal bets are paid according to the table below. Internal bets win if at least one of the balls falls on the number of internal bets. If a player has placed two different bets and one of the balls is placed on one of the bets and the second ball is placed on the second bet, both bets win. The player gets a double win if both balls fall on the internal bet numbers.

 

External bets are as follows:

One of the columns’ numbers (first – 1,4,7,10,13,16,19,22,25,28,31,34; second – 2,5,8,11,14,17,20,23,26,29,32,35; third – 3,6,9,12,15,18,21,24,27,30,33,36)

One of the 12 numbers (1-12, 13-24, 25-36)

Red (color guess)

Black (color guess)

Red or Black (color guess)

Even

Odd

One of the 18 numbers (1-18)

One of the 18 numbers (19-36)

Two balls on any number

Two balls on the selected number

External rates are paid according to the table below. The player wins if both balls fall on the numbers corresponding to the external bet.

 

Ways of making bets

Winnings based on bets

All in the field (including 0) (one number)

17:1

On the line dividing the fields (including 0) (one of 2 numbers)

8:1

One of the fields in the given direction (one of the 3 numbers)

5:1

On the crossroad of the fields (one of the 4 numbers)

3,5:1

Оne of the 6 numbers

2:1

One of the columns’ numbers

(first – 1,4,7,10,13,16,19,22,25,28,31,34;

second 2,5,8,11,14,17,20,23,26,29,32,35;

third – 3,6,9,12,15,18,21,24,27,30,33,36)

8:1

One of the 12 numbers (1-12, 13-24, 25-36)

8:1

Red (color guess)

3:1

Black (color guess)

3:1

Red or black (color guess)

1:1

Even

3:1

Odd

3:1

One of the 18 numbers (1-18)

3:1

One of the 18 numbers (19-36)

3:1

Two balls on any number

35:1

Two balls on the selected number

1300:1

 

AMERICAN ROULETTE

 

The rules of Roulette apply to this type of roulette, except: in American roulette, in addition to 0 (zero), there is also 00 (double-zero, the fields 0 and 00 are colored green, the other fields are red and black). As a result, in this game there is also the “Five Bets” for which a bet-chip must be placed between 0 and 1 on the outer line (at the point where the lower right-hand part of the number 0 is crosses with the left-hand part of the number 1).

The “Five bets” consists of the following five numbers: 0, 00, 1, 2, 3, a win amount is paid in the ratio of 6:1.

 

AUTO-ROULETTE LA PARTAGE, FRENCH ROULETTE GOLD

 

The rules of Roulette apply to this type of roulette, except: when the ball appears on 0, then according to the established rule, in case of equal bets (such as Red/Black, Even/Odd, 1-18/19-36), half of the bet is returned.

 

GOLD BAR ROULETTE

 

The rules of Roulette apply to this type of roulette, except: during the game a player can win Gold Bars (multipliers) by principle of randomness, and then use them to make a direct bet on the «Stright up» number(s).

The number of Gold Bars is generated in each game (from 1 to 20 Gold Bars for each round).

The value of each won Gold Bar is equal to the sum of the player’s winnings (for example, the player won 500 AMD and 1 Gold Bar, in this case, in addition to winning, the player also has 1 Gold Bar worth 500 AMD).

A Gold Bar bet can only be placed on a “Straight up” number(s).

Each Gold Bar has a constant multiplier of x88. This multiplier is applied to the value of a Gold Bar only when a player makes a bet with a Gold Bar (in the case of a direct bet Straight Up) and wins. In this case, the player receives a win equal to product of multiplier 88 and the monetary value of the Gold Bar (the cost of one Gold Bar). The player can also place several Gold Bars in one Straight Up bet area to get a higher multiplier, or place them in different Straight Up areas.

The value of Gold Bars won in different rounds is determined by the average value of their total value. For example, in one round a player won one Gold Bar corresponding to the 500 AMD bet, and in the next round won 2 Gold Bars worth 200 AMD.

In this case, the value of all Gold Bars is summed up and divided by their number (500+200+200)/3=300.

The Gold Bars won are stored in the Gold Bars Stourage and displayed on the screen.

The player can use Gold Bars for 180 days.

 

ATOM ROULETTE

 

The rules of Roulette apply to this type of roulette, except: in Atom Roulette, bonus multipliers are randomly generated during the game on Straight Up bet number(s). The number of multipliers can vary from 1 to 5 per round. Possible multipliers are x50, x100, x150, x200, x250, x300, x400 and x500. If a player’s bet includes a winning number without a bonus multiplier, the player wins by the odds(s) set for the winning option(s), i.e. the bet amount is multiplied by the corresponding odds set for the winning option, which the player can familiarize himself with before placing the bet. In case of winning with a bonus multiplier, the bet is multiplied only by the bonus multiplier.

 

DYNAMITE ROULETTE

 

The rules of Roulette apply to this type of roulette, except: in Dynamite Roulette, after the betting time the system randomly selects one or more (up to 10) “Dynamit Numbers” with “Dynamit payouts”, that allow the player to win from 50x to 1000x of the bet. If the winning number is among randomly selected “Dynamit Numbers” and the player’s Straight Up bet is that number, the player is awarded an “Dynamit payout”. In Dynamite Roulette, unlike Roulette, the Straight Up bet (including 0) is paid in a ratio of 29:1.

 

ULTIMATE ROULETTE – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 

 

The rules of Roulette apply to this type of roulette, except: in Ultimate Roulette, after the betting time one or more “lucky” numbers with “lucky” payouts are selected randomly. If the winning number belongs to a series of randomly selected “lucky” numbers, and the player’s Straight Up bet is thah number, then the “lucky” payout is not multiplied by the usual multiplier, but the winning from 50x to 1000x of the bet size is awarded.

In addition, in Ultimate Roulette, the player has the opportunity to buy up to 3 additional multipliers to maximize the chances of increasing payouts. On success, the second and/or third received multiplier will be doubled by x2; as a result, the player can get the highest multiplier of x2000.

After the start of the additional multipliers round, a window appears with buttons for selecting 1, 2 or 3 additional multipliers.

The player can buy from 1 to 3 additional possible multipliers with values of x50, x100, x150, x250, x500, x750, x1000. Each additional multiplier is 10% of the round bet. The value of the additional multipliers is presented for each additional multiplier presented with the player’s total bet in this round.

The player buys an additional multiplier from the range of x50, x100, x150, x250, x500, x750, x1000 (the multiplier used is chosen randomly). This multiplier is assigned to one or more numbers. If a number with an additional purchased multiplier appears as a result of the game, and if this number is the number chosen by the player, the player receives a payout with an additional purchased multiplier.

If the player has placed Straight Up bet, and this number is a “lucky” number, and the same number gets an additional multiplier, and if the ball stops at this number, the player wins by the sum of the multipliers of this number. All multipliers are sumed and multiplied by the bet amount.

 

DISTRIBUTED MULTIPLIERS

 

In each round, the “lucky” numbers can randomly spread over up to 3 neighboring numbers, which receive “lucky” multipliers.

If a player has made a Straight Up bet, and it is a “lucky” number and/or a number with an additional purchased multiplier, and the “lucky” multiplier is spread over 1-3 neighboring “lucky” numbers and/or 1-3 numbers with an additional purchased multiplier, and one of the neighboring numbers with the received multiplier falls out, then the winnings are paid with a corresponding high multiplier.

 

GOLD VAULT ROULETTE – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 

 

In Gold Vault Roulette, the Classic Roulette rules apply, except that in each round, gold bars can be assigned to the Straight Up numbers. From 5 to 20 random numbers can get Gold bars, allowing you to win with 50x or 500x multipliers (one Gold bar equals to a 50x multiplier, and a Super Gold bar equals to a 500x multiplier). If the player’s bet is a Straight Up number containing a Gold bar, and this bet is won, the player wins with a multiplier corresponding to the assigned Gold bar. One Straight Up number can receive up to three Gold bars, creating a larger multiplier. If there is more than one gold bar in a winning Straight Up bet (up to 3), the bar multipliers are added together, and the resulting number becomes a winning multiplier.

The Gold bar with a 500x multiplier is purple (Super Gold bar). There can be only one 500x multiplier Super Gold bar per round. The Super Gold bar with a 500x multiplier and a Gold bar with a 50x multiplier cannot simultaneously appear on the same Straight Up number.

 

RED DOOR ROULETTE

 

In Red Door Roulette, the Classic Roulette rules apply, except that during the game the dealer activates the Slot Machine to determine the quantity of Bonus numbers.

After the betting time, the dealer spins a one-reel slot. After the reel stops, a random “Key” symbol and a bonus number from the range from 3 to 15 will appear on the screen. The bonus number indicates the number of keys in a given round.

Bonus numbers are randomly determined and marked with “Key” symbols. Each number (bet) on the roulette table can have only one “Key” symbol.

Some bonus numbers can randomly be assigned an additional multiplier. Additional multipliers range from 2x to 20x.

If the winning number is a bonus number and contains an additional multiplier, then the multipliers on the wheel will also be multiplied by this multiplier in the bonus round.

Only players who have placed a Straight Up bet and won with a bonus number with the Key can participate in the bonus round.

If the ball stops at the bonus number with the Key, and the player has placed a bet on this number, then the player participates in the bonus round.

 

BONUS ROUND

 

During the bonus round, a giant wheel consisting of 64 sectors spins. The sectors are marked with multipliers and Double. If the arrow stops at the Double sector, all the multipliers on the wheel will be doubled, and the wheel will spin again.

The Double sector can be repeated several times in a row, doubling the multipliers on the wheel, but if any of the sectors have already reached the x4000 multiplier, then all Double sectors of the wheel are converted to the x4000 multiplier, and the wheel makes its final spin.

When the wheel stops on a sector with a multiplier, the player's bet is multiplied by this multiplier, and the bonus game ends. The win is determined by multiplying the player's bet by the wheel multiplier and the bonus multiplier, if any.

The multiplier range on the wheel is x20–x200.

 

PAYTABLE

 

Bet

Quantity of numbers

Payment

Straight Up

1

19-3999։1

Split

2

17։1

Street

3

11։1

Corner

4

8։1

Line

6

5։1

Column/ Dozen

12

2։1

Red / Black

18

1։1

Even / Odd

18

1։1

1-18 / 19-36

18

1։1

 

LUCKY 6 ROULETTE – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 

 

In Lucky 6 Roulette, the rules of Classic Roulette apply, except that at the end of the betting time six “Lucky Numbers” are randomly selected in each round, each of which is assigned a unique “Lucky Multiplier”, giving a chance to win with a multiplier up to 2088x for a straight-up bet.

Multipliers range from 50x to 2088x.

If the winning number is one of the “Lucky Numbers” and is included in the straight-up bet, the player receives a “Lucky Win”.

 

COCKTAIL ROULETTE – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 

 

Cocktail Roulette is a variant of Classic Roulette, except that 3 to 5 bonus numbers are randomly selected in each round, each of which is assigned one of the possible bonuses. There are two types of bonuses in the game: a Bonus Multiplier and a Shaker Bonus.

The game starts with a spin of the roulette wheel. At the same time, the bonus numbers of this round are randomly determined and displayed on the screen. Then, the ball stops in one of the wheel segments. The number of this segment is considered a winning one. Only players who have placed a Straight-up bet can win with a Bonus Multiplier and the chance to participate in the Shaker Bonus game.

Possible outcomes:

1. The ball stops in a segment with a number without a bonus. In this case, the players receive their winnings according to the usual multipliers (odds), and the game ends.

2. The ball stops in a segment with a number with a Bonus Multiplier. In this case, players who bet on this number receive their winnings according to the Bonus Multiplier assigned to this number, and the game ends. The bonus multipliers can be 50x, 100x, 150x, 250x, or 500x.

3. The ball stops at the number that received the Shaker Bonus. In this case, the number that falls out is considered a winning number, and the Shaker Bonus game starts.

All bets are involved in the Shaker Bonus game: Straight-up bets, bets with a bonus multiplier or bonus, and bets with bonus and without a bonus multiplier.

 

Shaker Bonus Game

 

The Shaker bonus game starts when the ball stops at the number that received the Shaker Bonus. The Shaker bonus game begins with the activation of the lottery machine. There are 37 balls in it, numbered from 0 to 36. The Shaker bonus game involves all Straight-up bets – both with a bonus multiplier and a bonus, as well as bets with a bonus and without a bonus multiplier. During the Shaker bonus game, 3 numbered balls fall out of the lottery machine, and each considered a winning number in this round. If the player has placed a bet on the number(s) marked on the balls, he/she receives a winning of the bet on the “Straight” number.

If the number coming out of the lottery machine also contains a Bonus Multiplier, then the win is equal to the product of the number of the bonus multiplier by the bet amount; the bet amount for this number is also returned.

No other multipliers are applied in the Shaker bonus game. The win by number matches the win on a Straight-up bet; the bet amount for this number is also returned.

If a player has placed bets on several numbers that have become winning, the payouts for these winnings are summed up. If the number drawn by the lottery machine matches the number on the wheel, the winnings of this number are doubled to 49:1 instead of 24:1.

 

Bet

Payment

Description

Straight Up, Straight

24-499*:1

* When the winning number is a Bonus number

A bet on any single number, including "0", is placed directly on that number.

Split

 

17:1

A bet on two adjacent numbers is placed on the line between those two numbers. It can also be placed on 0 and 1, 0 and 2, 0 and 3.

Street

 

11:1

A bet on the adjacent three numbers is placed on the line at the end of that row of numbers. There are other options, including 0, 1, 2; 0, 2, 3.

Corner

 

8:1

A bet on a group of 4 numbers is placed at the intersection of four numbers. It can also be placed at the intersection of 0, 1, 2 and 3.

Six Line, Double Street

5:1

A bet on a group of 6 numbers (or two rows of three numbers each) is placed at the end of two rows on the border between them.

Column

2:1

A bet includes the numbers of the entire column, placed in the "2:1" field.

Dozen

2:1

A bet on a group of 12 numbers is placed on the the first dozen field (includes numbers from 1 to 12), the second dozen field (numbers from 13 to 24), or the third dozen field (numbers from 25 to 36).

Low/1–18

1:1

A bet includes all low numbers (1-18), placed on field "1-18"

High/19–36

1:1

A bet includes all high numbers (19-36), placed on field "19-36"

Even

1:1

A bet including all even numbers on the table is placed in the "Even" field

Odd

1:1

A bet including all odd numbers on the table is placed in the "Odd" field

Red

1:1

A bet includes all red numbers on the table placed in the "Red" field

Black

1:1

A bet includes all black numbers on the table is placed in the "Black" field

 

12.2. BLACKJACK

 

To organize the game the following are needed:

a) 8 card decks

b) a special playing table

c) a special box for playing cards which is made so that the playing cards get out of the box in an ordered way.

At the beginning of the game or when the cards decks are replaced with new ones, the dealer opens the cards in a crescent shape on the table so that the players make sure that all the cards in the deck are available. Then, the dealer mixes the cards, takes out a random card and divides the deck to 2 parts, and then takes the right half of the deck and puts them behind the cards and takes another “cutting” card to divide the deck with a 2/3 ratio, puts the big part in front in a special box of cards. The game is run by a dealer who plays with all the players based on the boxes from the left hand side.

The player needs to collect playing cards the total sum of which does not exceed 21, but exceeds the sum of the dealer’s cards. In that case, the player has won. If the dealer’s cards sum has not exceeded 21 and is more than the sum of the player’s points, then the player has lost. If the sum total of the cards collected by the player and the dealer is equal (but not more than 21), it is considered a draw. All bets must be made before the end of the period envisaged for bets. Each player makes a bet on the field (box) in front of him. So it turns out which players continue the game. The moment of entering or leaving the game is considered to be the moment when the bets are made. The player can play at least on one playing field, and at most - three.

The dealer gives each player 2 cards (faces upward), and takes 1 card (face upward) for him from the special box where the playing cards are placed.

The numerical values ​​of the cards are indicated on their face, except for the Ace, which is valued at one or eleven depending on the game situation, on the soldier, the queen, and the king which are valued as 10. The combination of an Ace and any 10 is called “Black Jack”. Whoever owns that combination is the winner by default, with the exception of the situation when the dealer own a Black Jack combination, too. In that case, the result of the game is considered a draw.

If that the player’s card combination is a Black Jack and the dealer’s combination is not, the player gets his winnings with a 3:2 ratio against his bet. If the dealer’s combination is a Black Jack and the player’s is not, the player loses his bet. Any combination exceeding 21 playing cards is considered to be “a bust”, which is a defeat. The collection of cards is always started by the player, and if his combination of cards exceeds 21, he is considered defeated even if the dealer’s playing cards exceed the 21. If the dealer has a bust, then all other players, except for the players whose card combinations exceed 21, are considered to be the winners.

The dealer has no right to choose, for him the game goes on with specific fixed rules. The dealer must take so many cards that the combination of these cards does not exceed 16 points and stop taking cards when the combination is equal to 17 points or exceeds 17 points. If the dealer’s combination consisting of two cards is equal to 17 points and at least one of these two cards is an Ace, then the player must stop taking the card. If the first two cards have already been dealt, the player must decide what steps to take, and that decision should be made based on the total amount of his cards and the dealer’s card points.

The player must decide which of the following steps to take:

● Take one or several more cards (Hit) or it is enough to stay with his first two cards and not to take more (Stand).

● If the player’s two cards have the same numeric values ​​then he/she can Split the pair and make each card the first of the new hand, making one more bet of his original bet amount. In this case, the dealer deals one more card in both parts of the player’s division, and the player begins to make the decision in the same order, from left to right, for his already two hands. In this case, the player does not occupy another playing field, instead he continues playing with two hands on the already occupied field.

● The player can double down the bet. This means that the player makes a bet equal to the initial one and receives only one card, and in case of winning, he receives a winning twice as big as the original bet.

● The player, regardless of the unit value of the dealer’s card, may abandon the game (Surrender) and get just the half of the original bet as a refund. Meanwhile, the dealer asks each of the players on the playing field by order, if they want leave the game while playing each combination.

● The player can Insure his original bet from the dealer’s BlackJack if the dealer’s open card is an Ace. He makes a bet at half of his initial bet amount on the “insurance” field. The insurance bet is paid at the ratio of 2 to 1 in favor of the player if it turns out that the dealer’s combination is a “BlackJack”. If the player’s combination is not a “BlackJack”, then the dealer gets the bet on the “Insurance” field and continues the game.

● The player whose playing card combination is a “BlackJack”, and the dealer’s card is an Ace, can prefer to take “Even money”, that is take a bet equal to his initial one besides (not with 3 to 2 ratio, as paid in case of Black Jack), because in this case it is possible that the dealer’s card combination is also a “BlackJack”.

 

Payouts

 

1. In case of a “BlackJack” the winning is paid at a 3:2 ratio.

2. In case of a winning combination, the winning is paid at a 1:1 ratio.

3. If the dealer has made a “BlackJack” combination, the player will be paid his winning at a 2:1 ratio in case of “Insurance” bet.

In Black Jack, besides the above-mentioned three main bet winnings, players have the opportunity to win additional bets that benefit no matter what the main bet outcome is.

 

 

Ideal Pare (pares made from the first 2 cards dealt to the player)

 

Combinations

Winnings

Pare of the same cards (for example, when the player’s first 2 cards are 8 of hearts; 8♥, 8♥)

25:1

A Pare of same color cards (for example, when the player’s first 2 cards are 7 of hearts and 7 of diamonds; 7♥, 7♦ )

12:1

A Pare of different color cards (for example, when the player’s first 2 cards are 10 of hearts and 10 of clubs; 10♥, 10♣)

6:1

 

 

21+3 (Combinations made of the player’s first 2 cards and the dealer’s first card)

 

Combinations

Winnings

3 of the same cards (for example, when the player’s first 2 cards and the dealer’s first card are 6 of hearts; 6♥, 6♥, 6♥)

100:1

A sequence of 3 cards of the same suit (for example, when the player’s first 2 cards and the dealer’s first card make a diamond sequence together; 10♦, 9♦, 8♦ )

40:1

Mixed triplet (for example, when the player’s first 2 cards and the dealer’s first card have the same value are of different suits; K♣, K♥, K♠ )

30:1

Any 3 cards sequence (for example, when the player’s first 2 cards and the dealer’s first card make a sequence together; 10♣, 9♠, 8♦ )

10:1

Any 3 of the same suit (for example, when the player’s first 2 cards and the dealer’s first card are of the same suit; T♥, 2♥, 7♥ )

5:1

 

In some Blackjack games, the player can also place the following additional bets, which win regardless of the outcome of the main bet.

Cards of the same suit (Suit'em Up) (the bet wins if the player’s first two cards are of the same suit).

 

Bet

Winnings

Ace of the same suit (for example, 2 Ace of clubs A♣A♣)

60 : 1

Blackjack of the same suit (for example, 2 cards of the same suit – Ace of clubs A♣ and Queen of clubs Q♣)

10 : 1

Pare of the same suit (for example, two cards 10 of pikes 10♠10♠)

5 : 1

Eleven of the same suit (for example, 5 of diamonds and 6 of diamonds 5♦6♦)

3 : 1

Any cards of the same suit (for example, 8 of hearts and 6 of hearts 8♥6♥)

2 : 1

 

The winning combinations of Lucky Lucky bet:

 

Bet

Winnings

777 of the same suit (for example, three cards 7 of pikes 7♠7♠7♠)

200 : 1

678 of the same suit (for example, 6, 7, 8 of pikes 6♠7♠8♠)

100 : 1

Any 777 (for example, 7 of hearts, 7 of diamonds and 7 of pikes 7♥7♦7♠)

50 : 1

Any 678 (for example, 6 of hearts, 7 of diamonds and 8 of pikes 6♥7♦8♠)

30 : 1

21 of the same suit (three cards of the same suit with a total value 21)

15 : 1

Any 21 (three cards of any suit with a total value of 21)

3 : 1

Any 20 (three cards of any suit with a total value of 20)

2 : 1

Any 19 (three cards of any suit with a total value of 19)

2 : 1

 

Blackjack bust it (the bet wins when the dealer loses. The payout depends on the number of cards taken by the dealer).

 

Bet

Winnings

8+ cards

250 : 1

7 cards

100 : 1

6 cards

50 : 1

5 cards

9 : 1

3 or 4 cards

2 : 1

 

CRAZY 7 is an additional bet, the winning of which depends on the first three cards of the player. If the first card is 7, the player wins in a ratio of 5:1. If the second card is also 7, the payout increases. If the player makes a Hit or Split, and the third card is also 7, the payout increases even more. The highest payout is 2000:1, which is paid if the sevens are of the same suit.

- 7-7-7 of the same suit (Suited) (for example, three sevens of hearts)

- 7-7-7 of different suits (Unsuited) (for example, 7 hearts, 7 clubs and 7 diamonds)

- 7-7 of the same suit (Suited) (for example, two sevens of clubs)

- 7-7 of different suits (Unsuited) (for example, 7 clubs and 7 diamonds)

- 7 of any suit (for example, 7 spades)

When splitting sevens (Split) – if the second card dealt to the first hand is a 7, it will be counted as the third card. If a dealer chooses the «Peek» to have a blackjack and he/she gets a blackjack, then the third card is not dealt in order to make a possible 7-7-7 combination. An additional CRAZY 7 bet must be made before the cards are dealt by placing the bet in a special section marked CRAZY 7.

 

Payout

 

Combination

Payout

7-7-7 of the same suit (Suited)

2000 ։ 1

7-7-7 of different suits (Unsuited)

500 ։ 1

7-7 of the same suit (Suited)

150 ։ 1

7-7 of different suits (Unsuited)

25 ։ 1

7

5 ։ 1

 

HOT 3 is an additional bet, the winning of which depends on the combination of the player’s first two cards and the dealer’s open cards.

 

Payout

 

Combination

Payout

7-7-7 of any suit (unsuited)

100 ։1

Hand Total 21, of any suit

4 ։1

Hand Total 21, of the same suit

20 ։1

Hand Total 20, of the same suit

2։1

Hand Total 19, of the same suit

1։1

 

7 Card Charlie

The “7 Card Charlie” rule is a player’s hand of 7 cards scored without losing. In case of Split solution, each hand will be counted separately. In this case, the bet automatically wins, except when the dealer has Blackjack.

The “7 Card Charlie” rule applies to the main bets.

 

Bet Behind

 

Due to the “Bet Behind” function, the player can make a bet on the combination of another player’s hand. The result of the bet made with the function “Bet Behind” depends on the result of the main player’s hand. In the case of winning, it will be split among the player betting with the “Bet Behind” function and the given player. For the bets made with the function “Bet Behind” the same winning odds are being set as for the BlackJack game.

The player can make a bet with “Bet Behind” function, no matter if he has a place on the Black Jack’s table and if wants to play with his own hand or not. However, the player can not make a bet with the “Bet Behind” function on his own hand. Before the end of the bets the player can make a bet on any available activated “Bet Behind” field occupied by another player. If the player makes a bet with the “Bet Behind” function and the player occupying that place decides not to take part in the given round, then the former’s bet will be refunded immediately. All the decisions in the given round of BlackJack are made by the players on the seats whose names are revealed. Upon wish, the player may make a decision to use “Insurance” if the dealer’s open card is an Ace. Upon wish, the player may also decide to double the bet when the player on whose hand he has made a bet, has chosen to double the bet or make any of the “split” options in advance. Later, the player has the option to modify these settings, as well as to remove the “LET ALL THE OTHER PLAYERS MAKE A BET BEHIND” command if he does not want any other player to make this over his own bet.

 

ONE BLACKJACK

 

The game One Blackjack includes all the rules of Blackjack, except that the player cannot Hit on the Split of Aces.

 

Six Card Charlie rule - a hand consisting of six cards with a total value of 21 or less automatically wins accordins the Six Card Charlie rule. In the case of a Split decision, each hand will be counted separately.

 

INFINITE FREE BET BLACKJACK

 

The Infinite Free Bet Blackjack includes all the usual Blackjack bets, as well as four types of bonus bets and the “Six Card Charlie” rule. If the player’s first two cards are 9, 10 or 11 points, the player automatically gets the “Free Double” option, which means that a free bet of the same amount will be added to the player’s initial bet if the player chooses the “Double” option. The player then receives another card in an attempt to beat the dealer’s hand.

In all other cases, the player can click “Double”. This allows the player to double their base bet and get another card. If the player’s initial hand is a pair of cards of equal value, he/she may decide to split the pair by creating two separate hands.

If a player chooses Split, he/she gets a “Free Split” for all pairs except 10, which means that the player’s base bet is placed on the first hand, and the player gets a free bet of the same amount on the second hand.

 

POWER BLACKJACK

 

In Power Blackjack, it is possible to double, triple or quadruple the bet on any two initial cards, even after splitting (Split). After choosing the option “double”, “triple” or “quadruple”, only one additional card will be dealt, and the bet will increase depending on the selected multiplier: 2x, 3x or 4x.

The dealer checks the presence of a blackjack with a Jack, a Queen, a King and an Ace.

The game uses 8 decks of cards, 9 and 10 are removed from each. Cards with pictures remain in the decks. This means that, unlike regular blackjack, there are 64 fewer cards here, since there are no nines and tens in the decks.

 

CLASSIC FREE BET BLACJACK

 

Classic Free Bet Blackjack features free bets and a dealer’s hand with 22 points, which leads to a Draw if the player loses. There are “Free Double Down” bets on hands with 9, 10 or 11 points, as well as “Free Split” bets on pairs selected by the player (all pairs except 10, J, Q and K). If these conditions are met, free bets are offered automatically.

 

12.3. 5 CARD POKER

 

The game is played with a 52-card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts and spades. In each of the suits, the highest card is the Ace (A), the lowest –“2”.

The “Poker” is based on the combination levels of 5 cards which are played on a special table, in front of each player there are fields of Ante, double up fields – raise and deposit – bonus fields. All the players play against the dealer independent of each other.

The dealer deales 5 cards face down (closed) to each of the players including him clockwise except one card that is put face up (open). Until the end of the deal none of the players has right to touch the cards.

Getting acquainted with the cards, the player decides their values. The essence of the game is that the player must compare his cards with the dealer’s ones and the one who owns higher cards or higher combinations wins in the end.

The card combinations below are represented in the ascending order of their values:

 

NN

Cards combination

1.

One Pair or lower (Ace and King)

2.

Two Pair

3.

Three of a Kind

4.

Any 5 consecutive cards (Straight)

5.

Any 5 of the same suit (Flush)

6.

1 pair and 3 of a kind (Full House)

7.

Four of a Kind

8.

5 consecutive cards of the same suit (Straight Flush)

9.

5 consecutive cards of the same suit ending up with the Ace (Royal Flush)

 

After evaluation of the card combination the player is given a chance to make one of the following decisions:

1. Fold: the player surrenders immediately, he throws the closed cards and loses the amount placed on the Ante field and the game ends for him.

2. Continue the game taking into account the advantages of the cards. The player makes a bet on the raise field equal to twice the bet made on the Ante field, at the same time he can put his cards face down on the table.

If the player has made the decision N2, the dealer opens his remaining 4 cards after which the dealer’s 5-card combination is compared with the players’ card combinations. If the dealer doesn’t have a qualified card combination, that is he does not have at least the lowest combination of cards to participate in the game (Ace, King), then the players’ Antes and doubled Antes (raise) are refunded and an extra amount equal to the Ante made by the player is paid.

If the player’s card combination has a lower value that the dealer’s, the former loses his bets (the ante and the raise). If both the player and the dealer have combinations of the same value, then the highest cards that are out of the player’s and dealer’s playing combinations are compared, and the player whose highest card out of combination is of a higher value, wins. If all the cards (both the ones in and out of combinations) have equal values, the player gets back his bets (ante plus raise), and the game is restarted. If the combination of the player’s cards is of greater value than the dealer’s combination, then the player gets the Ante and the raise amount and is paid the amount of the Ante, as well as additional winning amount according to the following table:

 

Card combination

Amount multiplied by extra winning (is multiplied by the raise amount)

One pair or lower (Ace and King)

2

2 pairs

3

3 of a kind (threes)

4

Any 5 consecutive cards (Straight)

5

Any 5 of the same suit (Flush)

6

1 pair and 3 of a kind (Full House)

8

Four of a Kind

30

5 consecutive cards of the same suit (Straight Flush)

75

5 consecutive cards of the same suit ending up with the Ace (Royal Flush)

125

 

The number of players is limited to the number of Ante fields fitting on the table.

If the player has got a wrong number of cards, his combination is not taken into account and he gets his bet and a fine at the amount of 50% of his Ante. If the dealer has got 4 cards instead of 5 for himself, he needs to get for himself one more card to fill in the combination. Any other wrong deal of cards given by the dealer to himself results in the annulation of all combinations, return of bets to the players who made them and a fine at the amount of 50% of the Ante made by them.

 

PRIVILEGES GIVEN BY THE ORGANIZER

 

Game with double seat

 

The player may take part in the game with more than one seat at his own choice. If so, the player makes bets at the amount of antes on the antes envisaged for the seats. The player, playing with a few seats, should look at the cards by sequence. The game starts with the analysis of the cards to the left from the dealer and decision making, and only after that the player gets the right to look the cards at the other seat(s) and decide on the other cards at the seats.

 

Bonus

 

The organizer may also provide players with guaranteed winnings in case of certain combinations for using which, at the start of the game the player can make an additional bet at the amount of the limit given by the organizer but not more than 50% of the bet made on the Ante (besides the bet made on the simple Ante) on the bonus field of the play table.

 This bet gives the player the opportunity to receive a winning at the amount given by the organizer independent from the dealer’s card combination and the fact that his card combination is higher than the dealer’s combination, in case of Flush, Full House, 4 of a kind, Straight Flush, or Royal Flush. The bonus amount does not affect the game process.

The organizer has to mention the bonus multipliers in case of each combination.

    

12.4. 5 CARD POKER WITH CARD EXCHANGE

 

The game is played with a 52-card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts and spades. In each of the suits, the highest card is the Ace (A), the lowest – “2”.

The “Poker” is based on the combination levels of 5 cards which are played on a special table, in front of each player there are fields of Ante, double up fields – raise and deposit – bonus fields. All the players play against the dealer independent of each other.

The dealer deals 5 cards face down (closed) to each of the players including him clockwise except one card that is put face up (open). Until the end of the deal none of the players has right to touch the cards.

Getting acquainted with the cards, the player decides their values. The essence of the game is that the player must compare his cards with the dealer’s ones and the one who owns higher cards, has a qualifying combination, wins in the end.

The card combinations below are represented in the ascending order of their values:

 

NN

Cards combination

1.

One pair or lower (Ace and King)

2.

Two Pair

3.

Three of a Kind

4.

Any 5 consecutive cards (Straight)

5.

Any 5 of the same suit (Flush)

6.

1 pair and 3 of a kind (Full House)

7.

Four of a Kind

8.

5 consecutive cards of the same suit (Straight Flush)

9.

5 consecutive cards of the same suit ending up with the Ace (Royal Flush)

 

After evaluation of the card combination the player is given a chance to make one of the following decisions:

1. Fold  the player surrenders immediately, he throws the closed cards and loses the sum placed on the Ante field and he cannot win or act again during the current hand.

2. Continue the game taking into account the privilege of the cards. The player makes a bet on the raise field equal to twice the bet made on the Ante field, at the same time he can put his cards face down on the table.

3. Each player can buy one more card at his discretion giving back one of his 5 cards and paying an amount equal to the one on the Ante․ The dealer immediately takes the amount and the card given back by the player and gives the player a new card instead. The player evaluates his 5 cards again. If the change is considered a lucky one, the player can make decision N 2 at his discretion, if not – N1.

After that, the dealer opens the remaining 4 playing cards, after which the dealer’s 5 card combination is compared to the players’ card combination. If the player does not have a qualifying combination of cards, that is, the player does not have at least a minimal combination of cards for the game (Ace, King), then the player is refunded the amount of Ante and the Raise and is paid additional amount equal to the Ante made by the player. If the player’s combination of cards is less than the combination of the dealer’s cards, the player loses his/her bet (the player’s Ante and raise). If the player’s card combination has a lower value than the dealer’s, the former loses his bets (the Ante and the raise).

If both the player and the dealer have combinations of the same value, then the highest cards that are out of the player’s and dealer’s playing combinations are compared, and the player whose card is of a higher value, wins. If all the cards (both the ones in and out of combinations) have equal values, the player gets back his bets (Ante plus raise), and the game is restarted. If the combination of the player’s cards is of greater value than the dealer’s combination, then the player gets the Ante and the Raise amount and is paid the amount of the Ante, as well as additional winning amount according to the following table:

 

 

Card combination

Amount multiplied by extra winning (is multiplied by the raise amount)

One pair or lower (Ace and King)

1

2 pairs

2

3 of a kind (threes)

3

Any 5 consecutive cards (Straight)

4

Any 5 of the same suit (Flush)

5

1 pair and 3 of a kind (Full House)

7

Four of a Kind

20

5 consecutive cards of the same suit (Straight Flush)

50

5 consecutive cards of the same suit ending up with the Ace (Royal Flush)

100

 

As many players as the number of Ante fields can participate in the game simultaneously.

If the player has got a wrong number of cards, then his combination is not taken into account and he gets back the bets and the fine at the amount of the 50% of Ante. If the dealer has got 4 cards instead of 5 for himself, he needs to get for himself one more card to fill in the combination. Any other wrong deal of cards given by the dealer to himself results in the annulation of all combinations, return of bets to the players who made them and a fine at the amount of 50% of the Ante made by them.

 

PRIVILEGES GIVEN BY THE ORGANIZER

 

Game with multiple seat

 

The player may take part in the game with more than one seat at his own choice. If so, the player makes bets at the amount of antes on the antes envisaged for the seats. The player, playing with a few seats, should look at the cards by sequence. The game starts with the analysis of the cards to the left from the dealer and decision making, and only after that the player gets the right to look the cards at the other seat(s) and decide on the other cards at the seats.

 

Bonus

 

The organizer may also provide players with guaranteed winnings in case of certain combinations for using which the player can make an additional bet at the amount of the limit given by the dealer but not more than 50% of the bet made on the Ante (besides the bet made on the simple Ante) on the bonus field of the play table.

 This bet gives the player the opportunity to receive a winning at the amount given by the organizer independent from the dealer’s card combination and the fact that his card combination is higher than the dealer’s combination, without having to exchange one of his cards in case of Flush, Full House, 4 of a kind, Straight Flush, or Royal Flush. The bonus amount does not affect the game process. If the player decides to change one of the cards, then the amount on the bonus is lost.

The organizer has to mention the bonus multipliers in case of each combination.

 

 

RUSSIAN POKER – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 

 

Russian poker is played with one deck of 52 cards without jokers. The game goal is to get a combination higher than the five-card combination in the dealer’s hand. The ranking and comparison of hands are performed according to the standard poker rules: the lowest hand in this game is Ace-King and the highest is Royal Flush. The dealer’s hand must qualify as an Ace-King combination or higher for the player to win; otherwise, all Ante fees will be paid in a 1:1 ratio.

If the dealer’s hand is qualified (i.e., the dealer’s hand is at least an Ace-King combination), and the player’s hand has a combination higher than the dealer’s, the player wins and receives winnings according to the paytable, as well as the bet amount. If the player’s hand combination is lower than the dealer’s, the player loses the bet. The following options are available in the game upon making an additional payment: changing card, purchase of the 6th card, insuring against an unqualified dealer’s hand, or purchase of qualifications for the dealer.

If the player has two combinations at the same time, and the second combination contains at least one card that is not part of the first combination, then in case of victory, the winnings are paid according to the table of double poker combinations.

 

How to play

 

At the start of the round, the player has 30 seconds to make the Ante initial bet. The player chooses a chip to bet on. The dealer then deals five face-up cards to the player and five cards to himself, of which only one is face-up. The player must decide whether to make a bet, fold, change cards or buy one additional card.

 

BET

 

If the player has a strong hand, he/she can choose make a bet and continue the round without an additional decisions.

 

FOLD

 

Players can discard their cards and not continue the round. In this case, they lose the Ante bet amount, and the game ends for them.

 

BUY

 

Players can buy one additional card for the value of one Ante.

 

SWAP

 

Players can change their cards for community cards for the value of one Ante. It is possible to change from two to five cards.

  

Game process

 

After all players have made their decisions, the dealer “burns” the card and deals five community cards. The community cards are replaced by the cards the player has decided to exchange in the order they were dealt.

If the player decides to buy an additional card, he/she is dealt the first community card. If the player chooses to replace or buy an additional card, then after all the cards are dealt, the player makes the final decision: BET or FOLD. After decisions are made, the dealer opens the remaining four closed cards. If the dealer has qualified, the round winner is determined, and the round ends. 

 

Combinations

Payment

Royal Flush

100 ։ 1

Straight Flush

50 ։ 1

Four of a Kind

20 ։ 1

Full House

7 ։ 1

Flush

5 ։ 1

Straight

4 ։ 1

Three of a Kind

3 ։ 1

Two Pairs

2 ։ 1

Pair

1 ։ 1

Ace King

1 ։ 1

 

DOUBLE POKER COMBINATIONS

 

A player can win with a double poker combination. The second combination must include at least one card that is not included in the first combination.

 

Double combinations

Payment

Royal Flush + Straight Flush

150 ։ 1

Royal Flush + Flush

105 ։ 1

Royal Flush + Straight

104 ։ 1

Royal Flush + Pair

101 ։ 1

Straight Flush + Straight Flush

100 ։ 1

Straight Flush + Flush

55 ։ 1

Straight Flush + Straight

54 ։ 1

Straight Flush + Pair

51 ։ 1

Straight Flush + Ace King

51 ։ 1

Four of a Kind + Full House

27 ։ 1

Four of a Kind + Ace King

21 ։ 1

Full House + Full House

14 ։ 1

Full House + Ace King

8 ։ 1

Flush + Flush

10 ։ 1

Flush + Straight

9 ։ 1

Flush + Pair 6 to 1

6 ։ 1

Flush + Ace King

6 ։ 1

Straight + Straight

8 ։ 1

Straight + Pair

5 ։ 1

Straight + Ace King

5 ։ 1

Three of a Kind + Ace King

4 ։ 1

Three Pairs

3 ։ 1

Two Pairs + Ace King

3 ։ 1

Pair + Ace King

2 ։ 1

 

12.5. 6 CARD POKER 

 

The game is played with a 52-card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts and spades. In each of the suits, the highest card is the Ace (A), the lowest – “2”.

The “Poker” is based on the combination levels of 5 cards which are played on a special table, in front of each player there are fields of Ante, double up fields – raise and deposit – bonus fields. All the players play against the dealer independent of each other.

The dealer deals 5 cards face down (closed) to each of the players including him clockwise except one card that is put face up (open). Until the end of the deal none of the players has right to touch the cards.

Getting acquainted with the cards, the player decides their values. The essence of the game is that the player must compare his cards with the dealer’s ones and the one who owns higher cards, qualified combinations wins in the end.

The card combinations below are represented in the ascending order of their values:

 

NN

Cards combination

1.

One pair or lower (Ace and King)

2.

Two Pair

3.

Three of a Kind

4.

Any 5 consecutive cards (Straight)

5.

Any 5 of the same suit (Flush)

6.

1 pair and 3 of a kind (Full House)

7.

Four of a Kind

8.

5 consecutive cards of the same suit (Straight Flush)

9.

5 consecutive cards of the same suit ending up with the Ace (Royal Flush)

 

After evaluation of the card combination the player is given a chance to make one of the following decisions:

1. Fold – the player surrenders immediately, he throws the closed cards and loses the amount placed on the Ante field and the game ends for him.

2. Continue the game taking into account the privilege of the cards. The player makes a bet on the raise field equal to twice the bet made on the Ante field, at the same time he can put his cards face down on the table.

3. Each player can buy one more card at his discretion paying an amount equal to the one on Ante․ The dealer immediately takes the amount and gives the player a card. The player evaluates the best 5-card combination made out of his 6 cards and makes decision N1 or N2 at his discretion.

After that, the dealer opens the remaining 4 playing cards, after which the dealer’s 5 card combination is compared to the players’ best 5-card combination out of 6 available cards. If the dealer does not have a qualifyed combination of cards, that is, the dealer does not have at least a minimal combination of cards for the game (Ace, King), then the player is refunded the amount of Ante and the Raise and is paid additional amount equal to the Ante made by him. If the player’s best 5-card combination of cards (out of 6) is less than the combination of the dealer’s cards, the player loses his/her bet (the player’s Ante and Raise).

If both the player’s best 5-card and the dealer’s combinations are of the same value, then the highest cards that are out of the player’s and dealer’s playing combinations are compared, and the player whose highest card out of combination is of a higher value, wins. If all the cards (both the ones in and out of combinations) have equal values, the player gets back his bets (Ante plus Raise), and the game is restarted. If the best 5-card combination (out of 6) of the player’s cards is of greater value than the dealer’s qualifyed combination, then the player gets the Ante and the raise amount (the player’s Ante and Raise) and is paid the amount of the Ante, as well as additional winning amount according to the following table:  

 

Card combination

Amount multiplied by extra winning (is multiplied by the raise amount)

One pair or lower (Ace and King)

1

2 pairs

2

3 of a kind (threes)

3

Any 5 consecutive cards (Straight)

4

Any 5 of the same suit (Flush)

5

1 pair and 3 of a kind (Full House)

7

Four of a Kind

20

5 consecutive cards of the same suit (Straight Flush)

50

5 consecutive cards of the same suit ending up with the Ace (Royal Flush)

100

 

As many players as the number of Ante fields can participate in the game simultaneously.

If the player has got a wrong number of cards, then his combination is not taken into account and he gets back the bets and the fine at the amount of the 50% of Ante. If the dealer has got 4 cards instead of 5 for himself, he needs to get for himself one more card to fill in the combination. Any other wrong deal of cards given by the dealer to himself results in the annulation of all combinations, return of bets to the players who made them and a fine at the amount of 50% of the Ante made by them.

           

PRIVILEGES GIVEN BY THE ORGANIZER

 

Game with multiple seat

 

The player may take part in the game with more than one seat at his own choice. If so, the player makes bets at the amount of antes on the antes envisaged for the seats. The player, playing with a few seats, should look at the cards by sequence. The game starts with the analysis of the cards to the left from the dealer and decision making, and only after that the player gets the right to look the cards at the other seat(s) and decide on the other cards at the seats.

 

Bonus

 

The organizer may also provide the players with guaranteed winnings in case of certain combinations for using which the player can make an additional bet at the amount of the limit given by the organizer but not more than 50% of the bet made on the Ante (besides the bet made on the simple ante) on the bonus field of the play table, right in the beginning of the game.

 This bet gives the player the opportunity to receive a winning at the amount given by the dealer independent from the dealer’s card combination and the fact that his card combination is higher than the dealer’s combination, without additional card purchase in case of Flush, Full House, 4 of a kind, Straight Flush, or Royal Flush. The bonus amount does not affect the game process.

 

12.6. POKER WITH JOKER

 

The game is played with a 53-card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts, spades and a Joker. The highest card in each suit is the Ace, the smallest card is 2. At the discretion of the dealer and the player, the Joker can replace any card in the deck.

The “Poker” is based on the combination levels of 5 cards which are played on a special table, in front of each player there are fields of Ante, double up fields – Raise and deposit – bonus fields. All the players play against the dealer independent of each other.

The dealer deals 5 cards face down (closed) to each of the players including him clockwise except one card that is put face up (open). Until the end of the deal none of the players has right to touch the cards.

Getting acquainted with the cards, the player decides their values. The essence of the game is that the player must compare his cards with the dealer’s ones and the one who has higher cards and qualifying combinations is considered to be the winner.

The card combinations below are represented in the ascending order of their values:

 

NN

Cards combination

1.

One Pair

2.

Two Pair

3.

Three of a Kind

4.

Any 5 consecutive cards (Straight)

5.

Any 5 of the same suit (Flush)

6.

1 pair and 3 of a kind (Full House)

7.

Four of a Kind

8.

5 consecutive cards of the same suit (Straight Flush)

9.

5 consecutive cards of the same suit ending up with the Ace (Royal Flush)

10.

Four of a Kind and Joker (Poker)

 

 

If the card combinations are the same, then the combination which has been developed without a Joker is considered the winning one.

After evaluating the card combination the player is given a chance to make one of the following decisions:

1. Fold  the player surrenders immediately, he throws the closed cards and loses the amount placed on the Ante field and the game ends for him.

2. Continue the game taking into account the privilege of the cards. The player makes a bet on the Raise field equal to twice the bet made on the Ante field, at the same time he can put his cards face down on the table.

3. Each player can buy one more card at his discretion paying an amount equal to the one on Ante and returning 1 of his 5 cards beforehand․ The dealer immediately takes the amount and the card given back by the player and gives the player a new card instead. The player evaluates his best 5-card combination and makes decision N2 at his discretion if the change is considered a lucky one, if not – N1.

After that, the dealer opens the remaining 4 playing cards, after which the dealer’s 5-card combination is compared to the players’ combinations. If the dealer does not have a qualifying combination of cards, that is, the dealer does not have at least a minimal combination of cards for the game (1 pair), then the player is refunded the amount of Ante and the Raise and is paid additional amount equal to the Ante made by him.

If the player’s card combination has a lower value than the dealer’s, the former loses his bets (the Ante and the Raise).

If both the player’s and the dealer’s combinations are of the same value, then the highest cards that are out of the player’s and dealer’s playing combinations are compared, and the one whose highest card out of combination is of a higher value, wins. If all the cards (both the ones in and out of combinations) have equal values, the player gets back his bets (ante plus raise), and the game is restarted.

If the player’s combination is of greater value than the dealer’s combination, then the player gets the Ante and the Raise amount and is paid the amount of the Ante, as well as additional winning amount according to the following table:

 
 

Card combination

Amount multiplied by extra winning (is multiplied by the raise amount)

One pair

1

2 pairs

2

Three of a kind (Threes)

3

Any 5 consecutive cards (Straight)

4

Any 5 of the same suit (Flush)

5

1 pair and 3 of a kind (Full House)

7

Four of a Kind

15

5 consecutive cards of the same suit (Straight Flush)

35

5 consecutive cards of the same suit ending up with the Ace (Royal Flush)

75

4 of a kind and Joker (Poker)

150

 

As many players as the number of Ante fields can participate in the game simultaneously.

If the player has got a wrong number of cards, then his combination is not taken into account and he gets back the bets and the fine at the amount of the 50% of Ante. If the dealer has got 4 cards instead of 5 for himself, he needs to get for himself one more card to fill in the combination. Any other wrong deal of cards given by the dealer to himself results in the annulation of all combinations, return of bets to the players who made them and a fine at the amount of 50% of the Ante made by them.

           

PRIVILEGES GIVEN BY THE ORGANZER

 

Game with multiple saet

 

The player may take part in the game with more than one seat at his own choice. If so, the player makes bets at the amount of antes on the antes envisaged for the seats. The player, playing with a few seats, should look at the cards by sequence. The game starts with the analysis of the cards to the left from the dealer and decision making, and only after that the player gets the right to look the cards at the other seat(s) and decide on the other cards at the seats.

 

Bonus

 

The organizer may also provide the players with guaranteed winnings in case of certain combinations for using which the player can make an additional bet at the amount of the limit given by the organizer but not more than 50% of the Ante (besides the bet made on the simple Ante) on the bonus field of the play table, right in the beginning of the game.

This bet gives the player the opportunity to receive a winning at the amount given by the organizer independent from the dealer’s card combination and the fact that his card combination is higher than the dealer’s combination, without exchanging one of his cards, in case of Flush, Full House, 4 of a kind, Straight Flush, Royal Flush or Poker (4 of a kind and Joker). The bonus amount does not affect the game process. If the player decides to change one of the cards, then the amount on the bonus is lost.

 

12.7. THREE CARD POKER, TEEN PATTI – THE PROCEDURE OF CONDUCTING THE GAMES AND THE WINNING OPTIONS

 

Below is the procedure of conductingand the winning options for the above-mentioned games (hereinafter all together “Game” or “Three Card Poker”).

The game is played with a 52-card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts, spades. The highest card in each suit is the Ace, the smallest card is “2”.

The goal of Three Card Poker is to make the dealer lose with a higher 3-card combination. The player can make an “Ante” bet and one or both of the “Plus a Pair” and “6 card” bonus bets. The dealer deals 3 cards to the player and his own 3 cards face down. The player should choose the “Play” option to make a “play” bet equal to the bet “Ante”, and if he does not want to continue the game, he should choose the “Surrender” option.

 

Game results and payments of the winnings

 

The results are defined by comparing the combinations of the player and the dealer.

The dealer should have at least a Queen in his “Hand” to be competitive relative to the player’s “Hand”.

If the player makes a “Play” bet, then in case of winning the bets “Ante” and “Play” will be paid 1:1, and if his first three cards make up a Straight Flush (3 consecutive cards of the same suit), Threes (Three of Kind) or Straight (sequence of any 3), then the winning will be paid according to the Ante Bonus winnings table even if the dealer wins in that round. There is no separate bet for Ante Bonus: to win with Ante, it is needed to continue the game making the “Play” bet, and in case of having that combination it will work.

If the player makes additional “Add pair” bet, then he will win based on the winning payment table, making a Pair or a higher combination with the 3 cards in his hand even if he chooses the “Surrender”.

 

Ante Bonus

 

Combination

Winnings

3 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦

5:1

Three of Kind (Threes), for example K♣, K♥, K♠

4:1

Sequence of any 3 (Straight), for example 10♣, 9♠, 8♦

1:1

 

“Plus a pair” bonus  

 

Combination

Winnings

Mini Royal (Ace, King and Queen of the same suit), for example A♦, K♦, Q♦

100:1

3 consecutive cards of the same suit (Straight flush), for example 10♦, 9♦, 8♦

40:1

Three of Kind (Threes), for example K♣, K♥, K♠

30:1

Sequence of any 3 (Straight), for example 10♣, 9♠, 8♦

5:1

Any 3 of the same suit (Flush), for example A♥, 2♥, 7♥

4:1

One pair, for example 7♥,7♦, K♠

1:1

 

“6 card” bonus 

 

Combination

Winnings

5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥

1000:1

5 consecutive cards of the same suit (Straight flush), for example 10♦,9♦,8♦,7♦, 6♦

200:1

Four of a kind, for example K♣, K♥, K♠, K ♦, 6♦

100:1

One pair and Tree of a kind (Full house), for example 6♦, 6♥, K♣, K♥, K♠

20:1

Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣

15:1

Sequence of any 5 (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠

10:1

Three of Kind (threes), for example K♣, K♥, K♠, 8♠, A♦

7:1

 

Any technical bug cancels the round and all the possible winning payments for that round, as well as the player gets back his bet made for that round.

 

12.8.1. CASINO HOLDEM 

 

The game is played with a 52-card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts, spades. The highest card in each suit is the Ace, the smallest card is 2. The Ace is considered the highest value card in the A, K, Q, J, 10 (Straight) combination, whereas it is considered the lowest card in the 5, 4, 3, 2, A (Straight) combination.

The card game “Casino Holdem” is based on the combination levels of 5 cards and is played on a special table. All players play independently of each other against the dealer.

In order to win, the player’s 5-card combination “Hand” should win the dealer’s hand. The best hands of the player and the dealer are formed from the two cards dealt to them and the five common cards put on the table during the next rounds. The cards are mixed up after each round. In order to start the game, the player must make a bet on the “Ante” bet (starting bet) field.

The player is dealt two open cards, after which the dealer is dealt two closed cards. Three common open cards are put on the table, each designed for the player and the dealer to make his own “Hand”. The player must choose one of the offered “Call” or “Fold” instructions. To continue the round, you need to select “Call” and make a “Call” bet which is twice as much as the player's “Ante” bet. To renounce the round, you should choose “Fold”. The player may choose to “Fold” to finish the round, as a result of which he will lose his first, that is, the “Ante” bet. The “Call” or “Fold” option does not affect the “Bonus” extra bet. Once the decision is made, the dealer deals two more common cards (“Turn” and “River”). The dealer opens also his first two cards.

To determine the winner, the player’s and the dealer’s 5-card combinations with the best payout odds are composed and are compared between the player and the dealer.

 

EXTRA “BONUS” BET

 

The extra “Bonus” bet (Bonus bet) is made if the player wishes, which is applied after the mandatory “Ante” bet is made. After making the “Ante” bet, the bonus field will be activated.

In case of extra “Bonus” bet only the “Hand” with a combination of the first five cards is taken into account.

If the player has a combination from a Pair of Ace to Royal Flush, he can win the extra “Bonus” bet and get the amount according to the extra “Bonus” bet table.

 

Game results and payments

 

The results are determined by comparing the best 5-card hands of the dealer and player (a combination of 2 dealer / player cards and 5 community cards).

The dealer should have at least a pair of 4’s or a higher combination in his “Hand” to be competitive relative to the player’s “Hand”.

The “Call” bet is paid 1:1, and the “Ante” bet is paid according to the “Ante” bet winning payment table given below. In case of winning, both the “Call” and “Ante” bets win.

 

Ante bet

 

Combination

Winnings

5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥

100:1

5 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦, 7♦, 6♦

20:1

Four of a kind, for example K♣, K♥, K♠, K ♦, 6♦

10:1

One pair and 3 of a kind (Full house), for example 6♦, 6♥, K♣, K♥, K♠

3:1

Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣

2:1

Sequence of any 5 (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠

1:1

Three of Kind (Threes), for example K♣, K♥, K♠, 8♠, A♦

1:1

Two pairs, for example 7♥, 7♦, 10♥, 10♣, 9♦

1:1

One pair or higher card, for example 8♥, 8♣, K♣, A♥, 9♠

1:1

 

Extra “Bonus” bet

 

Combination

Winnings

5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥

100:1

5 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦, 7♦, 6♦

50:1

Four of a kind, for example K♣, K♥, K♠, K ♦, 6♦

40:1

One pair and Three of a kind (Full house), for example 6♦, 6♥, K♣, K♥, K♠

30:1

Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣

20:1

Sequence of any 5 (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠

7:1

Three of Kind (Threes), for example K♣, K♥, K♠, 8♠, A♦

7:1

Two pairs, for example 7♥, 7♦, 10♥, 10♣, 9♦

7:1

A pair of Aces, for example A♣, A♥, 10♣, K♠, 7♣

7:1

 

Any technical bug cancels the round and all the possible winning payments for that round, as well as the player gets back his bet made for that round.

 

12.8.2. TEXAS HOLDEM (game against the dealer)

 

For the game Texas Holdem, the rules of “Casino Holdem” are valid, except for the ones below.

During the game pauses, the player may select “PLAY” or “CHECK”. At the beginning of the game, when the player makes the “Ante” bet, the system automatically installs a Blind bet with the same value, which is also automatically charged from the player’s balance (“Blind” bet is mandatory and is automatically made together with “Ante” bet).

The “Play” bet gives the player three different opportunities for raising the “Ante” bet during the round.

- The first chance when the first two cards are dealt, the player decides to make the “Ante” bet or “Play” 4x (make raise for 4 times) or “Play” 3x (make raise for 3 times) or “Check” (not to make raise). If you choose “Play” 4x or “Play” 3x, you will not be offered an extra decision option to increase the bet, and the chip with corresponding value (“Play” 4x or “Play” 3x) will be placed in the “Play” section. If you select “Check”, the second option to increase the bet is offered in the current round.

- The second chance when the last 3 common cards (called “Flop”) are dealt. If the “Check” command had been selected in the previous round, now the player is given the opportunity to choose either “Play” 2x (make raise for 2 times) or “Check”. After selecting the option “Play” 2x, no further bet increase option is offered in this game, and the corresponding chip value (“Play” 2x) is placed in the “Play” section. When selecting “Check”, the player is offered the third chance to increase the bet in the current round.

- The third option when the last two cards are dealt (called “Turn” and “River”). When selecting “Check” in the previous game, the player will be given the option to select or “Play” 1x (make raise for 1 time) or “Fold”. When selecting “Fold”, the “Play” 1x bet is not made and the player loses the “Ante” and “Blind” bets.

The player can increase the “Ante” bet only once. From the process of bet increase above, it is visible that the sooner he increasees the bet, the bigger the bet will be and the faster he can win. To “Check” means to do nothing: the player just saves his initial bet. To decide the winner, the “Hands” with the dealer’s and player’s 5-card combinations with the best winning odds are formulated and compared between the player and the dealer.  

 

“TRIPS” EXTRA BET

 

The extra bet “Trips” is made upon the player’s wish which is applied after the mandatory “Ante” bet is made. After completing the “Ante” bet, the field for “Trips” extra bet will be activated. The size of Trips bets is equal to the “Ante” bet limit.

All bets must be placed before the end of the betting time. After the end of the bets acceptance, the dealer starts dealing the cards. During the round, the player is offered to make a “Play” bet, but the “Play” bet player’s decision does not affect the result of the Tips bets. At the end of the round, the dealer opens all his cards and announces the result. The winning of Trips bet is based on the value of the player’s best 5 cards out of 7 and wins regardless of the dealer’s hand or whether the player makes a “Play” bet or not.

 

Game results and payments

 

The results are decided by comparing the player’s and dealer’s combinations of best 5-card (combining the player’s/dealer’s 2 cards with the common 5 cards).

The dealer should have at least “A pair” or a higher combination in his “hand” to be competitive relative to the player’s “hand”.

If the player wins, the winnings of “Ante” and “Play” bets are paid in the following way:

- The “Ante” bet is paid 1:1 if the dealer makes a pair or higher combination (two pairs, three of a kind, etc.).

- The “Ante” bet is considered a draw if the dealer does not announce the combination.

- The “Play” bet is paid 1:1 regardless of the dealer’s combination.

In case of winning, both “Blind” and “Ante” bets win.

 

“Blind” bet

 

Combination

Winnings

5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥

500:1

5 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦, 7♦, 6♦

50:1

Four of a kind, for example K♣, K♥, K♠, K ♦, 6♦

10:1

One pair and Three of a kind (Full house), for example 6♦, 6♥, K♣, K♥, K♠

3:1

Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣

1․5:1

Sequence of any 5 (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠

1:1

All the other combinations

Three of Kind (Threes), for example K♣, K♥, K♠, 8♠, A♦

Two pairs, for example 7♥, 7♦, 10♥, 10♣, 9♦

One pair or higher card, for example 8♥, 8♣, K♣, A♥, 9♠

The bet is returned to the player

 

“Trips” bet

 

Combination

Winnings

5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥

50:1

5 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦, 7♦, 6♦

40:1

Four of a kind, for example K♣, K♥, K♠, K ♦, 6♦

30:1

One pair and Three of a kind (Full house), for example 6♦, 6♥, K♣, K♥, K♠

8:1

Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣

7:1

Sequence of any 5 (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠

4:1

Three of Kind (Threes), for example K♣, K♥, K♠, 8♠, A♦

3:1

 

Any technical bug cancels the round and all the possible winning payments for that round, as well as the player gets back his bet made for that round. 

 

12.9. 5 CARD STUD-POKER

 

The game is played with a 52-card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts, spades. The highest card in each suit is the Ace, the smallest card is 2.

The “5 card Stud Poker” is based on the combination levels of 5 cards played on a special table. All the players play against each other.

The game starts from a mandatory closed bet made by the player sitting in the first hand. The dealer deals 2 cards – one face down (closed) and one face up (open) to each of the players clockwise.

Until the end of the deal none of the players has right to touch the cards. Getting acquainted with the cards, the player decides their combination value. The essence of the game is that the player must compare his cards with the other players’ cards and the one who owns the highest combination wins.

The card combinations below are represented in the ascending order of their values:

 

NN

Cards combination

1.

One Pair or lower (Ace and King)

2.

Two Pair

3.

Three of a Kind

4.

Any 5 consecutive cards (Straight)

5.

Any 5 of the same suit (Flush)

6.

1 pair and Three of a kind (Full House)

7.

Four of a Kind

8.

5 consecutive cards of the same suit (Straight Flush)

9.

5 consecutive cards of the same suit ending up with the Ace (Royal Flush)

 

After evaluation of the card combination the player is given a chance to make one of the following decisions:

1. Fold  the player surrenders immediately, he throws the closed cards and loses the amount placed on the table. The game for the player ends.

2. Continue the game: the trade begins starting from the highest card opened. If 2 players open cards with the same values, then the game is started by the player sitting to the left from the dealer. The third card as well as the rest of cards are dealt face up. After the opening of each of the cards the trading cycle begins starting from the highest combinations of opened cards.

3. Continue the game: when the player has got a combination preferable for him, he can stop taking new card(s), the game continues for him.

When all the bets are equal, the players open their cards and the card combinations are compared. The player owning the highest combination takes the bank. If the combinations of players’ cards have the same value, then the players can share the bank’s money if they agree, otherwise the players will resume the game without touching the bank.

Up to 7 players can take part in the game at once.

 

12.10. CARIBBEAN STUD

 

The game is played with a 52-card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts, spades. The highest card in each suit is the Ace, the smallest card is 2.

The “Caribbean Stud” is based on the combination levels of 5 cards played on a special table where the fields for bet amouns – Ante, double up – raise and bonus are shown. All the players play against the dealer independent of each other.

To start the game, the player should make an “Ante” bet until the end of time for making bets. After the end of time for making bets, the dealer deals 5 cards to each of those sitting clockwise and himself – face up for the players and face down for himself except for one of the dealer’s cards which is put face up. All the bets in the rounds should be made by the end of time for making bets.

The essence of the game is that the player should compare his cards with the dealer’s cards in the end: the one whose cards are higher and have higher value combination wins.

The card combinations below are represented in the ascending order of their values:

 

NN

Cards combination

1.

One Pair or lower (Ace, King), for example 8♥, 8♣, K♣, A♥, 9♠ or 7♦, 10♥, A♥, 6♦, 8♦

2.

Two Pairs, for example 7♥, 7♦, 10♥, 10♣, 9♦

3.

Three of a Kind, for example K♣, K♥, K♠, 8♠, A♦

4.

Any 5 consecutive cards (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠

5.

Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣

6.

1 pair and 3 of a kind (Full House), for example 6♦, 6♥, K♣, K♥, K♠

7.

Four of a Kind, for example K♣, K♥, K♠, K ♦, 6♦

8.

5 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦, 7♦, 6♦

9.

5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥

 

The player should make one of the offered moves: “Call” or “Fold”. To continue the round, it is necessary to choose the “Call” and make a “Call” bet which is equal to twice the “Ante” bet. The player can choose “Fold” to finish the round, thus losing his “Ante” bet. When the time for making a decision is over, the dealer shows the rest of his 4 cards. To decided the winner, the best combination is made up from the cards in the player’s hand which is compared with the dealer’s hand.

 

Additional bets

 

“5+1 bonus” is an additional bet which can be chosen by the player upon his wish. The “5+1 bonus” bet wins if the player’s 5 cards and the dealer’s open card make up a 5-card combination of Threes or higher based on the table of trumps combination above. In case of a new round, after making an “Ante” bet, the player is given a chance to make “5+1 bonus” bet. After accepting the “Ante” bet, the “5+1 bonus” bet field is activated.

To be competitive, the dealer’s “hand” should include at least an Ace and a King.

 

Game results and payments

 

The bet “Call” is paid according to the “Call” bet winning payment table below:

 

“Call” bet

 

Combination

Winnings

5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥

100:1

5 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦, 7♦,6♦

20:1

Four of a kind, for example K♣, K♥, K♠, K ♦, 6♦

10:1

One Pair and 3 of a kind (Full house), for example 6♦, 6♥, K♣, K♥, K♠

3:1

Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣

2:1

Sequence of any 5 (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠

1:1

3 of a kind (Threes), for example K♣, K♥, K♠, 8♠, A♦

1:1

Two pairs, for example 7♥, 7♦, 10♥, 10♣, 9♦

1:1

One Pair or lower (Ace-King), for example 8♥, 8♣, K♣, A♥, 9♠ or 7♦, 10♥, A♥, 6♦, 8♦

1:1

 

“5+1 bonus”

 

Combination

Winnings

5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥

1000:1

5 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦, 7♦, 6♦

200:1

Four of a kind, for example K♣, K♥, K♠, K ♦, 6♦

100:1

One Pair and Three of a kind (Full house), for example 6♦, 6♥, K♣, K♥, K♠

20:1

Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣

15:1

Sequence of any 5 (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠

10:1

Three of a kind (Threes), for example K♣, K♥, K♠, 8♠, A♦

7:1

 

“Ante” bet is paid 1:1.

Any technical bug cancels the round and all the possible winning payments for that round, as well as the player.

 

12.11. TOTO 21

 

Toto 21 – this is a kind of card game that is designed for two players. The game starts when one of the players creates a new game, and the 2nd joins to the already created game.

The terms of the game are announced by the player who creates a new game (until how many points (2, 4, 6, 8 and 10) the game should last, the duration of the move (5s, 10s, 15s) and the whole game (2m, 3m, 4m 5m, 6m, 7m), as well as the stake) and the player joining the game accepts these terms. The player who creates the table decides if he wants to play with the opponent who is joining the table or not. The game starts only in case of positive answer.

The essence of the game is to collect as many points as possible but not more than 21.

The winner of each round will score 1 point. Cards of all the suits participate in the game: 6, 7, 8, 9, 10, J, Q, K, A.

- The values ​​of 6-10 cards are calculated by their nominal values

- A – 11 or 1

- K – 4

- Q – 3

- J – 2

At the beginning of each game, the system selects randomly one of the two players as a dealer who gets the corresponding button and the other – as a player. The right for the first step is given to the player. At the beginning of the game two cards are dealt. If the player’s point don’t reach 21, then he can take more cards by pressing the HIT ME button. In case of reaching enough points the players presses STAND button and passes the right for the move to the dealer. The player who has more point (not exceeding 21) becomes the winner. The dealer/player loses if he has more than 21 points. In case of equal points the dealer earns one point, the player loses. In case if both of the players have earned more than 21 points one more round will be started and the winner will get 2 points.

 

Golden point: if the player gets 2 Ace cards at the beginning of the game the player is considered a winner of the round by default except for the case when the dealer owns 2 Ace cards (in case of having 1 Ace, the second face down card is also opened). In this case the dealer is considered the winner of the game.

 

According to the rules of the game, the player gets the opportunity to choose, Blind Card, the right for using which is provided to the game created with that option (the dealer can’t use this opportunity) only by the program. In case of using the Blind Card, one face down card is dealt to the player which is opened only at the end of the game and the right for the move passes to the dealer.

 

Closed game

 

A function called “Closed game” is available at Toto 21. If the player has created or joined to a table with “Closed game” function, then in case of being chosen as a “Player” by the program his cards will be open only for him and closed for his opponent (dealer chosen by the program). In case of being chosen as a dealer by the program not his cards will be closed but rather the opponent’s (player chosen by the program) ones. To play with closed cards it is necessary to choose the “Closed game” function while creating a table or to join such a table created already.

In case of the game created with the function “Closed game”, two cards are dealt first. In this case, all the cards of the player and only the first card of the dealer are open for the player. The dealer can see only his cards. If the player’s cards don’t reach 21 points then he can take more cards which will be open for him and closed for the dealer. The player can press the STAND button any time, after that, the opportunity move goes to the dealer. The Dealer can also take or not additional cards and press the STAND button at any time, after which all the cards are opened for the dealer and the player.

The player with a higher score (up to 21 points) is considered the winner. If the points are equal, the dealer will score 1 point, and the player will lose.

Both the dealer and the player are considered lost in the round if they have more than 21 points.

In case if both players collect more than 21 points, as many rounds will be played until one of the players wins in any of the rounds. In that case, the winner will earn points corresponding to the number of the rounds. For example, if both players have collected more than 21 points for 3 consecutive rounds, and on the next round one of them wins, then he gets 4 points, i.e. points equal to that round + the 3 previous rounds (each round - 1 point, i.e. 3+1=4 points). If at the moment of creating the game the game was decided to end after 2 victories, then in the above mentioned situation the game would end up with 4:0.

Golden point”: if in the beginning of the game the “Player” gets 2 Ace cards, then he needs to press STAND, if the dealer owns 2 Aces, then the latter is the winner, otherwise the “Player” becomes the winner.

 

12.12. BELOTE

 

In Belote, the dealer does not accept bets for the game but charges rake (commission) for the gaming space. The rake is defined 4% which is automatically charged by the program from the winning fund of the bets of 2 opponents playing against each other (this does not refer to the tournaments).

 

“CHANGE CARD” OPTION IN BELOTE

 

In Classic Belote, while creating a table, there is an opportunity to choose an option “Change card”. With this function, the player can change any card in Classic Belote. In this case, the player needs to choose the option “Change card” while creating the table, or to join to such a table.

The function “Change card” is activated only after the deal of all (9 cards in total) cards. During each hand, before the 1st move, the player has 1 opportunity to change any of his cards. The player can change any of his cards. The new card is randomly selected by the system from the remaining 6 cards that were not dealt by the system. After the change of each card, the system charges 10% of the bet amount from the player’s gaming account.

For example, if the player makes a bet of 10,000 AMD or joins to such a table in Classic Belote, the in case of card change, 1,000 AMD will be charged from his gaming account.  

In case if the player has chosen the option “Double stake” and multiplied the bet, after the card change 10% of the changed bet is charged form his account.

For example, if the player makes a bet of 1,000 AMD or joins such a table of Classic Belote, and multiplies the bet by 4 times during the game, making it 4,000 AMD, then in case of card change, 400 AMD will be charged from his account.

 

“DOUBLE STAKE” OPTION IN BELOTE

 

1. In Classic Belote and Open Belote, while creating a table, there is an option to choose “Double stake”.

2. Creating a game with the “Double stake”, the bet amount and the game conditions should be entered. Putting the appropriate sign in front of the “Double stake” line, the maximum number which allows to choose the corresponding multiplier (X2, X4, X8, X16) will be opened.

3. This option allows to double the main bet for several times. In the game with “Double stake” option the smallest multiplier of the main bet is 2, the biggest – 16 which is valid for the maximum bet entered by the player who created the game beforehand.

4. To use the option “Double stake”, the player needs to choose that option beforehand or join the already created “Double stake” table, accepting the game conditions. In this case, the player can see the amount of the main bet of the created table and the maximum bet limit for the “Double stake” option for that table.

5. Pressing the “Play” button, the player can join the table and start the game in case of having enough money on his account. After joining the game, the maximum bet amount will be immediately charged from the player. Otherwise, the player will have no opportunity to use the option to join the game, and a pop-up will appear on the screen about insufficient amount on the gaming account.

6. In case of “Double stake” game, it starts from the middle of the table and this option can be used by the player who should make that move.

7. The player who chooses the trump first according to the rules of the game, can also use the “Double stake” option first before choosing the trump. To use the option “Double stake”, the player must press the “Double stake” icon.

8. After using the option “Double stake”, the player chooses the trump and starts the game. The player can also use the “Double stake” option after choosing the trump.

9. In case of using the “Double stake” option, the opponent must necessarily accept the offer for doubling the bet, otherwise he loses. In case of pressing the “Surrender” button, the opponent will lose.

10. If the player who has chosen the first trump does not want to double the bet or choose the trump, then the choice of trump and the option to double the bet passes to the opponent. In this case, the opponent can use the “Double stake” option only before choosing the trump. The double stakes can last as long as the players’ maximum inputted amount is over or the main bet are multiplied by 16 times, after the “Double stake” sign disappears from the table.

11. The player can use the “Double stake” option during the whole game or one hand.

12. Тhe amount not used during the game is refunded to the player’s account after the end of the game.

13. The players can double the stake even once: in this case, the residual amount (balance) will be refunded to the players’ accounts after the end of the game.

For example, if the players have doubled the stake only once on a “Double stake” table with maximum limit of 2,000 AMD and with a 200 AMD main bet, then in case of losing the doubled stake is deducted from the player’s maximum 2,000 AMD amount, and the residual amount is refunded to the player account. For example, 2,000 AMD maximum amount - 400 AMD doubled stake = 1,600 AMD balance.

 

CLASSIC BELOTE RULES

 

This type of Belote card game is intended for 2 players. The game starts when one of the players creates a new game or joins to an already created one. It is also allowed to view other players’ game if it is not created as a private game.

The player who creates the game determines its conditions, also chooses the bet amount, “Double stake”  and “Change card” options, and the one who joins to the created game accepts these terms. The conditions chosen by the player are:

- Game Score (up to 1 win, up to 3 wins, up to 5 wins, up to 7 wins, up to 9 wins, up to 11 wins, up to 51, 101, 201 points).

- Hide ID (Incognito) – when creating a game with this condition or when joining a similar game, the players’ IDs are not displayed, the players are represented as Player 1 and Player 2.

- With “4 cards” and “100” – players can declare combinations of “4 cards” and/or “100” during the game with this condition.

- Without “4 cards” and “100” – players cannot declare combinations of “4 cards” and/or “100” during the game with this condition.

- With No Trump (Boy) – in this case, the high card can be chosen as a trump in the game.

- Double Score for “Capot” – this condition can be available if the game is selected to score up to 3, 5, 7, 9 or 11 wins.

 - Tierce only – players can only declare and show combinations of “Tierc” during the game with this condition.

- Without combinations – players can not declare and show any combination during the game with this condition.

- Private Game – a game created with this condition is only available to players and cannot be viewed by third parties.

- Stake – a mandatory field where the bet amount is is specified. It is not possible to create a game with a bet below the minimum and above the maximum bet amount, and it is also not possible to create a game with a bet exceeding the balance of the game account, or to join a game where the bet amount exceeds the balance of the player’s game account.

- Contra – Re-Contra – this convention applies only to the Classic Belote, except for game up to 1 or 3 wins. After the first 6 cards are dealt in the Classic Belote, the opponent of the player who has chosen the trump card is offered the opportunity of Contra (it can be accepted or rejected) if the opponent believes that he/she can win the “hand”. During the Contra round, the points are calculated as follows: the 16 points for the round are multiplied by 2. The opponent of the player who announced Contra is offered the opportunity of Re-Contra (it can also be accepted or rejected) if the player believes that he/she can win the “hand”. In case of accepting Re-Contra, the points during the game round are calculated as follows: the 16 points for the round are multiplied by 4. The additional points (points of combinations and “Capot”) are awarded without multiplication.  

The player who created the table decides whether he wants to play with the opponent who is joining the table or not. The game starts only in case of positive feedback.

All the suits participate in the game: 9, 10, J, Q, K, A. At the beginning of each round each of the players gets 6 cards, after which the players decide the trump (see below). After deciding the trump, each players gets 3 more cards. The player who decides the trump also gets 3 cards one of which can be the opened card upon his wish (if the opened card was not chosen as a trump by both players).

The offer to choose a trump is made randomly by the players regardless of the fact which players has created the table. If he chooses the offered trump, the game is started from him, if not - the opportunity to choose passes to the opponent. In case if the latter takes a card, it becomes the game’s trump. The first move is made by the player who had received the opportunity to choose the trump first. Otherwise, this opportunity passes to the first player again, and the system offers itself to choose a trump from the remaining 3 suits or choose a game “No Trump” (if the game was created with that option). The game starts when the first player chooses a trump from the offered cards, otherwise the second player is obliged to choose one of those 3 suits or a game “No Trump” (if the game was created with that option). In this case the game starts from the first player as well. If the trump offered is a J, and the first player does not take it after the offer from the system, then the second player is obliged to take it.

 

Card values

 

Card 

Non-trump suit point  

Trump suit point  

Point in a game with No Trump  

A

11

11

19

10

10

10

10

K

4

4

4

Q

3

3

3

J

2

20

2

9

0

14

0

 

Each trump is higher than each non-trump suit card. The player making the first move has the right to play with any card, and the opponent may answer according to the following rules:

1. If the player who started the game has played with a non-trump suit card, and the opponent has a card of the same suit, then the latter must answer with a card of the same suit.

2. If the player who started the game has played with a non-trump suit card, and the opponent does not have a card of the same suit but has a trump, then he must answer with the trump. In case of not having a trump it is possible to play with any card.

3. If the player who started the game has played with a trump, and the opponent has a higher trump, then he must play with a higher trump. In case of not having a higher trump but having any trump, he must play only with a trump. In case of not having a trump, he can play with any card.

 

Card calculation 

 

After each round, the players’ winning cards are calculated based on the points and the combinations owned.

The sum of all cards makes up 152 points, and besides these, extra 10 points are added up to the points of the player who “took” the last had. If one of the players takes all the cards of the opponent, it means that he has made a capot to the opponent, and 50 more points are added up to his 162 points.

The player who has chosen the trump wins in case if the sum of the points and combinations taken by him are exceeding or equal to the points taken by the opponent. Otherwise, he loses. If in the current hand the points of the player who has taken the trump are equal to the opponent’s points, for example, (72+0)-(52+20), then the player who has taken the trump wins in this hand. In case if the points for the whole game are equal (for example, 51-51), the game is continued with the same logic until one player’s total points exceed the other’s total points.

 

The following combinations bring extra points:

 

Belote – “King” and “Queen” of the trump suit – 20 points

Tierce – 3 consecutive cards of the same suit (for example, 9, 10, J or J, Q, K, etc.) – 20 points

50 – 4 consecutive cards of the same suit – 50 points

100 – 5 consecutive cards of the same suit – 100 points

4 cards – 4 cards of the same value in all suits

 

THE CARD VALUES IN GAMES WITH TRUMP AND NO TRUMP

 

In this case, depending on the cards and choice of trump, the points are different:

 

 

Card

Game With Trump

Game with No Trump

A

110

190

K, Q, 10

100

100

J

200

100

9

140

0

 

If the player has a K and a Q of the trump suit, then he earns extra 20 points (Belote-Rebelote). The player can have several of these combinations at once but they are counted in case if they don’t overlap.

If the player has a combination, he should declare about it beforehand (before the first round), pressing the corresponding button. Before the second step the player must show the combination, otherwise it will not be counted as a point. In case of Belote-Rebelote combination, there is no need to declare and show the combination. Points are counted to the player with the highest combination. The highest combinations in descending order: 4 cards, 100, 50, tierce. If both players have the same combinations, the one with a higher rank passes. “Rank” is considered to be the higher card of the given combination (e.g. in the tierce combination J, Q, K – the King is the highest). If players have combinations with the same rank, the one with a trump passes. If none of the players has a trump, the points of the player who started playing first are counted. In case of 4 cards, the ranks have the following descending order:

 

In case of a game with Trump – J, 9, A, 10, K, Q

In case of a game with No Trump – A, 10, K, Q, J

For the other combinations  A, K, Q, J, 10, 9

 

If the player forgets to show his combination, the opponent can show his combination before the next step.

 

GAME “WITH NO TRUMP” (Boy)

 

The rules of the game “With No Trump” are the following:

While creating a table when putting a sign in front of “No Trump” line, during each hand an opportunity is given to choose a game with or without trump. In case of a game without trump, the highest card is counted. In case of games with this option it is also impossible to declare “4 cards” combination out of “9” cards, as no point is given for this combination.

 

OPEN BELOTE RULES 

 

This type of Belote is intended for 2 players. The game starts with one of the players creating a new game or joining the already created one. It is also possible to watch the other players’ game, unless the latter was created as a “Private game”.

The player who creates the game determines its conditions, also chooses the bet amount, and the one who joins to the created game accepts these terms. The conditions chosen by the player are:

- Game Score (up to 1 win, up to 3 wins, up to 5 wins, up to 7 wins, up to 9 wins, up to 11 wins, up to 51, 101, 201 points).

- Hide ID (Incognito) – when creating a game with this condition or when joining a similar game, the players’ IDs are not displayed, the players are represented as Player 1 and Player 2.

- With “4 cards” and “100” – players can declare combinations of “4 cards” and/or “100” during the game with this condition.

- Without “4 cards” and “100” – players cannot declare combinations of “4 cards” and/or “100” during the game with this condition.

- With No Trump (Boy) – in this case, the high card can be chosen as a trump in the game. In this case, as a trump, along with the 4 suits, the option Witho No Trump (Boy) is also offered.

- Double Score for “Capot” – this condition can be available if the game is selected to score up to 3, 5, 7, 9 or 11 wins.

 - Tierce only – players can only declare and show combinations of “Tierc” during the game with this condition.

- Without combinations – players can not declare and show any combination during the game with this condition.

- Private Game – a game created with this condition is only available to players and cannot be viewed by third parties.

- Stake – a mandatory field where the bet amount is is specified. It is not possible to create a game with a bet below the minimum and above the maximum bet amount, and it is also not possible to create a game with a bet exceeding the balance of the game account, or to join a game where the bet amount exceeds the balance of the player’s game account.

The game creator chooses whether to play with the given opponent or not. The game starts only in case of a positive answer.

Cards of all suits participate in the game: 7, 8, 9, 10, J, Q, K, A.

The players get 16 cards each: 8 pairs put on each other, the upper 8 of which are opened after choosing the “Trump”, the lower 8 are opened during the game if the move was made with the cards on these cards. In the beginning of the game, the first 4 out of 8 upper cards dealt to the players are opened, after which the players get the opportunity to choose any suit for trump, as well as the rank (if the game was created without trump).

The trump suit selection is made randomly regardless of the fact which player has created the table, as well as the player who randomly received the opportunity to choose the trump makes the first move. If the player who was offered to choose the trump does not choose any trump, the opportunity passes to the opponent. If the opponent doesn’t make a choice, too, the upper 4 closed cards are opened as well and the choice opportunity goes to the first player again, and the latter can choose any suit or “without trump” (if the game was created with a without trump option). If somehow, the first player doesn’t want to choose the trump one more time, the opponent has to make an obligatory choice of trump.

 

CARD VALUES

 

Card

Non-trump suit points

Trump suit points

A

11

11

10

10

10

K

4

4

Q

3

3

J

2

20

9

0

14

8

0

0

7

0

0

 

The trump cards are higher than the equal rank ones of non-trump suits. The player to make the first step may play any card. The opponent must response according to the following rules:

1. If a regular (non-trump) card is played, the opponent answer with a card of the same suit.

2. If the opponent doesn’t have a card of the played suit, he may response with a trump card. In case he doesn't have a trump card he can play any card.

3. If a trump card is played, the opponent must overtrump. In case he does not have a higher trump, he may play with any trump card. If there are no trumps the participant can play any card.

Each player accumulates as many points as the card value plus the combinations’ points (if any).

If the player who has chosen the trump loses, his points are accumulated by the opponent. (The loser is the player who has the sum of the taken cards’ points and the combinations’ points less than the sum of the taken cards’ points and the combinations’ points of the opponent).

In the case of an equal number of points scored, the score will be equal (Example 1. Player 1 (81+0) – Player 2 (81+0), the score will be 8-8. Example 2. Player 1 (76+50) – Player 2 (86+40), the score will be 13 (8+5) – 13 (9+4)).

In case of having 2 tierces at the same time, the tierce with a higher card is announced first.

The highest trump card wins the hand. If no trump has been played, the highest card of the played suit or the trump wins the hand. The cards sequence in the descending order: J, 9, A, 10, K, Q, 8, 7 (for the trump suit), A, 10, K, Q, J, 9, 8, 7 (if the game with No Trump) and A, 10, K, Q, J, 9, 8, 7 (other suits).

The cards are counted after every round according to the points and combinations.

The sum of all cards is 152 points. Besides, 10 extra points top up the score of the player “taking” the last hand. If one of the players takes all cards of the opponent, the latter is announced “Capot” with extra 50 points to be added to the former’s 162 points.

The player choosing the trump card wins in case if the sum of his points and combinations is higher or equal to the opponent’s points. Otherwise, he loses. In case the points of the participant, who chose the trump, are equal to the points of the opponent, e.g. (72+0)-(52+20), the participant that chose the trump wins the hand. In case the game total points are equal (for example, 51-51 in a game up to 51), the game continues with the same logic until total points of one of the participants exceed the opponent’s total points.

Belote-Rebelote – King (K) and Queen (Q) of the trump suit – 20 points

Tierce – a sequence of three cards of the same suit (for example, 9, 10, J or J, Q, K, etc.) – 20 points

50 – a sequence of four cards of the same suit – 50 points

100 – a sequence of five cards of the same suit – 100 points

4 cards – cards of the same value from all 4 suits


The points of “4 cards” combination differ depending on the card rank:

1․ J – 200 points

2. 9 140 points

3. A 110 points

4. K, Q, 10 – 100 points

 

In this version of the game “4 card” combinations of 7 and 8 are not declared (in case of game with No Trump the 4 cards of “9” as well).

If the player has a K and a Q of the trump suit, then he earns extra 20 points (Belote-Rebelote). The participant can have several of the above mentioned combinations simultaneously but they are counted if they don’t overlap. During the round before each step (before throwing a card) the player is allowed to announce the existing combination. In case if the declared combination is getting higher, it is possible to declare one more combination, and if the already declared high combination is reduced by one card, the smaller combination that is already a part of the declared combination is impossible to declare (for example, if a tierce combination made up from 10, J, Q of clubs is declared, then later on during the same round if a K is opened it is possible to declare also a “50” combination, and vice versa: in case of having 10, J, Q, K of clubs it is possible to declare only the “50” combination and later on during the same round after throwing 10 or K of clubs it is impossible to declare the lower combination – “Tierce”).

Combinations are counted after the player announces about them. The announcements must be made before playing a card of the combination. If the combination is not announced, the points cannot be counted. During the game there may appear several combinations, all of which top up the total account if announced. According to the Open Belote rules, all combinations of both players count regardless of the opponent’s combinations rank.

 

12.12.1. BACKGAMMON

 

Backgammon is a game for 2 players. The organizer does not accept bets on this game but charges a commission (rake) for the gaming space provided by him.

The rake is 4%, which the program charges automatically from the winning fund formed from the bets of the opponents playing against each other (this does not refer to the tournaments).

The organizer gives his players an opportunity to play 3 types of Backgammon: Short, Asian, Long. The game starts when one of the players creates a new game or joins to an existing game. It is also possible to view the other players’ game only if it is not a private one.

The new game (table) creator defines the terms: the game score (to 1, to 3, to 5, to 7, to 9, to 11), play total time (1 m, 2m, 3m, 4m, 5m, 6m, 7m), the duration of the move (3s, 5s, 10s, 15s, 20s, 30s), the extra opportunities (Doubling (Cube), Koks, Beaver, Jacoby rule, “Change Dice”), as well as the bet amount, and the player joining the game accepts these terms.

The player who creates the table decides if he wants to play with the opponent who is joining the table or not. The game starts only in case of positive answer.

One player can play simultaneously on 1-3 tables. In the beginning of the game, the dice are rolled automatically, and the player who gets a higher score makes the first move. Afterward, the moves are made consecutively by the players.

 

Additional rules

 

1. Doubling (Cube) allows to multiply the game score by 2, 4, 8, 16 times during the game. During the game, one of the players may offer Doubling (i.e. double the score). He/she may offer the dubling only at the start of his own move and before he has rolled the dice. In case the player who is offered the dubling refuses, the game is over and player loses one point. In case of accepting the doubling, the game continues with a doubled score. The doubling passes to the player who accepted the doubling who can also double his score now. The return score doubling in the same game is called redoubling (beaver). If a player refuses a redouble, he loses the number of points that were at stake prior to the redouble. If a player accept a redouble, he becomes the new owner of the cube and the game continues at twice the previous score. There is no limit to the number of redoubles.

 

2. Beaver: when a player is doubled, he may redouble (beaver) while retaining possession of the cube. The original doubler has the option to accept or refuse.

 

3. Jacoby rule: Mars and Koks count as a one point only if neither player has offered a double during the game. This rule speeds up play by eliminating situations where a player avoids doubling so he can play on for a Mars.

 

4. Crawford’s rule: According to Crawford’s rule, if in a series of games (i.e. in a match) one of the players needs just one point to win, in the next game the doubling (cube) is not available (only in one game).

Example: assume that 2 players play a match up to 7 points. If the score is 6-2, in the next game the doubling (cube) will not be available. However, if the lagging behind player wins, the score becomes 6-3, and in the next game the doubling (cube) will be again available.

 

5. Mars and Koks: if the losing player has borne off at least one checker, he loses only the value showing on the cube (one point, if there has been no doubling). However, if the loser has not borne off any of his checkers, he loses by Mars the twice value point. Moreover, if the loser has not managed to bear off any checker, and one or more of his checkers stay at the bar or at the courtyard, then he loses by Koks the tripled value point.

 

“Change Dice” function

 

“Change Dice” function is available when creating a table in all the Backgammon types (Short, Asian, Long).

With this function, the player has an opportunity to roll one or both dice again at any moment in the game.

While creating a Backgammon table the player chooses whether he/she wants to activate the function “Change Dice” or not, and, if yes, then chooses how many of the dice he/she wants to roll again during the game: one or both. It’s impossible to choose both options simultaneously.

After choosing the option to roll one or both dice the player chooses how many times he/she wants to roll the dice during one round (oin).

In case of rerolling the rolled die or dice, the new dice are rolled randomly by the system. After each reroll of the dice, the system charges an amount at 10% (in case of rolling a die) or 5% (in case of rolling the dice) of the stake from the player’s account.

For example, if the player creates a table with a 100 AMD stake or joins to such a table, then in case of rolling the die again the player will be charged 10 AMD, in case of dice – 5 AMD.

The player can change the dice rolled by him during the “Change Dice” game, pressing “Change Dice” button. In case of rolling a die again, the player will be offered to choose the dice which he wants to roll again after which he/she must confirm the choice. In case of rolling both dice again, the player must just press the button “Change Dice” and confirm.

 

SHORT BACKGAMMON

 

Rules of the game

           

Short backgammon is a game for 2 players. It is played on a board consisting of twenty-four triangles called points. The triangles are grouped into four quadrants of six triangles in each. The quadrants are referred to as a player’s home board and outer board, and the opponent’s home board and outer board. The home and outer boards are separated from each other by a ridge called the bar.

 

 

Picture 1. A board with the checkers in their initial position

 

Each player has fifteen checkers. The player checkers are of different colors, usually – black and white. The initial arrangement of checkers is: 2 on each player’s 24th point, 5 on each player’s 13th point, 3 on each player’s 8th point, and 5 on each player’s 6th point (refer to Figure 1). Two dice which are needed to decide the moves, are used in the game with numeration 1, 2, 3, 4, 5 and 6, as well as doubling (cube) which is needed to double the game score.

 

Game Objective

 

The game objective is to move all the checkers into your own house and then bear them off. The first player to bear off all of his checkers wins the game.

 

Picture 2. Direction of movement of White’s checkers. Opponent’s checkers move in the opposite direction

 

The movement of checkers

 

To start the game, each player throws a die. This determines both which player will start first and the numbers to be played. If equal numbers come up, then both players roll the dice again until they roll different numbers.

The player throwing the higher number moves his checkers first according to the numbers showing on both dice.

After the first roll, the players throw two dice and move according to the numbers on them. The roll of the dice indicates how many points the player can move his checkers.

 

The following rules apply for the moves:

 

1. A checker may be moved only to an open point, one that is not occupied by two or more opposing checkers.

2. The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker 3 spaces to an open point and another checker 5 spaces to an open point, or he may move one checker a total of 8 (5 + 3) spaces to an open point, but only if the intermediate point (5 or 3 spaces from the starting point) is also open (see figure 2 and 3).

 

Picture 3. Two ways that White can play a roll of

 

3. A player who rolls doubles, he makes 4 moves: 2 moves for each number of a die. A roll of 6:6 means that the player has four moves of six to make.

4. A player must use both numbers of a roll (or all four numbers in case of a double) if it is allowed by the terms. When only one number can be played, the player must play that number. If both numbers can be played separately but not together, the player must play the larger one. When there is no way to move, the player loses his turn. In the case of doubles, the player must make as many moves as possible.

 

Game score

 

The situation when the loser was able to remove at least one checker is called a “oin” (match, set) defeat (0-1).

The situation when a player has removed all his checkers, and the other has not removed any yet, is called “mars” (0-2).

 

Hitting a checker

 

A point occupied by a single checker is called a blot. If a checker of the opposite colour lands on that blot, the checker is considered hit and replaced to the bar. Any time one or more checkers are on the bar, the player has to enter those checkers first, starting from the the opposing house board. The checker on the bar is moved it to an open point corresponding to one of the numbers on the rolled dice if the prospective point is not occupied by two or more of the opponent’s checkers (see figure 4).

 

Picture 4. If the player has rolled a 6 and 4 but one of the checkers is on the bar,

then he must move the checker to the opponent’s 4th point since the opponent’s 6th point is occupied by checkers.

 

If neither of the points corresponding to the rolled numbers is open, the player loses his turn. If a player play with some but not all of his checkers, he must make all the possible moves and then forfeit the remainder of his turn. After the last of a player’s checkers has been removed from the bar, one can move any checker.

 

Bearing off

 

Once a player has moved all of his fifteen checkers into his home board, he may start bearing them off. It is done the following way: a player rolls a number and bears off the checkers that are placed on the corresponding points (see figure 5). For example, if number 6 was rolled, one can bear off the checker from the 6th point. In case of rolling a double, 4 checkers are born off the number shown on dice, i.e. if 6:6 is rolled, the player can bear 4 checkers off the point number 6.

If there is no checker on the point indicated by the roll, the player is allowed to make a legal move using a checker on a higher-numbered point. A player is under no obligation to bear off if he can make other moves.

 

Picture 5. 4 and 6 were rolled. 2 checkers are born off.

 

A player must have all of his active checkers in his home board in order to bear off. If a checker is hit during the bearing-off process, the player must bring that checker back to his home board only after that continue to bear off. The first player to bear off all fifteen checkers wins the game.

 

The terms of Asian Backgammon are basically the same as Short Backgammon terms except for the following point:

- if the player hits a single checker in the opponent's home board, he can’t continue his move with the same checker, besides doubling (cube) is not applied in Asian Backgammon.

 

LONG BACKGAMMON

 

The rules of the game

 

The starting position

 

Long backgammon is a game intended for two players. A special board divided into two halves (left and right) is used in the game. Each player has 15 checkers which are placed along right side of his boards’ half (see picture 1). The players’ checker sets have different colours, commonly they are white and black. The players use 2 dice (zars) numbered 1, 2, 3, 4, 5 and 6 which are used to decide the moves in the game.

 

Picture 1: the initial arrangement of checkers

 

The initial arrangement of checkers (24th and 12th points) is called “head” and the move from that position is called “head move” (“take from the head”). During one head move the player can take only one checker.

Before the game each player throws one die to decide who is making the first move and what numbers will use it for that. If the numbers is similar, the players have to repeat their throws until the numbers differ.

 The right of the first move receives the one who throws out a higher score, and the score defines how many moves he should make. After the first move the players throw dice one after the other and move according to the scores on the dice.

 

The sense of the game

 

The player needs to pass with all his checkers a full circle (counter clockwise) and enter with them into “home” and then “throw them out” before the same does his opponent. The “home” for each player is the last quarter of the playing field, which comes after 18 squares from the “head”.

When the player brings all his 15 checkers “home”, he can start moving them out of the board. The winner is the player who moves out of the board all his checkers first.

 

The checker moves

 

The player throws 2 dice at once.

After throwing the dice the player makes as many moves as the points shown on the dice with one of the checkers, then moves any other checker with the corresponding number of the second dice.

So, if one die shows 3, the other - 5, then one checker needs to make 3 moves, the other - 5. In this case, the same checker can make 8 moves (see Picture 2).

There is no difference which move the player makes first, the big or the small one.

 

Picture 2

 

The first throw of the match is an exception of the rules above.

If the first checker you can take from the head can’t do the full move, it’s possible to take the second one.

There are only three throws that can bring to such situation:

six-six (6:6)

four-four (4:4)

three-three (3:3)

It’s impossible to play the full move by one checker in such situation, because the opponent’s checkers on the head hinder. If it drops out one of those combinations, the player can take two checkers from the head.

Note: If the blacks have thrown out 4:4 after the whites had thrown out 5:5, the blacks need to throw out 2 checker from the head because, regardless of the situation, in case of a 4:4 combination, the blacks throw out 2 checkers from the head.

It’s impossible to move two checkers on the number of squares shown by one dice, and then on a number of squares shown by another one. Other words, if there were thrown out 5:4, player has no opportunity to move one checker on two squares, and the other one on three (to play five scores with two checkers) and then play the same way for the four.

If on the both dice the player has the same score (double, gosh) he can move four times the number of squares that were thrown out on one die.

It’s forbidden to put a block (obstacle, bridge) from six checkers, if there is no opponent’s checker behind of the obstacle (Picture 3).

 

Picture 3

 

It’s not forbidden to build a six-checker obstacle unless lock all fifteen checkers of opponent. You can build six-checker obstacle only if there is at least one opponent’s checker in front of it.

If the opponent’s checkers occupy six squares in front of any of player’s checker it appears to be locked.

If the checkers are locked in such a way that the player can’t make any move according to the score he has thrown out on the dice (the checkers “don’t move”) the score vanishes, and the checkers don’t move at all.

On one square, it is allowed to place an arbitrary number of checkers. Checkers can not be put on a square occupied by opponent’s checker. If the checker gets on an occupied square, it means it “doesn’t move”.

If the player has an opportunity to make the move shown by one of the dice, and has no chance to make the move shown by the other one, he makes only one move. The score of the second move vanishes as the checker doesn’t move.

If the player has an opportunity to make a full move, he can’t reduce it, even if it’s in his interests. It means, if “three” is favorable for the player but he got “six”, he has to move “six”. If the die was thrown out in such a way that the player can make only one move out of two possible ones, he has to choose the higher one and the lower score will vanish.

 “Bear off” means making such a move that the checker is moved out of the board. The checkers can be “born off” only after all the checkers are brought “home”.

When the player brings home all of his 15 checkers, he can start bearing them off the board. It happens in the following way: the dice are thrown and the checkers on the corresponding squares are born off. For example, if 6 was thrown, the die on the 6th square can be born off. In case of double thrown, the checkers are born off 4 times the thrown number. For example, in case of 6:6, the player can bear off 4 times the 6-numerated checkers.

 

If there is no checker on the square corresponding to the number on the die, the player is allowed to move the checkers on the square corresponding to a higher numbered die. If the player can make other moves, he does not have to bear off the dice.

 

Scoring in the game

 

The position, when the loser managed to bear off at least one checker, is called the “oin” (match, set) is lost (0–1).

The position, when one of the players has born off all his checkers, and the opponent hasn’t managed to bear off any of his, is called to put a “mars” (0 – 2).

 

12.12.2․ DOMINO

 

Dominoes is a game for two players, during which the chain of dominoes adjoining each other with the same number of pips is built. The organizer offer 3 types to his players։ Classic, All Fives, All Threes. The standard set of 28 bones is used in the game.

The organizer does not accept bets for the game but charges rake (commission) for the gaming space. The rake is defined 4% which is automatically charged by the program from the winning fund of 2 opponents’ playing against each other (this does not refer to the tournaments).

The game begins when one of the players creates a new game or joins the already created game. There is also an opportunity to watch the game of other players if it has not been created as a “Private Game”.

The player who creates the game determines its conditions: game score (up to 1, 3, 5, 7, 51,101, 201, 301, 53, 103, 203, 55, 105, 205, 305), game duration (1m, 2m, 3m, 4m, 5m, 6m), step time (5s, 10s, 15s, 20s, 30s), additional options (Winner Gets All), as well as bet amount.

The player joining the already created game, accepts its conditions. The player who created the game decides whether he/she wants to play with the opponent or not. The game begins only in case of a positive answer.

The first step in the match is taken by the player determined by the draw (the player who gets the bone with lowest double, starting from 1:1 but if both players don’t have a bone with double, then the bone with lowest number counts). The first step is taken by the general rules. The step must be taken only by a double (if available) or with the lowest bone. The first double put, whether it is a first step or not, becomes the basis of the cross – bones can be set on all four sides. All following doubles are standard ones.

Each player can play on 3 tables simultaneously.

If two players have the bones with the same amount of points the player who has the lowest bone becomes the winner.

 

Additional options

 

Winner gets all – additional convention. When selecting this convention the winning player gets the opponent’s remaining scores as well as the sum of bone points from the “Reserve” (all the bones remaining in the closed reserve which were not distributed to the players).

 

CLASSIC DOMINO

 

Game rules

 

At the beginning each player gets 7 bones. The rest are put in the closed reserve (see Pic. 1).

 

Pic. 1

 

The first step in the match is taken by the player determined by the draw (the player who gets the bone with lowest double, starting from 1:1 but if both players don’t have a bone with double, then the bone with lowest number counts) (see Pic. 2).

 

Pic. 2

 

The following players put bones with the suitable points. If there is no suitable bone, need to find a needed domino in the “Reserve”. A player who cannot take any step, selects bones from the “Reserve” until he finds a bone with the needed points or the “Reserve” is over.

The game is over when one player puts the last bone, i.e. no dominoes remain on his hand. After that the calculation of opponent’s points take place which are transferred to the player who won.

The game can end by the “block” – a case when there comes a blocking of steps, when you still have bones but you can put nothing (see Pic. 3).

In case of “block” the prize belongs to the player who has the less points. His prize includes also the difference of remaining points between him and the opponent.

 

Pic. 3

 

ALL FIVES

 

Game rules

 

Fives Dominoes is also called Muggins Domino.

The rules of this game are similar to the Classic domino game rules. The only difference is the game purpose: not only go out but put bones that score 5 points at the end (or can be divided by five).

The first step in the match is taken by the player determined by the draw (the player who gets the bone with lowest double, starting from 1:1 but if both players don’t have a bone with double, then the bone with lowest number counts). In the beginning, each player gets 7 bones. The rest of the bones remain in the “Reserve”.

The first double, whether it is a first step or not, becomes the basis of the cross – bones can be set on all four sides. All the following doubles are standard ones. If the player cannot take a step, he takes bones from the “Reserve” until he finds the needed bone. The game is over if the needed bone is not found.

If the player is left with only 1 bone – 0:0, it is counted as 25 points.

 

The purpose of the “All Fives” game

 

The purpose of the game is to get a certain number of points (55, 105, 205, 305). Points are awarded to the player when he puts a bone and the pips value of the open ends is equal to 5 or divisible by 5 (5, 10, 15, 20 and so on).

 

Pic. 4

 

2, 3 or 4 (only 2 without a cross) ends can be opened at any time of the game. In case of cross which sets double the scoring includes all four ends (after its closing from both sides). The standard double scores its total value (6:6 – 12 points).

 

Samples (Pic. 4)

a. If the first bone put is 5-5, the player gets 10 points. At this moment all sides of a 5-5 double are available to play.

b. If the second bone is 5-0, the player gets 10 points. At this moment three sides by 5 are available as well as the blank one.

c. If the third 3-5 bone is put beside the 5-5 double, the value is 3 (3 + 0) and the player gets no score. If after the 3-5 the next player puts 0-2, then the amount makes 5 (3 + 2) and the player who puts 0-2 gets 5 points. The upper and lower parts of the cross 5-5 remain available to play as well as the open 3 and 2.

d. After 4 steps taken 5-4 is put on the top of 5-5, the 2-2 double is put on the 0-2, 2-5 is put on 2-2, 3-3 double is put on 3-5. The sum makes 15 points (4 + 3 + 3 + 5). Now 4 ends are open: 5-5, 3-3, 4, and 5 on the bottom of the cross. The 2-2 and 3-3 doubles are the standard ones – the upper and lower parts of the cross are not available to play.

 

The game ends when one of the players puts all his bones or when the game is blocked (“block”). The player who won (in case of “block”, the one who took the last step) gets the prize points: the opponent’s points are summed up. The got points are added to the winner. All players remain their points received during the game.

The player who is left with no bone, receives the points of the opponent’s remaining bones which is divided by 5.

For example, if the winner’s points are equal to 27, then this number is rounded down to 25, if 28, then rounded up to the nearest number divisible by 5, i.e. 30. These points are summed up and passed to the winner. If all the players are blocked, the hand with the lowest points wins, still earning points based on the pips in opponents' hands.

 

ALL THREES

 

Game rules

 

The game is very different from other types of dominoes by the way to get points.

Each player tries to match his bones having an appropriate amount of points with the bones of the open end of dominoes on the table.

The first step in the match is taken by the player determined by the draw (the player who gets the bone with lowest double, starting from 1:1 but if both players don’t have a bone with double, then the bone with lowest number counts). In the beginning, each player gets 7 bones. The rest of the bones remain in the “Reserve”.

The first double, whether it is a first step or not, becomes the basis of the cross – bones can be set on all four sides. All the following doubles are standard ones. If the player cannot take a step, he takes bones from the “Reserve” until finds the needed bone. The game is over if the needed bone is not found.

If the player is left with only 1 bone – 0:0, it is counted as 25 points.

 

In the “ALL Threes” type of Domino, after choosing the corresponding pairs, the bones will be accepted only in case if the sum of the bones is divisible by 3.

The player is awarded points every time he makes a step as a result of which the pips value of the open ends of the bones is divisible by 3.

The remaining points of any player are rounded to the nearest number divisible by three.

For example, if the winner’s points are equal to 25, then this number is rounded down to 24, if 28, then rounded up to the nearest number divisible by 3, i.e. 30. These points are summed up and passed to the winner. If all the players are blocked, the lightest hand wins, still earning points based on the pips in opponents' hands.

 

For example,

The bones with 2 on one side and 4 on another on the table, 5-5 in the house (Pic. 5).

The player puts 5-3. He gets 3 points (2 + 4 + 3 = 9; 9 / 3 = 3).

The player who first gets 51, 101, 201, 301 points becomes the final winner of the total game.

 

Pic. 5

 

Opportunity “LUCKY SPIN”

 

Organizer offers an additional opportunity “Lucky Spin” for the games Belote, Backgammon, Toto 21 and Domino. Every time the player wins in any of these games, the “Lucky Spin” button appears on the screen. The player can close this window, refusing the “Lucky Spin” option and take the winning. If the player wants to play out his/her winning amount, he/she presses this button, after which, a wheel appears in a new window, divided into 6 equal sectors containing the numbers “x0”, “x1”, “x2”, “x4”, “X10” and “x100”. To spin the wheel, the player presses the button located at the center of the wheel. After the spin, the arrow located on the right side of the wheel stops at a random part of the wheel, and the winning is multiplied by the number shown on that part. For example, the player wins 960 AMD in a Backgammon game and chooses the “Lucky Spin” option. If the arrow stops at “x4”, the winning amount of 960 AMD is multiplied by 4, and the player wins 3840 AMD. In case the arrow stops at “x0”, the player loses his/her winning totally.

 

12.12.3. POKER (player vs player and/or online games offered by the organizer)

 

In the game Poker (player vs player and/or online games offered by the organizer) the organizer does not accept bets on this game, but commission fee – rake is charged for the game environment provided by the organizer. The amount of the rake (within 3-5%) is determined before the start of the game and is announced on the website by the organizer, which the program automatically charges from the winning fund (bank) formed from the players’ bets. Rake is charged after the end of each game.

The organizer offers to play the following types of Poker (player vs player and/or online games offered by organizer): Texas Hold’em, Omaha, 5 Card Omaha, Short Deck.

The game starts with a mandatory bet; the bets are made by two players sitting to the left from a conditional dealer, this bet is called “Blind” after which the conditional dealer deals the cards to players sitting from his left to the right. The player sitting to the left from the conditional dealer makes a “Small Blind” bet, the next player makes a “Big Blind” bet. The “Big Blind” is the minimum bet amount, whereas the “Small Blind” is the half of the “Big Blind”. After getting the cards, the player can choose one of the following actions:

Check  continue the game taking into account the advantage of the cards. The player does not make bets for the closed cards in the middle of the table but continues to play.

Bet  continue the game taking into account that the closed cards laid in the middle of the table may make a good combination when opened. If the player is the first to make a bet, he makes a bet of the minimum amount established and continues the game.

Fold  the player surrenders immediately, he throws the closed cards and loses the bet amount placed on the table and the game ends for him.

Rush – Fast Fold  the player surrenders immediately, he throws the closed cards, without waiting for their turn, loses the bet amount placed on the table and the game ends for him. Rush is only used in the “Rush In Cash” variety of Texas Hold’em and Omaha.

Call  continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet equal to the one made by the previous player and continues the game.

Raise – continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet at least twice as big as the one made by the previous player and not more than the established limit and continues the game.

Reraise – continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a Raise bigger than the one made by the previous player but not less than twice the amount of the previous Raise and not more than the established limit and continues the game.

Cap – the last Raise in some of the Poker variations: Fixed limit Texas Hold’em, Fixed limit Omaha.

Straddle – a bet in double size of the Big Blind (up to all the chips at the table: No-Look All-In) that any player can make. The Straddle is made before the cards are dealt. Straddle raises the blinds of the table only in the first round. Straddle cannot be made in the “All-In or Fold” and “Rush In Cash” varieties in Texas Hold’em and Omaha, as well as in Tournaments.

No-Look All-In – the bet amount of all chips available at the table, which can be made by any player except the one who made the Straddle, and in case if any player made a Straddle before him. The No-Look All-In is made before the cards are dealt. The No-Look All-In cannot be made in the “All-In or Fold” and “Rush In Cash” varieties in Texas Hold’em and Omaha, as well as in Tournaments.

ShowDown – the process of comparing combinations in the third round of all types of games.

Rush & Cash – type of organization of the Texas Hold’em and Omaha. During Rush & Cash, the rules of Texas Hold’em and Omaha apply, except for the following exceptions:

In Rush & Cash, the player chooses the blind he want to play. The player does not sit at a specific table; the system automatically connects the player to the table with the selected blind size.

In Rush & Cash, in addition to the actions of bet, call, raise, reraise, fold and check, the player can also make a rush.

The player can make a rush (fast fold) without waiting for their turn in the game, and immediately discard the cards, join a new table with new players and new cards. The player can also join a new table when he makes a fold in his turn of the game, as well as when he wins a hand.

All-in or Fold – a type of organization of the Texas Hold’em and Omaha. During All-in or Fold, the rules of Texas Hold’em and Omaha apply, except for the following exceptions:

In All-in or Fold the player joins the table with chips of 8 Big blinds in Texas Hold’em, and 4 Big blinds in Omaha.

In All-in or Fold, no bet, stake, raise, reraise, check, or rush can be made; the player can only make an all-in or fold.

In All-in or Fold, the player can take the winning amount from the table and leave chips in the amount of 8 or 4 Big blinds in Texas Hold’em and Omaha, respectively.

Run it twice – type of distribution of cards when at least one of the players has placed a bet on all their chips on the table (All-in). In this case, in all remaining rounds of the game, cards are dealt twice, which allows to end the game with two outcomes. During Run it twice, the pot is divided into two equal parts, which are won by the winners of each of the two outcomes. Run it twice occurs only if all the players participating in the game agree if any of them or all the players have placed bets of all the chips on the table. In other words, if a trade is no longer possible in the next round. Run it twice can be done in all rounds of the game. This type of distribution is not possible only in All-in or Fold.

Example:

Player 1 – Q♠ Q♣

Player 2 – A♥ 10♥

Cards on the table – Q♥ 2♥ 7♣

If players make bets of all the chips on the table, then they have an equal chance of winning as a percentage. Suppose, on the table is open:

The first option is Q♥ 2♥ 7♣ – 10♣ 2♣

The second option is Q♥ 2♥ 7♣ – A♦ 3♥

The winner of the first option is Player 1, the winner of the second option is Player 2. Thus, the pot is divided into two parts, one of which is won by Player 1, and the second – by Player 2.

Run it three times – type of distribution of cards when at least one of the players has placed a bet on all their chips on the table (All-in). In this case, in all remaining rounds of the game, cards are dealt three times, which allows to end the game with three outcomes. During Run it three times, the pot is divided into three equal parts, which are won by the winners of each of the three outcomes. Run it three times occurs only if all the players participating in the game agree, if at least one of them or all the players have placed bets of all the chips on the table. In other words, if a trade is no longer possible in the next round. Run it three times can be done in all rounds of the game. This type of distribution is not possible only in All-in or Fold.

Example:

Player 1 – Q♠ Q♣

Player 2 – A♥ 10♥

Cards on the table – Q♥ 2♥ 7♣

If players make bets of all the chips on the table, then they have an equal chance of winning as a percentage. Suppose, on the table is open:

The first option is Q♥ 2♥ 7♣ – 10♣ 2♣

The second option is Q♥ 2♥ 7♣ – A♦ 3♥

The third option is Q♥ 2♥ 7♣ – J♥ 8♠

The winner of the first and second options is Player 1, the winner of the third option is Player 2. Thus, the pot is divided into three parts, one of which is won by Player 2, and the other two –Player 1.

 

TEXAS HOLD’EM

 

The game is played with a 52-card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts and spades. In each of the suits, the highest card is the Ace (A), the lowest – “2”.

The Texas Hold’em is based on the combination levels of 5 cards which are played on a special table, all the players against each other.

The game starts from a mandatory bet made by 2 players sitting to the left from a conditional dealer. This bet is called “Blind” after which the conditional dealer gives 2 cards to each of the players, moving clockwise from his left. Each player can see only his cards.

The players sitting clockwise from a conditional dealer start the trade: they make bets between the minimum and maximum amounts established by the organizer; every next player cannot make a bet smaller than the one made by the previous player. Afterward, the dealer puts 3 open cards in the middle of the table – round 1. Then the player’s trade and the dealer opens the 4th card – round 2. After the 2nd round, the players again trading and the dealer opens the last 5th card – round 3. At the end of each round, the player(s) make one of the following 4 decisions: 1st, 2nd, 3rd, or 4th. Then, the player makes the best combination of 5 cards out of his 2 closed cards and the opened cards on the table and decides their value. The essence of the game is comparing each player’s cards to the other(s)’ and find the one who has the highest combination to win.

The values of the cards are given below in the ascending order:

 

NN

Cards combination

1.

High Card

2.

One Pair

3.

Two Pair

4.

Three of a Kind

5.

Any 5 consecutive cards (Straight)

6.

Any 5 of the same suit (Flush)

7.

1 pair and 3 of a kind (Full House)

8.

Four of a Kind

9.

5 consecutive cards of the same suit (Straight Flush)

10.

5 consecutive cards of the same suit ending up with the Ace (Royal Flush)

 

After evaluating the card combination, the player is given a chance to make one of the following decisions:

1. Fold: the player surrenders immediately, he throws the closed cards and loses the sum placed on the table and the game is finished for him.

2. Call: continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet equal to the one made by the previous player, or if he is the first to make a bet, makes a bet of the minimum established amount and continues the game.

3. Raise: continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet at least twice as big as the one made by the previous player and not more than the established limit and continues the game.

4. Check: continue the game taking into account the advantage of the cards. The player does not make bets for the closed cards in the middle of the table but continues to play.

When all the bets are made, the players open their cards and the card combinations are compared. The player who owns the highest combination wins the bank. If the player’s card combinations have the same value, then the bank amount is shared equally between the players with highest combination values.

2 to 9 people can participate in the game simultaneously.

If the player has got a wrong number of cards then his combination is annulled, the players get back their bets and the game is restarted.

The organizer gives the players a chance to play 3 types of Texas Hold’em depending on the bet limits.

 

Fixed Limit Holdem – in each round, there is a bet amount fixed.

In Fixed Limit Texas Hold’em, the bet amount is fixed beforehand. Before the game starts and during round one the bets are made equal to “Big Blind”. During the rounds 2 and 3, all the bet amounts and the “Raise” are doubled. In Fixed Limit Texas Holdem, it is allowed to make only 4 bets in each round. So, it means 1 – bet, 2 – raise, 3 – reraise, and 4 – cap.

 

No Limit Holdem – the player can make any bet including all his chips within the limit of the chips value, specified in the point 7 of this Regulation.

In No Limit Holdem, the minimum bet amount is equal to “Big Blind” but the players can make any bets including also the chips.

Minimum raise: in the No Limit Texas Hold’em, the raise amount should not be smaller than the previous bet or raise made in the round. For example, if the first player makes a bet of 5, then the second player can make a Raise not smaller than 5 (so, the total bet makes up 10).

Maximum raise: the player’s whole bet (all the chips lying on the table that belong to him).

In No Limit Texas Hold’em, there are no limitations on the raise quantity.

 

Pot Limit Holdem the minimum bet is equal to the “Big Blind”, but the players can make any type of bets which don’t exceed the bank amount and the double of the last raise.

Minimum raise: the raise amount should not be smaller than the previous bet or raise made in the round. For example, if the first player makes a bet of 5, then the second player can make a Raise not smaller than 5 (so, the total bet makes up 10).

Maximum raise: the maximum raise is equal to the bank amount plus the double of the last raise. For example, the game is with 10/20 blinds, the first player has made a bet 10 (Small Blind), the second – 20 (Big Blind), the third player makes a raise of 40, after which the fourth player again makes a call of 40. So, the bank makes up 10+20+40+40=110. The maximum raise of the 5th player can be 110+2x40 (the already developed bank + the double of the bet made by the previous player), so the maximum Raise will be 190 for this player.

In Pot Limit Texas Hold’em, there are no limits on the raising quantity. 

In this case, the player with the highest combination wins, regardless of how many bets (raises) he did. For example, if the first player has more raises than the second player, but the second player has a higher combination, then at the end of the game, the combinations are compared, and the player with the higher combination wins, that is, the second player, regardless of how many raises he made.

 

OMAHA

 

The game is played with a 52-card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts, and spades. In each of the suits, the highest card is the Ace, the lowest – the “2”.

The Omaha is based on the levels of a combination of 5 cards which is played on the special table, all the players against each other.

The game starts from a mandatory bet; the bets are made by 2 players sitting to the left from a conditional dealer after which the dealer deals 4 cards to each of the players starting from his left-hand player moving clockwise. The 4 cards can be seen just by the player. 

The players start trading from the one sitting to the left from the dealer and moving clockwise make bets in the amount between the minimum and maximum amounts of the bets established by the organizer; every next player’s bet cannot be smaller than the bet made by the previous player. Afterward, the dealer puts 3 open cards in the middle of the table – round 1. After that, the players start the trade and the dealer opens the 4th card – round 2. After the 2nd round, the players make a trade and the dealer opens the last, 5th card – round 3. At the end of each round, the player(s) make one of the following 4 decisions: 1st, 2nd, 3rd, or 4th. Afterward, the player makes the best 5-card combination out of his own 4 cards and the ones lying on the table, and decides its value: he must use 2 of his closed cards and 3 of the cards on the table. The essence of the game is that the player should compare his cards with the cards of the other(s) and the winner is the player with the most valuable combination. The values of the cards are given below in the ascending order:

 

NN

Cards combination

1.

High Card

2.

One Pair

3.

Two Pair

4.

Three of a Kind (Threes)

5.

Any 5 consecutives (Straight)

6.

Any 5 of the same suit (Flush)

7.

1 pair and 3 of a kind (Full House)

8.

Four of a Kind

9.

5 consecutives of the same suite (Straight Flush)

10.

5 consecutives of the same suite ending up with the Ace (Royal Flush)

 

After the evaluation of the card combination the player is given a chance to make one of the following decisions:

1. Fold: the player surrenders immediately, he throws the closed cards and loses the sum placed on the table and the game is finished for him.

2. Call: continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet equal to the one made by the previous player, or if he is the first to make a bet, makes a bet of the minimum established amount and continues the game. 

3. Raise: continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet at least twice as big as the one made by the previous player and not more than the established limit and continues the game.

4. Check: continue the game taking into account the advantage of the cards. The player does not make bets for the closed cards in the middle of the table but continues to play.

When all the bets are made, the players open their cards and the card combinations are compared. The player who owns the highest combination wins the bank. If the player card combinations have the same value then the bank amount is shared equally between the players with the highest combination values.

2 to 9 people can participate in the game simultaneously.

If the player has got a wrong number of cards then his combination is annulated, the players get back their bets and the game is restarted.

The organizer gives his players a chance to play 3 types of Omaha depending on the bet limits:

 

Fixed Limit Omaha – in each round, there is a bet amount fixed. 

In Fixed Limit Omaha, the bet amount is fixed beforehand. Before the game starts and during round one the bets are made equal to the “Big Blind”. During the rounds 2 and 3, all the bet amounts and the raise are doubled. In Fixed Limit Omaha, in each round, it is allowed to make only 4 bets. So, it means 1 – bet, 2 – raise, 3 – reraise, and 4 – cap.

 

No Limit Omaha – the player can make any bet including all his chips within the limit of the value of the chips, specified in point 7 of this Regulation.

In No-Limit Omaha, the minimum bet amount is equal to the “Big Blind” but the players can make any bets including also the chips.

Minimum raise: in the No Limit Omaha, the raise amount should not be smaller than the previous bet or raise made in the round. For example, if the first player makes a bet of 5, then the second player can make a raise not smaller than 5 (so, the total bet makes up 10).

Maximum raise: the player’s whole bet (all the chips lying on the table that belongs to him).

In No Limit Omaha, there are no limitations on the raising quantity.

 

Pot Limit Omaha  The minimum bet amount is equal to the “Big Blind” but the players can make any type of bets which don’t exceed the bank amount and the double of the last raise. 

Minimum raise: the raise amount should not be smaller than the previous bet or raise made in the round. For example, if the first player makes a bet of 5, then the second player can make a Raise not smaller than 5 (so, the total bet makes up 10). 

Maximum raise: the maximum raise is equal to the bank amount plus the double of the last raise. For example, the game is with 10/20 blinds, the first player has made a bet 10 (Small Blind), the second – 20 (Big Blind), the third player makes a raise of 40, after which the fourth player again makes a call of 40. So, the bank makes up 10+20+40+40=110. The maximum raise of the 5th player can be 110+2x40 (the already developed bank + the double of the bet made by the previous player), so the maximum raise will be 190 for this player.

In Pot Limit Omaha, there are no limits on the raising quantity.

In this case, the player with the highest combination wins, regardless of how many bets (raises) he did. For example, if the first player has more raises than the second player, but the second player has a higher combination, then at the end of the game, the combinations are compared, and the player with the higher combination wins, that is, the second player, regardless of how many raises he made.

 

5 CARD OMAHA

 

The rules of the game “Omaha” apply to the game “5 Card Omaha”, except that the number of cards dealt to players is “5”.

 

SHORT DECK

 

The game is played with a 36-card deck including the ranks from “6” to Ace in each of the four suits: clubs, diamonds, hearts, and spades. In each of the suits, the highest card is the Ace, the lowest – the “6”. An ACE can be used as a five when making up a lower street (for example, A, 6, 7, 8, 9).

The Short Deck is based on the levels of a combination of 5 cards which is played on the special table, all the players against each other.

The game starts from a mandatory bet made by 2 players sitting to the left from a conditional dealer. This bet is called “Blind” after which the conditional dealer gives 2 cards to each of the players, moving clockwise from his left. Each player can see only his cards. 

The players start trading from the one sitting to the left from the dealer and moving clockwise make bets in the amount between the minimum and maximum amounts of the bets established by the organizer; every next player’s bet cannot be smaller than the bet made by the previous player. Afterward, the dealer puts 3 open cards in the middle of the table – round 1. After that, the players start the trade and the dealer opens the 4th card – round 2. After the 2nd round, the players make a trade and the dealer opens the last, 5th card – round 3. At the end of each round, the player(s) make one of the following 4 decisions: 1st, 2nd, 3rd, or 4th. Afterward, the player makes the best 5-card combination out of his own 2 cards and the ones lying on the table and decides its value. The essence of the game is that the player should compare his cards with the cards of the other(s) and the winner is the player with the most valuable combination. 

The values of the cards are given below in the ascending order:

 

NN

Cards combination

1.

High Card

2.

One Pair

3.

Two Pair

4.

Three of a Kind (Threes)

5.

Any 5 consecutives (Straight)

6.

1 pair and 3 of a kind (Full House)

7.

Any 5 of the same suit (Flush)

8.

Four of a Kind

9.

5 consecutives of the same suite (Straight Flush)

10.

5 consecutives of the same suite ending up with the Ace (Royal Flush)

 

After the evaluation of the card combination the player is given a chance to make one of the following decisions:

1. Fold: the player surrenders immediately, he throws the closed cards and loses the sum placed on the table and the game is finished for him.

2. Call: continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet equal to the one made by the previous player, or if he is the first to make a bet, makes a bet of the minimum established amount and continues the game. 

3. Raise: continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet at least twice as big as the one made by the previous player and not more than the established limit and continues the game.

4. Check: continue the game taking into account the advantage of the cards. The player does not make bets for the closed cards in the middle of the table but continues to play.

When all the bets are made, the players open their cards and the card combinations are compared. The player who owns the highest combination wins the bank. If the player card combinations have the same value then the bank amount is shared equally between the players with the highest combination values.

2 to 9 people can participate in the game simultaneously.

If the player has got a wrong number of cards then his combination is annulated, the players get back their bets and the game is restarted.

The organizer gives his players a chance to play 3 types of Short Deck depending on the bet limits:

 

Fixed Limit Short Deck – in each round, there is a bet amount fixed.

In Fixed Limit Short Deck, the bet amount is fixed beforehand. Before the game starts and during the round 1 the bets are made equal to the “Big Blind”. During the rounds 2 and 3, all the bet amounts and the raise are doubled. In Fixed Limit Short Deck, in each round, it is allowed to make only 4 bets. So, it means 1 – bet, 2 – raise, 3 – reraise, and 4 – cap.

 

No Limit Short Deck – the player can make any bet including all his chips within the limit of the value of the chips, specified in point 7 of this Regulation. 

In No Limit Short Deck, the minimum bet amount is equal to the “Big Blind” but the players can make any bets including also the chips. 

Minimum raise: in the No Limit Short Deck, the raise amount should not be smaller than the previous bet or raise made in the round. For example, if the first player makes a bet of 5, then the second player can make a raise not smaller than 5 (so, the total bet makes up 10). 

Maximum raise: the player’s whole bet (all the chips lying on the table that belongs to him).

In No Limit Short Deck, there are no limitations on the raising quantity. 

 

Pot Limit Short Deck  the minimum bet amount is equal to the “Big Blind” but the players can make any type of bets which don’t exceed the bank amount and the double of the last raise. 

Minimum raise: the raise amount should not be smaller than the previous bet or raise made in the round. For example, if the first player makes a bet of 5, then the second player can make a Raise not smaller than 5 (so, the total bet makes up 10). 

Maximum raise: the maximum raise is equal to the bank amount plus the double of the last raise. For example, the game is with 10/20 blinds, the first player has made a bet 10 (Small Blind), the second – 20 (Big Blind), the third player makes a raise of 40, after which the fourth player again makes a call of 40. So, the bank makes up 10+20+40+40=110. The maximum raise of the 5th player can be 110+2x40 (the already developed bank + the double of the bet made by the previous player), so the maximum raise will be 190 for this player.

In Pot Limit Omaha, there are no limits on the raising quantity.

In this case, the player with the highest combination wins, regardless of how many bets (raises) he did. For example, if the first player has more raises than the second player, but the second player has a higher combination, then at the end of the game, the combinations are compared, and the player with the higher combination wins, that is, the second player, regardless of how many raises he made.

 

12.12.4. TOTO11 – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

Toto11 is a type of card game designed for two players. The organizer does not accept bets on this game, instead a commission (rake) is charged for the game space provided by the organizer. The rake is 4%, which is automatically charged by the program from the prize pool consisting of the total amount of bets of 2 players playing against each other.

A deck of 52 cards used in the game. The game starts when one of the players creates a new game, and the second player joins the already created game. The conditions are determined by the player who created the game: the game score (1 point, 62 points), the step duration (5 seconds, 10 seconds, 15 seconds, 20 seconds, 30 seconds), the overall game duration (1 minute, 2 minutes, 3 minutes, 4 minutes, 5 minutes), and the bet amount. The player who joins the created game accepts its conditions. The player who created the game decides whether he wants to play with this opponent or not. The game starts only if the answer is positive.

 

Card dealing

 

At the beginning of the game, each player is dealt one card to determine who will start the game. The player with a card of a higher value gets the right to play first.

Card values in ascending order: Ace (“A”) (calculated as 1), two (“2”), three (“3”), four (“4”), five (“5”), six (“6”), seven (“7”), eight (“8”), nine (“9”), ten (“10”), Jack (“J”), Queen (“Q”), King (“K”).

Then, from a deck consisting of 52 cards (2 cards dealted for the start of the game are returned to the deck), 4 cards are dealt to each player, and 4 open cards are laid out in the middle of the table. Then the players take turns making their moves. After playing all 4 cards, each of them is dealt another four cards (open cards are no longer laid out on the table). And this continues until all the cards of the deck are dealt to the players (after the first hand, each player is dealt 4 cards 5 more times).

 

The course of the game

 

During the game, the players can make the following moves:

1. The player can pick up face up cards laid out on the table, if the sum value of the card/cards in his hands and that of the face up cards on the table is equal to 11 (for example, a player has a “4” and a “6” and an “A” are laid out on the table. In this case the player can pick up these cards.).

2. The player can pick up the Queen (“Q”) or King (“K”) cards laid out on the table, if he/she has a Queen (“Q”) or King (“K”) on his hands, accordingly.

3. If the player has a Jack (“J”), he/she can pick up all the cards on the table at that moment, except for the Queen (“Q”) and the King (“K”).

4. During his/her turn, the player can put any card (one card) on the table, with which none of the above steps can be made.

The player who took the last card of the round takes all the cards currently lying on the table.

 

Points calculation

 

The points of the cards taken by the player are calculated as follows:

1. Each Ace (“A”) and Jack (“J”) card is calculated 1 point.

2. Ten (“10”) of diamonds is calculated 3 points.

3. Two (“2”) of clubs is calculated 2 points.

4. A player who takes 7 or more cards of clubs during the game receives 7 points.

 

Soor

 

A player receives 5 points in case of picking up all the cards remaining on the table with one step. This is called “Soor”. But there are two exceptions: picking up all the cards from the table with J, as well as picking up all the cards in the last Hand of the game is not considered “Soor”. During one game, a player can have maximum 5 “Soor”.

If at the creating of the game it was determined that the game goes up to 1 point, the winner is the player who scores the most points after the first round. If it was determined that the game goes up to 62 points, the winner is the player who is the first to score 62 points.

In case of a game up to 62 points, if a player already has 50 or more points, then the "Soor" rule ceases to apply for him; if his opponent does not have 50 points yet, the "Soor" rule applies only to him. If both players have scored 50 or more points, the "Soor" rule does not apply to both players. If, for example, a player has scored 49 points before the end of the round, he/she can accumulate as many "Soor" as the rules of the game allow.

 

12․12․5․ BARON – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

Baron is a type of card game designed for two players. The organizer does not accept bets on this game, instead a commission (rake) is charged for the game space provided by the organizer. The rake is 4%, which is automatically charged by the program from the prize pool consisting of the total amount of the bets of 2 players playing against each other.

The conditions are determined by the player who creates the game: the overall game duration (1 minute, 2 minutes, 3 minutes), the step duration (5 seconds, 10 seconds, 15 seconds), the bet amount (50-500,000 AMD). The player who joins the already created game accepts its conditions. The player who creates the game decides whether he wants to play with this opponent or not. The game starts only if the answer is positive.

A deck of 52 cards used in the game. The values of the cards in descending order: Ace (“A”), King (“K”), Queen (“Q”), Jack (“J”), ten (“10”), nine (“9”), eight (“8”), seven (“7”), six (“6”), five (“5”), four (“4”), three (“3”), two (“2”). The Ace (“A”) of each suit is the highest card, and the two (“2”) is the lowest. Every trump card is higher than every regular card.

 

Determining the Baron and the Dealer

 

At the beginning of the game, each player is dealt one card to determine who will start the game. The player who has a card of a higher value is called Baron and gets the right to make the first move. His opponent is called Dealer.

The Baron has advantages:

1. the first to receive cards when dealing;

2. selects the trump card for the current round;

3. makes the first move of the round.

If the Baron loses the round, the right to be called Baron passes to the opponent.

 

Card dealing

 

Cards are dealt to the players in turn, starting with the Baron, so that each of the players eventually gets 13 cards. First, the Dealer deals the Baron 5 cards, after which the Baron checks his cards and declares a trump. Then dealing of cards continues. When each player has 13 cards, the remaining 26 cards are no longer used in this round.

In the next round, all 52 cards of the deck are mixed again, and the cards are dealt in the same way in the new round.

 

Game conditions

 

The first move is made by the Baron, putting one card on the table. His opponent makes a return move. 

The player who makes the first move has the right to play any card, his opponent must answer according to the following rules:

1. If the first player plays a trump card, then the opponent must answer with a trump card, if he does not have a trump card, then with any other card. If the player who started the game plays a trump card, and the opponent has a trump card of a higher value, then he must play a big trump card. In this case, the “hand” will be won by the player with the big trump. If the opponent has no trumps, he can play any card.

2. If the first player played a regular card, and the opponent has a card of the same suit, he must answer with a card of this suit and does not have the right to answer with a trump card. In this case, the “hand” will be won by the player with a card of higher value.

3. If the first player played a regular card, and the opponent does not have cards of the same suit, then, by choice, he can either answer with a card of a different suit, or play a trump card (if there is one) and win the “hand”.

 

Game score

 

1. The first player to collect 7 “hands” during the round wins and gets 1 point.

2. If the Baron wins by taking the first 7 “hands” of the round, he gets 2 points.

3. If the Dealer wins by taking the first 7 “hands” of the round, he gets 3 points.

The winner of the game is the player who was the first to score 7 points.

 

12.12.6. HEXAGON – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

Hexagon is a board game, the goal of which is to fill as many cells of the playing board with puzzles as possible. The board is divided into 37, 43 or 61 hexagonal cells. The table “creator” decides on which board to play – with 37, 43 or 61 cells. The game begins when one of the players “creates” a new table, and the second joins the already “created” table. The conditions are determined by the “creator” of the table, choosing:

- Board type – with 37, 43 or 61 cells.

- Step time – 5 seconds, 10 seconds, 15 seconds, 20 seconds or 30 seconds.

- Game time (for each player) – 1 minute, 2 minutes, 3 minutes, 4 minutes or 5 minutes.

- Private game – a game created with this condition cannot be viewed by a third party, the game is available only to players of this game.

The player joining the created table accepts the terms of this game. The table creator decides whether he wants to play with the opponent who joined the table or not. The game starts only if the answer is positive. The right to take the first step in the game is determined by the principle of chance.

At the beginning of the game, each player has an area of cells with three puzzles. In the starting position, the player’s cells are at least three cells away from the opponent’s area. The player must select the puzzle he wants to move by clicking on it. After selecting a puzzle, all available steps for this puzzle are displayed, after which the player can move the puzzle to one of these available cells. The puzzle can be moved in any direction from its position by one or two cells (jump).

If the player moves the puzzle by one cell, then the puzzle doubles – one puzzle fills the specified cell, and the original puzzle stays at its position (that is, the player has two puzzles). If the player makes a jump, the puzzle moves to the selected cell without doubling. If a player makes a move or jumps into an empty cell surrounded by the opponent’s puzzles, then the opponent’s puzzles are transformed into the puzzles of the player who made the move. Only those opponent’s puzzles that directly border this cell are transformed.

The game ends:

- when all the cells on the board are filled with the players’ puzzles. The game is won by the player who has more puzzles on the board at the end of the game;

- when one of the players has not an available move. In this case, the empty cells on the board are filled with the opponent’s puzzles, after which the final score is calculated. The game is won by the player who has more puzzles on the board at the end of the game;

- when the playing time of any of the players ends. In this case, the opponent automatically wins, regardless of which player has more puzzles on the board at that moment;

- when one of the players leaves the game. In this case, the opponent wins, regardless of which player currently has more puzzles on the board.

In the Hexagon, the organizer does not accept bets on this game, but charges a commission (rake) for the game space provided by the organizer. The rake is set at 4%, which the program automatically deducts from the prize pool from bets made by two players playing against each other.

 

12.13. BACCARAT

 

The game is played with a 8 decks with 52 cards total. The card values are the following:

- “A” cards are the lowest, their value is 1.

- The value of the cards 2-9 is equal to their face value.

- The 10’s, the “Jack”, “Queen” and “King” are equal to 0.

In Baccarat, only the numerical value of cards matters, the suit does not matter at all.

Before each deal of the cards it is necessary to make bets on the Player’s or Banker’s victory or tie in the current round.

The game starts when the dealer deals 2 cards to the Banker and the Player.

If the Player and Banker get hands of the same value, the game round ends in a tie. The “Tie” bet wins and the bets made on the Banker and Player are refunded.

The value of each hand is calculated the following way:

If the cards’ value sum is 1-9, then the hand is calculated according to the corresponding point.

If the cards’ value sum is 10, the hand is calculated 0 point.

If the cards’ value sum is 11 or more, the hand value is calculated extracting 10 points from the cards’ value sum (for example, the value sum of the cards with 7 and 9 values is equal to 6 in the game Baccarat as 16-10=6).

If the Player’s and Banker’s first 2 cards don’t make up an 8 or 9 point combination, each of them can get one more card. The Player always gets the third card first. If the Player’s and Banker’s first 2 cards make up an 8 or 9 point combination, they don’t get more cards.

If the Player’s first 2 cards value sum is 0-5 points, the Player gets the third card.

If the Player’s first 2 cards value sum is 6-7 points, the Banker’s - 3-5, then the Player does not get a third card, and the Banker gets his third card.

If the Player’s hand stops at 6 or 7 points, and the Banker’s hand is 6, then the Banker does not get an additional third card.

In Baccarat, the combination that is closest to 9 in its value wins.

 

RED ENVELOPE

 

The Red Envelope is a surprise bonus that is randomly applied to a Draw, a Banker’s Pair, or a Player’s Pair, increasing the payout up to 88x. Up to 3 Red Envelopes can be generated for the same round.

The Draw bet payout can be increased from 11x to 88x, the Banker’s Pair or Player’s Pair bet payout can be increased from 15x to 88x.

If a player’s bet is placed in the Red Envelope betting section and if the player wins, he/she receives a higher payout. For example, if a Draw bet received a Red Envelope with a payout of 88x and won, the player’s winnings will be multiplied by 88x.

The Red Envelope feature is available in all types of Baccarat except Lightning Baccarat.

 

ADDITIONAL BETS

 

During the game Baccarat, the Player can make the following additional bets upon his/her wish:

1. Banker Pair – the first two cards of the Banker are of the same value. The winning is defined with 1:11 odds.

2. Tie  the winning is defined with 8:1 odds.

3. Player Pair – the first two cards of the Player are of the same value. The winning is defined with 25:1 odds.

4. Perfect Pair with 1 pair – the first two cards of the Player or Banker has a same value and same suit. The winning is defined with 25:1 odds.

5. Perfect Pair with 2 pair  the first four cards of the Player or Banker has a same value and same suit. The winning is defined with 200:1 odds.

6. Either pair – the first 2 cards dealt to the Banker or the Player are equal in value or are of the same suit. The winning is defined with 5:1 odds.

7. Player bonus – the Player wins in the round having a hand with 8 or 9 value.

a. The non-natural hand wins by 9 points. The winning is defined by 30:1 odds.

b. The non-natural hand wins by 8 points. The winning is defined by 10:1 odds.

c. The non-natural hand wins by 7 points. The winning is defined by 6:1 odds.

d. The non-natural hand wins by 6 points. The winning is defined by 4:1 odds.

e. The non-natural hand wins by 5 points. The winning is defined by 2:1 odds.

f. The non-natural hand wins by 4 points. The winning is defined by 1:1 odds.

g. Natural hand. The winning is defined 1:1.

h. Natural hand, tie. The winning is defined 1:1.

8. Banker bonus  the Banker wins in the game round having a hand valued 8 or 9.

a. The non-natural hand wins by 9 points. The winning is defined by 30:1 odds.

b. The non-natural hand wins by 8 points. The winning is defined by 10:1 odds.

c. The non-natural hand wins by 7 points. The winning is defined by 6:1 odds.

d. The non-natural hand wins by 6 points. The winning is defined by 4:1 odds.

e. The non-natural hand wins by 5 points. The winning is defined by 2:1 odds.

f. The non-natural hand wins by 4 points. The winning is defined by 1:1 odds.

g. Natural hand. The winning is defined 1:1.

h. Natural hand, tie. The winning is defined 1:1.                  

The Natural hand is the 2 cards dealt to the Player and Banker. The non-natural hand includes also an additional card.

Any malfunction cancels the round and all the possible payments for that round. The bets are refunded.

9. Player Red and Player Black

Player Red and Player Black additional bets are won when two or all three cards dealt to the Player’s hand are of the same color and/or suit:

- The first two cards of the Player’s hand of the same color – red or black.

- All three cards of the Player’s hand are of the same color – red or black (no payment for two initial red or black cards).

- All three cards of the Player’s hand are of the same suit (no payment for two initial or three red or black cards).

One or both Player Red and Player Black additional bets can be placed in the same game.

Players can place bets on Player Red and Player Black without placing the main bets.

The player wins the Player Red and Player Black additional bets according to the following table:

 

Win option

Odds

2 cards of the same color

2:1

3 cards of the same color

4:1

3 cards of the same suit

10:1

 

10. Banker Red and Banker Black

Banker Red and Banker Black additional bets are won when two or all three cards dealt to the Banker’s hand are of the same color and/or suit:

- The initial two cards of the Banker’s hand of the same color – red or black.

- All three cards of the Banker’s hand are of the same color – red or black (no payment for two initial red or black cards).

- All three cards of the Player’s hand are of the same suit (no payment for two initial or three red or black cards).

One or both Banker Red and Banker Black additional bets can be placed in the same game.

Players can place bets on Banker Red and Banker Black without placing the main bets.

Banker Red and Banker Black additional bet winnings are paid according to the following table:

 

Win option

Odds

2 cards of the same color

2:1

3 cards of the same color

4:1

3 cards of the same suit

12:1

 

11. Player Super Pair and Banker Super Pair

The Player Super Pair and Banker Super Pair additional bets are won when the Player’s or Banker’s two initial cards form the following pairs:

- Pair of Diamond 4’s

- Other Pairs of 4’s

- Pairs of Diamond (except Pair of Diamond 4’s)

- Other Pairs (except Pair of Diamond 4’s, Other Pairs of 4’s and Pairs of Diamond)

Players can place bets on Player Super Pair and Banker Super Pair without having to place the main bets.

Player Super Pair and Banker Super Pair additional bets can be placed in the same game together with any other additional bets offered in this game.

The winnings of the Player Super Pair and Banker Super Pair additional bets are paid according to the following table:

 

Win option

Odds

Pair of Diamond 4’s

40:1

Other Pairs of 4’s

20:1

Pairs of Diamond (except Pair of Diamond 4’s)

30:1

Other Pairs (except the above)

10:1

 

12․ Super 8

The Super 8 additional bet wins when the two initial cards of the Player’s or Banker’s hand form a Natural 8:

- The Player or Banker wins with a Natural 8;

- The Player or Banker loses with a Natural 8;

- The game ended with a Natural Draw of 8.

Players can bet on the Super 8 both with and without the main bets.

Winnings are paid according to the paytable:

 

Win option

Odds

The Player or Banker wins with a Natural 8

4:1

The Player or Banker loses with a Natural 8

6:1

The game ended with a Natural Draw of 8

6:1

 

13. Super Six additional bet is a bet that the Banker will win by 6 points. This additional bet is paid at a set odds, which the player can familiarize himself with before making the bet.

14. Big additional bet wins if the total number of cards dealt to the Player and Banker is 5 or 6. It is paid 0,54:1.

15. Small additional bet wins if the total number of cards dealt to the Player and Banker is 4. It is paid 1,5:1.

16. Egalite is an additional Baccarat bet type that allows to bet that the Player’s and Banker’s hands will form a Draw with a specified score. Players can familiarize themselves with the set score before placing a bet. If the result is not a Draw, all Egalite bets are lost.

An Egalite bet can be made without placing a main bet.

One or more bets can be placed on a specified score Draw offered by the Egalite additional bet.

 

MEGA BACCARAT

 

The rules of the Baccarat game apply for the Mega Baccarat game, except that during the Mega Baccarat, the system randomly awards additional Mega Multipliers for different bet types (from x2 to x100).

At the end of betting, random Mega multipliers from x2 to x100 are applied to all bets. The shaker starts shaking the dice to determine if this round will be a Mega Multiplier round.

If the dice roll result is 8 or 9, a round with a Mega Multiplier is played, and the multipliers are activated. If the player’s bets win, he/she receives a payout according to the Mega multiplier (from x2 to x100). The 20% Mega fee of the bet amount is charged.

 

PROSPERITY TREE BACCARAT – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

The Baccarat game rules apply for the Prosperity Tree Baccarat game, except that eight “Prosperity Cards” with a 2x or 3x multiplier are randomly generated in each round.

If the winning hand contains a card matching any of the “Prosperity Cards” (both the value and the suit must match), the winnings are multiplied by the “Prosperity Card” multiplier. If the winning hand contains several cards matching the “Prosperity Card”, the multipliers are multiplied, resulting in a winning multiplier.

 

12.14. RED DOG

 

First of all, it is necessary to make an Ante bet and then press the Deal button. 8 decks of playing cards are used in the game. 2 open cards are dealt leaving some empty space in the middle for the third card. It is necessary to guess whether the third card will have a value between the other 2. The highest card is A, the lowest – 2. If the player is sure that the next card will be between the opened 2, he presses Ride for doubling the bet, otherwise it is necessary to press Stand. If the first 2 cards are consecutive or pair, the bet is refunded. If the first 2 cards are a pair and make up a 3 of a kind (3 cards of the same value) combination, then the winning is paid with 11:1 odds.

 

12.15. DRAW HI-LO

 

First of all, it is necessary to make an Ante bet and then press the Deal button. 1 deck of playing cards is used in the game. It is necessary to guess whether the next card will have a value higher or lower than the previous. The highest card is K, the lowest – A. The player is given a chance to make a Tie Bet: in this case, if the cards value is the same, the bet will win. After making a Tie Bet, it is necessary to make a decision whether the next card will be higher or lower. If the guess is right, the winning will be paid according to the odd which is on the table for that moment. If the Tie Bet wins, the winning is paid with 10:1 odds and it is possible to continue the main game.

 

12.16. TOP CARD TRUMP

 

First of all, it is necessary to make an Ante bet and then press the Deal button. 6 decks of playing cards are used in the game. The winner is the player with the highest card value. The highest card is A, the lowest – 2. The game continues in the same style until a tie, after which 2 options will be offered - Fold or continue the game, pressing the War button. In case of fold, the dealer takes the half of the bet and deals a new hand. In case of continuing the game, a bet is made equal to the main bet. The dealer deals 3 cards face down, after which 1 card face up to himself and the player. If the player’s face up card is equal to or higher than the dealer’s card, then the participant wins even money on the raise only and the main bet is subject to refund. If the dealer’s face up card has a higher value, then the player loses all the bets. In case of a tie during the War, the victory passes to the player.

 

12.17. THE PROCEDURE OF CONDUCTING THE “SLOT” GAME AND THE WINNING OPTIONS

 

The player operates the slot machine with a corresponding button. After choosing the bet move and the playing patterns quantity, the cylinders consisting of different images opened on the screen turn around. After the turnaround and stop of the columns, a field is opened on the screen consisting of columns and rows. The image combinations are developed in a linear way: horizontal, vertical, diagonal, as well as their combinations. The winning is set when the combination of lines chosen in the linear field is considered a winning option. The winning amount depends on the bet amount invested, the move size and images combination. In case of having more than one option for winning, the winnings foreseen are added to each other.

This gaming system provides the Player with an opportunity to participate in a game with higher risk with all his winning, half of his winning, double of his winning (the “Credit from bank” is added).

The high risk game takes place in the following way:

1 face up card and 4 face down cards appear on the table. The Player chooses any out of the 4 face down cards and if that card has a higher value than the open card, the winning is doubled, otherwise the winning is multiplied by 0, in case of equal points the winning stays the same. Or the Player is offered to double the winning by guessing the card color or lose the winning. The Player can stop a high risk game at any moment upon his wish and top-up his winning to the total bet’s “Credit to the bank”.

In case of existence of 3, 4 or 5 images in the field (those images are reflected in the “HELP” field), the slot machine program moves to the bonus gaming system: the indicator passes through all the images of the whole table and stops randomly at any of the images and if that image is present among the opened images of the central part of the screen, then the winning is considered accomplished and the amount is multiplied by the odds defined for that image.

 

12.18. ELECTRONIC ROULETTE – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

The electronic roulette is a device in which six players can participate at the same time. In the middle of the electronic roulette there is a wheel, the field of which is divided into red and black-colored sectors as well as numbered from 1 to 36 and 0.

In front of the appropriate seat for the electronic roulette there is an electronic panel.

Players use the appropriate keys in front of them to place the bets on their preferred options. It is the responsibility of the players to determine the correct placement of the winnings.

The wheel of the roulette is spinning in one direction, and the electric fan throws the small ball in the opposite direction. When the ball stops, the winning number is displayed on the electronic panel, after which the winners receive their winnings, according to the winning odds defined by the bet amount.

When bets are made on 1-18, 19-36, odd, even, red or black and the ball stops on 0, then all the bets are considered lost.

 

The options of making bets

The winnings based on the bets placement

In a whole cell (including number 0) (1 number)

35։1

On the line halving the cells (including number 0) (one out of 2 numbers)

17։1

One of the numbers of the given direction (one out of 3 numbers)

11։1

At the crossroad of the cells (one out of 4 numbers)

8։1

One out of 6 numbers

5։1

One out of 12 numbers (1-12, 13-24, 25-36)

4։1

One out of 18 numbers (1-18, 19-36)

2։1

Red or Black (guess of the color)

1։1

Odd or Even

1։1

 

POWER UP ROULETTE – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

The Power Up Roulette differs from the Classic Roulette by the possibility of bonus spins.

In each round, 3, 4 or 5 numbers are randomly selected on the game board to turn into bonus (PowerUP) numbers. If a player’s bet includes a winning number without a bonus (PowerUP) number, the player wins with the odds(s) set for the winning option(s), i.e. the bet amount is multiplied by the corresponding odds set for the winning option, which the player can familiarize himself before placing a bet.

If the ball stops at one of the PowerUP numbers, an additional bonus (PowerUP) spin is performed.

Before the bonus (PowerUP) spin, all numbers on the board are randomly given multipliers from x25 to x500. The PowerUP numbers may change during the next bonus (PowerUP) spins.

All the placed bets are saved and participate in the bonus (PowerUP) round.

If the winning number on the player’s first roll is a PowerUP number, the winnings accumulate and the game continues with a new bonus (PowerUP) spin for all players. Those who did not bet on the winning number still participate in the bonus round and have a chance to win if their number falls out in a new spin.

The multiplier of the next bonus (PowerUP) round is higher than the previous one.

The game ends after the 5th (PowerUP) spin or when the result is no longer a PowerUP number.

The winnings received in each bonus (PowerUP) spin are accumulated (added to each other) and paid out at the end of the game.

 

1st bonus (PowerUP) spin

Up to 500x

2nd bonus (PowerUP) spin

Up to 1000x

3rd bonus (PowerUP) spin

Up to 2000x

4th bonus (PowerUP) spin

Up to 4000x

5th bonus (PowerUP) spin

Up to 8000x

 

12.19. KENO – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

The game “Keno” provides the player with an opportunity to make a bet choosing 1-8 or 1-10 numbered ball combinations out of 1-80 numbered balls.

During each round, 20 out of 1-80 numbered balls are dealt based on the Random number generator. The each round has its number. During each round, each event has its own ID (Game ID), according to which the results of the last ten matches are displayed on the board.

The board shows a field of 80 balls where the “hot” and “cold” balls are marked with red and blue colors, which correspondingly represent the balls that are more frequent and rare to come out.

 

The main terms of the game

 

Minimum bet

 50 AMD

Maximum bet

 300 000 AMD

Maximum winning

5 000 000 AMD

Dealing frequency

1 minute

The duration of game broadcasting

24 hours

Options of making bets

on the balls 1-8 or 1-10

History of the last game rounds

The results of the last 10 game rounds

 

All winning ball combinations have their odds (according to Keno 8, Keno 10 and Keno Gold tables) which are multiplied by the player’s bet amount. The winning combination is calculated by dividing the number of balls that have bets made on to the number of balls guessed. For example, if you guessed 3 out of 5, the bet would be calculated at 3x. The odds are stable for all stages.

 

Table Keno 8

 

Number of guessed balls

Number of balls on which bets were made

1

2

3

4

5

6

7

8

0

           

1 x

1 x

1

3.5x

1x

           

2

 

10x

2x

1․5x

1x

     

3

   

50x

10x

3x

2x

2x

 

4

     

80x

30x

15x

4x

5x

5

       

150x

60x

20x

15x

6

         

500x

80x

50x

7

           

1000x

200x

8

             

2000x

 

Table Keno 10

 

Number of guessed ball

Number of balls on which bets were made

1

2

3

4

5

6

7

8

9

10

0

           

1 x

1 x

2x

2x

1

3.5x

1x

               

2

 

10x

2x

1․5x

1x

       

10x

3

   

50x

10x

3x

2x

2x

     

4

     

80x

30x

15x

4x

5x

2x

 

5

       

150x

60x

20x

15x

10x

5x

6

         

500x

80x

50x

25x

30x

7

           

1000x

200x

125x

100x

8

             

2000x

1000x

300x

9

               

5000x

2000x

10

               

1

10000x

 

Table Keno Gold

 

Number of guessed ball

Number of balls on which bets were made

1

2

3

4

5

6

7

8

9

10

0

           

1 x

1 x

2 x

2 x

1

3.5x

1x

               

2

 

10x

2x

1x

1x

         

3

   

50x

10x

3x

2x

2x

     

4

     

100x

20x

15x

4x

5x

2x

 

5

       

150x

60x

20x

15x

10x

5x

6

         

500x

80x

50x

25x

30x

7

           

1000x

200x

125x

100x

8

             

2000x

1000x

300x

9

               

5000x

2000x

10

                 

10000x

 

Special cases


If the event has not been shown because of any technical problem, the player should check the bet pressing the link showing the results. The absence of event broadcasting because of technical problems cannot cause the bet cancellation.

 

12.20. CRASH (ZEPPELIN)  THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

To participate in the game Crash (Zeppelin), players place bets before the game starts. After, the odds grow by the curve until the Crash occurs (the growth of the odds may stop at any moment and this moment is called Crash), and if the player has clicked on the Cashout button before that, then he/she wins with the appropriate odds, and if the player has not clicked on the Cashout button before the Crash occurs, then he/she loses. The winning is calculated according to the player’s bet amount multiplied by the winning odds.

While playing the game Crash (Zeppelin), players can make bets both in “Manual” and “Auto” modes.

 

The procedure of placing bets in “Manual” mode

 

In “Manual” mode the bet is placed with the “Place Bet” button. To make a bet, you need to specify the bet amount in the "Bet" field and click on the “Place Bet” button. With the start of the round, the multiplier begins to grow from odds of 1.00, until the Crash occurs. The player needs to click on the Cashout button before the Crash occurs.

In order not to enter the bet amount manually, there is a special section where the player can click on the desired amount available, based on which the bet amount will be specified.

After clicking on the “Place Bet” button, the player waits until the start of the round.

Players can also use the “Auto Cashout” function (to automatically transfer the winnings to the game account if the specified odds were before the Crash). For example, when the odds of 2 are specified in the “Auto Cashout” field, and the game odds rise and exceed the specified odds (i.e. the Crash does not occur before 2), the system automatically withdraws the player from the game with the winning odds of 2. When the player wants to use the “Auto Cashout” function, he/she previously turns on the switch (which activates the “Auto Cashout”) and sets odds in the “Auto Cashout” field, at which he/she wants to automatically make a “Cashout”. This function does not deprive the player of the opportunity to make a “Cashout” independently, i.e. if the player has enabled the “Auto Cashout” and entered preferred odds, then he/she can click on the “Cashout” button independently at any time before the Crash occurs and the growth reaches the specified odds. In this case, the winning is counted according to the Cashout odds made manually and not by the odds mentioned in the “Auto Cashout” field. It is not allowed to change the odds in the “Auto Cashout” field after the start of the round.

 

The procedure of placing bets in “Auto” mode

 

Players can play the game “Crash” (Zeppelin) also in “Auto” mode by switching to “Auto”. By switching to “Auto” mode, the player defines the betting options, based on which the system plays instead of him.

To play in “Auto” mode, the player needs to fill in the fields specified below and click on the “AUTOBET” button.

1. In the "Base Bet" field, the player enters the initial bet amount.

2. In the "Total Bets Limit" field, for insurance, the player needs to enter a maximum bet amount so that the amount of the bets does not exceed that amount based on the results of the game.

3. In the “Auto Cashout” field, the player enters the “Auto Cashout” odds. If the player has not entered anything, then the odds of 1.01 are automatically specified in this field.

4. It is necessary for the player to choose one of the following fields for the next round, depending on the game's outcome (for winning and losing):

4.1. Return to Base Bet.

4.2. Double Current Bet.

For example, if the player has entered 50 in the “Base Bet” field, 500 in the "Total Bets Limit" field, 2 in the “Auto Cashout” field, has chosen “Return to Base Bet” for the next round in case of winning and has chosen “Double Current Bet” for the next round in case of losing․ In this case, participating in the game from the given moment, if in the first round the Crash occurs before the odds of 2 specified in the “Auto Cashout” field, for example 1.52, i.e. the player loses, then in the next round the system doubles the current bet up to 100, as the player has chosen “Double Current Bet” in case of losing. If he/she loses again, the system doubles the current bet again – up to 200, for the next round. If the player wins in the next round, the system takes the “Base Bet”, i.e. 50, to participate in the next round, because the player has chosen “Return to Base Bet” in case of winning. And so on until the amount of all bets exceeds the amount specified in the “Total Bets Limit” field (i.e. if the player lost in the current round instead of winning, the bet must have been doubled again for the next round, and it would become 400 from 200, but the system would turn off the “AUTOBET” as 50+100+200+400=750, which is bigger than the amount specified in the “Total Bets Limit” field – 500).

 

The procedure of conducting the game

 

With the start of the round, the multiplier begins to grow from odds of 1.00, until the Crash occurs. If someone does not manage to place a bet in time, then the round starts without the given player, but the player is allowed to place a bet for the next round by clicking on the “Place bet for the next round” button.

Those players who have come out of the game by clicking on the “Cashout” button before the Crash occurs win. The winner multiplies his/her bet amount by the odds of the moment when he/she clicked on the “Cashout” button. After the end of the round (that is when the Crash occurs), the player who has not managed to come out of the round in time (has not managed to click on the “Cashout” button) loses.

If the player is playing with “Auto Cashout”, regardless of whether he/she has an Internet connection or not, after the moment when the system has accepted the player's bet, the “Auto Cashout” function works exactly as the player has set (this happens on the server).

If Internet connection problems have arisen on the player’s side or because of the operator who provides the Internet connection, i.e. not by the organizer’s fault, then the information fixed on the organizer's server is taken as a basis. Players can play with the “Auto Cashout” function during the game “Crash” (Zeppelin) to avoid the above mentioned problems.

The odds at which the Crash occurs can be both whole and fractional numbers (for example 21.23). They are determined not at the moment of the game, but 10 rounds in advance. After the end of the round, players are given an opportunity to make sure that the Crash odds are set before the round, not at the moment of the game.

 

In addition to winning, players can also receive Accumulative prize funds (Jackpots) winnings. The Accumulative prize fund (Jackpot) is formed by the Organizer from the own expense. 0.5% of the amount of each bet is transferred to the Accumulative prize fund  (Jackpot) “O2” and 0.5% – to the Accumulative prize fund (Jackpot) “he”. The Accumulative prize fund (Jackpot) is won by a player chosen by chance from among the winners in the Zeppelin game: for players who won with an odds of 500-900, the Accumulative prize fund (Jackpot) “O2” is played, for an odds above 900 the Accumulative prize fund (Jackpot) “he” is played.

The system automatically transfers this amount to the winner’s game account. An informational message about the win appears on the screen, from which the player learns about the win and its amount.

 

12.21. HI LO - THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

HI LO is an ongoing game which the players have the opportunity to join at any time. The player needs to choose one of the 20 outcomes (options) of the game, enter the bet amount and make a bet. Each outcome has the appropriate odds determined by this Regulation.

During the game, a card is randomly taken out from the deck. Each player is given time to choose one of the 20 outcomes (options) and enter the bet amount.

By clicking on the appropriate button of one of the 20 outcomes (options) with desired odds, then entering the bet amount and clicking on the “Bet” button, the bet will be considered accepted, and the player will need to wait until the start of the game. In order not to enter the bet amount manually, there is a special section where the player can click on the desired bet amount available, and the bet amount will be marked based on it.

The total number of the cards in the deck is 25. They are – 2, 3, 4, 5, 6, 7, 8, 9, J, Q, K, A: one red card and one black card of each, and one Joker. The highest playing card is A, while the lowest card is 2. The Joker is considered to be an independent card, that is: neither high nor low, neither red nor black. In case of predicting the next card correctly, the player wins. The bet is calculated as follows: the player’s bet amount is multiplied by the appropriate odds of the outcome (marked on the button) predicted correctly. The winning will be transferred to the player’s game account. In case the prediction is not correct, the player loses.

The 20 outcomes (options) of the game are the following:

1. The next card will be High (HI) compared to the one opened in the previous round

2. The next card will be Low (LO) compared to the one opened in the previous round

3. The next card will be one of 2 to 9 (including) playing cards

4. The next card will be one of J, Q, K, A playing cards

5. The next card will be one of K, A playing cards

6. The next card will be 2

7. The next card will be 3

8. The next card will be 4

9. The next card will be 5

10. The next card will be 6

11. The next card will be 7

12. The next card will be 8

13. The next card will be 9

14. The next card will be J

15. The next card will be Q

16. The next card will be K

17. The next card will be A

18. The next card will be Joker

19. The next card will be red (in this case, the card value does not matter, only the card color matters)

20. The next card will be black (in this case, the card value does not matter, only the card color matters)

 

The odds for High (HI) and Low (LO) are different (see the table below), depending on the card opened in the previous round:

 

The odds for High (HI)

The card opened in the previous round

The odds for Low (LO)

x 1.09

2

-

x 1.2

3

x 12

x 1.33

4

x 6

x 1.5

5

x 4

x 1.71

6

x 3

x 2

7

x 2.4

x 2.4

8

x 2

x 3

9

x 1.71

x 4

J

x 1.5

x 6

Q

x 1.33

x 12

K

x 1.2

-

A

x 1.09

 

If the card opened in the previous round is Joker, then in case of High (HI) and Low (LO), the odds are determined compared to the card opened in the preceding round, according to the table above. And if the card opened in that preceding round is also Joker, then the playing card opened in the next preceding round is taken into consideration. This will continue as long as the preceding card is Joker. Once the preceding card is other than Joker, it will be considered for calculation. During the game, the players have an opportunity to see the cards opened in the previous rounds.

If the opened card is A (which is considered to be the highest card), then the outcome (odds) for High (HI) will not be active. And if the opened card is 2 (which is considered to be the lowest card), then the outcome (odds) for Low (LO) will not be active.

The odds for the other outcomes are fixed:

 

Next card

Odds

Red

x 2

Black

x 2

One of 2-9 (including) cards

x 1.5

One of J, Q, K, А cards

x 3

One of K, А cards

x 6

2, 3, 4, 5, 6, 7, 8, 9, J, Q, K, А cards

x 12

Joker card

x 24

 

The next card is not determined at the time of the game, but 10 rounds in advance. After the end of the round, the players are given an opportunity to make sure that the next card has been determined before the start and not at the time of the round. When the round is over, the players are provided with a code, which will prove (after entering it in a corresponding program) that the next card is determined in advance, not at the time of the game.

In the game HI LO the player can make two bets during a round.

 

12.22. DREAM CATCHER – THE PROCEDURE FOR CONDUCTING THE GAME AND THE WINNING OPTIONS

 

In the course of the game “DreamCatcher” the dealer rotates a large vertical wheel. The wheel is divided into 54 equal segments separated by pins. 52 segments are marked with a number (1, 2, 5, 10, 20 or 40) with a unique colour for each number.

If the wheel stops at player’s chosen number after the spin, player wins. The other two segments – 2x multiplier and 7x multiplier act as bonus spins and multiply player’s next win.

You just need to make a bet on a number you believe the wheel will stop at: 1, 2, 5, 10, 20 or 40. Then the dealer spins the wheel. When it comes to a stop, the winning segment is indicated by an arrow at the top of the wheel. All bets are paid with the odds matching the number in the winning segment. For example, winning number 5 pays 5 to 1, winning number 10 pays 10 to 1, and so on.  If the wheel stops on a multiplier segment (2x or 7x), then all bets remain in place and new bets won’t be allowed. The wheel is spun again and the outcome of the spin (1, 2, 5, 10, 20 or 40) will determine the winning odds as usual but the odds will be multiplied twice or seven times over, depending on which multiplier the wheel stopped on in the previous spin. If the wheel stops on a multiplier two or more times in a row, then all bets remain in place, and the multipliers stack. The dealer continues to spin the wheel until the spin stops on the following numbers 1, 2, 5, 10, 20 or 40 (for example, the wheel stops on 2x, then on the next spin it stops on 7x, and on the next spin – on number 5. The outcome for the player who originally placed a bet on number 5, is: (5 to 1) x 2 x 7 = (10 to 1) x 7 = 70 to 1).

Payout of winnings:

 

Number on Wheel

Number of Segments

Pays

1

23

1 to 1

2

15

2 to 1

5

7

5 to 1

10

4

10 to 1

20

2

20 to 1

40

1

40 to 1

2x

1

Multiplies the payout of the next winning number by 2x

7x

1

Multiplies the payout of the next winning number by 7x

 

Any malfunction cancels the game round and all eventual payouts for the round. Bets are returned to the players.

 

12.23. FOOTBALL STUDIO – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

The “Football studio” game objective is to guess who – Home or Away – will take the higher value card, and therefore win.

The Player may also guess whether the cards dealt for Home and Away will be of the same value, by placing a bet on Draw.

The aim of the Football studio is to predict which of them – Home or Away – will win or if they will be of the same value – Draw.

The cards are dealt from a shoe with eight decks. The Player places a bet on either Home, Away, or Draw.

Card value from the lowest to the highest is as follows: 2, being the lowest and followed by 3 and so on, and Ace the highest (2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A).

A single card face-up is dealt by the dealer to Home and to Away. In case the bet of Home or Away the highest card wins and paid in the ratio of 1:1.

If the card dealt are of the same value, half of Player’s bet on Home/Away is returned, and in case of a bet on Draw the Player wins and is paid in the ratio of 11:1.

 

Payouts

 

Bet

Pays

Home

1:1

Away

1:1

Draw

11:1

 

Any malfunction voids the game round and all eventual payouts for the round. Bets are returned to Players.

 

12.24. DRAGON TIGER, CRICKET WAR – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

Below is the procedure of conducting and winning options for the above-mentioned games (hereinafter referred to as the “Game” or “Dragon Tiger”).

The game objective is to guess whether the Dragon or Tiger will take the higher value card, and therefore win. Player may also bet as follows: if the cards dealt to the Dragon and the Tiger would be of the same value and therefore a Tie or Suited Tie.

The aim of the "Dragon Tiger" is to predict which of them – the Dragon or the Tiger – will win or if it will be a Tie of same value or a Tie of same suit.

The cards are dealt from a shoe with 8 decks.

The player places a bet on either the Dragon, or Tiger, or Tie, or Suited Tie (for example, if in the both cells the 8 hearts).

The Dragon and the Tiger are dealt a single face-up card by the dealer. Card value from the lowest to the highest is as follows: Ace with value 1, followed by 2 and so on, and King the highest (A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K).

If the bet was made on a win, then the highest card wins (according to the list above) and the payout is made in the ratio of 1:1.

If the bet was made on a Tie, then in case of winning the player is paid the win by 11:1. If the bet was made on the victory of a Dragon or a Tiger, but a Tie was registered, the player returns 50% of the main bet.

If the bet was made on a Suited Tie and if the Dragon and the Tiger have the cards in a same value and suit, it’s a Suited Tie, then wins pay out 50:1. If the bet was made on a Tie, then in the case of a Suited Tie, the player is paid a win in the ratio of 11:1. If the bet was made on the victory of a Dragon or a Tiger, then in the case of Suited Tie, the player is returned 50% of the main bet.

 

Payouts

 

Bet

Pays

Dragon’s Win

1:1

Tiger’s Win

1:1

Tie

11:1

Suited Tie

50:1

Even/Odd

1:1

Big/Small

1:1

 

Any malfunction voids the game round and all eventual payouts for the round. Bets are returned to players.

 

 

Side bets

 

During the game, the player can make the following side bets if desired:

The player can bet that the Dragon or Tiger card will be BIG/SMALL, ODD/EVEN. These bets can only be made if the player has made the main bet (Dragon’s Win/Tiger’s Win/Tie/Suited Tie).

A BIG bet wins if the selected side is dealt a card of 8 or higher, and loses if the selected side is dealt a card of 6 or lower.

A SMALL bet wins if the selected side is dealt a card of 6 or lower, and loses if the selected side is dealt a card of 8 or higher.

An ODD bet wins if the selected side is dealt an Ace, 3, 5, 9, Jack or King.

An EVEN bet wins if the selected side is dealt a 2, 4, 6, 8, 10 or Queen.

*BIG/SMALL, ODD/EVEN bets lose if the selected side is dealt a card of 7 value.

 

12.25. SIC BO (SUPER SIC BO, MEGA SIC BO) – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

Sic Bo (Super Sic Bo, Mega Sic Bo) is an ongoing game which gives the players opportunity to join at any time. The game involves three dice that rotate and each stops randomly at one of the numbers from 1 to 6.

The goal of the game is to correctly guess the proposed winning option(s).

Players are given at least 15 seconds to make a bet(s). To make a bet(s), the player must enter the bet amount in the appropriate field, select the winning option(s) offered in the game (the total amount of bets will be displayed in the appropriate field) and click the “Bet” button. Then the player must wait until the game starts.

In the game Sic Bo (this feature is not available in the games Super Sic Bo and Mega Sic Bo), the player can also make a bet(s) according to the “simplified version”: the player enters the bet amount, selects the winning option offered in the game, then presses the “Bet” button (for this version, several winning options cannot be selected at once, that is, the player must press the “Bet” button every time after entering the bet amount and selecting the winning option). In this version, only the following winning options are presented separately: A Small bet, a Big Bet, a Bet on a specific three and a Bet on the total sum of numbers on three dice (except when the sum is 3 and 18). Other winning options can be obtained using the dice panel. The player just needs to click on the desired value(s) of the dice, and the selected combination will be displayed at the top of the winning options.

 

Winning options in the game Sic Bo (Super Sic Bo, Mega Sic Bo):

 

Winning option

Description

Small bet

The bet wins if the sum of the numbers on the three dice is between 4 and 10 points.  

The bet does not win if three dice have the same number, for example, 2, 2, 2 or 3, 3, 3.

Big bet

The bet wins if the sum of the numbers on the three dice is between 11 and 17 points. 

The bet does not win if three dice have the same number, for example, 4, 4, 4 or 5, 5, 5.

Bet on a specific triple

The bet wins if three dice have the same numbers.

For example, if a player has made a bet on three 5s and on the dice is shown three 5 number.

Bets on any triple

The bet wins if any of the same numbers appear on the three dice.

For example, if a player made this bet, he will win if the dice are either three pieces 1, or three pieces 2, or three pieces 3, or three pieces 4, or three pieces 5, or three pieces 6.

Bet on a specific pair

The bet wins if the three dice have two identical numbers chosen by the player.

Bet on the total sum of the numbers on the three dice (except when the sum is 3 and 18)

The bet wins if the sum of the numbers on the dice matches the total of the dice numbers the player has chosen and placed a bet.  

For example, if a bet is made on a total of 10, the player wins if the number of the dice is 3-2-5 or 1-3-6 or any other combination, the sum of which is 10.

Bet on a combination of numbers on two dice

This type of bet is made on a combination of numbers on any of the two dice. The player wins if correctly guesses the numbers on the two dice.

For example, if the player chose combination 1, 2 and the released dice is 1, 5, 2, then the player wins.

Bet on the number on one dice

The bet wins if the player has placed a bet on one of the six numbers, for example, on 4, and at least on one of the three rolled dice is 4.

 

Each winning option has a corresponding odds established by this regulation. Winnings are paid with the odds of the predicted winning option(s) according to the paytable below.

 

Paytable

 

Winning option

Game result

Odds

Small bet

The sum of the numbers on the three dice is from 4 to 10 points, except for the three (if the three dice have the same number, for example, 2, 2, 2 or 3, 3, 3).

1։1

Big bet

The sum of the numbers on the three dice is from 11 to 17 points, except for the three (if the three dice have the same number, for example, 4, 4, 4 or 5, 5, 5).

1։1

Bet on a specific three

Three dice have the same numbers

180։1

Bet on any three

Three dice of any two identical numbers

30։1

Bet on a specific pair

Two dice have the same numbers

10։1

Bet on the total sum of the numbers on the three dice (except when the sum is 3 and 18)

If the sum is 4

60։1

If the sum is 17

60։1

If the sum is 5 

30։1

If the sum is 16

30։1

If the sum is 6 

17։1

If the sum is 15

17։1

If the sum is 7 

12։1

If the sum is 14

12։1

If the sum is 8

8։1

If the sum is 13

8։1

If the sum is 9

6։1

If the sum is 10

6։1

If the sum is 11

6։1

If the sum is 12

6։1

Bet on a combination of numbers on two dice

If the numbers on two of the three dice match the two numbers chosen by the player

5:1

Bet on the numbers on one dice

 

If the number on one of the three dice matches  the  player's chosen number

1:1

If the numbers on two of the three dice match the  player's chosen number

2:1

If the numbers on three of the three dice match the player's chosen number

3:1

 

The numbers on the dice are determined not at the moment of the game, but 5 games before. After the end of the game, players are given the opportunity to make sure that the combinations on the dice are created in advance, not during the game. At the end of the game round, players are given a code: by entering it in the appropriate program, they can make sure that the dice numbers were determined in advance, not during the play.

 

ULTIMATE SIC BO

 

The rules of the game Sik Bo apply in the game Ultimate Sik Bo, except that after the betting time several “lucky” numbers with “lucky” payouts are selected randomly.

The “lucky” numbers are displayed and highlighted until the dice roll stop and the game result becomes known. If the winning number belongs to a series of randomly selected “lucky” numbers, the “lucky” payout is not multiplied by the usual multiplier, but is calculated by a higher multiplier.

In the game Sik Bo Ultimate, the “lucky” payouts range is from x19 to x999.

 

12.26. ROCKETON, CASH SHOW – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

Below is the procedure of conductingand the winning options for the above-mentioned games (hereinafter all together “Game” or “Racketon”).

To participate in the game Racketon, players place bets before the game starts, then wait until the rocket starts to rise. When the rocket takes off, the odds will also begin to grow until the Rocket explodes (the growth of the odds may stop at any moment, that is the Rocket explosion can happen at any moment). If the player has clicked on the button to exit the game or the “50% cashout” button before that, then he/she wins. If the player has not clicked one of this buttons before the explosion occurs, then he/she loses. If the player clicks the exit button, the winning is calculated with the bet multiplied by the winning odds. When the “50% cashout” button is clicked, half of the player’s bet is multiplied by the winning odds and the other half remains in the game until the player clicks the exit button (in this case, the winning is calculated by multiplying the remaining half of the bet amount by the winning odds). The player can click the “50% cashout” button only once per round.

While playing the game Racketon, players can make bets both in “Manual” and “Auto” modes.

 

The procedure of placing bets in “Manual” mode

 

In “Manual” mode the bet is made by the player. To make a bet, the player needs to specify the bet amount in the field provided for betting and click on the play button. With the start of the round, the multiplier begins to grow from odds of 1.00, until the Rocket explosion. The player needs to click on the button to exit the game or on the “50% cashout” button before the Rocket explodes.

In order not to enter the bet amount manually, there is a special section where the player can click on the desired available amount, based on which the bet amount will be specified.

After clicking on the play button, the player waits until the start of the round.

Players can also use the auto-exit feature, which allows them to automatically transfer winnings to the game account, if the marked odds are registered before the explosion occurred. For example, when the odds of 2 are specified in the feature’s field, and the game odds rise and exceed the specified odds (i.e. the explosion does not occur before 2), the system automatically takes the player out of the game with the winning odds of 2. When the player wants to use the auto-exit feature, he/she turns on the switch button beforehand (which activates the feature) and sets odds in the feature’s field, at which he/she wants to automatically exit the game.

This feature does not deprive the player of the opportunity to exit the game independently, i.e. if the player has enabled the auto-exit feature and entered preferred odds, then he/she can click on the exit the game button or on the “50% cashout” independently at any time before the explosion occurs and the growth reaches the specified odds. In this case, the winning is counted according to the odds made manually and not by the odds mentioned in the feature’s field. It is not allowed to change the odds in the feature’s field after the start of the round.

 

The procedure of placing bets in “Auto” mode

 

Players can also play the game Rocketon in “Auto” mode. By switching to “Auto” mode, the player defines the betting options, based on which in each round the system automatically makes a bet instead of him.

In this case, the player independently presses the exit button or the “50% cashout” button, however, the player also has the option to pre-enable the auto-exit feature in the “Auto” mode with the desired odds, so that the system automatically takes the player out of the game, but in this case also, the player is not deprived of the opportunity to press the exit button or the “50% cashout” button.

 

The procedure of conducting the game

 

With the start of the round, the multiplier begins to grow from odds of 1.00 until the Rocket explosion occurs. If someone does not manage to make a bet in time, then the round starts without the given player, but the player is allowed to make a bet for the next round. Those players who have come out of the game by clicking on the exit button or on the “50% cashout” button or activated the auto-exit feature with the odds registered before the Rocket exploded, win. The winner multiplies his/her bet amount (the half of amount) by the odds of the moment when he/she clicked on the exit button or on the “50% cashout” button or by the odds specified by him/her in the field of the auto-exit feature. After the end of the round (that is when the explosion occurs), the player who has not managed to come out of the round in time, loses.

If the player is playing with auto-exit feature, regardless of whether he/she has an Internet connection or not, after the moment when the system has accepted the player’s bet, the auto-exit feature works exactly as the player has set (this happens on the server).

If Internet connection problems have arisen on the player’s side or because of the operator who provides the Internet connection, i.e. not by the organizer’s fault, then the information fixed on the organizer’s server is taken as a basis. Players can play with the auto-exit feature during the game to avoid the above mentioned problems.

The odds at which the Rocket explosion occurs can be both whole and fractional numbers (for example 21.23). They are determined not at the moment of the game, but 10 rounds in advance. After the end of the round, players are given an opportunity to make sure that the odds are set before the round, not at the moment of the game.

 

12.27. MONOPOLY LIVE – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

During the game Monopoly Live, the dealer rotates the vertical wheel, and the players guess which segment the wheel will stop on. Monopoly Live also includes a Bonus game that takes the player to the country of Monopoly, where Mr. Monopoly walks around and collects winnings for the players. The number of moves of Mr. Monopoly is determined by the roll of the dice in the Bonus game.

The wheel is divided into 54 segments, each of which is painted in a specific color, 48 of which are numbered (1, 2, 5, 10), on 2 segments – “CHANCE”, on 3 – “2 ROLLS” and on one segment – “4 ROLLS”.

The player bets on the segment where they think the wheel will stop – 1, 2, 5, 10, “2 rolls” or “4 rolls”. Then the dealer rotates the wheel. On the winning segment, the arrow stops at the top of the wheel. The player wins if the wheel stops on the segment with the number that the player placed a bet on. If the wheel stops on one of the “Chance”, “2 rolls”, or “4 rolls” segments, new winning opportunities open up for the player.

 

In the case of bets on segments with numbers, winnings are paid according to the odds corresponding to the numbers on the segments, for example, the winning number 5 is paid in a ratio of 5:1, the winning number 10 is paid in a ratio of 10:1, and so on. That is, if a player wins, the amount of his bet is also returned to the player along with the winning amount. For example, if a bet of 1,000 AMD is placed on number 5 and the bet wins, i.e. the wheel arrow stops on the segment with number 5, the win will be 6,000 AMD (1,000 + 5 x 1,000), where 1,000 AMD is the bet amount, and 5,000 AMD is the won number multiplied by the bet amount.

If the wheel stops on the “Chance” segment, the player is given either a cash prize or a bonus multiplier, and the “2 rolls” and “4 rolls” segments activate the Bonus game.

 

CHANCE

 

If the wheel stops on the “Chance” segment, Mr. Monopoly gives the players the “Chance” card. The card shows either a cash prize or a bonus multiplier.

If the Chance card contains a cash prize, the player wins the amount indicated on the card. If a bonus multiplier is specified on the Chance card, all the bets of the player are saved. Then the dealer rotates the wheel again. If a win is registered as a result of the spin, the win amount will be multiplied by the bonus multiplier. If no winnings are registered as a result of the spin, the game ends.

For example:

If a player placed 100 AMD on number 5 and received a Chance card with a multiplier of x8, then:

1. If the win is a bonus multiplier, then when you win in the next round, the multipliers are multiplied by the bet amount. For example, the player makes a bet of 100 AMD on number 5. In case of the first “Chance”, the multiplier x8 became the winner, in case of the second – x2. If the wheel stops at number 5 after the next spin, the player will win 8,000 AMD (100 x 8 x 2 x 5).

2. In case of a cash prize, if the player wins the next round, the prize amount will be added to the winning amount obtained by multiplying the bonus multiplier of the previous “Chance”. For example, the player makes a bet of 100 AMD on number 5. In first Chance the player wins x8 multiplier, and in second chance – 5,000 AMD. If the wheel stops at number 5 after next spin, the player will win 9,000 AMD (100 x 8 x 5 + 5,000).

In the same way, the win is calculated as many times as the wheel stops on the “Chance” segment.

If the spin result is a Bonus game, that is, the wheel arrow stops on the “2 rolls” or “4 rolls” segments, only the players who bet on these segments wins.

 

Bonus game

 

To participate in the Bonus game, the player must firstly make a bet on “2 rolls” or “4 rolls” or both at the same time. If the wheel stops on any of these segments, the Bonus game begins, and Mr. Monopoly begins collecting the winnings of players in the Monopoly country.

If the player has not made any of these bets, they can watch the game but cannot win.

If the wheel stops on the “2 rolls” segment, the dice (2 dice, each marked with 1 to 6 dots) must be rolled twice during the Bonus game. Similarly, if the wheel stops on the “4 rolls” segment, the dice will be rolled four times during the Bonus game.

If a pair of dice (both with the same number of dots) is rolled in the Bonus game, it means an additional roll of the dice.

After each roll in the Bonus game, Mr. Monopoly moves in the Monopoly field and collects winnings for all relevant players (players, who made a bet on “2 roll” or “4 roll” segments or both at once). Mr. Monopoly make moves according to the number of dots on the dice. The number of fields that Mr. Monopoly passes after the dice roll is equal to the sum of the dots on the two dice. Mr. Monopoly collects winnings from where he was standing at the time of the dice roll.

When all dice rolls are made, the Bonus game ends and all players’ bonus winnings are paid along with the bet amount.

 

Winnings in the Bonus game

 

The following fields are provided in the Monopoly: “Properties”, “Utilites”, “Free Parking”, “Railways”, “Taxes”, “Jail/Go to Jail”, “Chance”, “Community Chest” and “GO”.

If Mr. Monopoly stops at the Properties, Railways and Free Parking fields, the player receives winnings of these fields. There are multipliers that are multiplied by the bonus amount (the minimum bonus amount is equal to the bet amount) and are added to the total win at the end of the Bonus game.

As soon as the Bonus game starts, Buildings and Hotels are automatically created on the some fields, which increases the amount of winnings randomly.

If Mr. Monopoly stops at the Chance or Community Chest fields, the player receives a card indicating the amount that is added to the win. When Mr. Monopoly stops at the Utilities or Taxes fields, taxes (fees) will be deducted from the player’s Bonus account. Taxes (fees) will be deducted from the Bonus winnings if there is sufficient amount of Bonus winnings, otherwise there will be no deductions.

For example, in case of “Income Tax”, 10% of the minimum bonus amount must be deducted from the player’s bonus winnings, and in case of “Super Tax”, 20% must be deducted. Let’s assume that the minimum bonus amount is 1,000 AMD, during the game this amount decreased and reached 100 AMD, in this case the “Super tax” will not be withheld, since the tax amount (20% of 1,000 AMD) is 200 AMD higher than the bonus amount at the moment (100 AMD).

If Mr. Monopoly stops on the GO field, all winnings from the playing field are doubled.

If a pair on the dice, the player is given the option of an additional roll, except if the pair is used to get out of the Jail.

If Mr. Monopoly stops on the Go to Jail field and goes to Jail, then a pair on the dices is needed after the roll, otherwise the Bonus game ends. In this case, all previous bonus winnings of the player are saved.

 

Autoplay

 

AutoPlay allows the player to repeat the bet (s) made during the selected number of rounds. The player makes a bet as usual in the betting fields, then presses the “AutoPlay” button and selects the number of rounds during which the bet should be repeated.

AutoPlay rounds continue until either the selected number of rounds ends, or the player decides to stop AutoPlay. During the AutoPlay, the player has no right to place additional bets or double them. Such actions stop AutoPlay.

The player can interrupt the AutoPlay at any time by simply stopping it.

 

The wheel segments, their corresponding odds and winnings are as follows:

 

Wheel segment

Number of segments

Pays

1

22

1։1

2

15

2։1

5

7

5։1

10

4

10։1

Chance

2

Cash prize / multiplier

2 rolls

3

Bonus round activation and 2 dice rolls

4 rolls

1

Bonus round activation and 4 dice rolls

 

12.28. DEAL OR NO DEAL LIVE – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

Deal or No Deal Live is an online game. The goal of the game is to predict whether the amount of money in the 16 briefcases will be higher than the Banker’s offer.

 

Qualifying round

 

During the qualifying round, players are eligible to participate in the main round of the game. To qualify, players must spin the Bank vault wheel so that 3 gold segments match in the upper Central part. With this match, the Bank vault door opens, and players can participate in the game. The cost of each spin is the size of the bet selected by the player. To increase the chances of selection, the player can buy one or two rings. The gold segments on the purchased rings will automatically match in the center at the top of the ring. The cost of buying one ring is three times the player’s bet amount, and the cost of buying two rings is 9 times.

If a player does not qualify during this qualifying round, they are automatically invited to participate in the next qualifying round. In the qualifying round, players can spin the wheel until they qualify, that is, until the Golden segments of the wheels’ match.

The higher the bet, the larger the briefcase content, i.e. the bet amount determines the size of the briefcase content, which can be 75-500 times larger than the bet.

 

Top Up round  

 

Once player have qualified, the top up round begins. The top up wheel appears. At any time of the top up round, players can choose one of the briefcase as the most valuable. To do this, click on one of the winning numbers in the right or left windows. Players can perform this action as many times as they want before completing the top up round. After that, the player has the opportunity to top up the amount of the selected briefcase. The amount can be from 5 to 50 times more than bet amount. The player just needs to choose the bet amount and spin the wheel. Players can spin the wheel as many times as they want. The cost of each spin is equal to the player’s bet amount.

 

Main Game

 

A qualified player enters the main game. The player’s briefcase is on the table – in front of the Studio, with the Dealer and the Banker. The remaining 15 briefcases are placed in two rows in the back of the Studio next to the Dealer's assistant.

Each of the 16 briefcases contains one of the numbers from 1 to 16, and is distributed in the Studio randomly. Players don’t see these numbers. The amounts available in numbered briefcases are displayed on the right and left sides of the screen. During the show, Dealer’s assistant must open the briefcases, showing their numbers and the amounts contained in them. Open briefcases no longer participate in the game.

At each stage of opening briefcases, the Banker makes an offer to each player: “Deal” or “No deal”. This offer is displayed on the screen of each player.

A total of four offers are made. They are:

 

The first opening and offer

 

Three randomly selected briefcases are being opened, then the Banker makes an offer Deal or No deal, that is, offers money and waits for the Player’s decision.

1. If the player chooses Deal, he wins the amount offered by the Banker and is added to the player’s game account. At the same time, the player is given the opportunity to get back to the qualifying round.

2. If the player chooses No Deal, then continues the game.

3. If a player does not choose an option during the decision-making period, it is considered as a No Deal and the game continues.

 

The second opening and offer

 

Four briefcases are being opened randomly, the banker again offers Deal or No Deal, and the player makes one of the above mentioned decisions․

 

The third opening

 

Four more briefcases are being opened randomly, the banker again offers Deal or No Deal, and the player makes one of the above decisions․

 

The fourth opening and the final offer

 

Three more briefcases are being opened randomly, and only the last briefcase and the player’s briefcase remain closed.

Next, the banker does the final offer with the amount and three options: Deal, “Switch Briefcases” (exchange of portfolios), No deal and waits for the player’s decision.

1. The player can accept the offer by selecting Deal and get his winnings.

2. The player can choose “Switch Briefcases” if he believes that the amount in the last briefcase is higher.

3. The player can choose No deal and take the briefcase he selected.

4. If a player does not choose an option during the decision-making period, it is considered a No deal.

 

The final opening

 

During the final opening, the remaining two briefcases are open.

If the player chooses No deal, then he wins what the briefcases contain.

If the player chooses “Switch Briefcases”, then he wins contents of the other briefcase.

A message about the win is displayed on the screen, the win is added to the game account and the player returns to the qualifying round.

 

12.29. PENALTY – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

The goal of the game “Penalty” is to guess which part of the goal will hit (or will not hit) the ball. The goal is divided into 24 sectors, each of them is numbered, and the numbers are arranged sequentially of 3 horizontal rows: 1-8, 9-16, 17-24. The sectors of the goal are painted in yellow and blue. During the game, the ball must appear or not appear in one of the 24 specified sectors.

The player can make the bets on the following outcomes:

- on the specific sector, indicating the number: in the sector of which number will the ball appear;

- on the color: in the sector of which color will the ball appear;

- on each horizontal row: on which row will the ball appear;

- hitting the bar;

- on failure (the goalkeeper will stop the ball or it will go wide).

In the game “Penalty”, the player, who correctly predicted the proposed outcome(s) wins. Each outcome has a corresponding odds determined by this regulation. Winnings are paid with the odds of the guessed outcome (s), according to the payout table below. The winnings will be transferred to the player’s game account, and in case of incorrect guessing, the player loses.

During the round, players are given the opportunity to make bets on all of the offered outcomes.

When placing a bet, the player is allowed to cancel or repeat the last bet, double all bets, or choose any random outcome.

The bet (s) is considered accepted only after confirming the bet, i.e. the player chooses the outcome (s) and the bet amount, then clicks “Place a bet” button to confirm the bet, only after which the bet (s) will be considered accepted.

 

Paytable

 

 

Outcome

Odds

Current sector (one out of 1-24 numbers)

x 24

Color (Yellow/Blue)

x 2

Upper horizontal row (1-8)

x 3

Middle horizontal row (9-16)

x 3

Bottom horizontal row (17-24)

x 3

Failure

x 24

The bar

x 24

 

The winning sector is not determined during the game time, but 10 rounds in advance. After the end of the round, the players are given an opportunity to make sure that the winning sector has been determined before the start and not at the time of the round. When the round is over, the players are provided with a code, which will prove (after entering it in a corresponding program) that the winning sector is determined in advance, not at the time of the game.

 

12.30. FANTASY SPORT – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

Fantasy Sport is an online game, where the players gather (create) imagernary or virtual teams (from now on – fantasy teams) from the real professional sportsmen  and compete in a real sport against each other with the help of the collected points gained by the sportsmen of their teams in the upcoming events. That is to say, in the results of the events the sportsmen score fantasy points for their fantasy teams. For some events points are deducted. The points, determined for the events in which the sportsmen perform or take part, are introduced in the below-presented tables according to the sport types. The aim of the player is to collect as many points as possible. So, the player must gather the team out of those sportsmen  who have potential to score the maximum points. To recruit the fantasy team with the sportsmen a symbolic budget is provided by the organizer (player), within which the player can buy sportsmen. Both the organizer and the player can organize fantasy tournaments. A player can create more than one fantasy team. The results are summarized within 24 hours after the end of the tournament or competition round, and the place, that the fantasy team took in the tournament table, becomes clear. The winnings are destributed according to the place that the fantasy team took in the tournament table, the number of players that participated in the fantasy tournament, prize places and the prize fund.

The fantasy tournaments offered by the organizer have guaranted prize fund. A guaranteed amount is set by the organizer as a prize fund. If the amount of buy-ins performed by the players /deducted rakes/ is less than the guaranteed amount set by the organizer, then this amount makes the prize fund, and if it exceeds, then the prize fund makes the amount of buy-ins performed by the players /deducted rakes/.

In the tournaments created by the players the prize fund makes the amount of buy-ins made by the players /deducted rakes/ and depends on the number of the players of that tournament.

Buy-in is an entry fee (including the rake) which gives the player an opportunity to participate in fantasy tournaments. The limit of buy-in may vary according to the requirements of the conducting fantasy tournament, a notice informing about which will be made by the organizer on the website in advance – before the start of the tournament.

Rake is the commission charged by the organizer from buy-ins to provide a gaming environment. The amount of the rake may vary for each fantasy tournament, a notice informing about which will be made by the organizer on the website in advance – before the start of the tournament.

To take part in the fantasy sport games the players can select fantasy tournaments offered by the organizer, or create fantasy tournaments themselves. To take part, the player creates a team (purchases sportsmen within the limits of set budget), also chooses the captain for it (if it is allowed to have a captain in that sport type). Depending on the requirements of the conducting fantasy tournament, a vice-captain of the team can also be picked. The points scored by the captain of fantasy team are doubled, and if the fantasy team captain does not take part in the game and a vice-captain has been picked according to the requirements of this fantasy tournament, then his scored points are doubled. The points scored by the substitute of the fantasy team captain, who hasn’t taken part in the game, are not doubled (exceptions are the fantasy tournaments in the format of pursuit, where the points of the substitute for the fantasy sport captain are also doubled, and the points scored by the substitute for the vice-captain are multiplied by the odds of 1.5). The fantasy team with the highest number of fantasy points wins the fantasy tournament. If two or more fantasy teams have scored the same amount of fantasy points in the result of fantasy tournament, then the fantasy team who used less budget will be considered the winner (exceptions are the fantasy tournaments in the format of pursuit, where the bonus points received by the fantasy sport captain are also added to the points scored by the sportsmen, as well as the bonus fantasy points received for the unused budget). If the winning of the fantasy tournament is set as satellite, (detailed in the section of winning types), then it is distributed by the organizer among the fantasy teams, that scored the same amount of fantasy points, in the corresponding monetary expression.

The number of the players participating in the fantasy sport tournaments is determined according to the types of conducting fantasy tournaments – head to head (H2H) and standard. In head to head tournaments 2 players compete against each other, and in standard tournaments the number of players is determined when creating the fantasy tournament.

There are two main types to conduct fantasy sport – daily fantasy tournament and  seasonal fantasy tournament (seasonal fantasy tournament is organized only for fantasy football).

The daily fantasy tournament can be organized both by the organizer and the player. The daily fantasy tournament can include games during 1 (one) and more play weeks. It can contain minimum one game. After the start of the daily fantasy tournament the player cannot buy or sell sportsmen, exception is the case when a late swap is allowed for the game. Late swap system allows you to buy and sell sportsmen, who haven’t participated in that tournament yet even after the registration deadline. The late swap system applies to the team captain but not to the vice-captain.

The seasonal fantasy tournament is organized by the organizer. The seasonal fantasy tournament includes tournaments that last more than one week. For example, the English Premier League is held as а seasonal fantasy tournament. The seasonal fantasy tournament can consist of stages – group, play-off.  In the seasonal fantasy tournament the player can buy and sell sportsmen during the whole season, if s/he has the available budget and there is a vacancy in the team for the sportsman that will be purchased. The late swap system is not applicable for seasonal fantasy tournaments. In the seasonal fantasy tournaments depending on the requirements of the conducting fantasy tournament a restriction can be applied – to have maximum 3 (three) sportsmen from one team.

The organizer can also hold special fantasy tournaments, a notice informing about the format of which will be made on the website of the organizer before the start of the tournament.

When creating a fantasy tournament the player has an opportunity to select a name for the fantasy tournament, access regulations for the fantasy tournament (public or private), the winning distribution type, the format of the game (e.g. in one fantasy football team 5, 6 or more players can play on the field, etc.), the maximum number of fantasy team that can register in that tournament, the maximum number of fantasy teams that can be registered in that tournament by one player, the maximum number of the sportsmen that can be included in each fantasy team, the number of exchanges that are allowed for each fantasy team,  the maximum acceptable number of fantasy team captains, the budget for fantasy team creation, safety net (automatic replacement system) and stacking penalty (detailed in fantasy football section) systems. Not for all fantasy tournaments the player can have an opportunity to make all these listed choices.

Safety net automatic replacement system is mostly used in fantasy football and fantasy basketball. It gives an opportunity to automatically replace the sportsman with the system if that sportsman does not take part in the game. The program finds a substitute or substitutes, who meet the following three conditions.

1. the substitute sportsman is from the same team as the one who is going to be substituted

2. the substitute sportsman plays in the same game position as the one who is going to be substituted

3. the price of the substitute sportsman does not exceed the price of the one who is going to be substituted.

When making authomatic replacement or replacements if the system encounters the sportsmen with the same price, among which the choice must be performed, then it takes place according to the following priorities.

1. the sportsman, who scored more fantasy points in the previous game, is selected

2. the sportsman, who scored more fantasy points in the fantasy tournament, is selected

3. the sportsman is selected in alphabetical order.

The above mentioned three preconditions must be met for the program to be able to make replacements automatically. If any precondition is not met, then a replacement does not take place and the sportsman, even not launched, remains in the fantasy team. In case of meeting the preconditions, there is no restriction for replacements. If there are no automatic replacements after the launch of the game because of not meeting the preconditions, then in case the latter take place the safety net automatic replacement program may function also during the game.

If the captain of the fantasy team has not launched in the game and has been replaced with safety net automatic replacement system, then due to the requirements of the conducting fantasy tournament the captain of the team may become:

1. not the substitute sportsman, but the vice-captain of the fantasy team (if ther has been a vice-captain and he has not been replaced with the safety net automatic replacement system). If the captain and the vice-captain have been replaced with the safety net automatic replacement system, then the fantasy team will have neither captain, nor vice-captain.

2. the substitute sportsman, and the same as in case of vice-captain of fantasy team – the sportsman who is replacing the vice-captain of the fantasy team, becomes the vice-captain of the fantasy team.

The points of fantasy tournament are calculated within maximum 24 hours after the actual end of the tournament. The points or statistical data displayed during the fantasy tournament may vary from the final result, but the calculation of the points is performed on the basis of the statistical data provided by source that provides official statistical data to the organizer. The information that is provided during the game has only informative character. The official information is published within 24 hours after the end of the game and is a subject to change, only in the case when the results are obviously published incorrectly because of any technical issue. In all the other cases any change performed after 24 hours of the actual end of the tournament is not basis for recalculation.

The winnings in fantasy sport tournaments can be monetary and satellite. Monetary winnings are transferred to the player’s gaming account, and satellite winnings (fantasy ticket or tickets) are transferred to the player’s fantasy account immediately after the end of the fantasy tournament and the calculation of the results. The player can use the received ticket or tickets to take part in other fantasy tournaments. That is to say, in this case instead of buy-in (entrance fee) the received ticket is used. The fantasy tournaments, the entrance of which can be performed by the ticket are displayed on the website of the organizer before the start of the tournament. The official website of Fantasydata (www.fantasydata.com) company is the source for fantasy sport tournaments’ winnings calculation. In case of technical problems, the organizer may reserve the right to perform the data check before distributing the winnings.

In fantasy sport the winning distribution types are - normal, double or nothing and winner takes all. Normal and double or nothing are distributed prize fund types.

The “normal” type of winning is distributed among the players of fantasy tournament in the ratio of in advance selected percentage rate, which is determined while creating a fantasy tournament. The prize fund is distributed among the players who took prize places according to the decreasing order of the winning (the second one will get less than the first one, the third – less than the second one, and so on). The distribution is performed automatically by the program.  

“Double or nothing” winning type is distributed among the players of fantasy tournament in the ratio of 50%. That is to say, the winning fund will be distributed among the half of the fantasy tournament players (who scored the maximum points).  Unlile the above-mentioned type, here the winnings are distributed equally.

“The winner takes all” winning is given only to the player who took the first place.

It is not possible to cancel the registration after registering in any fantasy tournament. The tournaments offered by the organizer may be cancelled in the following cases: the source providing official statistical data provides obviously incorrect statistics ore doesn’t provide it at all, when the servers don’t function, after the registration deadline only 2 (two) players have been registered to take part in the fantasy tournament (if the tournament is not held in head to head format). Fantasy tournaments can also be cancelled if the required minimum number of players necessary for the tournament is not reached. This refers to the distributed prize fund types of fantasy tournaments, when the minimum number of the players must be equal to prize distribution places. The reason for fantasy tournament cancellation can also be the fact, that the team which participates in the tournament starts the match earlier than the previously announced date.

In daily fantasy tournaments, if a game is interrupted and does not continue during 24 hours, then the fantasy points scored by the sportsmen till the moment of the interruption are kept, and if a game is postponed till the end of that daily fantasy tournament, then the fantasy tournament remains relevant, and if a game is postponed and the date allotted for the event is after the end of the last game schedueled for that fantasy tournament, then that fantasy tournament is cancelled and the amount of the made buy-in (including the rake) is returned to the players.

So, if, for example, a daily fantasy tournament includes 1 (one) play week and its date is indicated to be from the 1st to the 7th of the month, and the game, that should take place on the 2nd of the month, is postponed and will take place  on the 6th of the month, then that tournament remains relevant. And if in the same way the date of that game is moved to the 9th of the month, then that fantasy tournament is cancelled and the players get their money back.

In all the other cases, when a daily fantasy tournament or a game of the tournament is terminated prematurely or cancelled, the players get their made buy-ins (including the rakes) back during 3 working days after the early termination (cancellation) of the fantasy tournament or the game.

In seasonal fantasy tournament if a game is interrupted (prematurely teminated) and doesn’t continue by the end of that tournament, then the fantasy points scored by the sportsmen till the moment of the interruption are kept, and if it is decided to continue, then the game remains relevant. The players don’t score points for cancelled games, but have right to make changes in the team (the player has an opportunity to make 1 (one) free change for each stage, in case of performing more than 1 change the fantasy points can be reduced for each performed extra change).

The final decision for exceptional cases of fantasy tournaments interruption, early termination, postpone and cancellation, for which there are no rules in this Regulations,  is made by the organizer.

Only full minutes are taken into account when calculating events in minutes. For example, if the sportsman spent 32 minutes and 57 seconds of the match on the field and was substituted, then when summarizing the results, it is calculated that the sportsman spent 32 minutes on the field.

 

FANTASY FOOTBALL 

 

Depending on the requirements of the fantasy tournament, fantasy football games can be held in different formats, that are selected by the organizer (the player) while creating the fantasy tournament. There are three main game conduction formats for fantasy football:  5, 6 or 11 sportsmen in each team. Fantasy football games can also be held in another format, that will be announced on the organizer’s website before the start of the tournament.

Transfers (the transfers are buying and selling sportsmen from one fantasy team to another) are allowed in the fantasy tournaments, that include more than one play week. Depending on the specifications of the conducting fantasy tournament, the number of free transfers can be different, but in the standard fantasy tournaments, one transfer is allowed in each play week. In case of exceeding the fixed number of transfers, the fantasy team will receive -4 points for each extra transfer. While creating individual fantasy tournaments, the players are provided with an opportunity to set the number of free transfers themselves.

The stacking penalty system functions only in case of conducting daily fantasy tournaments, when the player replenishes his own fantasy team with more than one defender (also goalkeeper) from the same team, the points, that are awarded for successfully preventing the opposition from scoring, are reduced. The maximum reduced points cannot exceed 3 (three): 

The points are reduced according to the following principle:

0 point for the 1st defender

-1 point for the 2nd defender

-2 points for the 3rd defender

-3 points for the 4th to 6th defenders.

When classifying the defensive sportsmen (including the goalkeeper) – 1st, 2nd, 3rd, etc., stacking penalty system functions with the following priorities:

1. 0 point is deducted from the sportsman who took higher place (according to the points), then

-1 point from the one who took the next place, and so on,

2. the sportsmen are selected according to the alphabetical order of the names.

If the captain and vice-captain are included in the defensive unit, then the stacking penalty system does not apply to them.

In fantasy football games only the events that took place during the regular time of the game (including the added stoppage time) are taken into account. The events registered during the overtime and penalty shootout are not taken into account. In fantasy football the player has an opportunity to select a captain (vice-captain) of the fantasy team.

 

The table of the fantasy points given for events taking place in fantasy football:

Football

Attacker

Midfielder

Defender

Goalkeeper

The sportsman is playing at least for 1 second

1

1

1

1

The sportsman is playing at least for 60 minutes

1

1

1

1

The attacker and midfielder play from the very beginning of the game till the end (including the added stoppage time)

1

1

-

-

The goalkeeper keeps a clean sheet – successfully prevents the opposition from scoring (to score a point, the goalkeeper must play for at least 60 minutes and not concede a goal to their own goal)

-

-

-

4

The defender keeps a clean sheet – successfully prevents the opposition from scoring (to score a point the defender must play for at least 60 minutes and not concede a goal)

-

-

4

-

The midfielder keeps a clean sheet - successfully prevents the opposition from scoring (to score a point the midfielder must play for at least 60 minutes and their team must not concede a goal)

-

1

-

-

The goalkeeper protects the goal from scoring

-

-

-

0,5

The sportsman scores in the opponent’s goal

4

5

6

8

Goal assists and fantasy goal assists (an example of fantasy goal assist is, when a sportsman hits the opponent with the ball  to pass the ball to his teammate or register an own goal by the opponent)

3

3

3

3

Own goal

-2

-2

-2

-2

For the violation committed by the sportsman a penalty is awarded

-2

-2

-2

-2

For the violation committed by the sportsman a free kick is awarded and it is accompanied with a direct kick towards the goal

-2

-2

-2

-2

Missed penalty (all penalty shootouts that are realized with one direct shot, as a result of which no goal is registered)

-2

-2

-2

-2

The goalkeeper pushes back the penalty shot (those penalty direct kicks are taken into account, which are pushed back with the contact with goalkeeper)

-

-

-

5

Yellow card (if the same sportsman gets 2 yellow cards during the game, then it is counted to receive 1 yellow and 1 red card)

-1

-1

-1

-1

Red card

-3

-3

-3

-3

The sportsman’s team wins during the time the sportsman is on the field (starting from the sportsman to enter the field till he leaves the field)


1


1


1


1

The sportsman’s team loses during the time the sportsman is on the field (starting from the sportsman to enter the field till he leaves the field)

-1

-1

-1

-1

The team concedes 2 or more goals into their own goal

-

-

-1

-1

 

FANTASY BASKETBALL

 

Depending on the requirements of the fantasy tournament, fantasy basketball games can be held in different formats, that are selected by the organizer (the player) while creating the fantasy tournament. There are three main game conduction formats for fantasy basketball: 5, 7 or 9 sportsmen. Fantasy basketball games can also be held in another format, that will be announced on the organizer’s website before the start of the tournament.

The transfers (the transfers are buying and selling sportsmen from one fantasy team to another) are allowed in the fantasy tournaments, which include more than one play week. Depending on the specifications of the conducting fantasy tournament, the number of free transfers can be different, but in the standard fantasy tournaments, one transfer is allowed in each play week. In case of exceeding the fixed number of transfers, the fantasy team will receive -4 points for each extra transfer. While creating individual fantasy tournaments, the players are provided with an opportunity to set the number of free transfers themselves.

In fantasy basketball games the events that took place during the overtime are also taken into account. In fantasy basketball the player has an opportunity to select the fantasy team’s captain (vice-captain). 

 

The table of the fantasy points given for events taking place in fantasy basketball:

BASKETBALL

Power Forward

Small Forward

Center player

Shooting guard

Point Guard

Free throw goal

1

1

1

1

1

Made 2 point shot

2

2

2

2

2

Made 3 point shot

3,5

3,5

3,5

3,5

3,5

Rebound

1,25

1,25

1,25

1,25

1,25

Assist

1,5

1,5

1,5

1,5

1,5

Steal

2

2

2

2

2

Block

2

2

2

2

2

Turnover

-0,5

-0,5

-0,5

-0,5

-0,5

Double-Double (can be counted 1 time for each player during each game) 

1,5

1,5

1,5

1,5

1,3

Triple-Double (can be counted 1 time for each player during 1 game) 

3

3

3

3

3

 

 

FANTASY ICE HOCKEY

 

Depending on the requirements of the fantasy tournament, fantasy ice hockey games can be held in different formats, that are selected by the organizer (the player) while creating the fantasy tournament. There are two main game conduction formats for fantasy ice hockey: 6 or 8 sportsmen in each team. Fantasy ice hockey games can also be held in another format, that will be announced on the organizer’s website before the start of the tournament.

The transfers (the transfers are buying and selling sportsmen from one fantasy team to another) are allowed in the fantasy tournaments, that include more than one play week. Depending on the specifications of the conducting fantasy tournament, the number of free transfers can be different, but in the standard fantasy tournaments, one transfer is allowed in each play week. In case of exceeding the fixed number of transfers, the fantasy team will receive -4 points for each extra transfer. While creating individual fantasy tournaments, the players are provided with an opportunity to set the number of free transfers themselves.

In fantasy ice hockey games the events that took place in the overtime are also taken into account. In fantasy ice hockey the player has an opportunity to select the fantasy team’s captain (vice-captain). 

 

The table of the fantasy points given for events taking place in fantasy ice hockey:

ICE HOCKEY

Forward

Defenceman

Goaltender

Goal

5

6,5

6,5

Assist

3

4,5

4,5

Shorthanded goal or assist

1

1

1

Goaltender save

-

-

0,2

Shootout (to score the points the goaltender must successfully prevent the opposition from scoring during the entire game and must not be substituted during the game).

-

-

4

Goal conceded

-

-

-1

Victory (in the main time)

-

-

3

Victory (including the overtime and penalty shootouts)

-

-

2

The sportsman is playing at least for 1 second

0,75

0,75

0,75

Hip check (is applied in not all championships and tournaments)

0,25

0,25

0,25

Blocked throw (is applied in not all championships and tournaments)

0,5

0,5

-

Shot on goal

0,25

0,25

0,25

2-minute penalty (there can be championships and tournaments in which the team 2-minute penalty will be given to a particular sportsman)

-0,5

-0,5

-0,5

4-minute penalty

-1

-1

-1

Misconduct Penalty

-2

-2

-2

A penalty shot is appointed because of the violation of the rules from the sportsman’s side.

-0,5

-0,5

-0,5

Penalty goal

2

2

-

Game-winner goal

1

1

1

The forward’s/defender’s team scores a goal while the forward/defender is on the game field.

0,25

0,25

-

The forwards’/defender’s team loses a goal while the forward/defender is on the game field.

-0,25

-0,25

-

 

FANTASY BASEBALL

 

Depending on the requirements of the fantasy tournament, fantasy baseball games can be held in different formats, that are selected by the organizer (the player) while creating the fantasy tournament. The main game conduction format for fantasy baseball is the format of 10 sportsmen: (in each team there are 2 (two) pitchers, 1 (one) catcher, 1 (one) first base player, 1 (one) second base player, 1 (one) third base player, 1 (one) shortstop and 3 (three) outfielders). The games can also be held in another format, that will be announced on the organizer’s website before the start of the tournament. In fantasy baseball the player is not provided with an opportunity to make substitutions as well as to select the team’s captain or vice-captain.

The maximum number of bettors from one team is 5. The sportsmen from at least 2 baseball games can be involved in one team.

If in the fantasy baseball tournament, a game is postponed and it is known that this game will take place during 36 hours, the game remains valid and if the game does not take place during 36 hours, the sportsmen of that game do not receive any points.  

The pitcher scores points only during the defense and the bettor scores points only during the attack.

In fantasy baseball games, the events, that took place during extra innings, are also taken into account.

 

The table of the fantasy points given for events taking place in fantasy baseball:

BASEBALL

Pitcher

Catcher

1-st base player

2-nd base player

3-rd base player

Shortstop

Outfielder

Single

-

3

3

3

3

3

3

Double

-

5

5

5

5

5

5

Triple

-

8

8

8

8

8

8

Home-Run

-

10

10

10

10

10

10

RBI

-

1,5

1,5

1,5

1,5

1,5

1,5

Run Scored

-

1,5