Casino Regulations

1. 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), electronic 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, Poker, Toto11, Baron, Gol Penalty, Chingachung), 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, Crazy Time, 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, Rock,Paper,Scissors, FRUITRACE, Lucky 6, Lightning Dice, Blackjack (Turbo), Greyhounds, Jokerbet, 1 Bet, 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, Kricket-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, Hypergammon, Cash Show, Mega Roulette, Lucky 7, Peek Baccarat.


 

2. 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 – “WagonBet”

Player – a fully workable physical entity more than 21 years old who is registered on the Organizer's website (playin.wagonbet.com) 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.wagonbet.com) belonging to the organizer where the player can input money, make bets, win prizes and get prizes in his account after registration.

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, granting of winnings.

Withdrawal application – 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»). The 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.

 

 

3. 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.

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 game account of the organizer’s website.

The player may use the amount inputted into the game account only for making a bet or demand it under the terms and conditions set in the regulations.

The player may require non-cash money from his gaming account.

Any transaction made with the organizer via payment cards and (or) payment systems and/or by bank transfer shall be considered made by the player.

The fact of winning or not winning of the bet is determined by recording the result of the game, taking into account the bet made.

 

 

4. 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 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.

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

 

 

5. THE GAME PROCEDURE AND WINNING OPTIONS

 

 

ROULETTE

 

1. 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. Moreover, the dealer does not have the right to change the rotation of the wheel and the white ball as long as the player is playing. 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)

the bet is multiplied by 35 times

2.

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

the bet is multiplied by 17 times

3.

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

the bet is multiplied by 11 times

4.

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

the bet is multiplied by 8 times

5.

One of the 6 numbers

the bet is multiplied by 5 times

6.

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

the bet is tripled

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)

the bet is tripled

8.

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

the bet is doubled

9.

Red or black (color guess)

the bet is doubled

10.

Odd or even

the bet is doubled

 

 

2. 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 35:1, but can range from 29:1 to 499:1 depending on the odds randomly selected for this draw.


 

3. 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)

the bet is multiplied by 17 times

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

the bet is multiplied by 8 times

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

the bet is multiplied by 5 times

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

the bet is multiplied by 3.5 times

Оne of the 6 numbers

the bet is multiplied by 2 times

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)

the bet is multiplied by 8 times

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

the bet is multiplied by 8 times

Red (color guess)

the bet is multiplied by 3 times

Black (color guess)

the bet is multiplied by 3 times

Red or black (color guess)

the bet is multiplied by 2 times

Even

the bet is multiplied by 3 times

Odd

the bet is multiplied by 3 times

One of the 18 numbers (1-18)

the bet is multiplied by 3 times

One of the 18 numbers (19-36)

the bet is multiplied by 3 times

Two balls on any number

the bet is multiplied by 35 times

Two balls on the selected number

the bet is multiplied by 1300 times


 

4. AMERICAN ROULETTE


 

In American Roulette, the rules of Roulette apply, with one exception: 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.


 

5. AUTO-ROULETTE LA PARTAGE, FRENCH ROULETTE GOLD


 

For these types of roulettes, the rules of Roulette apply, 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.


 

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”.

 

Rewards

 

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

 

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.


 

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.

    
 

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.


 

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.


 

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.


 

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.


 

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.


 

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. 


 

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.


 

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.


 

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.


 

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 chosen 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 EUR or joins to such a table in Classic Belote, the in case of card change, 1,000 EUR 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 EUR or joins such a table of Classic Belote, and multiplies the bet by 4 times during the game, making it 4,000 EUR, then in case of card change, 400 EUR will be charged from his account.


 

“DOUBLE STAKE” OPTION IN BELOTE


 

1. In Classic 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 EUR and with a 200 EUR main bet, then in case of losing the doubled stake is deducted from the player’s maximum 2,000 EUR amount, and the residual amount is refunded to the player account. For example, 2,000 EUR maximum amount - 400 EUR doubled stake = 1,600 EUR 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

In case of a game With Trump

In case of a game with No Trump

A

11

19

K, Q, 10  

10

10

J

20

10

9

14

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. The player with the higher combination wins. 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. The opportunity to choose a trump is given randomly, regardless of which player created the table. If the player chooses the proposed trump, the game starts with him, and if not, the right to choose goes to the opponent. If the latter takes a card, it becomes the trump of the game. The first step is made by the player who first got the opportunity to choose a trump. If the opponent refuses to choose a trump card, the right to choose again passes to the first player, and the system offers either to choose a trump out of the remaining 3 suits or to choose a game “With No Trump”, the symbol of which is A, as well as is given a chance to take the card opened on the table. 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. – 140 points

3.  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.


 

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 7 types of Backgammon: Short, Armenian, Long, Blitz, Pioneer, Hyper and Nack. 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: play with the game score (to 1, to 3, to 5, to 7, to 9, to 11, to 51, to 101), play total time (2m, 3m, 4m, 5m, 6m), the duration of the move (3s, 5s, 10s, 20s, 30s), the extra opportunities (Doubling (Cube), Koks, Beaver, Jacoby rule, roll the dice again), 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.



 

BLOCK

 

Game Rules

 

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 are not used for this game.

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. If a player fails to match his bones having an appropriate amount of points with the bones of the open end of dominoes, he misses step.

Each player can play only with one bone during one step. The player who is first free from bones wins the game.

If none of the players can make any step, the game is over and there comes the moment of steps blocking. If the game is over by the “block” each player turns his remaining bones face up and counts the total amount of pips on all of his bones. The player with the lowest such sum wins the match and takes the sum of points equal (1 point for each pip on the bone) to the sum of all pips remaining at the other player of this match.

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


 

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 EUR in a Backgammon game and chooses the “Lucky Spin” option. If the arrow stops at “x4”, the winning amount of 960 EUR is multiplied by 4, and the player wins 3840 EUR. In case the arrow stops at “x0”, the player loses his/her winning totally.


 

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.


 

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.


 

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.

Regardless of what card he/she has, the player who makes the last move in the game picks up all the cards that are on the table at that moment.

 

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.


 

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, 4 minutes, 5 minutes), the step duration (5 seconds, 10 seconds, 15 seconds, 20 seconds, 30 seconds), the game score (1 point, 3 points, 5 points, 7 points), and the bet amount (50-500,000 EUR). 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 the number of points that was set when creating the game.


 

GOAL PENALTY – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

Goal Penalty 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.

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 overall game duration (1 minute, 2 minutes, 3 minutes, 4 minutes, 5 minutes), the step duration (5 seconds, 10 seconds, 15 seconds, 20 seconds, 30 seconds), number of shots (3, 5, 7, 9), and the bet amount (50-500,000 EUR). 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. 

The objective of the game is to collect more points by scoring a goal.

At the beginning of the game, randomly, one of the players is selected as Forward (Player 1) and the other as Goalkeeper (Player 2).

The goal is divided into 6 sectors. The Forward (Player 1) indicates the sector of the goal that is going to be hit. Then the right to move goes to the Goalkeeper (Player 2). The Goalkeeper chooses the sector of the goal that is going to protect. The Forward does not see which sector the Goalkeeper has chosen, and the Goalkeeper does not see which sector the Forward has chosen. If the sector selected by the Goalkeeper does not match the sector selected by the Forward, then a goal is recorded and the Forward gets 1 point. If the sectors selected by the Forward and the Goalkeeper are the same, the game score does not change.

Then the players switch places: Player 2 becomes the Forward, and Player 1 becomes the Goalkeeper. The game follows the same principle: the Forward chooses the sector of the goal where he will hit, and the Goalkeeper chooses the sector of the goal that will protect.

If, after all the shots, the number of goals scored by two players is equal, then each player gets one extra shot to determine the winner of the game. Extra shots continue until one of the players scores a goal and the opponent does not.

If, after 5 shots, one of the players scores more goals than the other, the shots stop (for example, if each of the players have made 3 shots and the score is 3:1, then after the successful 4th shot the game stops because the defeated player could have made maximum 2 shots).

The winner is the player who has scored more goals than the opponent after a specified number of shots.


 

CHINGACHUNG – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

Chingachung is a game designed for two players. One of the players creates a game by choosing the game time, the step time, number of points and bet amount. 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, 4 minutes, 5 minutes), the step duration (5 seconds, 10 seconds, 15 seconds, 20 seconds, 30 seconds), the game score (1, 2, 3, 4, 5, 6, 7, 8, 9, 10), and the bet amount (50–500,000 EUR). The player who joins the already created game accepts its conditions. The player who creates the game decides whether he/she wants to play with this opponent or not. The game starts only if the answer is positive.

As soon as the second player joins the game, the opportunity to choose the first step is randomly given to one of the players, then the step passes to the second player. The player who made the second step sees the first player’s step only after he/she has made his/her own step.

The game goal is to score more points according to the game rules. Тhe player who scores a certain number of points is considered the winner.

 

Game rules

 

The players may choose one of the following steps:

1. Rock

2. Scissors

3. Paper

 

According to the game rules:

1. Paper wins scissors

2. Scissors win paper

3. Rock wins scissors

 

Each winning step brings the player 1 point. If both of the players make the same step, the round ends in a draw. When both players complete their steps, the winner of this round is determined according to the above rules.

And as a result of the rounds the winner of the game is determined.

Regardless of the number of points scored, if a player does not make a step during his/her turn because of the finished play time, he/she loses.


 

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.

 

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.


 

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.


 

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.


 

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.


 

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.


 

CRASH  THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

To participate in the game Crash, 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, 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” 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” 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.


 

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.


 

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.


 

FOOTBALL STUDIO – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

The “Football studio” game objective is to guess who – Home (A) or Away (B) –  will take the higher value card, and therefore win.

The player may also guess whether the cards dealt for Home (A) and Away (B) will be of the same value, by placing a bet on Draw (X).

The aim of the Football studio is to predict which of them – Home (A) or Away (B) – will win or if they will be of the same value – Draw (X).

The cards are dealt from a shoe with eight decks. The player places a bet on either Home (A), Away (B) or Draw (X).

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 (A) and to Away (B). In case the bet of Home (A) or Away (B) 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 main bet (Home (A) or Away (B)) is returned,   and in case of a Draw (X) wins and paid in the ratio of 11:1.

 

Payouts

 

Bet

Pays

Home (A)

1:1

Away (B)

1:1

Draw (X)

11:1

 

Any malfunction voids the game round and all eventual payouts for the round. Bets are returned to players.


 

DRAGON TIGER, KRICKET-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 Draw or Suited Draw.

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 Draw of same value or a Draw 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 Draw, or Suited Draw (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 draw, 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 Draw was registered, the player returns 50% of the main bet.

If the bet was made on a Suited Draw and if the Dragon and the Tiger have the cards in a same value and suit, it’s a Suited Draw, then wins pay out 50:1. If the bet was made on a Draw, then in the case of a Suited Draw, 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 Draw, the player is returned 50% of the main bet.

 

Payouts

 

Bet

Pays

The victory of a Dragon

1:1

the victory of a Tiger

1:1

Draw

11:1

Suited Draw

50:1

 

Any malfunction voids the game round and all eventual payouts for the round. Bets are returned to players.


 

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.


 

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 EUR 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 EUR (1,000 + 5 x 1,000), where 1,000 EUR is the bet amount, and 5,000 EUR 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 EUR 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 EUR 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 EUR (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 EUR on number 5. In first Chance the player wins x8 multiplier, and in second chance – 5,000 EUR. If the wheel stops at number 5 after next spin, the player will win 9,000 EUR (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 EUR, during the game this amount decreased and reached 100 EUR, in this case the “Super tax” will not be withheld, since the tax amount (20% of 1,000 EUR) is 200 EUR higher than the bonus amount at the moment (100 EUR).

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


 

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.


 

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.


 

CRAZY TIME – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

During the game Crazy Time the presenter spins a large vertical wheel. The wheel is divided into 54 equal segments which are separated with the lines. 45 out of 54 segments are marked with the following numbers: number 1 – 21 segments, number 2 – 13 segments, number 5 –7 segments, number 10 – 4 segments, and 9 bonus segments: Cash Hunt – 2 segments, Pachinko –2 segments, Coin Flip – 4 segments and Crazy Time – 1 segment. The player makes a bet on the segment s/he believes the wheel will stop at (1, 2, 5, 10, Cash Hunt, Pachinko, Coin Flip or Crazy Time). Then the presenter spins the wheel. The arrow sign, which is on the upper part of the wheel, stops at the winning segment. After the spin if the wheel stops at the segment which has been selected by the player, then s/he wins. In case of number spots the winnings are distributed with the odds of the winning segment. For example, if the player has made 1000 EUR bet on the segment with the number 5 and the wheel has stopped at that segment, then the winning will make 5,000 EUR (5 x 1000). The odds for the winnings of Bonus segments are decided during the Bonus games.

 

Simultaneously with the spin of the wheel, the two-reel Top Slot game starts, which is displayed on the TV screen above the main game wheel. In each round of Top Slot game a random multiplier is determined both for number and bonus bet segments. If one of the bet segments and the multiplier align on a horizontal line separating the screen of Top Slot, then it means a match. This multiplier is applied for the bets made on this particular segment for the current round. If the bet segment does not align horizontally with the multiplier, then the game proceeds without the Top Slot multiplier.

In case of the game with Top Slot, the winning makes:

– In case of number bet segments – the winning is multiplied by the multiplier of Top Slot. 

– In case of Bonus bet segments – the winning odds of the particular Bonus game are multiplied by the multiplier of Top Slot.

All the players can observe Bonus segment games, but only the players who have made bets on the corresponding bonus segment can play and win. 

 

Bonus Games

 

If the wheel stops on a segment with a Bonus field, then the players who have made bets on that Bonus segment play the Bonus game. Depending on the Bonus segment the wheel has stopped at, the players can take part in Cash Hunt, Pachinko, Coin Flip and Crazy Time bonus games.

 

In Cash Hunt bonus game a wall containing 108 random multipliers is generated and displayed on the screen. If there is a multiplier won in the Top Slot, then all those 108 multipliers are multiplied by that multiplier, and if there is not, then the same multipliers are kept, afterwards, they are covered by random symbols and shuffled. The countdown begins, during which the player prepares the cannon and aims the spot s/he believes has the highest valued multiplier. After the countdown is over, the cannon is fired, all the covered spots are revealed and the player sees the multiplier s/he has fired at. In that case, the winning makes bet amount multiplied by that multiplier. 

If the player made no decision during the provided time or there was a connection failure, the decision is made automatically – the spot on the wall is picked randomly. 

 

Pachinko bonus game offers a wall of multipliers that consists of a random puck drop zone (the top part) and a landing zone (the bottom part) containing 16 random multipliers. The puck is dropped randomly from zones 4–12. Before the puck is dropped, if there is a winning multiplier then all the multipliers are multiplied by the multiplier from the Top Slot, and if there is not, then the multipliers remain the same.

If the puck lands on the column DOUBLE, then all the multipliers are doubled. In this case a random puck is again dropped from the drop zone, which can land on one of the doubled multipliers or the DOUBLE part again. In case of landing on one of the multipliers, the winning is calculated by that multiplier (bet amount multiplied by that multiplier). 

If the puck lands on DOUBLE columns numerous times and the values of all multipliers reach 10,000x, then DOUBLE column is replaced by 10,000x multiplier.

A Rescue Drop of a puck may occur as a surprise, if the previous puck landed on 2x, 3x or 4x multipliers. In that case, from the drop zone another random puck will be dropped again. If a Rescue Drop of a puck occurrs, then all the multipliers lower than the multiplier the puck previously landed on are increased – reaching the value of the multiplier the puck previously landed on. 

 

In Coin Flip bonus game a red and blue-sided coin is being flipped. Two multipliers are randomly assigned – a multiplier for each side of the coin: the multipliers are displayed on the screen. 

If there is a Top Slot multiplier assigned for Coin Flip, then this multiplier is applied for those two multipliers and the new changed values of the multipliers are displayed on the screen, and if there is not, then the multipliers remain the same. 

The coin is flipped after the final values of the multipliers are revealed. The side that is facing up is the winning side and the winning is calculated by the multiplier of that side (bet amount multiplied by that multiplier). 

A Rescue Flip of the coin may occur as a surprise, if the assigned multipliers are low. In that case, the coin must be flipped again. In case of being low it must be flipped again until the multiplier is higher than the assigned multiplier.

 

In Crazy Time bonus game a wheel consisting of 64 segments is spun, above which there are three flappers (green, blue and yellow). There are bonus multipliers on the wheel segments. If there is a winning multiplier in the Top Slot, then all the multipliers on the Crazy Time wheel are multiplied by that multiplier, and if there is not, then the multipliers remain the same.

During the decision time the player comes up with the flapper – green, blue or yellow.

If the player made no decision during the provided time or there was a connection failure, the decision is made automatically – a random flapper is picked for the player. After the wheel stops, the bet of the players who have picked the appropriate flapper is multiplied by the multiplier pointed by the flapper (for example, if the player has selected the green flapper and the wheel has stopped pointing x25 under the green flapper, then the bet amount is multiplied by x25 and accordingly the multiplier displayed under the flapper of each color multiplies by the bet amount). 

If the wheel stops on the border of the segments (not completely on the segment), then the wheel is spun again.

If one of the flappers stops on the DOUBLE or TRIPLE segment on the Crazy Time wheel, then for those players, who have picked this flapper all the multipliers’ values on the wheel are doubled or tripled and the wheel is spun again for them.

If Crazy Time wheel stops on the DOUBLE or TRIPLE segments many times in a row, and the values of all the multipliers have reached 20,000x, then DOUBLE and TRIPLE segments are replaced by 20,000x multipliers. 

Any malfunctioning cancels the round and the payment of all the possible winnings for that round, as well as the bet made for that game is returned to the player. 


 

KENO EXPRESS – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

Keno Express is an ongoing game that the players have an opportunity to join at any time. The players are provided minimum 5 seconds to make bet(s). The player should pick a number from 1 to 100 or a range among those numbers, on which to make a bet from the offered outcomes, then wait to see which number will be drawn from the lottery drum.

 

The outcomes of the game Keno Express are the following:

1. The player picks a certain number and indicates “lower” (e.g. if the player has selected 10 “lower”, then s/he wins, if the drawn number is lower than 10 or equal to it, and when the drawn number is higher than 10 – loses).

2. The player picks a certain number and indicates “higher” (e.g. if the player has selected 10 “higher”, then s/he wins, if the drawn number is higher than 10 or equal to it, and when the drawn number is lower than 10 – loses).

3. The player sets a range of numbers and indicates, that the drawn number will be from that range (e.g. if the player sets a range 10-37, and if the drawn number is equal to 10 or higher than it or is equal to 37 or lower than it, i.e. the drawn number is from his/her set range, then s/he wins, otherwise – loses).  

4. The player sets a range of numbers and indicates, that the drawn number will not be from that range (e.g. if the player sets a range 10-37, and if the drawn number is equal to 10 or lower than it or is equal to 37 or higher that it, i.e. the drawn number is not from his/her set range, then s/he wins, otherwise – loses).  

 

The player, who predicts the offered outcome(s) correctly, wins. Fixed odds are set for the offered outcomes (each number – higher or lower, and a range of numbers – will or will not be in that range) that the player sees when making a bet. The winning is calculated according to the players bet amount multiplied by those odds.

It is allowed to double the bet during the round. E.g. if the player has made 1000 EUR bet during the time for making bets, then before the number is drawn from the lottery drum, s/he can press “x2” button and his/her bet will be doubled – 2000 EUR, and in case of winning, it will make the winning odds multiplied by 2000 EUR.

The winning number is not determined at the time of the game, but minimum 2 rounds in advance. After the end of the game, the players are given an opportunity to make sure that the winning number has been determined before the game and not at the time of the game. After the end of the game the players are provided with a code, which will prove (after entering it in the corresponding program) that the winning number has been determined in advance, and not at the time of the game.

In the game Keno Express the player can make 2 bets during a round.


 

 LUCKY 5 (5 BET) – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 


 

Lucky 5 (5 Bet) is a game based on the principle of lottery. 5 winning balls out of 36 (9 balls for each color: white, blue, green and red, numbered from 1 to 36) randomly fall from the lottery machine and are drawn into the cylinders. The order of the winning balls is determined by the cylinders from left to right, i.e. the ball drawn into the left cylinder is considered to be the first, and the one in the right – the last.

Before the start of the game the players pick one of the outcomes presented below and the stake to participate in the game. The player wins, if the balls drawn from the lottery machine match with his/her picked outcome(s), in case of which the winning is transferred to his/her gaming balance. In case of incompliance, the player loses. Each outcome has its appropriate odds. The winnings are paid according to the predicted outcome(s) odds, i.e. the made bet amount is multiplied by the winning odds. 

A betting round takes place between the games and lasts approximately 3 minutes. The game runs 24 hours once in 5 minutes in real time. The players can make bets on the following outcomes of the upcoming game:

1. The ball with chosen number will be drawn (1,2,3,…,36)

2. The ball with chosen number will not be drawn (1,2,3,…,36)

3. Two balls with chosen numbers will be drawn (1,2,3,…,36)

4. Three balls with chosen numbers will be drawn (1,2,3,…,36)

5. More balls with odd numbers will be drawn

6. More balls with even numbers will be drawn

7. The sum of drawn balls’ numbers will be odd

8. The sum of drawn balls’ numbers will be even

9. The sum of drawn balls’ numbers will be under 92.5

10. The sum of drawn balls’ numbers will be over 92. 5

11. At least 1 white ball will be drawn

12. No white ball will be drawn

13. The amount of white drawn balls will be over 1.5

14. The amount of white drawn balls will be under 1.5

15. The amount of white drawn balls will be over 2.5

16. The amount of white drawn balls will be under 2.5

17. The amount of white drawn balls will be over 3.5

18. 5 white balls will be

19. Exactly one white ball will be drawn

20. Exactly one white ball will not be drawn

21. Exactly two white balls will be drawn

22. Exactly two white balls will not be drawn

23. Exactly three white balls will be drawn

24. Exactly three white balls will not be drawn

25. Exactly four white balls will be drawn

26. At least one green ball will be drawn

27. No green ball will be drawn

28. The amount of green drawn balls will be over 1.5

29. The amount of green drawn balls will be under 1.5

30. The amount of green drawn balls will be over 2.5

31. The amount of green drawn balls will be under 2.5

32. The amount of green drawn balls will be over 3.5

33. 5 green balls will be drawn

34. Exactly one green ball will be drawn

35. Exactly one green ball will not be drawn

36. Exactly two green balls will be drawn

37. Exactly two green balls will not be drawn

38. Exactly three green balls will be drawn

39. Exactly three green balls will not be drawn

40. Exactly four green balls will be drawn

41. At least one red ball will be drawn

42. No red ball will be drawn

43. The amount of red drawn balls will be over 1.5

44. The amount of red drawn balls will be under 1.5

45. The amount of red drawn balls will be over 2.5

46. The amount of red drawn balls will be under 2.5

47. The amount of red drawn balls will be over 3.5

48. 5 red balls will be

49. Exactly one red ball will be drawn

50. Exactly one red ball will not be drawn

51. Exactly two red balls will be drawn

52. Exactly two red balls will not be drawn

53. Exactly three red balls will be drawn

54. Exactly three red balls will not be drawn

55. Exactly four red balls will be drawn

56. At least one blue ball will be drawn

57. No blue ball will be drawn

58. The amount of blue drawn balls will be over 1.5

59. The amount of blue drawn balls will be under 1.5

60. The amount of blue drawn balls will be over 2.5

61. The amount of blue drawn balls will be under 2.5

62. The amount of blue drawn balls will be over 3.5

63. 5 blue balls will be

64. Exactly one blue ball will be drawn

65. Exactly one blue ball will not be drawn

66. Exactly two blue balls will be drawn

67. Exactly two blue balls will not be drawn

68. Exactly three blue balls will be drawn

69. Exactly three blue balls will not be drawn

70. Exactly four blue balls will be drawn

71. At least three balls of the same color will be drawn

72. At least four balls of the same color will be drawn

73. Five balls of the same color will be drawn

74. More white and green balls than red and blue ones will be drawn

75. More white and red balls than green and blue ones will be drawn

76. More white and blue balls than green and red ones will be drawn

77. More white balls than green ones will be drawn

78. More green balls than white ones will be drawn

79. There will be equal amount of drawn white and green balls

80. More white balls than red ones will be drawn

81. More red balls than white ones will be drawn

82. There will be equal amount of white and red balls

83. More white balls than blue ones will be drawn

84. More blue balls than white ones will be drawn

85. There will be equal amount of white and blue balls

86. More green balls than red ones will be drawn

87. More red balls than green ones will be drawn

88. There will be equal amount of green and red balls

89. More green balls than blue ones will be drawn

90. More blue balls than green ones will be drawn

91. There will be equal amount of green and blue balls

92. More red balls than blue ones will be drawn

93. More blue balls than red ones will be drawn

94. There will be equal amount of red and blue balls


 

 LUCKY 7 (7 BET) – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS  


 

Lucky 7 (7 Bet) is a game based on the principle of lottery. 7 winning balls out of 42 (21 balls for each black and yellow color, numbered from 1 to 42) randomly fall into the tube of lottery machine. The draw is deemed to have taken place when at least 7 balls have been drawn. If there are more than 7 balls in the tube, the first 7 balls are counted, and the other balls are ignored.

Before the start of the game the players pick one of the outcomes presented below and the stake to participate in the game. The player wins, if the balls drawn from the lottery machine match with his/her picked outcome(s), in case of which the winning is transferred to his/her gaming balance. In case of incompliance, the player loses. Each outcome has its appropriate odds. The winnings are paid according to the predicted outcome(s) odds, i.e. the made bet amount is multiplied by the winning odds. 

A betting round takes place between the games and lasts approximately 3 minutes. The game runs 24 hours once in 5 minutes in real time. The players can make bets on the following outcomes of the upcoming game:

1. Ball with the chosen number will be drawn (1,2,3,...,42)

2. Ball with the chosen number will not be drawn (1,2,3,...,42)

3. Two balls with the chosen numbers will be drawn (1,2,3,...,42)

4. Three balls with the chosen numbers will be drawn (1,2,3,...,42)

5. Four balls with the chosen numbers will be drawn (1,2,3,...,42)

6. None of seven balls with chosen numbers will be drawn

7. At least 1 out of 7 balls with chosen number will be drawn

8. At least 2 out of 7 balls with chosen numbers will be drawn

9. At least 3 out of 7 balls with chosen numbers will be drawn

10. At least 4 out of 7 balls with chosen numbers will be drawn

11. At least 5 out of 7 balls with chosen numbers will be drawn

12. The sum of yellow drawn balls’ numbers will be under 73.5

13. The sum of yellow drawn balls’ numbers will be over 73.5

14. The sum of black drawn balls’ numbers will be under 73.5

15. The sum of black drawn balls’ numbers will be over 73.5

16. The sum of drawn balls’ numbers will be under 100.5

17. The sum of drawn balls’ numbers will be under 125.5

18. The sum of drawn balls’ numbers will be over 125.5

19. The sum of drawn balls’ numbers will be under 150.5

20. The sum of drawn balls’ numbers will be over 150.5

21. The sum of drawn balls’ numbers will be under 175.5

22. The sum of drawn balls’ numbers will be over 175.5

23. The sum of drawn balls’ numbers will be under 200.5

24. The amount of yellow drawn balls will be under 3.5

25. The amount of yellow drawn balls will be over 3.5

26. The amount of yellow drawn balls will be under 2.5

27. The amount of yellow drawn balls will be over 2.5

28. The amount of yellow drawn balls will be under 1.5

29. The amount of yellow drawn balls will be over 1.5

30. No yellow ball will be drawn

31. The amount of black drawn balls will be under 3.5

32. The amount of black drawn balls will be over 3.5

33. The amount of black drawn balls will be under 2.5

34. The amount of black drawn balls will be over 2.5

35. The amount of black drawn balls will be under 1.5

36. The amount of black drawn balls will be over 1.5

37. No black ball will be drawn

38. 7 yellow balls will be drawn

39. Exactly 6 yellow balls will be drawn

40․ Exactly 5 yellow balls will be drawn

41. Exactly 4 yellow balls will be drawn

42. Exactly 3 yellow balls will be drawn

43. Exactly 2 yellow balls will be drawn

44. Exactly 1 yellow ball will be drawn

45. 7 black balls will be drawn  

46. Exactly 6 black balls will be drawn

47. Exactly 5 black balls will be drawn

48. Exactly 4 black balls will be drawn

49. Exactly 3 black balls will be drawn

50. Exactly 2 black balls will be drawn

51. Exactly 1 black ball will be drawn

52. More balls with odd numbers will be drawn

53. More balls with even numbers will be drawn

54. The sum of drawn balls’ numbers will be odd

55. The sum of drawn balls’ numbers will be even

56. The number of the first drawn ball will be odd

57. The number of the first drawn ball will be even

58. The number of the last drawn ball will be odd

59. The number of the last drawn ball will be even

60. The numbers of first two drawn balls will be odd

61. The numbers of first two drawn balls will be even

62. The number of the first drawn ball will be odd, and the number of the second one – even

63. The number of the first drawn ball will be even, and the number of the second one – odd

64. The number of the first drawn ball will be odd, and the number of the last one – even

65. The number of the first drawn ball will be even, and the number of the last one – odd

66. The first drawn ball will be yellow

67. The first drawn ball will be black

68. The last drawn ball will be yellow

69. The last drawn ball will be black

70. More yellow balls will be drawn

71. More black balls will be drawn

72. The first and the second drawn balls will be of the same colour

73. The first and the second drawn balls will be of different colours


 

WHEEL, CLASSIC WHEEL and WHEEL OF FORTUNE – 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 “Wheel”).

During the game Wheel the presenter spins the wheel divided into 19 sectors (numbered from 1 to 18 and a cup with star is displayed on of the sectors: the sectors have different colors – grey, red, black) counterclockwise, then clockwise. During a round, the wheel is spun only once, except the cases when the spin must be repeated. The round is considered succeeded if the wheel made at least 3 full spins clockwise. The number or the sign, with which the sector is marked and at which the arrow of the wheel stops is considered the result of the game.

Before the start of the game the players pick one of the outcomes presented below and the stake to participate in the game. The player wins, if the sector at which the arrow has stopped matches with his/her picked outcome(s), in case of which the winning is transferred to his/her gaming balance. In case of incompliance, the player loses. . Each outcome has its appropriate odds. The winnings are paid according to the predicted outcome(s) odds, i.e. the made bet amount is multiplied by the winning odds.  

A betting round takes place between the games and lasts approximately 2 minutes. The game runs 24 hours once in 2 minutes in real time. The players can make bets on the following outcomes of the upcoming game:

1. The arrow of the wheel will stop at the selected number (1,2,3,...,18)

2. The arrow of the wheel will stop at the range of 1-6

3. The arrow of the wheel will stop at the range of 7-12

4. The arrow of the wheel will stop at the range of 13-18

5. The arrow of the wheel will stop at the number under 9.5

6. The arrow of the wheel will stop at the number over 9.5

7. The arrow of the wheel will stop at the grey sector

8. The arrow of the wheel will stop at the red sector

9. The arrow of the wheel will stop at the black sector

10. The arrow of the wheel will stop at the “cup with star” sector

11. The arrow of the wheel will stop at any even number

12. The arrow of the wheel will stop at any odd number

13. The arrow of the wheel will stop at any even number in the grey sector

14. The arrow of the wheel will stop at any odd number in the grey sector

15. The arrow of the wheel will stop at any even number in the red sector

16. The arrow of the wheel will stop at any odd number in the red sector

17. The arrow of the wheel will stop at any even number in the black sector

18. The arrow of the wheel will stop at any odd number in the black sector


 

SPEEDY 7 – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

During the game Speedy 7 cards are sequentially being taken out of 52 cards deck (consisting of four suits (spades, clubs, diamonds and hearts) 13 cards in each (two, three, four, five, six, seven, eight, nine, ten, jack, queen, king, ace)). The players predict whether in the game consisting of 7 rounds the next card will be red (diamond, heart), or black (spade, club). After winning in each round of the game, the player can get the winning or continue the game – predicting the color of the next card with the expectations to get higher winning. For the players, who have predicted in row the colors of four or seven opened cards, there are also bonus winnings in the game. The games are conducted daily once in each 2 minutes in real time. 

The first betting round starts before the first card is dealt, during which the player can make only one bet on one of the available betting options – predicting the color of the opened card. After the end of the first betting round the first card is dealt and the outcome of the betting round is determined, the winning is calculated and the next betting round starts.

Before the start of the second (third, fourth, fifth, sixth) betting round updated odds are displayed. Players who have won in the first betting round can make one of the following actions: 

- Continue the game, make a bet by predicting the next card. 

- Cash out the winning, in case of which the winning amount will immediately be transferred to the player’s gaming balance. 

– Not to take any action during the betting rounds, in case of which the winnings will be transferred after the betting time expires.

The player can start the game in any betting round. 

In each round the outcomes have appropriate odds. The player who predicts the outcome correctly, wins. In each round the winning is determined by the odds of the predicted outcome, i.e. the made bet amount is multiplied by the winning odds.

The 4-card streak bonus: the player can get a bonus for correctly predicting four outcomes in a row in the same game, if s/he does not cash out his/her winnings in that game. The bonus is paid as an additional winning. In this case the player will get a bonus equal to his/her initial stake, i.e. bonus equal to his/her initial stake will be added to 4 sequential winnings. 

The 7-card streak bonus։ the playere can get a bonus in a game, if s/he predicts all the outcomes correctly from the first round, if s/he does not cash out his/her winnings in that game. The bonus is paid as an additional winning, which is calculated in the following way: in case of 7 winnings in a row 14 times of the initial stake is added to the winnings. 


 

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


 

During the game “Lucky 6”, 6 winning balls out of 60 (red and blue colors, numbered from 0 to 9, 30 balls are red and 30 balls are blue, the total sum of the numbers is 270; taking into consideration, that numbers from 0 to 9 are not distributed in equal on the balls, the total sum of red balls is 138 and the total sum of blue balls are 132) randomly drop out one at a time and are located in 6 corresponding zones of the game equipment (zone A-2, zone B-2, zone C-2) from left to right. The order of winning balls is determined from left to right of the zones, so the ball in the left zone is considered the first, and in the right zone – the last. 

Before the start of the game the players pick one of the outcomes presented below and the stake to participate in the game. The player wins, if the balls drawn from the lottery machine match with his/her picked outcome(s), in case of which the winning is transferred to his/her gaming balance. In case of incompliance, the player loses. Each outcome has its appropriate odds. The winnings are paid according to the predicted outcome (s) odds, i.e. the made bet amount is multiplied by the winning odds. 

A betting round takes place between the games and lasts approximately 3 minutes. The game runs 24 hours once in 5 minutes in real time. The players can make bets on the following outcomes of the upcoming game:

1. Selected ball with No. 0,1,2,...,9 will be dropped in A zone

2. Selected ball with No. 0,1,2,...,9 will be dropped in B zone

3. Selected ball with No. 0,1,2,...,9 will be dropped in C zone

4. The numbers of the balls dropped out in A zone will make the selected number (00,…,99)

5. The numbers of the balls dropped out in B zone will make the selected number (00,…,99)

6. The numbers of the balls dropped out in C zone will make the selected number (00,…,99)

7. Count of the dropped out balls with the chosen number (0,1,2,...,9) will be more than 1,5

8. Count of the dropped out balls with the chosen number (0,1,2,...,9) will be less than 1,5

9. Count of the dropped out balls with the chosen number (0,1,2,...,9) will be even number

10. Count of the dropped out balls with the chosen number (0,1,2,...,9) will be odd number

11. Sum of the numbers of red dropped out balls will be under 13,5

12. Sum of the numbers of red dropped out balls will be over 13,5

13. Sum of the numbers of blue dropped out balls will be under 12,5

14. Sum of the numbers of blue dropped out balls will be over 12,5

15. Sum of the numbers of A zone dropped out balls will be under 9,5

16. Sum of the numbers of A zone dropped out balls will be over 9,5

17. Sum of the numbers of B zone dropped out balls will be under 9,5

18. Sum of the numbers of B zone dropped out balls will be over 9,5

19. Sum of the numbers of C zone dropped out balls will be under 9,5

20. Sum of the numbers of C zone dropped out balls will be over 9,5

21. Sum of the numbers of the dropped out balls will be even

22. Sum of the numbers of the dropped out balls will be odd

23. Count of the even dropped out balls will be under 2,5

24. Count of the even dropped out balls will be over 2,5

25. Count of the odd dropped out balls will be under 2,5

26. Count of the odd dropped out balls will be over 2,5

27. Sum of the numbers of A zone dropped out balls will be even

28. Sum of the numbers of A zone dropped out balls will be odd

29. Sum of the numbers of B zone dropped out balls will be even

30. Sum of the numbers of B zone dropped out balls will be odd

31. Sum of the numbers of C zone dropped out balls will be even

32. Sum of the numbers of C zone dropped out balls will be odd

33. Sum of the numbers of the dropped out balls will be under 26,5

34. Sum of the numbers of the dropped out balls will be over 26,5

35. Sum of the numbers of the dropped out balls will be under 15,5

36. Sum of the numbers of the dropped out balls will be over 15,5

37. Sum of the numbers of the dropped out balls will be under 38,5

38. Sum of the numbers of the dropped out balls will be over 38,5


 

WAR OF BETS – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

During the game “War of bets” the dealer shuffles 6 decks consisting of 4 suits (spades, hearts, diamonds and clubs) (each deck consists of 52 playing cards, in which there are 13 similar cards (2s, 3s, 4s, 5s, 6s, 7s, 8s, 9s, 10s, Jacks, Queens, Kings, Aces), by the way the cards are marked in ascending order, so 2 is the lowest card while Ace is the highest one),  and places them in the box. Each card has a unique bar code, which is scanned each time it is taken out of the box by a special scanner installed on the table. 

During each draw the dealer takes one card out of the box and places it faced up on the “Player” and “Dealer” sections of the table. The first card is always placed on the “Player” section. 

The card with the highest value wins. Equivalence of playing cards on both sides means “War”. 

Bets on the first draw can be made before the cards are dealt. Players can make bets on one or more possible outcomes. Bets on the second draw can be made when the “Player” receives the first card, and the odds are updated. Bets made in the previous betting round do not affect future bets, so players can make bets on the same or different outcomes more than once. 

The player wins, if the result of the game matches with his/her picked outcome(s), in case of which the winning is transferred to his/her gaming balance. In case of incompliance, the player loses. The winnings are paid according to the predicted outcome(s), i.e. the made bet amount is multiplied by the winning odds. 

Players can make bets on the following outcomes of the upcoming game: 

1. The dealer will win

2. The player will win

3. The “War” will be registered

4. The dealer’s card will be red

5. The dealer’s card will be black

6. The player’s card will be red

7. The player’s card will be black

8. The dealer’s card will be clubs

9. The dealer’s card will be diamonds

10. The dealer’s card will be hearts

11. The dealer’s card will be spades

12. The player’s card will be clubs

13. The player’s card will be diamonds

14. The player’s card will be hearts

15. The player’s card will be spades

16. The dealer’s card score will be 8

17. The dealer’s card score will be under 8

18. The dealer’s card score will be over 8

19. The player’s card score will be 8

20. The player’s card score will be under 8

21. The player’s card score will be over 8

22. The dealer’s card will be with picture (J, Q, K)

23. The dealer’s card will be Ace or with number (A, 2, 3, 4, 5, 6, 7, 8, 9, 10)

24. The player’s card will be with picture (J, Q, K)

25. The player’s card will be Ace or with number (A, 2, 3, 4, 5, 6, 7, 8, 9, 10)


 

DICE DUEL – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

During the game “Dice Duel” the dealer places two dice of different colors (red and blue) in a cup (each dice is marked from 1 to 6), shakes them and throws them on the table. The result of the game is considered to be a combination determined by the color of two dice and the number of dots on the upper face when the dice are stopped after the roll. The winning dice is the one with the highest number of dots on its upper face when the dice are thrown on the table and remain still. If the number of dots on the upper faces of both dice of two colors is the same, a draw is registered.

There is only one betting round, during which players can make bets on all possible outcomes of the upcoming game. The betting stage takes place in the interval between the matches and lasts about 30 seconds. Games are held every day, once in 3 minutes in real time. 

The player wins, if the result of the game matches with his/her picked outcome(s), in case of which the winning is transferred to his/her gaming balance. In case of incompliance, the player loses. The winnings are paid according to the predicted outcome(s), i.e. the made bet amount is multiplied by the winning odds. 

Players can make bets on the following outcomes of the upcoming game: 

1. Red dice win

2. Draw

3. Blue dice win

4. The selected number will appear on the red dice  

5. The selected number will appear on the blue dice

6. The selected red and blue dice combination will appear

7. The number of dots on the red dice will be odd

8. The number of dots on the red dice will be even

9. The number of dots on the blue dice will be odd

10. The number of dots on the blue dice will be even

11. The number of dots on two dice will be odd

12. The number of dots on two dice will be even

13. The number of dots on the red dice will be under 3.5

14. The number of dots on the red dice will be over 3.5

15. The number of dots on the blue dice will be under 3.5

16. The number of dots on the blue dice will be over 3.5

17. The total number of dots on both dice will be under 4.5

18. The total number of dots on both dice will be over 4.5

19. The total number of dots on both dice will be under 5.5

20. The total number of dots on both dice will be over 5.5

21. The total number of dots on both dice will be under 6.5

22. The total number of dots on both dice will be over 6.5

23. The total number of dots on both dice will be under 7.5

24. The total number of dots on both dice will be over 7.5

25. The total number of dots on both dice will be under 8.5

26. The total number of dots on both dice will be over 8.5

27. The total number of dots on both dice will be under 9.5

28. The total number of dots on both dice will be over 9.5


 

CRAPS – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

Craps is a game that is played with two dice (each marked with 1-6 spots). The aim of the game is to predict the total outcome of two rolled dice by making a bet on the offered outcomes.

For the game Craps a selection of the bets is offered. Each bet type has its winning conditions, and for each bet type different outcomes of the dice roll are required. Each bet has winning odds, which the player sees while making a bet, and the winnings are paid by the odds of the made bet, that is to say, the amount of the made bet is multiplied by the odds of the winning bet.

The game takes place in two phases – with two types of the dice roll.

- The first type is the dice roll Come Out phase – the first dice roll.

- The second type is the dice roll Point phase.

The game starts with Come Out roll. It is possible to make bets during both types. During each roll two dice are thrown at the wall on the other side of the table. The result is displayed when two dice are in still position on the table. The puck shows which roll type will be the next. In the case of Come Out type the puck is black and indicates OFF, and in the case of Point type – the puck is white and indicates ON. When during Come Out roll a total result of 4, 5, 6, 8, 9 or 10 is rolled, that result is called Point and the game continues in the Point phase. The game will remain in Point roll phase until a total result of 7 or with the result of value number 4, 5, 6, 8, 9, 10 is rolled. What kind of bets is possible to make, depends on the roll type. Regardless of the game phase, the players can make bets until the next dice roll – during the betting time.

The following bet types are available according to the roll number:

- One roll bets – the bet is valid for only one dice roll and ends with this one roll.

- Multi-roll bets – the bet may be valid during several rolls.

 

One Roll bets

 

Each One Roll bet is valid for only one roll and is resolved after the end of each roll. One Roll bets can be made during both Come Out and Point rolls. The players can make all One Roll bets by clicking/tapping “ONE ROLL” button on the betting grid. The bets will be made as long as there is sufficient balance on the player’s gaming account. One roll bet types are the following:

● Field – bet includes all the types of dice total outcomes of 2, 3, 4, 9, 10, 11, 12.

● Seven – bet: the outcome of the dice roll will be 7 (1+6, 2+5, etc.)

● Craps – bet includes any type of Craps numbers, that is to say, the total outcome is 2, 3 and 12.

● Crap 2 – bet is made only on the total outcome of 2.

● Crap 3 – bet is made only on the total outcome of 3.

● Crap 12 – bet is made only on the total outcome of 12.

● Eleven – bet is made only on the total outcome of 11.

● C&E (Craps and Eleven) – bet includes the combination of any Craps result (2, 3 and 12) and the bet on Eleven (11).

 

Multi-roll bet

 

These bets may not be calculated during the first roll, but until the dice are rolled with the total result of 7 or with the result of the Point number of the selected/set value. Multi-roll bet types are:

Pass Line – bet is available only during Come Out roll phase (the puck displays “OFF”). The player wins if the dice are rolled with the total outcome of 7 or 11, and loses if the total outcome of the rolled dice is 2, 3 or 12. In that case, the game ends and a new roll of Come Out is started. And if the dice are rolled with the other total result (4, 5, 6, 8, 9 or 10), that outcome is called Point. In this case, the puck is turned ON and the game continues with Point roll phase.

Don’t Pass – bet is available only during Come Out roll phase (the puck displays “OFF”). In Come Out roll phase the player wins, if two dice are rolled with a total result of 2 or 3. If the total result of the rolled dice is 12, then tie is registered and the bet is returned. If the total result of the rolled dice is 7, 11, or any other number (4, 5, 6, 8, 9 or 10), then the player loses.

Come – bet is available only during Point roll phase (the puck displays “ON”). During this roll phase the player can make as many Come bets, as s/he wants. Come bets win, if the dice are rolled with the total result of 7 or 11, and lose, if the total result of the rolled dice is 2, 3 or 12. If the dice are rolled with any other total result (4, 5, 6, 8, 9 or 10), the player’s chips are moved to the bottom left corner of the rolled result to mark the value as a Point. The dice will be rolled until Point or 7 is rolled. The player will win, if the number of the Point is rolled before 7, and will lose if the total result of 7 is rolled before the Point.

Don’t come – bet is available only during Point roll phase (the puck displays “ON”). During this roll phase the player can make as many Don’t Come bets as s/he wants. Don’t Come bets win if the dice are rolled with the total result of 2 or 3. If the total result of the rolled dice is 12, then a tie is registered and the bet is returned. If the total result of two rolled dice is 7 or 11, then the player loses. If the dice are rolled with any other total result (4, 5, 6, 8, 9 or 10), the player’s chips are moved to the upper left corner of the rolled result to mark the value as a Point. The dice will be rolled until Point or 7 is rolled. The player will win, if 7 is rolled before the Point, and will lose if the number of Point is rolled before 7.

Take Odds – bet is available only during Pass Line or Come bets after the Point has been decided. In that case next to the bet a circular bet spot will appear, which indicates that this bet can be made. It wins if the Point is rolled before 7. This bet wins together with the player’s Pass Line or Come bet.

Lay Odds – bet is available only during Don’t Pass or Don’t Come bets after the Point has been decided. In that case next to the bet a circular bet spot will appear, which indicates that this bet can be made. It wins if 7 is rolled before the Point. This bet wins together with the player’s Don’t Pass or Don’t Come bet.

Place to Win – bet that a total result of 4, 5, 6, 8, 9 or 10 will be rolled before 7. The player selects the number s/he wants to make a bet on. The player wins if the dice are rolled with the result of the player’s selected number before the total result of 7.

Place to Lose – bet that the dice will be rolled with the total result of 7 before the total result of 4, 5, 6, 8, 9 or 10 is rolled. The player selects the number s/he wants to make a bet on. The player wins if the dice are rolled with the total result of 7 before his/her selected number.

Hardways – bet on any or all pairs of Hardways (2 and 2, 3 and 3, 4 and 4, 5 and 5). The player wins if exactly his/her selected pair is rolled. These bets are lost, if any combination of 7 or any easy (not pair) combination is rolled. For example, the bet made on Hardways 8 will win, if the dice show 4+4, but will lose if they show 2+6 or 3+5 or any combination of 7. The player can make a bet on all Hard numbers, which are 2 and 2, 3 and 3, 4 and 4, 5 and 5.


 

HORSE RACING – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 


 

Horse Racing is an ongoing game that the players have an opportunity to join at any time. The players are provided minimum 40 seconds to make bet(s).

6-14 horses compete during the game. Each horse participating in the race has its regular number. During the round the players are given an opportunity to make bets on the offered outcomes. The player, who predicts the offered outcome(s) correctly, wins. Each outcome has its appropriate odds. The winnings are paid according to the odds of the predicted outcome(s), i.e. the made bet amount is multiplied by the winning odds.

 

The players can make bets on the following outcomes of the game: 

1. The selected horse will take the 1st place.

2. The selected horse will take the 1st or 2nd place.

3. The selected horse will take the 1st, 2nd or 3rd place.

4. 2 selected horses, that will finish the race 1st and 2nd in any order.

5. 2 selected horses, that will finish the race 1st and 2nd in the exact order.

6. 3 selected horses, that will finish the race 1st, 2nd and 3rd in any order.

7. 3 selected horses, that will finish the race 1st, 2nd and 3rd in the exact order.

8. Even number – this bet type presupposes that if the player makes bet on an even number and any horse with an even number finishes the race, then the player will win with the appropriate odds.

9. Odd number – this bet type presupposes that if the player makes bet on an odd number and any horse with an odd number finishes the race, then the player will win with the appropriate odds.

10. Over a certain number – with this bet type the player wins if a horse with a higher number than the selected one finishes the race first.

11. Under a certain number – with this bet type the player wins if a horse with a lower number than the selected one finishes the race first.


 

MEGA BALL – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

Mega Ball is a game, during which 20 out of 1-51 numbered balls are randomly drawn from the lottery drum, and the player based on those balls should complete the numbers in his/her card(s). The aim of the game is to complete the number lines in the card. The more lines are completed in a card, the higher winning will make. The game also includes Mega Ball Bonus round, where due to the added multipliers the player has a higher chance to win.

Mega Ball is played with 1-200 5x5 cell cards. Each card contains 24 randomly arranged unique numbers among the range from 1 to 51 and one free square in the center. The free square is considered as an already marked square. The player will win if s/he fills a horizontal, vertical or diagonal line consisting of 5 squares. In a card the player can win with up to 6 lines. The winnings are paid by the odds of the completed lines, that is to say, the made bet amount is multiplied by the odds of the completed line(s). Depending on the number of the completed lines the winning odds are the following:

1 line - x 1 

2 lines - x 5 

3 lines - x 50 

4 lines - x 250 

5 lines - x 1000 

6 lines - x 10․000 

During the main round the player buys cards to play with his/her selected bet value. After buying the first card the player can add cards, as well as change his/her cards before the end of the betting time. The bet selected for the cards will be automatically applied to his/her all cards. The player can simultaneously play with 1, 10, 25, 100 cards.

The player’s cards are displayed on the screen. The player can change his/her bet amount at any time before the end of the betting time.

Once the betting time is over, 20 out of 1-51 numbered balls are randomly drawn one after the other from the lottery drum. If the number of the drawn ball matches with a number available in any of the player’s cards, then a badge is automatically placed on that number. When a line of the numbers is totally completed in the card, then the winnings of the card are automatically updated and displayed under the appropriate card. The winning multiplied by the appropriate odds is displayed under the winning card.

 

Mega Ball Bonus round

 

After all 20 balls are drawn in the main game round, one or two Mega Ball Bonus rounds are held. At the beginning of the Mega Ball Bonus round, a random Mega Ball multiplier in the range from 5x to 100x is generated. A ball is drawn from the lottery drum to determine the number of the Mega Ball.

If the Mega Ball number completes any horizontal, vertical or diagonal line of the player’s card(s), in this case, the winning is calculated by the Mega Ball multiplier, that is to say, the bet amount is multiplied by the Mega Ball multiplier, which has been determined at the beginning of the bonus round. For example, if the player has made 100 EUR bet, the multiplier is determined 5x and the Mega Ball number completes any line of the player’s card(s), then his/her winning will make 500 EUR.

If there is more than one Mega Ball among the winning lines of the same card, then the winning will be calculated only for one line, that is to say, the bet amount will be multiplied by the Mega Ball multiplier only once.


 

ROCK, PAPER, SCISSORS – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS  


 

“Rock, Paper, Scissors” is a game where the dealer deals one open card each to the Silver and Gold zones. The dealer takes the first card from the top of the deck (the deck consists of cards containing the symbols of stone, paper and scissors) and puts it open (face up) on the table in a special area for the Silver zone. The dealer then takes the second card from the deck and places it open (face up) in a special area for the Golden zone.

The player can place bets before the cards are dealt. The player must select the bet amount, the zone, and one of the three zone symbols (rock, paper, scissors) to place a bet. Only one bet is allowed in each zone.

The player can make either one bet or two bets – one bet in different zones in curent round.

The dealer’s card symbol will play against the symbol selected by the player in each zone. That is, the symbol of the zone selected by the player will play against the symbol of the same zone of the dealer: the symbol selected by the player in the Gold zone will play against the card placed by the dealer in the Gold zone, and vice versa. If the player has selected symbols in both zones, the symbol selected by the player in the Silver zone will play against the card placed by the dealer in the Silver zone, and the symbol selected by the player in the Gold zone will play against the card placed by the dealer in the Gold zone.

 

1. If the player selected a stone:

a) there will be a draw if the dealer's card is a stone;

b) the player loses if the dealer's card is paper;

c) the player wins if the dealer's card is scissors.

 

2. If the player selected a paper:

a) there will be a draw if the dealer's card is a paper;

b) the player loses if the dealer's card is scissors;

c) the player wins if the dealer's card is stone.

 

3. If the player selected a scissors:

a) there will be a draw if the dealer's card is a scissors;

b) the player loses if the dealer's card is stone;

c) the player wins if the dealer's card is paper.

 

In case of a win, the player’s bet amount is multiplied by the corresponding win odds. In the case of a draw, the bet amount is returned.


 

FRUITRACE – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

Fruitrace is a game in which ten balls with different symbols (three blue balls with plums, three red balls with cherries, three yellow balls with lemons, and one orange ball with the number “7”) appear randomly in the result tube after several turns in the lototron. As a result, the balls are arranged vertically next to the symbol comparison panel (on the comparison panel shows three blue plums, three red cherries, three yellow lemons, one orange number “7”) to determine and demonstrate the result. That is, the result of the game is the number of matching symbols on the comparison panel and in the result tube.

Players make bets and check at the end of the game whether there are successful matches or not. Winnings are calculated according to the number of matches. The player wins in case of 4 or more matches (maximum 10), or if only “7”-ball aligns.

In case of winning, the total number of matches of “7”-ball and fruits is taken into account. For example, if there is a “7”-ball and three (3) fruits are matched, then the total 4 matches are calculated. To win with “7” only, there must be just one pure match of “7”-ball, without any other matches.

 

Мatches are:

 

1. Matched one “7” without any other matches.

2. Matched the symbols of the 4 balls with the symbols on the comparison panel.

3. Matched the symbols of the 5 balls with the symbols on the comparison panel.

4. Matched the symbols of the 6 balls with the symbols on the comparison panel.

5. Matched the symbols of the 7 balls with the symbols on the comparison panel.

6. Matched the symbols of the 8 balls with the symbols on the comparison panel.

7. Matched the symbols of the 10 balls with the symbols on the comparison panel.

 

Each match has corresponding odds. The win is calculated by multiplying the bet amount by the match’s corresponding odds.

 

In addition to winning, players can also receive Accumulative prize fund (Jackpot) winnings. Accumulative prize polls (Jackpots) are formed by the Organizer at their own expense within a predetermined percentage of the bet amount. There are the following types of Accumulative prize funds (Jackpots):

Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings. The size of the current Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

Mega Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings, larger than the Accumulative prize fund (Jackpot). The size of the current Mega Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

Fruitrace Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings. The size of the current Fruitrace Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

These three Accumulative pize funds (Jackpots) differ only in the name and size of the fund.

Players win Accumulative prize funds (Jackpots) based on the principle of randomness (the type of Jackpot that the player wins is also determined by the principle of randomness). Accumulative prize funds (Jackpots) can be won only by players who have won the main game. In case of winning the Accumulative prize fund (Jackpot), the winner receives a corresponding message. An informational message about the win appears on the winner's screen, from which the player learns about the win and the winning amount. The system automatically transfers this winning amount to the winner’s game account.


 

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


 

In the game Lucky 6, 35 of the 48 numbered balls of the lototron fall out, and during this time the player must guess the 6 numbers that will fall out as early as possible. The main betting option in the game is bets on 6 numbers. Bets on color, even/odd, and total are also available.  

Forty-eight (48) colored balls are used in the game. The balls are numbered in order from one (1) to forty-eight (48). The balls are of eight colors:

six (6) green – 1, 9, 17, 25, 33, 41;

six (6) blue – 2, 10, 18, 26, 34, 42;

six (6) red – 3, 11, 19, 27, 35, 43;

six (6) purple – 4, 12, 20, 28, 36, 44;

six (6) yellow – 5, 13, 21, 29, 37, 45;

six (6) orange – 6, 14, 22, 30, 38, 46;

six (6) brown – 7, 15, 23, 31, 39, 47;

six (6) black – 8, 16, 24, 32, 40, 48։

Each number is marked on the ball from several sides.

Before the start of the game, players choose one of the following outcomes and the bet amount to participate in the game. The player wins if the balls that fall out from the lototron during the game match their chosen outcome (s), in which case the winnings are transferred toplayer’s game account. In case of a mismatch, the player loses. Each outcome has corresponding odds. Winnings are paid out according to the odds (s) of the guessed outcome, i.e. the bet amount is multiplied by the corresponding odds determined for the winning option.

Players can place bets on the following outcomes of the upcoming game։

1. The selected 6 numbers will fall out with the 6th ball

2. The selected 6 numbers will fall out with the 7th ball

3. The selected 6 numbers will fall out with the 8th ball

4. The selected 6 numbers will fall out with the 9th ball

5. The selected 6 numbers will fall out with the 10th ball

6. The selected 6 numbers will fall out with the 11th ball

7. The selected 6 numbers will fall out with the 12th ball

8. The selected 6 numbers will fall out with the 13th ball

9. The selected 6 numbers will fall out with the 14th ball

10. The selected 6 numbers will fall out with the 15th ball

11. The selected 6 numbers will fall out with the 16th ball

12. The selected 6 numbers will fall out with the 17th ball

13. The selected 6 numbers will fall out with the 18th ball

14. The selected 6 numbers will fall out with the 19th ball

15. The selected 6 numbers will fall out with the 20th ball

16. The selected 6 numbers will fall out with the 21th ball

17. The selected 6 numbers will fall out with the 22th ball

18. The selected 6 numbers will fall out with the 23th ball

19. The selected 6 numbers will fall out with the 24th ball

20. The selected 6 numbers will fall out with the 25th ball

21. The selected 6 numbers will fall out with the 26th ball

22. The selected 6 numbers will fall out with the 27th ball

23. The selected 6 numbers will fall out with the 28th ball

24. The selected 6 numbers will fall out with the 29th ball

25. The selected 6 numbers will fall out with the 30th ball

26. The selected 6 numbers will fall out with the 31th ball

27. The selected 6 numbers will fall out with the 32th ball

28. The selected 6 numbers will fall out with the 33th ball

29. The selected 6 numbers will fall out with the 34th ball

30. The selected 6 numbers will fall out with the 35th ball

31. The total sum of the first 5 balls numbers is higher than 122.5

32. The total sum of the first 5 balls numbers is lower than 122.5

33. The first ball’s number will be higher than 24.5

34. The first ball’s number will be lower than 24.5

35. The last ball’s number will be higher than 24.5

36. The last ball’s number will be lower than 24.5

37. The first ball’s number will be even

38. The first ball’s number will be odd

39. The last ball’s number will be even

40. The last ball’s number will be odd

41. Will be more even balls

42. Will be more odd balls

43. The color of the first ball

44. The color of the last ball

 

In addition to winning, players can also receive Accumulative prize fund (Jackpot) winnings. Accumulative prize funds (Jackpots) are formed by the Organizer at their own expense within a predetermined percentage of the bet amount. There are the following types of Accumulative prize funds (Jackpots):

Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings. The size of the current Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

Mega Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings, larger than the Accumulative prize fund (Jackpot). The size of the current Mega Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

Lucky 6 Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings. The size of the current Lucky 6 Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

These three Accumulative prize funds (Jackpots) differ only in the name and size of the fund.

Players win Accumulative prize funds (Jackpots) based on the principle of randomness (the type of Jackpot that the player wins is also determined by the principle of randomness). Accumulative prize funds (Jackpots) can be won only by players who have won the main game. In case of winning the Accumulative prize fund (Jackpot), the winner receives a corresponding message. An informational message about the win appears on the winner's screen, from which the player learns about the win and the winning amount. The system automatically transfers this winning amount to the winner’s game account.


 

LIGHTNING DICE – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

The “Lightning Dice” is a game played with three dice with dots from 1 to 6 marked on the sides. The player must guess the total sum of the numbers on the upper faces of the three dice. The player makes a bet on any of the options (fields) with numbers from 3 to 18. After betting time has expired, the “lightning strikes” to select one or more random “Lightning numbers” (from 3 to 18), each of which is given a random multiplier. Then the dealer drops the dice through the “Lightning Tower,” and once the dice have stopped tumbling and come to rest, the player sees the numbers on their upper faces. The player wins if he/she has correctly predicted the total sum of all three dice and placed a bet on that number. The winning amount depends on whether the multiplier is applied to the player’s bet on the selected number. If the selected number is not a “Lightning number”, then the win is calculated by multiplying the bet by the corresponding odds. If this number is also among the “Lightning number”, the win is calculated by multiplying the bet by the multiplier (odds) of the “Lightning number”.


 

BLACKJACK (TURBO) – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

Blackjack is played with 6 deck of 52 cards with the Jokers removed. The cards from 2 to 10 counts on their face value. Picture cards (Jack, Queen, King) counts as 10 and the Ace can count as either 1 or 11. The value of the Ace is always in favor of the player. The Ace is always valued as 11 unless that would result in the hand going over 21, in which case it is valued as 1. Card suits have no meaning in Blackjack. The total of any hand is the sum of the card values in the hand.

Card should be shuffled at the start of each game. The dealer deals two cards to the player and two to himself.

After dealing the player must decide whether to Hit, Stand, Double Down or Split.

Hit – if the player wishes to take another card he/she should click on Hit button. One card is then dealt face up into his/her hand. If the hand total is less than 21 the player can choose to Hit again or Stand. If the total is 21 the hand automatically Stands. If the total is over 21 the hand is bust, the player loses. The new game will start.

Stand – if the player is satisfied with the total of his/her hand he/she should click on Stand button.

Double Down – if the player considers they have a favorable hand he/she can choose to “Double Down”. To do this he/she should click on Double Down button. The player’s bet amount is doubled in this case. A player who Doubles Down receives exactly one more card face up and is then forced to Stand regardless of the total. This option is available only on the player’s two-card starting hand.

Split – Split is offered if the first two cards in one hand are of the same value (two Aces, two Sevens, or two 10-valued cards (face cards and 10s)). The player can divide them into two separate hands by clicking Split and placing a bet equal to the original bet. In this case, the player starts playing with both hands according to the same rules: the dealer deals one card to player’s one hand, and after determining its result deals one card to the player’s second hand. Hand can be Split up only one time.  

Unlike players, the dealer has no playing options. The dealer plays last and must take a card (Hit) if the hand’s total is equal to or less than 16, and refuse an additional card (Stand) if the total is 17 to 21.

If the total of player’s hand exceeds the total of the dealer’s hand, or If the total of player’s hand is equal to or less than 21, and the total of dealer’s hand exceeds 21, the player wins. The winning are paid out at 1:1 on the total bet wagered on that hand.

The initial hand with 10-valued cards and an Ace is called “Blackjack” or the natural hand that wins all other hands except the other “Blackjack”. In case of winning with Blackjack, the winnings are paid out at 3: 2 of the total bet wagered on that hand.

If the player and dealer have “Blackjack”, the game ends with draw (tie) and the player’s bet is returned. If the player and dealer have equal points less than 21, the hand is considered a draw (tie) and the player’s bet is returned.

If the player’s hand exceeds a total of 21, the player automatically loses.


 

GREYHOUNDS – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 


 

The game “Greyhounds” is a continuous game that players can join at any time. Players are given at least 40 seconds to place a bet (s).

4-16 dogs compete during the game. Each dog participating in the race has its own number. During the round, players are given the opportunity to make a bet on the proposed outcomes. The player who correctly guesses the proposed outcome (s) wins. Each outcomet has corresponding odds. Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds.

Players can make bets on the following outcomes of the game:

1. Bet on the winner – the dog with the selected number will win the race. For example, a player placed a bet on dog number 5. If dog number 5 crosses the finish border first, the bet wins.

2. Bet on the first two places – the dog with the selected number will finish first or second. For example, the player has made a bet that the dog number 4 will finish the race first or second. If the dog crosses the finish border first or second, the bet wins.

3. Bet on the first three places – the dog with the selected number will finish first, second or third. The player will win if the selected dog finishes in the top three. For example, a player has made а bet on the dog number 4. If the dog number 4 in the race is in the top three, the bet wins.

4. Bet on the first four places – the dog with the selected number will finish the race first, second, third or fourth. The player will win if the selected dog finishes the race in the top four. For example, the player bets on the dog number 4. If the dog number 4 in the race is in the top four, the bet wins.

5. Bet: the winning dog number of the race will be Over/Under 3.5. For example, the player has made a bet that the winning dog number will be Over 3.5, and the dog number 4 wins the race, then the bet wins. For example, the player has made a bet that the winning dog number will be Under 3.5, and the dog number 2 wins the race, then the bet wins.

6. Bet: the winning dog number of the race will be Over/Under 4.5. For example, the player has made a bet that the winning dog number will be Over 4.5, and the dog number 5 wins the race, then the bet wins. For example, the player has made a bet that the winning dog number will be Under 4.5, and the dog number 3 wins the race, then the bet wins.

7. Even/Odd. Each dog has its own number. The player can bet that the winning dog number will be even or odd. For example, the player has made a bet on an even number, and the winning dog number is 2. In this case, the bet wins.

8. Forecast or Exacta (two in exact order). The player selects 2 dogs that will finish the race first and second in the correct order. For example, the player has made a bet that dog number 2 will finish first and dog number 1 will finish second. The bet will win if these 2 dogs take places in the order specified by the player.

9. Reverse Forecast or Quinella (two in any order). The player selects 2 dogs that will finish first and second in any order. For example, the player has made a bet on dogs number 4 and 5. The bet wins if dog number 4 finishes first and dog number 5 finishes second, or dog number 5 finishes first and dog number 4 finishes second.

10. Bet on Аny Тhree. The bet wins if one of the three selected dogs wins. For example, a bet is made on dogs number 1, 2, 3 or 4, 5, 6. The bet wins if one of the specified dogs finishes first.

11. Tricast or Trifecta (in exact order). The player selects 3 dogs that will finish first, second, and third in the correct order. For example, 2-3-5. If a bet was made that dog number 2 will finish first, dog number 3 will finish second, and dog number 5 will finish third, then the bet will win if the dogs take the prize places specified by the player.

12․ Reverse Tricast or Trio (in any order). The player selects 3 dogs that will finish first, second, and third in any order. For example, if a player chooses 2-3-5, then he/she wins if 3 dogs with the specified numbers finish the race in the top three.

13․ Swinger (two in three). The player selects 2 dogs that must finish in the top three in any order. For example, the player chooses 2-3, and he/she will win if 2 dogs with the specified numbers finish the race in the top three.

14․ High/Low (suggested for 6, 8-16 dogs). Bet: the number of the winning dog will be High or Low. For example, if a player has made a bet that the winning dog’s number will be low and the low-numbered dog wins the race, then the player wins. If a player has made a bet that the number of the winning dog will be high and the high-numbered dog wins the race, the player wins.

6 dogs: low – 1-3, high – 4-6

8 dogs: low – 1-4, high – 5-8

9 dogs: low – 1-4, high – 5-9

10 dogs: low – 1-5, high – 6-10

11 dogs: low – 1-5, high – 6-11

12 dogs: low – 1-6, high – 7-12

13 dogs: low – 1-6, high – 7-13

14 dogs: low – 1-7, high – 8-14

15 dogs: low – 1-7, high – 8-15

16 dogs: low – 1-8, high – 9-16


 

JOKERBET – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 


 

“Jokerbet” is a type of card game based on a random drawing (picking) of the cards. Cards are sequentially drawn and revealed from the Card shoe. Only one card is drawn and placed face-up in each draw. The aim of the game is to predict any feature of the next card to be revealed (exact value, suit (spades, clubs, diamonds and hearts), color (red, black), numerical or non-numerical value) according to the offered outcomes.

A deck of 54 red-or-blue-backed cards is used for the game. A deck consists of four (4) suits (spades, clubs, diamonds and hearts) and values from two (2) to ace (A) of each suit, as well as two jokers – red and black. When one color-backed deck is finished, it is replaced by a deck of the other color, due to which the game goes on unceasingly.

 

The outcomes of the game Jokerbet is:

1. A 2 will be drawn

2. A 3 will be drawn

3. A 4 will be drawn

4. A 5 will be drawn

5. A 6 will be drawn

6. A 7 will be drawn

7. An 8 will be drawn

8. A 9 will be drawn

9. A 10 will be drawn

10. A Jack will be drawn

11. A Queen will be drawn

12. A King will be drawn

13. An Ace will be drawn

14. A Joker will be drawn

15. 2 of Spades will be drawn

16. 2 of Hearts will be drawn

17. 2 of Diamonds will be drawn

18. 2 of Clubs will be drawn

19. 3 of Spades will be drawn

20. 3 of Hearts will be drawn

21. 3 of Diamonds will be drawn

22. 3 of Clubs will be drawn

23. 4 of Spades will be drawn

24. 4 of Hearts will be drawn

25. 4 of Diamonds will be drawn

26. 4 of Clubs will be drawn

27. 5 of Spades will be drawn

28. 5 of Hearts will be drawn

29. 5 of Diamonds will be drawn

30. 5 of Clubs will be drawn

31. 6 of Spades will be drawn

32. 6 of Hearts will be drawn

33. 6 of Diamonds will be drawn

34. 6 of Clubs will be drawn

35. 7 of Spades will be drawn

36. 7 of Hearts will be drawn

37. 7 of Diamonds will be drawn

38. 7 of Clubs will be drawn

39. 8 of Spades will be drawn

40. 8 of Hearts will be drawn

41. 8 of Diamonds will be drawn

42. 8 of Clubs will be drawn

43. 9 of Spades will be drawn

44. 9 of Hearts will be drawn

45. 9 of Diamonds will be drawn

46. 9 of Clubs will be drawn

47. 10 of Spades will be drawn

48. 10 of Hearts will be drawn

49. 10 of Diamonds will be drawn

50. 10 of Clubs will be drawn

51. Jack of Spades will be drawn

52. Jack of Hearts will be drawn

53. Jack of Diamonds will be drawn

54. Jack of Clubs will be drawn

55. Queen of Spades will be drawn

56. Queen of Hearts will be drawn

57. Queen of Diamonds will be drawn

58. Queen of Clubs will be drawn

59. King of Spades will be drawn

60. King of Hearts will be drawn

61. King of Diamonds will be drawn

62. King of Clubs will be drawn

63. Ace of Spades will be drawn

64. Ace of Hearts will be drawn

65. Ace of Diamonds will be drawn

66. Ace of Clubs will be drawn

67. Red Joker will be drawn

68. Black Joker will be drawn

69. Spades will be drawn

70. Hearts will be drawn

71. Diamonds will be drawn

72. Clubs will be drawn

73. Black card will be drawn (spades, clubs, black joker)

74. Red card will be drawn (diamonds, hearts, red joker)

75. Card with non-digital value will be drawn (Jack, Queen, King, Ace, Joker)

76. Card with digital value will be drawn (two, three, four, five, six, seven, eight, nine, ten)

 

Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds.

 

In addition to winning, players can also receive Accumulative prize fund (Jackpot) winnings. Accumulative prize funds (Jackpots) are formed by the Organizer at their own expense within a predetermined percentage of the bet amount. There are the following types of Accumulative prize funds (Jackpots):

Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings. The size of the current Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

Mega Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings, larger than the Accumulative prize fund (Jackpot). The size of the current Mega Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

Jokerbet Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings. The size of the current Jokerbet Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

These three Accumulative pize funds (Jackpots) differ only in the name and size of the fund.

Players win Accumulative prize funds (Jackpots) based on the principle of randomness (the type of Jackpot that the player wins is also determined by the principle of randomness). Accumulative prize funds (Jackpots) can be won only by players who have won the main game. In case of winning the Accumulative prize fund (Jackpot), the winner receives a corresponding message. An informational message about the win appears on the winner's screen, from which the player learns about the win and the winning amount. The system automatically transfers this winning amount to the winner’s game account.


 

BET – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 


 

During the game “1 Bet”, the lottery machine randomly draws (picks) one (1) of 37 balls. After the result of the game is displayed, the drawn ball is returned to the lottery machine for a new game.

The balls are of different colors, numbered from 0 to 36. Eighteen (18) balls are red (1, 3, 5, 7, 9, 12, 14, 16, 18, 19, 21, 23, 25, 27, 30, 32, 34, 36), eighteen – black (2, 4, 6, 8, 10, 11, 13, 15, 17, 20, 22, 24, 26, 28, 29, 31, 33, 35), and zero (0) is green.

The aim of the game is to guess the parameters of the drawn ball according to the proposed outcomes. The player who correctly guesses the proposed outcome (s) wins. Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds.

 

The outcomes of the game 1 Bet is:

1. Ball with the selected number will be drawn (from 0 to 36)

2. Ball from the interval 1 to 12 will be drawn

3. Ball from the interval 13 to 24 will be drawn

4. Ball from the interval 25 to 36 will be drawn

5. А ball from column 1 will be drawn (1, 4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34)

6. А ball from column 2 will be drawn (2, 5, 8, 11, 14, 17, 20, 23, 26, 29, 32, 35)

7. А ball from column 3 will be drawn (3, 6, 9, 12, 15, 18, 21, 24, 27, 30, 33, 36)

8. А ball from the interval 1 to 3 will be drawn

9. А ball from the interval 4 to 6 will be drawn

10. А ball from the interval 7 to 9 will be drawn

11. А ball from the interval 10 to 12 will be drawn

12. А ball from the interval 13 to 15 will be drawn

13. А ball from the interval 16 to 18 will be drawn

14. А ball from the interval 19 to 21 will be drawn

15. А ball from the interval 22 to 24 will be drawn

16. А ball from the interval 25 to 27 will be drawn

17. А ball from the interval 28 to 30 will be drawn

18. А ball from the interval 31 to 33 will be drawn

19. А ball from the interval 34 to 36 will be drawn

20. А ball from the interval 1 to 6 will be drawn

21. А ball from the interval 7 to 12 will be drawn

22. А ball from the interval 13 to 18 will be drawn

23. А ball from the interval 19 to 24 will be drawn

24. А ball from the interval 25 to 30 will be drawn

25. А ball from the interval 31 to 36 will be drawn

26. А ball from the interval 1 to 18 will be drawn

27. А ball from the interval 19 to 36 will be drawn

28. The number of the drawn ball will be over 18.5

29. The number of the drawn ball will be under 18.5

30. The number of the drawn ball will be over 14.5

31. The number of the drawn ball will be under 14.5

32. The number of the drawn ball will be over 22.5

33. The number of the drawn ball will be under 22.5

34. The number of the drawn ball will be over 9.5

35. The number of the drawn ball will be under 9.5

36. The number of the drawn ball will be over 27.5

37. The number of the drawn ball will be under 27.5

38. Red ball will be drawn

39. Black ball will be drawn

40. Ball with even number will be drawn

41. Ball with odd number will be drawn

 

In addition to winning, players can also receive Accumulative prize fund (Jackpot) winnings. Accumulative prize funds (Jackpots) are formed by the Organizer at their own expense within a predetermined percentage of the bet amount. There are the following types of Accumulative prize funds (Jackpots):

Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings. The size of the current Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

Mega Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings, larger than the Accumulative prize fund (Jackpot). The size of the current Mega Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

1 Bet Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings. The size of the current 1 Bet Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

These three Accumulative pize funds (Jackpots) differ only in the name and size of the fund.

Players win Accumulative prize funds (Jackpots) based on the principle of randomness (the type of Jackpot that the player wins is also determined by the principle of randomness). Accumulative prize funds (Jackpots) can be won only by players who have won the main game. In case of winning the Accumulative prize fund (Jackpot), the winner receives a corresponding message. An informational message about the win appears on the winner's screen, from which the player learns about the win and the winning amount. The system automatically transfers this winning amount to the winner’s game account.


 

SIDE BET CITY – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 


 

“Side Bet City” is a poker game in which the player can make a bet on a “3 Card Hand”, “5 Card Hand”, “7 Card Hand” or “All Lose”. The aim of the game is to get the best possible hands.

The game “Side Bet City” is played with one 52 card deck. Only one game is played with one deck of cards.

To play the game the player must place a bet on any of the following bet spots: 3 Card Hand, 5 Card Hand, 7 Card Hand or All Lose.

The dealer deals 7 cards altogether. The first 3 cards determine the result of the 3 card hand, the first 5 cards determine the result of the 5 card hand and the 7 card hand is determined based on all 7 cards dealt with best 5 cards out of the 7 taken into account.

If the player have placed a bet on any of these hands and it wins, the winning message with winning amount will appear. If the player have placed a bet on the “All Lose” option and none of the 3 Card, 5 Card or 7 Card Hand wins, the player win on the All Lose bet, regardless if he/she had placed a bet on the 3 card hand, 5 card hand or the 7 card hand.

3 Card Hand. Dealer deals the first three cards, revealing the result for the 3 Card Hand. If the player have placed a bet on the 3 Card Hand, and it wins, a winning message will appear. 

5 Card Hand. Dealer deals the next two cards, revealing the result for the 5 Card Hand. If the player have placed a bet on the 5 Card Hand, and it wins, a winning message will appear. 

7 Card Hand. Dealer deals the last two cards, revealing the result for the 7 Card Hand. If the player have placed a bet on the 7 Card Hand, and it wins, a winning message will appear. 

All Lose. If the player have placed a bet on the All Lose bet spot and none of the 3 Card, 5 Card or 7 Card Hands has won, he/she wins, even if the player had not placed a bet on the 3 Card Hand, 5 Card Hand or 7 Card Hand bet spots.

 

The cards are ranked in descending order: Ace (high or low) (A), King (K), Queen (Q), Jack (J), 10, 9, 8, 7, 6, 5, 4, 3 and 2.

An Ace can be the highest value card in a Straight of Ace (A), King (K), Queen (Q), Jack (J), 10 or the lowest value card in a Straight of 5, 4, 3, 2, Ace (A).

 

Winning combinations

 

1. Winning hands for 3 Card Hand

● Royal Flush – a combination of cards of the same suit, e.g. Ace, King and Queen of Hearts;

● Straight Flush –  a combination that contains three cards in sequence, all of the same suit, e.g. King, Queen, Jack of Diamonds;

● Three of a Kind – a combination that contains three cards of the same rank, e.g. Kings of Diamonds, Hearts, Clubs.

● Straight –  a combination that contains three cards of sequential rank in at least two different suits, e.g. Nine, Eight, Seven in two or more suits.

● Flush – a combination where all three cards are of the same suit, but not in a sequence, e.g. King, Nine, Jack, that are all Clubs.

● Any Pair – a combination that contains two cards of one rank, plus one card which are not of this rank, e.g. two Kings and one Jack.  

 

2. Winning hands for 5 Card and 7 Card Hands

● Royal Flush – a combination that contains five cards in sequence ending up with the Ace, all of the same suit, e.g. Ace, King, Queen, Jack and 10 all of Hearts.

● Straight Flush – a combination that contains five cards in sequence, all of the same suit, e.g. Nine, Eight, Seven, Six and Five, all of Hearts.

● Four of a Kind – a combination that contains all four cards of one rank and any other card/s, e.g. four Aces of Hearts, Diamonds, Spades and Clubs.

● Full House – a combination that contains three matching cards of one rank and two matching cards of another rank, e.g. three Kings and two Sixes.

● Flush – a combination where five cards are of the same suit, but not in a sequence, e.g. Queen, Ace, Ten, Eigth, Six of Clubs.

● Straight – a combination that contains five cards of sequential rank in at least two different suits, e.g. Nine, Eight, Seven, Six and Five in two or more suits.

● Three of a Kind – a combination that contains three cards of the same rank, e.g. Kings of Diamonds, Hearts, Clubs.

● Two Pairs (5 Card Hand only) – a combination that contains two cards of the same rank, plus two cards of another rank (that match each other but not the first pair), plus any card not of either rank, e.g. two Aces and two Kings, one Jack.

● Pair JJ-AA (5 Card Hand only) – a combination that contains a pair of Jacks, or a pair of Queens, or a pair of Kings or a pair of Aces. 

 

Payouts

 

Winning Hand

3 Card Hand

5 Card Hand

7 Card Hand

Royal Flush

100:1

1000:1

500:1

Straight Flush

40:1

250:1

100:1

Four of a Kind

-

100:1

50:1

Full House

-

50:1

7:1

Flush

4:1

40:1

5:1

Straight

5:1

25:1

4:1

Three of a Kind

35:1

7:1

3:1

Two Pairs

-

4:1

-

Pair JJ-AA

-

1:1

-

Any Pair

1:1

-

-

 

In the case of “All lose”, the winnings are paid out in the ratio of 0.7:1 as follows: for example, if a player placed a bet of 1000 EUR on a “All lose”, and none of the “hands” containing 3 cards, 5 cards or 7 cards won, he/she receives 1700 EUR (1000 + 1000 * 0.7):


 

BET – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 


 

“21 Bet” is a game based on the drawing of points scored by two players on the cards dealt to them. The game is played online; the dealer deals the cards in real time. The game is played between two conditional players whose cards are to the right and left of the dealer. The dealer first deals two cards to Player 1 and two cards to Player 2. If no one has collected a golden point (21, two Аces: according to the rules of the game, two Аces are considered a winning combination) at once, or if any of the players has less than 17 points, the dealer adds a card to both players one by one each possible round, until either of them collects the number of points closest to 21 or gets „busted” (more than 21 points). The dealer cannot add cards to either of players if they already have 17 or more points. The maximum game duration is 4 rounds of card dealing. Additionally, no more than three cards can be dealt to each player to determine the winner. The goal of the players is to collect more points than the opponent’s without collecting over 21 points. When one player gets “busted” (collects over 21 points), another player wins. There can be a draw in the game when both opponents collect the same number of points, if each player has already collected 17 or more points and no one got “busted”.

The deck consists of 36 cards of values from Six to Ace of each of 4 suits. The game uses a deck of 36 cards, from Six to Ace of each of the four suits (spades♦, clubs♣, diamonds♦, hearts♥). Points of the card value: 6 – six points, 7 – seven points, 8 – eight points, 9 – nine points, 10 – ten points, J (Jack) – two points, Q (Queen) – three points, K (King) – four points, A (Ace) – one point or eleven points.

To participate in the game, the player makes a bet to predict the outcome (s) of the game. Each outcome has corresponding odds. Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds.

 

In the game the player can make bets according to the following outcomes:

1. Player 1 will win

2. Player 2 will win

3. Draw

4. Win with (2) cards

5. Win with (3) cards

6. Win with (4) cards

7. Win with (5) cards

8. Win with (17) points

9. Win with (18) points

10. Win with (19) points

11. Win with (20) points

12. Win with (21) points

13. There will be “Bust” (more than 21 points)

14. There will be no ‘Bust” (more than 21 points)

15. Win with “Golden Point”

 

In addition to winning, players can also receive Accumulative prize fund (Jackpot) winnings. Accumulative prize fund (Jackpot) is formed by the Organizer at their own expense within from 0.5% to 1% of each bet amount. The Accumulative prize fund (Jackpot) is won by the player chosen by chance from the winners of the game “21 Bet”.

In case of winning the Accumulative prize fund (Jackpot), the system automatically transfers this winning amount to the winner’s game account. An informational message about the win appears on the winner’s screen, from which the player learns about the win and the winning amount.


 

ANDAR BAHAR – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 


 

The goal of the Andar Bahar game is to predict whether a card equivalent to the Joker card (regardless of the suit of the card of the same rank) will be drawn on the Andar or Bahar side.

The game uses one deck consisting of 52 cards, from 2 to an Ace of each of the 4 suits (hearts♥, diamonds♦, clubs♣, spades♠). The dealer shuffles the cards in the deck before each round. After shuffling, the dealer divides the deck and opens the “Joker Card”. That is, to start the game, the dealer deals the first card which is called the “Joker Card”. After that, the dealer begins to randomly deal one card to each side in sequence (it is determined randomly who is given the first card) until one of the sides is dealt a card equivalent to the Joker, that is, a card of the same rank, regardless of the suit. The player must simply predict which side (Andar or Bahar) will be dealt a card equivalent to the “Joker Card”. Players who make a bet on the winning side (which is dealt a card equivalent to the “Joker Card”) receive a win – the amount of the bet multiplied by the odds which the player can get acquainted with before making a bet, and bets placed on the opposite side lose.

 

Sidebets

 

These bets can be made either in addition to the main bet (Andar, Bahar), or without the main bet. Sidebet allows the player to predict the number of cards that will be dealt after the “Joker Card” until the moment when the card equivalent to the “Joker Card” will be dealt, the color and suit of the “Joker Card”, as well as the parameter of the cards Higher/Lower.

For example, if a player thinks that a card equivalent to the “Joker Card” will be dealt in the first five cards, he/she can make a Sidebet “1–5”; if the equivalent card is dealt in this range, the bet wins.

 

List of Sidebets Wins

 

Number of dealt cards 1-5

Number of dealt cards 6-10

Number of dealt cards 11-15

Number of dealt cards 16-25

Number of dealt cards 26-30

Number of dealt cards 31-35

Number of dealt cards 36-40

Number of dealt cards 41 and more

The winning card will be RED

The winning card will be BLACK

Joker Card will be RED

Joker Card will be BLACK

Joker Card will be HEARTS

Joker Card will be SPADES

Joker Card will be DIAMONDS

Joker Card will be CLUBS

Joker Card will be LOWER than 7

Joker Card will be 7

Joker Card will be HIGHER than 7

Joker Card will be LOWER than 8

Joker Card will be 8

Joker Card will be HIGHER than 8

 

Each of the above bets has a set odds.


 

GONZO’S TREASURE HANT – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 


 

The aim of the game is that the player must find the hidden treasures on the wall containing 70 stones. The player decides which of the treasures wants to search and how many search opportunities he/she will have.

At the beginning of the game it is necessary to decide which precious stones the player will try to find by selecting one of the stones of different colors from the betting section. Each gemstone has a corresponding multiplier of 1x, 2x, 4x, 20x and 65x. From the range from 1 to 20, the player must choose the number of opportunities for choosing a stone of a given color. For each bet made, the player has 1 (one) opportunity to open a stone.

At the end of the betting period, all the stones on the wall are mixed. The countdown starts and the treasure hunt begins. Using their search capabilities, the player searches for treasures by selecting from 1 to 20 stones on the wall, depending on the number of opportunities available. The player must click on the stone on the wall to select it. A trace of the player’s hand will remain on the selected stone. Before the time expires, the player has the opportunity to move the trace of hand to another stone. The player can choose stones until the opportunities are exhausted. If at the end of the time the player still has unused opportunities, the system will automatically select random stones instead of the player.

After the player has selected the stones, Gonzo turns the key, and the draw begins. At this stage, Bonus Winnings appear above the wall. Bonus winnings can fall down and stop on a random stone. Bonus winnings increase from 3 to 100 times the value of the stones on which they stop. A bonus win can also be the re-draw. The draw is repeated through the bonus re-draw.

At the end of the game, the final results of all the stones open on the wall.

The player wins when the stone he/she has chosen at the beginning of the game is opened under his/her chosen hands. If bonus multipliers are applied to the value of the stone won by the player, the winnings are calculated as follows: the bet is multiplied by the final multipliers of the stones; if no bonus multipliers are applied, the bet is multiplied by the corresponding initial multiplier (1x, 2x, 4x, 20x and 65x).


 

SPEEDWAY, CAR RACING, MOTOR RACING, CYCLING, TRON RACING – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 


 

The games “Speedway”, “Car Racing”, “Motor Racing”, “Cycling”, “Tron Race” (hereinafter referred to as the Games) are continuously running games that players can join at any time. Players are given at least 40 seconds to place a bet (s).

Each participant of the games (racer) has its own serial number. During the round, players are given the opportunity to make a bet on the proposed outcomes. The player who correctly guessed the proposed outcome (s) wins. Each outcomet has corresponding odds. Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds.

 

Players can make bets on the following outcomes of the Games:

 

1. Bet on the winner. Bet: the participant with the selected number will finish first.

2. Bet on the first two places. Bet: the participant with the selected number will finish first or second.

3. Bet on the first three places. Bet: the participant with the selected number will finish first, second or third. The player will win if the selected rider finishes the race in the top three.

In the case of 16 participants – there is also a bet on the first 4 places.

4. Over/Under 3.5. Bet: the number of the race’s winner will be over/under 3.5.

In the case of a virtual race with 8 participants – Over/Under 4.5.

In the case of a virtual race with 4 participants – Over/Under 2.5.

5. Even/Odd. Bet: the winner’s number will be even or odd.

6. Two in order (Forecast or Exacta). The player selects 2 participants who will finish the race first and second in the correct order.

7. Two any order (Reverse Forecast or Quinella). The player selects 2 participants who will finish first and second in any order.

8. Three in order (Tricast or Trifecta). The player selects 3 participants who will finish the race first, second and third in the correct order.

9. Three any order (Reverse Tricast or Trio). The player selects 3 participants who will finish first, second and third in any order.

10. 2 in 3 any order (Swinger). The player selects 2 participants who will finish in the top three in any order.

11. High/Low. Bet: the winner’s number will be High or Low (offered in the case of 4, 6, 8-14 participants).

4 participants – low 1-2, high 3-4

6 participants – low 1-3, high 4-6

8 participants – low 1-4, high 5-8

9 participants – low 1-4, high 5-9

10 participants – low 1-5, high 6-10

11 participants – low 1-5, high 6-11

12 participants – low 1-6, high 7-12

13 participants – low 1-6, high 7-13

14 participants – low 1-7, high 8-14


 

VIRTUAL FOOTBALL – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 


 

The game “Virtual Football” is a continuously running game that players can join at any time. Players are given at least 40 seconds to place a bet (s).

During the round, players are given the opportunity to make a bet on the proposed outcomes. The player who correctly guessed the proposed outcome (s) wins. Each outcome has corresponding odds. Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds.

 

In Virtual Football, players can make bets on the following outcomes:

1. The exact score (match). A bet on the final score of the selected match.

2. The exact score (half-time). A bet on the score of the first and second half of the selected match.

3. The result of the game (for the match). Bet: which team will have the advantage in the match. The first team will have an advantage, there will/will not be a draw or the second team will have an advantage.

3․1. Bet on the victory of the first team

3․2. Bet on the “Draw” result

3․3. Bet on the victory of the second team

3․4. Bet: first team will win or will be draw

3․5. Bet: the second team will win or will be draw

3․6. Bet on the victory of the first or second team

3․7. Bet: the first team will not lose

3․8. Bet: one of the teams will win

3․9. Bet: the second team will not lose

3․10. Bet: there will be no draw in the match

4. The result of the game (for the half-time). Bet: which team will have the advantage in the half-time. The first team will have an advantage, there will/will not be a draw or the second team will have an advantage.

4․1. Bet on the victory of the first team

4․2. Bet on the “Draw” result

4․3. Bet on the victory of the second team

4․4. Bet: first team will win or will be draw

4․5. Bet: the second team will win or will be draw

4․6. Bet on the victory of the first or second team

4․7. Bet: the first team will not lose

4․8. Bet: one of the teams will win

4․9. Bet: the second team will not lose

4․10. Bet: there will not be a draw in the match

5. Half-time/Match (Double result). Bet: which team will win both in the half-time and in the match.

5.1. Half-time/Match. Bet: which team will win the half-time, which team will win the match or there will be a draw.

6. Number of goals Over/Under than the offered number. Bet: the total number of goals in the game will be Over or Under than the offered number in the half-time and in the match.

7. Bets on the number of goals with changed results: Half-time/Match. Bet: one of the teams will win with the certain number of goals, taking into account the proposed change (for example, the proposed number can be added or subtracted to the number of goals).

8. Bets on the number of goals without changed results: Half-time/Match. Bet: one of the teams will win with the certain number of goals without changed results.

9. The goal will be/will be no goal (match).

9․1. Goal. Bet: both teams will score a goal in the match.

9.2. Goal. Bet: only one team will score a goal in the match.

9.3. There will be no goal. Bet: no team will score a goal in the match.

9․4. Which team will score/will not score a goal. Bet: which team will score/not score a goal in the match.

10. The goal will be/will be no goal (match). Bet: whether both teams will score in the first half-time of the selected match.

10․1. Goal. Bet: both teams will score a goal in the first half-time.

10.2. Goal. Bet: only one team will score a goal in the first half-time.

10.3. There will be no goal. Bet: no team will score a goal in the first half-time.

10․4. Which team will score/will not score a goal. Bet: which team will score/not score a goal in the first half-time.

11. Number of goals (match, half-time). A bet on the total number of goals scored by both teams in the selected match and half-time.

12. Number of goals of the first team (match, half-time). A bet on the number of goals scored by the first team in the half-time and on the total number of goals in the match.

13. Number of goals of the second team (match, half-time). A bet on the number of goals scored by the second team in the half-time and on the total number of goals in the match.

14. Result of the game and Over/Under (per half-time and per match). Bet: the winner of the game (half-time) (or a draw) and the total number of goals in the match (half-time) will be Over/Under than the specified value.

14.1. Bet: the 1st team wins and the number of goals will be Over than the specified value.

14.2. Bet: the 1st team wins and the number of goals will be Under than the specified value.

14.3. Bet: A draw and the number of goals will be Over than the specified value.

14.4. Bet: A draw and the number of goals will be Under than the specified value.

14.5. Bet: the 2nd team wins and the number of goals will be Over than the specified value.

14.6. Bet: the 2nd team wins and the number of goals will be Under than the specified value.

15. Result of the game and the Goal (per match and per half-time). Bet: the winner of the game (or a Draw) and will both teams score a goal in the match or not.

15.1. Bet: The 1st team wins and both teams will score a goal.

15.2. Bet: The 1st team wins and only the 1st team will score a goal.

15.3. Bet: Draw and both teams will score a goal.

15.4. Bet: Draw and no team will score a goal.

15.5. Bet: The 2nd team wins and both teams will score a goal.

15.6. Bet: The 2nd team wins and only the 2nd team will score a goal.

16. Number of goals of the 1st team is Over/Under than the suggested value (match, time). Bet: the total number of goals of the 1st team in the match will be over or under than the suggested value.

16․1. Number of goals of the 1st team is Over/Under/Equal to the suggested value (match, time). Bet: the total number of goals of the 1st team in the match will be over, under or equal to the suggested value.

17. Number of goals of the 2nd team is Over/Under than the suggested value (match, time). Bet: the total number of goals of the 2dn team in the match will be over or under than the suggested value.

17․1. Number of goals of the 2nd team is Over/Under/Equal to the suggested value (match, time). Bet: the total number of goals of the 2nd team in the match will be over, under or equal to the suggested value.

18. The 1st team will score/will not score a goal in the half-time/match (Yes/No).

19. The 2nd team will score/will not score a goal in the half-time/match (Yes/No).

19․1. Both teams will score/will not score a goal in the half-time and in the match.

20. The number of goals will be Even/Odd. Bet: the total number of goals in the match will be even or odd.

21. The number of goals in the half-time will be Even/Odd. Bet: the total number of goals in the half-time will be even or odd.

22. The time of the first goal. Bet: whether the first goal will be scored in one of the suggested time intervals.

23. Which team will score the first goal in the match and in the half-time.

24. There will be/will not be yellow cards in the match (half-time).

25. There will be/will not be red cards in the match (half-time).

26. There will be/will not be penalties in the match (half-time).

27. The first kick. Bet: guess the home team player who will make the first kick.

28. The last kick. Bet: guess the away team player who will make the last kick.

29․ The sum of the numbers on the t-shirts. Bet: guess the sum of all the numbers on the t-shirts of the players who made free kicks (over/under).

30․ The sum of the numbers on the t-shirts of the home team. Bet: guess the sum of all the numbers on the t-shirts of the home team players who made free kicks (over/under).

31․ The sum of the numbers on the t-shirts of the away team. Bet: guess the sum of all the numbers on the t-shirts of the away team players who made free kicks (over/under).

32․ The free kick direction. Bet: predict the direction of free kicks (goal position, save, miss, woodwork) of the players of the home and away teams in each round.


 

VIRTUAL TENNIS – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 


 

The game “Virtual Tennis” is a continuously running game that players can join at any time. 2 tennis players compete against each other in each match of the game “Virtual Tennis” (hereinafter referred to as “Player 1”, “Player 2”). Players are given at least 40 seconds to place a bet (s).

During the round, players are given the opportunity to make a bet on the proposed outcomes. The player who correctly guessed the proposed outcome (s) wins. Each outcome has corresponding odds. Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds.

 

In Virtual Tennis, players can make bets on the following outcomes:

1. Winner of the next point.

Bet: “Player 1” or “Player 2” will win the next point. If the selected player wins, the bet wins, otherwise the bet loses.

2. Number of points.

Bet: The game will end Over/Under than a certain number of points. For example, the bet “Under 7.5” wins if the game ended with 7 or fewer points, and in the case of 8 or more points, the bet loses.

3. Winner of the game/set/match.

Bet: “Player 1” or “Player 2” will win the game/set/match. If the selected player wins the game/set/match, the bet wins, otherwise the bet loses.

4. Equal score.

Bet on two options: Yes/No; will there be an equal score in the game or not? For example, if “Yes” is selected and an equal score is fixed in the game, the bet wins. If any of the players wins without reaching an equal score, the bet loses.

5. Exact score.

Guess the final exact score of the match/game/set. If the result of the game is the selected score, the bet wins, otherwise the bet loses.


 

VIRTUAL TABLE TENNIS – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS 


 

The game “Virtual Table Tennis” is a continuously running game that players can join at any time. 2 participants compete against each other in each match of the game “Virtual Table Tennis” (hereinafter referred to as “Player A”, “Player B”). Players are given at least 40 seconds to place a bet (s). One set is played in each game up to 7 (seven) points. Only if “Player A” and “Player B” score 6 points each, the game can continues until one of the players wins with an advantage of 2 points, but not more than 9 points. For example, the game may end with a score 7:9, 9:7, 6:8 or 8:6.

During the round, players are given the opportunity to make a bet on the proposed outcomes. The player who correctly guessed the proposed outcome (s) wins. Each outcome has corresponding odds. Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds.

 

In Virtual Table Tennis, players can make bets on the following outcomes:

1. Winner of the game. Guess which player will win the match.

2․ Exact score. Guess the final score of the game for “Player A” and “Player B”.

3․ Guess the players who will be the first to score 1 and 7 points in the game, respectively:

AB – “Player A” will be the first to score 1 point and “Player B” will be the first to score 7 points

AA – “Player A” will be the first to score 1 point and 7 points

BA – “Player B” is the first to score 1 point and “Player A” is the first to score 7 points

BB – “Player B” will be the first to score 1 point and 7 points

4․ Guess the players who will be the first to score 1, 3 and 7 points in the game, respectively:

AAA – “Player A” will be the first to score 1, 3 and 7 points

BAA – “Player B” will be the first to score 1 point and “Player A” will be the first to score 3 and 7 points

BBA – “Player B” will be the first to score 1 and 3 points and “Player A” will be the first to score 7 points

ABA – “Player A” will be the first to score 1 and 7 points and “Player B” will be the first to score 3 points

BBB – “Player B” will be the first to score 1, 3 and 7 points

ABB – “Player A” will be the first to score 1 point and “Player B” will be the first to score 3 and 7 points

AAB – “Player A” will be the first to score 1 and 3 points and “Player B” will be the first to score 7 points

BAB – “Player B” will be the first to score 1 and 7 points and “Player A” will be the first to score 3 points

5․ The winning point will be Higher/Lower. Guess the winner and the final result of the winner is Higher/Lower 7 points.

“Player A” win with a score of 7 points

“Player A” win with a score Higher 7 points

“Player A” win with a score Lower 7 points

“Player B” will win with a score of 7 points

“Player B” will win with a score Higher 7 points

“Player B” will win with a score Lower 7 points

6․ The total number of points for the following groups: “Even Low”, “Odd Low”, “Even High”, “Odd High”. Guess the group to which the total number of points of Player A and Player B will belong at the end of the game. There are 4 possible outcomes:

Odd Low – 7 points or 9 points

Even Low – 8 points or 10 points

Odd High – 11 points

Even High – 12 points or 14 points or 16 points

7․ Number of points. Guess the total number of points scored by two players in the game.

8․ The highest number of consecutive points scored in a match.


 

VIRTUAL GOLF  – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

The game “Virtual Golf” is a continuously running game that players can join at any time. Golf is played by 2 players (pairs). The sportsman who rolls the ball into the hole with the least number of strokes wins. Players are given at least 40 seconds to place a bet (s).

During the round, players are given the opportunity to make a bet on the proposed outcomes. The player who correctly guessed the proposed outcome (s) wins. Each outcome has corresponding odds. Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds.

 

In Virtual Golf, players can make bets on the following outcomes:

1 ․ Will the sportsman’s blow from the tee fall on the fairway? Bet: whether the sportsman will be able to reach the fairway with the next blow or not.

2. Will the sportsman hit the Green? Bet: whether the sportsman will hit the Green with the next blow or not.

 3․ Will the sportsman make a Putt? Bet: whether the sportsman will be able to send the ball into the hole with the next stroke or not.

4. Will the sportsman make Green in Regulation? Bet: whether the sportsman will make the green in regulation or not in this hole. 

5. Will the sportsman hit the Bunker? Bet: whether the sportsman will hit the greenside bunker or not in this hole.

6. Match Winner. Bet: who will win the current match. The choices are between the two sportsman.

7. Playoff/Shootout. Bet: whether would be a playoff/shootout or not in the match.

8․ Hole winner. Bet: one of the sportsman will become the winner of the current game or there will be a draw.

9. Winning Margins.

There are two types of winning margins bets:

1. The bet on the exact possible winning margins of the hole.

2. The bet on the exact possible winning margins of the game.

10. Sportsman score. Bet on a specific sportsman’s score at the end of the current hole.

11. Hole Winner and Winning Score. Bet on the hole’s winner and the winning score together.

12. Correct Score. Bet on the exact score at the outcome of the current hole.


 

MEGA WHEEL – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

During the Mega Wheel game, a large vertical wheel is rotating, divided into 54 colored sectors, which contain numbers: 1, 2, 5, 8, 10, 15, 20, 30 and 40.

The player makes a bet on the number at which, in his opinion, the wheel will stop: 1, 2, 5, 8, 10, 15, 20, 30 and 40. Then the wheel rotates.

In each game, one number is randomly selected as the Mega Lucky Number. The mega lucky number is randomly selected before the wheel stops and the outcome of the game is determined.

The goal of the game is to correctly guess the number at which the arrow located at the top of the wheel will stop. That is, if after the spin the wheel stops at the number chosen by the player, the player wins.

Winning bets are paid at an odds corresponding to the winning number. And if the winning number is chosen as the Mega Lucky Number, the player receives a Mega Win with odds up to x500.


 

SPIN & WIN – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

Spin & Win is a game based on the principle of randomness, in which the pointer stops on a rotating wheel consisting of segments numbered from 0 to 36. Players can place bets on the segment where they think the pointer will stop. In addition to betting on exact numbers, players can bet on color, range of numbers, odd/even. The player who correctly guesses the proposed outcome(s) wins. Each outcome has corresponding odds. Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds.

 

Players can make bets on the following outcomes:

1. Exact number is a simple bet when players can bet on any number (numbers) in the range from 0 to 36 that they think the pointer will stop after one spin.

2․ Color – the player can bet on the color of the segment where he thinks the pointer will stop: black, red or green.

3․ Digital range bet offers three types of bets: the pointer will stop on the first (1-12), second (13-24) or third (25-36) range.

4․ Even/Odd bet offers a betting option where players can place a bet: the pointer will stop on Even or Odd numbers. For example, the Player has made a bet that the pointer will stop at an even number. The pointer stops at 12, which means that the player has won. The player has made a bet that the pointer will stop at an odd number. The pointer stopped at 11, which means that the player has won.


​​​​

FAN TAN – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

Fan Tan is a game based on repeated division of the beads.

Central to the game are beads (shaped like a puck), initially covered by a glass dome. The dealer separates a random number of beads with a cup, then uses a special stick to sort the selected beads into lines – four beads in each lines. The dealer continues to line up the selected beads in lines of four until the last line of beads remains on the table. The final remaining beads are placed in a line at the centre of the table. The player bets on the number of beads that, in his opinion, will remain in the last line – 1, 2, 3 or 4.

Each round begins when the dealer separates a random number of beads with a cup. Players place bets during the time when the beads are under the cup.

The dealer places the last four or fewer beads in a line in the center of the table. This line is the final result of the game – 1, 2, 3 or 4 beads.

 

Types of bets

Fan – a bet on a specific number of beads in the last line (1, 2, 3 or 4).

Big/Small – a bet on a small (1 or 2) or big (3 or 4) number of beads in the last line.

Odd/Even – a bet on an odd (1 or 3) or an even (2 or 4) number of beads in the last line.

Nim – bet on two numbers of beads in the last line. The first number is considered a win, the second – the bet is calculated with odds of 1 (one). For example, if in case of “1Nim2” bet 1 bead remains on the table, the player wins, if the result is 2, then the bet is calculated with odds of 1 (one). In case of any other result, the player loses.

Kwok – bet on two numbers of beads in the last line, where both win. For example, in case of the “Kwok2-3” bet, the player wins both with the results 2 and 3. In case of any other result, the player loses.

Ssh (Sheh-sam-hong) – a bet on three numbers of beads in the last line. If the result of the game is one of the three specified numbers, the player wins, and in case of another result, he/she loses. For example, in case of the “Ssh 3-2-1” bet, the player wins with the results 3, 2 and 1. The player loses with the result 4.


 

GOLDEN WEALTH BACCARAT – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

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.

 

Golden Round

 

After accepting bets, a Golden Round is held. During the round, five random cards are selected from a virtual deck of 52 cards. These cards are then assigned randomly determined Gold multipliers: 2x, 3x, 5x or 8x. If the player’s bet wins and contains a card (s) that is among the selected Gold Cards, the player's winnings will be multiplied by the Gold Multiplier of the corresponding card(s).

The player will have a chance to win more if two or more Gold Cards are dealt in the same bet. The multipliers of these cards will be multiplied, and the player’s winnings will be multiplied by the total multiplier. If the winning “hand” does not contain Gold Cards, then the Gold Multiplier is not applied.

 

After the end of the Golden Round, the dealer deals the Player and the Banker two cards each.

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:

a. If the cards’ value sum is 1-9, then the hand is calculated according to the corresponding point.

b. If the cards’ value sum is 10, the hand is calculated 0 point.

c. 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 as 16 – 10 = 6).

If the Player’s and Banker’s first 2 cards don’t make 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. Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds, which the player can get acquainted with before making a bet.

 

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.

2. Tie.

3. Player Pair. The first two cards of the Player are of the same value.

4. Perfect Pair with 1 pair. Two identical cards (according to value and suit) are dealt as the first card to the Banker and the Player.

5. Perfect Pair with 2 pair. Four identical cards (according to value and suit) are dealt as the first 2 cards to the Banker and the Player.

6. Golden pair. The first 2 cards dealt to the Banker and the Player are equal in value or are of the same suit.

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.

b. The non-natural hand wins by 8 points.

c. The non-natural hand wins by 7 points.

d. The non-natural hand wins by 6 points.

e. The non-natural hand wins by 5 points.

f. The non-natural hand wins by 4 points.

g. Natural hand.

h. Natural hand, Tie.

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.

b. The non-natural hand wins by 8 points.

c. The non-natural hand wins by 7 points.

d. The non-natural hand wins by 6 points.

e. The non-natural hand wins by 5 points.

f. The non-natural hand wins by 4 points.

g. Natural hand.

h. Natural hand, Tie.

 

The Natural hand is the 2 cards dealt to the Player and Banker. The non-natural hand includes also an additional card.

Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds determined for the winning option, which the player can get acquainted with before making a bet.

 

LIGHTNING BACCARAT – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

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.

 

Lightning Round

 

After accepting bets, a Lightning Round is held. During the round, five random cards are selected from a virtual deck of 52 cards. These cards are then assigned randomly determined Lightning multipliers: 2x, 3x, 4x, 5x or 8x. If the player’s bet wins and contains a card (s) that is among the selected Lightning Cards, the player’s winnings will be multiplied by the Lightning Multiplier of the corresponding card (s). 

The player will have a chance to win more if two or more Lightning Cards are dealt in the same bet. The multipliers of these cards will be multiplied, and the player’s winnings will be multiplied by the total multiplier. If the winning “hand” does not contain Lightning Cards, then the Lightning Multiplier is not applied.

 

After the end of the Lightning Round, the dealer deals the Player and the Banker two initial cards each.

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:

a. If the cards’ value sum is 1-9, then the hand is calculated according to the corresponding point.

b. If the cards’ value sum is 10, the hand is calculated 0 point.

c. 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 as 16 – 10 = 6).

If the Player’s and Banker’s first 2 cards don’t make 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. Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds, which the player can get acquainted with before making a bet.

 

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.

2. Tie.

3. Player Pair. The first two cards of the Player are of the same value.

4. Perfect Pair with 1 pair. Two identical cards (according to value and suit) are dealt as the first card to the Banker and the Player.

5. Perfect Pair with 2 pair. Four identical cards (according to value and suit) are dealt as the first 2 cards to the Banker and the Player.

6. Golden pair. The first 2 cards dealt to the Banker and the Player are equal in value or are of the same suit.

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.

b. The non-natural hand wins by 8 points.

c. The non-natural hand wins by 7 points.

d. The non-natural hand wins by 6 points.

e. The non-natural hand wins by 5 points.

f. The non-natural hand wins by 4 points.

g. Natural hand.

h. Natural hand, Tie.

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.

b. The non-natural hand wins by 8 points.

c. The non-natural hand wins by 7 points.

d. The non-natural hand wins by 6 points.

e. The non-natural hand wins by 5 points.

f. The non-natural hand wins by 4 points.

g. Natural hand.

h. Natural hand, Tie.

 

The Natural hand is the 2 cards dealt to the Player and Banker. The non-natural hand includes also an additional card.

Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds determined for the winning option, which the player can get acquainted with before making a bet.


 

MEGA 6 – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

During the MEGA 6 game, 49 balls are mixed in the lototron (white and pink, numbered from 1 to 49, balls with odd numbers are white, balls with even numbers are pink). Then 6 winning balls are drawn randomly and displayed in the result tube. The presenter announces the number and color of each ball.

Before the start of the game, players choose one of the following outcomes and the bet amount to participate in the game. The player wins if the drawn balls from the lototron match the selected outcome (s). In case of a mismatch, the player loses. Each outcome has corresponding odds. Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds, which the player can get acquainted with before making a bet.

 

Players can bet on the following outcomes of the upcoming game:

1․ Numbers (all numbers from one to four) – a group of outcomes that differ in the quantity of selected numbers. Bets are placed on all the selected numbers that drawn in one round of the game. Bets are offered on numbers from 1 to 4 (suggested outcomes: 1 out of 1, 2 out of 2, 3 out of 3, 4 out of 4, 1 out of 2, 1 out of 3, 1 out of 4). For example, the player choses the bet “1 out of 3” and choses 3 balls accordingly. The bet wins if at least one of the three selected balls falls out. If at least one of the three selected balls does not fall out, the bet is considered lost.

2․ The first drawn number will be Over 15, 25, 35 – bets are placed on the value of the first ball, which will be Over than 15, 25 or 35.  

3․ Each of the drawn first and second numbers will be Over/Under 25 – bets on these outcomes will win if both the first and second drawn numbers are Over/Under 25. If any of the conditions do not match, the bet is considered lost.

4. Color of the drawn ball.

4.1. All drawn balls will be white.

4.2. All drawn balls will be pink.

4.3. More white balls will fall out than pink ones.

4.4. More pink balls will fall out than white ones.

4.5. The first drawn ball will be white.

4.6. The first drawn ball will be pink.

4.7. The first and second drawn balls will be white.

4.8. The first and second drawn balls will be pink.

4.9. The first drawn ball will be white, and the second drawn ball will be pink.

4.10. The first drawn ball will be pink, and the second drawn ball will be white.

5. The total sum of the numbers will be Even/Odd – bet: the total sum of the 6 drawn balls’ numbers will be even or odd.

6. The total sum of the numbers will be Under 120, 135, 150 – bet: the total sum of the drawn 6 balls’ numbers will be Under than the specified value.

7. The total sum of the numbers will be Over 155, 170, 185 – bet: the total sum of the drawn 6 balls’ numbers will be Over than the specified value.

8. The total sum of the white balls will be Over 100 – bet: the total sum of the white drawn balls’ numbers will be Over than 100.

9. The total sum of the white balls will be Under 65 – bet: the total sum of the white drawn balls’ numbers will be Under than 65.

10. The total sum of the pink balls will be Over 100 – bet: the total sum of the pink drawn balls’ numbers will be Over than 100.

11. The total sum of the pink balls will be Under 65 – bet: the total sum of the pink drawn balls’ numbers will be Under than 65.

 

In addition to winning, players can also receive Accumulative prize fund (Jackpot) winnings. Accumulative prize funds (Jackpots) are formed by the Organizer at their own expense within a predetermined percentage of the bet amount. There are the following types of Accumulative prize funds (Jackpots):

Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings. The size of the current Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

Mega Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings, larger than the Accumulative prize fund (Jackpot). The size of the current Mega Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

Mega 6 Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings. The size of the current Mega 6 Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

These three Accumulative pize funds (Jackpots) differ only in the name and size of the fund.

Players win Accumulative prize funds (Jackpots) based on the principle of randomness (the type of Jackpot that the player wins is also determined by the principle of randomness). Accumulative prize funds (Jackpots) can be won only by players who have won the main game. In case of winning the Accumulative prize fund (Jackpot), the winner receives a corresponding message.

 

 

SUPER SIX – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS
 

 

In the Super Six game, 35 balls are drawn out of 48 balls (numbered from 1 to 48, 6 balls of each color - red, green, blue, purple, brown, yellow, orange and black). The player needs to guess 6 balls out of 35 for winning.

In Super Six, the player can also make a bet on the following winning options:

1. Simple bet – the player selects one of the options with 6, 7, 8, 9 or 10 balls, and the system automatically selects the balls according to the number specified in the selected option, with numbers selected randomly. The bet will win if at least 6 of the numbers specified in the bet (respectively out of 10 numbers / 9 numbers / 8 numbers/ 7 numbers / 6 numbers) are among the 35 balls drawn in the round. The sooner these 6 balls fall out, the higher the winning odds will be (before making a bet, the player can see the odds of all 6 balls falling out in the time offered by the system. The size of the win will be calculated depending on the time of the fall of all 6 balls.).

2. The color of the balls – 48 balls are divided into 8 color groups, each of which has 6 balls. The colors of the groups are red, green, blue, purple, brown, yellow, orange and black. The player bets on the color of the ball by selecting one of 8 groups.

For example, the player bets that the most balls will be red. If the number of red balls that fall out is more than other colors, the player wins.

3. The sum of the numbers of all balls is Over/Under 122․5.

4. The first ball’s number is Over/Under 24․5.

5. Cool 6 – by clicking on “Cool 6”, the player can bet on the 6 numbers that have been less selected in the last 50 rounds. If the player bets on “Cool 6” numbers and all 6 numbers fall out in the next round, the player wins.

6. Hot 6 – by clicking on “Hot 6”, the player can bet on the 6 numbers that have been most selected in the last 50 rounds. If the player bets on “Hot 6” numbers and all 6 numbers fall out in the next round, the player wins.

7. The first ball is even/odd.

8. The last ball is even/odd.

9. There will be more even/odd balls.

10. The color of the first/last ball.

11. The numbers of the first and last ball.

12. The numbers of the first or last ball.

13. Two numbers (balls) that will not be drawn.

 

Winnings are paid out according to the odds (s) of the winning outcome (s), i.e. the bet amount is multiplied by the corresponding odds determined for the winning option, which the player can get acquainted with before making a bet.

 

 

REAL FIGHTING – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

 

There are 2 fighters fighting in the game, randomly selected from 16 fighters. The goal of the fight is to beat the opponent by strikes. One of the fighters wears white trunks and gloves (hereinafter White), and the other – black (hereinafter Black). The maximum number of fight rounds is 5. Each round lasts a maximum of 15 seconds. If one of the fighters knocks out (KO) the other, the fight is immediately over and the fighter who carried out the knockout wins the fight. If there was no knockout (KO) in any of the 5 rounds, the outcome of the fight is determined by the cumulative results of the previous rounds. In each round, points are accumulated according to the number of trunks inflicted on the opponent. If the rounds ended in a draw, then the result of the whole fight is a Draw.

 

In a Real fighting, the player can make bets on the following winning options:

1․ Black Fighter will win.

2․ White fighter will win.

3․ Black fighter will win the fight by knockout.

4․ Black fighter will win the round with the specified points.

5․ Draw.

6. White fighter will win the fight by knockout.

7․ White fighter will win the round with the specified points.

8․ Winning combination. The combination of the results of each round. The Black/White fighter will win by knockout or points, or there will be a draw.

9. Group of rounds. In which group of rounds will the fight end and which of the fighters will win the fight (The Black will win in the 1/2/3/4/5 round. The White will win in the 1/2/3/4/5 round).

10․ Total number of rounds. How many rounds will there be in the fight? Options: Over/Under the specified number of rounds.

11․ Knockout. Will the fight end with a knockout – Yes/No.

12․ Knockout in the round. In which round the fight will end with a knockout and which of the fighters will perform a knockout.

13․ Exact score. The total points in the rounds scored by each of the fighters at the end of the fight and the exact score of the draw.

 

Winnings are paid out according to the odds (s) of the guessed winning option (s), i.e. the bet amount is multiplied by the corresponding odds determined for the winning option, which the player can get acquainted with before making a bet.

 

 

3X3 BASKETBALL – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

 

“3x3 Basketball” is a virtual game in which two teams compete. The duration of the game is 9 minutes. The maximum number of team points is 21. The shot time of each team is 14 seconds. Each successful shot inside the arc earns 1 point. Each successful shot behind the arc earns 2 points. Each successful free throw earns 1 point. If a foul is committed inside the arc, 1 free throw is given. If a foul is committed outside the arc, 2 free throws are given.

 

Players can make bets on the following outcomes:

MONEY LINE – to predict which team will win the game.

SPREAD LINE – a bet on the winning points of each team, taking into account the changed results. (For example, if the modified value of the Team 1 is –1․5, then the Team 1 must win by advantage at least 2 points in order for the bet to win. While the Team 2 will get +1․5 points).

TOTAL LINE – to predict whether the total points in the game will be more or less (Over/Under) the number chosen by the player.

RACE TO 21– to predict whether any of the teams will score 21 points or not.

 

Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds determined for the winning option, which the player can get acquainted with before making a bet.

 

 

MUSIC WHEEL – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

 

During the “Musical Wheel” game, the presenter rotates a large vertical wheel. The wheel consists of 54 equal sectors separated by lines. 54 sectors are marked with numbers (2, 4, 6, 12, 16, 24, 48), each number has its own color. If after the spin the wheel stops on the number chosen by the player, the player wins.

To participate in the game, it is need to place a bet on one or more options with numbers 2, 4, 6, 12, 16, 24, 48. After the betting round and before start of the spin, the electronic device located on wheel determines the bonus sector of the current round (the bonus multiplier will be applied to each of the 2, 4, 6, 12, 24 sectors, and in the case of 16 and 48 - only for one sector). Then the presenter spins the wheel. The winning sector is determined by the arrow at the top of the screen after the wheel stops completely. If the number chosen by the player receives a bonus multiplier, the winnings are paid at a high odds. If the number chosen by the player does’t receive a bonus multiplier, the winnings are paid according to the usual odds.

In each case, the bet amount is multiplied by the corresponding odds set for the bonus or non-bonus option, which the player can get acquainted with before making a bet.

 

 

WHEELBET – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

 

During the game “Wheelbet” the presenter spins a big vertical wheel. The wheel is divided into 38 equal sectors of different colors numbered from 1 to 36, 0 and 00 (18 sectors are red, 18 sectors are black, 0 and 00 sectors are green). If the wheel stops at the sector/number chosen by the player, the player wins.

 

To participate in the game, it is need to make bets on the following outcomes:

1. The wheel arrow will stop at the selected number.

2. The wheel arrow will stop at one of the 2 selected numbers.

3. The wheel arrow will stop at one of the 3 selected numbers.

4. The wheel arrow will stop at one of the 4 selected numbers.

5. The wheel arrow will stop at one of the 6 selected numbers.

6. The wheel arrow will stop at one of the 12 selected numbers.

7. The wheel arrow will stop at one of the 18 selected numbers.

8. The wheel arrow will stop at the number from one of 3 possible ranges chosen by the player (1-12, 13-24 or 25-36).

9. The wheel arrow will stop at the number Over/Under 18.5.

10. The wheel arrow will stop at the number Over/Under 14.5.

11. The wheel arrow will stop at the number Over/Under 22.5.

12. The wheel arrow will stop at the number Over/Under 9.5.

13. The wheel arrow will stop at the number Over/Under 27.5.

14. The wheel arrow will stop at the any number on the red/black sector.

15. The wheel arrow will stop at the even/odd number.

16. The wheel arrow will stop at the even number on the red sector.

17. The wheel arrow will stop at the odd number on the red sector.

18. The wheel arrow will stop at the even number on the black sector.

19. The wheel arrow will stop at the odd number on the black sector.

20. The wheel arrow will stop at the number from one of 3 possible rows chosen by the player (row I: 1, 4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34; row II: 2, 5, 8, 11, 14, 17, 20, 23, 26, 29, 32, 35; row III: 3, 6, 9, 12, 15, 18, 21, 24, 27, 30, 33, 36).

In the game, the numbers 0 and 00 are not considered even or odd numbers.

Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds determined for the winning option, which the player can get acquainted with before making a bet.

 

In addition to winning, players can also receive Accumulative prize fund (Jackpot) winnings. Accumulative prize funds (Jackpots) are formed by the Organizer at their own expense within a predetermined percentage of the bet amount. There are the following types of Accumulative prize funds (Jackpots):

Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings. The size of the current Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

Mega Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings, larger than the Accumulative prize fund (Jackpot). The size of the current Mega Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

Mega 6 Accumulative prize fund (Jackpot) – an additional winnings received with the main winnings. The size of the current Mega 6 Accumulative prize fund (Jackpot) is displayed on the game broadcast monitor.

These three Accumulative prize funds (Jackpots) differ only in the name and size of the fund.

Players win Accumulative prize funds (Jackpots) based on the principle of randomness (the type of Jackpot that the player wins is also determined by the principle of randomness). Accumulative prize funds (Jackpots) can be won only by players who have won the main game. In case of winning the Accumulative prize fund (Jackpot), the winner receives a corresponding message. An informational message about the win appears on the winner’s screen, from which the player learns about the win and the winning amount. The system automatically transfers this winning amount to the winner’s game account.

 

 

CASH OR CRASH – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

 

19 green, 8 red and 1 golden ball are mixing in the lotto machine during “Cash or Crash” game.  Each time, one random ball falls out of the lotto machine.

- Each drawn green ball raises the player’s blimp by one level and as a result to an increase the odds.

- In the case of each drawn green ball, the player can make one of the following decisions: “Continue”, “Take Half” or “Take All”.

- If a golden ball falls out, the player receives a “shield”, which not only protects the blimp from the next red ball, but also raises it by one level, also increasing the odds.

- If a red ball falls out, the player loses, losing the bet and the game ends, except in cases when the blimp is protected by a “shield”, in which case the game continues.

Winnings are paid with a fixed odds, that is, the bet amount is multiplied by the odds set for current level of the blimp’s location, which the player can familiarize with before making a bet.

 

 

FOOTBALL CUP – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

 

The Football Cup is a game with continuous stages consisting of at least 5 separate rounds. Players have the opportunity to join the game at any time. In each stage, rounds will be formed according to the structure of the tournament; during each round one or more football matches will take place. The number of teams is 16. Each round lasts at least 3 minutes, and players are given at least 40 seconds to place a bet(s). Players are given the opportunity to make bets on the proposed outcomes during each round. The players who correctly guessed the proposed outcome(s) win. Each outcome has a corresponding odds. Winnings are paid out according to the odds (s) of the guessed outcome (s), i.e. the bet amount is multiplied by the corresponding odds.

 

In the “Football Cup”, players can make bets on the following outcomes of the game:

1. Exact score (match). Bet on the final score of the selected match.

2. Exact score (half-time). Bet on the score of the first and second half-time of the selected match.

3. Game Result (match). Bet: which team will win the match. The first team will win, there will be/will not be a draw, or the second team will win.

3.1. Bet on the victory of the first team.

3.2. Bet on the result “Draw”.

3.3. Bet on the victory of the second team.

3.4. Bet: first team win or draw.

3.5. Bet: second team win or draw.

3.6. Bet on the victory of the first or second team.

3.7. Bet: the first team will not lose.

3.8. Bet: one of the teams will win.

3.9. Bet: the second team will not lose.

3.10. Bet: there will be no draw in the match.

4. Game Result (half-time). Bet: which team will have the advantage in the half-time. The first team will have an advantage, there will be/will not be a draw or the second team will have an advantage.

4.1. Bet on the victory of the first team.

4.2. Bet on the result “Draw”.

4.3. Bet on the victory of the second team.

4.4. Bet: first team win or draw.

4.5. Bet: second team win or draw.

4.6. Bet on the victory of the first or second team.

4.7. Bet: the first team will not lose.

4.8. Bet: one of the teams will win.

4.9. Bet: the second team will not lose.

4.10. Bet: there will be no draw in the half-time.

5. Half-time/Match (double result). Bet: which team will win both the half-time and the match.

5.1. Half-time/Match. Bet: which team will win in the half-time and which team will win the match or there will be a draw.

6. Number of goals is Over/Under than the suggested number. Bet: the total number of goals in the game will be over or under than the suggested number in the half-time and the match.

7. Bets on the number of goals with a modified result: half-time/match. Bet: one of the teams will win with a certain number of goals, taking into account the proposed change (for example, the proposed number can be added or subtracted from the number of goals).

8. Bets on the number of goals without a modified result: half-time/match. Bet: one of the teams will win with a certain number of goals a modified result.

9. There will be a goal / There will be no goal (match).

9.1. Goal. Bet: both teams will score a goal in the match.

9.2. Goal. Bet: only one team will score a goal in the match.

9.3. There will be no goal. Bet: no team will score a goal in the match.

9.4. Which team will score /will not score a goal. Bet: which team will score/will not score a goal in the match.

10. There will be a goal / There will be no goal (half-time). Bet: will both teams score goals in the first half-time of the selected match.

9.1. Goal. Bet: both teams will score a goal in the half-time.

9.2. Goal. Bet: only one team will score a goal in the half-time.

9.3. There will be no goal. Bet: no team will score a goal in the half-time.

9.4. Which team will score /will not score a goal. Bet: which team will score/will not score a goal in the half-time.

11. Number of goals (match and half-time). A bet on the total number of goals scored by both teams in the selected match and half-time.

12. The number of goals scored by the first team (match and half-time). A bet on the number of goals scored by the ferst team in the half-time and on the total number of goals scored in the match.

13. The number of goals scored by the second team (match and half-time). A bet on the number of goals scored by the second team in the half-time and on the total number of goals scored in the match.

14. Game Result and Over/Under for half-time and match. Bet: the winner of the game (half-time) (or a draw) and the total number of goals in the game (half-time) will be Over/Under than the specified value.

14.1. Bet: the victory of the first team and the number of goals will be Over than the proposed value.

14.2. Bet: the victory of the first team and the number of goals will be Under than the proposed value.

14.3. Bet: Draw and the number of goals will be Over than the proposed value.

14.4. Bet: Draw and the number of goals will be Under than the proposed value.

14.5. Bet: the victory of the second team and the number of goals will be Over than the proposed value.

14.6. Bet: the victory of the second team and the number of goals will be Under than the proposed value.

15. Game Result and The goal for the half-time and the whole game. Bet: the winner of the game (or a Draw) and both teams will score a goal in the game or not.

15.1. Bet: the victory of the first team and both teams score a goal.

15.2. Bet: the victory of the first team and only the first team scores a goal.

15.3. Bet: Draw and both teams will score a goal.

15.4. Bet: Draw and none of the teams will score a goal.

15.5. Bet: the victory of the second team and both teams score a goal.

15.6. Bet: the victory of the second team and only the second team scores a goal.

16. The number of goals of the first team is Over/Under than the proposed value (the whole game and the half-time). Bet: the total number of goals of the first team in the game will be over or under than the proposed value.

16.1. The number of goals of the first team is Over/Under/Equal to the proposed value (the whole game and hlf-time). Bet: the total number of goals of the first team in the game will be over, under or equal to the proposed value.

17. The number of goals of the second team is Over/Under than the proposed value (the whole game and the half-time). Bet: the total number of goals of the second team in the game will be over or under than the proposed value.

17.1. The number of goals of the second team is Over/Under/Equal to the proposed value (the whole game and hlf-time). Bet: the total number of goals of the second team in the game will be over, under or equal to the proposed value.

18. The first team will score / will not score a goal in the half-time/match (Yes/No).

19. The second team will score / will not score a goal in the half-time/match (Yes/No).

19.1. Both teams will score / will not score a goal in the half-time/match.

20. Number of goals Even/Odd. Bet: the total number of goals in the match will be even or odd.

21. Number of goals in the half-time Even/Odd. Bet: the total number of goals in the half-time will be even or odd.

22. Time of the first goal. Bet: the first goal will be scored or not in one of the suggested period ot time.

23. Which team will score the first goal in the whole game and in the half-time?

24. There will/will not be yellow cards in the match (half-time).

25. There will/will not be red cards in the match (half-time).

26. There will/will not be penalty shootout (free kicks) in the match (half-time).

27. Winner of the Cup tournament. Bet: which team will be recognized as the winner of the Cup tournament.

28. Participants of the final round of the Cup. Bet։ which team/teams will advance to the final of the Cup tournament.

29. The number of goals for the round Over/Under than the propoced value.

29.1. Bet: at the end of the “16 teams round, Day 1”, the total number of goals will be Over or Under than the proposed value.

29.2. Bet: at the end of the “16 teams round, Day 2”, the total number of goals will be Over or Under than the proposed value.

29.3. Bet: at the end of the Quarter-final round, the total number of goals will be Over or Under than the proposed value.

29.4. Bet: at the end of the Semi-Final round, the total number of goals will be Over or Under than the proposed value.

 

LOTTO EXPRESS 5/35 PLUS – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

Lotto Express 5/35 Plus is a classic lotto game where balls with numbers from 1 to 35 are drawn. Players can choose a single ticket with five numbers and (or) a Combo ticket with the quantity of numbers from 6 to 8 and (or) a group of 5 to 50 tickets with five numbers.

First round – 5 random balls fall out during the draw. After the fifth ball falls out, the winnings are calculated.

The ticket, in which at least 3 numbers match the numbers of drawn balls, wins.

Second round – each ticket that has 1 or 2 matching numbers in the first round, gets the opportunity to participate in the drawing of the 6th ball. The 6th ball falls out of the remaining 30 balls not drawn in the first round.

The ticket, in which there will be a match with the number of the 6th ball, wins, otherwise the bet loses.

Each match (at least three numbers out of five / at least three numbers out of six / at least two numbers out of six) has a set odds, that is, the bet amount is multiplied by the winning odds, which the player can familiarize with before making a bet.


 

BINGO 37 – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS


 

Bingo 37 is a kind of lotto in which the lottery drum shuffles the balls and randomly selects one of them. There are 37 balls in the lottery drum, numbered from 1 to 37.

The player wins if guesses the number of the ball that will be played automatically out of 37 balls (the ball chosen by the player will fall out of the lottery drum).

Players can make a bet on the following winning options:

1. A ball with the selected number (from 1 to 37) will fall out.

2. A ball with one of the selected 2 numbers will fall out.

3. A ball with one of the selected 3 numbers will fall out.

4. A ball with one of the selected 4 numbers will fall out.

5. A ball with one of the selected 6 numbers will fall out.

6. A ball with one of the numbers of the selected row will fall out (1st row, 2nd row, 3rd row).

7. A ball with one of the selected Dozen numbers will fall out (the first dozen is 1-12, the second dozen is 13-24, the third dozen is 25-36).

8. A ball with one of the numbers in the range from 1 to 18 will fall out.

9. A ball with one of the numbers in the range from 19 to 36 will fall out.

 

Winnings are paid out according to the odds (s) of the guessed outcome (s) determined for the winning option, i.e. the bet amount is multiplied by the corresponding odds.


 

BINGO 38 – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

 

Bingo 38 is a kind of lotto in which the lottery drum shuffles the balls and randomly selects one of them. There are 38 balls in the lottery drum, numbered from 1 to 38.

The player wins if guesses the number of the ball that will be played automatically out of 38 balls (the ball chosen by the player will fall out of the lottery drum).

Players can make a bet on the following winning options:

1. A ball with the selected number (from 1 to 38) will fall out.

2. A ball with one of the selected 2 numbers will fall out.

3. A ball with one of the selected 3 numbers will fall out.

4. A ball with one of the selected 4 numbers will fall out.

5. A ball with one of the selected 6 numbers will fall out.

6. A ball with one of the numbers of the selected row will fall out (1st row, 2nd row, 3rd row).

7. A ball with one of the selected Dozen numbers will fall out (the first dozen is 1-12, the second dozen is 13-24, the third dozen is 25-36).

8. A ball with one of the numbers in the range from 1 to 18 will fall out.

9. A ball with one of the numbers in the range from 19 to 36 will fall out.

 

Winnings are paid out according to the odds (s) of the guessed outcome (s) determined for the winning option, i.e. the bet amount is multiplied by the corresponding odds.

 

 

PENALTY SHOOTOUT – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

 

Each match of the game “Penalty Shootout” consists of a penalty shootout between 2 teams, which are randomly selected by the system from 20 teams. Each match lasts approximately 2 minutes. The Hosts always start the match (they hit first).

Each match consists of 3 shots for each team, which are made in 3 rounds, one penalty in each round. All penalties must be taken, even if one of the teams is already the clear leader. The match may end in a draw.

At the end of the match, the results of both the entire game and each round are displayed.

 

Bets can be made on the following winning option(s):

1. Home team victory.

2. Draw.

3. Away team victory.

4. Exact score in the game (from 0:0 to 3:3).

5. Home team victory in the round.

6. Away team victory in the round.

7. Draw in the round.

8. Exact score in the round (from 0:0 to 1:1).

9. Sum of the T-shirts numbers of all Penalty taker in the game (Under/Over of the suggested value).

10. Sum of the T-shirts numbers of all Home team Penalty taker in the game (Under/Over of the suggested value).

11. The sum of the T-shirts numbers of all Away team Penalty taker in the game (Under/Over of the suggested value).

12. T-shirt number of first Penalty taker (from 2 to 11).

13. T-shirt number of last Penalty taker (from 2 to 11).

14. 1st penalty outcome (goal position, save, miss, woodwork).

15. 2nd penalty outcome (goal position, save, miss, woodwork).

16. 3rd penalty outcome (goal position, save, miss, woodwork).

17. 4th penalty outcome (goal position, save, miss, woodwork).

18. 5th penalty outcome (goal position, save, miss, woodwork).

19. 6th penalty outcome (goal position, save, miss, woodwork).

In 14-19 paragraphs, the “goal position” is the 9 zones of the goal (top row: left corner, center, right corner; middle row: left corner, center, right corner; bottom row: left corner, center, right corner) on which the player(s) can bet, and if the goal is in the selected zone, the bet will win.

 

Winnings are paid out according to the odds determined for the winning option(s), which players can familiarize with before placing a bet.

 

FOOTBALL LEAGUE – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS

 

The “Football League” game is a game with continuous cycles. Players have the opportunity to join the game at any time. Relevant rounds of the league tournament will be formed in each cycle, during each of which several football matches will take place. Each round lasts at least 2 minutes and players are given at least 40 seconds to place a bet(s). During each round, players are given the opportunity to place bets on the proposed winning options. The players who correctly guessed the proposed winning option(s) win. All winnings are paid according to pre-established odds for the given winning option, which players can familiarize with before placing a bet.

In the “Football League” players can place bets on the following option (s):

1. Exact score (match). A bet on the final score of the selected match.

2. Exact score (time). Bet on the score of the first and second half of the selected match.

3. Result of the game (match). Bet: which team will win the match. The first team will win, there will/will not be a draw, or the second team will win.

3.1. Bet on the first team victory.

3.2. Bet on the result “Draw”.

3.3. Bet on the second team victory.

3.4. Bet: first team win or a draw.

3.5. Bet: second team win or a draw.

3.6. Bet on the victory of the first or second team.

3.7. Bet: the first team will not lose.

3.8. Bet on the victory of one of the teams.

3.9. Bet: the second team will not lose.

3.10. Bet: there will be no draw in the match.

4. Result of the game (time). Bet: which team will have the advantage in the half-time. The first team will have the advantage, there will/will not be a draw, or the second team will have the advantage.

4.1. Bet on the first team victory.

4.2. Bet on the result “Draw”.

4.3. Bet on the second team victory.

4.4. Bet: first team win or a draw.

4.5. Bet: second team win or a draw.

4.6. Bet on the victory of the first or second team.

4.7. Bet: the first team will not lose.

4.8. Bet on the victory of one of the teams.

4.9. Bet: the second team will not lose.

4.10. Bet: there will be no draw in the time.

5. Time/Match (Double result). Bet: which team will win both the half-time and the whole match.

5.1. Time and match. Bet: which team will win the half-time and which team will win the match or there will be a draw.

6. Number of goals is Over/Under of the suggested value. Bet: the total number of goals in the game will be Over or Under than the suggested value in the half-time and in the match.

7. Bets on the number of goals with a modified result (time/match). Bet: one of the teams will score a certain number of goals taking into account the proposed change (for example, the proposed number can be added or subtracted from the number of goals).

8. Bets on the number of goals without modified result (time/match). Bet: one of the teams will win with a certain number of goals without modified result.

9. There will be a goal / There will be no goal (match).

9.1 Goal. Bet: both teams will score a goal in the match.

9.2. Goal. Bet: only one team will score a goal in the match.

9.3. There will be no goal. Bet: no team will score a goal in the match.

9.4. Which team will score /not score a goal. Bet: which team will score/not score a goal in the match.

10. There will be a goal / There will be no goal (half-time). Bet: will both teams score a goal in the first half-time of the selected match.

10.1. Goal. Bet: both teams will score a goal in the half-time.

10.2. Goal. Bet: only one team will score a goal in the half-time.

10.3. There will be no goal. Bet: no team will score a goal in the half-time.

10.4. Which team will score /not score a goal. Bet: which team will score/not score a goal in the half-time.

11. Number of goals (match and half-time). Bet on the total number of goals scored by both teams in the selected match and half-time.

12. Number of goals of the 1st team (match and half-time). Bet on the number of goals scored by the 1st team in the first half-time and on the total number of goals scored by the 1st team in the match.

13. Number of goals of the 2nd team (match and half-time). Bet on the number of goals scored by the 2nd team in the first half-time and on the total number of goals scored by the 2nd team in the match.

14. Game Result and Over/Under in the half-time and the match. Bet: the winner of the match (half-time) (or Draw) and the total number of goals in the match (half-time) will be Over/Under than the specified value.

14.1. Bet: the 1st team victory and the number of goals will be Over than the proposed value.

14.2. Bet: the 1st team victory and the number of goals will be Under than the proposed value.

14.3. Bet: Draw and the number of goals will be Over than the proposed value.

14.4. Bet: Draw and the number of goals will be Under than the proposed value.

14.5. Bet: the 2nd team victory and the number of goals will be Over than the proposed value.

14.6. Bet: the 2nd team victory and the number of goals will be Under than the proposed value.

15. Game Result and the goal in the match and half-time. Bet: the winner of the game (or a Draw) and both teams will score in the game or not.

15.1. Bet: the 1st team victory and both teams score a goal.

15.2. Bet: the 1st team victory and only the 1st team scores a goal.

15.3. Bet: Draw and both teams will score a goal.

15.4. Bet: Draw and none of the teams will score a goal.

15.5. Bet: the 2nd team victory and both teams score a goal.

15.6. Bet: the 2nd team victory and only the 2nd team will score a goal.

16. Number of goals of the 1st team is Over/Under the proposed value (match and time). Bet: the total number of goals of the 1st team in the game will be Over or Under than the proposed number.

16.1. Number of goals of the 1st team is Over/Under/equal to the proposed value (match and time). Bet: the total number of goals of the 1st team in the game will be Over, Under or equal to the proposed number.

17. Number of goals of the 2nd team is Over/Under the proposed value (match and time). Bet: the total number of goals of the 2nd team in the game will be Over or Under than the proposed number.

17.1. Number of goals of the 2nd team is Over/Under/equal to the proposed value (match and time). Bet: the total number of goals of the 2nd team in the game will be Over, Under or equal to the proposed number.

18. The 1st team will score/will not score a goal in the half-time/match (Yes/No).

19. The 2nd team will score/will not score a goal in the half-time/match (Yes/No).

19.1. Both teams will score/will not score a goal in the half-time/match (Yes/No).

20. Number of goals is Even/Odd. Bet: The total number of goals in the match will be even or odd.

21. Number of goals is Even/Odd. Bet: The total number of goals in the half-time will be even or odd.

22. Time of the first goal. Bet: whether the first goal will be scored оr not in one of the suggested time periods.

23. Which team will score the first goal in the match and in the half-time.

24. There will be/will not be yellow cards in the match (half-time).

25. There will be/will not be red cards in the match (half-time).

26. There will be/will not be penalties (free kicks) in the match (half-time).

27. Winner of the League tournament. Bet: which team will be recognized as the winner of the League tournament.

28. Team with the fewest points in the League tournament. Bet: which team will score the fewest points in the League tournament.



PROMOTIONS AND BONUSES

 

The Organizer provides those players who are signed on his website to use his services for entertainment, with bonuses and opportunity to participate in the ongoing promotions. The free bets, bonuses and the opportunity to participate in the ongoing promotions will be denied and stopped for those clients who will misapply the aimed use of that offer. The Organizer reserves the right to stop the bonus offer at any moment in case of its any misapply and to immediately block the violator’s game account.

The misapply includes (but is not limited to) the following case: the creation of several game accounts or their concerted actions. The players can withdraw money from their game accounts containing bonus amounts first of all from their cash deposit remainings, and then from the game account bonus amounts. The Organizer reserves the right to cancel and/or take back the bonus provided to the player if the deposit made by the player has not been used to make a bet. The Organizer has the right to cancel the winnings got from the bonus as well as from the bets made with the bonus amount, to the extent of the whole bonus amount or its part when he doubts that a bonus misapply has taken place.

The player will be able to get or use only those offers which are available for him. The Organizer reserves the right to change the awarded bonus terms and the players’ circle for whom the bonuses are available at any moment and for any reason. The Organizer also has the right to offer a special bonus to a concrete player or group of players, to cancel the bonus offer, change the bonus offer terms and/or to convert some kind of bonus offer to another upon his wish at any moment without any warning or compensation.

Bonuses and promotions with the draw are announced in advance by the Organizer on TV or radio or the Internet, as well as on the organizer's website. The announcement must be made no later than 3 days before the start of bonuses and promotions with the draw, indicating the site or TV channel or radio of the draw, the day and time, and the location of the draw.


 

TOURNAMENTS

           
 

TOURNAMENTS OF THE GAMES BELOTE, BACKGAMMON, DOMINO, TOTO 21

           
 

The Organizer arranged tournments for the players of Belote, Backgammon, Domino, Toto 21. To participate in the tournaments, the Player should be registered on the Organizer’s website.

The organizer defines the rules for holding the tournament beforehand: the start, the prize fund, the principle of its development, the minimum and maximum number of players, the Buy-in and Rebuy value, the number of prize places and the prize portions (winnings) assigned for them.

The organization of games Belote, Backgammon, Domino, Toto 21 is made according to the rules corresponding to that games defined in this Regulation.

The Buy-in is the amount paid by the Player to participate in the tournament. The Organizer can also organize Freeroll (without Buy-in) tournaments, as well as Sattelite tournaments for the games Belote, Backgammon, Domino, Toto 21.

The Belote tournaments are organized in Olympic principle: the losing Player stays out of the following rounds of the tournament and the players participate in the additional game round organized to find out the winners of 3rd and 4th places in the Belote, Backgammon, Domino, Toto 21 tournaments.

The Rebuy is the amount paid by the Player to join a tournament that has already begun. At every round of the tournament, different values of Rebuy are defined for the players who stayed out of the tournament and the newly-joining ones.

The players can see the first Rebuy amount, pressing the information button for each tournament. The Rebuy is calculated the following way: Buy-in + % (buy-in made during the previous round and/or Rebuy) – Buy-in made in the previous rounds / Rebuy.

And so on for each round.

For example, if the player has made a buy-in of 400 EUR, then he should pay (400+400)-400 EUR = 400 EUR for the first round Rebuy.

If the player has not made a Buy-in, then he should pay 400+400 (buy-in + buyi-in/rebuy 100%) = 800 EUR for the rebuy. Thus, the calculation is made for each round of the tournament.

The Rebuy amount for each round can be seen in the Rebuy field of the tournament informational window.

For each player, the rebuy amount available will be shown before making a rebuy, and after making the rebuy the amount won’t be shown. After making the rebuy, it will be possible to see the rebuy amount made by the player only in the “Game history” field.

Tournaments with fixed and growing prize fund can be organized by the Organizer. The prize fund of tournaments with fixed prize fund does not depend on the quantity of the players and the buy-ins/rebuys made by them, it is provided by the Organizer. In case of tournaments with growing prize funds, after the buy-ins and rebuys made by the Players exceed the prize fund provided by the Organizer, allocations at a several percentage of the exceeding amount (defined by the Organizer beforehand) are made to the tournament prize fund.

For example, the Tournament prize fund provided by the Organizer is 10,000 EUR, and 10% of the amount exceeding that fund should be allocated to the prize fund. If the Players make Buy-in/Rebuy of 11,000 EUR, then 100 EUR (10% of 1,000 EUR exceeding the prize fund) will be allocated to the prize fund.

The % allocated to the prize fund is presented in the information window of the tournament information.

The tournament starts if the minimum number of players or more (but not more than the maximum number of players defined) are registered for the tournament, otherwise, if the minimum number of players is not registered for the tournament, the tournament is canceled, and the buy-ins made are returned to the Players’ game accounts.

Depending on the number of players in the tournament, the system creates random pairs of players and tables. The tournament rounds are formed depending on the number of players.

 

The need for the formation of an additional round

 

An additional round is formed if the number of players who have moved to the next round after the end of the last round with the availability of rebuy defined for the tournament is not equal to 2n (2, 4, 8, 16, 32, 64, 128, etc.). If the tournament is with a non-rebuy condition, the need to form an extra round is checked before the start of the pre-determined round before the first prize round (the stage in which the prize amount is distributed).

For example, 77 users have registered for the tournament, 38 pairs, ie 76 participants, take part in the first round. One random participant automatically selected appears in the 2nd round, resulting in 39 participants in the 2nd round. 19 pairs, 38 participants are taking part in this round and again another random user passes to the 3rd round.

There are 19 participants in the 3rd round, and one pending. 20 users make up 10 pairs in the 3rd round. 10 participants pass to the 4th round and 5 participants pass to the 5th prize round. Since 5 is not equal to 2n, an extra round is formed, with 1 pair (2 participants). At the end of the extra round, one participant who joins the pending 3 participants. As a result, 4 participants make up 2 pairs in the 6th round, and the winner is determined in the final 7th round.

 

Before the start of the rounds with rebuy option and without rebuy option (if it is not the round preceding the prize round), in the event of an odd number of players, one random participant stays in the pending status until the end of that round.

 

The procedure of the additional round formation

 

In the event of the need to form an additional round, the system removes the largest preceding 2n degrees number from the number of winning players of the last finished round, from which we receive the number of tables for the extra round.

A random number of players is chosen corresponding to the number of tables created (the number of tables created for that stage times 2), who play an additional round. The winners form 2n number for the round following the additional round together with the pending players and the ones who already have moved to the next round.

For example, in case of 200 players, it is necessary to remove the largest 2n preceding 200, 200-128=72. Thus, the number of additional tables will be 72, and in this case the number of players will be 72x2=144. The 144 players of the additional round compete against each other, while the remaining 56 players (200-144=56) are waiting for the 72 winners of the additional round. The winners and the pending participants form 2n number following the additional round, 56+72=128.

The Organizer may award the players who won the 1st, 1st-2nd, 1st-3rd, 1st-4th, 1st-8th, 1st-16th, 1st-32nd, 1st-64th, 1st-128th, 1st-256th, 1st-512th accordingly. The prize rounds are the final, semi-final, quarter-final, 1/8, 1/16, 1/32, 1/64, 1/128, 1/256, 1/512 rounds.

There are different portions (winnings) of the tournament’s prize fund defined (before the start of the tournament) for the players who occupied places in the prize round. As a result, the prize fund is shared among the players who took the prize places.

For example, the following distribution of prize fund is set for the tournament: 1 – 30%, 2 – 20%, 3-4 – 25%, 5-8 – 25%. This means that the first place winner will get 30% of the tournament prize fund, the second-place participant - 20%, third and fourth places together – 25% (each will receive 25% / 2 = 12.5% ​​of the prize fund), and 4 participants from 5th to 8th places will receive 25% of the prize fund together (6.25% of prize fund for each).

The percentage of the tournament prize fund allocation may vary depending on the type of tournament and the size of the prize fund.

A player can simultaneously participate in an unlimited number of tournaments in Backgammon, Domino, Toto 21 games, and only one tournament in Belote.

The prize winners in the tournaments are automatically transferred to the players’ game accounts after the end of the tournament.

 

Satellite Tournaments of Belote, Backgammon, Domino, Toto 21

 

Satellite Tournament is a tournament organized for Belote, Backgammon, Domino, Toto 21, in which one can participate by registration, buy-in, rebuy, as well as by taking prize places in other tournaments (Satellite tournaments included) or winning in individual games. The rules for Belote, Backgammon, Domino, Toto 21 tournaments except for the opportunity to participate are valid for this tournament.

Based on the opportunity to participate in the Satellite Tournament, the tournaments can be of two types: closed and open. Participation in closed-type Satellites is achieved only through getting other tournaments’ or individual games’ tickets. Participation in Open Satellite Tournaments is possible through a buy-in or a rebuy in the tournament.

Satellite tournament tickets are not exchanged for other tournament tickets.

A player cannot win more than one ticket for a Satellite tournament. However, if he stays out of Satellite tournament, he can make a rebuy.

The registration in Satellite tournaments via tickets is made automatically. In this case there is no possibility of leaving the tournament. Registration in the Satellite tournament does not deprive the player of the opportunity to participate in other tournaments.

Winning places in the tournament offered by the organizer may be accompanied by tickets to various Satellite tournaments.

 

Freeroll Tournaments of Belote, Backgammon, Domino, Toto 21 games

 

Free Tournament is a tournament organized for Belote, Backgammon, Domino, Toto 21 games. The rules for Belote, Backgammon, Domino, Toto 21 games except for the opportunity to participate are valid for this tournament. No participation fee (Buy-in) is charged in Freeroll tournaments.

 

Draw (change card) option in Belote Tournaments

 

With the Draw (change card) option, the players can change any card in the tournament (only in Classical and 6 Card Belote) if it was previously created with this function. All you have to do is join the tournament with the option to “Draw”. The information about the value of changing the card is shown in the information window of the tournament which has that function.

The opportunity to “Draw” in Freeroll tournaments is free only in the first round. In the next rounds, the value of changing the card is shown in the tournament information window.

 

“Dice Change” function in Backgammon Tournaments

 

Through Dice Change function, players can throw their dice again in Backgammon Tournament (before making a move), 1 or 2 together if the tournament was originally created with this function. Information window of each tournament with Dice Change function contains information on how many times the dice can be changed, whether only one die can be changed, or both together and how much is the value to change a die.


 

POKER (player vs player and/or online games offered by organizer) GAMES TOURNAMENTS


 

The organizer arranged tournaments for Poker players (player vs player and/or online games offered by the organizer). 

Within the framework of tournaments, the organization of poker games (player vs player and/or online games offered by organizer) is carried out in accordance with the rules set in these Regulations. 

The organizer determines the terms of the tournament in advance: tournament start time; registration period after the start of the tournament; the size of the prize fund; the minimum and the maximum number of players; the number of rounds in the tournament; those rounds of the tournament, after which players must make Ante; the duration of each round; the size of the blinds; the duration and commencement of interruptions; the cost of buy-in, rebuy, re-entry and add-on; the number of rounds for rebuy, re-entry, and add-on; the ability to re-rebuy; the number of re-entries; player’s knockout prize; the number of prize places and their prize (winnings), a percentage of the rake.

Buy-in – entry fee (in some types of tournaments including “knockout prize”) plus organizer’s rake. 

Rebuy – the amount paid by the player for the purchase of chips, plus organizer’s rake. 

A player makes a rebuy if the number of his chips is less than the initial number of chips in the tournament. The player can make rebuy or re-rebuy. If the player has fewer chips than the initial number of chips, then in case of rebuy the number of player’s chips increases to the initial number of chips, in case of re-rebuy the number of player’s chips is doubled compared to the initial number of chips of the tournament. 

In case of loss in the tournament, the player can make a rebuy to re-join the tournament. In some tournaments determined by the Organizer the player can make a re-rebuy: pay the amount of re-rebuy and get double chips. The player has the opportunity to rebuy after the start of the tournament in those rounds that have been previously determined by the organizer. 

Example 1. If a player starts the tournament with 5,000 chips, then in case of having 4,500 chips he make rebuy, the player will increase the number of his chips to the initial number of chips – 5,000. If the player makes a re-rebuy, the number of chips doubles and is 10,000. 

Example 2. If a player starts the tournament with 5,000 chips and rebuy after losing, he can continue the tournament with 5,000 chips. If the player makes a re-rebuy, then continues the game with a double number of chips – 10,000. 

Re-Entry – the amount of re-entry fee and rake of the organizer in case of loss in the tournament. 

In contrast to the rebuy, the player can not pay re-entry before losing, as well as can not take the opportunity to get double the number of chips. After the start of the tournament, the player can use the re-entry during those rounds that were previously determined by the organizer. 

Add-On – the amount for the additional number of chips + organizer’s rake, which can be paid after the end of certain rounds of the tournament. If the organizer allows the add-on in tournaments, the player is offered to pay the add-on and add to the additional number of chips after the end of these rounds. The organizer specifies in advance the round in which it is possible to make an add-on, sets its price, and the number of chips. 

For example, the organizer sets the buy-in of the tournament to 1,100 EUR for 10,000 chips. The price of an add-on is 1,100 EUR for 50,000 chips. In the 12th round, it is possible to make an add-on. The player started the tournament with 10,000 chips, after the end of 12th round he has 30,000 chips. The player is invited to make an add-on, after which the number of chips the player will be 30,000 + 50,000 = 80,000. 

The possibility of the add-on can be used by those players who are still participating in the tournament. 

Bounty Prize – in the Bounty tournaments, the amount a player receives for knocked out of the tournament opponent. The Bounty Prize for the knocked-out opponent is set by the organizer, included in the buy-in of the tournament, and paid by the player. 

Satellite Ticket – it is a ticket with a cost equal to the buy-in, purchased by the player in the Satellite tournament, with which the player can participate in the tournaments held by the organizer. For the tournaments organized by the organizer, a commission fee is charged – rake. Rake is set at up to 12% of the entrance fee. 

The organizer offers tournaments with a guaranteed prize fund (GTD). 

The prize Fund is set by the organizer as a guaranteed amount. If the amount of buy-ins, rebuys, re-entries, add-ons (minus rake) made by the players is less than the guaranteed amount set by the organizer, the prize Fund is this guaranteed amount, and if it exceeds, the prize Fund is the amount paid by players buy-ins, rebuys, re-entries, add-ons minus rake. The exception is the prize Fund of the Spin & Gold Tournaments, which consists of the product of buy-in paid by the players and a random multiplier. 

The winnings of the players who won a prize in the tournaments are automatically transferred to the players’ game accounts after they are eliminated from the further competition of the tournament, as well as the Bounty amount is immediately transferred to the player’s game account.

Tournaments start on the day and time announced in advance by the organizer in case of registration in the tournament of the minimum number of players or more (but no more than the maximum number of players). Otherwise (if there is no minimum number of players registered in the tournament) the tournament is canceled and the buy-ins are automatically returned to the players’ accounts. 

Depending on the method of participation for Poker games (player against the player) the following tournaments may be held by the organizer: pay (with buy-in), free (no buy-in, Freeroll), and Satellite. 

Satellite tournaments – tournaments organized in Poker (player vs player and/or online games offered by organizer), participation in which can be purchased both through buy-in and taking prizes in other tournaments (including Satellite tournaments). This tournament is subject to the rules of Poker tournaments (player vs player and/or online games offered by organizer), except for the possibility of participation.

Depending on the possibility of participation in the tournament, Satellite tournaments are divided into two types – Closed and Open tournaments. 

Participation in the Closed type Satellite tournaments is provided only in case of acquisition of the Satellite ticket in other tournaments (including in Satellite tournaments). 

Participation in Open type Satellite tournaments is possible by paying a buy-in. 

Tickets for participation in Satellite tournaments are not exchanged for tickets to other tournaments or for money. In case of purchase a Satellite ticket, the system automatically registers the player in the tournament specified in the ticket. The player can cancel the registration in the tournament at any time (before the actual start of the tournament). 

The player can pay rebuy/re-entry when leaving the tournament Satellite if it was agreed by the organizer. 

Freeroll – it is a tournament organized in Poker (player vs player and/or online games offered by organizer). This tournament is subject to the rules of Poker tournaments (player vs player and/or online games offered by organizer), except for the possibility of participation. For participation in Freeroll tournaments buy-in will not be charged, but in case of lost a player could take advantage of rebuy, re-rebuy, or re-entry. 

For Poker games (player vs player and/or online games offered by organizer) the following tournaments organized by the organizer: Multi-Table Tournaments (МТТ) and Spin & Gold.

 

Multi Table Tournaments (МТТ) tournaments

 

In Multi-Table Tournaments (МТТ) the game takes place simultaneously on more than one table. The winner of the MTT tournament is the player who won the chips of all players by the end of the tournament. Other prizes are determined depending on the sequence in which players leave the tournament. 

In MTT tournaments, the blinds are constantly increasing according to the set rounds of the tournament. The mandatory Ante bet also increases after certain rounds of the tournament, beforehand determined by the organizer. 

Ante (Poker tournaments (player vs player and/or online games offered by organizer)) – is a type of bet that can be made after the rounds beforehand determined by the organizer, before the first deal of cards. 

In MTT tournaments, the Ante bet can be set both – in the first round and after the rounds beforehand set by the organizer. All players, starting from the first left of the conditional dealer, clockwise make an Ante bet. 

Depending on the terms of the competition MTT tournaments are divided into Classic and Bounty. 

 

Classic (MTT)

 

Classic tournaments are organized according to the Olympic principle: the defeated player is eliminated from the tournament. The player can use the rebuy or re-entry if it is agreed in advance by the organizer in the conditions of the tournament. 

The tournament is considered to be completed when one of the players has chips of all players. Prize places are determined depending on the sequence of elimination from the tournament. Winnings are transferred to players’ accounts after the end of the tournament. 

 

Bounty (МТТ)

 

In Bounty tournaments, at the beginning of the tournament for each player is assigned a reward for the knocked-out player. If the player loses in the tournament, half of the Bounty Prize is credited to the account of the player who knocked him out of the tournament, and the second half is plus to the Bounty Prize of the player who knocked him out of the tournament. 

For example, the buy-in of the Bounty tournament is 1,100 EUR (500 EUR entrance fee + 500 EUR Knockout Prize + 100 EUR organizer’s rake). The First player knocked out the Second player of the tournament. Regardless of the occupied place, the game account of the First player is automatically credited with 250 EUR – half of the Bounty Prize of the Second player, and the second half of the Bounty Prize is plus to the Bounty Prize of the First player and is 750 drams. If in any of the following hands the Third player wins the First, half of the Bounty Prize (375 drams) of the First player will be transferred to the game account of the Third player, and the second half of the Bounty Prize will be added to the Bounty Prize of the Third player and will amount to 875 drams. And so on until only one player left in the tournament.

 

Spin & Gold tournaments

 

A Spin & Gold is a type of tournament in which there is no pre-set start time. Spin & Gold starts when 3 players join the tournament. This type of tournament gives the opportunity to win an amount determined by a random principle. The amount of winnings is formed by the players’ buy-ins and the amount provided by the organizer and is equal to the product of the player’s buy-in and a random multiplier. A random multiplier can be a odds from 2 to 12000. If the odds exceeds the players’ number, the remaining amount is provided by the organizer. 

For example, at the beginning of the game, the screen displays the played win amount, which is a product of a random multiplier and buy-in. If the buy-in of the tournament is 2,000 EUR and the random multiplier is x500, the winner of the tournament will win 1,000,000 EUR (2,000 x 500), 6,000 EUR of which is the player’s buy-ins and 994,000 EUR is provided by the organizer. 

Starting from the first round in all Spin & Gold tournaments players must place an Ante bet. 

 

Advantages of the final tables of Poker tournaments (player vs player and/or online games offered by organizer). On the final tables of tournaments, there are several advantages: “Switch Seats”, “Chess Clock”, “Deal Making”, which are equally enjoyed by all players who reached the final table of the tournament. The advantages of the final tables of tournaments do not apply to Satellite tournaments, free tournaments, and Spin & Gold tournaments.

 

Switch Seats – a unique feature that allows the players to change their seat before the game starts at the final table. The order of choosing places starts from the player with the least number of chips to the player with the highest number of chips. If the number of chips of two players is the same, the player who first registered for the tournament can choose the place at the end. Therefore, the player with the highest number of chips changes the position last. The player selects a place and automatically changes places with the player who joined the given place. Each player has 30 seconds to select a location. A player can select a place that has already been selected by another player if they choose a place later.

 

Chess Clock – all players have equal time on their “Chess Clock” (for example, 15 minutes). The clock starts running when it is the player’s turn to perform an action. If the time of the “Chess Clock” reaches zero (0) and ends, the player will have 5 seconds to make a decision. The maximum and minimum values of the “Chess clock” can be 15 minutes and 1 minute, respectively.

 

Deal Making – if the player wants to change the order and share of the prize fund distribution, they can make deals with other players of the final table. To make a deal, click on the “Deal” button in the upper-right corner of the final table. Then select the “Deal Agreement” window. If the player has indicated that they want to make a “Deal” but have changed their mind, they can click the “Deal” button again and select the “Cancel Deal Reservation” option. To make a deal, all players who are still playing in the tournament must accept the deal, after which the prize fund will be transferred to their gaming accounts. When all players agree, the game will stop for a moment to show the prize fund with the corresponding shares – based on an Independent Chip Model (ICM). After the prize fund is distributed, the game continues to determine the points of the tournament leaders.

 

ICM (Independent Chip Model) – distribution of the remaining prize fund based on the current number of players’ chips, without taking into account skills, blinds or other external factors.


 

SIT&GO TOURNAMENT OF THE GAMES BELOTE, BACKGAMMON, DOMINO, TOTO 11, BARON, CHINGACHUNG, GOAL PENALTY


 

The organizer defines the rules for holding the tournament beforehand: the prize fund, the principle of its development, the number of players, the Buy-in and Rebuy value, the number of prize places and the prize portions (winnings) assigned for them.

The organization of games Belote, Backgammon, Domino, Toto 11, Baron, Chingachung, Goal Penalty is made according to the rules corresponding to that games defined in this Regulation.

In this tournament, the rules of tournaments of the games Belote, Backgammon, Domino, Toto 21 apply, except for the possibility of starting the tournament.

Sit&Go is a type of tournament where there is no pre-set start time. A Sit&Go tournament starts when a certain number of players join the tournament.

For example, if the organizer sets the number of players for this Belote tournament to 8, the tournament will start when 8 players join the tournament, otherwise it will not take place.


 

ACCUMULATIVE PRIZE FUNDS (JACKPOTS)


 

In addition to winning, players can also receive Accumulative prize funds (Jackpot) winnings. The Organizer informs in advance on the website about the games in which Accumulative prize funds (Jackpots) will be formed and drawn.

The Organizer forms Accumulative prize funds (Jackpots) at their own expense within a predetermined percentage of the bet amount.

 

Fugaso Accumulative prize fund (Jackpot)

 

Fugasso Accumulative prize fund (Jackpot) is a progressive jackpot where a portion of a player’s bet is added to this Accumulative prize fund. The player’s bet size does not change if there are Fugaso Accumulative prize funds (Jackpots) in the game.

Games can contain Mini, Midi and Maxi cumulative prize funds depending on the percentage amount paid from each bet set in advance by the Organizer.

This three Accumulative prize funds (Jackpots) differ only in the name and size of the fund.

Current size (amount) of the Accumulative prize fund is displayed during the game, and each player can win this fund (Jackpot) randomly. In case of winning the Accumulative prize fund (Jackpot), an informational message appears on the winner’s screen, from which the player learns about the win and the winning amount. The system automatically transfers this winning amount to the winner’s game account.

The Organizer guarantees that the initial amount of the newly formed Accumulative prize fund after winning the Fugasso accumulative prize fund will be equal to 10% of the last amount won from the Fugasso Accumulative prize fund.

 

Habanero Jackpot Race

 

Habanero Jackpot Race is a type of Accumulative prize fund (Jackpot). To win, the player needs to make any bet during the week (Friday to Friday is considered one week) and make bets of 100 EUR or more on Friday from 21:00 to 00:00. The amount of this Accumulative prize fund (Jackpot) starts from 0 EUR and increases immediately after the previous win up to the following Friday at 21:00, from the bets made by the players. The more bets there are, the bigger this Accumulative prize fund (Jackpot) will be. Every Friday from 21:00 to 00:00 this Accumulative prize fund (Jackpot) wins only one player of the game randomly. In case of winning the Accumulative prize fund (Jackpot), the winner receives a corresponding message. An informational message appears on the winner's screen, from which the player learns about the win and the winning amount. The system automatically transfers this winning amount to the winner’s game account.

 

Enchanted Fortunes

 

Enchanted Fortunes is a type of Accumulative prize fund (Jackpot) that can be won in a game that is randomly activated during the games. 12 coins appear on the screen, three of which the player must click on. When the player clicks on a coins, a multi-colored symbols opens under it. In the case of opening 3 symbols of the same color, the player wins the Accumulative prize fund (Jackpot) formed at that moment. In case of winning the Accumulative prize fund (Jackpot), the winner receives a corresponding message. An informational message appears on the winner's screen, from which the player learns about the win and the winning amount. The system automatically transfers this winning amount to the winner’s game account.



 

Egypt Stone Accumulative prize fund (Jackpot)

 

Egypt Stone Accumulative prize fund (Jackpot) is a five-level game based on the principle of randomness. The Egypt Stone Jackpot is accumulated from players’ bets – 1% of each bet in the games previously specified on the site and is added to the amount of the Accumulative prize fund (Jackpot) pre-determined by the Organizer.

Depending on the bet’s size, the corresponding level of the Accumulated prize fund (Jackpot) is activated for the player. Accumulative prize funds (Jackpots) that are not available to the player are not active.

The Accumulative prize fund (Jackpot) game is activated on the principle of randomness after the end of the main game and the distribution of winnings.  

Egypt Stone Accumulative prize fund (Jackpot) has 5 levels, each of which has a corresponding prize fund:

- The 1st level has the lowest prize fund of the Accumulative prize fund (Jackpot), which grows level by level;

- The 2nd level Accumulative prize fund (Jackpot) exceeds the 1st level;

- The 3rd level Accumulative prize fund (Jackpot) exceeds the 2nd level;

- The 4th level Accumulative prize fund (Jackpot) exceeds the 3rd level;

- The 5th highest level Accumulative prize fund (Jackpot) exceeds the 4th level.

 

The principle of operation of the Accumulative prize fund (Jackpot)

 

The players select boxes in a field containing 18 boxes.  

Players begin to open the boxes. The player opened the box containing the symbol of the Accumulative prize fund (Jackpot). He/she overcomes the 1st round of the 1st level. If the player opens the second box with the symbol of the Accumulative prize fund (Jackpot), then he/she overcomes the 2nd round of the 1st level. The player who opens the third box with the symbol of the Accumulative prize fund (Jackpot) overcomes the 3rd round of the 1st level, and so on.

The Accumulative prize fund (Jackpot) game ends when the player completes all the rounds of all five levels or opens the box with text “Collect”.  

The winning amount will be equal to the amount raised on the last level. When the box with text “Collect” opens, it means that the player has successfully passed the last level and registered a win in the amount set for the given level.

If the player does not pass at least one of all levels and does not open the box with text “Collect”, no win is registered. Winnings are registered only if the player completes all 5 levels and presses the “Collect” button.

To complete the Accumulative prize fund (Jackpot) game, players will be asked to click the “Collect” button and add the amount of winnings to the game account.  

Winnings registered in the game of the Accumulative prize fund (Jackpot) are not subject to wagering.

Depending on the bet’s size that activates the game of the Accumulative prize fund (Jackpot), players have the opportunity to overcome the highest available level.


 

THE RIGHT TO WRITE LETTERS


 

By registering on the Organizer’s website, the user gives his/her consent to periodically receive e-mails to the e-mail address specified during registration. These letters may contain the news offered by the Organizer, information about additional new payment systems, new game announcements, details of new services, changes in the Organizer’s regulations and/or other conditions, etc.


 

NOTICE ON THE WEBSITE


 

The organizer has the right to make public announcements in the news section of his site, thus informing the players about the changes. The Organizer can also send a notification about the changes to the personal e-mail of the player registered on the website.

With registration on the Organizer’s website or continuation of using the Organizer’s website services after the notification, the player expresses his consent to accept this version of the notice.


 

PROCEDURE (PLACE) FOR PAYMENT OF THE WINNINGS


 

After the game results declaration on the Organizer’s website, the winnings of the bets shall be added to the player’s game account, which is considered to be paying the player’s winning, within one (1) day of the game result declaration. To receive money from his game account, the player must submit a withdrawal application.

The player may receive the ordered non-cash amount within 3 working days after submitting the withdrawal application (the form and procedure of the submission is defined by the organizer and posted on the Organizer’s website).

The player may request withdrawal only within the balance of his game account.

If the player’s account balance is negative as a result of game results recalculation (as a result of bugs or technical errors; for example, the balance of the game account is 5,000 EUR, the player’s actual winning is 2,500 EUR, but the winning of 25,000 EUR is registered on the account, as a result of which the account negative balance is 17,500 EUR), the participant is obliged to compensate for the negative balance of the account.

Winnings are rounded to within 1 EUR.

All objections to the calculation of winnings are accepted within a 15-day period after the announcement of game results, in the form of a written application.


 

THE RIGHTS AND RESPONSIBILITIES OF THE PLAYERS


 

The players of Internet games with winning have the right to:

1. Demand non-cash winnings (game account balance).

2. Require from the organizer the regulation of organizing and conducting the internet games with winning.

3. Get acquainted with the terms of accepting bets that will enable him to make bets consciously.

4. Get acquainted with the bets’ calculation procedure as well as demand the winnings within the payment period.

5. In case of disagreement with the calculation of the winnings, submit a complaint to the organizer in the prescribed manner.

 

The players of Internet games with winning must:

1. Before making a bet, get acquainted with all the changes made in the program and/or in this Regulation.

2. Upon the request of the Organizer, submit an identity document defined by the law.

3. Preserve the requirements of the legislation of the country of their citizenship (in the case of foreign citizens). The consequences of failure to comply with this paragraph shall be borne by the player.

4. Keep their game account data private (login, password, e-mail specified during registration). The Organizer shall not be liable for any damages incurred as a result of failure by the player to comply with this paragraph.

5. Follow to the requirements of this Regulation.


 

THE RIGHTS AND RESPONSIBILITIES OF THE ORGANIZER


 

The Organizer of Internet games with winning has the right to:

1. Decide himself the working schedule of accepting bets.

2. If, independent of the Organizer (for example, network bugs, illegal inclusions into the Organizer’s website, etc.), the bet made has not been fixed on the organizer’s server or has been fixed otherwise than the player wanted or has been fixed with a delay, then the organizer is not liable for the damage caused to the player. In such situation, the organizer is responsible only in case of his fault.

3. Refuse to pay the winning if he proves that the player has affected the game and/or its result.

 

The Organizer of Internet games with winning is obliged to:

1. Act in accordance with the rules established in this Regulation.

2. Pay the player’s winnings (game account balance) in accordance with this Regulation.

3. The obligations of the Organizer to the player shall be terminated when:

a) pays the player’s winnings during the winning payment period;

b) returns the amount of the player’s game account balance;

c) the bet made by the player is refunded in accordance with the terms of this Regulation.