Darts is a game, or rather a variety of related games, in which darts are thrown at a circular target (dart board) hung on a wall. Though various different boards and games have been used in the past, the term ‘darts’ usually now refers to a standardized game involving a specific board design and set of rules.
As well as being a professional competitive sport, darts is a traditional pub game, commonly played in the United Kingdom (the first to officially recognize darts as a sport), the Netherlands, Israel, the Scandinavian countries, the United States and elsewhere.
Betting
On premises where alcohol is consumed, English law has long permitted betting only on games of skill, as opposed to games of chance, and then only for small stakes. An apocryphal tale relates that in 1908, Jim Garside, the landlord of the Adelphi Inn, Leeds, England was called before the local magistrates to answer the charge that he had allowed betting on a game of chance, darts, on his premises. Garside asked for the assistance of local champion William “Bigfoot” Anakin who attended as a witness and demonstrated that he could hit any number on the board nominated by the court. Garside was discharged as the magistrates found darts, indeed, to be a game of skill. More recently, in keeping with Darts’ strong association with pubs and drinking, matches between friends or pub teams are often played for pints.
Famous players
Dave WhitcombeBig Dave – The 80′s legend, twice World Masters champion and News of the World Champion.
John Part Darth Maple
Mark Dudbridge The Flash
Dennis Ovens The Heat
Alan Warriner-Little The Iceman
Colin Lloyd Jaws
Chris Mason Mace the Ace
Richie Burnett The Prince of Wales
Andy Fordham The Viking
Wayne Mardle Hawaii 501
Dave Askew Diamond Dave
Peter Manley One Dart
Kevin Painter The Artist
Roland Scholten The Tripod
Bob Anderson The Limestone Cowboy.
Eric Bristow Crafty Cockney.
Mervyn King The King
Steve Beaton The Adonis.
Bobby George
Trina Gulliver – First women’s darts champion
Arnaud van der Graaf The Enemy
Jelle Klaasen – Youngest dart champion at 21 years of age
John Lowe Old Stoneface.
Phil Taylor The Power – 2 times BDO World Champion, 11 times PDC World Champion
Raymond van Barneveld Barney – 4 times BDO World Champion
Jocky Wilson
Dennis PriestleyThe Menace – 1 time BDO World Champion, 1 time PDC World Champion
Links
Superstars of Dartscontains a popular forum frequented by many top players, officials and organisers
The poker game called Chicago is one of the most popular card games in Sweden today. Relying on the keeping of score instead of the placing of bets, it is suitable even for environments such as schools, where gambling is often prohibited. The game exists in countless versions, so here a (somewhat arbitrarily chosen) basic game will be followed by a number of possible variations.
Hand scores
The backbone of the game is that each poker hand has its own point value, as given in this table:
One pair – 1 point.
Two pair – 2 points.
Three of a kind – 3 points.
Straight – 4 points.
Flush – 5 points.
Full House – 6 points.
Four of a kind – 7 points (but see Variations below).
Straight flush – 8 points (but see Variations below).
Basic rules
Chicago is played with a standard 52-card deck. Each player is dealt five cards. The objective is to reach 52 points.
Exchanges and hand scoring
The players are allowed to exchange any number of their cards. If a player chooses to exchange one card only, he may choose “one up”, meaning that he is dealt one card faced up, which he can either accept, or instead take the next card unseen. After the exchanges, the player with the best hand (and only one player) gets points for his hand. Then follows another round of exchanges, but no hand scoring.
The game
Now, the first player begins by playing one card. Ordinary whist rules apply, but the players keep their cards collected by themselves. The player who wins the last trick gets 5 points. Also, the player with the best hand (whether it is the same player or not) gets points for his hand.
Chicago
After the second exchange, any player can choose to play Chicago. In this case, he pledges himself to win all the tricks of the game. If he does, he is awarded 15 points, but if he fails, the penalty is just as harsh: -15 points.
Variations
Sometimes, a player given five cards below ten (either inclusive or exclusive) is allowed to replace them before the exchanges begin.
Some play with 3 exchanges instead of 2. Then of course, scoring for hands will be made after both the first and the second exchange.
Some do not use the “one up” rule.
Often, one wants to give higher rewards than 7 or 8 points for Four of a kind and Straight flush respectively. There are several ways to achieve this, most notably by elevating the player immediately to 52 points, or lowering either all players or one player of the holder’s choice to 0 points, or a combination of these. Holding a Royal flush usually means immediate victory.
The confusion is great as to what scores are appointed in the case of Chicago. Some will argue that no player will get any points at all besides the +15 or -15, whilst others will allow almost any points. The +5 for the game, however, can never be stacked with the +15 for Chicago.
Some prescribe that any player with 45 points or more is not allowed to replace any cards.
Some require that after (and not in the same hand as) a player reaches 52 points, he must win the game once more before he actually wins. This handles the possibility that more than one player reach 52 points in the same hand.
In the declaration phase, the players ascertain who has the better hand in each of three categories. This is done in an oblique sort of way that leads to some of the intrigue of Piquet. Elder hand declares first, with Younger responding.
In each part of the declaration, the Younger hand may choose to contest the Elder’s claim. By doing so, the Younger may reveal information that would be useful during the trick-taking phase, called the play. Likewise, the Elder may choose not to reveal information in one or more parts of the declaration.
The Point
If the Elder has at least four cards in a suit, they may make a declaration. For example, “Point of four”.
The Younger would then respond indicating that they had more, fewer, or the same number of cards in a suit. This is done by saying “Good” (the Elder has more and wins the point), “Not good” (the Elder has fewer), or by saying “Making?” or “How many?”, indicating that the Younger has the same number of cards in a suit, which requires clarification.
If both players have the same number of cards in a suit, then they must tally the value of the cards. The values of the cards are: ace = 11, face cards = 10, and face value for the rest.
After adding the values of the cards, the Elder calls out the number. The Younger may then say “Good”, if the Elder’s value is greater, or “Not good” and the number that wins the point. For example: “Not good: 39″ or “Not good, I have 39″. If the values are the same, Younger says “Equal”.
The player with the better point scores the number of cards in the suit, not their value. If the values are the same, neither player scores. Note that Younger does not actually score for any declarations until Elder has led to the first trick in the play (see below).
The Sequence
The next part of the declaration is the sequence, in which the longest consecutive run of cards is valued. A sequence must have at least three cards and they must all be in the same suit.
Again, the Elder hand starts. For example, “Run of three” or “Sequence of four”. The Younger then responds with “Good” or “Not good”, in the same way as before, or by contesting. To contest, the Younger says “How high?”, to which the Elder responds with the highest card in the sequence. For example, “To the queen”. Younger replies with “Good”, “Not good” or “Equal”.
In keeping with the game’s ancestry, one may utilize the historical names for sequences in this part of the declaration, instead of the prosaic “Run of three”, for example. The following are the proper names and their associated values:
3, tierces (pronounced tier-s) are worth 3 points
4, quarts (carts) are worth 4 points
5, quints (cants) are worth 15 points
6, sixieme (seize yem) are worth 16 points
7, septieme (set yem) are worth 17 points
8, huitieme (wheet yem) are worth 18 points
The person winning the sequence may declare any additional sequences that he has, if desired. If both players’ best sequences are equal then neither player may score for any sequences.
The Set
A set is three or four of a kind, ten or greater (7′s, 8′s, and 9′s don’t count). Sets of three are called trios (tree ohz) and are worth 3 points, and sets of four, quatorzes (cat orz), are worth 14 points. The declarations take place in the same manner as Point and Sequence, with Elder stating his best set (for example, “Three Kings”), to which Younger replies “Good” or “Not good”.
The person with the best set may declare any additional sets that he has, if desired.
Repique and Pique
If a player scores 30 points in the declaration phase and his opponent scores nothing, including Carte Blanche, and if neither point nor sequence were equal, that player gains a repique, which is worth an additional 60 points.
If Elder scores 30 points in declarations and play combined, before Younger scores any, then Elder gains a pique and scores an additional 30 points. Note that Younger cannot gain a pique because Elder always scores one point for leading to the first trick (see below).
By the end of the declaration, each player will have a pretty good idea of the other’s hand (to the degree that each chose to claim their points).
The game begins with each player being dealt two cards face down and one card face up. If played with a bring-in, the player with the lowest-ranking upcard pays the bring-in, and betting proceeds after that in normal clockwise order. The bring-in is considered an open, so the next player in turn may not check. If two players have equally ranked low cards, suit may be used to break the tie and assign the bring-in. If there is no bring-in, then the first betting round begins with the player showing the highest-ranking upcard, who may check. In this case, suit should not be used to break ties. If two players have the same high upcard, the one first in clockwise rotation from the dealer acts first.
After the first betting round, another upcard is dealt to each player (after a burn card, and starting at the dealer’s left as will all subsequent rounds), followed by a second betting round beginning with the player whose upcards make the best poker hand. Since fewer than five cards are face up, this means no straights, flushes, or full houses will count for this purpose. On this and all subsequent betting rounds, the player whose face-up cards make the best poker hand will act first, and may check or bet up to the game’s limit.
The second round is followed by a third upcard and betting round, a fourth upcard and betting round, and finally a downcard, a fifth betting round, and showdown if necessary. Seven-card stud can be summarized therefore as “two down, four up, one down”. Upon showdown, each player makes the best five-card poker hand he can out of the seven cards he was dealt.
You may note that seven cards to eight players plus four burn cards makes 60 cards, and there are only 52 in the deck. In most games this is not a problem because several players will have folded in early betting rounds. But there are certainly low-stakes home games where few if any players fold. If this is the case in your game, you may want to limit the game to seven players. If the deck does become exhausted during play, previously-dealt burn cards can be used when only a few cards are needed to complete the deal. If even those are not sufficient, then on the final round instead of dealing a downcard to each player, a single community card is dealt to the center of the table, and is shared by everyone (that is, each player treats it as his seventh card). Under no circumstances can any discarded card from a folded hand be “recycled” for later use. Unlike draw poker, where no cards are ever seen before showdown, stud poker players use the information they get from face-up cards to make strategic decisions, and so a player who sees a certain card folded is entitled to make decisions knowing that the card will never appear in another opponent’s hand.
Little known to most players, the suits of the tiles are money-based. In ancient China, the copper coins had a square hole in the center. People passed a rope through the holes to tie coins into strings. These strings are usually in groups of 100 coins called diao (弔 or variant 吊) or 1000 coins called guan (貫). Mahjong’s connection to the ancient Chinese currency system is consistent with its alleged derivation from the game named ma diao (馬吊).
In the mahjong suits, the coppers represent the coins; the ropes are actually strings of 100 coins; and the character myriad represents 10,000 coins or 100 strings. When a hand received the maximium allowed winning of a round, it is called man guan (滿貫, lit. full string of coin.)
A Mahjong game is described in The Murder of Roger Ackroyd by Agatha Christie, ending with the very unusual event of a player getting a complete winning hand on the initial draw. This success makes the character unduly talkative, which leads to significant plot developments.
British superspy James Bond plays a dangerous game of mahjong in Zero Minus Ten, a suspense novel by Raymond Benson.
In the 1940 film Charlie Chan’s Murder Cruise, the title character remarks, In China, mahjong very simple; in America very complex – like modern life.
The character that translates to “centre” is found on the super-hero suit worn by The Greatest American Hero. Since the character is typically painted red, the tile is commonly called “red centre.” For this reason the HongKong TV station TVB named the Chinese-dubbed The Greatest American Hero “the Flying Red Centre Hero” [飛天紅中俠]. (ABC, 1981-83).
Mahjong is featured in Amy Tan’s novel The Joy Luck Club, and its 1993 film adaptation.
Mahjong has always appeared in one way or another in Hong Kong made movies or TV drama, since it is considered as a “daily life” of a Chinese lifestyle. Two recent Cantonese movies, Fat Choi Spirit and Kung Fu Mahjong, parody the game’s subculture.
The tile that translates to “Red Dragon” is used as a major plot point in the same titled Thomas Harris novel, as well as its two film adaptations, Manhunter and Red Dragon.
Graham Edwards’ Stone trilogy features mahjong prominently. Much of the books’ imagery focuses around the mahjong symbols, and one character owns a set of mahjong tiles, on which she paints throughout the trilogy.
Fraudulent behavior on the part of online casinos has been documented. The most commonly reported behaviors are refusal to pay withdrawals or cheating software. Online casinos who have multiple confirmed cases of fraudulent behavior are often called “rogues” or rogue casinos by the online casino player community.
One commonly reported behavior related to refusal to pay withdrawals is the refusal to pay withdrawals promptly, in hopes that the player will continue gambling with the money in the account and lose it all back.
Cheating software appears to be less common than payout problems.
Some casino software has been mathematically proven to cheat, such as Casino Bar (evidence by Michael Shackleford and others). Elka System/Oyster Gaming software is known to cheat, also confirmed by Michael Shackleford. Statistically non-random video poker has been reported at Playtech, see article “OCA STATS”. Screen shots from the back office of an older brand of software indicated the odds could be adjusted by the operator.
Much of the speculation about casino software cheating is usually the result of a player finding a pattern in a statistically small set of results. Most people in the online casino industry believe that most of the major casino software brands offer odds and paybacks that are the same as their land-based casino counterparts.
Many casino gambling portals and player forums maintain blacklists of rogue casinos. These can easily found in any major search engine, but most of them constitute indvidual webmaster and player opinions rather than anything official from any type of regulating body.
Fraudulent player behavior
Common fraudulent behavior from online casinos players includes the signing up for multiple casino accounts using different identities in order to claim a bonus offer multiple times. Another form of fraudulent behavior might be the use of a graphics editing software like Adobe Photoshop to create a false winning slot machine game screenshot in an attempt to tell the casino they hit a jackpot and didn’t get paid for it.
Online casinos usually lock the player accounts for these people, and it’s widely believed that online casinos share fraudulent player blacklists.
A set of Chinese dominoes. The top double-row of tiles lists the eleven matching pairs, in descending value from left to right. Below them are five non-matching pairs, worth less than the matching pairs, and also in descending value from left to right. The Gee Joon tiles, lower right, are the highest pair of all.
Pai Gow (Chinese: 牌九; pinyin: páijiǔ, Cantonese: paai4 gau2) is a Chinese gambling game. It is played with the Chinese dominoes tile set. The game is played in underground casinos in most Chinese communities. It is played openly in major casinos in Macau, China, Las Vegas, Nevada, Atlantic City, New Jersey, in many California cardrooms, and in some Australian casinos. It is an ancient game, thousands of years old, and steeped in tradition.
The name “Pai Gow” is sometimes used to refer to a card game called Pai Gow Poker (or Double Hand Poker ), also popular in Nevada, California and casinos in Detroit, MI. It is loosely based on the Chinese game.
Online bingo is the game of bingo (US|UK) played on the Internet. Online bingo is a multi billion dollar business.
Unlike balls used in regular bingo halls, online bingo sites use a random number generator. Online bingo halls usually offer online casino games as well as the bingo, but the actual bingo play works almost exactly like playing online poker or online casino games, with everything being virtual. One notable feature of online bingo is the chat functionality. Successful online bingo sites foster a sense of community and interaction between players.
Getting started
Some operators require players to download free software to play their games. Other operators use Java or Flash based games that allow you to play immediately online after registering a player account.
Depositing
Free games are available, but before playing for real money players are required to fund an account. Most sites accept a standard range of e-wallet funding options, such as Neteller, Firepay, Citadel and PrePaidATM.
Sites often provide a number of incentives to deposit, including matching bonuses where the site will reward depositing players by matching a percentage of their deposit.
How to play
Bingo is one of the easiest games to play and the online version is no different. Playing bingo online, players can make use of optional features which make playing the game easier, such as auto-daub. Auto-daub automatically marks off the numbers on cards as they are called, so players don’t have to. Most software providers support other gaming features as “Best Card Sorting” and “Best Card Highlighting” where players cards are sorted and highlighted by closest to bingo. Some of these features are designed to free players to enjoy the communal pleasantries of the chat features.
Chat & the CM
The Chat applet brings a different dimension to gaming. This is where all the players of a game can meet and chat during games of bingo. Whereas in land-based bingo where talking is strictly forbidden during a game, it is actively encouraged in online bingo. Chat functions as an effective retention tool, aimed especially at the predominantly female audience.
CM stands for “chat monitor”. The CM works for the bingo site as the host of a chat room and plays a role in welcoming players and creating a friendly and communal atmosphere in the room. This includes, but is not limited to, congratulating players when they win a game as well as playing chat games in-between bingo. Most sites have a chat protocol known as chat etiquette or chatiquette.
0 Ball versus 75 Ball
There are two types of bingo played around the world. North America plays 75-ball bingo on a 5×5 card with the centre square usually marked ‘free’. In the UK, parts of Europe, Australia and parts of South America they play a 90-ball game, marked on a 9×3 card. Both types of bingo are prominent online.
The desired pattern which players aim to achieve in 75 ball can vary dramatically, from a simple single line to more complicated themed patterns. The aim of the game, however, is always the same: to mark off the numbers to achieve the desired pattern. Speed Bingo is a variation played exactly the same, but numbers are simply called much quicker.
In 90-ball bingo, each card has three horizontal lines and nine columns. Each line contains five numbers, meaning each card has 15 numbers. The first column contains numbers from 1 -10, the second column contains numbers from 11-20, all the way through to the final column which contains numbers from 81-90.
A game of 90 ball bingo will normally be played in three stages: one line, two lines and Full House. In a “one line” game players need to mark a complete horizontal line across one card (i.e. 5 numbers marked). The aim of a ‘two lines’ game is to complete any two marked lines horizontally across one card (i.e. 10 numbers marked). Finally a “Full House” means all the numbers marked off on one card (all 15 numbers), as in a regular coverall game. The prize split differs for each stage of the game. The Full House is always the largest prize in any one game.
Bingo networks
There are a number of sites that will have the same promotions, similar graphics, the same bingo rooms and the same CMs. This occurs because they are part of a bingo “network”. In very simple terms, this means a number of different sites (or “front ends”) are playing with the same numbers for the same jackpot. Multiple sites act as doorways to a single game, leading to larger pools of players in chat and sizeable pots to win.
Online bingo in the UK
Bingo is now the most popular leisure activity in the UK for women between 20 and 25 years old. The UK market has seen an influx in big brand names launching bingo games on their already established websites. Huge brand names such as Yahoo!, Virgin, AOL UK and most recently MSN UK are all now associated with the UK online bingo market. Gala Bingo the biggest bingo operator in the UK is also now online, this is as well as other brand names such as:
The Sun, plus most other tabloid newspapers
Closer Magazine
Hit UK TV shows such as Coronation Street, Emmerdale and I’m a Celebrity
LastMinute.com
Park Hampers
Butlins
Ladbrokes
Littlewoods
A number of products from one of the UK’s leading media companies, Emap plc. These include MagicFM, Top Sante, Yours and New Woman.
Keith Chegwin now has his own branded bingo game.
Former Atomic Kitten star and celebrity mum Kerry Katona signed a £500,000 deal to be the face of Bingos.co.uk.
Software providers
Notable bingo software providers include:
Parlay Entertainment
Playtech
ChartWell Technology
1Gaming
Leapfrog Gaming
PartyGaming
WorldBingoNetwork
Oicho-Kabu (おいちょかぶ) is a traditional Japanese gambling game similar to the Western games blackjack and baccarat. It is typically played with special kabufuda cards. A hanafuda deck can also be used, if the last two months are discarded. (Western playing cards can be used, if the face cards are removed from the deck and aces counted as 1.)The goal of the game is to reach a total closest to 9 without going over. As in baccarat, the last digit of any total over 10 makes your hand: a 15 counts as 5, a 12 as 2, and a 20 as 0.
The word yakuza originates from this game. The worst Oicho-Kabu hand is 8-9-3, or “ya-ku-sa”. This gives a sum total of 20, or 0 points.
Fan-Tan, or fantan (Simplified Chinese: 番摊; Traditional Chinese: 番攤; pinyin: fāntān) is a form of gambling long played in China and among Chinese immigrants to America and other countries.
History
Fan-tan is no longer as popular as it once was, having been replaced by modern casino games, and other traditional Chinese games such as Mah Jong and Pai Gow. However, it was once a favorite pastime of the Chinese in America. Jacob Riis, in his famous book about the underbelly of New York, How the Other Half Lives (1890), wrote of entering a Chinatown fan-tan parlor: “At the first foot-fall of leather soles on the steps the hum of talk ceases, and the group of celestials, crouching over their game of fan tan, stop playing and watch the comer with ugly looks. Fan tan is their ruling passion.”
San Francisco’s large Chinatown was also home to dozens of fan-tan houses in the 19th century. The city’s former police commissioner Jesse B. Cook wrote that in 1889 Chinatown had 50 fan-tan games, and that “in the 50 fan tan gambling houses the tables numbered from one to 24, according to the size of the room.”
Fan-tan is still played at Macau casinos, where play goes on day and night, every day of the week, and bets can be made from 5 cents to 500 dollars.
The game
The game is simple. A square is marked in the centre of an ordinary table, or a square piece of metal is laid on it, the sides being marked 1, 2, 3 and 4. The banker puts on the table a double handful of small buttons, beads, coins, dried beans, or similar articles, which he covers with a metal bowl, or “tan koi”.
The players then bet on the numbers, setting their stakes on the side of the square which bears the number selected. (Players can also bet on the corners, for example between No. 2 and No. 3). When all bets are placed, the bowl is removed, and the “tan kun” or croupier uses a small bamboo stick to remove the buttons from the heap, four at a time, until the final batch is reached. If it contains four buttons, the backer of No. 4 wins; if three, the backer of No. 3 wins, and so on.
A 25% commission is deducted from the stake by the banker, and the winner receives five times the amount of his stake thus reduced.
The Card Game Fantan
Fantan is also the name of a card game, played with an ordinary pack, by any number of players up to eight. The, deal decided, the cards are dealt singly, any that are left over forming a stock, and being placed face downwards on the table. Each player contributes a fixed stake or ante. The first player can enter if he has an ace; if he has not he pays an ante and takes a card from the stock; the second player is then called upon and acts similarly till an ace is played. This (and the other aces when played) is put face upwards on the table, and the piles are built up from the ace to the king. The pool goes to the player who first gets rid of all his cards. If a player fails to play, having a playable card, he is fined the amount of the ante for every card in the other players hands.
The card game Sevens is also sometimes called ‘Fan Tan’
After selecting their buttons, players assemble their dice. Most buttons have five dice, but some have more or fewer, and in certain cases the number of dice may change over the course of the game. The size—that is, number of sides—of most dice is specified and unchangeable, but most buttons have at least one Swing or Option die, which means that the player has a choice of sizes to use for that die. Swing dice, represented by letters like variables in algebra, may have any size within a certain range of integers: for example, an X Swing die may have any whole number of sides between 4 and 20, including odd numbers. Option dice, represented by two numbers separated by a line or slash, give the player a choice of only two sizes: for example, an Option 8/12 die may have either 8 or 12 sides, but no other number. Die sizes typically range between 1 and 30, and any fair random number generator may stand in for a “die” of a non-standard size. For example, a two-sided die is easily simulated by a tossed coin, and a coin plus an eight-sided die can serve as a sixteen-sider: if the coin lands heads, add 0 to the value on the eight-sider; if tails, add 8.
Conceptually, small dice represent speed, and large dice represent strength.
Players select the size of their Swing and Option dice in secret, and reveal them after selection is complete. Then all dice are rolled and arranged in size order in front of their owners. The player with the die showing the lowest value takes the first turn. In the case of a tie for the lowest value, the next lowest value is considered. If all dice are tied, the round ends in a draw, and is replayed. The right to take the first turn is called initiative. Some dice have special skills that change their effect on initiative.
Starting with the player who gained initiative, players take turns using their own dice to attack and capture their opponent’s dice. Most dice can participate in either of the two basic types of attack:
Power: In a power attack, one attacking die captures an opposing die that is showing a value lower than or equal to its own.
Skill: In a skill attack, one or more attacking dice capture an opposing die that is showing a value equal to the sum of their values.
After an attack is made, the captured die is added to the capturing player’s score pile. All dice that participated in the attack are rerolled. The player’s turn ends, and his opponent’s begins.
A player may not pass his turn unless he is unable to make a legal attack. When both players pass consecutively (which usually, but not always, happens because one player is out of dice), the round ends and scores are counted.
Each player scores the size, in points, of each captured die in his score pile, plus half the size of each of his dice that remained uncaptured (some die skills can alter this total). The player with the higher total wins the round. Usually it is the case that the player who captured more dice wins the round. However, when there is a large difference between the number of die sides each player owns, it may be possible for one player to lose all of his dice and still win the round.
Between rounds, players may, if they wish, change the size of their Swing and Option dice to any other size in the allowed range. In tournament play, only the losing player may do so.
The first player to win three rounds wins the game.
Die skills
Dice in Button Men can be assigned one or more of over 30 official and unofficial die skills, which may augment, reduce, or simply alter their abilities. Usually, die skills are assigned only to some of the dice on a button, so that the player can only use those skills while those dice remain in play. In a small number of cases, however, special skills (other than die skills) are assigned to a button rather than to its dice, so that its player can always use them.
Some common die skills and their meanings are:
Focus: At the beginning of each round, the player who does not win initiative may, at his option, reduce the values showing on one or more of his Focus dice, if and only if he gains the initiative by so doing. His opponent may then respond by doing the same with her own Focus dice. The players continue “focusing” in this manner until one of them is unable to or chooses not to. Any Focus dice that were “turned down” as part of a successful bid for initiative are considered “dizzy” and may not participate in an attack during their owner’s first turn.
Shadow: Shadow dice may not make power attacks. Instead, they make shadow attacks, in which they capture any die showing a value between their current value and their maximum value, inclusive. For example, a ten-sided Shadow die showing a value of 8 could capture any die showing an 8, 9, or 10. Shadow dice can participate in skill attacks as normal.
Poison: Poison dice attack normally but are scored differently. At the end of the round, instead of adding the number of sides of a Poison die to their scores, players subtract half the number of sides on any Poison die they captured, and the full number of sides on any Poison die of their own that remained uncaptured.
Stinger: When making a skill attack, Stinger dice may be counted as if they were showing any number between 1 and the value they are actually showing. Thus, a normal six-sided die showing 3 and an eight-sided Stinger die showing 6 could combine to capture any die showing a number between 4 and 9, inclusive. As a trade-off, Stinger dice are not considered when determining initiative.
Dice can have more than one skill assigned to them, but some skills contradict one another. For example, a Focus Stinger die could never be used for its Focus skill, since its owner could never gain initiative by reducing the value showing on a die that does not count towards initiative.
Two partnerships of two players each are needed to play bridge. The four players sit around a table with partners opposite one another. The compass directions are often used to refer to the four players, aligned with their seating pattern. Thus, South and North form one partnership and East and West form the other.
A session of bridge consists of many deals (also called hands or boards); the game play of each deal consists of four phases: the deal, the bidding (or auction), the play of the cards, and scoring.
The goal is to achieve as high a numerical score as possible with the dealt cards. The score is affected by two principal factors: the number of tricks bid in the auction, and the number of tricks taken during play. Broadly said, there is incentive to the players to accurately bid the number of tricks that their hands are capable of delivering, as the bonuses for bid tricks increase with the bid level (number of tricks). Thus, in the bidding stage, the pairs compete to see who proposes the highest number of tricks, and the side who wins the bidding must then fulfill that bargain by taking at least the contracted quantity of tricks in play to obtain a score. The number of tricks bid and the trump suit (or lack thereof) are referred to as a contract. The trump suit, or its absence (no trumps) is referred to as denomination or strain. If the side who wins the auction then takes the contracted number of tricks (or more), it is said to have fulfilled the contract and is awarded a score; otherwise, the contract is said to be defeated and points are awarded to the defenders.
Dealing
The game is played with a complete deck of 52 cards. One of the players is the dealer. In rubber bridge (or other “friendly” games), the cards are shuffled and the dealer distributes all the cards clockwise one at a time, starting with his left-hand opponent and ending with himself, so each player receives a hand of thirteen cards. At the same time, for convenience, the dealer’s partner usually shuffles a second deck, to be ready for use on the following deal. The deal rotates clockwise, so the dealer’s left-hand opponent will deal next.
In duplicate bridge, the hands are shuffled only once, at the beginning of the tournament, and dealt clockwise one at a time (there are also special machines for pre-dealing on large tournaments), and placed into bridge boards. At each subsequent table, each player pulls his cards from the board and counts them to ensure that the deal has not been corrupted. Unlike in other trick-taking games, the players do not throw their cards to the middle of the table in each trick; instead, each player keeps his played cards before him, to allow the completed deal to be returned to the board unaltered.
Laws of Duplicate Contract Bridge
Rules of contract bridge are standardized by World Bridge Federation and published in the book “Laws of Duplicate Contract Bridge”. The last edition is issued in 1997 and consists of 93 laws (articles). All duplicate bridge sponsoring organizations on lower levels must apply those rules. A large portion of the laws, though, is devoted to dealing with various irregular situations, and as such it is mostly used by tournament directors (referees) as the reference book. They are, of course, not binding for rubber and other “friendly game” players, and, instead, simpler rules for dealing with irregularities are often applied by the players themselves.
A dead pool, or deathpool is a game of prediction which involves guessing when someone will die. Sometimes it is a bet where money is involved. The combination of dead or death and betting-pool, refers to such a gambling arrangement. A typical modern dead pool might have players pick out celebrities who they think will die within the year. There are several scoring variants. For example, a player might be rewarded few, if any, points for predicting the death of someone who is over 80 years old or is suffering from a terminal disease. Other pools require participants to form a list ranked on how sure they are that a person on the list will die, with points given based on how high a person on their list is ranked, and others award points based on how many other contestants selected the deceased celebrity. Another variant on the game has a single point awarded for each correct prediction, regardless of the celebrity’s age or medical condition. The advantage of this scoring method is that there is more scoring, and it rewards research (learning which celebrities are experiencing failing health) rather than luck.One example of the concept is a series of segments on the Howard Stern Radio Show, where show regulars would place bets into a celebrity death pool, each trying to predict the next celebrity to pass on. The practice has been expanded to include wagering on such abstract entities as businesses.
Definitions of celebrity vary from contest to contest. Smaller pools may rely on consensus of the players as to who is famous. Others require an obituary to appear in a recognized newswire such as the Associated Press or Reuters. The Lee Atwater Invitational employed a Fame Committee consisting of non-contestants who assess ahead of time the name-recognition of each celebrity. The Rotten.com Dead Pool, the largest in the world, uses NNDB as its source of qualified celebrities, and as arbiter of their life status.
The concept and success strategies are also detailed in an annual guide called “The Dead Pool”, written by KQRS radio personality Mike Gelfand and author Mike Wilkinson. KQRS also does an annual on air dead pool contest, similar to Stern’s, where show hosts and listners will attempt to pick which celebrity will die in that calendar year.
In most pools, killing the celebrity in question is considered cheating and results in the killer’s immediate disqualification from the pool. Such a dead pool was depicted in the aptly-titled Clint Eastwood movie, The Dead Pool.
Death List is unlike a traditional dead pool as there are no competitors involved and no points are awarded. The names on the list are chosen by a committee, members of Death List then track the well-being of the chosen celebrities over the course of the year. The Death List was first conceived in a student bar on November 29th 1986, the inspiration being the death of Cary Grant earlier the same day. The list’s aim is to predict which people in the public eye will die in the following year. Ever since 1987, a list has been drawn up, but starting in 1994 the Death List has consisted of 50 prominent people chosen annually by the committee, who might merit a prominent obituary in the UK media — ranging from politicans, religious figures and show business stars.
The Dead Pool is also an arena in the Mortal Kombat series only being featured in Mortal Kombat II and Mortal Kombat: Deception. The stage itself is a pit surrounded with acid. On Mortal Kombat II, you had to wait for the “Finish Him/Her”" screen, then you could knock your opponent in the acid, and it would count as a Fatality. On Mortal Kombat Deception, you could just knock your opponent in the acid with a single powerful strike.
In New Zealand and Australia, housie is often used a fundraiser by churches, sports teams, and other groups, and raffles are sold before the game.
Bingo, as housie is known as in the UK (not to be confused with the similar US game Bingo), is an expanding and highly profitable business, with many companies competing for the customers’ money.
The two largest companies with bingo halls in the UK are:
Gala Bingo (Gala Group Ltd.)
Mecca Bingo Ltd. (part of The Rank Group plc)
As well as offering the familiar Housie/Bingo played by marking numbered books, most large clubs have their tables modified for the playing of Cash Housie or Mechanised Cash Bingo (using coin slots or, increasingly in the 21st century, an electronic credit system). This is highly profitable for the operator, with a typical “take” of fifty percent of the stake.
Players: 4
Age range: recommended for 12 and up
Setup time < 2 minutes
Playing time: WBF tournament games = 7.5 minutes per deal
Rules complexity; Medium
Strategy depth: High
Random chance: Low – high depending on variant played
Skills required: Memory, Tactics
Contract bridge, usually known simply as bridge, is a trick-taking card game of skill, and partly of chance, for four players, who form two partnerships (sides). The partners sit opposite each other. The game consists of two main parts – bidding (or auction) and play, after which the hand is scored.
The bidding ends with a contract, which is a declaration by one partnership that their side shall take a stated quantity (or more) of tricks, with specified suit as trump or without trumps. The rules of play are rather simple and similar to other trick-taking games.
Button Men is a dice game for two players, invented by James Ernest of Cheapass Games and first released in 1999.Games are short, typically taking less than ten minutes to play. Each player is represented by a button of their choice. Buttons are metal or plastic discs, about 2–2.5 inches (about 5–6.5 centimeters) in diameter, with a pin on the back that can be used to fasten them to clothing. They bear the name and illustration of the combatant (the “Button Man”) whose role the player is assuming. They also indicate the number, size, and skills (if any) of polyhedral dice to be used by the player.
Button Men is a game designed for fan conventions and other public venues. It can be played almost anywhere on short notice (provided the dice are at hand), and games are quick to complete. Buttons are meant to be worn on clothing, bags, or other accessories, advertising that the wearer has a button to play with and is open to challenges. Buttons also frequently advertise something else, such as a company, a webcomic, or another game. The Sluggy Freelance set of buttons, for example, features characters from that comic, and the BRAWL set features characters from another Cheapass game. In 2000, Button Men Online won the Origins Awards for Best Abstract Board Game of 2000 and Best Graphic Presentation of a Board Game 1999 .
Button Men can easily be extended simply by creating more buttons. It has continued to be so extended since its inception; as of 2004, over 200 buttons have been printed. Many are by now out of print, though many others are still available, primarily via purchase from the Cheapass Games web site. Companies other than Cheapass must pay a licensing fee to use the Button Men artwork in distributing their own buttons.
Button Men Online, a website developed by Dana Huyler and officially endorsed by Cheapass Games, allows users to play games over the internet via a web-based interface with e-mailed notifications. Button Men Online features most of the printed buttons, an additional 250+ “buttons” that exist only on the site, and a random button generator. In 2003, Button Men Online won the Origins Award for Best Play-by-mail game of 2002.
Double Attack Blackjack has very liberal blackjack rules and the option of increasing one’s wager after seeing the dealer’s up card. This game is dealt from a Spanish shoe, and blackjacks pay only even money.
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.
Boxcars is the outcome of rolling the dice in a game of craps and getting a 6 on each die. The pair of 6 pips resembles a pair of box cars on a freight train. In modern parlance, it refers to such a roll in any game involving 6 sided dice which are marked with pips. The probability of this roll is 1 in 36, or about 2.8%. One of the 4 bets on any common craps table. It is on the ‘high side’ of the horn bet in which the player can either bet on the 2,3,11, or 12. When the player throws in money and calls out “midnight” or “Boxcars”, the dealer will usually ‘book’ the bet as a bet on the 12, so as to not create confusion.Also called Midnight.
Related terminology
In some role-playing games, especially ones where a roll of 3 six-sided dice is a standard action-resolution mechanism, a roll of three “six”s is often referred to as a freight train. In roll-low systems (such as GURPS), where a roll of 18 represents a critical failure, or in In Nomine, where a roll of 6 6 6 represents infernal influence on events, it is referred to as a “Freight Train from Hell.”
Video: Craps (Craps (previously known as crabs) is a casino dice game. Craps is a simplification of the Old English game hazard. The game involves predicting what numbers will be rolled on a pair of dice. The objective is to bet whether the Shooter will roll a winning combination. The Shooter is a person who throws the dice. The first roll of the dice in a craps round is called the “come out roll”. The opening bet in craps, which is placed just before the come out roll, is called the “pass line bet.” Pass line bets win if the shooter’s come out roll is 7 or 11, and lose when the come out roll is 2 (snake eyes), 3 (cross eyes), or 12 (box cars). If 4, 5, 6, 8, 9, or 10 are rolled on the come out roll then that number becomes “the point”. Once the point has been established a plastic disc (the puck) is placed on the table over the box for the number rolled as the point is “4, 5, six, 8, nine, or 10″. )
Housie is a gambling game played in New Zealand, Australia and the UK, where it is called Bingo. Players mark off numbers on a ticket as they are randomly called out, in order to achieve a winning combination.It is not to be confused with the similar American game Bingo, as the tickets and the calling are slightly different.
Business Aspect
In New Zealand and Australia, housie is often used a fundraiser by churches, sports teams, and other groups, and raffles are sold before the game.
Bingo, as housie is known as in the UK (not to be confused with the similar US game Bingo), is an expanding and highly profitable business, with many companies competing for the customers’ money.
The two largest companies with bingo halls in the UK are:
Gala Bingo (Gala Group Ltd.)
Mecca Bingo Ltd. (part of The Rank Group plc)
As well as offering the familiar Housie/Bingo played by marking numbered books, most large clubs have their tables modified for the playing of Cash Housie or Mechanised Cash Bingo (using coin slots or, increasingly in the 21st century, an electronic credit system). This is highly profitable for the operator, with a typical “take” of fifty percent of the stake.
Usage of Bingo nicknames in the UK
Since the introduction of the electronic Random Number Generator (RNG) in Bingo Halls in the UK, the usage of the nicknames above in mainstream Bingo has dramatically decreased. Bingo with an electronic RNG is much less time consuming and it has been discovered that replacing the nicknames with a simple repetition (in the pattern “All the fives, fifty five” or “Two and four, twenty four”), has allowed bingo halls to focus on the more lucrative business of Mechanised Cash Bingo (MCB), known in Gala Bingo Clubs as Party Bingo, and Mecca Bingo Clubs as Cashline.
It is perhaps nostalgic to note that the usage of these nicknames tends to be greater where the focus of playing bingo is upon fun rather than big business; this includes British holiday resort chains such as Haven, British Holidays and Pontins, and also church halls, social clubs etc.
Trivia
An average British game of bingo takes between four and four and a half minutes.
The average speed of a British bingo caller is 23 numbers per minute.
The average time to check a winning claim is 30 seconds.
There is a UK Caller of the Year Competition in which bingo callers compete for a cash prize and the chance to call the numbers in Las Vegas, as well as to become the bingo ‘ambassador’ for Britain.
The bingo industry employs over 20,000 people from callers, and change givers to cleaners and accountants.
There are 699 licensed and operating bingo clubs in Great Britain.
For the year 2000 the total estimated market was around 89 million admissions.
Over 3 million people regularly play bingo in licensed clubs.
Players are often members of more than one club.
Players often arrive 2 hours before the game starts, to enjoy a meal or chat with friends.
More than two in three people go to bingo for social, rather than financial reasons.
Many celebrities like to play bingo, including Denise van Outen, Elle MacPherson, Damon Hill, Mariah Carey, Bianca and Jade Jagger.
In 2004 more people attended bingo than football matches in both UK leagues.
The current Bingo Caller of The Year is Karl Seth, aged 33, from the Buckingham Bingo Club in Old Trafford, Manchester.
All bingo halls in the UK participating in the National Bingo Game must adhere to the somewhat more strict rules on calling numbers because of the overwhelmingly large prize money (sometimes up to GBP £500 thousand). This includes a double repetition of every single number, in the format, “Fifty five, both the fives, fifty five”.
Bet on the Champions League - Find detailed, continually updated information on the Champions League, together with a history of the event and options for online betting at bet123.net. Other major sporting and betting events are also covered.
Industry: Gaming - Latest news releases for Industry: Gaming from PRWeb
online casino games - at the new Silver Oak Casino? With $750 in Welcome Bonuses, Second Chance Free Chips and great new monthly offers Silver Oak is the place to be!
poker site - More Fantastic Online Poker Signup Bonuses