Game Instructions

Pro Blackjack

Pro Blackjack

Choose play for fun or for cash

  • Cash in
  • Choose your stake size
  • Place your bets
  • Bet All will drop the currently selected chip on all 5 positions, assuming adequate funds are available
  • Re-Bet will match the bets placed before the last deal
  • Turbo Mode skips the dealing animations

If the Dealer is showing an Ace face-up and the player does not have Blackjack they are offered an Insurance bet, which costs half the original bet over again.

If the player takes Insurance and the dealer has blackjack, they win the Insurance bet, thereby breaking even on the hand. If the player takes Insurance and the dealer does not have blackjack, the player loses the Insurance bet. If the dealer is showing an Ace face-up and the player has Blackjack they are offered Even Money instead. If accepted, the player wins the hand at evens no matter what the dealer has. If not accepted and the dealer has blackjack, the outcome is a push. If not accepted and the dealer does not have blackjack, they win the normal 3:2.

Player can double on any 2 cards before splitting. Splitting, doubling after split, and splitting aces are all allowed. However, re-splitting is not allowed and the player cannot double after splitting aces.

Only an initial deal of 21 counts as BlackJack. BlackJack payout is 3:2. Player cannot Surrender a hand. Dealer will not hit on soft 17 or higher. Dealer only peeks on an Ace.

Note - 8 decks of 52 cards are used in Pro BlackJack.

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3 Card Brag

3 Card Brag

Basics

Three cards are dealt to each player. There are two betting rounds, with fixed limits, one before the draw and one after the draw. The best hand wins the pot.

Hand Rankings

The hands are ranked similarly to that in poker but with some key differences. The best and worst combinations are listed below:

RankingBest Hand2nd Best3rd BestWorst
Prial (3 of a Kind)3,3,3A,A,AK,K,K2,2,2
Running Flush (1)A,2,3A,K,QK,Q,J4,3,2
Run (2)A,2,3A,K,QK,Q,J4,3,2
FlushA,K,JA,K,10A,K,95,3,2
PairA,AK,KQ,Q2,2
High CardAKQ5

(1) Cards must be of the same suit.
(2) Cards can be of any suit.

Note:
A pair of 3’s has no extra value.
Suits are all the same value.
A run beats a flush
K, A, 2 is not a run.

Sitting Down and Adding Funds

There are 6 seats to choose from. You can bring between 10x and 50x the big blinds to the table.

Betting and limits

Blinds

Example from a Regular £1.00-£2.00 table:
Small blind = half size of big blind, left of the dealer (£1.00)
Big blind = double the size of small blind, two to the left of the dealer (£2.00)
NOTE - When two players are playing heads up, the dealer becomes the small blind and the other player the big blind.

The Deal

3 cards face down to each player

First betting round

Fixed limit betting with each bet half the table stake size (size of the big blind). Example from a Regular table, stake £2.00. There is a maximum of 3 raises in this betting round unless two players are playing heads up. If a player has not viewed their cards yet and is playing blind they pay half of the bet.


The draw

Players may exchange 0, 1, 2, or all 3 cards. This happens in turn starting from the left of the dealer.

Final betting round

The fixed bet size is now the table stakes and is double the previous round i.e. 2x the big blind. The action starts from the left of the dealer. There is a maximum of 3 raises in this betting round unless two players are playing heads up. Once betting has finished players reveal their cards and the best hand wins.

The Blind rule explained

Players who have not yet looked at their hole cards may call bets for half price. Blind players cannot raise the pot, only call or fold. Blind players may look at their cards at any time; thereafter they are treated as normal players. Blind players may draw blind if they wish (although there is little point!). All players start every round blind by default.

Miscellaneous rules

All cards are shuffled after each round.
All suits have the same value.

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Roulette

Roulette

Choose play for fun or for cash

  • Cash in
  • Choose your chip value
  • Place your chips on the table
  • Spin the wheel
  • Click "Random" to randomly place 10 chips of the chosen denomination onto the table

If your number or numbers come in, you’re a winner!

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Pineapple Poker

Pineapple Poker

The Object of the Game
In most types of poker each player receives a hand of cards. In between the players five shared ‘community cards’ are placed face-up. With the cards in their hand and the shared community cards each player is trying to make the best possible hand.
Players compete head-to-head over a series of hands with the ultimate goal of winning all their opponent’s chips and being declared the winner of the match.
When the match ends the winner receives the ‘pot’ of real money staked at the outset of the match by both players (less a small rake paid to the house as commission).

Pineapple Poker Explained
We have two types of heads-up poker to choose from: Texas Hold ‘Em poker or Pineapple Poker.
In Texas Hold ‘Em poker each player receives just two cards in their hand which they hold on to throughout the hand. In Pineapple Poker there’s one big difference – an extra card.
Players of Pineapple Poker each receive three cards at the beginning of the hand. Mid-way through play each player is forced to discard a single card from their hand. This happens after the first three community cards are placed between the players (called ‘the flop’) although the players now have another opportunity to bet before being forced to discard.
If a player doesn’t choose to discard the first card in the player’s hand (the left-most card in the player’s hand) will be automatically discarded for them.

The Chip Stack & Blinds
In all our poker games each player receives 1,000 in virtual in-game chips at the outset. Players play through each hand making bets with these chips until one player runs out of chips and a winner is declared.
Forced bets, called “blinds” are made by the players at the outset of every hand. The blinds start at 10/20 (10 ‘small blind’ for one player, 20 ‘big blind’ for the other) and escalate every few hands ensuring a winner is declared after a just few minutes of play.

The Flop, the Turn & the River
Like in other popular forms of poker, each player makes their bets according to the information available during their hand. As more community cards are laid face-up between the players, there is more information and possibly a better hand to be made.
When the initial ‘flop’ of three shared community cards are dealt onto the table each player has an opportunity to bet (or fold, conceding the hand) before discarding one of their three cards in their hand. Once the players have bet, and discarded, the fourth community card is dealt onto the table. This is called “the Turn”. Players have another opportunity to bet (or fold) before the fifth & final community card is dealt: “the River”. One final round of betting takes place between the players before each player’s hand is revealed and a winner of that hand declared.

How to Make Your Bets
There are a number of easy-to-use betting buttons, each one labelled with the type of bet you can make. Clicking the “MIN” betting button makes the minimum bet possible. The “ALL-IN” button does exactly that – betting all you remaining chips on the current hand. The “POT” button places a bet which is exactly the amount of virtual chips already in the pot between the two players.
Want to define your own bet? It’s easy! Just click in the white text-entry window and type the exact amount of the bet or use the left-to-right slider to increase or decrease your bet.

The Slide-out Tabs
During the game each player has access to additional information designed to make the game easier and more enjoyable to play. There are two “slide-out” tabs positioned on the right-hand side of the game window.
The first is the “Your Best Hand” tab which keeps you updated on the best possible hand you can make from the cards in your hand and the shared community cards on the table.
The second is the “Statistics” slid-out tab which shows you information on the hands played or player’s performance during the match.
These slide-out tabs can each be revealed by clicking on the arrows placed on the edge of the slide-outs. Click again to hide them away.

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Gin Rummy

Gin Rummy

The object of Gin Rummy is to arrange your 10 cards into sets as quickly as possible so that you can end the hand (or knock) before your opponent does, and accumulate points.

Once a player has knocked, the points are automatically calculated, a winner for the hand is declared, and the overall scores are updated. These hands continue until a player reaches the target score for the room. They have then won the game.

A set consists of 3 or more cards of the same value (e.g. 2-2-2 or K-K-K-K), or 3 or more consecutive cards of the same suit (e.g. A-2-3 of spades or 7-8-9-10-J of diamonds). A card can only be part of one set at a time. Aces are low. Cards which are not part of a set are called deadwood.

Order of Play:
At the start of a hand, 10 cards are dealt to each player, 1 card is laid face-up (this is the open pile), and the rest of the cards are laid face down (this is the stock pile). It is then the first player's turn.

For most of this multiplayer card game, a turn consists of taking a card from either the stock pile or the open pile, adding it to your hand, and then discarding an unwanted card to the open pile. If you take the open pile card, you may not discard it again straight away.

At the start of the game the first player may only take a card from the open pile. If they do not want this card they can click the 'Pass' button and offer it to their opponent. If their opponent does not want it either, they can Pass back, and the first player can take a card from the stock pile instead. From then on, play continues as above.

If a hand takes a particularly long time to complete, the stock pile may run out of cards. If it ever gets down to 2 cards then the hand is abandoned, the cards are shuffled and dealt again.

Knocking (ending a hand):
Once a player has collected the cards they need to complete their sets, they can knock to end the hand. A player may only knock if the total value of the deadwood cards in their hand (those cards not in sets) is equal to 10 or less (though note the exception of Oklahoma Gin below). The value of each card is as follows:

Ace: 1 point
2 - 10: Face value (e.g. a 4 = 4 points)
J, Q, K: 10 points

Knocking is done at the end of your turn by discarding your extra card to the knock pile, instead of the open pile. If you try to knock and your deadwood value is greater than 10, you will be informed and asked to discard to the open pile instead (though note the exception of Oklahoma Gin below). If you knock with no deadwood, this is called Gin.

Once a player has knocked, their cards are automatically laid face-up on the table and sorted into sets and deadwood. If the player has not got Gin, their opponent may lay-off their deadwood cards.

Laying-off:
Laying-off is an automatic process whereby any deadwood in the opponent's hand is placed onto the sets of the player who knocked, wherever possible. For example, if one of the sets a player knocks with is 7-7-7, and the opponent has the other 7, this 7 is placed onto the knocking player's hand and the value is deducted from their own deadwood total.

Scoring:
The player who wins the hand is the one who has the lowest deadwood total. The difference between the 2 totals is the winning player's score for that hand.

In the example above, Player 1 has knocked by discarding the 7 of Diamonds. The remaining 10 cards in his hand comprise of 2 sets (the 4-4-4, and the 7-8-9 of Spades). His deadwood (unmatched) cards are the Ace of Clubs, the Ace of Spades, the 6 of Clubs and the 2 of Diamonds. Their total value is 10, which made it possible for him to knock in the first place (the deadwood value must be 10 or less if you wish to knock, though note the exception of Oklahoma Gin below).

At this point, the cards in Player 2's hand are arranged into sets and deadwood. Where possible, the deadwood is then 'laid-off' (this is completed automatically). In the above example, a single set is made (7-8-9 of Clubs) and one of the deadwood cards (6 of Spades) is raised, to show it has been laid onto one of Player 1's sets (the 7-8-9 of Spades).

Player 2's deadwood total, having laid off the 6 of Spades, is 50. Player 1's is 10. Therefore Player 1 wins the hand and scores 40 points.

There are also 2 ways of earning additional points. If the knocking player has Gin they earn a 25 point bonus, and if the deadwood value of the player who laid-off their cards is less than or equal to the deadwood value of the knocking player, they earn a 25 point undercut bonus.

Winning the game:
Once these points have been added to the overall scores, play continues with further hands until one of the players has reached the target score for the room (which is shown on the Gin Rummy game page and in the wager details box in the top left corner of the table). This player has then won the game.

Oklahoma Gin

Note that in the Oklahoma version of Gin, the minimum deadwood points required to knock is variable each new game, according to the first face card showing that hand. For example, a 7 showing would mean that all cards not in sets would need to leave deadwood totalling 7 points max before you can knock. An ace as the first card up would require both players to make gin to knock, i.e. zero deadwood points with all cards in melds.

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Backgammon

Backgammon

White and Red players take turns rolling the dice and moving their checkers around the Board. You must move your checkers into your "Home" area. Once all your checkers are in your Home area you can start removing them ('bearing off') from the Board. Remove all your checkers from the Board before your opponent in order to win the match.

Be Aware of the Timer!
Please note our timer has been designed in consultation with leading UK and International Backgammon players. Your timer is located in the top-right corner of the game screen and appears as a single bar split in two colours: The orange section is your Time Bank; and the green section is your Move Timer. Your green Move Timer is the first section to start counting down and always gives you 15 seconds to either roll the dice or make your move. If you use all 15 seconds in your green Move Timer, your orange Time Bank starts to count down. Your orange Time Bank always starts at 20 seconds but can be built up during the game to a maximum of 1 minute by making your moves as quickly as possible. Every move you make increases your initial 20 second Time Bank by up to 5 seconds. The faster you make your moves using the 15 second Move Timer, the more youll build your Time Bank. Build your Time Bank for when you really need to stop and think! When your Time Bank approaches zero, the timer bar will flash and make an audible alert. If the Time Bank reaches zero, you will forfeit the game.

Rolling the Dice.
Click the "Roll Dice" button in the top-left corner of the game window or click the area of the Board where the dice are displayed.

Moving Your Checkers.
Left-click on a checker to move it. Left-click and hold to drag a checker around the Board.

Offering the Doubling Cube.
Before you roll the dice you may click on the "Offer Cube" button in the top-left corner of the game window to offer the Doubling Cube to your opponent. If accepted, the winner of the game will receive twice as many points as before. The Cube will now be controlled by your opponent and can only be offered back to you. The Doubling Cube is displayed on the Board closest to the controlling player. If your opponent declines the offered Doubling Cube they forfeit the number of points on the cube before it was offered.

Options Menu.
Click on the "Options Menu" button during a game to change the settings on the game. These settings are persistent and will not reset after each game. Settings allow you to:

  1. Click Dice to Finish Turn. Choose this setting to end your turns yourself by clicking on the dice. The default setting is to automatically end your turn on your final move;
  2. Auto-Roll Dice. Select this setting to have the dice rolled for you when it is your turn. Please note you will not be able to offer the doubling cube if this setting is chosen;
  3. Basic Graphics. Choose simple board graphics for easier viewing during extended play sessions; and
  4. Flip Board. Gives you a different viewing perspective on the Board; and
  5. Auto Bear-Off. This setting is "off" by default.

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Blackjack

Multi Player Blackjack

The object of the game is to amass a larger chip-stack than your opponent, in real-time.

Points are awarded in the form of casino chip "dollars". Beat the Dealer's hand of cards with as many of your hands as possible and build your chip-stack higher than your opponent!

To beat the Dealer's hand, your hand must be worth more in terms of combined face value, without going over a total of 21. This is classic Blackjack.

Both players start with an identical virtual chip-stack and play through a pre-set number of rounds, one hand per round.

Starting a round:
There is an initial deal of a single card to each player at the start of the match. The player dealt the lowest card will be on "First Base" and has to act first during each stage of the round.

The order of play alternates after each round. A white button labelled "1" is displayed on the table next to the relevant player to indicate who is on First Base. The order of dealing cards is not affected.

When it is your turn to bet, choose your stake by moving the betting slider. It will automatically limit the size according to the maximum and minimum stakes, and the funds you have available. Alternatively you can type an exact amount into the box.

When you are happy with this amount, click "Bet".

To play the same amount you did on the last round, click "Last Bet".

Playing a typical round:
Once all the cards have been dealt to the players, you play your hand in turn depending on where the First Base button is.

Your hand is highlighted by a glow, and it's value is shown just to the left of it. The value is calculated by adding up all the cards. Jacks, Queens and Kings are worth 10. Aces are worth 1 or 11 (and in such cases the 2 possible totals are shown).

Depending what cards you have been dealt, you can do one of several things by clicking the buttons at the bottom of the screen:

  • Hit. This requests another card from the Dealer. It is added to your hand and the new total is shown. You can Hit as many times as you like, as long as your total doesn't exceed 21. Exceeding 21 is called going "Bust".
  • Stand. This finishes the current hand.
  • Double Down. This doubles the bet on your hand, requests one more card from the dealer, and then finishes the hand. You must have sufficient funds to do this.
  • Split. If both the cards in the hand are of the same value, then you can split them into 2 new hands and play them as normal. You must also have sufficient funds to do this.
  • Once both players have finished their hand (either by Standing or going Bust) then it is the Dealer's go. The Dealer will always Hit until their cards total has reached 17 or more, then they will Stand.

Finishing a round:
Once the Dealer has finished playing, your hands will be resolved by comparing its total to the Dealer's total:

  • If your hand's total is less than the Dealer's total, you lose the bet.
  • If your hand's total is the same as the Dealer's total, this is called a "Push" and you are refunded your bet.
  • If your hand's total is more than the Dealer's total, you win twice your bet.
  • If the Dealer has Bust then your hand automatically wins.

Exceptions to the typical round:
The best hand you can be dealt is called Blackjack. This consists of an Ace and a 10 (or card of value 10 i.e. a jack, queen or king), which is worth 21.

If a player has Blackjack or it looks like the Dealer may have, then some special rules apply:

If the Dealer's face-up card is an Ace, then they may have Blackjack. In this situation the Player is offered the chance to buy "Insurance" for their hand, assuming they have sufficient funds.

Insurance takes the form of an additional bet on whether or not the Dealer has Blackjack. If the Dealer does have Blackjack, then the player loses their original bet but wins twice the Insurance bet, thereby breaking even, and the hand is over. If the Dealer does not have Blackjack, the player loses their Insurance bet and the hand continues as normal.

After the Insurance stage, the next step is to check whether the player has been dealt Blackjack. If they have, the hand is immediately resolved and the player wins 2.5 x their bet.

In rare situations, the Dealer's face-up card will be an Ace and the player will have Blackjack. In this case the Player is offered the chance to take "Even Money", as an alternative to Insurance. This basically skips the Insurance process, and if taken the player wins twice their bet straight away.

The cards will inevitably run out during the game, so there is a cut card/shuffle marker placed into the shoe at the start. Once this has been past the current round will be completed and then a new 208 card shoe will be shuffled up and replace the existing one.

The players will be notified in the dealer's message window each time this happens during the game (which will be between rounds).

Finishing the game:
The winner of the game is the player who has the largest chip stack once all the rounds have been completed.

If the stacks are tied, play will continue until a winner emerges. If both players are bankrupt, an amount equal to the minimum betting stake will be credited to each player's funds so that they can continue.

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Poker Dice

Poker Dice

The Basics

Poker Dice is a two player game where players take it in turns to roll dice, hold any they wish to keep and then re-roll those they have discarded. The resulting set of five dice can be scored as poker hands or single numbers on the scorecard.

Click roll to start, click on any dice you wish to retain, then click on roll again. Held dice will be shaded out. Record your result on the scorecard and that ends your go.

So, for example, player 1 rolls initially and his dice are A, K, J, J, T. He chooses to keep the two Js and rerolls the other three dice. After the re-roll he has J, J, J, J, Q. He now needs to choose where to score up his four Jacks. He can mark four points under the Js section at the top (for four points) or can fill in the 4 of a kind box below, worth 4 points. After noting four points under Js at the top, play passes to Player 2. He rolls Q, Q, T, J, K. He chooses to keep T, J, Q, K, hoping to complete his ‘straight’ which would require him to roll a 9 or an Ace on the next roll. If he manages this, he marks up his card on the straight line for 4 points. If not, he needs to choose where to place his result. If his fifth dice were another J, for example (T, J, J, Q, K), he might choose to record 2 in the Js section at the top.

Play continues like this until all 13 boxes have been completed. The winner is the player who scores most points. See scoring below.

Bonuses
Note that there is a bonus for achieving 15 or more points in the upper section of the scorecard. For example if you have completed the A-K singles section with 3, 3, 3, 4, 5, 2, your total will be 20. You have easily exceeded the 15 required for this section’s bonus and are awarded an extra x points.

Nothing or little to score
If you end your second roll with a set of dice such as A, A, T, T, K and you have already posted a score under Aces, Tens and Kings, you may choose to record a zero anywhere on your card. See the Basic Strategy popup for more details.

Scoring
The scorecard is split into two sections: top and bottom. In the upper half, if you enter your score against a particular number it will record the number of those dice you have after the two rolls at 1 point each. Thus, a hand of AA, T, Q, K marked in the Aces section would score you two points.

CategoryRequirementsScores
AcesAces1 point for each
KingsKings1 point for each
QueensQueens1 point for each
JacksJacks1 point for each
TensTens1 point for each
NinesNines1 point for each
BonusA minimum of 15 points from this top section Ace through Nine3 bonus points
PairAny pair1 point
Two PairTwo pairs2 points
Three of a KindAny three of the same value3 points
Straight9, T, J, Q, K or T, J, Q, K, A4 points
Full houseThree of one number and two of another, e.g. 9, 9, 9, A, A4 points
Four of a kindFour of any one number, e.g, Q, Q, Q, Q, K4 points
Five of a kindFive of any one number, e.g. K, K, K, K, K5 points

You can only select each category once. If a Player selects a category for which he has not fulfilled the conditions, a zero will be recorded. If you already have four of a kind and get another four of a kind, you may record this in three of a kind of in the top section (provided the category has not been used). Four of a kind, however, cannot be recorded under full-house. A second five of a kind can be recorded under three or four of a kind but not full-house.

If you fail to enter a score by the time the timer hits zero, the computer will automatically fill in the first available box. If you select autoplay (for when the telephone or doorbell rings!) the computer will attempt to play your hand by collecting as many of one kind as possible. It will then attempt to play these in order of 5 of a kind, 4 of a kind, 3 of a kind, pair, then the top section according to availability.

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Briscola

Briscola

Full Game Instructions

Briscola can be played using either the original Italian cards or the classic French playing cards. The game is the same in either card style and players can switch between the card styles at any time, using the options in the bottom left corner of the game screen. A classic Briscola card pack contains 40 cards, when playing in the French paying car style the 8s, 9s and 10s of all suites have been removed.
In the game of Briscola each player is initially dealt three cards.
The next card is dealt face up on the playing surface, and the remaining deck is placed face down. This face up card is the Trump Suit and is called the Briscola card.
A randomly selected player leads the first hand (or trick) by playing one of their three cards. This is done by clicking on the card you wish to place. The game will indicate who is to play by putting arrows around the player name and by the running game commentary located in the top left hand corner of the game window. Once the first person (the lead) places there card down then the other player will be given their turn to place a card down.
The winner of that trick is determined as follows:

  • If any Briscola (trumps) have been played, the player who played the highest valued trump wins. The highest card possible is the Ace of the trumps suit, followed by the 3 of the trumps suite, then the king, queen and jack of the lead suite.
  • If no Briscola (trumps) have been played, the player who played the highest card of the lead suit wins. The lead suit is the suit of the first card laid in that trick. So if the lead player plays a 2 of heart then the second player can play any card but to win the hand they must play either a higher ranked heart than the lead card or a trump suited card.

Unlike other trump card games, players are not required to follow suit, that is, to play the same suit as the lead player.
Once the winner of a trick is determined, the card are sent to the winners stack. Each player is then dealt another card from the remaining deck, starting with the player who won the trick. The last player to win a trick then goes first on the next hand. This repeats until all cards have gone or until one player reaches the target score. Note! The last card dealt to the player in the game should be the up-turned Briscola card.

When a player wins a hand any points on those cards are added to that player’s total. The first player to reach the games agreed total points wins the game.
The player who wins a trick then places there card down first on the next trick.
Only 5 cards from each suit carry points in Briscola and the order of the cards goes in the normal playing order apart from the scoring cards which are ranked as follows.

CARD RANKPOINTS
Aces11 points
3s10 points
Kings4 points
Queens3 Points
Jacks2 Points

It is important to remember that a 3 ranks higher than all but an Ace of the same suit. The scoring table is available in the game at all times. Also remember that a trump suited card will beat any non trump suited card, even if that card is high in value. So for example if a the trump suite is Diamonds and the lead player puts a Ace of Spades on the table and the second player puts a 2 of Diamonds on the table, the second player will win the trick (hand) and score the 11 points.

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Hi-Lo Solitaire

Hi-Lo Solitaire

Our Hi Lo Solitaire game is a unique variation on the classic ?Hi Lo? card game loved by card players around the world. The object of the game is to correctly guess the nature of the next card revealed. To start, you are dealt 9 cards from a single 52 card deck. These 9 cards are arranged in a 3 x 3 grid. The card in the centre is automatically revealed before you start betting, leaving the surrounding 8 cards face down. You can now make guesses, one after another, as to the nature of the face-down cards. Use the buttons in the top-left section of the game window to define your guess.

Will the card be higher or lower than the first card revealed; and will it be a black or red suit or even one of the four specific suits? The more exact your guess, the higher your potential pay-out which is displayed at the bottom of the game table. Once you have defined your guess, choose how much you want to bet using the buttons and slider provided. Finally, choose which one of the 8 face-down cards you wish to reveal. Whether you win or lose, this single card you have revealed becomes the relevant card determining the outcome of your next guess (and so on for each subsequent guess).

When you have revealed all remaining face down cards, the single 52-card deck is automatically re-shuffled and you are dealt another 9 cards with one single card revealed face-up. You must elect how much money to bring to each game table at the beginning of each session of play and you can choose to bring additional funds to the game table at any time; or choose to cash out your winning back into your account. How much you bring to the table, and how much you stake on each guess is entirely up to you although maximum single stake is GBP 250.00 per guess (or currency equivalent).

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Skillslots

Skill Slots

Choose play for fun or for cash

  • Cash in
  • Choose your stake size
  • Spin the reels
  • Check the payout table for winning lines
  • Watch the accumulator grow as you hit bonus symbols too
  • When you’ve hit 5 bonus symbols, spin the bonus wheel on the right
  • It pays out multiples of the accumulator!

Two chances to win cash: the regular payout table for fruit/number combinations and a bonus wheel!

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Dominoes

Dominoes

The Basics
Draw Dominoes is a classic two-player game where players take it in turns to lay tiles (or ‘bones’ as they’re sometimes called) onto a board with the objective being to set down your own tiles before your opponent does.

In this game of dominoes there are 28 unique tiles which have two ends that correspond to dice rolls. So you have all the possible two dice rolls such as a 3-5 and a double 6 (6-6) plus a further six using blanks, such as a 0-4 or a 0-0. At the beginning of the game, players are dealt seven of each and the remainder are left on the table face down in what is known as the ‘boneyard’.

The player who has the highest double (from 6-6, 5-5 downwards) plays that piece first. This is done automatically at the beginning of the game for you. In the rare event that neither player has a double initially, the random number generator will reshuffle and redeal (without you even realising it!) and play the first tile. Play then passes to the second player who can lay a tile, provided it has one end which matches the double played. So if your opponent had the highest double, a 6-6, you can play any tile which has a six in it from your hand (e.g. 5-6, 3-6). Note that on this first go it is irrelevant which side you play it (more on that in the strategy section!). If the second player plays a 5-6, for example, there are now two open ends: one with a five and the other with a six. The first player can now play a tile with a six or with a five. See example below where the player can play either the 3-6 or the 1-5. Tiles which are legitimate are highlighted in our game.

There are always only two open ends in this game. Note that doubles are automatically played cross-wise on the board which is common practice in the game although makes no difference to the open ends.

If at any stage, you cannot play your tile, you are automatically dealt one or more tiles from the boneyard (see small bone image on the left above) until you receive one which can be played onto one of the two open ends. You then play this tile immediately. If you cannot play and there are no tiles in the boneyard, then play passes to your opponent. Play continues this way until either a) one of you has played their last tile (they then will have ‘dominoed’ their opponent) or b) neither opponent can play a tile and the boneyard is empty (both players are ‘blocked’).

Scoring:
At the end of a round, the players pips left in their hands are added up and the difference credited to the player with the least points. For example, player A plays his last tile and player B is left with two tiles in his hand: the 4-4 and the 0-3. Player A would score 11 points. In another example there are no more bones in the boneyard and Player A has 5-6, 4-6 and player B has 2-4, 0-2 and 2-2 (the open ends let’s say were 3 and 1). Player B would score 9 points (21 less 12). Games of dominoes can be quick or slow depending on the points scored by each player and the target point scores. Typical games are played to 50 points and so often a number of ‘rounds’ of dominoes are played. The person who reaches the target score first wins the cash in the pot!

All 5s Dominoes
In this American version of Dominoes, points are scored in both the Draw way and by making the open ends add up to multiples of 5. The central Domino, called a “Spinner” and can have 4 arms coming from it.

3’s & 5’s Dominoes
This classic English pub version you score one point for each multiple of 3 and 5 you make. Only two open ends and the players must end exactly on the target score to win.

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Three Card Slots

Three Card Slots
  • Choose your stake size
  • Spin the reels
  • Use the hold or nudge symbols when highlighted to improve your combinations

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Jacks or Better & Deuces Wild

Jacks or Better & Deuces Wild
Jacks or Better & Deuces Wild

Choose play for fun or for cash

  • Cash in
  • Select your wager by adjusting the betting interface at the bottom of the screen. The Payout Table will update as you make changes.
  • When you are satisfied, click 'Deal' to receive your cards.
  • By default, no cards are held. To hold one, click on the relevant 'Hold' button or on the card itself.
  • Now click 'Draw' to request your new cards. Good luck!
  • To customise your playing experience there is a Full Screen option and a 'Turbo Mode' to skip the dealing animations.

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Fortune 52

Fortune 52

Our Fortune52 card game is a unique variation on the classic ?keno? balls game played around the world. The object of the game is to correctly guess the cards to be revealed. To start, 52 cards are dealt face-up, arranged in 4 sections according to suit. A further 10 cards are dealt face-down across the top of the game window, dealt from an entirely different and randomly shuffled 52-card deck. You can now choose up to 10 cards which you think will be a match for the 10 face-down cards when they are revealed. Click once on a single card to choose it or use the buttons in the bottom-centre section of the game window. The ?Quick Pick? button allows you to choose between 1 and 10 cards randomly, with a single click!

Will the cards you chose match one or more of the 10 cards revealed? The more cards you guess correctly, the higher your potential pay-out which is displayed from left to right across the top of the game table. For example, choose 10 cards and if all are correctly matched you will win 1000x your stake! Choose the minimum of just 1 card and if that card is correctly matched you will win 5x your stake! How many cards you choose is up to you.

Once you have chosen your cards you must choose how much you want to bet using the buttons and slider provided. Finally, click on the ?Reveal Cards? button to see the 10 face-down cards. When you have revealed the face down cards, the single 52-card deck is automatically re-shuffled and you are dealt another 10 face-down cards ready for the next draw. Click on the ?Turbo? button located in the bottom-right of the game window for faster draws. The ?Let It Ride? button located in the bottom-left of the game window is on by default and automatically wagers your previous win on the next draw (click once to turn it off at any time).

You must elect how much money to bring to each game table at the beginning of each session of play and you can choose to bring additional funds to the game table at any time; or choose to cash out your winning back into your account. How much you bring to the table, and how much you stake on each draw is entirely up to you although the maximum single stake is GBP 25.00 per draw (or currency equivalent).

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Multi Line Slots

Multi Line Slots
  • Choose to play for fun or for cash
  • Buy in
  • Select your stake and select the number of paylines you wish to wager on
  • Press spin and enjoy!

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Panic Solitaire

Panic Solitaire

The object of this online pyramid game is to get all of the cards in the pyramids down to the discard pile. To move a card down click on the card that is one higher or one lower than the top card on the discard pile. You can lay a KING on an ACE and an ACE on a KING. If there is no card to remove from the pyramid, click on the top card on the draw pile. If you clear all cards from the pyramids you will advance to the next level. The game is over when you cannot clear all cards from the pyramids when the deck runs out. You can use the space bar or 'B' key to flip cards.

Scoring:
You will receive the points on the points slide for each card you clear. You will receive bonus points for each card in a run of cards that you clear. The longer the run the higher the bonus points get. You will receive a 5000 point bonus for clearing the top card in each pyramid.

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Pyramid Solitaire

Pyramid Solitaire

The object of this online pyramid solitaire game is to click on cards that add up to 13. All of the number cards are worth their number. The Jack, Queen and King are worth 11, 12 and 13 respectively. An Ace is worth 1. You can only select cards that are completely uncovered. You can also select a card from the deck. You also have a 'crib' from which to pick. When you select cards that equal 13 (lika a Jack and a 2), they are taken away and you get points. Since a King is already worth 13, you can take it away by itself, without matching it. You get points for every card that you take away from the pyramid. You also get points for removing cards from the crib. You get more points for cards higher up the pyramid. You can only go through the deck once per hand. You have 3 hands to get a top score. When you have exhausted all your options, click the 'Next Hand' button to deal a new deck. When all 3 hands are done click the post score button to post your score - any time remaining is used to determine the winner in the event of a tie. There is a 1000 point bonus for clearing all of the cards in the pyramid. (You can press the space bar to flip cards

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Championship Manager

Championship Manager

Championship Manager World Challenge is a football management and betting game based on Eidos Interactive’s award-winning title Championship Manager, where you choose a team and take that team through group and knockout stages all the way to the World Cup Final! On the way, you can choose to play friendly matches until you’re ready to play in the World Cup Finals themselves. You can change your team formation and mentality and you can place bets on not only the outcome of each match but on the correct score result too. After each match, your team will earn you 'experience points' which mean that your chances of beating your next opponent will be higher. Given plenty of practice and sound management, you could even win the World Cup with Honduras! You can play for as long or as little as you like without losing your progress as you can choose to save your game status at any time.

Play a Champtionship Manager game

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