A typical housie/bingo ticket is shown to the right. It contains fifteen numbers, arranged in nine columns by three rows. Each row contains five numbers and four blank spaces. Each column contains either one, two, or very rarely three, numbers:
The first column contains numbers from 1 to 9,
The second column numbers from 10 to 19,
The third 20 to 29 and so on up until the last column, which contains numbers from 80 to 90 (the 90 being placed in this column as well).
The game is presided over by a caller, whose job it is to call out the numbers and validate winning tickets. He will announce the prize or prizes for each game before starting.The caller will then usually say “Eyes down” to indicate that he is about to start. He then begins to call numbers as they are randomly selected, either by an electronic Random Number Generator (RNG), by drawing counters from a bag or by using balls in a mechanical draw machine. Calling takes the format of simple repetition in the framework, “Both the fives, fifty five”, or “Two and three, twenty three.”
The different winning combinations are:
Line — covering a horizontal line of five numbers on the ticket.
Two Lines — Covering any two lines on the same ticket.
Full House — covering all fifteen numbers on the ticket.
In New Zealand in bonus (Super Housie) games, often three lines may be claimed – top, middle and bottom, usually with much larger prizes, are also played at various times throughout the session.
In the UK, however, it is most common for a line game to be followed directly by a two line game and a full house game, or just by a full house game.
In the UK’s National Bingo Game only a full house game is ever played.
In all cases, the last number called must be in the winning sequence.
When players first come to the venue (often a church hall, rugby club or other place with sufficient tables and chairs, including in the UK many specifically designed bingo clubs) they can buy a book of tickets. Players generally play between one and six books. In New Zealand a book usually contains fifty tickets which are played over the course of the night. In UK bingo clubs, playing is divided into sessions with different books, each with a designated number of pages. Players in the UK usually prefer to buy books of 6 tickets containing all possible numbers in different combinations.
As each number is called, players check to see if that number appears on their tickets. If it does, they will mark it with a special marker called a “dabber” or a “dauber”, shown here. When all the numbers required to win a prize have been marked off, the player calls out “Line” or “House” depending on the prize, and an official or member of staff will come and check the claim:
In the UK with the increasing computerization of bingo systems, an Auto-Validate system is often used in large clubs where a 1 to 8 digit security code is read out by a member of staff and checked against the entry for that ticket on the system. This saves the club from the time-consuming exercise of reading out every number on the ticket.
In smaller clubs, however, each number in the winning combination must be read out. The caller will check to see if each number has been called, and if it has, he will say something similar to “House correct – please pay out”.
There will often be an interval halfway through the game. In Australia and New Zealand Super Housie tickets are played and raffles (if there are any) are drawn. In UK bingo halls it is most common for Mechanised Cash Bingo to be played.
Bourré (also commonly known as Bouré and Boo-Ray) is a trick-taking gambling card game primarily played in the Acadiana region of Louisiana in the United States of America. The game’s closest relatives are probably Spades and Poker; like many regional games, Bourré sports a large number of variant rules for both gameplay and betting considerations.
Object
The object of Bourré is to take a majority of the tricks in each hand and thereby claim the money in the pot. If a player cannot take a majority of tricks, their secondary goal is to keep from bourréing, or taking no tricks at all. A bourré usually comes at a high penalty, such as matching the amount of money in the pot.
Rules
The game is played with a standard 52-card deck; aces are high. With four players, everyone is guaranteed fresh cards if they draw replacements; with more, it may be necessary to use previously-discarded ones, so five or six players is considered the practical limit of single-decked Bourré. An online casino should provide the type of Bourré rules they use.
After every player antes, the dealer passes out five cards to each player, one at a time. The dealer flips their own fifth card–the last dealt–and the suit of that card is considered trumps. As in Spades, this suit beats all others; a 2 of trumps is “higher” in rank than an Ace of any other suit.
After the deal, each player (starting with the one to the dealer’s left and continuing clockwise) states their intent to play. Many variants require an additional ante at this point. Those who are not playing in the hand fold, and those cards are collected by the dealer for possible use if the main stock runs out.
Once every player has stated their intent, the dealer asks those still in the game (in the same order as before) how many new cards they desire. They can take any number from zero to five; their discards go in a separate pile, and the dealer hands them as many new cards as they discarded. If the main stock is depleted before all the players have been serviced, the dealer shuffles the “folded” hands and deals those; if that stock is depleted as well, the discards are shuffled and used.
Once everyone, including the dealer, has either folded or completed their redraw, the trick-taking phase begins. The first player to the dealer’s left that is still in the game starts by playing any card from their hand (with few exceptions); rules of play are as follows, and a lower-numbered rule overrides any higher-numbered one.
You must play to win. This goes beyond simply “playing a higher card;” if you know that no one else has any trumps, and it is your turn to lead, you must play trumps if you have them.
You must play on-suit if possible, even if your highest on-suit card will not beat the highest card in play. Even if a trump has been played on a non-trump lead, if you have a card of the suit led, you must play on that suit.
You must play a trump if you have no on-suit cards. You still must play to win; if the only trump played is a 3, you hold the 2 and the Ace of trumps but no cards of the lead suit, you must play the Ace of trumps.
If you have neither any cards of the lead suit nor any trumps, you may play any card. This is an off card, and is effectively lower than the 2 of the lead suit.
The winner of a given round, or trick, collects the cards and places them face-up in front of them. They then lead with another card. Play proceeds until all five tricks have been completed.
If a single player has taken more tricks than any other player, they have won the hand and take all of the winnings in the pot.
If more than one person ties for the most tricks, this is a split pot. With five tricks, the only possible splits are 2-2-1 and 1-1-1-1-1. On a split pot, no one takes the winnings; they stay on the table.
If anyone did not take any tricks, or reneged during play–that is, did not follow the rules properly–they have bourréd and must match the pot for the next round instead of their usual ante. For example, if there are five red chips in the pot at the end of a hand and someone has bourréd, they must put five red chips (or their equivalent) in the pot for the next round.
Deal then passes to the left.
There are complex rules about forced plays; a simple example is when someone has just taken their second trick and holds the Ace of trumps in their hand. Since the Ace of trumps is unbeatable, they must play it as their next card. Similar occurrences are when a player has taken one trick and has both the Ace and King, or (more complex) the Ace, Queen, and Jack. While the rules themselves are simple in theory, the details about forced plays can make Bourré challenging for even the skilled player.
The “must play to win” rule can have contentious results if a player is playing “nice,” trying to keep others from bourréing. Most games disallow such “nice” plays; players must attempt to bourré as many other players as possible. As Bourré is a game with imperfect information, and gamesmanship should (hopefully) trump rules-lawyering, care should be applied to any analysis of rounds when looking for such “nice” plays.
Variations
Variations in the rules of Bourré abound, possibly due to its nature as a regional game. Perhaps the most common is the introduction of a pot limit, which caps the total amount a single bourré or renege can cost a given player. In some games, it is common for the dealer to ante for all of the players; this simplifies trying to determine whether individuals have anteed. In a sense, the dealer is paying for his face up trump. In this variation, for a five person, one dollar ante game, the dealer of each hand would ante five dollars. A common point of dissent is whether a player who holds trumps but not the lead suit should be forced to play a trump if they cannot beat a higher trump already on the table; while the general consensus seems to be that they must, groups of players are known to not follow that particular detail. Punishments for misplay range from simple retraction (good for new players), retraction-and-renege, or just a renege, which can lead to the misplaying individual attempting to bourré one or more other players. The default ante amount is understandably variable, and the second ante is fairly common.
Resources
Guidry, Preston (1988). Graeff, Benny and Lantier, Ivy (eds.) Official Rules and Techniques of the Cajun Card Game Bourré (boo-ray). Louisiana: National Cajun Bourré Association.
Engler, Henry J (1964). Rules and Techniques of Bourré.
Casino tokens are small colored metal or plastic discs used in gambling establishments.
There are two main types of tokens used in casinos: multicolor tokens of various denominations called chips, used primarily in table games; and metal token coins, used primarily in slot machines. Some casinos also use gaming plaques for high stakes table games ($25,000 and above). Plaques differ from chips in that they are larger, usually rectangular in shape and contain serial numbers.
Money is exchanged for the token coins or chips in a casino at a cashier station (the cage), at the gaming tables, or at a slot machine. The tokens are interchangeable with money at the casino, but have no value outside of the establishment.
These tokens are employed for several reasons. They are more convenient to use than currency, and also make theft and counterfeiting more difficult. Because of the uniform size and regularity of stacks of chips, they are easier to count compared to paper currency when used on a table. This attribute also enables the pit boss or security to quickly verify the amount being paid, reducing the chance that a dealer might be overpaying a customer.
Furthermore, it is observed that consumers gamble more freely with replacement currencies than with cash.
Finally, the chips are considered to be an integral part of the casino environment, and replacing them with some alternate currency would be unpopular. However, many casinos are moving to paper receipts.
Casino tokens are collected as a part of numismatics, more specifically as specialized exonumia collecting.
A set of injection molded ABS poker chips “hot-stamped” with denominations 100, 50, 25 & 10
Chip Denominations
Chips of the same denomination from different casinos tend to have similar colors. This increases familiarity with denominations.
The most common color scheme used in US casinos:
$1.00: White (uncommon: blue, grey)
$2.50: Pink
$5.00: Red
$25.00: Green
$100.00: Black
$500.00: Purple
$1000.00: Orange (often oversized)
Official Chip Colors
Denomination
Color
Exceptions
$1
White
Unusual in Nevada; may be blue or gray or white.
$2.50
Pink
Blue (MO); North Dakota prescribes pink for $2 chips
$5
Red
$25
Green
$100
Black
$500
Purple
$1,000
Orange
Oversized; usually yellow in Nevada
A standard 300 piece set of ABS plastic chips
History
After the increase in the value of silver stopped the circulation of silver dollar coins around 1964, casinos rushed to find a substitute, as most slot machines at that time used that particular coin. The Nevada Gaming Control Board consulted with the US Treasury, and casinos were soon allowed to start using their own tokens to operate their slot machines. The Franklin Mint was the main minter of tokens at that time.
In many jurisdictions, casinos are not permitted to use currency in slot machines, necessitating tokens for smaller denominations.
Tokens are being phased out of many casinos in favor of coinless machines which accept banknotes and print receipts for payout. (These receipts can also be inserted into the machines.)
Future
In certain casinos, such as the new Wynn Casino in Las Vegas, chips are embedded with RFID tags to help casinos keep better track of them, determine gamblers’ average bet sizes, and to make them harder for counterfeiters to reproduce. However, this technique is costly and considered by many to be unnecessary. Also, this technology provides minimal benefits in games with layouts that do not provide gamblers with their own designated betting areas, such as craps.
In Baccarat Chemin de Fer, it will have been noticed that a given bank only continues so long as the banker wins. So soon as he loses, it passes to another player. In Baccarat Banque the position of banker is much more permanent. Three packs of cards are shuffled together. (The number is not absolute, sometimes four packs, sometimes two only, being used; but three is the more usual number.) The banker (unless he retires either of his own free will or by reason of the exhaustion of his finances) holds office until all these cards have been dealt.
The bank is at the outset put up to auction, i.e. belongs to the player who will undertake to risk the largest amount. In some circles, the person who has first set down his name on the list of players has the right to hold the first bank, risking such amount as he may think proper.
The right to begin having been ascertained, the banker takes his place midway down one of the sides of an oval table, the croupier facing him, with the waste-basket between. On either side the banker are the punters (ten such constituting a full table). Any other persons desiring to take part remain standing, and can only play in the event of the amount in the bank for the time being not being covered by the seated players.
The croupier, having shuffled the cards, hands them for the same purpose to the players to the right and left of him, the banker being entitled to shuffle them last, and to select the person by whom they shall be cut. Each punter having made his stake, the banker deals three cards, the first to the player on his right, the second to the player on his left, and the third to himself; then three more in like manner. The five punters on the right (and any bystanders staking with them) win or lose by the cards dealt to that side; the five others by the cards dealt to the left side. The rules as to turning up with eight or nine, offering and accepting cards, and so on, are the same as at Baccarat Chemin de Fer.
Each punter continues to hold the cards for his side so long as he wins. If he loses, the next hand is dealt to the player next following him in rotation.
Any player may “go bank,” the first claim to do so belonging to the punter immediately on the right of the banker; the next to the player on his left, and so on alternatively in regular order. If two players on opposite sides desire to “go bank,” they go half shares.
A player going bank may either do so on a single hand, in the ordinary course, or a cheval, i.e. on two hands separately, one-half of the stake being played upon each hand. A player going bank and losing may, again go bank; and if he again loses, may go bank a third time, but not further.
A player undertaking to hold the bank must play out one hand, but may retire at anytime afterwards. On retiring, he is bound to state the amount with which he retires. It is then open to any other player (in order of rotation) to continue the bank, starting with the same amount, and dealing from the remainder of the pack, used by his predecessor. The outgoing banker takes the place previously occupied by his successor.
The breaking of the bank does not deprive the banker of the right to continue, provided that he has funds with which to replenish it, up to the agreed minimum.
Should the stakes of the punters exceed the amount for, the time being in the bank, the banker is not responsible for the amount of such excess. In the event of his losing, the croupier pays the punters in order of rotation, so far as the funds in the bank will extend; beyond this, they have no claim. The banker, may, however, in such a case, instead of resting on his right, declare the stakes accepted, forthwith putting up the needful funds to meet them. In such event the bank thenceforth becomes unlimited, and the banker must hold all stakes (to whatever amount) offered on any subsequent hand, or give up the bank.
The laws of baccarat are complicated and no one code is accepted as authoritative, the different clubs making their own rules.
Ace Invaders is a three line video poker game produced by International Gaming Technology. The game plays like other multi line video poker games except the bottom line is a Bonus Poker game, while the top two lines are both stud poker based games. The pay schedule for the Bonus Poker game on the bottom line offers a greater than 200% payout percentage (if one plays all three lines), but this is compensated for by the lower payout percentage on the stud poker games on the top two lines.Another feature unique to the Ace Invaders game is the gameplay. The bottom line is dealt and played as a draw poker hand, just like in a standard Jacks or Better game, and the player chooses which cards to keep and discard. Then the game deals the replacement cards, but unlike other video poker games, Ace Invaders doesn’t pay immediately. First the game checks the top line for a paying combination, then pays out for that. Then, if any of the cards in the top line are aces or would help create a royal flush in the second line, they drop down and become part of the hand on the second line. This process repeats itself on the second line, paying out, then checking to see if the cards would help complete a royal flush on the first line, and then drops those cards down again before finally paying out on the first line.
Big and small is a dice game of pure luck. It is a popular gambling game in China and is still offered in some casinos in Asia, notably in Macau. A variation is the common casino game Sic bo.
Rules
The game is played with three dice. Traditionally, the dice are placed on a plate, covered with an inverted bowl and the plate and bowl are then shaken together. After gamblers place their bets, the banker uncovers the bowl, pays the winners and the game continues on to the next round. In modern casinos the dice are shaken mechanically, and the outcome is keyed into a computer which automatically lights up the winning zones on the table.
The game is called “Big and Small” because the main bets are on “high points” (big) or “low points” (small). Other bets are also offered:
Name of Bet
Winning Criterion
Dividend
Odds of Occurrence
House Advantage
Big (大)
Dice Total: 11 to 17 Player loses if “Alls”
1 to 1
48.61%
2.78%
Small (小)
Dice Total: 4 to 10 Player lose if “Alls”
1 to 1
48.61%
2.78%
All 1 (圍一)
All 1
1 to 180
0.46%
16.7%
All 2 (圍二)
All 2
1 to 180
0.46%
16.7%
All 3 (圍三)
All 3
1 to 180
0.46%
16.7%
All 4 (圍四)
All 4
1 to 180
0.46%
16.7%
All 5 (圍五)
All 5
1 to 180
0.46%
16.7%
All 6 (圍六)
All 6
1 to 180
0.46%
16.7%
Any Alls (全圍)
All x
1 to 30
2.78%
16.7%
This is a game in which no skill is required on the players’ part, and the house always has an advantage.
Buzzword bingo is a game sometimes played in relaxed team meetings. The rules resemble those of bingo and housie, but instead of a matrix of numbers, each player’s card is a matrix of buzzwords. When a player hears one of his buzzwords spoken in the meeting, he crosses it off his card. The winner is the player who crosses a full line first and exclaims, “Bingo!”
One documented buzzword bingo occurred when Al Gore, the then Vice President of the United States known for his liberal use of buzzwords hyping technology, spoke at MIT’s 1996 graduation. The graduation class had distributed bingo cards containing buzzwords to the audience.[1]
A similar game is bullshit bingo, which is normally played for satirical or ironic purposes.
Six full packs of cards of the same pattern are used, shuffled together. The players seat themselves round the table. In the centre is a basket for the reception of the used cards. If there is any question as to the relative positions of the players, it is decided by lot. The person who draws the first place seats himself next on the right hand of the croupier, and the rest follow in succession.
The croupier shuffles the cards, and then passes them on, each player having the right to shuffle in turn. When they have made the circuit of the table, the croupier again shuffles, and, having done so, offers the cards to the player on his left, who cuts. The croupier places the cards before him, and, taking a manageable quantity from the top, hands it to the player on his right, who for the time being is dealer, or “banker.” The other players are punters.
The dealer places before him the amount he is disposed to risk, and the players “make their stakes.” Any punter, beginning with the player on the immediate right of the dealer, is entitled to say “Banco”, meaning to “go bank,” to play against the whole of the banker’s stake. If no one does so, each player places his stake before him. If the total so staked by the seated players is not equal to the amount for the time being in the bank, other persons standing round may stake in addition. If it is more than equal to the amount in the bank, the punters nearest in order to the banker have the preference up to such amount, the banker having the right to decline any stake in excess of that limit.
The banker proceeds to deal four cards face downwards: the first, for the punters, to the right; the second to himself; the third for the punters, the fourth to himself. The player who has the highest stake represents the punters. If two punters are equal in this respect, the player first in rotation has the preference. Each then looks at his cards. If he finds that they make either nine, the highest point at Baccarat, or eight, the next highest, he turns them up, announcing the number aloud, and the hand is at an end. If the banker’s point is the better, the stakes of the punter become the property of the bank. If the punters’ point is the better, the banker (or the croupier for him) pays each punter the amount of his stake.
The stakes are made afresh, and the game proceeds. If the banker has been the winner, he deals again. If otherwise, the cards are passed to the player next in order, who thereupon becomes banker in his turn.
If neither party turns up his cards, this is an admission that neither has eight or nine. In this case the banker is bound to offer a third card. If the point of the punter is baccarat (i.e. cards together amounting to ten or twenty, = 0), one, two, three, or four, he accepts as a matter of course, replying, “Yes,” or “Card.” A third card is then given to him, face upwards. If his point if already six or seven, he will, equally as a matter of course, REFUSE the offered card. To accept a card with six or seven, or refuse with baccarat, one, two, three, or four (known in either case as a “false draw”), is a breach of the established procedure of the game, and brings down upon the head of the offender the wrath of his fellow-punters; indeed, in some circles he is made liable for any loss they may incur thereby, and in others is punishable by a fine. At the point of five, and no other, is it optional to the punter whether to take a card or not; nobody has the right to advise him, or to remark upon his decision.
The banker has now to decide whether he himself will draw a card, being guided in his decision partly by the cards he already holds, partly by the card (if any) drawn by the punter, and partly by what he may know or guess of the latter’s mode of play. If he has hesitated over his decision, the banker may be pretty certain (unless such hesitation was an intentional blind) that his original point was five, and as the third card (if any) is exposed, his present point becomes equally a matter of certainty. The banker, having drawn or not drawn, as he may elect, exposes his cards, and receives or pays as the case may be. Ties neither win nor lose, but the stakes remain for the next hand.
The banker is not permitted to withdraw any part of his winnings, which go to increase the amount in the bank. Should he at any given moment, desire to retire, he says, “I pass the deal.” In such case each of the other players, in rotation, has the option of taking it, but he must start the bank with the same amount at which it stood when the last banker retired. Should no one present care to risk that high a figure, the deal passes to the player next on the right hand of the retiring banker, who is in such case at liberty to start the bank with such amount as he thinks fit, the late banker now being regarded as last in order of rotation, though the respective priorities are not otherwise affected.
A player who has “gone bank,” and lost, is entitled to do so again on the next hand, notwithstanding that the deal may have “passed” to another player.
When the first supply of cards is exhausted, the croupier takes a fresh handful from the heap before him, has them cut by the player on his left, and hands them to the banker. To constitute a valid deal, there must be not less than seven cards left in the dealer’s hand. Should the cards in hand fall below this number, they are thrown into the wastebasket, and the banker takes a fresh supply as above mentioned.
Pachinko (パチンコ) is a device used for amusment and prizes and is related to pinball machines. Although originally strictly mechanical, modern pachinko machines are a cross between a pinball machine and a video slot machine. Pachinko is said to have been invented sometime after World War II in Nagoya, though the date is sometimes questioned. The machines are widespread in Japan in establishments called “pachinko parlors”, which also often feature a small number of slot machines.
Fist of the North Star pachinko machine, with slot machine component in the middle
The player purchases a large number of small steel balls which are inserted, in bulk, into the machine. Originally, machines had a spring-loaded lever for shooting the balls individually, but modern machines use a round “throttle” that merely controls how quickly an electrically fired plunger shoots the balls onto the playfield. The balls then drop through an array of pins, and usually simply fall through to the bottom, but occasionally fall into certain gates which make the machine pay out more balls.
Classic pachinko machine
Most current machines include a slot machine (these are called “pachi-slo”), and the big winnings are ultimately paid not from the balls falling into gates, but from the slot machine matches that follow. In fact, in many modern machines the balls have nothing to do with determining winnings, which are based strictly on electronic random number generators.
The winnings are in the form of more balls, which the player may either use to keep playing, or exchange for tokens or prizes such as pens or cigarette lighters. Under Japanese law, cash cannot be paid out, but there is virtually always a small exchange centre located nearby (or sometimes in a separate room from the game parlor itself) where players can conveniently exchange tokens or prizes for cash. Such pseudo-cash gambling is theoretically illegal, but from the sheer number of pachinko parlors in Japan, it is clear that the activity is at least tacitly tolerated by the authorities. (In fact, no pachinko parlor without a cash payout window has ever been documented.)
Pachinko parlor at night
As a quasi-gambling activity, pachinko is widely held to have links to organized crime (specifically the yakuza). (There have also been rumors of links to the government of North Korea, which is thereby allegedly able to siphon funds from the sizeable population of Pyongyang-aligned ethnic Korean residents of Japan, but this seems an implausible and potentially racially motivated myth.)
Pachinko parlors share the reputation of slot machine dens and casinos the world over—garish decoration, over-the-top architecture, the smell of tobacco, the constant din of the machines, and players entranced for hours in their games.
Entrance to pachinko parlor in Shibuya, Tokyo, Japan
Petits-Chevaux, French for “little horses”, is a gambling game played with a mechanical device consisting of a board perforated with a number of concentric circular slits, in which revolve, each independently on its own axis, figures of jockeys on horseback, distinguished by numbers or colors. The bystanders having staked their money according to their choice on a board marked in divisions for this purpose, the horses are started revolving rapidly together by means of mechanism attached to the board, and the horse which stops nearest a marked goal wins, every player who has staked on that horse receiving so many times his stake. Figures of railway trains and other objects sometimes take the place of horses. In recent years there has been a tendency to supplant the petits chevaux at French resorts by the boule or ball game, on the same principle of gambling; in this a ball is rolled on a basin-shaped table so that it may eventually settle in one of a number of shallow cups, each marked with a figure.This article incorporates text from the Encyclopædia Britannica Eleventh Edition, a publication now in the public domain.
Jueteng (pronounced wet-teng) is an illegal numbers game played in the Philippines. Jueteng came from China and it means flower (jue) and bet (teng). Although illegal, it is a widely popular game with participation that crosses most, if not all social and economic boundaries, played by rich and poor alike. With long odds and no limits on minimum or maximum bets, the lure of quick riches through a lucrative payout is by far its strongest appeal.The game relies heavily on having a large number of wagers, and there is no limit to the amount of the bet(s). Usually the gambler selects two numbers from 1 through 37, and the winning number is determined by selecting a pair of numbers from a set of 37 numbered balls. Thus the theoretical odds of winning on any one play are one in 37C2, or 1/666. This is unlike the numbers games in the U.S. during the early part of the 20th century, where the last digit of the winning pay out or the number of the winning horse for three consecutive races determined the winning combination.
Although much has been done to curtail or eradicate this form of unregulated gambling by government and community leaders, it appears that such efforts have fallen by the wayside due to its vast popularity, and the poverty which cripples the country.
Scandals
Jueteng was brought to notoriety in 2000 during the impeachment proceedings of deposed Philippine President Joseph Estrada, who was accused of receiving illegal payoffs from gambling profits. Another political scandal erupted in June 2005 involving allegations that relatives of Gloria Macapagal-Arroyo received payouts from jueteng operators.
In the United States, Australia and Canada, a variation of baccarat is played in which the casino banks the game at all times. Punters may bet on either the player or the banker, which are merely designations for the two hands dealt in each game.
The cards are dealt, one to the ‘Player’ first then to the ‘Banker’, ‘Player’ then ‘Banker’ again. Each has two cards. This is the initial deal. Both cards in each hand are added together and the croupier calls the total. (e.g. five to the ‘Player’, three to the ‘Banker’) From this position the ‘Tableau’ or table of play is used to determine if further cards need to be drawn. A maximum of three cards per hand may be drawn to achieve a winning hand. Therefore the object of the game is to bet on the hand with the highest total.
The Tableau is as follows:
Pictures and 10s count as 0. If the initial deal has a hand totalling 8 or 9 no further cards are drawn.
If the ‘Player’ has an initial total of 0, 1, 2, 3, 4 or 5, the ‘Player’ draws another card.
If the ‘Player’ has an initial total of 6 or 7, the ‘Player’ stands and draws no further card.
If the ‘Player’ has an initial total of 8 or 9, this is a natural and neither the ‘Player’ nor the ‘Banker’ draw further cards.
If the ‘Banker’ has an initial total of 0, 1 or 2, the ‘Banker’ draws another card.
If the ‘Banker’ has an initial total of 3, the ‘Banker’ draws another card when the ‘Player’s’ third card is anything but an 8.
If the ‘Banker’ has an initial total of 4, the ‘Banker’ draws another card when the ‘Player’s’ third card is a 2, 3, 4, 5, 6 or 7.
If the ‘Banker’ has an initial total of 5, the ‘Banker’ draws another card when the ‘Player’s’ third card is a 4, 5, 6, or 7.
If the ‘Banker’ has an initial total of 6, the ‘Banker’ draws another card when the ‘Player’s’ third card is a 6 or 7.
If the ‘Banker’ has an initial total of 7, the ‘Banker’ stands and draws no further cards.
If the ‘Banker’ has an initial total of 8 or 9, this is a natural and neither the ‘Player’ nor the ‘Banker’ draw further cards.
If the ‘Banker’ has an initial total of 0, 1, 2, 3, 4 or 5 and the ‘Player’ has an initial total of 6 or 7 and stands, the ‘Banker’ draws another card.
The ‘Banker’ must stand on 6 when the ‘Player’ has a 6 or 7 on the initial deal.
The croupier will deal the cards according to the tableau and the croupier will announce the winning hand – either ‘Player’ or ‘Banker’. Losing bets will be collected and the winning bets will be paid according to the rules of the house. Usually even money or 1-1 will be paid to the player and 95% to the ‘Banker’, 5% commission to the house. (Commission Baccarat) Some casinos pay even money or 1-1 to both ‘Player’ and ‘Banker’ except when the ‘Banker’ wins with a total of 6. Then the ‘Banker’ will be paid 50% or half the original bet.
Should both the ‘Banker’s’ hand and the ‘Player’s’ hand have the same value at the end of the deal the croupier shall announce “Egalite – tie bets win.” All tie bets will be paid at the odds of 8-1 and the croupier shall not touch the bets on either ‘Player’ or ‘Banker’.
The traditional form of punto banco baccarat is played at an oval table, similar to the chemin de fer version. The table is staffed by a croupier, who directs the play of the game, and two dealers who collect and pay bets as well as tallying commissions due. Six or eight decks of cards are used, normally shuffled only by the croupier and dealers. Like chemin de fer, the shoe is passed around from player to player, who acts as the dealer of the cards and as “banker,” but he or she does not actually bank the game. Indeed, the “banker” may bet on the player hand if he or she wishes, or may pass the shoe along to another player — the role of the “banker” is merely ceremonial. The person who bet the highest amount on the player hand is given the player-hand cards, though he or she simply turns the cards over, annoucing their total. The croupier instructs the “banker” on if or when to deal third cards, and then announces the winning hand.
In casinos in Las Vegas and Atlantic City, this version of baccarat is usually played in special rooms separated from the main gaming floor, ostensibly to provide an extra measure of privacy and security because of the high stakes often involved. The game is frequented by the highest of high rollers, who may wager tens or hundreds of thousands of dollars on a single hand. Australian tycoon Kerry Packer was particularly fond of the game, having won and lost large sums over the years. Minimum bets are relatively high, often starting at 25 USD and going as high as 500 USD. Posted maximum bets are often arranged to suit a player, but maximums of 10,000 USD per hand are common
Despite its simplicity (or perhaps because of it), the punto banco version of baccarat offers some of the lowest house advantage available in a casino. The player bet has a house advantage of 1.24%, and the banker bet (despite the 5% commission) has an advantage of 1.06%. The tie bet has a much higher house advantage of 14.44%, based on six decks in play. [1]
Because of its attraction for wealthy players, a casino may win or lose millions of dollars a night on the game, and the house’s fortunes may even affect the bottom line of a corporation’s quarterly profit and loss — notations of the effects of major baccarat wins and losses are frequent in the quarterly reports of publicly-traded gaming companies.
Mini-baccarat is essentially the same game, but played at a smaller table very similar to a blackjack table. A single dealer handles the entire game, including dealing the cards. The pace is usually much faster than the “big baccarat” version. Betting minimums and maximums are usually lower. In casinos outside of Las Vegas and Atlantic City, this is frequently the only version of baccarat that is offered.
Betting limits apply to the amount a player may open or raise, and come in four common forms: no limit, pot limit (the two collectively called big bet poker), fixed limit, and spread limit.
All such games have a minimum bet as well as the stated maximums, and also commonly a betting unit, which is the smallest denomination in which bets can be made. For example, it is common for games with $20 and $40 betting limits to have a minimum betting unit of $5, so that all bets must be in multiples of $5, to simplify game play. It is also common for some games to have a bring-in that is less than the minimum for other bets. In this case, players may either call the bring-in, or raise to the full amount of a normal bet, called completing the bet.
Outside of the United States, pot-limit and no-limit games are the most common. Many American home games are played with a spread limit, while casino games are often played with spread or fixed limits, though many casinos may have pot-limit or no-limit games as well. Fixed-limit and spread-limit games emphasise the skill of estimating odds, whereas pot-limit and no-limit games emphasize the skills of game theory and psychology. Almost all poker players believe that pot-limit and no-limit poker involve more skill than fixed-limit play. A few prominent players, most notably Mason Malmuth, believe that the richer tactics make fixed limit more skilled. Although the main event at the World Series of Poker is played no limit, most high stakes cash games are fixed limit, so it is unclear which format is the experts’ choice.
Fixed limit
In a game played with a fixed-limit betting structure, a player chooses only whether to bet or not – the amount is fixed by rule. To enable the possibility of bluffing, the fixed amount generally doubles at some point in the game. This double wager amount is referred to as a big bet.
For example, a four-round game called “20 and 40 limit” (usually written as $20/$40) may specify that each bet in the first two rounds is $20, and that each big bet used in the third and fourth rounds is $40. This amount applies to each raise, not the total amount bet in a round, so a player may bet $20, be raised $20, and then re-raise another $20, for a total bet of $60, in such a game.
Maximum number of raises
Most fixed-limit games will not allow more than a predefined number of raises in a betting round. The maximum number of raises depends on the casino house rules, and is usually posted conspicuously in the card room. Typically, an initial bet plus three raises, or a bet and four raises, are allowed.
Consider this example in a $20/$40 game, with a posted limit of a bet and three raises. During a $20 round with three players, play could proceed as follows:
Player A bets $20.
Player B puts in another bet, raises another $20, making it $40 to play.
Player C puts in a third bet, raising another $20 on that, thus making it $60 to play.
Player A puts in the fourth bet (she is usually said to cap the betting).
Once Player A has made her final bet, Players B and C may only call another two and one bets (respectively); they may not raise again because the betting is capped.
A common exception in this rule practiced in some card rooms is to allow unlimited raising when a pot is played heads up (when only two players are in the hand at the start of the betting round). Usually, this has occurred because all other players have folded, and only two remain. Many card rooms will permit these two players to continue re-raising each other until one player is all in.
Kill game
Sometimes a fixed-limit game is played as a kill game. Such a game is played with an additional blind, called the kill blind. The kill blind can be posted from any position at the table. The amount posted is typically twice the typical blind for that game. For example, in a $20/$40 game, the large blind is typically $20. If this game were played with a full kill, the kill blind would be $40. It is also common to find a game with a half kill. For example, when the kill is active in $4/$8 game with a half kill, the game is played at a $6/$12 limit. When the kill blind is posted, it changes the stakes of the game. For that hand, the game is played as if the game were a higher limit. In a $20/$40 game with a full kill blind posted, the hand is played as if the limit were $40/$80. The kill is said to be active when the kill blind is posted and the game is played at the higher limit.
Rules on how the kill is activated vary. On the east coast of the USA, the kill is typically activated by the previous pot being over a particular value. The most typical value is ten times the value of the large bet (in a $20/$40 game, the kill would be active if the previous pot won was greater than $400). The winner of that pot is required to post the kill blind for the next hand. In the Pacific Northwest of the USA, a kill is typically activated when a particular player wins two pots in a row. After that player wins her second pot, she is required to post a kill blind and the kill is active for the next hand.
The term kill, when used in this context, should not be confused with killing a hand, which is a term used for a hand that was made a dead hand by action of a game official.
Spread limit
A game played with a spread-limit betting structure allows a player to raise any amount within a specified range.
For example, a game called “one to five limit” allows each bet to be anywhere from $1 to $5 (subject to other betting rules). These limits are typically larger in later rounds of multi-round games. For example, a game might be “one to five, ten on the end”, meaning that early betting rounds allow bets of $1 to $5, and the last betting round allows bets of $1 to $10.
Pot limit
A game played with a pot-limit betting structure allows any player to raise up to an amount equal to the size of the whole pot before the raise.
For example, let us assume that there is $10 in the pot at the start of a betting round. The first player may open the betting for up to $10. If he does in fact open for $10, the next player may raise to $40 (after calling the $10 bet, the total amount of the pot is $30, so he may raise $30). The third player would be entitled to raise to $140 (after calling $40, the pot would contain $100, thus he may raise $100). Any player may also raise less than the maximum so long as the amount of the raise is equal to or greater than any previous bet or raise in the same betting round.
Some pot-limit games make exceptions to the method described above when calculating the maximum raise in the betting round before the flop:
Some structures treat the little blind as if it were the same size of the big blind in computing pot size. In such a structure, a player can open for a maximum of four times the size of the big blind. For example, if the blinds are $5 and $10, a player may open with a raise to $40. (The range of options is to either open with a call of $10, or raise in increments of five dollars to any amount from $20 to $40.) Subsequent players also treat the $5 as if it were $10 in computing the pot size, until the big blind is through acting on the first betting round.
If the action folds all the way around to the small blind, the maximum amount the small blind can raise is also not universally agreed upon. Some games treat the big blind as a “raise” of the small blind for the purpose of calculating the maximum raise—the small blind is allowed to call the big blind, and then make a pot sized raise of twice the big blind, for a total bet of three times the big blind. Other games treat the blinds as dead money for the purpose of caclulating the raise, and allow the small blind to make the same size raise as any other player, i.e. a total bet of three times the big blind plus the small blind.
Because of the disparity in methods of calculation, and the fact that the issue is certain to come up often, most major tournaments will announce the amount of the maximum opening raise to all players any time the betting limits are increased.
No limit
A game played with a no-limit betting structure allows each player to raise any amount of his stake at any time (subject to the table stakes rules and any other rules about raising).
Bingo cards are used to play various bingo games, including U.S. style bingo and U.K. style Housie. Cards are usually made of cardboard or non-reusable paper, but more and more bingo halls are beginning to use computerized cards. Bingo cards are printed in various styles (see below) with randomized bingo numbers. As bingo numbers are called, players either check off the boxes with a pen or marker, or use a bingo daber/dauber to stamp the box.
U.S. Bingo Cards
A typical U.S. bingo card
U.S. bingo cards are 5×5 squares, with the columns labeled B-I-N-G-O and with spots contains numbers between 1 and 75. The center square typically is a free spot, and often has the word “free” printed on it.
U.K. Bingo, or Housie, cards are usually called tickets and differ greatly from U.S. Bingo cards. The cards contain three rows and nine columns. Each row contains five numbers and four blank spaces. Each column contains one, two or three numbers.
Measurements and time limits discussed in this section often vary among tournaments and organizations; international and NBA rules are used in this section.
The object of the game is to outscore one’s opponents by throwing the ball through the opponents’ basket from above while preventing the opponents from doing so on their own. An attempt to score in this way is called a shot. A successful shot is worth two points, or three points if it is taken from beyond the three-point arc which is 6.25 meters (20 ft 6 in) from the basket in international games and 23 ft 9 in (7.24 m) in NBA games.
Playing regulations
Games are played in four quarters of 10 (international) or 12 minutes (NBA). Fifteen minutes are allowed for a half-time break, and two minutes are allowed at the other breaks. Overtime periods are five minutes long. Teams exchange baskets for the second half. The time allowed is actual playing time; the clock is stopped while the play is not active. Therefore, games generally take much longer to complete than the allotted game time, typically about two hours.
Five players from each team may be on the court at one time. Teams can have up to seven substitutes. Substitutions are unlimited but can only be done when play is stopped. Teams also have a coach, who oversees the development and strategies of the team, and other team personnel such as assistant coaches, managers, statisticians, doctors and trainers.
For both men’s and women’s teams, a standard uniform consists of a pair of shorts and a tank top with a clearly visible number, unique within the team, printed on both the front and back. Players wear high-top sneakers that provide extra ankle support. Typically, team names, players’ names and sometimes sponsors are printed on the uniforms.
A limited number of time-outs, clock stoppages requested by a coach for a short meeting with the players, are allowed. They generally last no longer than one minute unless, for televised games, a commercial break is needed.
The game is controlled by the officials consisting of the referee, one or two umpires and the table officials. The table officials are responsible for keeping track of each teams scoring, timekeeping, individual and team fouls, player substitutions, team possession arrow, and the shot clock.
Equipment
A basketball.
A diagram of a FIBA basketball court.
The only essential equipment in basketball is the ball and the court: a flat, rectangular surface with baskets at opposite ends. Competitive levels require the use of more equipment such as clocks, scoresheets, scoreboards, alternating possession arrows, and whistle-operated stop-clock systems.
The men’s ball’s circumference is about 30 inches (76 cm) and weighs about 1 lb 5 oz (600 g). The women’s ball’s circumference is about 29 inches (73 cm) and weighs about 1 lb 3 oz (540 g). A regulation basketball court in international games is 28 by 15 meters (approx. 92 by 49 ft) and in the NBA is 94 by 50 feet (29 by 15 m). Most courts are made of wood.
A cast-iron basket with net and backboard hang over each end of the court. At almost all levels of competition, the top of the rim is exactly 10 feet (3.05 m) above the court and 4 feet (1.2 m) inside the endline. While variation is possible in the dimensions of the court and backboard, it is considered important for the basket to be the correct height; a rim that is off by but a few inches can have an adverse effect on shooting.
Violations
The ball may be advanced toward the basket by being shot, passed between players, thrown, tapped, rolled or dribbled (bouncing the ball while running).
The ball must stay within the court; the last team to touch the ball before it travels out of bounds forfeits possession. The ball-handler may not move both feet without dribbling, known as traveling, nor may he dribble with both hands or catch the ball in between dribbles, a violation called double dribbling. A player’s hand must remain on top of the ball while dribbling, failure to do so is known as carrying the ball. A team, once having established ball control in the front half of the court, may not return the ball to the backcourt. The ball may not be kicked nor struck with the fist. A violation of these rules results in loss of possession, or, if committed by the defense, a reset of the shot clock.
There are limits imposed on the time taken before progressing the ball past halfway (8 seconds in international and NBA), before attempting a shot (24 seconds), holding the ball while closely guarded (5 seconds), and remaining in the restricted area (the lane, or “key”) (3 seconds). These rules are designed to promote more offense.
No player may interfere with the basket or ball on its downward flight to the basket, or while it is on the rim (or, in the NBA, while it is directly above the basket), a violation known as goaltending. If a defensive player goaltends, the attempted shot is considered to have been successful. If a teammate of the shooter goaltends, the basket is cancelled and the team loses possession.
Fouls
The referee signals that a foul has been committed.
An attempt to unfairly disadvantage an opponent through personal contact is illegal and is called a foul. These are most commonly committed by defensive players; however, they can be committed by offensive players as well. Players who are fouled either receive the ball to pass inbounds again, or receive one or more free throws if they are fouled in the act of shooting, depending on whether the shot was successful. One point is awarded for making a free throw, which is attempted from a line 4.5 metres (15 feet) from the basket.
There is some discretion with the referee when calling a foul — referees consider if there was unfair advantage gained, e.g. if a player were to gain possession unfairly, sometimes making fouls controversial calls. The calling of a foul can vary between games, leagues and even between referees.
A player or coach who shows poor sportsmanship, for instance, by arguing with a referee or by fighting with another player, can be charged with a technical foul. The penalty involves free throws and varies between leagues. Repeated incidents can result in disqualification. Blatant fouls with excessive contact or that are not an attempt to play the ball are called unsportsmanlike fouls (or flagrant fouls in the NBA) and incur a harsher penalty; in some rare cases a disqualifying foul will require the player to leave the playing area, known as an ejection.
If a team surpasses a preset limit of team fouls in a given period (quarter or half) – four for international and NBA games – the opposing team is awarded one or two free throws on all subsequent fouls for that period, the number depending on the league. A player who commits five fouls, including technical fouls, in one game (six in some professional leagues, including the NBA) is not allowed to participate for the rest of the game, and is described as having “fouled out”.
A simplified version of the rules of baseball is at simplified baseball rules. The complete Official Rules can be found www.mlb.com, the official web site of Major League Baseball in the United States.
General structure
Baseball is played between two teams of nine players each on a baseball field, under the authority of one or more officials, called umpires. There are usually four umpires in major league games; up to six (and as few as one) may officiate depending on the league and the importance of the game. There are four bases. Numbered counter-clockwise, first, second and third bases are cushions (sometimes informally referred to as bags) shaped as 15 in (38 cm) squares which are raised a short distance above the ground; together with home plate, the fourth “base,” they form a square with sides of 90 ft (27.4 m) called the diamond. Home base (plate) is a pentagonal rubber slab known as simply home. The field is divided into two main sections:
The infield, containing the four bases, is for defensive and offensive purposes bounded by the foul lines and the grass line (see figure). However, the infield technically consists of only the area within and including the bases and foul lines.
The outfield is the grassed area beyond the infield grass line (for general purposes; see above under infield), between the foul lines, and bounded by a wall or fence. Again, there is a technical difference; properly speaking, the outfield consists of all fair ground beyond the square of the infield and its bases. The area between the foul lines, including the foul lines (the foul lines are in fair territory), is fair territory, and the area outside the foul lines is foul territory.
The game is played in nine innings (although it can be played with fewer, such as it is in little league) in which each team gets one turn to bat and try to score runs while the other pitches and defends in the field. An inning is broken up into two halves in which the away team bats in the top (first) half, and the home team bats in the bottom (second) half. In baseball, the defense always has the ball — a fact that differentiates it from most other team sports. The teams switch every time the defending team gets three players of the batting team out. The winner is the team with the most runs after nine innings. If the home team is ahead after the top of the ninth, play does not continue into the bottom half. In the case of a tie, additional innings are played until one team comes out ahead at the end of an inning. If the home team takes the lead anytime during the bottom of the ninth or of any inning thereafter, play stops and the home team is declared the winner.
A batter follows through after swinging at a pitched ball.
The basic contest is always between the pitcher for the fielding team, and a batter. The pitcher throws—pitches—the ball towards home plate, where the catcher for the fielding team waits (in a crouched stance) to receive it. Behind the catcher stands the home plate umpire. The batter stands in one of the batter’s boxes and tries to hit the ball with a bat. The pitcher must keep one foot in contact with the top or front of the pitcher’s rubber—a 24″ x 6″ (~ 61 cm x 15 cm) plate located atop the pitcher’s mound—during the entire pitch, so he can only take one step backward and one forward in delivering the ball. The catcher’s job is to receive any pitches that the batter does not swing at or swings at and misses and to “call” the game by a series of hand movements that signal to the pitcher what pitch to throw and where. If the pitcher disagrees with the call, he will “shake off” the catcher by shaking his head; he accepts the sign by nodding. The catcher’s role becomes more crucial depending on how the game is going, and how the pitcher responds to a given situation. Each pitch begins a new play, which might consist of nothing more than the pitch itself.
Each half-inning, the goal of the defending team is to get three members of the other team out. A player who is out must leave the field and wait for his next turn at bat. There are many ways to get batters and baserunners out; some of the most common are catching a batted ball in the air, tag outs, force outs, and strikeouts. After the fielding team has put out three players from the opposing team, that half of the inning is over and the team in the field and the team at bat switch places; there is no upper limit to the number that may bat in rotation before three outs are recorded. Going through the entire order in an inning is referred to as “batting around”. It is indicative of a high scoring inning. A complete inning consists of each opposing side having a turn (three outs) on offense.
The goal of the team at bat is to score more runs than the opposition; a player may do so only by batting, then becoming a base runner, touching all the bases in order (via one or more plays), and finally touching home plate. To that end, the goal of each batter is to enable baserunners to score or to become a baserunner himself. The batter attempts to hit the ball into fair territory—between the baselines—in such a way that the defending players cannot get them or the baserunners out. In general, the pitcher attempts to prevent this by pitching the ball in such a way that the batter cannot hit it cleanly or, ideally, at all.
A baserunner who successfully touches home plate after touching all previous bases in order scores a run. In an enclosed field, a fair ball hit over the fence on the fly is normally an automatic home run, which entitles the batter and all runners to touch all the bases and score. A home run hit with all bases occupied (‘bases loaded’) is called a grand slam.
Backgammon is a simple game with deep strategic elements. It does not take long to learn to play, although obscure situations do arise which require careful interpretation of the rules. The playing time for each individual game is short, so it is often played in matches, for example the first to five points. Game and match are used in Backgammon to refer to these distinct elements, as in, “I won two games in a row, but then she won three in a row and I lost the match, three points to two.”
In short, players are trying to get all of their pieces past their opponent’s pieces. This is difficult because the pieces are scattered at first, and may be blocked or captured by the opponent’s pieces.
Each side of the board has a track of twelve adjacent spaces, called points and usually represented by long triangles of alternating (but meaningless) color. The tracks are imagined to be connected across the break in the middle and on just one edge of the board, making a continuous line (but not a circle) of twenty-four points. The points are numbered from 1 to 24, with checkers always moving from higher-numbered points to lower-numbered points. The two players move their checkers in opposite directions, so the 1-point for one player is the 24-point for the other. Some recorded games, however, keep the numbering of the points constant from the perspective of one player.
Each player begins with two checkers on his 24-point, three checkers on his 8-point, and five checkers each on his 13-point and his 6-point.
Note that the board as shown can be flipped horizontally, with starting positions and direction of play likewise flipped but with no changes to the mechanics of gameplay. The two orientations are equally common and game boards are all designed to be played both ways.
Points one to six, where the player wants to get his pieces to, are called the home board or inner board. A player may not bear off any checkers unless all of his checkers are in his home board. Points seven to twelve are called the outer board, points thirteen to eighteen are the opponent’s outer board, and points nineteen to twenty-four are the opponent’s home board. The 7-point is often referred to as the bar point and the 13-point as the mid point.
At the start of the game, each player rolls one die. Whoever rolls higher starts his first turn using the numbers on the already-rolled dice. In case of a tie, the players roll again. The players alternate turns and roll two dice at the beginning of each turn after the first.
After rolling the dice a player must, if possible, move checkers the number of points showing on each die. For example, if he rolls a 6 and a 3, he must move one checker six points forward and another one three points forward. The dice may be played in either order. The same checker may be moved twice as long as the two moves are distinct: six and then three, or three and then six, but not nine all at once.
If a player has no legal moves after rolling the dice, because all of the points to which he might move are occupied by two or more enemy checkers, he forfeits his turn. However, a player must play both dice if it is possible. If he has a legal move for one die only, he must make that move and then forfeit the use of the other die. (If he has a legal move for either die, but not both, he must play the higher number.)
If a player rolls two of the same number (doubles) he must play each die twice. For example, upon rolling a 5 and a 5, he must play four checkers forward five spaces each. As before, a checker may be moved multiple times as long as the moves are distinct.
A checker may land on any point occupied by no checkers or by friendly checkers. Also it may land on a point occupied by exactly one enemy checker (a lone piece is called a blot). In the latter case the blot has been hit, and is temporarily placed in the middle of the board on the bar, i.e., the divider between the home boards and the outfields. A checker may never land on a point occupied by two or more enemy checkers. Thus no point is ever occupied by checkers from both players at the same time.
Checkers on the bar re-enter the game through the opponent’s home field. A roll of 1 allows the checker to enter on the 24-point, a roll of 2 on the 23-point, etc. A player with one or more checkers on the bar may not move any other checkers until all of the checkers on the bar have re-entered the opponent’s home field.
When all of a player’s checkers are in his home board, he may remove them from the board, or bear them off. A roll of 1 may be used to bear off a checker from the 1-point, a 2 from the 2-point, etc. A number may not be used to bear off checkers from a lower point unless there are no checkers on any higher points. For example, a 4 may be used to bear off a checker from the 3-point only if there are no checkers on the 4-, 5-, and 6-points.
A checker borne off from a lower point than indicated on the die still counts as the full die. For instance, suppose a player has only one checker on his 2-point and two checkers on his 1-point. Then on rolling 1-2, he may move the checker from the 2-point to the 1-point (using the 1 rolled), and then bear off from the 1-point (using the 2 rolled). He is not required to maximize the use of his rolled 2 by bearing off from the 2-point.
If one player has not borne off any checkers by the time his opponent has borne off all fifteen, he has lost a gammon, which counts for twice a normal loss. If a player has not borne off any checkers, and still has checkers on the bar, or in his opponent’s home board by the time his opponent has borne off all fifteen, or both, he has lost a backgammon, which counts for triple a normal loss. Sometimes a distinction is made between pieces in the opponent’s home board (triple loss) and pieces on the bar (quadruple loss).
The doubling cube
To speed up match play and to increase the intensity of play and the need for strategy, a doubling cube is usually used. A doubling cube is a 6 sided die that instead of the numbers 1, 2, 3, 4, 5, 6 on it, has the numbers 2, 4, 8, 16, 32, 64 on it. If a player believes his position to be superior he may, before rolling the dice on his turn, double, i.e., demand that the game be played for twice the current stakes. The doubling cube is placed with the 2 side face up to show that the game’s value has been doubled. His opponent must either accept the challenge or resign the game on the spot. Thereafter the right to redouble (double again) belongs exclusively to the player who last accepted a double. If this occurs, the cube is placed with the face of the next power of 2 showing.
The game rarely is redoubled beyond 4 times the original stake, but there is no theoretical limit on the number of doubles. Even though 64 is the highest number on the doubling cube, the stakes may rise to 128, 256, 512 and so on.
Beavers
A common rule allows beavers – the right for a player to immediately redouble when offered the doubling cube, while retaining the cube instead of giving it back up. (The redouble must be called before the originally doubling player rolls the dice.) In this way, the stakes of the game can rise dramatically.
Beavers are commonly allowed when backgammon is played for money game by game, and usually not allowed in matches.
Raccoons
Another common rule that follows the beaver rule is a raccoon simply means that once a player had said beaver to an initial double and the opponent believes that was a mistake and wants to take advantage of it he can then call a raccoon and double the cube once more.
Similar to beavers, raccoons are commonly allowed when backgammon is played for money game by game, and usually not allowed in matches.
Jacoby Rule
The Jacoby Rule makes gammons and backgammons count for their respective double and triple points only if there has been at least one use of the doubling cube in the game. This encourages a player with a large lead in a game to double, and thus likely end the game, rather than see the game out to its conclusion in hopes of a gammon or backgammon. The Jacoby Rule is widely used in money play, but is not used in match play.
Crawford Rule
The Crawford Rule makes match play much more fair for the player in the lead. If a player is one point away from winning a match, his opponent has no reason not to double; after all, a win in the game by the player in the lead would cause him to win the match regardless of the doubled stakes, while a win by the opponent would benefit twice as much if the stakes are double. Thus there is no advantage towards winning the match to being one point shy of winning, if one’s opponent is two points shy!
To remedy this situation, the Crawford Rule requires that when a player becomes one single point short of winning the match, neither player may use the doubling cube for a single game, called the Crawford Game. As soon as the Crawford Game is over, any further games use the doubling cube normally.
Not quite as universal as the Jacoby Rule, the Crawford Rule is widely used and generally assumed to be in effect for match play.
Automatic doubles
When automatic doubles are used, any re-rolls that players must make at the very start of a game (when each player rolls one die) have the side-effect of causing a double. Thus, a 3-3 roll, followed by a re-roll of 5-5, followed by a re-roll of 1-4 that begins the game in earnest, will cause the game to be played from the start with 4-times normal stakes. The doubling cube stays in the middle, with both players having access to it. The Jacoby Rule is still in effect.
Automatic doubles are common in money games (upon agreement). They are never used in match play.
Known variant – all same but 6-6 triples rather than doubles stakes.
Five Basic Strategies
Here are five strategies that are frequently used. You need to be able to switch strategies instantly as the course of the game unfolds.
The Running Game
The most direct, and frequently the best strategy is simply to avoid being hit, trapped, or getting into mutually blocked stand-offs. Obviously, the running game is most desirable when the player is ahead in the race.
The Holding Game
The player keeps a point, high in his opponent’s board or on his opponent’s bar point, while he builds his board. The player may win by hitting an opponent’s blot from the held point, or by rolling large doubles that allow the player to break the point and take the racing lead.
The Priming Game
This involves building a 6-long wall of checkers, or at least as long as you can manage, to block in the opponent’s checkers that are behind the blockade. You can build the wall anywhere between your 11-point and your 2-point and then shuffle it into your home board as the game progresses.
The Blitz
This involves closing your home board as quick as possible while keeping your opponent on the bar. For example, if your opponent rolls an early 2 and moves one checker from your 1-point to your 3-point and you then roll a 5-5, you can play 6/1 6/1 8/3 8/3. Your opponent is now in serious trouble because they have 2 checkers on the bar and you have closed half your inner board!
The Backgame
This is where you have 2 or more anchors in your opponent’s home board. (An anchor is a point occupied by at least 2 of your checkers.) It should be used when you are significantly behind as it much improves your chances. The best places for anchors are towards your opponent’s lower point and either on adjacent points or with a single point in between. Timing is crucial for an effective backgame: after all, there’s no point having 2 nice anchors and a solid wall in your own home board if you are then forced to dismantle this straight away, while your opponent is getting their checkers home, because you don’t have other spare checkers to move! In this case, it’s better to have checkers on the bar so that you can preserve your position until your opponent gives you a chance to hit, so it can be a good idea to try and get your opponent to hit them in this case!
Some people go for a backgame from the outset, but this is a mistake. The backgame is a losing strategy: it’s just that this strategy makes you less likely to lose if you are already losing!
Sample game
A few turns from the beginning of a sample game will illustrate the rules of movement. To start the game blue rolls a 4 and green rolls a 1, so blue takes the first turn playing a 4,1. This is an unfavorable opening roll, arguably the worst possible, but blue uses it the best he can. He takes a checker from each of his heavy points by playing 13-9, 6-5.
It is seldom useful to have five checkers on the same point, so blue starts to spread his checkers around. He is threatening to build a prime, i.e., a blockade to prevent green’s two trailing checkers from getting home. The disadvantage of blue’s choice is that it isn’t very safe. It leaves two blots which green might hit. Some experts prefer the less aggressive but safer move of 24-23, 13-9.
Green rolls a 4, 4. This is an extremely lucky roll. Not only can he hit both of blue’s blots with 1-5*-9*, he also has two more fours to play. He may, for example play 19-23(2), moving two checkers from his 6-point to the 2-point. This leaves blue with two checkers on the bar, trying to re-enter against green’s home board, which has two points blocked by green.
Green was wise to hit twice, because it disrupts blue’s efforts to build a prime, and it puts blue considerably behind in the race. Those two checkers must come all the way around the board before blue can begin to bear off.
In contrast, green’s decision to make the 2-point was strategically dubious. Though it may prevent blue from entering with both checkers, and there is some chance green will be able to build a strong home board before blue gets organized, increasing the chances of winning a gammon, the disadvantage is that green will now find it difficult to build a prime. If blue manages to make an advanced anchor, i.e., get two of his back checkers on green’s 3-, 4-, or especially the 5- point, then green’s blocking game is busted.
Green would be in better shape had he played 12-16(2), keeping open the option to block or attack depending on blue’s next roll.
Blue rolls 5, 2. The only legal move is Bar-20. The two can’t be played from the bar because green owns his 2-point, and until blue has played all his checkers off the bar, he can’t play anywhere else. Therefore the 2 is forfeited and blue’s turn is over.
Green got what he wanted, in that blue was not able to enter both checkers, but the fight is far from over. Green must hit the blot on his next roll, or else blue has a fifty-fifty chance to cover his blot and take a fairly strong position. Even if green does hit, blue has many rolls to hit back. A war for green’s 5-point will shape the character of the game in the near future.
Blackjack hands are scored by their point total. The hand with the highest total wins as long as it doesn’t exceed 21; a hand with a higher total than 21 is said to bust. Cards 2 through 10 are worth their face value, and face cards (jack, queen, king) are also worth 10. An ace’s value is 11 unless this would cause the player to bust, in which case it is worth 1. A hand in which an ace’s value is counted as 11 is called a soft hand, because it cannot be busted if the player draws another card.
The goal of each player is to beat the dealer by having the higher, unbusted hand. Note that if the player busts he loses, even if the dealer also busts. If both the player and the dealer have the same point value, it is called a “push”, and neither player nor dealer wins the hand. Each player has an independent game with the dealer, so it is possible for the dealer to lose to one player, but still beat the other players in the same round.
The minimum bet is printed on a sign on the table and varies from casino to casino, and even table to table. The most common minimum in the U.S. is $5 although these games can be difficult to find on the Strip in Las Vegas. After initial bets are placed, the dealer deals the cards, either from one or two hand-held decks of cards, known as a “pitch” game, or more commonly from a shoe containing four or more decks. The dealer gives two cards to each player, including himself. One of the dealer’s two cards is face-up so all the players can see it, and the other is face down. (The face-down card is known as the “hole card”. In European blackjack, the hole card is not actually dealt until the players all play their hands.) The cards are dealt face up from a shoe, or face down if it is a pitch game.
A two-card hand of 21 (an ace plus a ten-value card) is called a “blackjack” or a “natural”, and is an automatic winner. A player with a natural is usually paid 3:2 on his bet. In 2003 some casinos started paying only 6:5 on blackjacks – although this reduced payout has generally been restricted to single-deck games where card counting would otherwise be a more viable strategy, the move was decried by longtime blackjack players.
The play goes as follows:
If the dealer has blackjack and the player doesn’t, the player automatically loses.
If the player has blackjack and the dealer doesn’t, the player automatically wins.
If both the player and dealer have blackjack then it’s a push.
If neither side has blackjack, then each player plays out his hand, one at a time.
When all the players have finished the dealer plays his hand.
The player’s options for playing his or her hand are:
Hit: Take another card.
Stand: Take no more cards.
Double down: Double the wager, take exactly one more card, and then stand.
Split: Double the wager and have each card be the first card in a new hand. This option is available only when both cards have the same value.
Surrender: Forfeit half the bet and give up the hand. Surrender was common during the early- and mid-20th century, but is no longer offered at most casinos.
The player’s turn is over after deciding to stand, doubling down to take a single card, or busting. If the player busts, he or she loses the bet even if the dealer goes on to bust as well.
After all the players have finished making their decisions, the dealer then reveals his or her hidden hole card and plays the hand. House rules say that the dealer must hit until he or she has at least 17, regardless of what the players have. In most casinos a dealer must also hit a soft 17 (such as an ace and a 6). The felt of the table will indicate whether or not the house hits or stands on a soft 17.
If the dealer busts then all remaining players win. Bets are normally paid out at the odds of 1:1.
Some common rules variations include:
one card split aces: one card is dealt on each ace, player’s turn is over.
early surrender: player has the option to surrender before dealer checks for Blackjack.
late surrender: player has the option to surrender after dealer checks for Blackjack.
double-down restrictions: double-down allowed only on certain combinations.
dealer hits a soft seventeen (ace-six, which can play as seven or seventeen)
European No-Hole-Card Rule: the dealer receives only one card, dealt face-up, and does not receive a second card (and thus does not check for blackjack) until players have acted. This means players lose not only their original bet, but also any additional money invested from splitting and doubling down.
There are more than a few blackjack variations which can be found in the casinos, each has its own set of rules, strategies and odds. It is advised to take a look at the rules of the specific variation before playing.
Insurance
If the dealer’s upcard is an Ace, the player is offered the option of taking Insurance before the dealer checks his ‘hole card’.
The player who wishes to take Insurance can bet an amount up to half his original bet. The Insurance bet is placed separately on a special portion of the table, which usually carries the words “Insurance Pays 2:1″. The player who is taking Insurance is betting that the dealer’s ‘hole card’ is a 10-value card, i.e. a 10, a Jack, a Queen or a King. Because the dealer’s upcard is an Ace, this means that the player who takes Insurance is essentially betting that the dealer was dealt a natural, i.e. a two-card 21 (a blackjack), and this bet by the player pays off 2:1 if it wins.
Example: The player bets $10, the cards are dealt, the player’s hand is 19, and the dealer shows an Ace. The player takes Insurance by betting an additional amount of $5. The dealer checks her hole card and sees that it’s a 10-valued card. The player loses his $10 bet on his blackjack hand, but he wins the insurance bet, so the player gets 2:1 on his $5 Insurance wager and receives $10 (on top of the $5 which is returned to him). Note that the player came out even on that round (i.e. did not lose any money).
Conversely, a player may win his original bet and lose his Insurance bet. Let’s say we have the same situation as above except this time the dealer’s hole card is not a ten, but rather a seven. In this case the player instantly loses his $5 Insurance wager. (All Insurance wagers are settled as soon as the dealer turns over her ‘hole card’, before all else.) But the player wins his $10 bet. Note that the player made a net profit on that round.
Of course, a player may lose both his original bet and his Insurance bet.
Insurance is a bad bet for the player who has no direct knowledge nor estimation (e.g. through card counting) of the dealer’s ‘hole card’ because Insurance has a negative expected value for the player. Even for the player who has been dealt a natural (a two-card 21) it is unwise to take Insurance. In such a case, the dealer usually asks the player “Even money?” This means that instead of 3:2, the player with the natural accepts to be paid off at 2:2. Thus it is exactly the same thing as buying Insurance, losing the Insurance bet and getting paid 3:2 on the natural. (If the player with the natural refuses the offer of “even money”, and the dealer turns over his hole card to make a natural (a blackjack), it is a tie and the player’s bet is returned to him.)
In casinos where a hole card is dealt, a dealer who is showing a card with a value of Ace or 10 may slide the corner of his or her facedown card over a small mirror or electronic sensor on the tabletop in order to check whether he has a natural. This practice minimises the risk of inadvertently revealing the hole card, which would give the sharp-eyed player a considerable advantage.
The descriptions below assume a familiarity with the general game play of poker, and with poker hands.
Objective
Like most variants of poker, the objective of Texas hold ‘em is to win pots, where a pot is the sum of the money bet by oneself and other players in a hand. A pot is won either at the showdown by forming the best five card poker hand out of the seven cards available, or by betting to cause other players to fold and abandon their claim to the pot.
Betting structures
Hold ‘em is normally played using small and big blind bets. Antes may be used in addition to blinds, particularly in later stages of tournament play. A dealer button is used to represent the player in the dealer position; the dealer button rotates clockwise after each hand, changing the position of the dealer and blinds. The small blind is posted by the player to the left of the dealer and is usually equal to half of the big blind. The big blind, posted by the player to the left of the small blind, is equal to the minimum bet. In tournament poker, the blind/ante structure periodically increases as the tournament progresses. (In some cases, the small blind is some other fraction of a small bet, e.g. $10 is a common small blind when the big blind is $15. The double-blind structure described above is relatively recent; until the 1980s, a single-blind structure was most common.)
The three most common variations of hold ‘em are limit hold ‘em, no-limit hold ‘em and pot-limit hold ‘em. Limit hold ‘em has historically been the most popular form of hold ‘em found in casino live action games in the United States. In limit hold ‘em, bets and raises during the first two rounds of betting (pre-flop and flop) must be equal to the big blind; this amount is called the small bet. In the next two rounds of betting (turn and river), bets and raises must be equal to twice the big blind; this amount is called the big bet. No-limit hold ‘em is the form most commonly found in televised tournament poker and is the game played in the main event of the World Series of Poker. In no-limit hold ‘em, players may bet or raise any amount over the minimum raise up to all of chips the player has at the table (called an all-in bet). In pot-limit hold ‘em, the maximum raise is the current size of the pot.
Play of the hand
Play begins with each player being dealt two cards face down. These cards are the player’s hole or pocket cards. These are the only cards each player will receive individually, and they will only (possibly) be revealed at the showdown, making Texas hold ‘em a closed poker game. The hand begins with a “pre-flop” betting round, beginning with the player to the left of the big blind (or the player to the left of the dealer, if no blinds are used) and continuing clockwise.
After the pre-flop betting round, assuming there remains at least two players taking part in the hand, the dealer deals a flop, three face-up community cards. The flop is followed by a second betting round. This and all subsequent betting rounds begin with the player to the dealer’s left and continue clockwise.
After the flop betting round ends a single community card (called the turn or fourth street) is dealt, followed by a third betting round. A single community card (called the river or fifth street) is dealt, followed by a fourth betting round and the showdown, if necessary.
The showdown
If a player bets and all other players fold, then the remaining player is awarded the pot and is not required to show his hole cards. If two or more players remain after the final betting round, a showdown occurs. On the showdown, each player plays the best five-card hand he can make from the seven cards comprising his two hole cards and the board (the five community cards). A player may use both of his own two hole cards, only one, or none at all, to form his final five-card hand. If the five community cards form the player’s best hand, then the player is said to be playing the board and can only hope to split the pot, since the other player can also use the same five cards to construct the same hand.
If the best hand is shared by more than one player (e.g. if no player is able to beat the board), then the pot is split equally amongst all remaining players, with any extra chips going to the person closest to the button in clockwise order. However, it is common for players to have closely-valued, but not identically ranked hands. In particular, kickers are often needed to break ties. Nevertheless, one must be careful in determining the best hand. The goal is to make the best five-card hand; if the hand involves fewer than five cards, such as two pair or three of a kind, then kickers are used to settle ties (see the second example below.) Straights sometimes split the pot.
The best possible hand given the five community cards is referred to as the nuts. The lowest possible nuts is three Queens (this occurs with 2 3 7 8 Q on the board with no more than two cards of any one suit).
Examples
Sample showdown
Here’s a sample showdown:
Board 4♣ K♠4♥8♠ 7♠
Bob A♣ 4♦
Carol A♠ 9♠
Ted K♥ K♦
Alice 5♦ 6♦
Each player plays the best 5 card hand they can make with the 7 cards available. They have:
Bob
4♣ 4♥ 4♦ A♣ K♠
Three 4s, A and K kickers
Carol
A♠ K♠ 9♠ 8♠ 7♠
A-high flush
Ted
K♠ K♥ K♦ 4♣ 4♥
Full house
Alice
8♠ 7♠ 6♦ 5♦ 4♥
8-high straight
In this case, Ted’s full house is the best hand.
Sample hand
The blinds for this example hand
Here’s a sample deal involving our four players. The players’ individual hands will not be revealed until the showdown, to give a better sense of what happens during play:
Compulsory bets: Alice is the dealer. Bob, to Alice’s left, posts a small blind of $1, and Carol posts a big blind of $2.
Pre-flop: Alice deals two hole cards face down to each player, beginning with Bob and ending with herself. Ted must act first because he is the first player after the big blind. He cannot check, since the $2 big blind plays as a bet, so he folds. Alice calls the $2. Bob adds an additional $1 to his $1 small blind to call the $2 total. Carol’s blind is “live”, so she has the option to raise here, but she checks instead, ending the first betting round. The pot now contains $6, $2 from each of three players.
Flop: Alice now deals the flop of three face-up community cards, 9♣ K♣ 3♥. On this round, as on all subsequent rounds, the player on the dealer’s left begins the betting. In this case it is Bob who checks. Carol opens for $2, Ted has already folded and Alice raises another $2, making the total bet now facing Bob $4. He calls (puts in $4, $2 to match Carol’s initial bet and $2 to match Alice’s raise). Carol calls as well, putting in her $2. The pot now contains $18, $6 from the last round and $4 from three players this round.
Turn: Alice now deals the turn card face up. It is the 5♠. Bob checks, Carol checks, and Alice checks; the turn has been checked around. The pot still contains $18.
River: Alice deals the final river card, the 9♦, making the final board 9♣ K♣ 3♥ 5♠ 9♦. Bob bets $4, Carol calls, and Alice folds (Alice’s holding was A♣ 7♣; she was hoping the river card would be a club to make her a flush).
Showdown: Bob shows his hand of Q♠ 9♥, so the best five-card hand he can make is 9♣ 9♦ 9♥ K♣ Q♠, for three 9′s, with a King and a Queen as kickers. Carol shows her cards of K♠ J♥, making her final hand K♣ K♠ 9♣ 9♦ J♥ for two pair, Kings and 9′s, with a Jack kicker. Bob wins the showdown and the $26 pot.
Kickers and ranks
The following is another situation which illustrates the importance of breaking ties with kickers and card ranks, as well as the use of the five-card rule. After the turn, the board and players’ hole cards are as follows (though none of the players know each other’s hole cards):
Board (after the turn) 8♠ Q♣ 8♥ 4♣
Bob K♥ Q♠
Carol Q♥ 10♦
Ted J♣ 2♣
Alice 10♣ 9♣
At the moment, Bob is in the lead with a hand of Q♠ Q♣ 8♠ 8♥ K♥, making two pair, Queens and 8′s, with King kicker. This beats Carol’s hand of Q♥ Q♣ 8♠ 8♥ 10♦ by virtue of his King kicker. Both Alice and Ted are hoping the final card is a club, which will make them both a flush, but in that case, Ted would have the higher flush and win the showdown. For example, if the final card was the 7♣, Ted’s flush would be Q-J-7-4-2, while Alice’s would be Q-10-9-7-4. Alice could still win, though, if the final card were the J♦, as that would give her a Queen-high straight. On this deal, however, the final card was the A♠, which didn’t help either of them. Bob and Carol still each have two pair, but notice what happened: both of them are now entitled to play the final Ace as their fifth card, making their hands both two pair, Queens and 8′s, with an Ace kicker. Bob’s King no longer plays, because the Ace on the board plays as the fifth card in both hands, and a hand is only composed of five cards. They therefore split the pot.
Advantage player is a term used to describe a person who has the ability to play a casino gambling game so skillfully that even without cheating, that person can negate or reverse the casino’s typical built-in house advantage in that game. Examples of advantage play include card counting in blackjack and dice control in craps.Casinos will generally eject an individual whom they identify as being an advantage player. And habitual offenders may ultimately find themselves listed in the Griffin Book, and thus become unwelcome in most casinos. However, advantage players are abiding the established rules of the game, and thus committing no actual fraud against the casino. Therefore, unlike those who cheat outright at the games, advantage players can operate without fear of being criminally prosecuted if they are discovered.
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