Alternate Games - Section J

Lucky Numbers Game Rules

Numbers Betting

 

Market

Description

1

The sum of balls drawn will be odd or even

The sum of the regular balls drawn will be odd or even.

2

The sum of balls drawn will be over or under

The sum of the regular balls drawn will be over or under the set boundary.

3

The sum of the regular balls drawn will be within a

specified range

There are fourteen different ranges within which the player may predict the winning total.

4

The bonus ball drawn will be odd or even

The player wagers whether the bonus ball drawn will be odd or even. This bet option is only available for lotteries with one bonus ball.

5

The sum of the bonus balls drawn will be odd or even

The player wagers whether the sum of the bonus balls drawn will be odd or even. This bet option is only available for lotteries with two bonus balls.

6

The bonus ball drawn will be over or under

The player wagers whether the bonus ball will be over or under the set boundary. This bet option is only available for lotteries with one bonus ball.

7

The sum of the bonus balls drawn will be over or under

The player wagers whether the sum of the bonus balls drawn will be over or under the set boundary. This bet option is only available for Lucky Numbers games with two bonus balls.

8

The bonus ball drawn will be a single digit number

The player wagers whether the bonus ball will be a single digit number. In Lucky Numbers games with two bonus balls, at least one bonus ball needs to be a single digit for the player to claim the winning. This market is not available for the draw types where

there are only single digit numbers in the bonus ball draw.

9

The bonus ball drawn will be the same number as one of the regular balls drawn

The player wagers whether the bonus ball will be the same number as one of the balls in the regular draw. In the case where two bonus balls are drawn from the additional drum, the player claims the winning if either of the bonus balls drawn is equal to any ball drawn in the regular draw.

10

The sum of the bonus balls drawn will be within a specified range.

The player wagers whether the bonus ball drawn will be within one of the 5 ranges offered. This bet option is only available for Lucky Numbers games with one bonus ball.

11

The sum of the regular balls and the bonus balls will be

over or under

The player wagers whether the sum of the numbers drawn including the bonus ball will be over or under the set boundary.

12

Standard bet (without bonus ball)

Depending on the type of the Lucky Numbers game, players select numbers that they believe will be drawn; in order to claim the winning the player must predict all drawn numbers. All numbers selected in one bet must be drawn in order for it to be a winning

bet.

13

Standard bet (incl. bonus ball in the same drum)

The players select numbers based on the rules of the Standard bet, but the probability of winning is increased as the hit of the bonus ball will count as well. All numbers selected in one bet must be drawn in order for it to be a winning bet.

14

Standard bet (incl. bonus ball from the additional drum)

The players choose numbers based on the rules of the Standard bet, but the probability of winning is increased as the hit of the bonus ball will count as well. In the case where there are two bonus balls drawn, the player must match the numbers selected from the regular draw, and one of the bonus balls to claim the

winning. All numbers selected in one bet must be drawn in order for it to be a winning bet.

 

All numbers bets for a specific draw must be placed and confirmed before the draw cut-off, as well as before the first number is drawn for the wagered bet.

If for any reason a bet is placed after the first number is drawn, the wagers will be voided, and the full stake will be refunded.

If a draw time is re-scheduled, the draw will be cancelled, and all affected wagers will be refunded. A new draw may be introduced with the re-scheduled time slot.

Numbers draws shall be resulted in accordance with the first result obtained from the official Lucky Numbers website. If any mistakes and/or alternative submissions are published, the draw will be cancelled, and all wagers will be refunded.

All wagers that cannot be settled for any reason will be voided and refunded.

All numbers betting markets are fixed odds bets, with one outcome, a win or a loss. No consolation prizes are offered for any draws and/or markets. All the selected numbers drawn must match the wager entry in any order or must match the wagered market and must have resulted correctly for the bet to win.

In standard bet markets, all the numbers selected for a wager must be drawn in order for it to be a winning bet. As an example, if four numbers are selected (Market 4 Numbers) at the odds of 2275/1 and three of those four selected numbers are drawn, there is no win and no pay-out.

For a successful wager, the player must select a market type, select the numbers or expected market outcome for a draw, choose the wager stake and make the bet before the Lucky Numbers draw has its first ball drawn or the cut-off countdown has expired, after which the results must be published correctly. Following the publishing of valid Lucky Numbers results, all wager pay-outs will be paid directly to the player's account wallet.

If any of the draws expire before the wager is finalized, these wagers may be moved to the next available draw by the player or they can be cancelled.

BETGAMES – RULES & TERMS

­­Lucky 5

“Lucky 5” or “5 out of 36” is a dynamic game based on a lottery. Players are offered a wide range of betting outcomes and winning bets can return a profit which is a thousand times more than the stake.

Game process

5 winning balls out of 36 are randomly drawn into the cylinders of the game machine. The order of the winning balls is determined by the machine cylinders from left to right. The cylinder to the left is considered to be the first.

There is only one betting round and players can place their bets on all available outcomes for the upcoming draw. A betting round takes place between the game draws and lasts about four minutes. Draws of the game run every 4 minutes daily.

Game rules

1. Terms:

1.1. Game machine – a mechanical device used to put, mix and randomly select the winning balls.

1.2. Balls – a set of thirty six (36) balls which is used for the game. The balls are white, blue, green and red. There are 9 balls of each color and all balls are numbered from 1 to 36. Total sum of the numbers on the balls is 666. Total sum of the numbers on the white balls is 45, total sum of the numbers on the green balls is 126, total sum of the numbers on the red balls is 207 and total sum of the numbers on the blue balls is 288.

1.3. Drum of the game machine – a part of the game machine where all the balls are placed after the presentation. Later the balls are mixed and the winning balls are drawn.

1.4. Cylinders – 5 identical parts that are connected to the drum of the game machine where the winning balls are drawn. All 5 winning balls are shown in separate frame.

1.5. Mixing and Selection process – a process that is considered as started when all balls fall into the Drum of the game machine. The process is considered as finished when all 5 winning balls are selected into the Cylinders and all the remaining balls lie at the bottom of the Drum of the game machine.

1.6. Odds – numerical expression determined by the game organizer, which is multiplied by the amount of the player’s stake to calculate the winnings.

2. Rules:

2.1. 5 winning balls out of 36 are randomly drawn to the cylinders of the game machine.

2.2. The draw is deemed to have taken place when Mixing and Selection process is over. In all other cases the draw is either void and all the stakes are returned, or Mixing and Selection process is continued until 5 winning balls are selected into the Cylinders and all the remaining balls lie at the bottom of the Drum of the game machine.

2.3. The order of the winning balls of the draw is determined by the machine cylinders from left to right. The cylinder to the left is considered to be first and the one on the right is the last. The order in which the cylinders are filled doesn‘t have any influence on the result of the draw.

3. Gameplay:

3.1. There is only one betting round and players can place their bets on all available outcomes for the upcoming draw.

3.1.1. A betting round takes place between the game draws and lasts about four minutes (when the first draw is finished, the betting round for the second draw immediately starts. The broadcast starts after the end of the betting round).

4. Betting limits:

4.1. Maximum and minimum betting limits are determined by the gambling company.

5. Special cases:

5.1. Cancelled draws.

5.1.1. Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter‘s mistakes;

5.1.2. Presenter‘s mistakes that can end up with cancelled draws:

5.1.2.1. The balls are not prepared before the start of the draw. The presenter must put the balls to the specified place (machine) so it can be clearly seen that a full set of unmixed balls is used.

5.1.2.2. A ball or balls cannot be seen on screen due to the dealer‘s actions.

5.2. Continuing of Mixing and Selection process. Mixing and Selection process may be continued if:

5.2.1. Less than 5 balls are selected into the Cylinders of the game machine when the Mixing and Selection process is over.

5.2.2. During the process, selected ball, or balls, fall back into the Drum of the game machine.

5.3. Video and audio streaming do not match or do not exist.

5.3.1. If the sound during the broadcast is lost or the presenter announces the wrong winning ball numbers, the correct draw outcomes and winning numbers are determined by the video broadcast.

5.3.2. If a player cannot see the live broadcast due to technical reasons at his end (no internet connection, no electricity and etc.) but the broadcast can be found in the archive, draw is deemed to have taken place.

6. Game organization procedure:

6.1. The balls must be clearly visible in their place of the game machine before the start of each draw.

6.2. Game draws run every 4 minutes 24/7 with maintenance breaks on demand.

6.2.1. Organizer has the right to change the time and duration of the broadcasts.

6.3. Longer breaks are allowed (1-5 cancelled draws in a row) due to technical failures in the studio. All bets placed on these draws are void and stakes are returned to the players.

6.4. Results of each draw and archive for the broadcasts can be found on the game organizer‘s website.

7. Equipment used in the game:

7.1. Game machine (see 1.1).

7.2. A set of 36 balls (see 1.2).

8. Additional information:

8.1. These Rules & Regulations are published in a number of languages for information purposes and ease of access by players. It is only the English version that is the legal basis of the relationship between Player and the Operator and in case of any discrepancy between a non-English version and the English version of these Rules & Regulations, the English version shall prevail.

8.2. All the claims of the Player related to the results of the draws or other technical issues should be addressed to the Operator no later than 30 (thirty) days after the draw in question.

Lucky 6

Lucky 6” or “6 out of 60” is a dynamic game based on a lottery. Players are offered a wide range of betting outcomes.

Game process

6 winning balls out of 60 are randomly drawn into the cylinders of the game machine. The order of the winning balls is determined by the machine cylinders from left to right. The cylinder to the left is considered to be the first.

There is only one betting round and players can place their bets on all available outcomes for the upcoming draw. A betting round takes place between the game draws and lasts about four minutes. Draws of the game run every 4 minutes daily.

Game rules

1. Terms:

1.1. Game machine – a mechanical device used to put, mix and randomly select the winning balls.

1.2. Balls – a set of sixty (60) balls which is used for the game. There are 30 red and 30 blue balls. The balls are numbered from 0 to 9. Total sum of the numbers on the balls is 270. Total sum of the numbers on the red balls is 138 and total sum of the numbers on the blue balls is 132.

1.3. Drum of the game machine – a part of the game machine where all the balls are placed after the presentation. Later the balls are mixed and the winning balls are drawn.

1.4. Cylinders – 6 identical parts that are connected to the drum of the game machine where the winning balls are drawn. All 6 winning balls are shown in the separate frame.

1.5. Mixing and Selection process – a process that is considered as started when all balls fall into the Drum of the game machine. The process is considered as finished when all 6 winning balls are selected into the Cylinders and all the remaining balls lie at the bottom of the Drum of the game machine.

1.6. Odds – numerical expression determined by the game organizer, which is multiplied by the amount of the player’s stake to calculate the winnings.

1.7. Odd numbers are 1, 3, 5, 7, 9.

1.8. Even numbers are 0, 2, 4, 6, 8.

2. Rules:

2.1. 6 winning balls out of 60 are randomly drawn to the cylinders of the game machine.

2.2. The draw is deemed to have taken place when Mixing and Selection process is over. In all other cases the draw is either void and all the stakes are returned, or Mixing and Selection process is continued until 6 winning balls are selected into the Cylinders and all the remaining balls lie at the bottom of the Drum of the game machine.

2.3. The order of the winning balls of the draw is determined by the machine cylinders from left to right. The cylinder to the left is considered to be first and the one on the right is the last. The order in which the cylinders are filled doesn‘t have any influence on the result of the draw.

3. Gameplay:

3.1. There is only one betting round and players can place their bets on all available outcomes for the upcoming draw.

3.1.1. A betting round takes place between the game draws and lasts about four minutes (when the first draw is finished, the betting round for the second draw immediately starts. The broadcast starts after the end of the betting round).

4. Betting limits:

4.1. Maximum and minimum betting limits are determined by the gambling company.

5. Special cases:

5.1. Cancelled draws.

5.1.1. Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter’s mistakes;

5.1.2. Presenter’s mistakes that can end up in cancelled draws:

5.1.2.1. The balls are not prepared before the start of the draw. The presenter must put the balls to the specified place(machine) so it can be clearly seen that a full set of unmixed balls is used.

5.1.2.2. A ball or balls cannot be seen on screen due to the dealer‘s actions.

5.2. Continuing of Mixing and Selection process. Mixing and Selection process may be continued if:

5.2.1. Less than 6 balls are selected into the Cylinders of the game machine when the Mixing and Selection process is over.

5.2.2. During the process, selected ball, or balls, fall back into the Drum of the game machine.

5.3. Video and audio streaming do not match or do not exist.

5.3.1. If the sound during the broadcast is lost or the presenter announces the wrong winning ball numbers, the correct draw outcomes and winning numbers are determined by the video broadcast.

5.3.2. If a player cannot see the live broadcast due to technical reasons at his end (no internet connection, no electricity and etc.) but the broadcast can be found in the archive, draw is deemed to have taken place.

6. Game organization procedure:

6.1. The balls must be clearly visible in their place in the game machine before the start of each draw.

6.2. Game draws run every 4 minutes 24/7 with maintenance breaks on demand.

6.2.1. Organizer has the right to change the time and duration of the broadcasts.

6.3. Results of each draw and archive for the broadcasts can be found on the game organizer‘s website.

7. Equipment used in the game:

7.1. Game machine (see 1.1).

7.2. A set of sixty (60) balls (see 1.2).

8. Additional information:

8.1. These Rules & Regulations are published in a number of languages for information purposes and ease of access by players. It is only the English version that is the legal basis of the relationship between Player and the Operator and in case of any discrepancy between a non-English version and the English version of these Rules & Regulations, the English version shall prevail.

8.2. All the claims of the Player related to the results of the draws or other technical issues should be addressed to the Operator no later than 30 (thirty) days after the draw in question.

Lucky 7

“Lucky 7” or “7 out of 42” is a dynamic game based on a lottery. Players are offered a wide range of betting outcomes and winning bets can return a profit which is two thousand times more than the stake.

Game process

7 winning balls out of 42 are randomly drawn into the game tube. The draw is deemed to have taken place when at least 7 winning balls are selected. If more than 7 balls are placed in the tube, only the first 7 balls are counted and the other balls in the tube are ignored.

There is only one betting round and players can place their bets on all available outcomes for the upcoming draw. A betting round takes place between the game draws and lasts about four minutes. Draws of the game run every 4 minutes daily.

Game rules

1. Terms:

1.1. Game machine – a mechanical device used to hold, mix and randomly select the winning balls of the draw.

1.2. Balls – a set of forty two (42) yellow and black balls used for the game. There are 21 balls of each colour and the balls are numbered from 1 to 42. Total sum of the numbers on the balls is 903. The total sum of the numbers on the yellow balls is 451 and the total sum of the numbers on the black balls is 452.

1.3. Drum of the game machine – a part of the game machine where all the balls are placed after the presentation. Later, the balls are shuffled and the winning balls are randomly selected.

1.4. Tube – a part of the game machine where all balls are placed after the presentation. Later the balls are mixed and the winning balls are drawn.

1.5. Odds – numerical expression determined by the game organizer, which is multiplied by the amount of the player’s stake to calculate the winnings.

2. Rules:

2.1. 7 winning balls out of 42 are randomly drawn into the game tube.

2.2. The draw is deemed to have taken place when at least 7 winning balls are selected. In all other cases the draw is void and all the stakes are returned.

2.3. If more than 7 balls are placed in the tube only the first 7 balls are named and the other balls in the tube are ignored.

3. Gameplay:

3.1. There is only one betting round and players can place their bets on all available outcomes for the upcoming draw.

3.1.1. A betting round takes place between the game draws and lasts about four minutes. When the first draw is finished, the betting round for the second draw immediately starts. The broadcast starts after the end of the betting round.

4. Betting limits:

4.1. Maximum and minimum betting limits are determined by the gambling company.

5. Special cases:

5.1. Cancelled draws.

5.1.1. Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter’s mistakes;

5.1.2. Presenter’s mistakes that can end up in cancelled draws:

5.1.2.1. The balls are not prepared before the start of the draw. The presenter must put the balls to the specified place (machine) so it can be clearly seen that a full set of unmixed balls is used.

5.1.2.2. A ball or balls cannot be seen on screen due to the presenter’s actions.

5.2. Video and audio streaming do not match or do not exist.

5.2.1. If the sound during the broadcast is lost or the presenter announces the wrong winning ball numbers, the correct draw outcomes and winning numbers are determined by the video broadcast.

5.2.2. If a player cannot see the live broadcast due to technical reasons at its end (no internet connection, no electricity etc.) but the broadcast can be found in the archive, draw is deemed to have taken place.

6. Game organization procedure:

6.1. The balls must be clearly visible in their place in the game machine before the start of each draw.

6.2. Game draws run every 4 minutes 24/7 with maintenance breaks on demand.

6.2.1. Organizer has the right to change the time and duration of the broadcasts.

6.3. Longer breaks are allowed (1-5 cancelled draws in a row) due to technical failures in the studio. All bets placed in these draws are void and stakes are returned to the players.

6.4. Results of each draw and archive for the broadcasts can be found on the game organizer’s website.

7. Equipment used in the game:

7.1. Game machine (see 1.1).

7.2. A set of 42 balls (see 1.2).

8. Additional information:

8.1. These Rules & Regulations are published in a number of languages for information purposes and ease of access by players. It is only the English version that is the legal basis of the relationship between Player and the Operator and in case of any discrepancy between a non-English version and the English version of these Rules & Regulations, the English version shall prevail.

8.2. All the claims of the Player related to the results of the draws or other technical issues should be addressed to the Operator no later than 30 (thirty) days after the draw in question.

Bet on Poker

“Bet-on-Poker” is a live game with similar rules and gameplay to the most popular poker game – Texas Hold’em Poker.

Game process

The dealer deals twelve (12) cards face-up to six (6) Positions one at a time clockwise, so each Position receives two (2) face-up cards. Later five (5) community cards (called the Board) are dealt face-up. The goal of the game is to form the best five card Combination using Position’s pocket cards and the Board. The Position or Positions with the highest ranking Hand win. Draw is possible in the game if more than one Position has the same highest Combination.

The first round bets can be placed even before the pocket cards are dealt. Punters can place their bets on one or more available outcomes. Bets can be places on unlimited number of outcomes. The second round bets can be placed when the pocket cards are dealt and odds are updated. Bets placed in the previous betting round have no impact on bets in the second betting round. The third round bets can be placed after the Flop (the first three (3) community cards) is dealt face-up and odds are updated. The fourth round bets can be placed after the Turn (the fourth community card) is dealt face-up and odds are updated. Finally, the River (the fifth community card) is dealt and draw results are determined.

In case of a draw, winnings are paid to all punters who placed bets on any of the winning Hands in any of the betting rounds. All Positions and Hands win and all punters who placed bets on any Hand are paid their winnings if the best hand is placed on the Board. Draws of the game run for 24/7 with maintenance breaks on demand.

Game rules

1. Terms:

1.1. Draw – one dealing of cards which begins when the dealer scans the first card and places it at the first Position (Hand 1) and ends when the dealer places the last community card face-up, announces the winner(s) and puts all the face-up cards back to the deck. Before the start of each draw the dealer announces the beginning of the draw and shuffles the cards.

1.2. Position (Pocket cards – Hand 1-6) – two cards placed face-up on the table. A total of six (6) Positions (Hands) participate in a draw and are numbered from 1 to 6.

1.3. Betting outcome – possible interpretation of the outcome of one draw expressed as odds which may change in the course of the draw depending on the change of the mathematical probability of the outcome.

1.4. Betting round – time allocated for punter bets to be accepted. A new betting round begins after each change in the gameplay (before and after the Pocket cards are dealt, after the Flop and after the Turn).

1.5. Betting options – list of all available bets to the punters.

1.6. Board – five (5) community cards that every Position (Hand) uses to form the best Combination.

1.7. Combination (Hand rankings) – five (5) cards made of two (2) pocket cards and five (5) community cards. See par. 2.4. for Hand strength from the lowest to the highest.

1.8. Flop – the first three (3) community cards which are dealt after all six (6) Positions receive their pocket cards and the second betting round.

1.9. Turn – the fourth community card which is dealt after the third betting round.

1.10. River – the fifth community card which is dealt after the fourth betting round.

1.11. Discarded card – card dealt face-down from top of the deck before opening flop, turn, and river.

1.12. Kicker – a card that does not itself take part in determining the rank of the hand, but may be used to break ties between hands of the same rank.

1.13. Cut card – special card used to cover the bottom card so as to prevent it from being exposed.

2. Rules:

2.1. Each Position receives two (2) face-up cards. The Board is dealt face-up. Results are determined based on the video stream and scanner data which captures every face-up card placed on the table.

2.2. The goal of the game is to form the best five card Combination using Position’s pocket cards and the Board. The Position or Positions with the highest Hand ranking win.

2.3. Draw. Draw is possible in the game if more than one Position has the same Combination. In this case, winnings are paid to all punters who placed bets on any of the winning Hands in any of the betting rounds. All Positions and Hands win and all punters who placed bets on any Hand are paid their winnings if the best hand is placed on the Board.

2.4. Possible poker combinations (from the lowest to the highest):

2.4.1. High Card. Any hand that does not form any of the bellow mentioned combinations. The Hand with the highest card wins.

2.4.2. Pair. Any two (2) cards of the same rank (two aces, two kings and etc.). If several Hands have a Pair, the Hand with the higher Pair wins. If several Hands have the same rank pair, the Hand with the higher kicker wins.

2.4.3. Two pair. Any two (2) cards of the same rank together with another two (2) cards of the same rank. If several Positions have a Two pair Hand, the Hand with the higher pairs wins. If two players have the same rank pairs, the Hand with the higher kicker wins.

2.4.4. Three of a kind. Any three (3) cards of the same rank. If several Hands have Three of a kind, the Hand with the higher Three of a kind wins. If two Hands have the same Three of a kind, the Hand with the higher fourth or/and fifth card wins.

2.4.5. Straight. Any five (5) consecutive cards of different suits. Aces can count as either a low card (A-2-3-45) or a high (10-J-Q-K-A).

2.4.6. Flush. Any non-consecutive five (5) cards of the same suit. If several Hands have a Flush, the Hand with the higher pocket card(s) used to form the best Hand wins.

2.4.7. Full House. Any three (3) cards of the same rank together with any two (2) cards of the same rank. If several Hands have a Full House, the Hand with the highest Three of a kind wins. If several Hands have the same Three of a kind, the Hand with the higher Pair wins.

2.4.8. Four of a kind. Any four (4) cards of the same rank. If several Hands have Four of a kind, the Hand with the higher Four of a kind wins. If several Hands have the same Four of a kind, the Hand with a higher kicker wins.

2.4.9. Straight Flush. Any Straight with all five (5) cards of the same suit. If several Hands have a Straight Flush, the Hand with the higher Straight Flush wins.

2.4.10. Royal Flush. A straight from Ten to Ace with all five (5) cards of the same suit. This is the strongest poker Hand.

3. Gameplay:

3.1. The dealer deals twelve (12) cards face-up to six (6) Positions one at a time clockwise. Each Position receives two pocket cards and is numbered from 1 to 6 (Hand 1, Hand 2, Hand 3, Hand 4, Hand 5, Hand 6).

3.2. The first betting round. The first betting round begins even before dealing of the pocket cards. Punters can place their bets one or more available outcomes.

3.3. Bets can be places on unlimited number of outcomes. Punters can place bets on one, two, three, four, five or all six Hands in one or several betting rounds.

3.4. The second betting round. Pocket cards are dealt after the first betting round and updated odds of each hand are shown on screen. The second betting round begins. Bets placed in the first betting round have no impact on bets in the second betting round.

3.5. The third betting round. The dealer discards one card from top of the deck and deals the Flop (the first three (3) community cards) face-up after the second betting round and odds of each Hand are updated. The third betting round begins and punters can place their bets on chosen outcome or outcomes.

3.6. The fourth betting round. One card from top of the deck is discarded and the Turn (the fourth community card) is dealt face-up, odds are updated and the fourth betting round begins.

3.6.1. There will be cases when some betting outcomes will have no chance of winning after the Flop or/and the Turn. These outcomes will be marked as Lost on screen and shown instead of odds;

3.6.2. Some Positions might form the highest possible Hands after the Flop or the Turn. These Hands or outcomes will be marked as Won and shown instead of odds on screen;

3.6.3. No more bets will be accepted for Won and Lost betting outcomes. Bets on other betting outcomes can be placed freely.

3.7. The dealer deals the River (the fifth community card) after the fourth betting round and the program determines the draw results. Winning Hand or Hands are marked as Won and losing Hand or Hands are marked as Lost. Winning punters are paid their winnings, the dealer announces the winner or winners, shuffles the cards and starts a new draw.

4. Betting limits:

4.1. Maximum and minimum betting limits are set by the gambling company.

5. Special cases:

5.1. Cancelled draws. Poker draws may be cancelled if:

5.1.1. The scanner cannot read the card or it’s readings do not match the card on the table;

5.1.2. A card or cards are misplaced or get mixed;

5.1.3. Technical problems occur: internet connection problems, technical failures in the studio or dealer’s mistakes.

5.1.3.1. Dealer’s mistakes that can cause the draw to be cancelled:

5.1.3.1.1. The dealing sequence is altered (see 3.1.);

5.1.3.1.2. A card or cards are marked or damaged;

5.1.3.1.3. A card or cards fall off the table or cannot be seen on screen due to the dealer’s mistake;

5.1.3.1.4. A card or cards in the deck are turned face-up and picture/number is visible due to incorrect shuffling;

5.1.3.1.5. The dealer forgets to use the cut card;

5.1.3.1.6. The dealer incorrectly scans a card or cards and readings of the scanner do not match the cards on the table.

5.1.4. If the draw is cancelled, all bets are void and stakes are returned to punters (odds are equalized to one (1.00)).

5.2. Card Burning. Cards can be burned during the game if:

5.2.1. The dealer takes and shows a card face-up from the shoe when the betting round is not finished;

5.2.2. A card cannot be scanned or read by the program due to technical reasons.

5.3. Card burning procedure:

5.3.1. The dealer shows the card face-up to all punters;

5.3.2. The dealer announces that the specified card will be burned;

5.3.3. The dealer places the burned card to her right side near the edge of the table (left side on screen);

5.3.4. The dealer takes a new card from the shoe in the place of the burned card.

5.4. It is considered to be a technical error if there are mismatches in graphical representation (different betting odds, wrong winning or losing hand) and video stream during a draw in a specific betting shop. Bets placed in a shop will be void if a punter can give sufficient evidence to confirm the mistake with visual information (photo or video clip).

6. Game organisation procedure:

6.1. Draws of the game run 24/7 with maintenance breaks on demand, however, everything else including dealer and card changes are shown live for everyone to see.

7. Equipment used in the game:

7.1. The card deck is presented face-up at the beginning or the broadcast. Viewers can see that no cards missing or no extra cards in the deck.

7.2. The card deck is changed if a card falls off the table or is placed where punters cannot see it. If a card or cards are marked or damaged, the deck is changed as well.

7.3. A standard 52 (fifty-two) card deck is used in the game. Each card has a unique barcode which is scanned by an integrated table scanner when the cards are dealt on the table.

8. Equipment used in the game:

8.1. A standard 52 (fifty-two) card deck. Each card with a unique barcode.

8.2. A cut card (see par. 1.12)

8.3. A table with six numbered Positions from 1 to 6 where the pocket cards are placed and a special place in the middle of the table for the Board.

8.4. An integrated table scanner used to scan the barcodes on the cards.

9. Additional information:

9.1. These Rules & Regulations are published in a number of languages for information purposes and ease of access by players. It is only the English version that is the legal basis of the relationship between Player and the Operator and in case of any discrepancy between a non-English version and the English version of these Rules & Regulations, the English version shall prevail.

9.2. All the claims of the Player related to the results of the draws or other technical issues should be addressed to the Operator no later than 30 (thirty) days after the draw in question.

Bet on Baccarat

“Bet-on-Baccarat” is a real-time game with almost the same procedure and rules as Baccarat (or Punto Banco).

Game process

The game is played between two sides – the Player and the Banker. The dealer deals two cards face-up to each side in every draw of the game. Cards are dealt one at a time and the Player always receives the first card. In special situations the third card is dealt to the Player and (or) the Banker. The goal of the game is to collect a total sum of points as close as possible or equal to 9 (nine) after no more cards can be dealt according to the rules. A Tie occurs if the Player and the Banker have the same number of points.

The value of numerical cards from Deuce (2) to Nine (9) is equal to the number of points of the given card. The value of Face cards and Ten (10) is zero (0). Ace has a value of 1 (one) point. All card points are summed up to calculate the total sum of player’s points. If the total sum is expressed in a double-digit figure, the score of the Player is the right digit of the total of the cards.

For example, the sum of Nine (9) and Four (4) is 13, so the score will be 3. The sum of Seven (7) and Eight (8) is 15, and the score will be 5.

First round bets can be placed even before the opening of the first card. Punters can bet on one or more available outcomes. Second round bets can be placed when the Player receives the first card and odds are updated. Bets made in the previous betting round have no influence on later bets, therefore punters can place bets on the same or different outcomes more than once. Third round bets can be placed when the Banker receives the first card and odds update. After this betting round the Player and the Banker receive the second and, if necessary, the third card(cards). The results are calculated and the winner of the draw is displayed on screen.

In case of a Tie, punters who placed bets on this outcome are paid their winnings. Bets placed on the Player and (or) the Banker are void and punters get their stakes back (odds are equalized to one (1.00)).

Game rules

1. Terms:

1.1. Betting round – time allocated for accepting player bets.

1.2. Odds – numerical expression determined on the basis of mathematical probability of an outcome, which is multiplied by the amount of the player’s stake to calculate the winnings.

1.3. Value – place of the card in the series of the same suit (e.g., Deuce, Jack, Ace).

1.4. Suit – one of the four types of cards (Hearts, Diamonds, Spades, Clubs).

1.5. Number type – odd or even.

1.6. Deck – a set of 52 (fifty-two) cards consisting of thirteen cards from each of the four suits (Deuce, Three, Four, Five, Six, Seven, Eight, Nine, Ten, Jack, Queen, King, Ace).

1.7. Shoe – gaming device where six decks of cards are placed before starting the game.

1.8. Draw – one dealing of cards which begins with the first betting round and ends when the dealer announces the outcome of the dealing, collects all used cards face-up on the table and puts them into the box for used cards.

1.9. Betting outcome – possible interpretation of the outcome of one draw expressed in odds which may change in the course of the draw depending on the change of the mathematical probability of the outcome.

1.10. Betting options – a list of all bets available to the player.

1.11. Player – one of the parties of the game to whom the dealer deals the cards.

1.12. Banker – one of the parties of the game to whom the dealer deals the cards.

1.13. Tie – possible outcome of the game when Player and Banker have identical amount of points at the end of the draw.

1.14. Natural hand – a situation when Player or Banker is dealt a total of 8 or 9 points in the first two cards. Natural hand of 9 is over Natural Hand of 8.

1.15. Additional bets – betting outcomes that do not depend on the main betting outcomes (Player Pair, Banker Pair, Either Pair, Perfect Pair, Big, Small).

1.16. Player Pair – the first two cards of the Player of same value (e.g., a King of Clubs and a King of Spades).

1.17. Banker Pair – the first two cards of the Banker of same value (e.g., a Jack of Hearts and a Jack of Diamonds).

1.18. Any Pair – the first two cards of the Player or Banker that form a pair (e.g., Queen of Spades and Queen of Hearts).

1.19. Perfect Pair – the first two cards of the Player or Banker that form a suited pair (e.g., two Kings of Hearts).

1.20. Small – total of dealt Player and Banker cards is 4.

1.21. Big – total of dealt Player and Banker cards is 5 or 6.

2. Rules:

2.1. The game is played between two sides – the Player and the Banker. The dealer of the game deals two cards to each side in every draw of the game. In special situations the dealer deals the third card to the Player and (or) the Banker. The rules of dealing the third card are described in paragraph 2.6.

2.2. Dealing:

2.2.1. Cards are dealt to sides by one card in turn until both sides have two cards face-up.

2.2.2. The Player always receives the first card.

2.2.3. When both sides have two cards face-up, the situation is assessed and in accordance with the fixed rules (see 2.6) it is determined whether the Player and (or) the Banker should receive the third card.

2.3. The goal of the game is to collect a total of points as close as possible or equal to 9 (nine). The winner of the game is the side whose sum of points is closer to 9 (nine) after no more cards can be dealt according to the rules.

2.3.1. Tie. A Tie occurs when the Player and the Banker have an equal sum of points. In the event of a Tie punters who placed bets on this outcome are paid their winnings. Bets placed on the Player and (or) the Banker are void and punters get their stakes back (odds are equalised to one (1.00)).

2.4. Card value in points:

2.4.1. Ace has the value of 1 (one) point.

2.4.2. The sum of points of numerical cards from Deuce (2) to Nine (9) is equal to the number of points of the given card.

2.4.3. The value of Face cards (Jack, Queen, King) and Ten (10) is zero (0).

2.5. Calculation of the total of points:

2.5.1. All card points of each player are summed up to calculate the total sum of player’s points.

2.5.2. If the total sum is expressed in a double-digit figure, the score of the Player is the right digit of the total of cards. For example, the sum of Nine (9) and Four (4) is 13, so the score will be 3. The sum of Seven (7) and Eight (8) is 15, and the score will be 5.

2.5.3. Additional bets:

2.5.3.1. In addition to the main bets like Player, Banker or Tie there are extra betting options such as bets on pairs and bets on the total of dealt cards. Odds for these outcomes change with each betting round.

2.5.3.2. Bets on pairs (Player Pair, Banker Pair and Any Pair) apply only for the first two cards of the Player and Banker. The third card does not count and is not used to form pairs.

2.5.3.3. Bets on the total of dealt cards can be placed as well. Bet on Small wins when the total of dealt cards is 4. Bet on Big wins when 5 or 6 cards are dealt.

2.5.3.4. Additional bets are not linked with the main bets. It is possible to place the main bet on Player and additional bet on Banker Pair and vice versa. Additional bets can be placed without betting on the main bets.

2.6. Tables for the rules of dealing the third card:

2.7. Exceptions to the Rules:

2.7.1. If Player or Banker is dealt 8 or 9 points in the first two cards, such hand is called a Natural hand, and no more cards are dealt. The total sums of the Player and the Banker points are calculated and the winner is announced. This rule supersedes all other rules.

2.7.2. If Player is dealt 6 or 7 points in the first two cards, and Banker is dealt 5 points, or less (0, 1, 2, 3, 4) in the first two cards as well, then the Banker gets the third card.

3. Gameplay:

3.1. The first betting round. Bets can be placed even before the dealing of the first card. Punters can bet on one or more available outcomes.

3.2. The second betting round. After the first betting round the Player receives the first card and new odds for the betting outcomes are displayed on screen and the second betting round begins. Bets made in the first betting round have no influence for bets of the second betting round therefore punters can place bets on the same or different outcomes more than once.

3.3. The third betting round. After the second betting round the Banker receives the first card and new odds for the betting outcomes are displayed on screen and the third betting round begins. After this betting round the Player and the Banker receives the second and, if necessary, the third card each (see 2.6). The results are calculated and the winner of the draw is displayed on screen.

3.4. Change of cards:

3.4.1. When less than 40 cards remain in the shoe, the dealer announces that the shoe will be changed after the ongoing draw.

3.4.2. The dealer places all used and unused cards to the used card box. Empty shoe is replaced with a full and ready to use shoe with shuffled cards. The full used card box is replaced with an empty box as well. This change is made real-time when punters and audience can see it.

3.4.3. After change of cards is completed, the dealer announces that 3 – 6 cards from the top of the newly presented shoe will be discarded. Number of cards(3/4/5/6) discarded is generated randomly during each change of cards.

3.5. The shuffling of cards. ; comes and shuffles the cards while everyone sees it and prepares the cards for dealing. Both shoes are visible on screen all the time so punters can see the shuffling and change of cards.

4. Betting limits:

4.1. Maximum and minimum betting limits are determined by the gambling company.

5. Special cases:

5.1. Cancelled draws. Bet-on-Baccarat game draws may be cancelled if:

5.1.1. The scanner cannot scan the card or its readings do not match the card on the table;

5.1.2. A card or cards appear in a wrong place or gets mixed;

5.1.3. Technical problems occur (internet connection problems, technical failures in the studio or dealer’s mistakes).

5.1.3.1. Dealer’s mistakes that can cause the draw to be cancelled:

5.1.3.1.1. The dealing sequence is altered(see 2.2);

5.1.3.1.2. A card or cards are marked or damaged;

5.1.3.1.3. A card or cards fall off the table or cannot be seen on screen due to the dealer’s mistake;

5.1.3.1.4. A card or cards in the deck are turned face-up and picture/number is visible due to incorrect shuffling;

5.1.3.1.5. The dealer incorrectly scans a card or cards and readings of the scanner do not match the cards on the table.

5.1.4. If the draw is cancelled, all bets are void and stakes returned to players (odds are equalized to one).

5.2. Card burning. Cards can be burned during the game if:

5.2.1. The dealer takes and shows a card face-up from the shoe when the betting round is not finished;

5.2.2. A card cannot be scanned or read by the program due to technical reasons.

5.3. Card burning procedure:

5.3.1. The dealer shows the card face-up to all players;

5.3.2. The dealer announces that the specified card will be burned;

5.3.3. The dealer places the card into the used card box;

5.3.4. The dealer takes a new card from the shoe in the place of the burned card.

6. Game organisation procedure:

6.1. Draws of the game run 24/7 with maintenance breaks on demand, however, everything else including dealer and card changes are shown live for everyone to see.

7. Equipment used in the game:

7.1. Six standard 52 (fifty-two) card decks. Each card has a unique bar code which is scanned by an integrated table scanner when the cards are dealt on the table.

7.2. Integrated table scanner used to scan the bar codes on the cards.

7.3. Security card used to cover the bottom card of the deck.

7.4. Shoe with shuffled cards from which the dealer deals the cards.

7.5. Table with two marked places for the Player and the Banker cards.

7.6. Box for used cards where the dealer places the used cards after dealing.

8. Additional information:

8.1. These Rules & Regulations are published in a number of languages for information purposes and ease of access by players. It is only the English version that is the legal basis of the relationship between Player and the Operator and in case of any discrepancy between a non-English version and the English version of these Rules & Regulations, the English version shall prevail.

8.2. All the claims of the Player related to the results of the draws or other technical issues should be addressed to the Operator no later than 30 (thirty) days after the draw in question.

War of Bets

War of Bets is a card game involving two sides - Player and Dealer. It uses a standard playing card deck. The higher card wins. If the two cards played are of equal value, then there is a "War".

Game process

The game is played between two sides – the Player and the Dealer. The dealer deals one card face-up to each side in every draw of the game. Cards are dealt one at a time and the Player always receives the first card. The goal of the game is to get a higher card according to the ranking (Aces counts as highest cards only and deuces counts as lowest). A War (Tie) occurs if the Player and the Dealer have the same value cards. In this situation War (Tie) outcome wins, both Dealer and Player loses.

First round bets can be placed even before the cards are dealt. Punters can bet on one or more available outcomes. Second round bets can be placed after the Player receives the first card and odds are updated. Bets made in the previous betting round have no influence on further bets therefore punters can place bets on the same or different outcomes more than once.

In the event of a War (Tie) punters who placed bets on this outcome are paid their winnings. Bets placed on the Player and (or) the Dealer are lost.

Game rules

1. Terms:

1.1. Betting round – time allocated for accepting player’s bets.

1.2. Odds – numerical expression determined on the basis of mathematical probability of an outcome, which is multiplied by the amount of the player’s stake to calculate the winnings.

1.3. Value – place of the card in the series of the same suit (e.g. Deuce, Jack, Ace), where the deuce has the lowest and the ace has the highest value.

1.4. Suit – one of the four types of cards (Hearts, Diamonds, Spades, Clubs).

1.5. Deck – a set of 52 (fifty-two) cards consisting of thirteen cards from each of the four suits (Deuce, Three, Four, Five, Six, Seven, Eight, Nine, Ten, Jack, Queen, King, Ace).

1.6. Shoe – gaming device where six decks of cards are placed before beginning of the game.

1.7. Draw – one dealing of cards which begins with the first betting round and ends when the dealer announces the outcome of the dealing, collects all used cards face-up on the table and puts them into the box for used cards.

1.8. Betting outcome – possible interpretation of the outcome of one draw expressed in odds which may change in the course of the draw depending on the change of the mathematical probability of the outcome.

1.9. Betting options – a list of all betting outcomes available to the player.

1.10. Player – one of the parties of the game that is marked in a picture and to whom the dealer deals the cards.

1.11. Dealer – one of the parties of the game that is marked in a picture and to whom the dealer deals the cards.

1.12. War – outcome of a draw, when after a deal of cards for the Player and the Dealer, both have cards that have the same value.

1.13. Face card – Jack, Queen or King of any suit.

2. Rules:

2.1. The game involves two sides – the Player and the Dealer. The dealer of the game deals one card face-up to each side in every draw.

2.2. Dealing:

2.2.1. Cards are dealt to sides by one card in turn until both sides have one card face-up.

2.2.2. The Player always receives the first card.

2.2.3. When both sides each have one card face-up, the situation is assessed and in accordance with the fixed rules it is determined if draw was won by one of the sides – the Player or the Dealer, or if it ended in War.

2.3. The goal of the game is to receive a card that has a higher value than of opposing side’s.

2.3.1. The winning side is the one that has a card of a higher value after each side have one card face-up.

2.3.2. If after a deal of cards for the Player and the Dealer, both have cards that have the same value, then draw finishes in War outcome.

3. Gameplay:

3.1. The first betting round. Bets can be placed even before the cards are dealt, during the first betting round. Punters can bet on one or more available outcomes.

3.2. The second betting round. After the first betting round the Player receives the card and new odds for the betting outcomes are displayed on the screen and the second betting round begins. Bets made in the first betting round have no influence on bets of the second betting round, therefore punters can place bets on the same or different outcomes more than once.

3.3. End of the game, result announcement. After the second betting round Dealer gets card face-up, outcome of the draw is determined and new draw begins.

3.4. The change of cards:

3.4.1. When less than 40 cards remain in the shoe the dealer announces that the shoe will be changed after a draw.

3.4.2. The dealer places all used and unused cards to the box of used cards. Empty shoe is replaced with a full and ready to use shoe with shuffled cards. The full box of used cards is emptied and placed back on the table. This change is made real-time when punters and audience can see it.

3.4.3. After change of cards is completed, the dealer announces that 3 – 6 cards from the top of the newly presented shoe will be discarded. Number of cards(3/4/5/6) discarded is generated randomly during each change of cards.

3.5. The shuffle of cards. When the shoes are changed, the second dealer comes and shuffles the cards while everyone sees it and prepares the cards for dealing.

4. Betting limits:

4.1. Maximum and minimum betting limits are set by the gambling company.

5. Special cases:

5.1. Cancelled draws. War-of-Bets game draws may be cancelled if:

5.1.1. The scanner cannot scan the card or its readings do not match the card on the table;

5.1.2. A card or cards appear in a wrong place or gets mixed;

5.1.3. Technical problems occur (internet connection problems, technical failures in the studio or dealer’s mistakes).

5.1.3.1. Dealer’s mistakes that can cause the draw to be cancelled:

5.1.3.1.1. The dealing sequence is altered (see 2.2);

5.1.3.1.2. A card or cards are marked or damaged;

5.1.3.1.3. A card or cards fall off the table or cannot be seen on a screen due to the dealer’s fault;

5.1.3.1.4. A card or cards in the deck are turned face-up and picture/number is visible due to incorrect shuffling;

5.1.3.1.5. The dealer incorrectly scans a card or cards and readings of the scanner do not match the cards on the table.

5.1.4. If the draw is cancelled, all bets are void and stakes are returned to the players (odds are equalized to one).

5.2. Card’s burning. Cards can be burned during the game if:

5.2.1. The dealer takes the card out of the shoe and shows it face-up when the betting round is not finished;

5.2.2. A card cannot be scanned or read by the program due to technical reasons.

5.3. Card’s burning procedure:

5.3.1. The dealer shows the card face-up to all players;

5.3.2. The dealer announces that the specified card will be burned;

5.3.3. The dealer places the card into the box of used cards;

5.3.4. The dealer takes a new card from the shoe and puts it in the place of the burned card without cancelling the draw.

6. Game organization procedure:

6.1. Games run 24/7 with maintenance breaks on demand, however, everything else including dealer and card changes are shown live for everyone.

7. Equipment used in the game:

7.1. Six standard 52 (fifty-two) card decks. Each card has a unique bar code which is scanned by an integrated table scanner during the deal of cards.

7.2. Integrated table scanner which is used to scan the bar codes of the cards.

7.3. Cutting card which is used to cover the bottom card of the deck.

7.4. Shoe with shuffled cards from which the dealer deals the cards.

7.5. Table with two printed boxes on the layout for the Players and the Dealers cards.

7.6. Box of used cards where the dealer places used cards after each draw.

8. Additional information:

8.1. These Rules & Regulations are published in a number of languages for information purposes and ease of access by players. It is only the English version that is the legal basis of the relationship between Player and the Operator and in case of any discrepancy between a non-English version and the English version of these Rules & Regulations, the English version shall prevail.

8.2. All the claims of the Player related to the results of the draws or other technical issues should be addressed to the Operator no later than 30 (thirty) days after the draw in question.

Speedy 7

Speedy 7 is a real-time live-streamed card game being the most-simple-to-use for consumers. The game is built around the premise of speed, efficiency and simplicity, key elements in the modern online betting experience.

Game process

There are only two outcomes, with the player needing to predict whether the card will be red or black. There are seven cards dealt per two-minute draw and a player can join at any time. There are bonuses for four and seven correct predictions in a row. The odds on black and red being predicted are similar and continues to grow as four or seven successive correct picks come up. The live dealer uses six 52-card decks with a standard shuffler.

Game rules

1. Terms:

1.1. Betting round – time allocated for players bets to be accepted.

1.2. Odds – numerical expression determined on the mathematical probability of an outcome, which is multiplied by the amount of the player’s stake to calculate the winnings.

1.3. Suit – one of the four types of cards (Hearts, Diamonds, Spades, Clubs).

1.4. Colour – one out of two suit colours: Red (Hearts, Diamonds) and Black (Spades, Clubs).

1.5. Deck – a set of 52 (fifty-two) cards consisting of thirteen cards from each of the four suits (Deuce, Three, Four, Five, Six, Seven, Eight, Nine, Ten, Jack, Queen, King, Ace).

1.6. Shoe – gaming device where deck of cards is placed before beginning of the game.

1.7. Draw – one dealing of cards; begins with the first betting round and ends with the opening of the seventh card.

1.8. Betting outcome – interpretation of the outcome expressed in odds, which may change in the course of the draw depending on the change of the mathematical probability of the outcome.

1.9. Betting options – a list of all betting outcomes available to the player.

1.10. Lucky streak – the number of bets the player has won in a row in one draw - without without missing any of the betting rounds.

2. Rules:

2.1. Players predict what the next face-up card will be, and correct successive predictions will start the streak.

2.2. Only one streak per player at a time.

2.3. Player can start playing in any betting round of a draw.

2.4. Player can cash out during any betting round of a draw.

2.5. If a player cashes out, a player can still start a new streak - even during the same draw.

2.6. The lucky streak ends after the seventh card in the draw is dealt, either when the player does not make any choice during betting round or cashes out.

2.7. Dealing

2.7.1. Cards are dealt one by one after each betting round until 7 cards are dealt on the table.

2.7.2. The betting round is active before the first dealt card and after each dealt card except the seventh card. Once betting round is over, a new card is dealt.

2.7.3. After each dealt card, and in accordance with the fixed rules, the odds are determined by how many players correctly predicted the card.

2.7.4. Draw ends when the seventh card is dealt, winnings are determined and paid out to the players who have not yet cashed out.

3. Gameplay:

3.1. Game consists of seven betting rounds. During each betting round the player can predict the card to be dealt next.

3.2. First betting round. The first betting round begins before the first card is dealt, during which the player can place a bet for only one of the betting options available, predicting the next opened card (this rule applies to all betting rounds).

3.3. The announcement of the first betting round result. Once the first betting round is completed, the first card is dealt and the outcome of the betting round is determined, the cumulative winnings are calculated, and the new betting round starts.

3.4. The second betting round. Updated odds are displayed before the second betting round starts. Players who win in the first betting round can make one of the following actions:

3.4.1. Continue playing by predicting the next card.

3.4.2. Cash out (there will be a dedicated button for that). In this case, the accumulated winning will be paid out.

3.4.3. No action taken during the betting round (e.g. player cannot decide, internet connection was lost etc.). In this case, the accumulated winning will be cashed out once the betting rounds’ time expires (see 3.4.2).

3.5. The betting rounds from three to six follow the rules described in 3.3 section.

3.6. As per rules in sections 2.3 and 2.5, the player can start playing in any of the betting rounds.

3.7. The shuffle of cards:

3.7.1. There are two decks used in the game – one is being used for dealing the cards during the draw and the second one is not being used in the draw - as it is being shuffled.

3.7.2. At the end of the draw, the dealer collects a deck of used cards, which will be shuffled during the next draw.

3.7.3. A deck which was being shuffled in the previous draw will be used for the next dealing of cards.

4. Bonuses:

4.1. The 4-card streak Bonus. Bonus for a lucky streak of four betting rounds can be won by players who have correctly guessed four cards in a row in the same draw without using taking cash out option, the player will receive a Bonus on the initial stake regardless of the subsequent outcome of player’s game.

4.2. The 7-card streak Bonus. Bonus for a lucky streak of seven betting rounds can be won by players who started playing from the first betting round and have guessed all cards correctly without using taking cash out option. Bonus will be paid out as an additional winning calculated by fixed odds multiplied by the stake of player’s initial bet.

4.2.1. Fixed odd value for the 7-card streak bonus is determined by the gambling company.

5. Special cases:

5.1. Cancelled draws. Draw might be cancelled if:

5.1.1. The scanner cannot scan the card, or its readings do not match the card on the table;

5.1.2. A card or cards appear in a wrong placement or gets mixed;

5.1.3. Technical problems occur in the studio (internet connection problems, technical failure or dealer’s mistake).

5.1.3.1. Dealer’s mistakes that can cause the draw to be cancelled:

5.1.3.1.1. The dealing is sequence altered (see 2.7 section and subsections)

5.1.3.1.2. A card or cards are marked or damaged;

5.1.3.1.3. A card or cards fall off the table or cannot be seen on a screen due to the dealer’s fault;

5.1.3.1.4. A card or cards in the deck are turned face-up due to incorrect shuffling;

5.1.3.1.5. The dealer incorrectly scans card or cards and readings of the scanner do not match the cards on the table.

5.1.3.1.6. The dealer draws two cards for one betting round.

5.1.4. If the draw is cancelled, player will receive a refund of their stake or accumulated winning (See 3.4.2).

6. Game organization procedure:

6.1. The game runs 24/7 with maintenance breaks on demand. Everything else, including dealer and card changes, is broadcast live.

7. Equipment used in the game:

7.1. 1 x 52 (fifty-two) card deck. Each card has a unique bar code which is scanned by an integrated table scanner during the deal of cards.

7.2. An integrated table card scanner is used to scan the bar codes of the cards.

7.3. An integrated card shuffling machine is used to shuffle the deck of cards.

7.4. A cutting card is used to cover the bottom card of the deck.

7.5. A shoe with shuffled cards from which the dealer deals the cards.

7.6. Table with seven printed boxes on the layout for the seven dealt cards.

8. Additional information:

8.1. These Rules & Regulations are published in several languages for informational purposes and ease of access by players. It is only the English version that is the legal basis of the relationship between player and the Operator and in case of any discrepancy between a non-English version and the English version of these Rules & Regulations, the English version shall prevail.

8.2. All the claims of the player related to the results of the draws or other technical issues should be addressed to the Operator no later than 30 (thirty) days after the draw in question.

Wheel of Fortune

Try demo

“Wheel of Fortune” is a very fast and simple live game with clear betting options.

Game process

Presenter introduces the Wheel of Fortune, spins it counter-clockwise and then spins it clockwise with a light hand stroke. Only one spin is made during a draw except for cases when the spin must be repeated. Presenter’s spin (and the draw) is valid if the wheel makes at least three (3) full spins clockwise. Full clockwise spins are counted by the spins counter and a green light is lit when the wheel makes three (3) full spins. The spin starts when the wheel starts spinning clockwise and the pointer leaves the sector where it was previously standing. The result of the draw is the sector’s number or symbol where the pointer lands after the wheel stops turning.

There is only one betting round and players can place their bets on all available outcomes for the upcoming draw. A betting round takes place between the game draws and lasts about two minutes. Draws of the game run every 3 minutes daily.

Game rules

1. Terms:

1.1. Wheel of Fortune – a round gaming device divided into nineteen (19) sectors which are separated by metal holders;

1.2. Sector – one out of nineteen (1/19) parts of the wheel numbered from one (1) to eighteen (18) or marked with a special symbol (a cup with a star). All sectors are of equal size;

1.3. Draw result – sector where the lower end of the pointer stops (closer to the center of the wheel). Results are determined according to fixed rules (see 2.8.);

1.4. Pointer – a part of the gaming device (at the top middle of the wheel) which determines the result of the draw;

1.5. Odds – numerical expression which is multiplied by the player’s stake to calculate the winnings.

2. Rules:

2.1. The game’s presenter introduces the Wheel of Fortune, spins it counter-clockwise and then spins it clockwise with a light hand stroke;

2.2. One Wheel of Fortune is used in the game;

2.3. Only one spin is made during a draw except for cases when the spin must be repeated (see 4.2.);

2.4. Presenter’s spin (and the draw) is valid if the wheel makes at least three (3) full spins clockwise;

2.5. A turn starts when the presenter’s spinned wheel starts spinning clockwise and the pointer leaves the sector where it was previously standing;

2.6. The result of the draw is the sector’s number or symbol where the pointer lands after the wheel stops turning;

2.7. If the pointer stops between sectors, on the metal handle which divides sectors and does not fully jump over the metal handle to the upcoming sector, the sector on the right hand side of the metal handle on which the pointer stops is considered to be the correct result of the draw;

2.8. Results for Wheel of Fortune:

3. Gameplay:

3.1. There is only one betting round and punters can place their bets on all available outcomes;

3.1.1. The betting round takes place between the game draws and lasts about four minutes. When the first draw is finished, the betting round for the second draw immediately starts. The broadcast starts after the end of the betting round;

4. Betting limits:

4.1. Maximum and minimum betting limits are determined by the gambling company.

5. Special cases:

5.1. Cancelled draws:

5.1.1. Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter’s mistakes;

5.1.2. Presenter’s mistakes that can result in cancelled draws:

5.1.2.1. The Wheel of Fortune does not make at least three (3) full spins;

5.1.2.2. The presenter makes physical contact with the Wheel of Fortune when the wheel is already spinning or the presenter changes the speed of the wheel in any other way;

5.2. Repeated spin. A spin has to be repeated if:

5.2.1. The Wheel of Fortune does not make three (3) full spins from the beginning of the spin until the wheel comes to a complete stop;

5.3. If the sound during the broadcast is lost or the presenter announces the wrong winning sector, the correct draw results are determined by the video broadcast;

5.3.1. If a player cannot see the live broadcast due to technical reasons (no internet connection, no electricity etc.) but the broadcast can be found in the archive, draw is deemed to have taken place;

5.3.2. Results of each draw and archive for the broadcasts can be found on the game organizer’s website.

6. Game organization procedure:

6.1. Game draws run 24/7 every 3 minutes with maintenance breaks on demand.

6.1.1. Organizer has the right to change the time and the duration of the broadcasts;

7. Equipment used in the game:

7.1. Wheel of Fortune (see 1.1.).

8. Additional information:

8.1. These Rules & Regulations are published in a number of languages for information purposes and ease of access by players. It is only the English version that is the legal basis of the relationship between Player and the Operator and in case of any discrepancy between a non-English version and the English version of these Rules & Regulations, the English version shall prevail.

8.2. All the claims of the Player related to the results of the draws or other technical issues should be addressed to the Operator no later than 30 (thirty) days after the draw in question.

Dice Duel

"Dice Duel" is a simple real time dice–rolling game adapted for betting with a wide selection of outcomes.

Game process

Two – one red and one blue dice with sides numbered from 1 to 6 pips are used in the game. The presenter puts the dice into a dice box, shuffles and rolls them on the game table. Dice are rolled only once during a draw except in special cases when the roll has to be repeated. A roll is deemed to have taken place when both dice stand on one of their sides and clearly make a two dice combination. The result of the draw is the two dice combination determined by the color of the dice and the pip numbers on the top side of each dice after they are rolled on the table.

There is only one betting round and players can place their bets on all available outcomes for the upcoming draw. A betting round takes place between the game draws and lasts about 40 seconds. Draws of the game run every 60 seconds daily.

Game rules

1. Terms:

1.1. A dice – a small cube with each side having a different number of pips ranging from 1 to 6 rolled in order to generate a random number.

1.2. Dice set – a set of 2 dice in which one dice is red and another is blue.

1.3. Spare dice set – a set of 2 dice in which one dice is red and another is blue and that is visible in the picture.

1.4. Dice box – a container used to hold, shake and roll the dice.

1.5. Game table – a special downward sloping table with lighting and a marked place for the lucky combination to be placed.

1.6. Lucky combination – the result of the draw determined after the dice have been rolled in the place for the lucky combination on the game table.

1.7. Odds – numerical expression which is multiplied by the player’s stake to calculate the winnings.

2. Rules:

2.1. The presenter of the game puts the dice into the dice box, shakes and rolls the dice on the game table during a live broadcast.

2.2. Set in which one of two dice is red and another is blue with sides numbered from 1 to 6 pips are used for the game.

2.3. Dice are rolled only once during a draw except in special cases when the roll has to be repeated ( see 5).

2.4. A roll is deemed to have taken place when both dice stand in the place for the lucky combination on one of their sides and clearly make a two dice combination.

2.5. The result of the draw is the two dice combination determined by:

2.5.1. the pip numbers on the top side of the dice after they have been rolled on the table;

2.5.2. the colour of both dice.

2.6. Presenter identifies the lucky combination by non–changing rules.

2.7. Dice Duel combinations (36):

3. Gameplay:

3.1. There is only one betting round and players can place their bets on all available outcomes for the upcoming draw.

3.1.1. A betting round takes place between the game draws. When the ongoing draw is finished, the betting round for the next draw immediately starts. The broadcast starts after the end of the betting round.

4. Betting limits:

4.1. Maximum and minimum betting limits are determined by the gambling company.

5. Special cases:

5.1. Cancelled draws:

5.1.1. Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter’s mistakes;

5.1.2. Presenter‘s mistakes that can end up with cancelled draws:

5.1.2.1. Dice fall off the table before, during or after the repeated roll;

5.1.2.2. During repeated roll dice stops on its edge after the roll;

5.1.2.3. During repeated roll dice does not stand fully on one of its sides;

5.1.2.4. During repeated roll a dice combination cannot be determined (see 2.7.);

5.1.2.5. After the repeated roll one, or more than one dice fully, or partially covers line of marked zone for lucky combination;

5.2. A repeated roll must be performed if:

5.2.1. Dice stops on its edge after the roll;

5.2.2. Dice does not stand fully on one of its sides;

5.2.3. A dice combination cannot be determined (see 2.7.).

5.2.4. After the roll one, or more than one dice fully, or partially covers line of marked zone for lucky combination;

5.2.5. Dice falls off the table before, during or after the first roll;

5.3. Video and audio streaming do not match or do not exist.

5.3.1. If sound is lost during the broadcast or the presenter announces the wrong winning combination, the correct draw outcomes are determined by the video broadcast.

5.3.2. If a player cannot see the live broadcast due to technical reasons at their end (no internet connection, no electricity etc.) but the broadcast can be found in the archive, draw is deemed to have taken place.

5.3.3. Results of each draw and archive for the broadcasts can be found on the game organizer’s website.

6. Game organization procedure:

6.1. Game draws run 24/7 with maintenance breaks on demand.

6.1.1. Organizer has the right to change the time and duration of the broadcasts.

7. Equipment used in the game:

7.1. A set of 2 dice (see 1.2).

7.2. A spare set of 2 dice (see 1.3).

7.3. A dice box (see 1.4).

7.4. A game table (see 1.5).

8. Additional information:

8.1. These Rules & Regulations are published in a number of languages for information purposes and ease of access by players. It is only the English version that is the legal basis of the relationship between Player and the Operator and in case of any discrepancy between a non–English version and the English version of these Rules & Regulations, the English version shall prevail.

8.2. All the claims of the Player related to the results of the draws or other technical issues should be addressed to the Operator no later than 30 (thirty) days after the draw in question.

6+ Poker

BetGames.TV’s latest version of Poker is set to become an instant classic. The game is called 6+ POKER and the concept is based on a variation of the wildly popular standard Poker Hold ‘Em version. The name implies action, with 6+ POKER providing a clue as to the excitement of the experience. The standard rules of Poker have been tweaked for absolute user interaction and encapsulates an individual look, feel and gameplay. The name 6+ POKER shows that each draw consists of a 36-deck card, with the lowest card number being a six. The interesting, innovative and unique dynamic will provide a new experience, and will create a deeper love for the game.

The beauty of the game is that there are subtle differences between 6+ Poker and the traditional version, and these alterations enhance interactivity, efficiency, win opportunities and outcomes. The changes are simple, and ease-of-use is a key factor:

- All cards lower than the 6 are being removed from the deck.

- Ace is now part of the Straight combination (example: A-6-7-8-9)

- The Flush combination becomes higher than the full house

- A Three of a kind becomes higher than the straight combination.

The changes may seem small, but the gameplay experience will intensify as the 6+ POKER version brings a little something different to the table. The slightest alteration brings about massive change – more depth and exciting dynamics. Evolution and adaption are the key tenets to life, and we know this new version will creep into players hearts.

Games Rules Index

Evolution Games

Baccarat incl Red Envelope Bonus

  • Baccarat Tables A to Z and or 1 to 100
  • Baccarat Control Squeeze
  • Speed Baccarat Tables A to Z and or 1 to 100
  • Salon Prive Baccarat Tables A to Z and or 1 to 100
  • Baccarat Squeeze

Game Objective

The objective in Baccarat is to predict whose hand will win by having the value closest to 9.

Game Rules

The game is hosted by a game presenter and is played with eight standard 52-card decks. Card values are as follows:

  • Aces are the lowest cards and are worth 1 point each.
  • Cards from 2 to 9 are worth their numerical face values.
  • 10s and face cards (jacks, queens and kings) are each worth 0.

D - Draw; S - Stand

If the Player's hand stands on a 6 or 7, then a Banker hand totalling 3, 4 or 5 must draw, while a Banker hand totalling 6 must stand.

Whoever gets the hand closest to a total of 9 wins.

Side Bets

Side Bet Description
P Pair Pays if the first two cards dealt to the Banker constitute a pair.
B Pair Pays if the first two cards dealt to the Banker constitute a pair.
Perfect Pair  Pays 25:1 if two identical cards (in terms of value and suit) are dealt as the first two cards to either the Banker or the Player. Pays 200:1 if two identical cards (in terms of value and suit) are dealt as the first two cards to both the Banker and the Player.
Either Pair  Pays if either the Banker or the Player hand is a pair.
P Bonus Pays when the Player wins the round on a natural 8 or 9 or by at least four points.
B Bonus Pays when the Banker wins the round on a natural 8 or 9 or by at least four points.

Payouts

Your payout depends on the type of bet placed.

BET PAYS
Player 1:1
Banker 0.95:1 (5% commission is charged)
Tie 8:1
P Pair 11:1
B Pair

11:1

Perfect Pair

One pair: 25:1

Two pairs: 200:1

Either Pair 5:1

Hand Combination Odds

P Bonus/B Bonus

  • Non-Natural hand wins by 9 points, 30:1
  • Non-Natural hand wins by 8 points, 10:1
  • Non-Natural hand wins by 7 points, 6:1
  • Non-Natural hand wins by 6 points, 4:1
  • Non-Natural hand wins by 5 points, 2:1
  • Non-Natural hand wins by 4 points, 1:1
  • Natural win, 1:1
  • Natural tie, Push

Please note that any malfunction voids the game round and all eventual payouts for the round. Bets will be returned.

Red Envelope

In random game rounds, you will be presented with a special Red Envelope gift that increases payout values for the Tie, P Pair or B Pair bet spots. If your bet wins and it coincides with the randomly selected Red Envelope bet spot, your payout will be increased.

The increased payout values are randomly generated per bet spot as follows:

BET  PAYS
Tie 88 - 8:1
P Pair  11 - 88:1
B Pair  11 - 88:1

Return to Player

The optimal Return to Player (RTP) percentage for Baccarat is 98.94%*.

The following table displays the return-to-player percentage on the different optional side bets.

Side Bet Return to Player
B Pair 89.64%
P Pair 89.64%
Perfect Pair 91.95%
Either Pair 86.29%
P Bonus 97.35%
B Bonus 90.63%

*RTP based on optimal strategy for Banker bet.

Baccarat No Commission

The Following Game rules applies to:

  • No Commission Speed Baccarat Tables A to Z and or 1 to 100
  • No Commission Baccarat

Game Objective

The objective in Baccarat No Commission is to predict whose hand will win by having the value closest to 9.

Game Rules

The game is hosted by a dealer and is played with eight standard 52-card decks. Card values are as follows:

  • Aces are the lowest cards and are worth 1 point each.
  • Cards from 2 to 9 are worth their numerical face values.
  • 10s and face cards (jacks, queens and kings) are each worth 0.
  • Only the numeric value of each card is relevant in the main Baccarat game; each card's suit (hearts, spades, clubs or diamonds) is irrelevant.
  • Prior to each deal, you must place your bet on whether the Player or the Banker will win the round by having the hand with a value closest to 9. You also have the option to bet that the round will end in a Tie, which occurs when both the Player and Banker hold hands of equal value.
  • The dealer begins by dealing two cards each to the Player and to the Banker.
  • Two hands are dealt in Baccarat: one hand to the Player and one hand to the Banker.
  • If the Player and Banker hold hands of equal value, the round ends in a tie. The Tie bet wins, and bets on the Player and Banker push (are returned).
  • Each hand's value is calculated by dropping the tens digit in a hand otherwise worth 10 or more. For example, a hand consisting of a 7 and a 9 is only worth 6 in Baccarat (because 16-10=6). Similarly, a face card plus a 9 will be worth 9.
  • If the Player or the Banker receives an initial two-card hand worth 8 or a 9 (a "natural" 8 or 9), no additional cards will be dealt to either hand.
  • If the Player and Banker receive initial two-card hands worth 0-7, the "Third Card Rule" is consulted to determine if a third card is to be dealt to either hand or both hands. The Player always goes first.

Player's Hand

Player's initial two-card hand

0-1-2-3-4-5 Player draws a third card.
6-7 Player stands.
8-9 (a "natural") No third card to either hand.

Banker's Hand

D - Draw; S - Stand

If the Player's hand stands on a 6 or 7, then a Banker hand totaling 3, 4 or 5 must draw, while a Banker hand totaling 6 must stand.

Whoever gets the hand closest to a total of 9 wins.

Side Bets

Side Bet Description
P Pair Pays if the first two cards dealt to the Player constitute a pair.
B Pair Pays if the first two cards dealt to the Banker constitute a pair.
Perfect Pair Pays 25:1 if two identical cards (in terms of value and suit) are dealt as the first two cards to either the Banker or the Player. Pays 200:1 if two identical cards (in terms of value and suit) are dealt as the first two cards to both the Banker and the Player.
Super 6 Pays 15:1 if Banker wins with a score of 6. Please place main bet (Player/Banker/Tie) first in order to place the side bet.
P Bonus Pays when the Player wins the round on a natural 8 or 9 or by at least four points.
B Bonus Pays when the Banker wins the round on a natural 8 or 9 or by at least four points.

Payouts

Your payout depends on the type of bet placed.

BET PAYS
Player 1:1
Banker 0.95:1 (5% commission is charged)
Tie 8:1
P Pair 11:1
B Pair 11:1
Perfect Pair One pair: 25:1
Two pairs: 200:1
Either Pair 5:1
Super 6 15:1

Hand Combination Odds

P Bonus/B Bonus

  • Non-Natural hand wins by 9 points, 30:1
  • Non-Natural hand wins by 8 points, 10:1
  • Non-Natural hand wins by 7 points, 6:1
  • Non-Natural hand wins by 6 points, 4:1
  • Non-Natural hand wins by 5 points, 2:1
  • Non-Natural hand wins by 4 points, 1:1
  • Natural win, 1:1
  • Natural tie, Push

Please note that any malfunction voids the game round and all eventual payouts for the round. Bets will be returned.

Red Envelope

In random game rounds, you will be presented with a special Red Envelope gift that increases payout values for the Tie, P Pair or B Pair bet spots. If your bet wins and it coincides with the randomly selected Red Envelope bet spot, your payout will be increased.

The increased payout values are randomly generated per bet spot as follows:

BET PAYS
Tie 8 – 88:1
P Pair 11 – 88:1
B Pair 11 – 88:1

RTP

The optimal Return to Player (RTP) percentage for Baccarat is 98.76%*.

The following table displays the return-to-player percentage on the different optional side bets.

Side Bet Return to Player
B Pair 89.64%
P Pair 89.64%
Perfect Pair 91.95%
Either Pair 86.29%
Super 6 86.18%
P Bonus 97.35%
B Bonus 90.63%

*RTP based on optimal strategy for Player bet.

Gonzo’s Treasure Hunt

Game Objective

Gonzo’s Treasure Hunt is an exciting game full of unexpected prizes. You will join Gonzo, the Spanish explorer, in the search for the lost treasures of El Dorado city.

The objective of the game is to guess where on the wall of 70 stones you will find the hidden treasure stones.

Game Rules

  1. Place your bets on one or more treasure stones. The stones on the wall will be displayed in a matching colour.
  2. Select the number of picks (1 to 20) you would like to make to find your stones once the wall is hidden. Your total bet will be the number of selected picks multiplied by the total value of all your placed bets on treasure stones. For example, placing R2 and R5 on two different stones and 3 picks selected is (R2+R5) x 3 = R21

Treasure Hunt

  • After you have placed your bets and selected your number of picks, all the stones on the wall are shuffled and the values hidden. Now is the time to hunt your treasures by picking stones from the wall. The timer will start counting and you can make as many picks as you have selected. You can move any of your selections by clicking/tapping on it and dragging it to a different stone.
  • If time is up and you have not made all the selected picks, the remaining picks will be made randomly for you.

Prize Drop

  • Gonzo will now turn the key to start the Prize Drop! Bonus Prizes from 3 to 100 in value will appear at the top of the wall, and if there is an opening in the row below, the prizes will drop down and stop at random stones, adding to the value of the hidden stone. Some Prize Drops may contain no prizes to be dropped to the wall.
  • Multipliers with values from 2x to 10x may also appear among the prizes in the top row which would multiply all visible values on the wall.
  • In addition, a Re-Drop may also appear among the prizes in the top row, triggering another Prize Drop and increasing the chances of even more prizes falling onto the wall.
  • Each time there is a Prize Drop, there can be Bonus Prizes, multipliers, and Re-Drops in the top row, falling in that order. A maximum of 10 Re-Drops can occur during one game round. If more than one prize falls on the same stone, all the prize values are added. If a Re-Drop features a new multiplier, all visible values on the wall are multiplied again using that multiplier.
  • At the end of the game, the wall reveals the final values on all of the stones.
  • You can now see whether you have picked the same stones that had your bet at the start of the game round.
  • You only win if you picked one of the stones with your bet on. If you picked a stone that received a bonus value, it is added to the standard payout value (1, 2, 4, 8, 20 and 65). Your winning bet is multiplied by the stones final value. Your original bet on a single stone and one selected pick is returned on top of what you have won.
  • Example 1: You bet on 65x, a Bonus Prize of 10 is dropped and that is followed by a 2x multiplier. You prize will be 65 + 10 x 2= 85. 85 is then multiplied by your bet to arrive at your total winnings and your original bet is returned on top of that.
  • Example 2: You bet on 1x and have chosen 5 picks. A Bonus Prize of 10 is dropped on one of your selections and that is followed by a 2x multiplier.

When the wall reveals you see that:

  • under the first pick there is a 1x stone with the Bonus Prize of 10 and a 2x multiplier. The value of your Bonus Prize is multiplied by 2 and is now 20. Your payout is 1 + 20
  • under the second, third and fourth picks, there are 1x stones as well. Your payout is 1+1+1
  • under the fifth pick there is a 4x stone. Since you did not bet on this stone, you receive no payout for it.

You have found 4 stones with 1x. Your final payout for the 1x stone is 24.

Stones that were picked but were not covered by your bet will be displayed on the wall with a special symbol.

Payouts

Stone Payout Stones In Wall Pays
1 27 1 to 1
2 20 2 to 1
4 12 4 to 1
8 7 8 to 1
20 3 20 to 1
65 1 65 to 1

The maximum payout for your all winnings within a game round is R5,000,000. For details see the Bet Limit table in the info tab when in the live game.

Prizes won during the game round are added on top of the standard payout. The maximum amount an individual stone on the wall can receive during the Prize Drop is 20,000x.

Please note that any malfunction voids the game round and all eventual payouts for the round.

Return to Player

The optimal theoretical Return-To-Player (RTP) is 96.56%.

  • 1 – 96.42%
  • 2 – 96.51%
  • 4 – 96.35%
  • 8 – 96.56%
  • 20 – 96.55%
  • 65 – 96.52%

First Person American Roulette

Game Rules

The objective in First Person American Roulette is to predict the number on which the ball will land by placing one or more bets that cover that particular number. The wheel in American Roulette includes the numbers 1-36 plus a single 0 (zero) and a double zero (00).

After you have placed your bets, click/tap the SPIN button to start the spin of the ball within the Roulette wheel. The ball will eventually come to rest in one of the numbered pockets within the wheel. You win if you have placed a bet that covers that particular number.

Bet Types

You can place many different kinds of bets on the Roulette table. Bets can cover a single number or a certain range of numbers, and each type of bet has its own payout rate.

Bets made on the numbered spaces on the betting area, or on the lines between them, are called Inside Bets, while bets made on the special boxes below and to the side of the main grid of numbers are called Outside Bets.

Inside Bets:

  • Straight Up - place your chip directly on any single number (including zero).
  • Split Bet - place your chip on the line between any two numbers, either on the vertical or horizontal.
  • Street Bet - place your chip at the end of any row of numbers. A Street Bet covers three numbers.
  • Corner Bet - place your chip at the corner (central intersection) where four numbers meet. All four numbers are covered.
  • Five Bet - place your chip on the outer boundary line of the betting grid between 0 and 1 (at the point where the bottom-right corner of the number 0 meets the bottom-left corner of the number one). A Five Bet covers five numbers: 0, 00, 1, 2 and 3.
  • Line Bet - place your chip at the end of two rows on the intersection between the two rows. A line bet covers all the numbers in both rows, a total of six numbers.

Outside Bets

  • Column Bet - place your chip in one of the boxes marked "2 to 1" at the end of the column that covers all 12 numbers in that column. The zero and double zero is not covered by any column bet.
  • Dozen Bet - place your chip in one of the three boxes marked "1st 12," "2nd 12" or "3rd 12" to cover the 12 numbers alongside the box.
  • Red/Black - place your chip in the Red or Black box to cover the 18 red or 18 black numbers. The zero and double zero is not covered by these bets.
  • Even/Odd - place your chip in one of these boxes to cover the 18 even or 18 odd numbers. The zero and double zero is not covered by these bets.
  • 1-18/19-36 - place your chip in either of these boxes to cover the first or second set of 18 numbers. The zero and double zero is not covered by these bets.

Neighbour Bets

  • Click/tap the NEIGHBOUR BETS button to view a special oval or racetrack-shaped betting area that allows you to place neighbour bets and other special bets more easily. Re-click/tap the button to close/re-open this feature.
  • Each bet covers a different set of numbers and offers different payout odds. Bet spots will be highlighted.
  • A neighbour bet covers a particular number as well as other numbers that lie in close proximity to it on the Roulette wheel. To place a neighbour bet, click/tap a specific number on the racetrack. A chip will be placed on the chosen number and on numbers that neighbour it to the right and left. Click/tap on the circular "-"or "+" button to increase or decrease the set of neighbours to the right and left of the chosen number.

Special Bets

Finale en Plein

  • Finale en plein 0 – 5-chip bet covers 0+00+10+20+30, each with 1 chip
  • Finale en plein 1 – 4-chip bet covers 1+11+21+31, each with 1 chip
  • Finale en plein 2 – 4-chip bet covers 2+12+22+32, each with 1 chip
  • Finale en plein 3 – 4-chip bet covers 3+13+23+33, each with 1 chip
  • Finale en plein 4 – 4-chip bet covers 4+14+24+34, each with 1 chip
  • Finale en plein 5 – 4-chip bet covers 5+15+25+35, each with 1 chip
  • Finale en plein 6 – 4-chip bet covers 6+16+26+36, each with 1 chip
  • Finale en plein 7 – 3-chip bet covers 7+17+27, each with 1 chip
  • Finale en plein 8 – 3-chip bet covers 8+18+28, each with 1 chip
  • Finale en plein 9 – 3-chip bet covers 9+19+29, each with 1 chip

Finale a Cheval

  • Finale a cheval 0/3 – 5-chip bet covers 0+00/3+10/13+20/23+30/33, each with 1 chip
  • Finale a cheval 1/4 – 4-chip bet covers 1/4+11/14+21/24+31/34, each with 1 chip
  • Finale a cheval 2/5 – 4-chip bet covers 2/5+12/15+22/25+32/35, each with 1 chip
  • Finale a cheval 3/6 – 4-chip bet covers 3/6+13/16+23/26+33/36, each with 1 chip
  • Finale a cheval 4/7 – 4-chip bet covers 4/7+14/17+24/27+34, each with 1 chip
  • Finale a cheval 5/8 – 4-chip bet covers 5/8+15/18+25/28+35, each with 1 chip
  • Finale a cheval 6/9 – 4-chip bet covers 6/9+16/19+26/29+36, each with 1 chip
  • Finale a cheval 7/10 – 3-chip bet covers 7/10+17/20+27/30, each with 1 chip
  • Finale a cheval 8/11 – 3-chip bet covers 8/11+18/21+28/31, each with 1 chip
  • Finale a cheval 9/12 – 3-chip bet covers 9/12+19/22+29/32, each with 1 chip

Complete Bets

  • A Complete Bet places all of the inside bets on a specific number.
  • For example, a Complete Bet on number 36 will place 18 chips to completely cover it, as follows: 1 chip on Straight-up 36, 2 chips on each of Split bets 33/36 and 35/36, 3 chips on Street bet 34/35/36, 4 chips on 32/33/35/36 Corner bet and 6 chips on Line bet 31/32/33/34/35/36.

Payouts

Your payout depends on the type of placed bet.

INSIDE BETS

BET TYPE PAYOUT
Straight Up 35:1
Split 17:1
Street 11:1
Corner 8:1
Five 6:1
Line 5:1

OUTSIDE BETS

BET TYPE PAYOUT
Column 2:1
Dozen 2:1
Red/Black 1:1
Even/Odd 1:1
1-18/19-36 1:1

Malfunction voids all pays and play.

Return to Player

The optimal theoretical return-to-player percentage is 94.74%.

Fan Tan

Game Objective

The objective of Fan Tan is to predict the number of beads remaining in the last line once the selected beads are removed and sorted into lines of four.

Game Rules

  • During the betting time, a random number of beads is selected from a pile of beads using a cup — only the selected beads participate in the current game round.
  • After betting time has expired, the selected beads are sorted on the table into lines of four beads in each line.
  • Bead sorting is performed using a special stick. The final remaining beads (between 1 and 4 beads) are placed in a line in the centre of the table and that number represents the game result.

Game View

Fan Tan can be played in a choice of two views – the default or the advanced game view. The default game view displays the main bet types, while the advanced game view includes more traditional Fan Tan bet types.

  • It is possible to switch between the two game views by a simple click/tap on the view switching button.
  • Switching from the default to advanced game view is possible during any game phase.
  • Switching from advanced to the default game view is available only if you have no bets placed or your bets are placed only on the bets spots that are available in a default game view.

Bet Types

You can place different bets on the Fan Tan table, and each type of bet has its own payout. Your bet is returned on top of your winnings. The available bet spots depend on the game view you have selected.

Bet types in the default game view:

  • 1, 2, 3, 4 — place your bet on a single number of remaining beads — 1, 2, 3 or 4. Wins pay 2.85:1.
  • Big/Small — place your bet on the number of remaining beads being Small (1 or 2) or Big (3 or 4). Wins pay 0.95:1.
  • Odd/Even — place your bet on the number of remaining beads being Odd (1 or 3) or Even (2 or 4). Wins pay 0.95:1.

Bet types in the advanced game view:

  • 1, 2, 3, 4 — place your bet on a single number of remaining beads — 1, 2, 3 or 4. Wins pay 2.85:1.
  • Big/Small — place your bet on the number of remaining beads being Small (1 or 2) or Big (3 or 4). Wins pay 0.95:1.
  • Odd/Even — place your bet on the number of remaining beads being Odd (1 or 3) or Even (2 or 4). Wins pay 0.95:1.
  • Nim — place your bet on 2 possible numbers of beads remaining. If the first number displayed on the Nim bet spot is the game result, it counts as a win. Wins pay 1.90:1. If the last number displayed on the Nim bet spot is the game result, it counts as a push and your initial bet is returned.
  • Kwok — place your bet on 2 possible numbers of beads remaining. Numbers on the Kwok bet spots show which 2 numbers will count as winning ones. Wins pay 0.95:1.
  • Ssh — place your bet on 3 possible numbers of beads remaining. Numbers on the Ssh bet spots show which 3 numbers will count as winning ones. Wins pay 0.316667:1.

Payouts

Your payout depends on the type of placed bet. Your bet is returned on top of your winnings. 5% commission is charged.

Bet Payout
1 2.85 (3:1 less 5%)
2 2.85 (3:1 less 5%)
3 2.85 (3:1 less 5%)
4 2.85 (3:1 less 5%)
Odd 0.95 (1:1 less 5%)
Even 0.95 (1:1 less 5%)
Big 0.95 (1:1 less 5%)
Small 0.95 (1:1 less 5%)
1 Nim 2 1.90 (2:1 less 5%)
1 Nim 3 1.90 (2:1 less 5%)
1 Nim 4 1.90 (2:1 less 5%)
2 Nim 1 1.90 (2:1 less 5%)
2 Nim 3 1.90 (2:1 less 5%)
2 Nim 4 1.90 (2:1 less 5%)
3 Nim 1 1.90 (2:1 less 5%)
3 Nim 2 1.90 (2:1 less 5%)
3 Nim 4 1.90 (2:1 less 5%)
4 Nim 1 1.90 (2:1 less 5%)
4 Nim 2 1.90 (2:1 less 5%)
4 Nim 3 1.90 (2:1 less 5%)
Kwok 1-2 0.95 (1:1 less 5%)
Kwok 4-1 0.95 (1:1 less 5%)
Kwok 2-3 0.95 (1:1 less 5%)
Kwok 3-4 0.95 (1:1 less 5%)
Ssh 3-2-1 0.316667 (1:3 less 5%)
Ssh 4-3-2 0.316667 (1:3 less 5%)
Ssh 2-1-4 0.316667 (1:3 less 5%)
Ssh 1-4-3 0.316667 (1:3 less 5%)

Please note that any malfunction voids the game round and all eventual payouts for the round. Bets will be returned.

Return to Player

The optimal Return to Player (RTP) percentage is 98.75% (96.25-98.75%).

Ezugi Games

Andar Bahar

Objective

Predict whether the Joker card will be drawn on Andar or Bahar side.

Game Rules

In Andar Bahar, the objective of the game is for players to predict which side a “Joker” card will appear; either Andar or Bahar.

To begin a game round the Dealer deals the first card which is commonly known as the “Joker Card”. After which the dealer will begin dealing a single card to each side: A card will be first drawn on Andar and then Bahar and Andar again and so forth until a card with the same value (or face) regardless of the suite will be drawn on one of the sides. The player needs to simply predict on which side (Andar or Bahar) a card sharing the same value (or face) as the Joker card will be drawn first. Once this matching card is drawn on either side the round ends.

Players that bet on the winning side will win the bet based on the payout table below (betting on the other side will result in losing the bet). The game is played with one deck of cards that are shuffled before each round by the dealer. The deck is cut after the shuffle and the dealer reveals then the Joker card.

Payout table

Andar X1.9
Bahar X2

Side Bets

Placing a bet on the side bet does not require placing a bet on Andar or Bahar main bet (but can be done in addition to the main bet).

The side bet allows the player to predict the number of cards that will be dealt after the Joker card until a card sharing the same value (or face) as the Joker card will be drawn in either Andar or Bahar.

For example if a player believes the Joker card will be dealt in the first five cards then he can place a side bet on 1-5 (1 to 5) on odds of 3:1 (three to one). If the card sharing the same value (or face) as the Joker card is drawn within the first 5 cards the player will win 3 times their bet amount.

Side bets are paid as follows:

1-5 (1 to 5) X3.5
6-10 (6 to 10) X4.5
11-15 (11 to 15) X5.5
16-25 (16 to 25) X4.5
26-30 (26 to 30) X15
31-35 (31 to 35) X25
36-40 (36 to 40) X50
41 or more X120

Betting Instructions

The Joker card is dealt and then betting round starts. To place a bet, select a chip value from the slider and then click directly where it says Andar or Bahar. Once the timer has finished the countdown, the dealer will begin dealing the cards (Andar first). If there is a game in progress you will need to wait until it has completed before placing a bet.

Error Handling

If there is any error in the game procedure, the game round will be temporarily paused, and the shift manager will be notified. Players will be notified by an on-screen pop-up message, to notify the player that the issue is in the process of investigation. If the manager can immediately resolve the error, the game round will continue as normal. If immediate resolution is not possible, the game round will be cancelled, and initial bets will be refunded to all players who participated in the game round.

Disconnection

The Ezugi Live Dealer services are provided via internet, which inevitably may disconnect at times. This poses potential snags to the game flow and user experience.

In order to minimize the impact caused by unexpected disconnections, when a player loses his connectivity to the game server, a reconnect message will be displayed on the screen.

Until the player reconnects to the game server, the game and chat functionality will behave improperly or be completely inactive.

Should a system disconnection occur after a bet was placed on the Andar Bahar table and before the timer has completed, the bet will not be deducted from the balance. If a disconnection occurs after the bet was finalized and already deducted from the balance, yet before the game results are known, the bet will be processed as usual and the balance will update according to the game results.

The following error handling rules apply:

  • In the event that a disconnection occurs before bets are placed, i.e. before the 'No More Bets' message on the screen, the bet will not be deducted from the balance and the player will not participate in the game round. Once reconnected, please verify your balance and inform your casino operator immediately if there are any issues.
  • In the event that a disconnection occurs after a game round begins, i.e. after the 'No More Bets' message on the screen, we do not guarantee that your bet was placed. Please verify with your casino operator to assure the balance is correct. If the bet was placed, the game will proceed as normal and the winnings will be processed according to the game result regardless of the disconnection. Please note the following exceptions:
    • If playing on multiple seats games, there is a possibility that only some bets process while others don’t.
    • A disconnection message might not be displayed to the player, and all decisions will proceed as the default decision.
    • In the event that a client disconnection occurred while playing the game, regardless of the status of the game, please make sure to review your balance after the reconnection and contact your casino operator if there is a problem.

Over the Table (OTT) Andar Bahar

Ezugi provides OTT Andar Bahar from various licenced Casinos around the world. Punters can place fixed odds bets on the outcome of a live Andar Bahar game from a specific casino.

Objective

Predict whether the Joker card will be drawn on Andar or Bahar side.

Game Rules

  • In Andar Bahar, the objective of the game is for players to predict which side a “Joker” card will appear; either Andar or Bahar.
  • To begin a game round the Dealer deals the first card which is commonly known as the “Joker Card”. After which the dealer will begin dealing a single card to each side: A card will be first drawn on Bahar and then Andar and Bahar again and so forth until a card with the same value (or face) regardless of the suite will be drawn on one of the sides. The player needs to simply predict on which side (Andar or Bahar) a card sharing the same value (or face) as the Joker card will be drawn first. Once this matching card is drawn on either side the round ends.
  • The player will have two options to place bets on Andar or Bahar:
  • During the first bet timer – after the dealer reveals the Joker card
  • During the second bet timer – after the dealer deals the first card for Andar and the first card for Bahar.
  • Players that bet on the winning side will win the bet based on the payout table below (betting on the other side will result in losing the bet). The game is played with one deck of cards that are shuffled before each round by the dealer. The deck is cut after the shuffle and the dealer reveals then the Joker card.
  • If the 1st card for Bahar is the joker card then all the Andar bets losses and all wining bets will be paid to 25% of the bet, and if the 1st card for Andar is the joker then all the Bahar bets losses and Andar bets will be paid even money.
  • Once the 1st cards for both Andar and Bahar are drawn and if not winning hand dealer will announce:
  • “2nd bet open” and now players can play only on 2nd bet with table limits, if 1st card of 2nd Bet (meaning if the second card dealt on Bahar) is the joker then all Andar bet losses and 2nd Bahar bet will be paid 25% and 1st bet will be paid even money.
  • If not the above the game will carry on till the joker card is out in any of the slots (Andar /Bahar) and whichever side joker shows up that will be the result so all other bets losses and winning bets will be paid even money.

Payout table (for both first and second bet):

  Wins in first card dealt Wins in second card dealt Wins on third card dealt or after
Andar first bet 1:1 1:1 1:1
Andar second bet   1:1 1:1
Bahar first bet 0.25:1 1:1 1:1
Bahar second bet   0.25:1 1:1

Side Bets

Placing a bet on the side bet does not require placing a bet on Andar or Bahar main bet (but can be done in addition to the main bet). The side bet can be placed only during the first bet timer and cannot be placed during the second bet timer.

The side bet allows the player to predict the number of cards that will be dealt after the Joker card until a card sharing the same value (or face) as the Joker card will be drawn in either Andar or Bahar.

For example, if a player believes the Joker card will be dealt in the first five cards then he can place a side bet on 1-5 (1 to 5) on odds of 3:1 (three to one). If the card sharing the same value (or face) as the Joker card is drawn within the first 5 cards the player will win 3 times their bet amount.

Side bets are paid as follows:

1-5 (1 to 5) X3.5
6-10 (6 to 10) X4.5
11-15 (11 to 15) X5.5
16-25 (16 to 25) X4.5
26-30 (26 to 30) X15
31-35 (31 to 35) X25
36-40 (36 to 40) X50
41 or more X120

Betting Instructions

The Joker card is dealt and then betting round starts. To place a bet, select a chip value from the slider and then click directly where it says Andar or Bahar. Once the timer has finished the countdown, the dealer will begin dealing the cards: Bahar first and then Andar. Once one card is dealt for Bahar and one card is dealt for Andar then there is a new betting timer for the second bet – to bet again on Andar or Bahar. If there is a game in progress you will need to wait until it has completed before placing a bet.

RTP

Main bet  94.85%
Side bet  95.57%

Teen Patti

Objective

The objective of Teen Patti is to get a better 3-card Poker hand than the dealer's using the player's 3 dealt cards against dealer’s 3 dealt cards.

Game Rules

The game is played with a single 52-card deck (excluding Jokers), cards are shuffled after each game round.

Any number of players can participate in a single game simultaneously, each taking no more than one seat.

Betting Instructions

  • Players must place an initial bet, the ‘Ante’, to participate in the round.
  • Place a bet by selecting a chip value from the available chips and clicking on the bet option on the table before the timer runs out. You cannot join a game in progress.
  • The Rebet button will rebet the last bet placed. After clicking on the button, it will be replaced by the Double button.
  • The Double button doubles the rebet, so long as this new value is both within the allowed limits and the player's playable balance. If doubling all bets exceeds the player’s playable credit, only the first few bets will be doubled until the playable credit limit is reached.
  • The Undo button located under the Rebet will cancel the last action.
  • The Clear button will remove all of the bets placed.
  • Adding excitement to the game, the player can also place a bet on one of the Side bets: ‘Pair or better’ or ‘3+3 Bonus’ or in both, which pays out when a pair or better are dealt out in the 3 players cards (for Pair or better) or Three of a kind or better are dealt out in the 6 cards: 3 players cards and 3 dealer cards. More details about the side bets can be found below.

Playing Instructions

  • You will receive three cards. The dealer’s three cards will be dealt face down.
  • If you feel confident in your hand, click 'Play' to place a Play bet equivalent to your Ante bet.
  • Otherwise click ‘Fold’– thereby ending the round and losing your Ante.
  • If decision time has expired and you have not yet made a decision to ‘Play’ or ‘Fold’ then your hand will be automatically folded and you will lose your Ante bet placed on this round.

Game Outcomes

Result  ANTE  PLAY
Dealer does not qualify and you win  1:1  Push
Dealer qualifies and you win  1:1  1:1
Dealer qualifies and you lose  Lose  Lose
Dealer qualifies and it's a tie  Push  Push
Player  folds Lose  -

If you place an ‘Ante’ and ‘Play’ bets and get a Straight Flush, Three of a kind or Straight on your initial three cards, you win the Ant Bonus according to the Payout table even if the dealer wins the round.

The dealer must have a Queen high or better to qualify.

You win if the dealer's hand qualifies and is lower than yours. The ‘Ante’ bet pays 1:1 and the ‘Play’ bet pays 1:1.

You lose if the dealer's hand qualifies and is higher than yours. You lose both your ‘Ante’ bet and your ‘Play’ bet.

A Push is a draw – where you and the dealer have exactly the same hand. In this case, the player gets back his/her Ante and Call bet.

Where the Dealer does not have a qualifying hand (at least Queen high), you will get back your call bet and you will win the ‘Ante’ bet 1:1.

Side Bets

The player can also place a bet on one of the following side bets:

Pair or better – player’s objective is to make a pair or better out of his hand. Pays out when a Pair or better are made up of the three player cards. The Payout is according to the hand rank according to the Payout table section below.

3+3 Bonus – player’s objective is to make the best five-card poker hand by combining the player’s three cards with the dealer’s three cards. Pays out when ‘Three of a kind’ or better are made up out of the six cards dealt in the table. The Payout is according to the hand rank according to the Payout table section below.

Both side bets can only be placed after making an initial ante bet. The side bet is always active in the round regardless of the player's decision to Play or Fold.

Hand Rankings

Winning hands for Teen Patti:

  • Mini Royal is a suited Ace, King and Queen.
  • Straight Flush is a hand that contains three cards in sequence, all of the same suit. For example: ten, nine and eight of clubs.
  • Three of a kind is a hand that contains three cards of the same rank.
  • Straight is a hand that contains three cards of sequential rank in at least two different suits. E.g. two, three and Four on at least two different suits. Two straights are ranked by comparing the highest card of each.
  • Flush is a hand where all three cards are of the same suit, but not in a sequence. E.g. three cards that are all clubs.
  • Pair is a hand that contains two cards of one rank plus one card that is not on this rank. E.g. two Kings and an eight. If two hands have the same pair then the kickers are compared to determine the winner.
  • High Card is a poker hand of any three cards not meeting any of the above requirements. No Hand is made and the hand rank is according to the highest card.
  • Individual cards are ranked down from Ace, which has the highest value, through face cards (King, Queen, then Jack), and finally from 10 down to 2.
  • For completing a Straight, the Ace may represent either a 1 or the next card above a King.
  • The weakest hand in Poker is the High Card – a poker hand made of any three cards not meeting any of the above-mentioned requirements.
  • The decisive factor is the highest card in a player's hand.

Winning cards for 3+3 Bonus (5 cards are needed to build the hand):

  • Royal Flash is a straight Flush involving the Ace, King, Queen, Jack and 10 all in the same suit.
  • Straight Flush is a hand that contains five cards in sequence, all of the same suit but without the Ace.
  • Four of a kind is a hand that contains all four cards of one rank and any other card. E.g. four Queens and a five.
  • Full house is a hand that contains three matching cards of one rank and two matching cards of another rank e.g. three Jacks and two eights.
  • Flush is a hand where all five cards are of the same suit, but not in a sequence. E.g. five cards that are all hearts.
  • Straight is a hand that contains five cards in a sequential rank in at least two different suits. E.g. ten, nine, eight, seven, six in two or more different suits.
  • Three of a kind is a hand that contains three cards of the same rank and other two cards that are not in the same rank as each other.

Payouts

Bet Payout
Ante 1:1
Play 1:1
Ante Bonus
Royal flush 5:1
Straight flush 5:1
Three of a kind 4:1
Straight 1:1
Pair or better
Royal flush 200:1
Straight flush 40:1
Three of a kind 30:1
Straight 6:1
Flush 3:1
One pair 1:1
3+3 Bonus
Royal flush 1000:1
Straight flush 200:1
Four of a kind 50:1
Full House 25:1
Flush 20:1
Straight 10:1
Three of a kind 5:1

Malfunction voids all pays and play.

Return To Player

The optimal theoretical percentage return to the player:

  • Ante bet is 96.63%
  • Pair or better bet is 95.51%
  • 3+3 Bonus bet is 91.44%

Error Handling

If there is any error in the game procedure, the game round will be temporarily paused, and the shift manager will be notified. Players will be notified by an on-screen pop-up message, to notify the player that the issue is in the process of investigation. If the manager can immediately resolve the error, the game round will continue as normal. If immediate resolution is not possible, the game round will be cancelled, and initial bets will be refunded to all players who participated in the game round.

Disconnection

The Ezugi Live Dealer services are provided via internet, which inevitably may disconnect at times. This poses potential snags to the game flow and user experience.

In order to minimize the impact caused by unexpected disconnections, when a player loses his connectivity to the game server, a reconnect message will be displayed on the screen.

Until the player reconnects to the game server, the game and chat functionality will behave improperly or be completely inactive.

The following error handling rules apply:

  • In the event that a disconnection occurs before bets are placed, i.e. before the 'No More Bets' message on the screen, the bet will not be deducted from the balance and the player will not participate in the game round. Once reconnected, please verify your balance and inform your casino operator immediately if there are any issues.
  • In the event that a disconnection occurs after a game round begins, i.e. after the 'No More Bets' message on the screen, we do not guarantee that your bet was placed. Please verify with your casino operator to assure the balance is correct.If the bet was placed, the game will proceed as normal and the winnings will be processed according to the game result regardless of the disconnection. Please note the following exceptions:
  • If playing on multiple seats games, there is a possibility that only some bets process while others don’t.
  • A disconnection message might not be displayed to the player, and all decisions will proceed as the default decision.
  • In the event that a client disconnection occurred while playing the game, regardless of the status of the game, please make sure to review your balance after the reconnection and contact your casino operator if there is a problem.

Bet on Teen Patti

Objective

The objective of 20-20 Teen Patti (or Bet on Teen Patti) is to bet who will have a better hand if Player A or Player B using each player’s 3 dealt cards.

Game Rules

The game is played with a single 52-card deck (excluding Jokers), cards are shuffled after each game round.

Any number of players can participate in a single game simultaneously.

Betting Instructions

  • Players must place a main bet on ‘Player A’ or ‘Player B’, to participate in the round.
  • Place a bet by selecting a chip value from the available chips and clicking on the bet option on the table before the timer runs out. You cannot join a game in progress.
  • The Rebet button will rebet the last bet placed. After clicking on the button, it will be replaced by the Double button.
  • The Double button doubles the rebet, so long as this new value is both within the allowed limits and the player's playable balance. If doubling all bets exceeds the player’s playable credit, only the first few bets will be doubled until the playable credit limit is reached.
  • The Undo button located under the Rebet will cancel the last action.
  • The Clear button will remove all of the bets placed.
  • Adding excitement to the game, the player can also place a bet on one of the Side bets: ‘Pair Plus’ (for Player A or for Player B) or ‘3+3 Bonus’, either on all three of them. The side bets pay out when a Pair or better hand is dealt out in the 3 cards of Player A\Player B (for Pair Plus) and when a Three of a kind or better hand is dealt out in the combined 6 cards from Player A and Player B. More details about the side bets can be found below.

Playing Instructions

To place a bet, select a chip value from the slider and then click directly where it says Player A, Player B in the center of the table. Once the timer has finished the countdown, the dealer will begin dealing the cards. If there is a game in progress you will need to wait until it has completed before placing a bet.

Game Outcomes

Result PLAY
Player A wins 1:0.98
Player B wins 1:0.98
Tie Push

In the event of a tie, bets on Player A and Player B are refunded.

Side Bets

The player can also place a bet on one of the following side bets:

Game Rules

Pair or better (on Player A or on Player B) – the objective is to make a pair or better out of Player A\Player B hand. Pays out when a Pair or better are made up of the three player cards. The Payout is according to the hand rank according to the Payout table section below.

3+3 Bonus – the objective is to make the best five-card poker hand by combining each player’s three cards. Pays out when ‘Three of a kind’ or better are made up out of the six cards dealt in the table. The Payout is according to the hand rank according to the Payout table section below.

Both side bets can only be placed after making an initial main bet. The side bet outcome is independent than the main bet outcome which means you can win the side bet even if you lost your main bet on the same round.

Hand Rankings

Winning hands for Bet on Teen Patti:

  • Mini Royal is a suited Ace, King and Queen.
  • Straight Flush is a hand that contains three cards in sequence, all of the same suit. For example: ten, nine and eight of clubs.
  • Three of a kind is a hand that contains three cards of the same rank.
  • Straight is a hand that contains three cards of sequential rank in at least two different suits. E.g. two, three and Four on at least two different suits. Two straights are ranked by comparing the highest card of each.
  • Flush is a hand where all three cards are of the same suit, but not in a sequence. E.g. three cards that are all clubs.
  • Pair is a hand that contains two cards of one rank plus one card that is not on this rank. E.g. two Kings and an eight. If two hands have the same pair, then the kickers are compared to determine the winner.
  • High Card is a poker hand of any three cards not meeting any of the above requirements. No Hand is made, and the hand rank is according to the highest card.
  • Individual cards are ranked down from Ace, which has the highest value, through face cards (King, Queen, then Jack), and finally from 10 down to 2.
  • For completing a Straight, the Ace may represent either a 1 or the next card above a King.
  • The weakest hand in Poker is the High Card – a poker hand made of any three cards not meeting any of the above-mentioned requirements.
  • The decisive factor is the highest card in a player's hand.

Winning cards for 3+3 Bonus (5 cards are needed to build the hand):

  • Royal Flash is a straight Flush involving the Ace, King, Queen, Jack and 10 all in the same suit.
  • Straight Flush is a hand that contains five cards in sequence, all of the same suit but without the Ace.
  • Four of a kind is a hand that contains all four cards of one rank and any other card. E.g. four Queens and a five.
  • Full house is a hand that contains three matching cards of one rank and two matching cards of another rank e.g. three Jacks and two eights.
  • Flush is a hand where all five cards are of the same suit, but not in a sequence. E.g. five cards that are all hearts.
  • Straight is a hand that contains five cards in a sequential rank in at least two different suits. E.g. ten, nine, eight, seven, six in two or more different suits.
  • Three of a kind is a hand that contains three cards of the same rank and other two cards that are not in the same rank as each other.

Payouts

Game Rules

Bet  Payout
Player A  1:0.98
Player B  1:0.98
Tie  Push
Pair or better
Royal flush  200:1
Straight flush  40:1
Three of a kind  30:1
Straight  6:1
Flush  3:1
One pair  1:1
3+3 Bonus
Royal flush  1000:1
Straight flush  200:1
Four of a kind  50:1
Full House  25:1
Flush  20:1
Straight  10:1
Three of a kind  5:1

Malfunction voids all pays and play.

Return To Player

The optimal theoretical percentage return to the player:

  • Main bet is 99.00%
  • Pair or better bet is 95.51%
  • 3+3 Bonus bet is 91.44%

Error Handling

If there is any error in the game procedure, the game round will be temporarily paused, and the shift manager will be notified. Players will be notified by an on-screen pop-up message, to notify the player that the issue is in the process of investigation. If the manager can immediately resolve the error, the game round will continue as normal. If immediate resolution is not possible, the game round will be cancelled, and initial bets will be refunded to all players who participated in the game round.

Disconnection

The Ezugi Live Dealer services are provided via internet, which inevitably may disconnect at times. This poses potential snags to the game flow and user experience.

In order to minimize the impact caused by unexpected disconnections, when a player loses his connectivity to the game server, a reconnect message will be displayed on the screen.

Until the player reconnects to the game server, the game and chat functionality will behave improperly or be completely inactive.

The following error handling rules apply:

  • In the event that a disconnection occurs before bets are placed, i.e. before the 'No More Bets' message on the screen, the bet will not be deducted from the balance and the player will not participate in the game round. Once reconnected, please verify your balance and inform your casino operator immediately if there are any issues.
  • In the event that a disconnection occurs after a game round begins, i.e. after the 'No More Bets' message on the screen, we do not guarantee that your bet was placed. Please verify with your casino operator to assure the balance is correct.If the bet was placed, the game will proceed as normal and the winnings will be processed according to the game result regardless of the disconnection. Please note the following exceptions:
    • If playing on multiple seats games, there is a possibility that only some bets process while others don’t.
    • A disconnection message might not be displayed to the player, and all decisions will proceed as the default decision.
    • In the event that a client disconnection occurred while playing the game, regardless of the status of the game, please make sure to review your balance after the reconnection and contact your casino operator if there is a problem.

Lucky 7

Objective

Predict whether the next card dealt will be above 7 (7 Up) or below 7 (7 Down) or 7.

Game Rules

In Lucky 7, the objective of the game is for players to predict if the next card dealt will be above 7 (7 Up) or below 7 (7 Down) or 7.

To begin a game round after ‘Place your bets’ timer, the Dealer deals the card for this round, only one card is dealt per round. Once the card is drawn this is the result state and the round ends.

Players that bet on the winning side will win the bet based on the payout table below (betting on the other side will result in losing the bet). The game is played with eight deck of cards that are shuffled and placed in a shoe, once the cutting card comes out of the shoe shuffling procedure will start.

Payout table

7 Up 1:1
7 11:1
7 Down 1:1

In case the winning card is 7 then bets on 7 Up or 7 Down will lose 50% of bet amount

Side Bets

Placing a bet on the side bet does not require placing a bet on Lucky 7 main bet (but can be done in addition to the main bet). The side bet can be placed independently without the need of placing a main bet.

This game includes two sides:

Red or Black - this bet allows the player to predict if the card dealt in the round will be Red or Black.

Odd or Even - this bet allows the player to predict if the card dealt in the round will be Odd or Even.

Side bets are paid as follows:

Red  0.98:1
Black  0.98:1
Odd  0.8:1
Low
A,2,3,4,5,6
7 High
7,8,9,10,J,Q,K
Even
2,4,6,8,10,Q
  Odd
A,3,5,7,9,J,K

Betting Instructions

To place a bet, select a chip value from the slider and then click directly where it says 7 Up (blue), 7 Down (red) or 7 (green) or on one of the side bets in the Side bets area: Red or Black, Odd or Even. Once the timer has finished the countdown, the dealer will burn three cards and then deal the card for the round. If there is a game in progress you will need to wait until it has completed before placing a bet.

RTP

Error Handling

If there is any error in the game procedure, the game round will be temporarily paused and the shift manager will be notified. Players will be notified by an on-screen pop-up message, to notify the player that the issue is in the process of investigation. If the manager can immediately resolve the error, the game round will continue as normal. If immediate resolution is not possible, the game round will be cancelled, and initial bets will be refunded to all players who participated in the game round.

Disconnection

The Ezugi Live Dealer services are provided via internet, which inevitably may disconnect at times. This poses potential snags to the game flow and user experience.

In order to minimize the impact caused by unexpected disconnections, when a player loses his connectivity to the game server, a reconnect message will be displayed on the screen.

Until the player reconnects to the game server, the game and chat functionality will behave improperly or be completely inactive.

Should a system disconnection occur after a bet was placed on the Lucky 7 table and before the timer has completed, the bet will not be deducted from the balance. If a disconnection occurs after the bet was finalized and already deducted from the balance, yet before the game results are known, the bet will be processed as usual and the balance will update according to the game results.

The following error handling rules apply:

  • In the event that a disconnection occurs before bets are placed, i.e. before the 'No More Bets' message on the screen, the bet will not be deducted from the balance and the player will not participate in the game round. Once reconnected, please verify your balance and inform your casino operator immediately if there are any issues.
  • In the event that a disconnection occurs after a game round begins, i.e. after the 'No More Bets' message on the screen, we do not guarantee that your bet was placed. Please verify with your casino operator to assure the balance is correct. If the bet was placed, the game will proceed as normal and the winnings will be processed according to the game result regardless of the disconnection. Please note the following exceptions:
    • If playing on multiple seats games, there is a possibility that only some bets process while others don’t.
    • A disconnection message might not be displayed to the player, and all decisions will proceed as the default decision.
    • In the event that a client disconnection occurred while playing the game, regardless of the status of the game, please make sure to review your balance after the reconnection and contact your casino operator if there is a problem.

Main bet

92.31%
Red\Black 95.0%
Odd 96.92%
Even 92.31%

32 Card

Objective

Predict which player will win: Player 8, Player 9, Player 10 or Player 11.

Game Rules

‘32 Cards’ game is played with a deck of 32 cards with values from 6 to 13 (King), see below all the cards that participate in the game. The objective of the game is to predict which player/hand will have the highest cards total: Player 8, Player 9, Player 10 or Player 11.

There are four players on the table that you can bet on, each player has default prefix points:

Player 8 Player 9 Player 10 Player 11
8 points 9 points 10 points 11 points

To begin a game round during ‘Place your bets’ timer you can bet on the winning player , after ‘No more bets’ the Dealer will deal one card to each player, the total of each player is the sum of it’s default prefix points and their own opened card’s point, for example: if Player 8 receives a card with ‘6’ value then it’s total is 14.

After one card is opened to the four players, in case only one player has the highest score then this player is the winner of the round. In case two or more players are tied in the winning hand then one more card will be drawn only to the players that are tied – this is relevant only if the tie is the highest total, in case the tie is not the highest hand then this tie will be ignored (no more cards drawn for the tied players and the winning hand will be the higher hand).

Dealing more cards to the tied winning hands will continue again and again until we will have only one hand with the highest total, the round cannot be concluded with a tie. Once there is a winner this is the result state and the round ends.

Users that bet on the winning side will win the bet based on the payout table below (betting on the players will result in losing the bet). The game is played with one deck of 32 cards that are shuffled before every round.

Cards participating in the game:

Payout table

Player 8 12:1
Player 9 5.5:1
Player 10 3:1
Player 11 2:1

Betting Instructions

To place a bet, select a chip value from the slider and then click directly on the relevant player box: Player 8 or Player 9 or Player 10 or Player 11. Once the timer has finished the countdown, the dealer will deal a card for each player\box. If there is a winner (summing the total of player’s prefix and the value of the card dealt) then it will be announced by the dealer. In case there is a tie on the players with the highest totals then a new card will be dealt on each of the tied hands until there will be only one winner. If there is a game in progress you will need to wait until it has been completed before placing a bet.

RTP

Player 8  93.99%
Player 9  90.08%
Player 10  87.91%
Player 11  92.97%

If playing on multiple seats games, there is a possibility that only some bets process while others don’t.

A disconnection message might not be displayed to the player, and all decisions will proceed as the default decision.

In the event that a client disconnection occurred while playing the game, regardless of the status of the game, please make sure to review your balance after the reconnection and contact your casino operator if there is a problem.

Evolution Games

Game Shows: Crazy Time

Game Objective

Crazy Time is an exciting game show and variation of the popular money wheel game of chance that is played

using a large 54-segment vertical wheel, spun by the game presenter. In addition, a multiplier will be randomly

assigned to every spin of the wheel.

The objective of the game is to predict the segment the wheel is going to stop at when the wheel comes to

rest after the spin. Crazy Time also features amazing Bonus games which will grant multipliers for you! Simply

place your bet on the Cash Hunt, Pachinko, Coin Flip and Crazy Time Bonus game bet spots and watch as the

multipliers won in Bonus games multiply your winnings! Win CRAZY big!

Game Rules

Main Game

Simply place your bet on a segment you believe the wheel will stop at: use the number segment bet spots 1, 2,5, 10, or the Bonus game bet spots – Cash Hunt, Pachinko, Coin Flip and Crazy Time.

When the betting time is over, the game presenter will spin the wheel and, simultaneously with the spin of the wheel, a two-reel Top Slot mini game will start, displayed on a TV screen above the main game wheel. Each round the Top Slot will determine one random multiplier for one random bet spot – either a number or Bonus.

If a bet spot and multiplier align on a horizontal line in the middle of the Top Slot, it is a match. The particular multiplier is assigned to the corresponding bet spot and is applicable for the current game round. If the betspot does not align horizontally with the multiplier; the game will proceed without the Top Slot multiplier.

If the main game wheel also stops at this segment, the payout of this bet spot is multiplied accordingly:

  • For number bet spots – payout of the particular number bet spot will be multiplied by the multiplier from the Top Slot
  • For Bonus bet spots – the multiplier won in the particular Bonus game will be multiplied by the multiplier from the Top Slot

When the Crazy Time wheel comes to a stop, the winning segment is indicated by the flapper at the top of the wheel. If the wheel stops at the number or Bonus segment you have placed your bet on, you win. Your winnings are multiplied if the multiplier was assigned to this particular bet spot.

All bets for number segments are paid with the odds matching the number in the winning segment: e.g. winning number 5 pays 5 to 1, winning number 10 pays 10 to 1, and so on. The payout odds for the Bonus segments are determined during the Bonus side games. The bet placed on the winning segment is returned on the top of your winnings.

All players can observe Bonus games but only players who have placed their bet on the corresponding bet spot can participate and win.

Bonus Games

If the wheel stops on a Bonus segment, the Bonus side game is played. Depending on the Bonus segment the wheel has stopped at, players can participate in Cash Hunt, Pachinko, Coin Flip or Crazy Time Bonus games.

Cash Hunt

In the Cash Hunt Bonus game, a wall of 108 random multipliers will be generated and displayed to you on the screen. If there was a multiplier won in the Top Slot, then all the 108 multipliers will be multiplied by that multiplier and then covered by random symbols and shuffled. The countdown will begin, during which you can prepare and aim the cannon at the spot you believe has the highest valued multiplier.

After the countdown is over, the cannon will be fired, all the covered spots will be revealed, and you will see the multiplier you have won.

Pachinko

The Pachinko Bonus game features an exciting multiplier wall, containing a random puck drop zone at the top and 16 random multipliers in the landing zone at the bottom. The puck is dropped randomly from zones 4 – 12 to increase the probability to land on any of the 16 multipliers at the bottom. Before the puck is dropped, all the multipliers are multiplied by the multiplier from the Top Slot. Follow the puck dropping through pegs and landing on your lucky multiplier.

If the puck lands on DOUBLE, all the multipliers are doubled. The drop zone is randomized, and the puck is dropped again until it lands on one of the doubled multipliers or the DOUBLE again! See your winnings get multiplied and enjoy!

If the puck lands on the DOUBLE numerous times and all multipliers have reached a value of 10,000x, the DOUBLE is replaced by the 10,000x multiplier.

Occasionally, as a surprise, a Rescue Drop might occur if the puck landed on a 2x, 3x or 4x multiplier. In this case, the drop zone would get randomised and the puck will be dropped again.

Coin Flip

‘Heads or Tails’ – let the coin decide! A red and blue-sided coin will be flipped in this thrilling Coin Flip Bonus game. Two multipliers will be randomly assigned, one to each side of the coin, and displayed on a TV screen.

If there was a multiplier assigned to the Coin Flip segment from the Top Slot, it will now be applied to these multipliers, and the new multiplier values will be updated on the screen.

Once the final multiplier values are revealed, the coin gets flipped. The side that is facing up, is the winning side and the multiplayer that has been won is applied to your winnings.

Occasionally, as a surprise, a Rescue Flip might occur if the assigned multipliers are low. New multipliers will be generated, and the coin will be flipped again.

Crazy Time World

What’s behind the secret red door? It’s the World of the Crazy Time Bonus game in which there’s a gigantic 64-segment wheel with three flappers and nothing but crazy bonus multipliers on it! If there was a multiplier won in the Top Slot, then all the multipliers on the Crazy Time wheel are multiplied with that multiplier.

Spin to win CRAZY big! Choose your flapper – red, blue or yellow – within the decision time and follow the wheel slowly coming to a stop at the segment of your chosen flapper.

If the decision time runs out and you have not picked the flapper, a random flapper will be picked for you automatically. The multiplier of the corresponding segment will multiply your winnings instantly.

Once the wheel has stopped, each of the flappers will point to a different segment. The multiplier of the corresponding segment will be applied to each player’s winnings instantly.

In case, if one of the flappers stops at the DOUBLE or TRIPLE segment on the Crazy Time World wheel, then for those players who have picked that particular flapper all multiplier values on the

Payouts

Segment on Wheel Number of Segments Pays

1 21  1 to 1
2 13  2 to 1
5 7  5 to 1
10 4  10 to 1

Pachinko 2

Up to € 500,000
Cash Hunt 2
Coin Flip 4
Crazy Time 1

Maximum payout for your all winnings within a game round is limited. For details see the Bet Limit table.

Please note that any malfunction voids the game round and all eventual payouts for the round.

Return to Player

The optimal theoretical return-to-player (RTP) percentage is 96.08%.

Bet RTP

1 96.08%
95.95%
95.78%
10  95.73%
Pachinko  94.33%
Cash Hunt  95.27%
Coin Flip  95.70%
Crazy Time  94.41%

Dream Catcher (Money Wheel)

Game Objective

Dream Catcher (Money Wheel) is a game of chance played using a large vertical wheel. The wheel is divided into 54 equal sectors separated by pins. 52 segments are marked with a number (1, 2, 5, 10, 20 and 40). The other two sectors – 2x multiplier and 7x multiplier – act as bonus spins and multiply your winnings if you win on the next spin. The objective of Dream Catcher is to predict at which of the numbered sectors the wheel will stop after spinning.

Game Rules

Place your bet on a number you believe the wheel will stop at: 1, 2, 5, 10, 20 or 40. After you have placed your bets, click/tap the SPIN button to start spinning the wheel. After the wheel comes to a stop, the winning sector will be indicated by a pointer at the top of the wheel.

If the wheel stops at the numbered sector you have placed your bet on, you win. All bets are paid with the odds matching the number in the winning sector: e.g. winning number 5 pays 5 to 1, winning number 10 pays 10 to 1, and so on. The bet placed on the winning sector is returned together with your winnings.

Multipliers 2x and 7x

If the wheel stops at one of the multiplier sectors marked as 2x or 7x, all your bets remain in place and no new bets are allowed. Click/tap the SPIN button to spin the wheel again and the outcome of the spin (1, 2, 5, 10, 20 or 40) will determine the winning odds as usual but the odds will be multiplied twice or seven times over, depending on which multiplier the wheel stopped at in the previous spin.

If the SPIN button is not clicked/tapped within 5 seconds, the wheel will be spun automatically until it stops at any of the numbered sectors.

If the wheel stops on a multiplier sector two or more times in a row, then all bets remain in place, and the multipliers stack: i.e. the multiplied payout from the last spin is multiplied again! The wheel is spun again automatically until it stops at any of the numbered sectors: 1, 2, 5, 10, 20 or 40. (For example, the wheel stops on 2x, then on the next spin it stops on 7x, and on the next spin on number 5. The outcome for the player who originally placed a bet on number 5, is: (5 to 1) x 2 x 7 = 70 to 1.

Consecutive multipliers are unlimited subject to a default maximum win displayed in the Bet Limits panel.

  • Payouts
  • Number on
  • Wheel

Number of Segments Pays

1 23  1 to 1
2 15  2 to 1
5 7  5 to 1
10 4  10 to 1
20 2  20 to 1
40 1  40 to 1
  • 2x 1 Multiplies the payout of the next winning number by 2x
  • 7x 1 Multiplies the payout of the next winning number by 7x
  • Maximum payout for your all winnings within a game round is limited. For details see the Bet Limit table.

Deal or No Deal

Game Objective

Deal or No Deal is a game featuring an exciting game show, inspired by the popular ‘Deal or No Deal’ TV shows and games. The objective of the game is to predict whether the amount of money in the last of 16 briefcases in total will be higher than the banker’s offer.

Game Rules

Qualification for Game Show

To join the game show, you must qualify first within the qualification time.

  • Qualification occurs on a wheel, consisting of three rings. Some segments on the rings are coloured golden.
  • To qualify, place your bet and spin the wheel so that the golden segments on rings are aligned into
  • the upper sector of the wheel. Each spin will cost your selected bet amount.
  • To raise your qualification chances, you can buy one or two rings. The golden segments on the bought
  • rings will automatically be aligned on top. This will increase the amount for your selected bet by three times for one ring and nine times for two rings.
  • Each of your spin sets the amount of money in the biggest-prized briefcase by 75x – 500x of your bet.

You can select any of the briefcases to be the briefcase containing the biggest prize. Numbers are in

order from 1 to 16 beginning from the first position on the left on top. The briefcases from 1 to 8 are

on the left and the briefcases from 9 to 16 are on the right. The bigger your bet, the bigger the value

in the briefcases to qualify with for the game show.

  • If you do not qualify within the qualification time, you will automatically be offered to qualify for the next round.
  • Spin the wheel as many times as you wish within the time provided. Each spin will cost your selected bet amount.

Top Up

Once you have qualified, a TOP UP wheel will appear. If you wish to top up the amount of money in the briefcase of your choice by 5x – 50x of your bet, select your Top Up bet amount and spin the wheel!

Game Show

During the Game Show the banker will gradually open briefcases, revealing the number of the briefcase that is no longer participating in the game show. The banker will then make the ‘DEAL or NO DEAL’ offers to you.

There will be four offers made in total.

First opening and offer

Three random briefcases are opened, leaving 13 briefcases for the next phase of game. The banker will then make you a ‘DEAL or NO DEAL’ offer and wait for your decision:

  • If you choose ‘DEAL’, then the amount of money you won will be displayed in the winning message and added to your balance. At the same time, you will be offered to return to qualification.
  • If you choose ‘NO DEAL’, you continue to play.
  • If you do not choose within the decision time, your decision will be interpreted as ‘NO DEAL’.

Second opening and offer

Four random briefcases are opened, leaving nine for the next phase of game. Again, the banker will make you a ‘DEAL or NO DEAL’ offer and wait for you to make your decision.

Third opening and offer

Four more random briefcases are opened, leaving five for the next phase of game, followed by the banker’s ‘DEAL or NO DEAL’ offer.

Fourth opening and final offer

Three random briefcases are opened, leaving only two last briefcases. The banker then will make you a final offer with three options - ‘DEAL’, ‘SWITCH BRIEFCASES’ or ‘NO DEAL’ and wait for you to make your decision.

  • Choose ‘DEAL’ to take the offer and collect your winnings.
  • Choose ‘NO DEAL’ and win the prize in the assigned briefcase.
  • Choose ‘SWITCH BRIEFCASES’, if you believe that the amount of money is bigger in the other

During the last opening, one of the two last briefcases is opened.

  • If you chose ‘NO DEAL’ in the banker’s previous offer, you win the prize of your assigned briefcase.
  • If you chose ‘SWITCH BRIEFCASES’, you win the prize of the other briefcase.

The message, displaying your winnings in the game show will appear and you will return to qualification.

Payouts

Players can win up to 500x their bet with the option to top up their bet by 5x–50x in the Top Up phase of the game.

Return to Player

The optimal theoretical return-to-player percentage is 95.42%.

Dragon Tiger Live

Game Objective

Dragon Tiger is a very easy and fast-paced game. The game objective is to guess whether the Dragon or Tiger will draw the higher value card, and therefore win. Player may also bet on whether the Dragon and Tiger cards dealt will be of the same value, and therefore a Tie.

Game Rules

The aim of the Dragon Tiger is to predict which of the hands – the Dragon or the Tiger – will win or if it will be a Tie.

  • The cards are dealt from a shoe with eight decks (Jokers are excluded)
  • The player places a bet on either the Dragon, or Tiger, or Tie, or Suited Tie
  • A single card face-up is dealt by the dealer to the Dragon and to the Tiger
  • The highest card wins and pays even money 1:1
  • Card value from the lowest to the highest is as follows: Ace with value 1, being the lowest and
  • followed by 2 and so on, and King the highest (A-2-3-4-5-6-7-8-9-10-J-Q-K)
  • In the case of a Tie, half of your main bet (the Dragon/Tiger bet) is returned and wins pay out 11:1
  • If cards for the Dragon and Tiger are equal both in value and suit, it’s a Suited Tie, half of your main bet (the Dragon/Tiger bet) is returned and wins pay out 50:1

Side Bets

EVEN and ODD

  • EVEN: The bet pays if the total value of both cards is even
  • ODD: The bet pays if the total value of both cards is odd
  • Side bets ODD/EVEN can be placed without placing the main bets and pay 0.95:1

Payouts

Your payout depends on the type of bet placed.

BET PAYS

Dragon 

1:1
Tiger  1:1
Tie  11:1
Suited Tie  50:1
Even  0.95:1
Odd  0.95:1

Please note that any malfunction voids the game round and all eventual payouts for the round. Bets will be returned.

RTP

The optimal theoretical return-to-player percentage:

  • Main bet (Dragon/Tiger) – 96.27%
  • Tie – 89.64%
  • Suited Tie – 86.02%
  • Even – 97.84%
  • Odd – 97.16%

Monopoly Live

Game Objective

Monopoly Live is a Dream Catcher Edition of one the world’s most well-known board games. The objective of the game is to predict the segment the wheel is going to stop at after the spin.

The game also features a Bonus game that will take you to a virtual 3D MONOPOLY board, where Mr

Monopoly walks around the board and collects prizes for you. The walk is determined by a pair of dice. You qualify for the Bonus game by placing bets on ‘2 ROLLS’ and ‘4 ROLLS’. If you have not placed either of these bets, you will still see the Bonus game, but you cannot win any prizes in it.

The MONOPOLY name and logo, the distinctive design of the gameboard, the four corner squares, the MR. MONOPOLY name and character, as well as each of the distinctive elements of the board and playing pieces are trademarks of Hasbro for its property trading game and game equipment. ©1935, 2019 Hasbro. All rights reserved.

Game Rules

Main Game

Simply place your bet on a segment you believe the wheel will stop at: 1, 2, 5, 10, ‘2 ROLLS’ or ‘4 ROLLS’.

The game host then spins the wheel. When it comes to a stop, the winning segment is indicated by the pointer at the top of the wheel. If the wheel stops at the segment you have placed your bet on, you win.

All bets are paid with the odds matching the number in the winning segment: e.g. winning number 5 pays 5 to 1, winning number 10 pays 10 to 1, and so on. The bet placed on the winning segment is returned together with your winnings.

The ‘CHANCE’ segments

If the wheel stops on a ‘CHANCE’ segment, you will be given a card with a cash prize or a multiplier bonus.

  • If you have won a cash prize, your bet is returned on top of your winnings.
  • If you have won a multiplier bonus, all your bets remain in place. The game presenter will spin the wheel again, and the multiplier won will multiply the winnings. If you get a multiplier once more, your multipliers will be multiplied. For example, if you bet €100 on segment 5 and you get a Chance card with a 8x multiplier you will win 100 x 5 x 8 which is equal to 4000. If the next spin is a Bonus game, you will only win if you placed a bet on ‘2 ROLLS’ or ‘4 ROLLS’.

Bonus Game

  • To participate in the Bonus game, place a bet on ‘2 ROLLS’ or ’4 ROLLS’. If the wheel stops at either
  • ‘2 ROLLS’ or ‘4 ROLLS’, the Bonus game starts.
  • The Bonus game is played with two dice. If the wheel lands on ‘2 ROLLS’, the pair of dice will be rolled twice. Mr Monopoly will walk around the 3D MONOPOLY board and collect your cash and multiplier prizes. If the wheel lands on ‘4 ROLLS’, the dice will be rolled four times.
  • The Monopoly board has the same layout as a regular Monopoly game: Properties, Utilities, Free Parking, Railways, Taxes, Jail/Go to Jail, Chance/Community Chest and GO.
  • When you enter the Bonus game, Properties, Utilities, Railways and Free Parking have basic prizes.
  • Once the Bonus game begins, houses and hotels will be built on some properties which will increase the prize.
  • After the dice are rolled, the virtual Mr Monopoly walks the distance as shown by the dice on the Monopoly board. Your total Bonus game winnings will be displayed and added to your Bonus win. If Mr Monopoly stops on ‘Go to Jail’ space and moves to the Jail space, then doubles (two same numbers on the dice) must be rolled to get out. All your previous Bonus winnings remain.
  • If a double is rolled, you get an additional free dice roll, except when doubles are used to get out of Jail.
  • If Chance or Community Chest is your stop on the board, you can win either a random cash prize or
  • receive a fee.
  • During the Bonus game taxes and fees will only be deducted if your Bonus winnings allow it.
  • When you pass ‘GO’ all the prizes thereafter on the board will be doubled.
  • On the board, Income tax will reduce your Bonus winnings by 10% and Supertax will reduce your
  • winnings by 20%.
  • When no more rolls are left, the Bonus game is over, and all your Bonus winnings are paid, together
  • with your initial bet. You return to the main game.

Payouts

Segment on Wheel Number of Segments Pays

1 22  1 to 1
2 15  2 to 1
5 7  5 to 1
10 4  10 to 1

CHANCE 2 Random cash prize/multiplier

2 ROLLS 3
Up to €500 000
4 ROLLS 1

Maximum payout for your all winnings within a game round is limited. For details see the Bet Limit table.

Please note that any malfunction voids the game round and all eventual payouts for the round.

RTP

The optimal theoretical return-to-player (RTP) percentage is 96.23%.

Bet RTP

92.88%
96.23%
91.30%
10  96.02%
2 ROLLS  93.90%
4 ROLLS  93.67%

Football Studio (Top Card)

Game Objective

Football Studio (Top Card) allows you to play the very easy and fast-paced Top Card game. The game objective is to guess which hand- Home(A) or Away(B) will draw the higher value card, and therefore win.

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

Game Rules

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

  • The cards are dealt from a shoe with eight decks (Jokers are excluded)
  • The player places a bet on either Home (A), Away (B) or Draw (X)
  • A single card face-up is dealt by the dealer to Home (A) and to Away (B). The highest card wins and pays even money 1:1
  • Card value from the lowest to the highest is as follows: 2, being the lowest and followed by 3 and so on, and Ace the highest (2-3-4-5-6-7- 8-9-10-J-Q-K-A)
  • If the hands dealt are of the same value, half of your main bet (Home (A) or Away (B)) is returned and wins pay out 11:1

Payouts

Your payout depends on the type of bet placed.

Bet Payout
Home(A) 1:1
Away(B) 1:1
Draw(X) 11:1

Please note that any malfunction voids the game round and all eventual payouts for the round.

RTP

The optimal theoretical return-to-player (RTP) percentage is:

  • Main bet (Home(A)/Away(B)) - 96.27%
  • Draw(X) – 89.64%.

Mega Ball

Game Objective

Live Mega Ball is a unique, entertaining and fast-paced game show, featuring a Mega Ball Bonus round in which you have the chance to win even more with the added multipliers! Buy a packet of cards to play with for the value you have selected and collect lines, while the numbered balls are being randomly drawn by the Ball drawing machine, simply complete lines of numbers on your card/s. It’s all about getting as many lines per card as possible – the more lines you get, the more you win!

Game Rules

Mega Ball is played with 1 – 200 cards and a Ball drawing machine. Each 5x5 cell card contains 24 randomly arranged unique numbers with a free square in the centre. The free square is considered as an already marked square. You win if you get a horizontal, vertical or diagonal line of 5 squares. You can win up to 12 lines per card.

Main Game Round

  • Buy a packet of cards you wish to play with for the value you have selected. You can add more card packets after the first packet is bought and change the value of your cards while the betting time is open. Your selected card value will be automatically applied to all your cards.
  • Your cards will be visible on the screen regardless of the amount. You can zoom in on an individual card at any time. If you would like to change the numbers on a particular card, simply zoom in on that card and while the betting time is open, click/tap the REFRESH NUMBERS button until you are satisfied with the resulting new numbers.
  • Once the betting time is over, 20 out of 51 numbered balls are drawn from the Ball drawing machine. If the number of the drawn ball matches a number in any of your cards, a badge is automatically placed on that number. When a completed line is collected, your winnings per card are also updated automatically and displayed below the corresponding card.
  • As the balls are drawn one by one, your cards will be automatically updated and sorted, with the card closest to winning placed at the top.
  • To add to the excitement, you can also see on your screen how much you could win if a special ball should happen to be drawn. Expected ball numbers will be highlighted in gold on your cards.
  • The drawn balls are also automatically updated and visible on your screen.

Mega Ball Bonus round

  • After all 20 balls are drawn in the main game round, one or two intriguing Mega Ball Bonus rounds occur. At the beginning of the Mega Ball Bonus round, a Mega Ball multiplier in the range from 5x to 100x is generated.
  • A physical ball is drawn from the Ball drawing machine to determine the number of the Mega Ball.
  • If the Mega Ball number completes any line in your card/-s, your payout on that card is multiplied by the Mega Ball multiplier.
  • If a line is not complete, the Mega Ball number will be treated as a regular ball and will not multiply the payout.
  • If there is more than one Mega Ball among your winning lines on the same card, your payout will be multiplied only by the highest multiplier.

Game result

After the game round is over, your cards are sorted again and only those cards with winnings are left on the screen. Your total winnings are calculated automatically and displayed on your screen.

Didn't win anything in the current game round? Try your luck again! See how close you were to winning – all your cards will be sorted and those closest to the winning will be displayed on your screen.

Observing the game

If you join the game when the game round has already started or have not bought any cards to play with, you can observe the game until the next game round begins.

Payouts

Number of Lines Payout

Six+ 99.999–999.999 999: 1
Five 4.999–49999999: 1
Four 499–4999999: 1
Three 99–999.999: 1
Two 9–99.999: 1
One 1x (push)–9: 1

Maximum payout for all your winnings within a game round is limited. For details see the Bet Limit table. Please note that any malfunction voids the game round and all eventual payouts for the round. Bets will be returned.

Return to Player

The optimal theoretical return-to-player (RTP) percentage is 95,40%, based on 1 card.

The RTP range is 95,05% – 95,40%.

Dice Games: Craps

Game Objective

Craps is an entertaining and exciting game of chance played with two regular dice with face values from 1 to 6.

The objective of the game is to predict the outcome of the two dice total, based on your selected bets.

Game Rules

  • There is a wide selection of bets on the Craps table, each type having its own payout and conditions for winning, and with each type of bet requiring different dice totals to be rolled. Some bets are resolved in one roll while others may take several rolls until they are resolved.
  • The game occurs in two phases: the Come Out roll phase and the Point roll phase. It is possible to place bets during both phases of the games. For each roll the two dice are thrown by the dice launcher into the wall at the other side of the table. The result is displayed when the two dice have come to a rest on the table.
  • The puck in the user interface will show if the next roll is a Come Out roll (the puck says OFF) or a Point roll (the puck says ON). This is useful to know since you can place different bets depending on in which phase you are playing.
  • Each game round begins with a Come Out roll (OFF) for the fundamental Pass Line or Don’t Pass bets. If the sum of the two dice is 7 or 11 – you win on your Pass Line bet. If the sum of the dice is 2 or 3 you win on the Don’t Pass bet, and you push on the Don’t Pass bet if the sum is 12. Either way the bet is resolved and a new Come Out roll will start.
  • If any other total is rolled (4, 5, 6, 8, 9 or 10) that total is called the Point. The puck is now changed to ON and placed next to the rolled total on the betting grid or highlight. The game will remain in the Point roll phase until a total of 7 is rolled, or the same point number is rolled once again.
  • Unlike any other bets that can be placed at any roll phase, bets on the Pass Line or Don’t Pass are available only during the Come Out roll phase (puck will show “OFF”). If you joined the game during the Point roll phase, you can participate in the roll by placing bets on Come or Don’t Come. These bets are much like the Pass Line and Don’t Pass bets, except that you will get a new rolled point number marked by your chips.
  • Regardless of the game phase, you can always place bets before the next roll of the dice during the betting time.
  • To play, select which bets you would like to make and place your chips on the betting table accordingly.

Bet Types

All the bets in Craps are grouped into two categories: Multi-roll bets and One Roll bets, each being an independent bet and having its own payout.

Multi-roll bet

These bets may not be settled on the first roll and will stay on the table until the total of 7 is rolled or the same chosen or established point number is rolled.

  1. Pass Line – this bet is available only during the Come Out roll phase. You win if the two dice total is a 7 or 11, and you lose if the rolled two dice total is 2, 3, or 12. During the Point roll, you win if the two dice rolled the same point number before a 7.
  2. Don’t Pass – this bet is available only during the Come Out roll phase (puck shows “OFF”). During the Come Out roll, you win if the two dice rolled a 2 or 3, and you push if the rolled sum is 12. If the two dice rolled 7 or 11, you lose. During the Point roll, you win if the two dice rolled a 7 before the same point number is rolled.
  3. Come – this bet is only available during the Point roll phase (puck shows “ON”). You may place as many Come bets as you wish while in this roll phase. The bets on Come win if 7 or 11 is rolled, and lose if total of 2, 3, or 12 is rolled. If any other total is rolled (4, 5, 6, 8, 9 or 10), your chips are moved to the bottom left corner of the rolled number to mark the point. You win if the same point number is rolled again before a 7.
  4. Don’t Come – this bet is available only during the Point roll phase (puck shows “ON”). You may place as many Don’t Come bets as you wish while in this roll phase. The bets on Don’t Come win if the total of 2 or 3 is rolled, and you push if the rolled sum is 12. If the two dice rolled 7 or 11, you lose. If any other total is rolled (4, 5, 6, 8, 9 or 10), your chips are moved to the upper left corner of the rolled total to mark the point. You win if a total of 7 is rolled before the same point number is rolled again.
  5. Take Odds – this bet is available only for Pass Line or Come bets that has an established point. A circular bet spot will appear next to your bet to show that this bet can be placed. This is called “Take Odds” because it pays true odds of the established point against a 7. This bet will win together with your Pass Line or Come bet.
  6. Lay Odds – this bet is available only for Don’t Pass or Don’t Come bets that has an established point. A circular bet spot will appear next to your bet to show that this bet can be placed. This bet also pays true odds against the established point and will win together with your Don’t Pass or Don’t Come bet.
  7. Place to Win – you bet that a total of 4, 5, 6, 8, 9 or 10 will be rolled before a 7. Select the number that you believe will be rolled and place your bet on the corresponding bet spot labelled “WIN”. You win if this number is rolled before 7.
  8. Place to Lose – you bet that 7 will be rolled before 4, 5, 6, 8, 9 or 10. Select the number you would like to bet against and place your bets on the corresponding bet spot labelled “LOSE”. You win if 7 is rolled before this number.
  9. Hardways – place your bet on any or all pairs of Hardways (2 and 2, 3 and 3, 4 and 4, and 5 and 5). You win if the exact pair is rolled. These bets lose if any combination of 7 is rolled or an easy combination (not a pair) of the total is rolled. For example, a bet on Hardways 4 will win if the dice show 2 and 2, but lose if it shows 3 and 1 – or any combination of 7.

One-roll bet Each One Roll bet is valid for one roll only and will be resolved after every roll. One roll bets can always be placed, during both Come Out roll and Point roll.

  1. Field – this bet covers all totals of 2, 3, 4, 9, 10, 11, 12. It pays 1:1, except for the total of 2 and 12 that pays 2:1.
  2. Seven – this bet covers any rolled combination of 7 (1 and 6, 2 and 5 etc).
  3. Craps – this bet covers any of the Craps numbers, which are totals of 2, 3 or 12.
  4. Crap 2 – place your bets exactly on the total of 2.
  5. Crap 3 – place your bet exactly on the total of 3.
  6. Crap 12 – place your bet exactly on the total of 12.
  7. Eleven – place your bet exactly on the total of 11.
  8. C & E – this bet covers the combination of any Craps total (2, 3 and 12), and the bet on Eleven (11). If any of the Craps numbers are rolled, you get paid 3:1 but if the 11 is rolled, you get paid 7:1.

Payouts

Your payout depends on the type of placed bet.

BET PAYOUT

Pass Line / Don't Pass  1:1
Come / Don't Come  1:1

Take Odds Pass Line / Come

4 or 10  2:1
5 or 9  3:2
6 or 8  6:5

Lay Odds Don't Pass / Don't Come

4 or 10  1:2
5 or 9  2:3
6 or 8  5:6
Place to Win 4 or 10  9:5
Place to Win 5 or 9  7:5
Place to Win 6 or 8  7:6
Place to Lose 4 or 10  5:11
Place to Lose 5 or 9  5:8
Place to Lose 6 or 8  4:5
Hard 4 or 10  7:1
Hard 6 or 8  9:1

ONE ROLL BETS

Field

3,4,9,10,11  1:1
2 or 12  2:1
Seven  4:1
Craps  7:1
Crap 2  30:1
Crap 3  15:1
Crap 12  30:1
Eleven  15:1

C & E

2,3,12  3:1
11  7:1

Malfunction voids all pays and play.

Return to Player

The optimal theoretical return to player (RTP) percentage is 99.17% based on the Don’t Pass Line bet if the bet on the Don’t Pass Line bet equals the bet on the Odds bet.

The RTP range is 83.33% - 99.17%.

Super Sic Bo

Game Rules

Super Sic Bo is an exciting game of chance played with three regular dice with face value 1 to 6. The objective of Super Sic Bo is to predict the outcome of the shake of the three dice.

After betting time has expired, the dice are shaken in a dice shaker. A number of bet spots — from zero to several — then have multipliers randomly applied to them before the dice come to rest and result is known.

If the player’s bet is placed on the bet spot with the applied multiplier, your bet is multiplied accordingly.

Bet Types

You can place many different kinds of bets on the Super Sic Bo table, and each type of bet has its own payout.

Your bet is returned on top of your winnings.

  1. Small/Big – place your bet on the total of the three dice being Small (4–10) or Big (11–17). Wins pay 1:1 but these bets lose to any Triple.
  2. Even/Odd – place your bet on the total of the three dice being Odd or Even. Wins pay 1:1, but these bets lose to any Triple.
  3. Total - place your bet on any of the 14 betting areas labelled 4–17. Total is the total of the three dice and excludes 3 and 18. You win if the total of the three dice adds up to the Total number on which you placed your bet. Payouts vary depending on the winning total.
  4. Single - place your bet on any of the six betting areas labelled ONE, TWO, THREE, FOUR, FIVE and SIX which represent the six face values of a dice.
  • If 1 of 3 dice shows the number you bet on, you get paid 1:1.
  • If 2 of 3 dice show the number you bet on, you get paid 2:1.
  • If all 3 dice show the number you bet on, you get paid 3:1.
  1. Double - place your bet on any of the six Double-labelled betting areas. To win, 2 of 3 dice must show the same number. Wins pay 8:1. Please note that regardless of whether 2 or 3 dice show the same number, the payout remains the same.
  2. Triple - place your bet on any of the six Triple-labelled betting areas. To win, all 3 dice must match the number chosen, and you get paid 150:1.
  3. Any Triple - place your bet on this box to cover all six different Triple bets at once. To win, all three dice must show the same number, and you get paid 30:1.
  4. Combination - place your bet on any or all 15 possible 2 dice combinations. Wins pay 5:1.

After the betting is closed, random bet spots will be highlighted showing the multiplied payouts.

Winning Numbers

The WINNING NUMBERS display shows the most recent winning numbers.

The result of the most recently completed round is listed on the left: the total of the three dice on the upper line, following with the result of three individual die below.

Statistics

In the roadmap below the Winning numbers are displayed the patterns of Small (S), Big (B) and Triple (T) results. Each cell represents the result of a past round. The result of the earliest round is recorded in the upper left corner. Read the column downwards all the way to the bottom; then start at the top of the adjacent column to the right and so forth.

Below the roadmap you can see the statistics of Small, Big and Triple bets for the last 50 rounds.

Payouts

Your payout depends on the type of placed bet. The payout range depends on whether the bet you have placed on the bet spot of your choice has a multiplier applied on it. If there is no multiplier, then the regular payout is applied. Your bet is returned on top of your winnings.

Bet Payout
Small/Big 1:1
Even/Odd 1:1
Double 8 - 87:1
Triple 150 - 999:1
Any Triple 30 - 87:1
Total 4 or 17 50 - 499:1
Total 5 or 16 20 - 249:1
Total 6 or 15 15 - 87:1
Total 7 or 14 12 - 29:1
Total 8 or 13 8 - 24:1
Total 9 or 12 6 - 49:1
Total 10 or 11 6 - 24:1
Combination 5 - 24:1

Single:

  • Single1:1
  • Double2 - 19:1
  • Triple3 - 87:1

Malfunction voids all pays and play.

RTP

The optimal theoretical return-to-player (RTP) percentage is 97.22% based on Small/Big, Even/Odd bets.

RTP range is from 95.02% to 97.22%.

Lightning Dice

Game Objective

Lightning Dice is a simple and exciting dice game played with three dice with face value 1 – 6. Predict the total sum of all three dice, and win!

Game Rules

Simply place your bet on any bet spot labelled 3 to 18: these numbers correspond to the total sum of all three dice.

After betting time has expired, the ‘lightning strikes’ to select one or more random ‘Lightning numbers’, each of which is given a random multiplier.

The dealer then inititiates the roll of the dice down the ‘Lightning Tower’ and once the dice have stopped tumbling and come to rest, the three face-up numbers on the dice become visible. You win if you have correctly predicted the total sum of all three dice and placed a bet on that number. If this number is also among the ‘Lightning numbers’, your payout is multiplied accordingly.

Winning Numbers

The WINNING NUMBERS display shows the most recent winning three-dice totals, including the winning ‘Lightning numbers’ with the applied multiplier.

Payouts

You can win up to 1000x, which includes your bet. The payout range depends on whether the bet you have placed on the bet spot of your choice has a multiplier applied on it. If there is no multiplier, then the regular payout is applied. Your bet is returned on top of your winnings.

Bet  Payout
Total 4 or 17  49 - 499:1
Total 5 or 16  24 - 249:1
Total 6 or 15  14 - 99:1
Total 7 or 14  9 - 99:1
Total 8 or 13  6 - 49:1
Total 9 or 12  5 - 49:1
Total 10 or 11  4 - 49:1

Please note that any malfunction voids the game round and all eventual payouts for the round.

RTP

The optimal theoretical return-to-player (RTP) percentage is 96.21%, based on ‘Total 3 or 18’ bet.

RTP range is from 96.03 – 96.21%.

Roulette Games

Roulette Tables

The following game rules apply to:

  • Roulette
  • Auto Roulette VIP
  • Auto Roulette
  • Salon Prive Roulette
  • Speed Roulette
  • Immersive Roulette
  • Speed Auto Roulette
  • VIP Roulette

Game Objectives

The objective in ROULETTE is to predict the number on which the ball will land by placing one or more bets that cover that particular number. The wheel in European Roulette includes the numbers 1-36 plus a single 0(zero).

After betting time has expired, the ball is spun within the Roulette wheel. The ball will eventually come to rest in one of the numbered pockets within the wheel. You win if you have placed a bet that covers that particular number.

Bet Types

You can place many different kinds of bets on the Roulette table. Bets can cover a single number or a certain range of numbers, and each type of bet has its own payout rate.

Bets made on the numbered spaces on the betting area, or on the lines between them, are called Inside Bets, while bets made on the special boxes below and to the side of the main grid of numbers are called Outside Bets.

INSIDE BETS:

  • Straight Up - place your chip directly on any single number (including zero).
  • Split Bet - place your chip on the line between any two numbers, either on the vertical or horizontal.
  • Street Bet - place your chip at the end of any row of numbers. A Street Bet covers three numbers.
  • Corner Bet - place your chip at the corner (central intersection) where four numbers meet. All four numbers are covered.
  • Line Bet - place your chip at the end of two rows on the intersection between the two rows. A line bet
  • covers all the numbers in both rows, a total of six numbers.

OUTSIDE BETS:

  • Column Bet - place your chip in one of the boxes marked "2 to 1" at the end of the column that covers
  • all 12 numbers in that column. The zero is not covered by any column bet.
  • Dozen Bet - place your chip in one of the three boxes marked "1st 12," "2nd 12" or "3rd 12" to cover the 12 numbers alongside the box.
  • Red/Black - place your chip in the Red or Black box to cover the 18 red or 18 black numbers. The zero
  • is not covered by these bets.
  • Even/Odd - place your chip in one of these boxes to cover the 18 even or 18 odd numbers. The zero is not covered by these bets.
  • 1-18/19-36 - place your chip in either of these boxes to cover the first or second set of 18 numbers. The zero is not covered by these bets.

Neighbour Bets

Click/tap the NEIGHBOUR BETS button to view a special oval or racetrack-shaped betting area that allows you to more easily place neighbour bets and other special bets. Re-click/tap the button to close/re-open this feature.

Each bet covers a different set of numbers and offers different payout odds. Bet spots will be highlighted.

Tiers du Cylindre

This bet covers a total of 12 numbers that include 27, 33 and the numbers that lie between them on the side of the Roulette wheel opposite to zero. 6 chips are placed as follows:

  • 1 chip on the 5/8 split
  • 1 chip on the 10/11 split
  • 1 chip on the 13/16 split
  • 1 chip on the 23/24 split
  • 1 chip on the 27/30 split
  • 1 chip on the 33/36 split

Orphelins a Cheval

This bet covers a total of 8 numbers on the two segments of the Roulette wheel not covered by the voisins du zero and tiers du cylindre bets above. 5 chips are placed as follows:

  • 1 chip on 1 (straight up)
  • 1 chip on the 6/9 split
  • 1 chip on the 14/17 split
  • 1 chip on the 17/20 split
  • 1 chip on the 31/34 split

Voisins du Zero

This bet covers a total of 17 numbers that include 22, 25 and the numbers that lie between them on the side of the Roulette wheel that contains zero. 9 chips are placed as follows:

  • 2 chips on the 0/2/3 street
  • 1 chip on the 4/7 split
  • 1 chip on the 12/15 split
  • 1 chip on the 18/21 split
  • 1 chip on the 19/22 split
  • 2 chips on the 25/26/28/29 corner
  • 1 chip on the 32/35 split

Jeu Zero

This bet covers zero and the 6 numbers in close proximity to zero on the Roulette wheel: 12, 35, 3, 26, 0, 32 and 15. 4 chips are placed as follows:

  • 1 chip on the 0/3 split
  • 1 chip on the 12/15 split
  • 1 chip on 26 (straight up)
  • 1 chip on the 32/35 split

A neighbour bet covers a particular number as well as other numbers that lie in close proximity to it on the Roulette wheel. To place a neighbour bet, click/tap a specific number on the racetrack. A chip will be placed on the chosen number and on numbers that neighbour it to the right and left. Click/tap on the circular "-"or "+" button to increase or decrease the set of neighbours to the right and left of the chosen number.

SPECIAL BETS

Under the second tab in Favourite Bets, you can more easily place Finale en plein and Finale a cheval bets.

Finale en Plein

  • Finale en plein 0 – 4-chip bet covers 0+10+20+30, each with 1 chip
  • Finale en plein 1 – 4-chip bet covers 1+11+21+31, each with 1 chip
  • Finale en plein 2 – 4-chip bet covers 2+12+22+32, each with 1 chip
  • Finale en plein 3 – 4-chip bet covers 3+13+23+33, each with 1 chip
  • Finale en plein 4 – 4-chip bet covers 4+14+24+34, each with 1 chip
  • Finale en plein 5 – 4-chip bet covers 5+15+25+35, each with 1 chip
  • Finale en plein 6 – 4-chip bet covers 6+16+26+36, each with 1 chip
  • Finale en plein 7 – 3-chip bet covers 7+17+27, each with 1 chip
  • Finale en plein 8 – 3-chip bet covers 8+18+28, each with 1 chip
  • Finale en plein 9 – 3-chip bet covers 9+19+29, each with 1 chip

Finale a Cheval

  • Finale a cheval 0/3 – 4-chip bet covers 0/3+10/13+20/23+30/33, each with 1 chip
  • Finale a cheval 1/4 – 4-chip bet covers 1/4+11/14+21/24+31/34, each with 1 chip
  • Finale a cheval 2/5 – 4-chip bet covers 2/5+12/15+22/25+32/35, each with 1 chip
  • Finale a cheval 3/6 – 4-chip bet covers 3/6+13/16+23/26+33/36, each with 1 chip
  • Finale a cheval 4/7 – 4-chip bet covers 4/7+14/17+24/27+34, each with 1 chip
  • Finale a cheval 5/8 – 4-chip bet covers 5/8+15/18+25/28+35, each with 1 chip
  • Finale a cheval 6/9 – 4-chip bet covers 6/9+16/19+26/29+36, each with 1 chip
  • Finale a cheval 7/10 – 3-chip bet covers 7/10+17/20+27/30, each with 1 chip
  • Finale a cheval 8/11 – 3-chip bet covers 8/11+18/21+28/31, each with 1 chip
  • Finale a cheval 9/12 – 3-chip bet covers 9/12+19/22+29/32, each with 1 chip

Complete Bets

A Complete Bet places all of the inside bets on a specific number.

For example, a Complete Bet on number 36 will place 18 chips to completely cover it, as follows: 1 chip on Straight-up 36, 2 chips on each of Split bets 33/36 and 35/36, 3 chips on Street bet 34/35/36, 4 chips on 32/33/35/36 Corner bet and 6 chips on Line bet 31/32/33/34/35/36.

Winning Numbers

The WINNING NUMBERS display shows the most recent winning numbers.

The result of the most recently completed round is listed on the left. Black numbers appear in white, and red numbers appear in red.

Payouts

Your payout depends on the type of placed bet.

INSIDE BETS

BET TYPE  PAYOUT
Straight Up  35:1
Split  17:1
Street  11:1
Corner  8:1
Line  5:1

OUTSIDE BETS

BET TYPE  PAYOUT
Column  2:1
Dozen  2:1
Red/Black  1:1
Even/Odd  1:1
1-18/19-36  1:1

Malfunction voids all pays and play.

Return to Player

The optimal theoretical return-to-player percentage is 97.30%.

Lightning Roulette

Game Objective

Lightning Roulette is an exciting game with electrifying roulette experience. In each game round from one to five "Lightning numbers" are randomly struck by lightning, allowing you to win 50x up to 500x (49:1 – to 499:1).

The objective in Lightning Roulette is to predict the number on which the ball will land by placing one or more bets that cover that particular number. The wheel includes the numbers 1-36 plus a single 0 (zero).

Game Rules

After betting time has expired, one or more "lucky numbers" with "lucky payouts" are randomly selected and the ball is spun within the Roulette wheel. The ball will eventually come to rest in one of the numbered pockets on the wheel. The player wins if he/she has placed a bet that covers that particular winning number. If the winning number is among the randomly selected "lucky numbers" and is covered by the player’s bet on a Straight Up bet, then the "lucky payout" is paid to the player.

Bet Types

You can place many different kinds of bets on the Roulette table. Bets can cover a single number or a certain range of numbers, and each type of bet has its own payout rate.

Bets made on the numbered spaces on the betting area, or on the lines between them, are called Inside Bets, while bets made on the special boxes below and to the side of the main grid of numbers are called Outside Bets.

INSIDE BETS:

  • Straight Up - place your chip directly on any single number (including zero).
  • Split Bet - place your chip on the line between any two numbers, either on the vertical or horizontal.
  • Street Bet - place your chip at the end of any row of numbers. A Street Bet covers three numbers.
  • Corner Bet - place your chip at the corner (central intersection) where four numbers meet. All four numbers are covered.
  • Line Bet - place your chip at the end of two rows on the intersection between the two rows. A line bet covers all the numbers in both rows, a total of six numbers.

OUTSIDE BETS:

  • Column Bet - place your chip in one of the boxes marked "2 to 1" at the end of the column that covers all 12 numbers in that column. The zero is not covered by any column bet.
  • Dozen Bet - place your chip in one of the three boxes marked "1st 12," "2nd 12" or "3rd 12" to cover the 12 numbers alongside the box.
  • Red/Black - place your chip in the Red or Black box to cover the 18 red or 18 black numbers. The zero is not covered by these bets.
  • Even/Odd - place your chip in one of these boxes to cover the 18 even or 18 odd numbers. The zero is not covered by these bets.
  • 1-18/19-36 - place your chip in either of these boxes to cover the first or second set of 18 numbers. The zero is not covered by these bets.
  • After the bets are closed the randomly selected “lucky numbers” with their “lucky payouts” will be highlighted on the betting grid.

Neighbour Bets

Click/tap the NEIGHBOUR BETS button to view a special oval or racetrack-shaped betting area that allows you to more easily place neighbour bets and other special bets. Re-click/tap the button to close/re-open this feature.

Each bet covers a different set of numbers and offers different payout odds. Bet spots will be highlighted.

Tiers du Cylindre

This bet covers a total of 12 numbers that include 27, 33 and the numbers that lie between them on the side of the Roulette wheel opposite to zero. 6 chips are placed as follows:

Tiers du Cylindre

This bet covers a total of 12 numbers that include 27, 33 and the numbers that lie between them on the side of the Roulette wheel opposite to zero. 6 chips are placed as follows:

  • 1 chip on the 5/8 split
  • 1 chip on the 10/11 split
  • 1 chip on the 13/16 split
  • 1 chip on the 23/24 split
  • 1 chip on the 27/30 split
  • 1 chip on the 33/36 split

Orphelins a Cheval

This bet covers a total of 8 numbers on the two segments of the Roulette wheel not covered by the voisins du zero and tiers du cylindre bets above. 5 chips are placed as follows:

  • 1 chip on 1 (straight up)
  • 1 chip on the 6/9 split
  • 1 chip on the 14/17 split
  • 1 chip on the 17/20 split
  • 1 chip on the 31/34 split

Voisins du Zero

This bet covers a total of 17 numbers that include 22, 25 and the numbers that lie between them on the side of the Roulette wheel that contains zero. 9 chips are placed as follows:

  • 2 chips on the 0/2/3 street
  • 1 chip on the 4/7 split
  • 1 chip on the 12/15 split
  • 1 chip on the 18/21 split
  • 1 chip on the 19/22 split
  • 2 chips on the 25/26/28/29 corner
  • 1 chip on the 32/35 split

Jeu Zero

This bet covers zero and the 6 numbers in close proximity to zero on the Roulette wheel: 12, 35, 3, 26, 0, 32 and 15. 4 chips are placed as follows:

  • 1 chip on the 0/3 split
  • 1 chip on the 12/15 split
  • 1 chip on 26 (straight up)
  • 1 chip on the 32/35 split

A neighbour bet covers a particular number as well as other numbers that lie in close proximity to it on the Roulette wheel. To place a neighbour bet, click/tap a specific number on the racetrack. A chip will be placed on the chosen number and on numbers that neighbour it to the right and left. Click/tap on the circular "-"or "+" button to increase or decrease the set of neighbours to the right and left of the chosen number.

Payouts

Your payout depends on the type of placed bet.

Return to Player

The optimal theoretical return-to-player (RTP) for Straight up bet is 97.10%.

The optimal theoretical RTP for all other bets is 97.30%.

Dual Play Live Roulette

The following game rules applies to:

  • Grand Casino
  • Hippodrome Grand Casino
  • Hippodrome
  • Casino Malta

Evolution provides Dual Play Live Roulette from various licenced Casinos around the world. Punters can place fixed odds bets on the outcome of a live roulette game from a specific casino. The rules are the same as the rules that apply to standard Roulette, however, for ease of reference are set out below:

Objective

The objective in ROULETTE is to predict the number on which the ball will land by placing one or more bets that cover that particular number. The wheel in European Roulette includes the numbers 1-36 plus a single 0 (zero).

After betting time has expired, the ball is spun within the Roulette wheel. The ball will eventually come to rest in one of the numbered pockets within the wheel. You win if you have placed a bet that covers that particular number.

Bet Types

You can place many different kinds of bets on the Roulette table. Bets can cover a single number or a certain range of numbers, and each type of bet has its own payout rate.

Bets made on the numbered spaces on the betting area, or on the lines between them, are called Inside Bets,

while bets made on the special boxes below and to the side of the main grid of numbers are called Outside Bets.

INSIDE BETS:

  • Straight Up - place your chip directly on any single number (including zero).
  • Split Bet - place your chip on the line between any two numbers, either on the vertical or horizontal.
  • Street Bet - place your chip at the end of any row of numbers. A Street Bet covers three numbers.
  • Corner Bet - place your chip at the corner (central intersection) where four numbers meet. All four numbers are covered.
  • Line Bet - place your chip at the end of two rows on the intersection between the two rows. A line bet covers all the numbers in both rows, a total of six numbers.

OUTSIDE BETS:

  • Column Bet - place your chip in one of the boxes marked "2 to 1" at the end of the column that covers all 12 numbers in that column. The zero is not covered by any column bet.
  • Dozen Bet - place your chip in one of the three boxes marked "1st 12," "2nd 12" or "3rd 12" to cover the 12 numbers alongside the box.
  • Red/Black - place your chip in the Red or Black box to cover the 18 red or 18 black numbers. The zero is not covered by these bets.
  • Even/Odd - place your chip in one of these boxes to cover the 18 even or 18 odd numbers. The zero is not covered by these bets.
  • 1-18/19-36 - place your chip in either of these boxes to cover the first or second set of 18 numbers.

The zero is not covered by these bets.

Neighbour Bets

Click/tap the NEIGHBOUR BETS button to view a special oval or racetrack-shaped betting area that allows you to more easily place neighbour bets and other special bets. Re-click/tap the button to close/re-open this feature.

Each bet covers a different set of numbers and offers different payout odds. Bet spots will be highlighted.

Tiers du Cylindre

This bet covers a total of 12 numbers that include 27, 33 and the numbers that lie between them on the side of the Roulette wheel opposite to zero. 6 chips are placed as follows:

  • 1 chip on the 5/8 split
  • 1 chip on the 10/11 split
  • 1 chip on the 13/16 split
  • 1 chip on the 23/24 split
  • 1 chip on the 27/30 split
  • 1 chip on the 33/36 split

Orphelins a Cheval

This bet covers a total of 8 numbers on the two segments of the Roulette wheel not covered by the voisins du zero and tiers du cylindre bets above. 5 chips are placed as follows:

  • 1 chip on 1 (straight up)
  • 1 chip on the 6/9 split
  • 1 chip on the 14/17 split
  • 1 chip on the 17/20 split
  • 1 chip on the 31/34 split

Voisins du Zero

This bet covers a total of 17 numbers that include 22, 25 and the numbers that lie between them on the side of the Roulette wheel that contains zero. 9 chips are placed as follows:

  • 2 chips on the 0/2/3 street
  • 1 chip on the 4/7 split
  • 1 chip on the 12/15 split
  • 1 chip on the 18/21 split
  • 1 chip on the 19/22 split
  • 2 chips on the 25/26/28/29 corner
  • 1 chip on the 32/35 split

Jeu Zero

This bet covers zero and the 6 numbers in close proximity to zero on the Roulette wheel: 12, 35, 3, 26, 0, 32 and 15. 4 chips are placed as follows:

  • 1 chip on the 0/3 split
  • 1 chip on the 12/15 split
  • 1 chip on 26 (straight up)
  • 1 chip on the 32/35 split

A neighbour bet covers a particular number as well as other numbers that lie in close proximity to it on the Roulette wheel. To place a neighbour bet, click/tap a specific number on the racetrack. A chip will be placed on the chosen number and on numbers that neighbour it to the right and left. Click/tap on the circular "-"or "+" button to increase or decrease the set of neighbours to the right and left of the chosen number.

Payouts

Your payout depends on the type of placed bet.

INSIDE BETS

BET TYPE  PAYOUT
Straight Up  35:1
Split  17:1
Street  11:1
Corner  8:1
Line  5:1

OUTSIDE BETS

BET TYPE  PAYOUT
Column  2:1
Dozen  2:1
Red/Black  1:1
Even/Odd  1:1
1-18/19-36  1:1

Malfunction voids all pays and play.

Return to Player

The optimal theoretical return-to-player percentage is 97.30%.

American Roulette

The following game rules applies to:

  • American Roulette
  • Dual Play American Roulette

Objectives

The objective in American Roulette is to predict the number on which the ball will land by placing one or more bets that cover that particular number. The wheel in American Roulette includes the numbers 1-36 plus a single 0 (zero) and a double zero (00).

After betting time has expired, the ball is spun within the Roulette wheel. The ball will eventually come to rest in one of the numbered pockets within the wheel. You win if you have placed a bet that covers that particular number.

Bet Types

You can place many different kinds of bets on the Roulette table. Bets can cover a single number or a certain range of numbers, and each type of bet has its own payout rate.

Bets made on the numbered spaces on the betting area, or on the lines between them, are called Inside Bets, while bets made on the special boxes below and to the side of the main grid of numbers are called Outside Bets.

INSIDE BETS:

  • Straight Up - place your chip directly on any single number (including zero).
  • Split Bet - place your chip on the line between any two numbers, either on the vertical or horizontal.
  • Street Bet - place your chip at the end of any row of numbers. A Street Bet covers three numbers.
  • Corner Bet - place your chip at the corner (central intersection) where four numbers meet. All four numbers are covered.
  • Five Bet - place your chip on the outer boundary line of the betting grid between 0 and 1 (at the point where the bottom-right corner of the number 0 meets the bottom-left corner of the number one). A Five Bet covers five numbers: 0, 00, 1, 2 and 3.
  • Line Bet - place your chip at the end of two rows on the intersection between the two rows. A line bet covers all the numbers in both rows, a total of six numbers.

OUTSIDE BETS:

  • Column Bet - place your chip in one of the boxes marked "2 to 1" at the end of the column that covers all 12 numbers in that column. The zero and double zero is not covered by any column bet.
  • Dozen Bet - place your chip in one of the three boxes marked "1st 12," "2nd 12" or "3rd 12" to cover the 12 numbers alongside the box.
  • Red/Black - place your chip in the Red or Black box to cover the 18 red or 18 black numbers. The zero and double zero is not covered by these bets.
  • Even/Odd - place your chip in one of these boxes to cover the 18 even or 18 odd numbers. The zero and double zero is not covered by these bets. 1-18/19-36 - place your chip in either of these boxes to cover the first or second set of 18 numbers. The zero and double zero is not covered by these bets.

Neighbour Bets

Click/tap the NEIGHBOUR BETS button to view a special oval or racetrack-shaped betting area that allows you to more easily place neighbour bets and other special bets. Re-click/tap the button to close/re-open this feature.

Each bet covers a different set of numbers and offers different payout odds. Bet spots will be highlighted.

A neighbour bet covers a particular number as well as other numbers that lie in close proximity to it on the Roulette wheel. To place a neighbour bet, click/tap a specific number on the racetrack. A chip will be placed on the chosen number and on numbers that neighbour it to the right and left. Click/tap on the circular "-"or "+" button to increase or decrease the set of neighbours to the right and left of the chosen number.

SPECIAL BETS

Under the second tab in Favourite Bets, you can more easily place Finale en plein and Finale a cheval bets.

Finale en Plein

  • Finale en plein 0 – 5-chip bet covers 0+00+10+20+30, each with 1 chip
  • Finale en plein 1 – 4-chip bet covers 1+11+21+31, each with 1 chip
  • Finale en plein 2 – 4-chip bet covers 2+12+22+32, each with 1 chip
  • Finale en plein 3 – 4-chip bet covers 3+13+23+33, each with 1 chip
  • Finale en plein 4 – 4-chip bet covers 4+14+24+34, each with 1 chip
  • Finale en plein 5 – 4-chip bet covers 5+15+25+35, each with 1 chip
  • Finale en plein 6 – 4-chip bet covers 6+16+26+36, each with 1 chip
  • Finale en plein 7 – 3-chip bet covers 7+17+27, each with 1 chip
  • Finale en plein 8 – 3-chip bet covers 8+18+28, each with 1 chip
  • Finale en plein 9 – 3-chip bet covers 9+19+29, each with 1 chip

Finale a Cheval

  • Finale a cheval 0/3 – 5-chip bet covers 0+00/3+10/13+20/23+30/33, each with 1 chip
  • Finale a cheval 1/4 – 4-chip bet covers 1/4+11/14+21/24+31/34, each with 1 chip
  • Finale a cheval 2/5 – 4-chip bet covers 2/5+12/15+22/25+32/35, each with 1 chip
  • Finale a cheval 3/6 – 4-chip bet covers 3/6+13/16+23/26+33/36, each with 1 chip
  • Finale a cheval 4/7 – 4-chip bet covers 4/7+14/17+24/27+34, each with 1 chip
  • Finale a cheval 5/8 – 4-chip bet covers 5/8+15/18+25/28+35, each with 1 chip
  • Finale a cheval 6/9 – 4-chip bet covers 6/9+16/19+26/29+36, each with 1 chip
  • Finale a cheval 7/10 – 3-chip bet covers 7/10+17/20+27/30, each with 1 chip
  • Finale a cheval 8/11 – 3-chip bet covers 8/11+18/21+28/31, each with 1 chip
  • Finale a cheval 9/12 – 3-chip bet covers 9/12+19/22+29/32, each with 1 chip

Complete Bets

A Complete Bet places all of the inside bets on a specific number.

For example, a Complete Bet on number 36 will place 18 chips to completely cover it, as follows: 1 chip on Straightup 36, 2 chips on each of Split bets 33/36 and 35/36, 3 chips on Street bet 34/35/36, 4 chips on 32/33/35/36 Corner bet and 6 chips on Line bet 31/32/33/34/35/36.

Winning Numbers

The WINNING NUMBERS display shows the most recent winning numbers.

The result of the most recently completed round is listed on the left. Black numbers appear in white, and red numbers appear in red.

Statistics

Click/tap the STATISTICS button to view a diagram of the winning numbers in up to 500 of the most recent game rounds. Use the slider to alter the number of past rounds to apply.

When you hover your cursor over any part of the statistics diagram, the spot on the betting table where a chip would be placed is highlighted. Simply click/tap the bet to place your chip.

Payouts

Your payout depends on the type of placed bet.

INSIDE BETS

BET TYPE  PAYOUT
Straight Up  35:1
Split  17:1
Street  11:1
Corner  8:1
Five  6:1
Line  5:1

OUTSIDE BETS

BET TYPE  PAYOUT
Column  2:1
Dozen  2:1
Red/Black  1:1
Even/Odd  1:1
1-18/19-36  1:1

Malfunction voids all pays and play.

Return to Player

The optimal theoretical return-to-player percentage is 94.74%.

Double Ball Roulette

Game Objective

The objective in Double Ball Roulette is to predict the number or numbers on which two balls will come to rest. The wheel includes the numbers 1-36 plus a single 0 (zero).

Game Rules

After the time allotted for betting has expired, two balls are released by a device. The balls travel in the same direction and at the same speed, but one always trails the other. Each ball eventually comes to rest in a numbered pocket within the wheel. The balls may land in the same or in different pockets.

Bet Types

You can place many different kinds of bets on the Double Ball Roulette table. Each type of bet covers a certain range of numbers and has its own payout odds.

  • Bets placed on a numbered space or on a line between them are called INSIDE BETS. You win on your inside bet when at least one ball lands on a number that satisfies the bet. You win double if both balls land on numbers that satisfy the inside bet.
  • Bets placed in the special boxes below and to the left of the table are called OUTSIDE BETS. You win on your outside bet when both balls land on numbers that satisfy the bet.

INSIDE BETS:

  • Straight Up - Place your chip directly on any single number (including zero).
  • Split Bet - Place your chip on the line between any two numbers, either on the vertical or horizontal.
  • Street Bet - Place your chip at the end of any row of numbers. A street bet covers three numbers.
  • Corner Bet - Place your chip at the corner (central intersection) where four numbers meet. All four numbers are covered.
  • Line Bet - Place your chip at the end of two rows on the intersection between the two rows. A line bet covers all the numbers in both rows, a total of six numbers.

OUTSIDE BETS:

  • Column Bet - Place your chip in one of the boxes marked "8 to 1" at the end of a column. To win, both balls must land on any of the 12 numbers in that column.
  • Dozen Bet - Place your chip in one of the three boxes marked "1st 12", "2nd 12" or "3rd 12". To win, both balls must land on any of the 12 numbers in that set.
  • Red - Place your chip on shape coloured red. To win, both balls must land on any of the 18 red
  • Black - Place your chip on shape coloured black. To win, both balls must land on any of the 18 black numbers.
  • Even - Place your chip in the box marked "EVEN". To win, both balls must land on any of the 18 even numbers.
  • Odd - Place your chip in the box marked "ODD". To win, both balls must land on any of the 18 odd numbers.
  • 1-18 - Place your chip in the box marked "1 TO 18". To win, both balls must land on any number from 1 to 18.
  • 19-36 - Place your chip in the box marked "19 TO 36". To win, both balls must land on any number from 19 to 36.
  • Two balls on any number - Place your chip in the betting area on the bottom left. To win, both balls must land on the same unpredicted number.
  • Two balls on selected number - Place your chip on a particular number in the oval-shaped betting area. To win, both balls must land on this predicted number.

Neighbour Bets

Click/tap the NEIGHBOUR BETS button to view a special oval or racetrack-shaped betting area that allows you to more easily place neighbour bets and other special bets. Re-click/tap the button to close/re-open this feature.

Each bet covers a different set of numbers and offers different payout odds. Bet spots will be highlighted.

Tiers du Cylindre

This bet covers a total of 12 numbers that include 27, 33 and the numbers that lie between them on the side of

the Roulette wheel opposite to zero. 6 chips are placed as follows:

  • 1 chip on the 5/8 split
  • 1 chip on the 10/11 split
  • 1 chip on the 13/16 split
  • 1 chip on the 23/24 split
  • 1 chip on the 27/30 split
  • 1 chip on the 33/36 split

Orphelins a Cheval

This bet covers a total of 8 numbers on the two segments of the Roulette wheel not covered by the voisins du zero and tiers du cylindre bets above. 5 chips are placed as follows:

  • 1 chip on 1 (straight up)
  • 1 chip on the 6/9 split
  • 1 chip on the 14/17 split
  • 1 chip on the 17/20 split
  • 1 chip on the 31/34 split

Voisins du Zero

This bet covers a total of 17 numbers that include 22, 25 and the numbers that lie between them on the side of the Roulette wheel that contains zero. 9 chips are placed as follows:

  • 2 chips on the 0/2/3 street
  • 1 chip on the 4/7 split
  • 1 chip on the 12/15 split
  • 1 chip on the 18/21 split
  • 1 chip on the 19/22 split
  • 2 chips on the 25/26/28/29 corner
  • 1 chip on the 32/35 split

Jeu Zero

This bet covers zero and the 6 numbers in close proximity to zero on the Roulette wheel: 12, 35, 3, 26, 0, 32 and 15. 4 chips are placed as follows:

  • 1 chip on the 0/3 split
  • 1 chip on the 12/15 split
  • 1 chip on 26 (straight up)
  • 1 chip on the 32/35 split

A neighbour bet covers a particular number as well as other numbers that lie in close proximity to it on the Roulette wheel. To place a neighbour bet, click/tap a specific number on the racetrack. A chip will be placed on the chosen number and on numbers that neighbour it to the right and left. Click/tap on the circular "-"or "+" button to increase or decrease the set of neighbours to the right and left of the chosen number.

SPECIAL BETS

Under the second tab in Favourite Bets, you can more easily place Finale en plein and Finale a cheval bets.

Finale en Plein

  • Finale en plein 0 – 4-chip bet covers 0+10+20+30, each with 1 chip
  • Finale en plein 1 – 4-chip bet covers 1+11+21+31, each with 1 chip
  • Finale en plein 2 – 4-chip bet covers 2+12+22+32, each with 1 chip
  • Finale en plein 3 – 4-chip bet covers 3+13+23+33, each with 1 chip
  • Finale en plein 4 – 4-chip bet covers 4+14+24+34, each with 1 chip
  • Finale en plein 5 – 4-chip bet covers 5+15+25+35, each with 1 chip
  • Finale en plein 6 – 4-chip bet covers 6+16+26+36, each with 1 chip
  • Finale en plein 7 – 3-chip bet covers 7+17+27, each with 1 chip
  • Finale en plein 8 – 3-chip bet covers 8+18+28, each with 1 chip
  • Finale en plein 9 – 3-chip bet covers 9+19+29, each with 1 chip

Finale a Cheval

  • Finale a cheval 0/3 – 4-chip bet covers 0/3+10/13+20/23+30/33, each with 1 chip
  • Finale a cheval 1/4 – 4-chip bet covers 1/4+11/14+21/24+31/34, each with 1 chip
  • Finale a cheval 2/5 – 4-chip bet covers 2/5+12/15+22/25+32/35, each with 1 chip
  • Finale a cheval 3/6 – 4-chip bet covers 3/6+13/16+23/26+33/36, each with 1 chip
  • Finale a cheval 4/7 – 4-chip bet covers 4/7+14/17+24/27+34, each with 1 chip
  • Finale a cheval 5/8 – 4-chip bet covers 5/8+15/18+25/28+35, each with 1 chip
  • Finale a cheval 6/9 – 4-chip bet covers 6/9+16/19+26/29+36, each with 1 chip
  • Finale a cheval 7/10 – 3-chip bet covers 7/10+17/20+27/30, each with 1 chip
  • Finale a cheval 8/11 – 3-chip bet covers 8/11+18/21+28/31, each with 1 chip
  • Finale a cheval 9/12 – 3-chip bet covers 9/12+19/22+29/32, each with 1 chip

Complete Bets

A Complete Bet places all of the inside bets on a specific number. For example, a Complete Bet on number 36 will place 18 chips to completely cover it, as follows: 1 chip on Straight-up 36, 2 chips on each of Split bets 33/36 and 35/36, 3 chips on Street bet 34/35/36, 4 chips on 32/33/35/36 Corner bet and 6 chips on Line bet 31/32/33/34/35/36.

Payouts

INSIDE BETS

BET TYPE PAYOUT
Straight Up 17:1
Split 8:1
Street 5:1
Corner 3.5:1
Line 2:1

OUTSIDE BETS

BET TYPE PAYOUT
Column 8:1
Dozen 8:1
Red 3:1
Black 3:1
Red/Black 1:1
Even 3:1
Odd 3:1
1-18 3:1
19-36 3:1
Two balls on any number 35:1
Two balls on selected number 1300:1

Malfunction voids all pays and play.

RTP

The optimal theoretical return-to-player percentage is 97.30%.

Roulette French

The Following Game rules applies to:

  • French Roulette
  • Auto Roulette La Partage
  • French Roulette Gold

Game Rules

The objective in French Roulette is to predict the number on which the ball will land by placing one or more bets that cover that particular number. The wheel in French Roulette includes the numbers 1-36 plus a single 0 (zero).

After betting time has expired, the ball is spun within the Roulette wheel. The ball will eventually come to rest in one of the numbered pockets within the wheel. You win if you have placed a bet that covers that particular number.

Bet Types

You can place many different kinds of bets on the Roulette table. Bets can cover a single number or a certain range of numbers, and each type of bet has its own payout rate.

Bets made on the numbered spaces on the betting area, or on the lines between them, are called Inside Bets, while bets made on the special boxes below and to the side of the main grid of numbers are called Outside Bets.

INSIDE BETS:

  • Straight Up - place your chip directly on any single number (including zero).
  • Split Bet - place your chip on the line between any two numbers, either on the vertical or horizontal.
  • Street Bet - place your chip at the end of any row of numbers. A Street Bet covers three numbers.
  • Corner Bet - place your chip at the corner (central intersection) where four numbers meet. All four numbers are covered.
  • Line Bet - place your chip at the end of two rows on the intersection between the two rows. A line bet covers all the numbers in both rows, a total of six numbers.

OUTSIDE BETS:

  • Column Bet - place your chip in one of the unlabelled boxes at the end of the respective column that covers all 12 numbers in that column. The zero is not covered by any column bet.
  • Dozen Bet - place your chip in one of the three boxes marked "12p," "12m" or "12d" to cover the 12 numbers alongside the box.
  • Red/Black - place your chip in the Red or Black box to cover the 18 red or 18 black numbers. The zero is not covered by these bets.
  • Even/Odd - place your chip in one of these boxes to cover the 18 even or 18 odd numbers. The zero is not covered by these bets.
  • 1-18/19-36 - place your chip in either of these boxes to cover the first or second set of 18 numbers. The zero is not covered by these bets.

Neighbour Bets

Click/tap the NEIGHBOUR BETS button to view a special oval or racetrack-shaped betting area that allows you to more easily place neighbour bets and other special bets. Re-click/tap the button to close/re-open this feature.

Each bet covers a different set of numbers and offers different payout odds. Bet spots will be highlighted.

Tiers du Cylindre

This bet covers a total of 12 numbers that include 27, 33 and the numbers that lie between them on the side of the Roulette wheel opposite to zero. 6 chips are placed as follows:

  • 1 chip on the 5/8 split
  • 1 chip on the 10/11 split
  • 1 chip on the 13/16 split
  • 1 chip on the 23/24 split
  • 1 chip on the 27/30 split
  • 1 chip on the 33/36 split

Orphelins a Cheval

This bet covers a total of 8 numbers on the two segments of the Roulette wheel not covered by the voisins du zero and tiers du cylindre bets above. 5 chips are placed as follows:

  • 1 chip on 1 (straight up)
  • 1 chip on the 6/9 split
  • 1 chip on the 14/17 split
  • 1 chip on the 17/20 split
  • 1 chip on the 31/34 split

Voisins du Zero

This bet covers a total of 17 numbers that include 22, 25 and the numbers that lie between them on the side of the Roulette wheel that contains zero. 9 chips are placed as follows:

  • 2 chips on the 0/2/3 street
  • 1 chip on the 4/7 split
  • 1 chip on the 12/15 split
  • 1 chip on the 18/21 split
  • 1 chip on the 19/22 split
  • 2 chips on the 25/26/28/29 corner
  • 1 chip on the 32/35 split

Jeu Zero

This bet covers zero and the 6 numbers in close proximity to zero on the Roulette wheel: 12, 35, 3, 26, 0, 32 and 15. 4 chips are placed as follows:

  • 1 chip on the 0/3 split
  • 1 chip on the 12/15 split
  • 1 chip on 26 (straight up)
  • 1 chip on the 32/35 split

A neighbour bet covers a particular number as well as other numbers that lie in close proximity to it on the Roulette wheel. To place a neighbour bet, click/tap a specific number on the racetrack. A chip will be placed on the chosen number and on numbers that neighbour it to the right and left. Click/tap on the circular "-"or "+" button to increase or decrease the set of neighbours to the right and left of the chosen number.

SPECIAL BETS

Under the second tab in Favourite Bets, you can more easily place Finale en plein and Finale a cheval bets.

Finale en Plein

  • Finale en plein 0 – 4-chip bet covers 0+10+20+30, each with 1 chip
  • Finale en plein 1 – 4-chip bet covers 1+11+21+31, each with 1 chip
  • Finale en plein 2 – 4-chip bet covers 2+12+22+32, each with 1 chip
  • Finale en plein 3 – 4-chip bet covers 3+13+23+33, each with 1 chip
  • Finale en plein 4 – 4-chip bet covers 4+14+24+34, each with 1 chip
  • Finale en plein 5 – 4-chip bet covers 5+15+25+35, each with 1 chip
  • Finale en plein 6 – 4-chip bet covers 6+16+26+36, each with 1 chip
  • Finale en plein 7 – 3-chip bet covers 7+17+27, each with 1 chip
  • Finale en plein 8 – 3-chip bet covers 8+18+28, each with 1 chip
  • Finale en plein 9 – 3-chip bet covers 9+19+29, each with 1 chip

Finale a Cheval

  • Finale a cheval 0/3 – 4-chip bet covers 0/3+10/13+20/23+30/33, each with 1 chip
  • Finale a cheval 1/4 – 4-chip bet covers 1/4+11/14+21/24+31/34, each with 1 chip
  • Finale a cheval 2/5 – 4-chip bet covers 2/5+12/15+22/25+32/35, each with 1 chip
  • Finale a cheval 3/6 – 4-chip bet covers 3/6+13/16+23/26+33/36, each with 1 chip
  • Finale a cheval 4/7 – 4-chip bet covers 4/7+14/17+24/27+34, each with 1 chip
  • Finale a cheval 5/8 – 4-chip bet covers 5/8+15/18+25/28+35, each with 1 chip
  • Finale a cheval 6/9 – 4-chip bet covers 6/9+16/19+26/29+36, each with 1 chip
  • Finale a cheval 7/10 – 3-chip bet covers 7/10+17/20+27/30, each with 1 chip
  • Finale a cheval 8/11 – 3-chip bet covers 8/11+18/21+28/31, each with 1 chip
  • Finale a cheval 9/12 – 3-chip bet covers 9/12+19/22+29/32, each with 1 chip

Complete Bets

A Complete Bet places all of the inside bets on a specific number.

For example, a Complete Bet on number 36 will place 18 chips to completely cover it, as follows: 1 chip on Straight-up 36, 2 chips on each of Split bets 33/36 and 35/36, 3 chips on Street bet 34/35/36, 4 chips on 32/33/35/36 Corner bet and 6 chips on Line bet 31/32/33/34/35/36.

Winning Numbers

The WINNING NUMBERS display shows the most recent winning numbers.

The result of the most recently completed round is listed on the left. Black numbers appear in white, and red numbers appear in red.

Statistics

Click/tap the STATISTICS button to view a diagram of the winning numbers in up to 500 of the most recent game rounds. Use the slider to alter the number of past rounds to apply.

When you hover your cursor over any part of the statistics diagram, the spot on the betting table where a chip

would be placed is highlighted. Simply click/tap the bet to place your chip.

Payouts

Your payout depends on the type of placed bet.

INSIDE BETS

BET TYPE PAYOUT
Straight Up  35:1
Split  17:1
Street  11:1
Corner  8:1
Line  5:1

OUTSIDE BETS

BET TYPE  PAYOUT
Column  2:1
Dozen  2:1
Red/Black  1:1
Even/Odd  1:1
1-18/19-36  1:1

La Partage rule gives half the money back on bets with even chances (Even/Odd, Red/Black, 1-18/19-36) whenthe ball lands on zero.

Malfunction voids all pays and play.

Return to Player

The optimal theoretical return-to-player percentage is 98.65%.

Instant Roulette

Game Rules

This is the world’s fastest Live Roulette game, played with 12 individual and synchronised auto Roulette wheels and unlimited betting time so you can play at your own pace.

The 12 numbered Roulette wheels spin almost constantly. The balls are dropping one after the other in the different wheels after a short pause following the drop of the ball into the previous wheel.

The objective in Roulette is to predict the number on which the ball will land by placing one or more bets that cover that particular number. Each wheel includes the numbers 1–36 plus a single 0 (zero).

After you have placed your bets, simply click/tap the PLAY NOW button to start the game round. The wheel closest to the next drop of the ball is then automatically selected as the wheel on which you are betting for this game round.

The ball will eventually come to rest in one of the numbered pockets within that wheel. You win if you have placed a bet that covers that particular number.

After your game round is over, place new bets or simply click/tap the REBET button to repeat your bets and play again!

Bet Types

You can place many kinds of bets on the Roulette table. Bets can cover a single number or a certain range of numbers, and each type of bet has its own payout rate.

Bets made on the numbered spaces on the betting area, or on the lines between them, are called Inside Bets, while bets made on the special boxes below and to the side of the main grid of numbers are called Outside Bets.

INSIDE BETS:

  • Straight Up - place your chip directly on any single number (including zero).
  • Split Bet - place your chip on the line between any two numbers, either on the vertical or horizontal.
  • Street Bet - place your chip at the end of any row of numbers. A Street Bet covers three numbers.
  • Corner Bet - place your chip at the corner (central intersection) where four numbers meet. All four numbers are covered.
  • Line Bet - place your chip at the end of two rows on the intersection between the two rows. A line bet covers all the numbers in both rows, a total of six numbers.

OUTSIDE BETS:

  • Column Bet - place your chip in one of the boxes marked "2 to 1" at the end of the column that covers all 12 numbers in that column. The zero is not covered by any column bet.
  • Dozen Bet - place your chip in one of the three boxes marked "1st 12," "2nd 12" or "3rd 12" to cover the 12 numbers alongside the box.
  • Red/Black - place your chip in the Red or Black box to cover the 18 red or 18 black numbers. The zero is not covered by these bets.
  • Even/Odd - place your chip in one of these boxes to cover the 18 even or 18 odd numbers. The zero is not covered by these bets.
  • 1-18/19-36 - place your chip in either of these boxes to cover the first or second set of 18 numbers. The zero is not covered by these bets.

Neighbour Bets

Click/tap the NEIGHBOUR BETS button to view a special oval or racetrack-shaped betting area that allows you to more easily place neighbour bets and other special bets. Re-click/tap the button to close/re-open this feature.

Each bet covers a different set of numbers and offers different payout odds. Bet spots will be highlighted.

Tiers du Cylindre

This bet covers a total of 12 numbers that include 27, 33 and the numbers that lie between them on the side of the Roulette wheel opposite to zero. 6 chips are placed as follows:

  • 1 chip on the 5/8 split
  • 1 chip on the 10/11 split
  • 1 chip on the 13/16 split
  • 1 chip on the 23/24 split
  • 1 chip on the 27/30 split
  • 1 chip on the 33/36 split

Orphelins a Cheval

This bet covers a total of 8 numbers on the two segments of the Roulette wheel not covered by the voisins du zero and tiers du cylindre bets above. 5 chips are placed as follows:

  • 1 chip on 1 (straight up)
  • 1 chip on the 6/9 split
  • 1 chip on the 14/17 split
  • 1 chip on the 17/20 split
  • 1 chip on the 31/34 split

Voisins du Zero

This bet covers a total of 17 numbers that include 22, 25 and the numbers that lie between them on the side of the Roulette wheel that contains zero. 9 chips are placed as follows:

  • 2 chips on the 0/2/3 street
  • 1 chip on the 4/7 split
  • 1 chip on the 12/15 split
  • 1 chip on the 18/21 split
  • 1 chip on the 19/22 split
  • 2 chips on the 25/26/28/29 corner
  • 1 chip on the 32/35 split

Jeu Zero

This bet covers zero and the 6 numbers in close proximity to zero on the Roulette wheel: 12, 35, 3, 26, 0, 32 and 15. 4 chips are placed as follows:

  • 1 chip on the 0/3 split
  • 1 chip on the 12/15 split
  • 1 chip on 26 (straight up)
  • 1 chip on the 32/35 split

A neighbour bet covers a particular number as well as other numbers that lie in close proximity to it on the Roulette wheel. To place a neighbour bet, click/tap a specific number on the racetrack. A chip will be placed on the chosen number and on numbers that neighbour it to the right and left. Click/tap on the circular "-"or "+" button to increase or decrease the set of neighbours to the right and left of the chosen number.

Favourite & Special Bets

Finale en Plein

  • Finale en plein 0 – 4-chip bet covers 0+10+20+30, each with 1 chip
  • Finale en plein 1 – 4-chip bet covers 1+11+21+31, each with 1 chip
  • Finale en plein 2 – 4-chip bet covers 2+12+22+32, each with 1 chip
  • Finale en plein 3 – 4-chip bet covers 3+13+23+33, each with 1 chip
  • Finale en plein 4 – 4-chip bet covers 4+14+24+34, each with 1 chip
  • Finale en plein 5 – 4-chip bet covers 5+15+25+35, each with 1 chip
  • Finale en plein 6 – 4-chip bet covers 6+16+26+36, each with 1 chip
  • Finale en plein 7 – 3-chip bet covers 7+17+27, each with 1 chip
  • Finale en plein 8 – 3-chip bet covers 8+18+28, each with 1 chip
  • Finale en plein 9 – 3-chip bet covers 9+19+29, each with 1 chip

Finale a Cheval

  • Finale a cheval 0/3 – 4-chip bet covers 0/3+10/13+20/23+30/33, each with 1 chip
  • Finale a cheval 1/4 – 4-chip bet covers 1/4+11/14+21/24+31/34, each with 1 chip
  • Finale a cheval 2/5 – 4-chip bet covers 2/5+12/15+22/25+32/35, each with 1 chip
  • Finale a cheval 3/6 – 4-chip bet covers 3/6+13/16+23/26+33/36, each with 1 chip
  • Finale a cheval 4/7 – 4-chip bet covers 4/7+14/17+24/27+34, each with 1 chip
  • Finale a cheval 5/8 – 4-chip bet covers 5/8+15/18+25/28+35, each with 1 chip
  • Finale a cheval 6/9 – 4-chip bet covers 6/9+16/19+26/29+36, each with 1 chip
  • Finale a cheval 7/10 – 3-chip bet covers 7/10+17/20+27/30, each with 1 chip
  • Finale a cheval 8/11 – 3-chip bet covers 8/11+18/21+28/31, each with 1 chip
  • Finale a cheval 9/12 – 3-chip bet covers 9/12+19/22+29/32, each with 1 chip

Complete Bets

A Complete Bet places all of the inside bets on a specific number.

For example, a Complete Bet on number 36 will place 18 chips to completely cover it, as follows: 1 chip on Straight-up 36, 2 chips on each of Split bets 33/36 and 35/36, 3 chips on Street bet 34/35/36, 4 chips on 32/33/35/36 Corner bet and 6 chips on Line bet 31/32/33/34/35/36.

Payouts

Your payout depends on the type of placed bet.

INSIDE BETS

BET TYPE PAYOUT
Straight Up 35:1
Split 17:1
Street 11:1
Corner 8:1
Line 5:1

OUTSIDE BETS

BET TYPE  PAYOUT
Column  2:1
Dozen  2:1
Red/Black  1:1
Even/Odd  1:1
1-18/19-36  1:1

Malfunction voids all pays and play.

Return to Player

The optimal theoretical return-to-player percentage is 97.30%.

Poker Games: Side Bet City

Game Objective

Side Bet City is a poker game in which you can bet on a 3 Card Hand, 5 Card Hand or 7 Card Hand or, if you believe that none of these hands will win, on All Lose. The game objective is to get the best possible hands.

Game Rules

An unlimited number of players can play simultaneously at one Side Bet City table.

The game is played with one standard 52 card deck. Only one game is played with one deck of cards, and cards are shuffled after each game round.

To play the game place your bet on any of the following bet spots: 3 Card Hand, 5 Card Hand, 7 Card Hand and All Lose.

The dealer will deal 7 cards altogether. The first 3 cards will determine the result of the 3 card hand, the first 5 cards will determine the result of the 5 card hand and the 7 card hand is determined based on all 7 cards dealt with best 5 cards out of the 7 taken into account. If you have placed your bet on any of these hands and it wins, the winning message with your winnings will appear. If you have placed your bet on the All Lose option and none of the 3 Card, 5 Card or 7 Card Hand wins, you win on the All Lose bet, regardless if you had placed a bet on the 3 card hand, 5 card hand or the 7 card hand.

3 Card Hand

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

5 Card Hand

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

7 Card Hand

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

All Lose

If you have placed your bet on the All Lose bet spot and none of the 3 Card, 5 Card or 7 Card Hands has won, you win, even if you had not placed a bet on the 3 Card Hand, 5 Card Hand or 7 Card Hand bet spots.

Winning Hands

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

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

Possible hands from the highest payouts to the lowest:

Winning hands for 3 Card Hand:

  • Royal Flush is a suited Ace, King and Queen.
  • Straight Flush is a hand that contains three cards in sequence, all of the same suit, for example: King, Queen, Jack, all Diamonds.
  • Three of a Kind is a hand that contains three cards of the same rank. For example, a player having
  • three Kings in their hand would have Three of a Kind.
  • Straight is a hand that contains three cards of sequential rank in at least two different suits, e.g. Nine, Eight, Seven in two or more suits.
  • Flush is a hand where all three cards are of the same suit, but not in a sequence, e.g. three cards that are all Clubs.
  • Any Pair is a hand that contains two cards of one rank (e.g. two Kings), plus one card which are not of this rank.

Winning hands for 5 Card and 7 Card Hands:

  • Royal Flush is a straight Flush that contains an Ace, King, Queen, Jack and 10 all in the same suit.
  • Straight Flush is a hand that contains five cards in sequence, all of the same suit, for example: Nine, Eight, Seven, Six and Five, all Hearts.
  • Four of a Kind is a hand that contains all four cards of one rank and any other card/s. For example, four Aces in your hand would be Four of a Kind.
  • Full House is a hand that contains three matching cards of one rank and two matching cards of
  • another rank, e.g. three Kings and two Sixes.
  • Flush is a hand where five cards are of the same suit, but not in a sequence, e.g. five cards that are all Clubs.
  • Straight is a hand that contains five cards of sequential rank in at least two different suits, e.g. Nine, Eight, Seven, Six and Five in two or more suits.
  • Three of a Kind is a hand that contains three cards of the same rank. For example, a player having
  • three Kings in their hand would have Three of a Kind.
  • Two Pairs (5 Card Hand only) is hand that contains two cards of the same rank, plus two cards of
  • another rank (that match each other but not the first pair), plus any card not of either rank. An example of this would be having two Aces and two Kings.
  • Pair JJ-AA (5 Card Hand only) is a hand that contains a pair of Jacks, a pair of Queens, a pair of Kings or a pair of Aces.

Payouts

Winning Hand 3 Card Hand  5 Card Hand  7 Card Hand
Royal Flush 100:1 1000:1 500:1
Straight Flush 40:1  250:1 100:1
Four of a Kind 100:1 50:1
Full House 50:1  7:1
Flush 4:1 40:1  5:1
Straight 5:1  25:1 4:1
Three of a Kind 35:1  7:1 3:1
Two Pairs - 4:1
Pair JJ-AA 1:1  -
Any Pair 1:1  -

All Lose pays 0.7:1.

RTP

The optimal theoretical return-to-player percentage:

  • 3 Card Hand – 96.69%
  • 5 Card Hand – 95.21%
  • 7 Card Hand – 94.34%
  • All Lose – 96.29%

Casino Hold’em

Game Rules

  • Casino Hold'em is a variant of the popular Texas Hold'em poker. Casino Hold'em differs from Texas Hold'em in that it is played against the house rather than against other players.
  • The aim of Casino Hold'em is to beat the dealer's hand by getting the best possible five-card hand, made out of the two cards dealt to the player and five community cards.
  • An unlimited number of players can play simultaneously at one Casino Hold'em table. Each player can take only one seat by the table.
  • Casino Hold'em is played with one standard 52 card deck (Jokers are excluded). Only one game is played with one deck of cards, and cards are shuffled after each game round.
  • To play the game you place a bet on the Ante bet (initial bet). To add to the excitement, you can also place a Bonus bet that pays out if a pair of Aces or higher is dealt in the first five cards.
  • The dealer deals out two cards face-up to you and two cards face-down to the dealer. Three community cards are dealt face-up in the middle of the table. These three community cards are common for you and the dealer for making up the hand.
  • You must decide whether to PLAY 2X or FOLD. Choose PLAY 2X to continue the round by placing a Play bet equal to double your Ante. Choose FOLD to end the round, thereby forfeiting your Ante bet. Bonus bet is not effected by PLAY/FOLD decision. Note that you must choose PLAY to receive a payout on your Bonus bet.
  • After you have made your decision, the dealer will deal two more community cards (called "Turn" and "River"). The dealer will also reveal his/her two initial cards.
  • To find a winner, the best paying hands are formed and compared for you and for the dealer, using five out of seven available cards.

Side Bets

BONUS BET

The Bonus bet is an optional bet and cannot be placed alone. After a chip is placed on the Ante bet spot a flashing arrow will show you that the Bonus bet spot is activated. Place your Bonus bet in the same way as you place the Ante bet.

The Bonus bet is evaluated on the first hand of five cards only. If you have a Pair of Aces or better combination, you will win the Bonus bet and will be paid according to the Bonus pay table.

Jumbo 7 Jackpot Bet

  • The Jumbo 7 Jackpot bet is an optional side bet that allows you to win a share of the large progressive jackpot! The amount of the progressive jackpot grows steadily over time as more Jumbo 7 Jackpot bets are placed by players at several different participating casinos. Eventually, the jackpot is hit when a player who has placed a Jumbo 7 Jackpot bet at a participating table gets a 7 Card Straight Flush – created by your two and the five community cards.
  • All players who have placed a Jumbo 7 Jackpot bet in the winning game round share the total amount of the progressive jackpot. The amount of your potential share of the progressive jackpot is thus based on all Jumbo 7 Jackpot bets that have been placed by players at participating game tables in the current round.
  • The optional Jumbo 7 Jackpot bet also allows you to win an additional prize of a fixed amount when you personally get a Straight or better! At the start of a new game round, place your optional Jumbo 7 Jackpot bet in the circular field labelled "Jumbo 7 JACKPOT" after you have placed your ante bet and before betting time expires.
  • Once accepted, your Jumbo 7 Jackpot bet will be added to the total amount of the progressive jackpot. Each participating player places the Jumbo 7 Jackpot bet in the currency used at his/her casino, and the current amount of the progressive jackpot and your potential share of the progressive jackpot are displayed in your currency in the Jumbo 7 JACKPOT paytable. When you win a share of the progressive jackpot, you will be paid in your own currency.
  • The fixed prizes for getting a good hand (from a Straight to a 6 Card Straight Flush) are also displayed in your own currency.
  • Your decision to PLAY 2X or FOLD your hand does not affect your ability to win a share of the progressive jackpot in the game round.
  • If the game round is cancelled, your Jumbo 7 Jackpot bet will be refunded along with your other bets. If you held a potential prize-winning hand according to the Jumbo 7 JACKPOT paytable in a cancelled game round, the decision to manually compensate you will be made by your game provider.

Winning Hands

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

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

Possible hands from the highest payouts to the lowest:

  • Royal Flush is a Straight Flush that contains the Ace, King, Queen, Jack and 10 all in the same suit. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Straight Flush is a hand that contains five cards in sequence, all of the same suit, for example: Nine, Eight, Seven, Six and Five, all Hearts. Two Straight Flushes are ranked by comparing the highest card of each. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Four of a Kind is a hand that contains all four cards of one rank plus any other card. For example, four Aces in your hand would be Four of a Kind. Quads with higher ranking cards defeat those with lower ranking cards. If two Four of a Kinds are of equal rank the fifth card (the ‘Kicker’) is used to break the tie. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Full House is a hand that contains three matching cards of one rank and two matching cards of another rank, e.g. three Kings and two Sixes. Between two Full House hands, the one with the higher ranking three cards wins. In the case of the three cards being of the same value in Full House (and therefore tied), the two cards of the same value are ranked against each other. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Flush is a hand where all five cards are of the same suit, but not sequential, e.g. five
  • cards that are all Clubs. Two Flushes are compared as if they were high card hands; the highest-ranking card in each hand is compared to determine the winner. If both hands have the same highest card, then the second-highest ranking card is compared, and so on until a difference is found.
  • Straight is a hand that contains five cards of sequential rank in at least two different suits, e.g. Nine, Eight, Seven, Six and Five in two or more suits. Two Straights are ranked by comparing the highest card in each hand. Two Straights with the same high card are of equal value and therefore tie, as suits are not used to separate them.
  • Three of a Kind is a hand that contains three cards of the same rank, plus two cards which are not of this rank or the same as each other. For example, a player having three Kings in their hand would have Three of a Kind. Higher valued Three of a Kind defeats lower-valued Three of a Kind. If two hands contain Three of a Kind of the same value, the Kickers (that is, the other two cards in the hand) are compared to break the tie.
  • Two Pairs is a hand that contains two cards of the same rank, plus two cards of another rank (that match each other but not the first pair), plus any card not of either rank. An example of this would be having two Aces and two Kings. To rank two hands both containing Two Pairs, the higher-ranking pair of each is first compared, and the higher pair wins. If both hands have the same top pair, then the second pair of each is compared. If both hands have the same two pairs, the highest value Kicker determines the winner.
  • Pair is a hand that contains two cards of one rank (e.g. two Kings), plus three cards which are not of this rank or the same as each other. Pair is the lowest hand you can be paid out for. Higher ranking pairs defeat lower ranking pairs. If two hands have the same pair, the Kickers are compared in descending order and the highest value Kicker determines the winner.
  • High Card is a poker hand made of any five cards not meeting any of the above requirements. Essentially, no hand is made, and the only thing of any meaning in the player's hand is their highest card. If two hands have the same High Card value, the other cards in the hand are compared in descending order to determine the winner.

Game Outcomes and Payouts

  • The outcomes are determined by comparing the player’s and dealer’s best five-card hands (combining the player/dealer two cards with the five community cards).
  • The dealer must have a pair of fours or higher to qualify. Outcomes quick-reference table
  • The quick way to check game outcomes, whether you win, lose or tie.
Result  ANTE  PLAY
Dealer does not qualify and you win  Win* Push
Dealer qualifies and you win  Win*  1:1
Dealer qualifies and you lose  Lose  Lose
Dealer qualifies and you tie Push Push
Player folds  Lose  Lose

*Ante bet pays according to the Ante payout table below.

ANTE

Hand  Payout
Royal Flush  100:1
Straight Flush  20:1
Four of a Kind  10:1
Full House  3:1
Flush  2:1
Straight  1:1
Three of a Kind  1:1
Two Pairs  1:1
One Pair or less  1:1

BONUS

Hand  Payout
Royal Flush  100:1
Straight Flush  50:1
Four of a Kind  40:1
Full House  30:1
Flush  20:1
Straight  7:1
Three of a Kind  7:1
Two Pairs  7:1
Pair of Aces  7:1

Jumbo 7 JACKPOT

Hand  Payout
7 Card Straight Flush*  100% of Jackpot**
6 Card Straight Flush*  5000
5 Card Straight Flush*  250
Four of a Kind  50
Full House  5
Flush  4
Straight  2

*7 Card Straight Flush, 6 Card Straight Flush and 5 Card Straight Flush – a hand containing seven, six or fivecards in sequence respectively, all in the same suit. Examples of each are shown below.

  • Example of a 7 Card Straight Flush: Ace, 2, 3, 4, 5, 6, 7, all in the same suit.
  • Example of a 6 Card Straight Flush: Ace, 2, 3, 4, 5, 6, all in the same suit.
  • Example of a 5 Card Straight Flush: 9, 8, 7, 6, 5, all in the same suit. (Please note that Royal Flush is a 5 CardStraight Flush for Jackpot.)

**The progressive jackpot, stated in your own currency, is the top prize shared among all players who haveplaced a Jumbo 7 Jackpot bet in the winning game round.

The prizes you can win individually for a hand of Three of a Kind or better (up to a Straight Flush) are indicated in your own currency.

Play bet payout is 1:1.

Malfunction voids all pays and play.

Return to Player

The optimal theoretical percentage return to the player for the Ante bet is 97.84% and for the Bonus bet is 93.74%.

The optimal theoretical return-to-player percentage for Jumbo 7 JACKPOT bet is 81.64%.

2 Hand Casino Hold’em

Game Objective

  • 2 Hand Casino Hold'em is a variant of the popular Casino Hold'em poker game, allowing you to play one or two hands. The game is played against the house rather than against other players.
  • The aim of 2 Hand Casino Hold'em is to beat the dealer's hand by getting the best possible five-card hand, made out of the player’s first two cards and the five community cards. Each of the player’s hands is compared with the dealer’s hand independently. The best poker hand wins.
  • An unlimited number of players can play simultaneously at one 2 Hand Casino Hold'em table. Each player sharing the same hand may take only one seat at the table.
  • 2 Hand Casino Hold'em is played with one standard 52 card deck and the cards are shuffled after each game round.
  • To play the game, place your bet on the Ante bet spot individually for each of your two hands within the betting time. You may also place an additional Bonus bet that pays out if a pair of Aces or better combination is dealt in the first five cards. The Bonus bet is evaluated for each hand independently on the first five cards (3 community cards dealt in Flop, plus your two initial cards).
  • The dealer deals two face-up cards to you and two face-down cards to him/herself. The dealer then deals the first three community cards (the Flop) in the middle of the table. These three cards are common for you and the dealer for making up a poker hand.
  • You must now decide whether to PLAY or FOLD. Choose PLAY to continue the round by placing a Play bet, equalling twice the Ante bet. Choose FOLD to end the round, thereby forfeiting your Ante bet. The Bonus bet is not affected by your PLAY/FOLD decision.
  • After you have made your decision, the dealer will deal two more community cards (called Turn and River).
  • The dealer will also reveal his/her two initial cards.
  • To find a winner, the best paying hands are formed and compared for you and for the dealer, using five out of seven available cards.

Side Bets

BONUS BET

The Bonus bet is an optional bet and cannot be placed alone. After a chip is placed on the Ante bet spot the Bonus bet spot is activated. Place your Bonus bet in the same way as you place the Ante bet.

The Bonus bet is evaluated for each hand independently on the first five cards (3 community cards dealt in Flop, plus your two initial cards). You win the Bonus bet, if you have a Pair of Aces or better combination and it pays out according to the Bonus pay table. For details, see ‘Game Outcomes and Payouts’.

Winning Hands

  • The individual cards are ranked in descending order: Ace (high or low), King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3 and 2.
  • An Ace can be the highest value card in a Straight of A, K, Q, J, 10 or the lowest value card in a Straight of 5, 4, 3, 2, A.
  • Possible hands from the highest payouts to the lowest:
  • Royal Flush is a Straight Flush that contains the Ace, King, Queen, Jack and 10 all in the same suit. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Straight Flush is a hand that contains five cards in sequence, all of the same suit, for example: Nine, Eight, Seven, Six and Five, all Hearts. Two Straight Flushes are ranked by comparing the highest card of each. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Four of a Kind is a hand that contains all four cards of one rank plus any other card. For example, four Aces in your hand would be Four of a Kind. Quads with higher ranking cards defeat those with lower ranking cards. If two Four of a Kinds are of equal rank the fifth card (the ‘Kicker’) is used to break the tie. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Full House is a hand that contains three matching cards of one rank and two matching cards of another rank, e.g. three Kings and two Sixes. Between two Full House hands, the one with the higher ranking three cards wins. In the case of the three cards being of the same value in Full House (and therefore tied), the two cards of the same value are ranked against each other. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Flush is a hand where all five cards are of the same suit, but not sequential, e.g. five cards that are all Clubs. Two Flushes are compared as if they were high card hands; the highest-ranking card in each hand is compared to determine the winner. If both hands have the same highest card, then the second-highest ranking card is compared, and so on until a difference is found.
  • Straight is a hand that contains five cards of sequential rank in at least two different suits, e.g. Nine, Eight, Seven, Six and Five in two or more suits. Two Straights are ranked by comparing the highest card in each hand. Two Straights with the same high card are of equal value and therefore tie, as suits are not used to separate them.
  • Three of a Kind is a hand that contains three cards of the same rank, plus two cards which are not of this rank or the same as each other. For example, a player having three Kings in their hand would have Three of a Kind. Higher-valued Three of a Kind defeats lower-valued Three of a Kind. If two hands contain Three of a Kind of the same value, the Kickers (that is, the other two cards in the hand) are compared to break the tie.
  • Two Pairs is a hand that contains two cards of the same rank, plus two cards of another rank (that match each other but not the first pair), plus any card not of either rank. An example of this would be having two Aces and two Kings. To rank two hands both containing Two Pairs, the higher ranking pair of each is first compared, and the higher pair wins. If both hands have the same top pair, then the second pair of each is compared. If both hands have the same two pairs, the highest value Kicker determines the winner.
  • Pair is a hand that contains two cards of one rank (e.g. two Kings), plus three cards which are not of this rank or the same as each other. Pair is the lowest hand you can be paid out for. Higher ranking pairs defeat lower ranking pairs. If two hands have the same pair, the Kickers are compared in descending order and the highest value Kicker determines the winner.
  • High Card is a poker hand made of any five cards not meeting any of the above requirements. Essentially, no hand is made, and the only thing of any meaning in the player's hand is their highest card. If two hands have the same High Card value, the other cards in the hand are compared in descending order to determine the winner.

Game Outcomes and Payouts

  • The outcomes are determined by comparing the player’s and dealer’s best five-card hands (combining the player/dealer two cards with the five community cards).
  • The dealer must have a pair of fours or higher to qualify.
  • Outcomes quick-reference table
  • The quick way to check game outcomes, whether you win, lose or tie.
Result  ANTE  PLAY
Dealer does not qualify and you win  Win*  Push
Dealer qualifies and you win  Win*  1:1
Dealer qualifies and you lose  Lose  Lose
Dealer qualifies and you tie  Push  Push
Player folds  Lose  Lose

*Ante bet pays according to the Ante payout table below.

ANTE

Hand  Payout
Royal Flush  100:1
Straight Flush  20:1
Four of a Kind  10:1
Full House  3:1
Flush  2:1
Straight or lower  1:1
Play bet payout is  1:1

BONUS

Hand  Payout
Royal Flush  100:1
Straight Flush  50:1
Four of a Kind  40:1
Full House  30:1
Flush  20:1
Straight  7:1
Three of a Kind  7:1
Two Pairs  7:1
Pair of Aces  7:1

Malfunction voids all pays and play.

Return to Player

The optimal theoretic percentage return to the player for the Ante bet is 97.84% and for the Bonus bet is93.74%.

Texas Hold’em Bonus

Game Rules

Texas Hold’em Bonus Poker is a variant of the popular Texas Hold'em Poker but differs in that it is played against the house rather than against other players and there is no bet after the River card.

The game uses one 52-card deck which is shuffled after each game round.

  • All players play the same hand.
  • To begin the game, the player must make an ANTE bet (initial bet).
  • If interested, the player can make the optional BONUS and FIRST 5 JACKPOT bets (ANTE bet is required).

Both the player and dealer receive two starting cards (the hole cards).

  • The player's cards are dealt face-up.
  • The dealer's cards are dealt face-down.

The player has a choice after these initial cards are dealt:

  • FOLD (surrender their ANTE bet) in which case the hand is over, or
  • Make a PLAY 2x bet of 2x their ANTE.

The dealer deals three FLOP cards and the player has a choice:

  • PLAY 1x (1x ANTE)
  • CHECK (No bet)

The dealer deals one TURN card and the player has a choice:

  • PLAY 1x (1x ANTE)
  • CHECK (No bet)

The dealer then deals a final card, called the RIVER, and reveals his/her cards.

The ANTE bet is evaluated by comparing the player’s and dealer’s best five-card poker hand out of the seven dealt cards (your two cards, the dealer’s two cards and the five community cards).

Side Bets

BONUS bet

The BONUS bet is an optional bet and can be placed after your minimum ANTE bet is placed. Simply place your bet on the BONUS bet spot.

The BONUS bet is evaluated based only on the player’s and dealer’s initial cards, according to the Bonus pay table.

BONUS bet

Hand Payout
A-A (Player & Dealer) 1000 to 1
A-A (Player Only) 30 to 1
A-K (Suited) 25 to 1
A-Q or A-J (Suited) 20 to 1
A-K (Unsuited) 15 to 1
K-K or Q-Q or J-J 10 to 1
A-Q or A-J (Unsuited) 5 to 1
10-10 through 2-2 (Pairs) 3 to 1

You win your BONUS bet if you have a Pair or better, according to the Bonus bet pay table, no matter what hand the dealer achieves. The combination is evaluated on the basis of the two cards dealt to the player, except for the "A-A (Player & Dealer)" combination, which also takes into account the two cards dealt to the dealer.

FIRST 5 JACKPOT bet

  • The FIRST 5 JACKPOT bet is an optional side bet that allows you to win a share of the large progressive jackpot! The amount of the progressive jackpot grows steadily over time as more FIRST 5 JACKPOT bets are placed by other players. Eventually, the jackpot is hit when a player who has placed a FIRST 5 JACKPOT bet at a participating table gets a Royal Flush.
  • All players who have placed a FIRST 5 JACKPOT bet in the winning game round share the total amount of the progressive jackpot. The amount of your potential share of the progressive jackpot is thus based on the current value of the jackpot, plus all the FIRST 5 JACKPOT bets that have been placed by players at participating game tables in the current round.
  • The optional FIRST 5 JACKPOT bet also allows you to win an additional prize of a fixed amount when you personally get a hand of Three of a Kind or better!
  • At the start of a new game round, place your optional FIRST 5 JACKPOT bet after you have placed your ANTE bet and before the betting time expires.
  • Once accepted, your FIRST 5 JACKPOT bet will be added to the total amount of the progressive jackpot. Each participating player places the FIRST 5 JACKPOT bet in the currency used at his/her casino, and the current amount of the progressive jackpot and your potential share of the progressive jackpot are displayed in your currency in the FIRST 5 JACKPOT pay table. When you win a share of the progressive jackpot, you will be paid in your own currency.
  • The winning hands that qualify for the lower-level fixed prizes in the jackpot (from Three of a Kind to a Straight Flush) are also displayed in your own currency.
  • Your decision to PLAY or FOLD your hand does not affect your ability to win a share of the progressive jackpot in the game round, or your ability to win one of the fixed prizes from the FIRST 5 JACKPOT pay table.
  • If the game round is cancelled, your FIRST 5 JACKPOT bet will be refunded along with your other bets. If you held a potential prize-winning hand according to the FIRST 5 JACKPOT pay table in a cancelled game round, the decision to compensate you manually will be made by your game provider.

Winning Hands

  • The individual cards are ranked in descending order: Ace (high or low), King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3 and 2.
  • An Ace can be the highest value card in a Straight of A, K, Q, J, 10 or the lowest value card in a Straight of 5, 4, 3, 2, A.

Possible hands from the highest payouts to the lowest:

  • Royal Flush is a Straight Flush that contains the Ace, King, Queen, Jack and 10 all in the same suit. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Straight Flush is a hand that contains five cards in sequence, all of the same suit, for example: Nine, Eight, Seven, Six and Five, all Hearts. Two Straight Flushes are ranked by comparing the highest card of each. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Four of a Kind is a hand that contains all four cards of one rank plus any other card. For example, four Aces in your hand would be Four of a Kind. Quads with higher ranking cards defeat those with lower ranking cards. If two Four of a Kinds are of equal rank the fifth card (the ‘Kicker’) is used to break the tie. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Full House is a hand that contains three matching cards of one rank and two matching cards of another rank, e.g. three Kings and two Sixes. Between two Full House hands, the one with the higher ranking three cards wins. In the case of the three cards being of the same value in Full House (and therefore tied), the two cards of the same value are ranked against each other. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Flush is a hand where all five cards are of the same suit, but not sequential, e.g. five cards that are all Clubs. Two Flushes are compared as if they were high card hands; the highest-ranking card in each hand is compared to determine the winner. If both hands have the same highest card, then the second-highest ranking card is compared, and so on until a difference is found.
  • Straight is a hand that contains five cards of sequential rank in at least two different suits, e.g. Nine, Eight, Seven, Six and Five in two or more suits. Two Straights are ranked by comparing the highest card in each hand. Two Straights with the same high card are of equal value and therefore tie, as suits are not used to separate them.
  • Three of a Kind is a hand that contains three cards of the same rank, plus two cards which are not of this rank or the same as each other. For example, a player having three Kings in their hand would have Three of a Kind. Higher-valued Three of a Kind defeats lower-valued Three of a Kind. If two hands contain Three of a Kind of the same value, the Kickers (that is, the other two cards in the hand) are compared to break the tie.
  • Two Pairs is a hand that contains two cards of the same rank, plus two cards of another rank (that match each other but not the first pair), plus any card not of either rank. An example of this would be having two Aces and two Kings. To rank two hands both containing Two Pairs, the higher ranking pair of each is first compared, and the higher pair wins. If both hands have the same top pair, then the second pair of each is compared. If both hands have the same two pairs, the highest value Kicker determines the winner.
  • Pair is a hand that contains two cards of one rank (e.g. two Kings), plus three cards which are not of this rank or the same as each other. Pair is the lowest hand you can be paid out for. Higher ranking pairs defeat lower ranking pairs. If two hands have the same pair, the Kickers are compared in descending order and the highest value Kicker determines the winner.
  • High Card is a poker hand made of any five cards not meeting any of the above requirements. Essentially, no hand is made, and the only thing of any meaning in the player's hand is their highest card. If two hands have the same High Card value, the other cards in the hand are compared in descending order to determine the winner.

Game Outcomes and Payouts

The outcomes are determined by comparing the player’s and dealer’s best five-card hands (combining the player’s initial two cards, the dealer’s initial two cards with the five community cards). The higher hand wins. If the dealer has a higher hand the player will lose all bets, except:

  • Possibly the BONUS bet, which is evaluated separately.
  • Possibly the FIRST 5 JACKPOT bet, which is also evaluated separately.

If the player has a higher hand the Flop, Turn, and River bets will pay even money. If the player has a Straight or higher the Ante bet will also pay even money, otherwise, it will push.

If the player and dealer have hands of equal value the Ante, Flop, Turn and River bets will all push.

Outcomes quick-reference table

The quick way to check game outcomes, whether you win, lose or push.

Result ANTE FLOP  TURN  RIVER
Player has a higher hand (Straight or higher) 1:1 1:1  1:1  1:1
Player has a higher hand (lower than Straight) Push 1:1  1:1  1:1
Dealer has a higher hand Lose  Lose  Lose  Lose
Dealer and you tie Push  Push Push  Push
Player folds  Lose - -

Bonus bet pays according to the BONUS payout table below.

BONUS bet

Hand  Payout
A-A (Player & Dealer)  1000 to 1
A-A (Player Only)  30 to 1
A-K (Suited)  25 to 1
A-Q or A-J (Suited)  20 to 1
A-K (Unsuited)  15 to 1
K-K or Q-Q or J-J  10 to 1
A-Q or A-J (Unsuited)  5 to 1
10-10 through 2-2 (Pairs)  3 to 1

FIRST 5 JACKPOT bet

Hand  Payout
Royal Flush  100% of Jackpot*
Straight Flush  2500
Four of a Kind  250
Full House  50
Flush  25
Straight  10

Three of a Kind 3

*Jackpot is divided between all players from the same table who have placed a FIRST 5 JACKPOT bet in the particular game round.

Only the player’s first five cards are evaluated for a possible winning Jackpot hand – that is, the player’s initial two cards and the first three community cards (the “Flop”).

Malfunction voids all pays and play.

Return to Player

The theoretical Return-To-Player assuming perfect play is:

  • Main game: 97.96% based on the Ante bet and 99.47% based on Total bet.
  • Bonus bet: 91.46%
  • First 5 Jackpot bet: 81.84%

Ultimate Texas Hold’em

Game Rules

  • Ultimate Texas Hold'em is a variant of the popular Texas Hold'em poker. Ultimate Texas Hold'em differs from Texas Hold'em in that it is played against the house rather than against other players.
  • The aim of Ultimate Texas Hold'em is to beat the dealer's hand by getting the best possible five-card hand, made out of the two cards dealt to the player and the five community cards dealt to the middle of the table.
  • An unlimited number of players can play simultaneously at one Ultimate Texas Hold'em table. Each player can take only one seat at the table.
  • Ultimate Texas Hold'em is played with one standard 52-card deck (jokers excluded). The deck is shuffled after every game round.
  • At the beginning of the round, you place a bet in the ANTE spot. When your ANTE bet has been placed, a BLIND bet of the same value is automatically placed for you by the system.
  • The dealer deals two cards face up to you and two cards face down to the dealer. After a short pause, the dealer deals with three community cards face up in the middle of the table (called the "Flop"). After a pause, the dealer deals with two final community cards (called the "Turn" and the "River").
  • You and the dealer can use the cards in your hand and the community cards to make the best five-card hand. During the pauses in the game, you can decide to PLAY or CHECK.
  • The PLAY bet gives you three different opportunities during the game round to raise your ANTE bet. However, you may only raise once during each game round. The earlier you raise, the more money you can bet and the more you can potentially win. CHECK means you do nothing – you just stick with your initial bet.
  • To find a winner, the best-paying hands are formed and compared for you and for the dealer, using five out of seven available cards.

Side Bets

TRIPS BET

The TRIPS bet is an optional side bet that you can place before the game round begins. This bet is placed in the blinking TRIPS betting spot, after your ANTE bet has been accepted. You win on your TRIPS bet when your final five-card hand is Three-of-a-Kind or better, no matter what hand the dealer achieves.

All bets must be placed before betting time expires. Once betting time has expired, the dealer will begin to deal. During the game round, you will be offered opportunities to place a PLAY bet, but your PLAY bet decisions will not affect the outcome of your TRIPS bet. At the end of the round, the dealer turns all his/her cards face up and announces the result. Winning players are also notified by an on-screen animation.

Winning Hands

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

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

Possible hands from the highest payouts to the lowest:

  • Royal Flush is a Straight Flush that contains the Ace, King, Queen, Jack, and 10 all in the same suit. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Straight Flush is a hand that contains five cards in sequence, all of the same suit, for example: Nine, Eight, Seven, Six and Five, all Hearts. Two Straight Flushes are ranked by comparing the highest card of each. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Four of a Kind is a hand that contains all four cards of one rank plus any other card. For example, four Aces in your hand would be Four of a Kind. Quads with higher ranking cards defeat those with lower ranking cards. If two Four of a Kinds are of equal rank the fifth card (the ‘Kicker’) is used to break the tie. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Full House is a hand that contains three matching cards of one rank and two matching cards of another rank, e.g. three Kings and two Sixes. Between two Full House hands, the one with the higher ranking three cards wins. In the case of the three cards being of the same value in Full House (and therefore tied), the two cards of the same value are ranked against each other. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Flush is a hand where all five cards are of the same suit, but not sequential, e.g. five cards that are all Clubs. Two Flushes are compared as if they were high card hands; the highest-ranking card in each hand is compared to determine the winner. If both hands have the same highest card, then the second-highest ranking card is compared, and so on until a difference is found.
  • Straight is a hand that contains five cards of sequential rank in at least two different suits, e.g. Nine, Eight, Seven, Six, and Five in two or more suits. Two Straights are ranked by comparing the highest card in each hand. Two Straights with the same high card are of equal value and therefore tie, as suits are not used to separate them.
  • Three of a Kind is a hand that contains three cards of the same rank, plus two cards that are not of this rank or the same as each other. For example, a player having three Kings in their hand would have Three of a Kind. Higher-valued Three of a Kind defeats lower-valued Three of a Kind. If two hands contain Three of a Kind of the same value, the Kickers (that is, the other two cards in the hand) are compared to break the tie.
  • Two Pairs is a hand that contains two cards of the same rank, plus two cards of another rank (that match each other but not the first pair), plus any card not of either rank. An example of this would be having two Aces and two Kings. To rank two hands both containing Two Pairs, the higher ranking pair of each is first compared, and the higher pair wins. If both hands have the same top pair, then the second pair of each is compared. If both hands have the same two pairs, the highest value Kicker determines the winner.
  • Pair is a hand that contains two cards of one rank (e.g. two Kings), plus three cards that are not of this rank or the same as each other. Pair is the lowest hand you can be paid out for. Higher ranking pairs defeat lower ranking pairs. If two hands have the same pair, the Kickers are compared in descending order and the highest value Kicker determines the winner.
  • High Card is a poker hand made of any five cards not meeting any of the above requirements. Essentially, no hand is made, and the only thing of any meaning in the player's hand is their highest card. If two hands have the same High Card value, the other cards in the hand are compared in descending order to determine the winner.

Game Outcomes and Payouts

The outcomes are determined by comparing the player’s and dealer’s best 5 card hands (combining the player/dealer 2 cards with the 5 community cards).

The dealer must have a pair or better to qualify.

If the player wins, the ANTE and PLAY bets pay as follows:

  • Ante bet pays 1:1 if the dealer qualifies with a pair or better.
  • Ante bet pushes if the dealer does not qualify.
  • Play bet pays 1:1 regardless of the dealer's hand.

Outcomes quick-reference table

The quick way to check game outcomes, whether you win, lose or tie.

Result  ANTE  BLIND  PLAY
Dealer does not qualify and you win  Push  Win*  1:1
Dealer does not qualify and you lose  Push  Lose  Lose
Dealer qualifies and you win  Win  Win*  1:1
Dealer qualifies and you lose  Lose  Lose  Lose
Dealer qualifies and you tie  Push  Push Push
Player folds  Lose  Lose 

*Blind bet pays according to the Blind payout table below.

BLIND

Hand  Payout
Royal Flush  500:1
Straight Flush  50:1
Four of a Kind  10:1
Full House  3:1
Flush  1.5:1
Straight  1:1

All other hands Push

TRIPS

Hand  Payout
Royal Flush  50:1
Straight Flush  40:1
Four of a Kind  30:1
Full House  8:1
Flush  7:1
Straight  4:1
Three of a Kind  3:1

The TRIPS payout is based on the rank of your best 5 out of 7 card hand and pays regardless of the dealer’s and regardless of whether the player places a PLAY bet.

Malfunction voids all pays and play.

Return to Player

The theoretical Return-To-Player assuming perfect play is:

  • Total main bet: 99.47%
  • Initial main bet: 97.82%

3 Card Poker

Game Rules

In Three Card Poker, your goal is to beat the dealer with a better three-card hand.

  • Place an Ante bet and either or both of the optional Pair Plus and 6 Card Bonus bets.
  • You will receive three cards. The dealer’s three cards are dealt face-down.
  • If you feel confident in your hand, click PLAY 1x to place a Play bet equivalent to your Ante bet. Otherwise, click FOLD.

Winning Hands

Three Card Poker is played with one standard 52 card deck (Jokers are excluded). Cards are shuffled after each game round.

Three-card Straight has a higher value ranking than a three-card Flush in Three Card Poker. That's simply because there are fewer ways to make a three-card Straight than a three-card Flush.

The individual cards are ranked in descending order: Ace (high or low), King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3 and 2. An Ace can be the highest value card in a Straight of A, K, Q or the lowest value card in a Straight of 3, 2, A.

If you and the dealer have hands of the same type, the one that includes the card of highest value wins (e.g. three Kings beats three Queens; a flush of Q, J, 10 beats a flush of 10, 9, 8).

When you and the dealer tie, the next highest card that is not part of the paying hand, known as the ‘Kicker’, determines the winner.

Winning hands for Three Card Poker:

  • Mini Royal is a suited Ace, King and Queen.
  • Straight Flush is a hand that contains three cards in sequence, all of the same suit, for example: King, Queen, Jack, all Diamonds.
  • Three of a Kind is a hand that contains three cards of the same rank. For example, a player having three Kings in their hand would have Three of a Kind. Higher-valued Three of a Kind defeat lower-valued Three of a Kind.
  • Straight is a hand that contains three cards of sequential rank in at least two different suits, e.g. Nine, Eight, Seven in two or more suits. Two Straights are ranked by comparing the highest card of each. Two Straights with the same high card are of equal value, as suits are not used to separate them.
  • Flush is a hand where all three cards are of the same suit, but not in a sequence, e.g. three cards that are all Clubs. Two Flushes are compared as if they were high card hands; the highest ranking card of each is compared to determine the winner. If both hands have the same highest card, then the second-highest ranking card is compared, and so on until a difference is found.
  • Pair is a hand that contains two cards of one rank (e.g. two Kings), plus one card which are not of this rank or the same as each other. Higher ranking Pairs defeat lower ranking Pairs. If two hands have the same Pair, the Kickers are compared in descending order to determine the winner.
  • High Card is a poker hand made of any three cards not meeting any of the above requirements. Essentially, no hand is made, and the only thing of any meaning in the player's hand is their highest card.

Winning hands for 6 Card Bonus:

  • Royal Flush is a Straight Flush involving the Ace, King, Queen, Jack and 10 all in the same suit.
  • Straight Flush is a hand that contains five cards in sequence, all of the same suit, for example: Nine, Eight, Seven, Six and Five, all Hearts.
  • Four of a Kind is a hand that contains all four cards of one rank and any other card. For example, four Aces in your hand would be Four of a Kind.
  • Full House is a hand that contains three matching cards of one rank and two matching cards of another rank, e.g. three Kings and two Sixes.
  • Flush is a hand where all five cards are of the same suit, but not in a sequence, e.g. five cards that are all Clubs.
  • Straight is a hand that contains five cards of sequential rank in at least two different suits, e.g. Nine, Eight, Seven, Six and Five in two or more suits.
  • Three of a Kind is a hand that contains three cards of the same rank, plus two cards which are not of this rank or the same as each other. For example, a player having three Kings in their hand would have Three of a Kind.

Game Outcomes and Payouts

  • The outcomes are determined by comparing the player’s and dealer’s hand.
  • The dealer must have at least a Queen high or better to qualify.

Outcomes quick-reference table

The quick way to check game outcomes, whether you win, lose or tie.

Result  ANTE  PLAY  1x
Dealer does not qualify and you  Win  1:1  Push
Dealer qualifies and you  Win  1:1  1:1
Dealer qualifies and you  Lose  Lose  Lose
Dealer qualifies and you  Tie  Push  Push

Player folds (chooses not to place a Play bet) Lose -

If you place a Play bet and get a Straight Flush, Three of a Kind or Straight on your initial three cards, you win an Ante Bonus according to the pay table even if the dealer wins the round.

If you place an optional Pair Plus bet, you win according to the pay table with a Pair or better on your three cards, even if you fold and the dealer wins the round.

If you place an optional 6 Card Bonus bet, you win if your three cards plus the dealer’s three cards make a fivecard poker hand of Three of a Kind or better. You win according to the paytable even if you fold and dealer wins the round.

ANTE BONUS

Hand  Payout
Straight Flush or higher  5:1
Three of a Kind  4:1
Straight  1:1

PAIR PLUS

Hand  Payout
Mini Royal (AKQ suited)  100:1
Straight Flush  40:1
Three of a Kind  30:1
Straight  5:1
Flush  4:1
Pair  1:1

6 CARD BONUS

Hand  Payout
Royal Flush  1000:1
Straight Flush  200:1
Four of a Kind  100:1
Full House  20:1
Flush  15:1
Straight  10:1
Three of a Kind  7:1
Ante bet payout is  1:1
Play bet payout is  1:1

Malfunction voids all pays and play.

Return to Player

The optimal theoretical return-to-player percentage is:

  • 63% - Ante bet
  • 51% - Pair Plus bet
  • 44% - 6 Card Bonus bet

Caribbean Stud Poker

Game Rules

  • Caribbean Stud Poker is a variant of the popular Texas Hold'em poker. Caribbean Stud Poker differs from Texas Hold'em in that it is played against the house rather than against other players.
  • The aim of Caribbean Stud Poker is to beat the dealer's hand by getting the best possible five-card hand.
  • An unlimited number of players can play simultaneously at one Caribbean Stud Poker table. Each player can take only one seat at the table.
  • Caribbean Stud Poker is played with one standard 52-card deck (Jokers are excluded). Only one game is played with one deck of cards, and cards are shuffled after each game round.
  • To start the game round, place your initial bet in the Ante spot. The dealer will deal five face-up cards to you and one face-up card plus four face-down cards to himself/herself.
  • You must decide whether to PLAY 2X or FOLD. Choose PLAY 2X to continue the round by placing a Play bet equal to double your Ante. Choose FOLD to end the round, thereby forfeiting your Ante.
  • After you have made your decision, the dealer will reveal his/her four remaining cards. To decide the winner, the highest-ranking hand that can be formed from your five cards is determined and compared with the dealer's hand.

Side Bets

5+1 BONUS

  • The 5+1 BONUS bet is an optional side bet. You win on your 5+1 BONUS bet when your five cards plus the dealer’s first face-up card can create a five-card poker hand of Three of a Kind or better.
  • At the start of a new game round, you will be given the option to place a 5+1 BONUS bet after you have placed an Ante bet that is equal to or greater than the minimum amount. After your Ante has been accepted, the 5+1
  • BONUS betting spot will be enabled and blink:
  • All bets must be placed before betting time expires. Once betting time has expired, the dealer will deal five faceup cards to the player and the first face-up card to the dealer.
  • You must then make a decision to PLAY 2X or FOLD, but this decision will not affect the outcome of your 5+1

BONUS bet.

At the end of the round, the dealer will turn all his/her cards face-up and announce the result. Winning players are also notified by an animation:

Jackpot Bet

  • The jackpot bet is an optional side bet that allows you to win a share of the large progressive jackpot! The amount of the progressive jackpot grows steadily over time as more jackpot bets are placed by players at several different participating casinos. Eventually, the jackpot is hit when a player who has placed a jackpot bet at a participating table gets a Royal Flush.
  • All players who have placed a jackpot bet in the winning game round share the total amount of the progressive jackpot. The amount of your potential share of the progressive jackpot is thus based on all jackpot bets that have been placed by players at participating game tables in the current round.
  • The optional jackpot bet also allows you to win an additional prize of a fixed amount when you personally get a hand of Three of a Kind or better!
  • At the start of a new game round, place your optional jackpot bet in the circular field labelled "JACKPOT" after you have placed your ante bet and before betting time expires.
  • Once accepted, your jackpot bet will be added to the total amount of the progressive jackpot. Each participating player places the jackpot bet in the currency used at his/her casino, and the current amount of the progressive jackpot and your potential share of the progressive jackpot are displayed in your currency in the JACKPOT paytable. When you win a share of the progressive jackpot, you will be paid in your own currency.
  • The fixed prizes for getting a good hand (from Three of a Kind to a Straight Flush) are also displayed in your own currency.
  • Your decision to PLAY 2X or FOLD your hand does not affect your ability to win a share of the progressive jackpot in the game round.
  • If the game round is cancelled, your jackpot bet will be refunded along with your other bets. If you held a potential prize-winning hand according to the JACKPOT paytable in a cancelled game round, the decision to manually compensate you will be made by your game provider.

Winning Hands

  • The individual cards are ranked in descending order: Ace (high or low), King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3 and 2.
  • An Ace can be the highest value card in a Straight of A, K, Q, J, 10 or the lowest value card in a Straight of 5, 4, 3, 2, A.

Possible hands from the highest payouts to the lowest:

  • Royal Flush is a Straight Flush that contains the Ace, King, Queen, Jack and 10 all in the same suit. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Straight Flush is a hand that contains five cards in sequence, all of the same suit, for example: Nine, Eight, Seven, Six and Five, all Hearts. Two Straight Flushes are ranked by comparing the highest card of each. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Four of a Kind is a hand that contains all four cards of one rank plus any other card. For example, four Aces in your hand would be Four of a Kind. Quads with higher ranking cards defeat those with lower ranking cards. If two Four of a Kinds are of equal rank the fifth card (the ‘Kicker’) is used to break the tie. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Full House is a hand that contains three matching cards of one rank and two matching cards of another rank, e.g. three Kings and two Sixes. Between two Full House hands, the one with the higher ranking three cards wins. In the case of the three cards being of the same value in Full House (and therefore tied), the two cards of the same value are ranked against each other. In the case of a tie, the player gets their initial bet back and the outcome of the game is a PUSH.
  • Flush is a hand where all five cards are of the same suit, but not sequential, e.g. five cards that are all Clubs. Two Flushes are compared as if they were high card hands; the highest-ranking card in each hand is compared to determine the winner. If both hands have the same highest card, then the second-highest ranking card is compared, and so on until a difference is found.
  • Straight is a hand that contains five cards of sequential rank in at least two different suits, e.g. Nine, Eight, Seven, Six and Five in two or more suits. Two Straights are ranked by comparing the highest card in each hand. Two Straights with the same high card are of equal value and therefore tie, as suits are not used to separate them.
  • Three of a Kind is a hand that contains three cards of the same rank, plus two cards which are not of this rank or the same as each other. For example, a player having three Kings in their hand would have Three of a Kind. Higher-valued Three of a Kind defeats lower-valued Three of a Kind. If two hands contain Three of a Kind of the same value, the Kickers (that is, the other two cards in the hand) are compared to break the tie.
  • Two Pairs is a hand that contains two cards of the same rank, plus two cards of another rank (that match each other but not the first pair), plus any card not of either rank. An example of this would be having two Aces and two Kings. To rank two hands both containing Two Pairs, the higher ranking pair of each is first compared, and the higher pair wins. If both hands have the same top pair, then the second pair of each is compared. If both hands have the same two pairs, the highest value Kicker determines the winner.
  • Pair is a hand that contains two cards of one rank (e.g. two Kings), plus three cards which are not of this rank or the same as each other. Pair is the lowest hand you can be paid out for. Higher ranking pairs defeat lower ranking pairs. If two hands have the same pair, the Kickers are compared in descending order and the highest value Kicker determines the winner.
  • High Card is a poker hand made of any five cards not meeting any of the above requirements. Essentially, no hand is made, and the only thing of any meaning in the player's hand is their highest card. If two hands have the same High Card value, the other cards in the hand are compared in descending order to determine the winner.

Game Outcomes and Payouts

The outcomes are determined by comparing the player’s and dealer’s best five-card hands (combining the player/dealer two cards with the five community cards).

The dealer must have at least an Ace plus a King or better card to qualify.

Outcomes quick-reference table

The quick way to check game outcomes, whether you win, lose or tie.

Result  ANTE  PLAY
Dealer does not qualify and you win  1:1  Push
Dealer qualifies and you win  1:1  Win*
Dealer qualifies and you lose  Lose  Lose
Dealer qualifies and you tie  Push  Push
Player folds  Lose  Lose

*Play bet pays according to the Play payout table below.

Play bet

Hand  Payout
Royal Flush  100:1
Straight Flush  50:1
Four of a Kind  25:1
Full House  10:1
Flush  7:1
Straight  5:1
Three of a Kind  3:1
Two Pairs  2:1
One Pair or less  1:1

5+1 BONUS

Hand  Payout
Royal Flush  1000:1
Straight Flush  200:1
Four of a Kind  100:1
Full House  20:1
Flush  15:1
Straight  10:1
Three of a Kind  7:1

JACKPOT

Hand

Royal Straight Flush  100% of Jackpot**
Straight Flush 2500
Four of a Kind  250
Full House  50
Flush  25
Straight  10

Three of a Kind 3

*The progressive jackpot, stated in your own currency, is the top prize shared among all players who have placed a jackpot bet in the winning game round.

The prizes you can win individually for a hand of Three of a Kind or better (up to a Straight Flush) are indicated in your own currency.

Ante bet payout is 1:1.

Malfunction voids all pays and play.

Return to Player

  • The optimal theoretical return-to-player percentage is 96.30%.
  • The optimal theoretical return-to-player percentage on total wager is 98.19%.
  • The optimal theoretical return-to-player percentage for 5+1 BONUS bet is 91.44%.
  • The optimal theoretical return-to-player percentage for JACKPOT bet is 81.84%.

Blackjack Games

Blackjack Tables

The Following Game rules applies to:

  • Blackjack Tables A to Z and or 1 to 100
  • Salon Prive Blackjack Tables A to Z and or 1 to 100
  • Infinite Blackjack
  • Blackjack Silver Tables A to Z and or 1 to 100
  • Blackjack Party
  • Blackjack Diamond VIP
  • Speed Blackjack Tables A to Z and or 1 to 100
  • Blackjack Premium VIP
  • Blackjack VIP Tables A to Z and or 1 to 100
  • Blackjack White Tables A to Z and or 1 to 100
  • Blackjack VIP Alpha
  • Blackjack VIP Beta
  • Blackjack VIP Gamma
  • Blackjack Platinum VIP
  • Blackjack Grand VIP
  • Blackjack Fortune VIP
  • Speed VIP Blackjack Tables A to Z and or 1 to 100

Game Objective

The objective of Blackjack is to achieve a higher card count than the dealer, but without going over 21. The best hand is Blackjack – when the sum of values of the first two cards dealt is exactly 21. You compete only against the dealer, not against other players.

  • Played with 8 decks.
  • Dealer always stands on 17.
  • Double Down on any 2 initial cards.
  • No Double Down after Split.
  • Split initial cards of equal value.
  • Only one Split per hand.
  • Single card dealt to each Split Ace.
  • Insurance offered when dealer shows an Ace.
  • Blackjack pays 3 to 2.
  • Insurance pays 2 to 1.
  • Push game when hands tie.

Game Rules

The game is hosted by a dealer and allows up to 7 players seated at the Blackjack table.

The game is played with 8 standard 52-card decks. Card values in Blackjack are as follows:

  • Cards from 2 to 10 are worth their face value.
  • Face cards (Jacks, Queens and Kings) are each worth 10.
  • Aces are worth 1 or 11, whichever is more favourable to the hand. Note that a soft hand includes and

Ace worth 11.

After the allotted betting time has expired, the dealer deals one card face up to each player. Dealing starts with the first player to the dealer’s left and continues clockwise, ending with the dealer. The dealer then deals a second card face up to each player but the dealer's second card is dealt face down. The value of your initial handis displayed next to your cards.

Blackjack

If the value of your initial two-card hand is exactly 21, you have Blackjack!

Insurance

If the dealer’s upcard is an Ace, you are given the option to purchase insurance to offset the risk that the dealer has Blackjack – even when you have Blackjack yourself. The amount of insurance is equal to one half of your main bet, and the insurance bet is settled separately from the bet on your hand. The dealer then peeks at the value of his/her downcard to check for Blackjack. If the dealer does not have Blackjack, the round continues. If the dealer has Blackjack, but you do not, the dealer’s hand wins. If you and the dealer both have Blackjack, the game ends in a push and your bet is returned. Note that when the dealer’s upcard is a 10 or face card, you will not be given the option to purchase insurance, and the dealer will not peak at his downcard to check for Blackjack.

Double Down, Hit or Stand

When the dealer does not have Blackjack upon checking his/her two initial cards, players are given the chance to improve the values of their hands in turn. To enable this the dealer moves clockwise around the table offering to deal further cards to players' hands.

If the value of your initial hand is not 21, you can decide to Double Down. In this case, you will double your bet and be dealt only one additional card to add to your hand. Alternatively, you can decide to Hit to be dealt an additional card to add to the value of your hand. You can Hit more than once to receive additional cards before you decide to Stand once you are satisfied with the value of your hand.

Split

If your initial hand is a pair of cards of equal value, you can decide to Split the pair to make two separate hands, each with a separate bet equal to your main bet. After a second card is dealt to both your hands, you can improve the value of these two hands by deciding to Hit. Again, you can choose to Stand once you are satisfied with the value of your two hands. However, if you Split an initial pair of Aces, you will receive only one additional card per hand with no option to Hit .

Outcome

If the sum of your hand exceeds 21, you bust and lose your bet on that hand.

When all players have taken their turns, the dealer reveals the value of his/her downcard. The dealer must Hit on a hand of 16 or less and must Stand on a hand of soft 17 or more. (Remember that a 'soft hand' includes an Ace worth 11.)

You win when the value of your final hand is closer to 21 than the dealer’s hand or when the dealer busts. If the value of your hand is the same as the dealer’s, the game round ends in a push and your bet is returned.

Blackjack is only possible using the two cards in the initial two-card deal. A hand of 21 resulting from a split pair is not considered a Blackjack. Therefore, Blackjack beats any hand of 21 resulting from a split pair.

Side Bets

This Blackjack game also includes optional side bets – Perfect Pairs and 21+3. You may place side bets in combination with your main Blackjack bet. You have the chance to win on any side bet whether you later win or lose on your Blackjack bet.

Perfect Pairs

The Perfect Pairs side bet gives you the chance to win if your first two cards comprise any pair – for example, two Queens, two Aces or two 3s. There are three types of pairs, each with a different payout:

  • Perfect Pair – same suit, e.g. two Aces of Spades.
  • Coloured Pair – different suits of the same colour, e.g. 2 of Diamonds + 2 of Hearts.
  • Mixed Pair – different suits of a different colour, e.g. 10 of Hearts + 10 of Clubs.

21+3

The 21+3 side bet gives you the chance to win if your first two cards plus the dealer’s upcard comprise any of

the following winning combinations (similar to those in poker), each with a different payout:

  • Suited Trips – an identical triplet, e.g. 3 Queens of Hearts.
  • Straight Flush – in numerical sequence and same suit, e.g. 10, Jack and Queen of Diamonds.
  • Three of a Kind – same value but different suits, e.g. any 3 non-matching Kings.
  • Straight – in numerical sequence but different suits, e.g. 2 of Spades + 3 of Clubs + 4 of Hearts.
  • Flush – non-sequential cards in the same suit, e.g. 2, 6 and 10 of Clubs.

Bet Behind

  • The Bet Behind feature allows you to bet on a hand dealt to another player. You will share the outcome of the other player’s hand. The payouts for Bet Behind wagers are the same as for ordinary bets.
  • You can place a Bet Behind bet whether or not you are seated at the Blackjack table and intend to play your own hand. However, you cannot place a Bet Behind bet on your own hand.
  • Place a bet in any activated Bet Behind spot at another player’s seat while betting is open. Hover your cursor over any Bet Behind spot to view the total number of players who have placed a Bet Behind bet, including the sum of their combined wagers.
  • If you place a Bet Behind bet, and the player at that seat decides not to participate in the round, your bet will be refunded immediately.
  • The nickname displayed at each seat at the Blackjack table identifies the player who will make all decisions for that hand. You can, however, decide whether or not to place an insurance bet when the dealer’s upcard is an
  • Ace. You can also decide in advance whether or not to double your bet when the player you are betting behind opts to Double Down or Split.
  • You can later alter these settings by clicking/tapping the Settings button and then selecting the BET BEHIND tab. You may also untick ALLOW OTHER PLAYERS TO BET BEHIND ME if you wish to prohibit other players from betting behind you.
  • The Hot Players icon helps you determine which of your fellow Blackjack players is on the longest winning streak.

The number within the gold medal indicates the number of consecutive rounds that player has won. Note that as soon as a Hot Player loses a round, he or she will also lose the gold-medal icon.

Deal Now

The DEAL NOW button is enabled only when you sit at a particular Blackjack table and have placed a bet equal to or greater than the minimum. Click/tap this button to finalize the bet you have placed. Your bet will be visible to other players at the table. The round may begin before betting time expires when all players have clicked/tapped the DEAL NOW button.

Payouts

  • Blackjack pays 3:2.
  • Winning hand pays 1:1.
  • If the dealer has Blackjack, insurance pays 2:1.

Perfect Pairs

Hand  Payout
Perfect Pair  25:1
Coloured Pair  12:1
Mixed Pair  6:1

21+3

Hand  Payout
Suited Trips  100:1
Straight Flush 40:1
Three of a Kind  30:1
Straight  10:1
Flush  5:1

Please note that any malfunction voids the game round and all eventual payouts for the round.

Return to Player

The optimal theoretical payout percentage is:

  • Blackjack - 99.28%%.
  • Perfect Pairs bet – 95.90%.
  • 21+3 bet – 96.30%.

Free Bet Blackjack

Game Objective

Free Bet Blackjack is a variation of our Blackjack game offering selected free ‘Double Down’ and ‘Split’ bets.

The objective of Free Bet Blackjack is to achieve a higher card count than the dealer, but without going over 21.

The best hand is Blackjack – when the sum of the values of the first two cards dealt is exactly 21. You compete only against the dealer, not against other players.

  • Played with eight decks.
  • Dealer always stands on 17.
  • Double Down on any two initial cards.
  • Free Split on your hand of pairs, except 10s.
  • Free Double Down on your two-card hard 9, 10 and 11 totals.
  • Split initial cards of equal value.
  • Only one Split per hand.
  • Single card dealt to each Split Ace.
  • No Double Down after Split.
  • Six Card Charlie: you win if you have six cards with a value of 21 or less.
  • Insurance offered when dealer shows an Ace.
  • Blackjack pays 3 to 2 and beats a score of 21.
  • Insurance pays 2 to 1.
  • Your bet returned when hands are of equal value.
  • Your bet returned when dealer busts with a score of 22.

Game Rules

The game is hosted by a dealer and allows an unlimited number of players to play in each game round.

The game is played with eight standard 52-card decks. Card values in Blackjack are as follows:

  • Cards from 2 to 10 are worth their face value.
  • Face cards (Jacks, Queens and Kings) are each worth 10.
  • Aces are worth 1 or 11, whichever is more favourable to the hand. Note that a soft hand includes an

Ace worth 11.

After the betting time has expired, the dealer deals one card face up to all players, ending with the dealer. The dealer then deals a second card face up to all players but the dealer's second card is dealt face down. The value of your initial hand is displayed next to your cards.

Blackjack

If the value of your original two-card hand is exactly 21, you have Blackjack! Blackjack is only possible using the two initial cards. A hand of 21 resulting from a split pair is not considered a Blackjack. Therefore, Blackjack beats any hand of 21 resulting from a split pair.

Insurance

If the dealer’s upcard is an Ace, you are given the option to purchase insurance to offset the risk that the dealer has Blackjack – even when you have Blackjack yourself. The amount of insurance bet is equal to one half of your main bet, and the insurance bet is settled separately from the bet on your hand. The dealer then peeks at the value of his/her downcard to check for Blackjack. If the dealer does not have Blackjack, the round continues. If the dealer has Blackjack, but you do not, the game is over and the dealer’s hand wins.

If you and the dealer both have Blackjack, the game ends in a push and your bet is returned. Note that when the dealer’s upcard is a 10 or face card, you will not be given the option to purchase insurance, and the dealer will not peek at his downcard to check for Blackjack.

Double Down, Hit or Stand

If the dealer does not have Blackjack upon checking his/her two initial cards, players are given the chance to improve the values of their hands in turn, by the dealer offering to deal further cards to players' hands.

If the value of your initial hand is not 21, you can decide to Double Down. In this case, you will double your bet and only one additional card will be dealt to your hand.

If your hard total is 9, 10 or 11, you get a “Free Double”. If you choose to use the “Free Double”, a “Free Bet” will be added to your original bet. If you win the game round, the value of the “Free Bet” will be matched to your original bet. You will be paid accordingly and only your original bet will be returned. If you lose the game, you lose only your original bet. If the game ends in a tie, only your original bet will be returned.

Alternatively, you can decide to Hit to be dealt an additional card to add to the value of your hand. You can Hit more than once to receive additional cards before you decide to Stand once you are satisfied with the value of your hand.

Please note that the player will not be offered a decision option when his/her soft hand score equals 21, as this is the best possible hand.

Split

If your initial hand is a pair of cards of equal value, you can decide to Split the pair to make two separate hands,neach with a separate bet.

You will be offered a “Free Split” on your hand of pairs, except a pair of 10s. Your original bet will be placed for the first hand (on the right side of table) and the “Free Bet” – for your second hand (on the left side of table).

If you win the game round, the value of the “Free Bet” will be matched to your original bet and you will be paid accordingly. No bet will be returned for the second hand. If you lose on your hand with the “Free Bet”, you do not lose your bet. No bet will be returned if the game ends in a tie.

If you decide to split your hand of 10s, the bet for your second hand will be equal to your main bet.

Outcome

If the sum of your hand exceeds 21, you bust and lose your bet on that hand.

When all players have taken their turns, the dealer reveals the value of his/her downcard. The dealer must Hit on a hand of 16 or less and must Stand on a hand of soft 17 or more. (Remember that a 'soft hand' includes an Ace worth 11.)

You win when the value of your final hand is closer to 21 than the dealer’s hand or when the dealer busts, except when the dealer busts with a score of 22. If the value of your hand is the same as the dealer’s, the game round ends in a push and your bet is returned.

Dealer busts with 22

If the dealer’s hand consists of cards with a total value of 22, then your bet is returned, and game round ends in a push, except if the player busts. In this case, the game does not end in a tie and the player loses.

If the player has Blackjack, the game ends without the possibility for the dealer to bust on 22.

Six Card Charlie rule

The Six Card Charlie rule lets you win automatically if your hand consists of six cards with a total card value of 21 or less, even if the dealer has Blackjack. In case of a Split hand, each hand is evaluated individually. If the dealer has Blackjack after insurance offer, the Six Card Charlie is not available, regardless of the player’s result.

Side Bets

This Blackjack game also includes optional side bets – Any Pair, 21+3, Hot 3 and Bust It. You may place side bets in combination with your main Blackjack bet. You have the chance to win on any side bet whether you later win or lose on your Blackjack bet.

Any Pair

The Any Pair side bet allows you to bet on the combination of the two first cards of your hand.

The winning combination in this case is any two cards of the same value: e.g. two Queens, two Aces, two 10s, etc.

There are two types of combinations for the Any Pair side bet, each with a different payout:

  • Pair, e.g. 10 of Clubs and 10 of Hearts.
  • Suited Pair, e.g. 2x Aces of Spades.

21+3

The 21+3 side bet gives you the chance to win if your first two cards plus the dealer’s upcard include any of the following winning combinations (similar to those in poker), each with a different payout:

  • Suited Trips – suited Three of a Kind, e.g. 3x Queens of Hearts.
  • Straight Flush – in numerical sequence and same suit, e.g. 10, Jack and Queen of Diamonds.
  • Three of a Kind – same value but different suits, e.g. any three non-matching Kings.
  • Straight – in numerical sequence but different suits, e.g. 2 of Spades + 3 of Clubs + 4 of Hearts.
  • Flush – non-sequential cards in the same suit, e.g. 2, 6 and 10 of Clubs.

Hot 3

The Hot 3 side bet allows you to bet on the combination of three cards, consisting of your two first cards and the dealer’s upcard. There are several combinations for the Hot 3 side bet, each with a different payout:

  • Total 19, for example: 8 of Hearts, 2 of Diamonds and 9 of Spades.
  • Total 20, for example: 8 of Hearts, 2 of Diamonds and 10 of Spades.
  • Total 21, suited, for example: 9 of Diamonds, 2 of Diamonds and 10 of Diamonds.
  • Total 21, unsuited, for example: 9 of Hearts, 2 of Diamonds and 10 of Spades.
  • 7-7-7, for example: 7 of Hearts, 7 of Clubs and 7 of Diamonds.

Bust It

The Bust It side bet allows you to bet that the total value of the dealer’s cards will exceed 21, i.e. he/she will bust.

The Bust It side bet is pushed if the player has Blackjack.

There are several combinations for the Bust It side bet, each with a different payout:

  • Bust with 3 cards.
  • Bust with 4 cards.
  • Bust with 5 cards.
  • Bust with 6 cards.
  • Bust with 7 cards.
  • Bust with 8 or more cards.

Payouts

  • Blackjack pays 3:2.
  • Winning hand pays 1:1.
  • If the dealer has Blackjack, insurance pays 2:1.

Your payout depends on the type of bet placed.

Bet Outcome Payout
Any pair

Suited Pair
Pair
Suited Trips
Straight Flush

25:1
8:1
100:1
40:1
2+3

Three of a kind
Straight
Flush
7-7-7
Total 21 suited

30:1
10:1
5:1
100:1
20:1

Hot 3

Total 21 unsuited
Total 20
Total 19
Bust with 8 or more cards
Bust with 7 cards
Bust with 6 cards

4:1
2:1
1:1
250:1
100:1
50:1
Bust It Bust with 5 cards
Bust with 4 cards
Bust with 3 cards
9:1
2:1
1:1

Please note that any malfunction voids the game round and all eventual payouts for the round.

Return to Player

The optimal theoretical payout percentage is:

  • Blackjack – 98.45%*
  • Any Pair – 95.90%
  • 21+3 – 96.30%
  • Hot 3 – 94.60%
  • Bust It – 94.12%

*Based on the first hand in the shoe.

Power Blackjack

Game Objective

Power Blackjack is a Blackjack variation offering player to Double Down, Triple Down and Quadruple Down on any two cards.

The objective of Power Blackjack is to achieve a higher card count than the dealer, but without going over 21.

The best hand is Blackjack – when the sum of the values of the first two cards dealt is exactly 21. You compete only against the dealer, not against other players.

  • Played with eight decks.
  • 9's and 10's removed from each deck.
  • Double Down, Triple Down, Quadruple Down any two initial cards.
  • Double Down, Triple Down, Quadruple Down after split.
  • Split initial cards of equal value.
  • Only one Split per hand.
  • Single card dealt to each Split Ace.
  • Insurance offered when dealer shows an Ace.
  • Blackjack pays 3 to 2.
  • Insurance pays 2 to 1.
  • Dealer always stands on soft 17.
  • Dealer checks for Blackjack on J-Q-K and Ace.
  • Push game when hands tie.

Game Rules

The game is hosted by a dealer and allows an unlimited number of players to play in each game round. The game is played with eight decks. 9's and 10's are removed from each deck. Card values in Blackjack are as follows:

  • Cards from 2 to 8 are worth their face value.
  • Face cards (Jacks, Queens and Kings) are each worth 10.
  • Aces are worth 1 or 11, whichever is more favourable to the hand. Note that a soft hand includes and Ace worth 11.

After the allotted betting time has expired, the dealer deals one card face up to each player, and then a card for the dealer. The dealer then deals a second card face up to each player, but the dealer's second card is dealt face down. The value of your initial hand is displayed next to your cards.

Blackjack

If the value of your initial two-card hand is exactly 21, you have Blackjack!

Insurance

If the dealer’s upcard is an Ace, you are given the option to purchase insurance to offset the risk that the dealer has Blackjack – even when you have Blackjack yourself. The amount of insurance is equal to one half of your main bet, and the insurance bet is settled separately from the bet on your hand. The dealer then peeks at the value of his/her downcard to check for Blackjack. If the dealer does not have Blackjack, the round continues. If the dealer has Blackjack, but you do not, the game is over and the dealer’s hand wins.

If you and the dealer both have Blackjack, the game ends in a push and your bet is returned.

Dealer checks for Blackjack on J-Q-K

If the dealer’s upcard is a face card, he/she will check if the downcard is an Ace and dealer has Blackjack. If the dealer has Blackjack, the dealer's hand wins. If you and the dealer both have Blackjack, the game ends in a push and your bet is returned. If the dealer does not have Blackjack, the round continues.

Hit or Stand

If the dealer does not have Blackjack upon checking his/her two initial cards, players are given the chance to improve the values of their hands in turn, by the dealer offering to deal further cards to players' hands.

If the value of your initial hand is not 21, you can decide to Hit to be dealt an additional card to add to the value of your hand. You can Hit more than once to receive additional cards before you decide to Stand once you are satisfied with the value of your hand.

Please note that the player will not be offered a decision option when his/her soft hand score equals 21.

Double Down, Triple Down, Quadruple Down

Alternatively, you can decide to Double Down, Triple Down or Quadruple Down. In this case, you will double, triple or quadruple your bet and be dealt only one additional card to add to the value of your hand.

Split

If your initial hand is a pair of cards of equal value, you can decide to Split the pair to make two separate hands, each with a separate bet equal to your main bet. After a second card is dealt to both your hands, you can improve the value of these two hands by deciding to Hit. You can also improve the value of your hands by choosing to Double Down, Triple Down or Quadruple Down. In this case, you will double, triple or quadruple your bet and be dealt only one additional card to your each hand.

Again, you can choose to Stand once you are satisfied with the value of your two hands. However, if you Split an initial pair of Aces, you will receive only one additional card per hand with no option to Hit.

Outcome

If the sum of your hand exceeds 21, you bust and lose your bet on that hand. When all players have taken their turns, the dealer reveals the value of his/her downcard. The dealer must Hit on a hand of 16 or less and must Stand on a hand of soft 17 or more. (Remember that a 'soft hand' includes an Ace worth 11.)

You win when the value of your final hand is closer to 21 than the dealer’s hand or when the dealer busts. If the value of your hand is the same as the dealer’s, the game round ends in a push and your bet is returned.

Blackjack is only possible using the two cards in the initial two-card deal. A hand of 21 resulting from a split pair is not considered a Blackjack. Therefore, Blackjack beats any hand of 21 resulting from a split pair.

Side Bets

This Blackjack game also includes optional side bets – Any Pair, 21+3, Hot 3, Bust It. You may place side bets in combination with your main Blackjack bet. You have the chance to win on any side bet whether you later win or lose on your Blackjack bet.

Any Pair

The Any Pair side bet allows you to bet on the combination of the two first cards of your hand.

The winning combination in this case is any two cards of the same value: e.g. two Queens, two Aces, two 8s, etc.

There are two types of combinations for the Any Pair side bet, each with a different payout:

  • Any Pair, e.g. 8 of Clubs and 8 of Hearts.
  • Suited Pair, e.g. 2x Aces of Spades.

21+3

The 21+3 side bet gives you the chance to win if your first two cards plus the dealer’s upcard comprise any of the following winning combinations (similar to those in poker), each with a different payout:

  • Suited Trips – an identical triplet, e.g. 3x Queens of Hearts.
  • Straight Flush – in numerical sequence and same suit, e.g. Jack, Queen and King of Diamonds.
  • Three of a Kind – same value but different suits, e.g. any three non-matching Kings.
  • Straight – in numerical sequence but different suits, e.g. 2 of Spades + 3 of Clubs + 4 of Hearts.
  • Flush – non-sequential cards in the same suit, e.g. 2, 6 and 8 of Clubs.

Hot 3

The Hot 3 side bet allows you to bet on the combination of three cards, comprising your two first cards and the one open card on the dealer’s hand. There are several combinations for the Hot 3 side bet, each with a different payout:

  • Total 19, for example: Jack of Hearts, 2 of Diamonds and 7 of Spades.
  • Total 20, for example: 8 of Hearts, 2 of Diamonds and Queen of Spades.
  • Total 21, suited, for example: 8 of Diamonds, 3 of Diamonds and King of Diamonds.
  • Total 21, unsuited, for example: 8 of Hearts, 3 of Diamonds and King of Spades.
  • 7-7-7, for example: 7 of Hearts, 7 of Clubs and 7 of Diamonds.

Bust It

The Bust It side bet allows you to bet that the total value of the dealer’s cards will exceed 21, i.e. he/she will bust.

The Bust It side bet is pushed if the player has Blackjack.

There are several combinations for the Bust It side bet, each with a different payout:

  • Bust with 3 cards.
  • Bust with 4 cards.
  • Bust with 5 cards.
  • Bust with 6 cards.
  • Bust with 7 cards.
  • Bust with 8 or more cards.

Payouts

  • Blackjack pays 3:2.
  • Winning hand pays 1:1.
  • If the dealer has Blackjack, insurance pays 2:1.

Your payout depends on the type of bet placed.

Bet Outcome Payout
Any pair

Suited Pair
Pair
Suited Trips
Straight Flush

25:1
8:1
100:1
40:1
2+3

Three of a kind
Straight
Flush
7-7-7
Total 21 suited

30:1
10:1
5:1
100:1
20:1

Hot 3

Total 21 unsuited
Total 20
Total 19
Bust with 8 or more cards
Bust with 7 cards
Bust with 6 cards

4:1
2:1
1:1
250:1
100:1
50:1
Bust It Bust with 5 cards
Bust with 4 cards
Bust with 3 cards
9:1
2:1
1:1

Please note that any malfunction voids the game round and all eventual payouts for the round.

Return to Player

The optimal theoretical payout percentage is:

  • Blackjack – 98.80%*
  • Any Pair bet – 96.58%.
  • 21+3 bet – 96.09%.
  • Hot 3 bet – 96.21%.
  • Bust It bet – 94.71%.

*based on the first hand in the shoe

Baccarat Games

Baccarat Tables

The Following Game rules applies to:

  • Baccarat Tables A to Z and or 1 to 100  Baccarat Control Squeeze
  • Speed Baccarat Tables A to Z and or 1 to 100  Salon Prive Baccarat Tables A to Z and or 1 to 100
  • Baccarat Squeeze

Game Objective

The objective in Baccarat is to predict whose hand will win by having the value closest to 9.

Game Rules

The game is hosted by a dealer and is played with eight standard 52-card decks. Card values are as follows:

  • Aces are the lowest cards and are worth 1 point each.
  • Cards from 2 to 9 are worth their numerical face values.
  • 10s and face cards (jacks, queens and kings) are each worth 0.

Only the numeric value of each card is relevant in the main Baccarat game; each card's suit (hearts, spades, clubs or diamonds) is irrelevant.

Prior to each deal, you must place your bet on whether the Player or the Banker will win the round by having the hand with a value closest to 9. You also have the option to bet that the round will end in a Tie, which occurs when both the Player and Banker hold hands of equal value.

The dealer begins by dealing two cards each to the Player and to the Banker. Two hands are dealt in Baccarat: one hand to the Player and one hand to the Banker.

If the Player and Banker hold hands of equal value, the round ends in a tie. The Tie bet wins, and bets on the Player and Banker push (are returned).

Each hand's value is calculated by dropping the tens digit in a hand otherwise worth 10 or more. For example, a hand consisting of a 7 and a 9 is only worth 6 in Baccarat (because 16-10=6). Similarly, a face card plus a 9 will be worth 9.

If the Player or the Banker receives an initial two-card hand worth 8 or a 9 (a "natural" 8 or 9), no additional cards will be dealt to either hand.

If the Player and Banker receive initial two-card hands worth 0-7, the "Third Card Rule" is consulted to determine if a third card is to be dealt to either hand or both hands. The Player always goes first.

Player's Hand

Player's initial two-card hand

0-1-2-3-4-5 Player draws a third card.

6-7 Player stands.

8-9 (a "natural") No third card to either hand.

Banker's Hand

 

If the Player's hand stands on a 6 or 7, then a Banker hand totalling 3, 4 or 5 must draw, while a Banker hand totalling 6 must stand.

Whoever gets the hand closest to a total of 9 wins.

Side Bets

Side Bet Description

P Pair Pays if the first two cards dealt to the Player constitute a pair. B Pair Pays if the first two cards dealt to the Banker constitute a pair.

Perfect Pair

Pays 25:1 if two identical cards (in terms of value and suit) are dealt as the first two cards to either the Banker or the Player. Pays 200:1 if two identical cards (in terms of value and suit) are dealt as the first two cards to both the Banker and the Player. Either Pair Pays if either the Banker or the Player hand is a pair.

P Bonus

Pays when the Player wins the round on a natural 8 or 9 or by at least four points.

B Bonus

Pays when the Banker wins the round on a natural 8 or 9 or by at least four points.

Payouts

Your payout depends on the type of bet placed.

BET  PAYS
Player  1:1
Banker  0.95:1
(5% commission is charged)
Tie  8:1
P Pair  11:1
B Pair  11:1
Perfect Pair One pair:  25:1
Two pairs:  200:1
Either Pair  5:1
P Bonus/B Bonus  Hand Combination Odds


Non-Natural hand wins by 9 points, 30:1
Non-Natural hand wins by 8 points, 10:1
Non-Natural hand wins by 7 points, 6:1
Non-Natural hand wins by 6 points, 4:1
Non-Natural hand wins by 5 points, 2:1
Non-Natural hand wins by 4 points, 1:1
Natural win, 1:1
Natural tie, Push

Please note that any malfunction voids the game round and all eventual payouts for the round. Bets will be returned.

Return to Player

The optimal Return to Player (RTP) percentage for Baccarat is 98.94%*. The following table displays the return-to-player percentage on the different optional side bets.

Side Bet  Return to Player
B Pair  89.64%
P Pair  89.64%
Perfect Pair  91.95%
Either Pair  86.29%
P Bonus  97.35%
B Bonus  90.63%

*RTP based on optimal strategy for Banker bet.

Baccarat No Commission

The Following Game rules applies to:

  • No Commission Speed Baccarat Tables A to Z and or 1 to
  • 100 No Commission Baccarat

Game Objective

The objective in Baccarat No Commission is to predict whose hand will win by having the value closest to 9.

Game Rules

The game is hosted by a dealer and is played with eight standard 52-card decks. Card values are as follows:

  • Aces are the lowest cards and are worth 1 point each.
  • Cards from 2 to 9 are worth their numerical face values.
  • 10s and face cards (jacks, queens and kings) are each worth 0.

Only the numeric value of each card is relevant in the main Baccarat game; each card's suit (hearts, spades, clubs or diamonds) is irrelevant.

Prior to each deal, you must place your bet on whether the Player or the Banker will win the round by having the hand with a value closest to 9. You also have the option to bet that the round will end in a Tie, which occurs when both the Player and Banker hold hands of equal value.

The dealer begins by dealing two cards each to the Player and to the Banker.

Two hands are dealt in Baccarat: one hand to the Player and one hand to the Banker.

If the Player and Banker hold hands of equal value, the round ends in a tie. The Tie bet wins, and bets on the Player and Banker push (are returned).

Each hand's value is calculated by dropping the tens digit in a hand otherwise worth 10 or more. For example, a hand consisting of a 7 and a 9 is only worth 6 in Baccarat (because 16-10=6). Similarly, a face card plus a 9 will be worth 9.

If the Player or the Banker receives an initial two-card hand worth 8 or a 9 (a "natural" 8 or 9), no additional cards will be dealt to either hand. If the Player and Banker receive initial two-card hands worth 0-7, the "Third Card Rule" is consulted to determine if a third card is to be dealt to either hand or both hands. The Player always goes first.

Player's Hand

  • Player's initial two-card hand
  • 0-1-2-3-4-5 Player draws a third card.
  • 6-7 Player stands.
  • 8-9 (a "natural") No third card to either hand.

Banker's Hand

 

If the Player's hand stands on a 6 or 7, then a Banker hand totaling 3, 4 or 5 must draw, while a Banker hand totaling 6 must stand.

Whoever gets the hand closest to a total of 9 wins.

Side Bets

Side Bet  Description
P Pair Pays if the first two cards dealt to the Player constitute a pair.
B Pair Pays if the first two cards dealt to the Banker constitute a pair.
Perfect Pair

Pays 25:1 if two identical cards (in terms of value and suit) are dealt as the first two cards to either the Banker or the Player.

Pays 200:1 if two identical cards (in terms of value and suit) are dealt as the first two cards to both the Banker and the Player.

Super 6

Pays 15:1 if Banker wins with a score of 6. Please place main bet

(Player/Banker/Tie) first in order to place the side bet.

P Bonus Pays when the Player wins the round on a natural 8 or 9 or by at least four points.
B Bonus Pays when the Banker wins the round on a natural 8 or 9 or by at least four points.

Payouts

Your payout depends on the type of bet placed.

BET  PAYS
Player 1:1
1:1
Banker 0.5:1 when Banker wins with 6
Tie 8:1
P Pair 11:1
B Pair 11:1
Perfect Pair One pair: 25:1
Two pairs: 200:1
Super 6 15:1
P Bonus/B Bonus

Hand Combination Odds

Non-Natural hand wins by 9 points, 30:1
Non-Natural hand wins by 8 points, 10:1
Non-Natural hand wins by 7 points, 6:1Non-Natural hand wins by 6 points, 4:1Non-Natural hand wins by 5 points, 2:1
Non-Natural hand wins by 4 points, 1:1
Natural win, 1:1
Natural tie, Push

Please note that any malfunction voids the game round and all eventual payouts for the round. Bets will be returned.

RTP

The optimal Return to Player (RTP) percentage for Baccarat is 98.76%*.

The following table displays the return-to-player percentage on the different optional side bets.

Side Bet  Return to Player
B Pair 89.64%
P Pair 89.64%
Perfect Pair 91.95%
Super 6 86.18%
P Bonus 97.35%

*RTP based on optimal strategy for Player bet.

Lightning Baccarat

Game Objective

The objective in Lightning Baccarat is to predict whether Player or Banker hand will win by having the value closest to 9.

Game Rules

The game is hosted by a dealer and is played with eight standard 52-card decks. Card values are as follows:

  • Aces are the lowest cards and are worth 1 point each.
  • Cards from 2 to 9 are worth their numerical face values.
  • 10s and face cards (jacks, queens and kings) are each worth 0.

Only the numeric value of each card is relevant in the main Baccarat game; each card's suit (hearts, spades, clubs or diamonds) is irrelevant.

Prior to each deal, you must place your bet on whether the Player or the Banker will win the round by having the hand with a value closest to 9.

If you believe that both the Player and Banker will hold hands of equal value, you also have the option to bet on Tie.

In addition, you can also bet on Player/Banker Pair (P/B Pair), which will pay if the first two cards dealt to the Player/Banker constitute a pair.

A Lightning fee of 20% will be added to each of your placed bets. For example, if your bet is 5, then 20% Lightning fee applied is 1, and your total bet will be 6. This total bet value will be visible on your screen.

Lightning Round

After your bets are accepted, the Lightning round occurs. During the Lightning round from one to five random Lightning cards are drawn from a virtual 52-card pack. These Lightning cards are then given randomly assigned Lightning multipliers of 2x, 3x, 4x, 5x or 8x. If your bet wins and contains card/s that are among the selected Lightning cards, your payout will be multiplied by the Lightning multiplier assigned to the card/s.

You will have a chance to win even more if two or more Lightning cards are dealt to the same bet spot. Those multipliers will be multiplied and your payout then will be multiplied by the the total multiplier! Your initial bet will be added on top of your winnings.

If the winning hand does not contain the revealed Lightning card/s, then the regular payout is applied. See “Payouts” section for detailed payout information.

After the Lightning Round has occurred, the dealer deals two initial cards to the Player and to the Banker. If the Player and Banker hold hands of equal value, the round ends in a tie. The Tie bet wins, and bets on the Player and Banker push (are returned). The Lightning fee for the pushed Player/Banker bets will not be returned.

Each hand's value is calculated by dropping the tens digit in a hand otherwise worth 10 or more. For example, a hand consisting of a 7 and a 9 is only worth 6 in Baccarat (because 16-10=6). Similarly, a face card plus a 9 will be worth 9.

If the Player or the Banker receives an initial two-card hand worth 8 or a 9 (a "natural" 8 or 9), no additional cards will be dealt to either hand.

If the Player and Banker receive initial two-card hands worth 0-7, the "Third Card Rule" is consulted to determine if a third card is to be dealt to either hand or both hands. The Player always goes first.

Player's Hand

  • Player's initial two-card hand
  • 0-1-2-3-4-5 Player draws a third card.
  • 6-7 Player stands.
  • 8-9 (a "natural") No third card to either hand.

Banker's Hand

D - Draw; S - Stand

If the Player's hand stands on a 6 or 7, then a Banker hand totalling 3, 4 or 5 must draw, while a Banker hand totalling 6 must stand. Whoever gets the hand closest to a total of 9 wins.

Side Bets

Side Bet Description
P Pair Pays if the first two cards dealt to the Player constitute a pair.
B Pair Pays if the first two cards dealt to the Banker constitute a pair.

Payouts

Your payout depends on the type of bet placed.

BET PAYS
Player 1–512:1
Banker
(5% commission on Banker bet)
1–512:1
Tie 5–1310720:1
P Pair 9–576:1
B Pair

9–576:1

Return to Player

The optimal Return to Player (RTP) percentage for Baccarat is 98.76%.

Bet RTP
Player 98.76%
Banker 98.59%
Tie 94.51%
P Pair 88.35%
B Pair 88.35%

First Person Games

First Person Dream Catcher (Money Wheel)

Game Objective

First Person Dream Catcher (Money Wheel) is a game of chance played using a large vertical wheel. The wheel is divided into 54 equal sectors separated by pins. 52 segments are marked with a number (1, 2, 5, 10, 20 and 40). The other two sectors – 2x multiplier and 7x multiplier – act as bonus spins and multiply your winnings if you win on the next spin. The objective of Dream Catcher is to predict at which of the numbered sectors the wheel will stop after spinning.

Game Rules

  • Place your bet on a number you believe the wheel will stop at: 1, 2, 5, 10, 20 or 40. After you have placed your bets, click/tap the SPIN button to start spinning the wheel. After the wheel comes to a stop, the winning sector will be indicated by a pointer at the top of the wheel.
  • If the wheel stops at the numbered sector you have placed your bet on, you win. All bets are paid with the odds matching the number in the winning sector: e.g. winning number 5 pays 5 to 1, winning number 10 pays 10 to 1, and so on. The bet placed on the winning sector is returned together with your winnings.
  • Multipliers 2x and 7x
  • If the wheel stops at one of the multiplier sectors marked as 2x or 7x, all your bets remain in place and no new bets are allowed. Click/tap the SPIN button to spin the wheel again and the outcome of the spin (1, 2, 5, 10, 20 or 40) will determine the winning odds as usual but the odds will be multiplied twice or seven times over, depending on which multiplier the wheel stopped at in the previous spin.
  • If the SPIN button is not clicked/tapped within 5 seconds, the wheel will be spun automatically until it stops at any of the numbered sectors.
  • If the wheel stops on a multiplier sector two or more times in a row, then all bets remain in place, and the multipliers stack: i.e. the multiplied payout from the last spin is multiplied again! The wheel is spun again automatically until it stops at any of the numbered sectors: 1, 2, 5, 10, 20 or 40. (For example, the wheel stops on 2x, then on the next spin it stops on 7x, and on the next spin on number 5. The outcome for the player who originally placed a bet on number 5, is: (5 to 1) x 2 x 7 = 70 to 1.
  • Consecutive multipliers are unlimited subject to a default maximum win displayed in the Bet Limits panel.

Payouts

Number on Wheel Number of Segments  Pays
1 23 1 to 1
2 15 2 to 1
5 7 5 to 1
10 4 10 to 1
20 2 20 to 1
40 1 40 to 1
2x 1 Multiplies the payout of the next winning number by 2x
7x 1 Multiplies the payout of the next winning number by 7x

Maximum payout for your all winnings within a game round is limited. For details see the Bet Limit table.

Please note that any malfunction voids the game round and all eventual payouts for the round.

Return to Player

The optimal theoretical return-to-player (RTP) percentage is 95.65% (89.88% - 95.65%).

RTP based on optimal strategy for betting on number 10.

First Person Dragon Tiger

Game Objective

First Person Dragon Tiger is a unique, easy and fast game, where you can play at your own pace. Simply place your bets and click/tap the DEAL button to have the cards dealt for you. If you wish, you can have a number of free hands dealt to see the trends which can help you in predicting the results of future rounds. Click/tap the +1 button and a free hand will be dealt.

The game objective is to guess whether the Dragon or Tiger will draw the higher value card, and therefore win.

You can also bet on whether the Dragon and Tiger cards dealt will be of the same value, and therefore a Tie.

Game Rules

The aim of the Dragon Tiger is to predict which of the hands – the Dragon or the Tiger – will win or if it will be a Tie.

  • The cards are dealt from a shoe with 8 decks (Jokers are excluded)
  • Place your bet on either the Dragon, or Tiger, or Tie, or Suited Tie
  • A single card is dealt face-up to the Dragon and to the Tiger
  • Card value from the lowest to the highest is as follows: Ace with value 1, being the lowest and
  • followed by 2 and so on, and King the highest (A-2-3-4-5-6-7-8-9-10-J-Q-K)
  • If cards for the Dragon and Tiger are equal both in value and suit, it’s a Suited Tie, half of your main
  • bet (the Dragon/Tiger bet) is returned and wins pay out 50:1
  • The highest card wins and pays even money 1:1
  • In the case of a Tie, half of your main bet (the Dragon/Tiger bet) is returned and wins pay out 11:1

Payouts

Your payout depends on the type of bet placed.

BET PAYS
Dragon 1:1
Tiger  1:1
Tie  11:1
Suited tie  50:1

Please note that any malfunction voids the game round and all eventual payouts for the round. Bets will be returned.

Return to Player

The optimal theoretical return-to-player percentage:

  • Main bet (Dragon/Tiger) – 96.27%
  • Tie – 89.64%
  • Suited tie – 86.02%

First Person Lightning Roulette

Game Objectives

First Person Lightning Roulette is an exciting game with electrifying roulette experience. In each game round from one to five "Lightning numbers" are randomly struck by lightning, allowing you to win 50x up to 500x (49:1 – to 499:1).

The objective in First Person Lightning Roulette is to predict the number on which the ball will land by placing one or more bets that cover that particular number. The wheel includes the numbers 1–36 plus a single 0(zero).

After you have placed your bets, click/tap the SPIN button. After the SPIN button is clicked/tapped, one to five "lucky numbers" will be randomly selected to have random multiplied "lucky payouts" applied on them. The ball will then be spun within the Roulette wheel and eventually come to rest in one of the numbered pockets within the wheel. You win if you have placed a bet that covers that particular number. If the winning number is among the randomly selected "lucky numbers" and is covered by your bet on a Straight Up bet, then you will be paid the multiplied "lucky payout".

Bet Types

You can place many different kinds of bets on the Roulette table. Bets can cover a single number or a certain range of numbers, and each type of bet has its own payout rate.

Bets made on the numbered spaces on the betting area, or on the lines between them, are called Inside Bets, while bets made on the special boxes below and to the side of the main grid of numbers are called Outside Bets.

INSIDE BETS:

  • Straight Up - place your chip directly on any single number (including zero).
  • Split Bet - place your chip on the line between any two numbers, either on the vertical or horizontal.
  • Street Bet - place your chip at the end of any row of numbers. A Street Bet covers three numbers.
  • Corner Bet - place your chip at the corner (central intersection) where four numbers meet. All four
  • numbers are covered.
  • Line Bet - place your chip at the end of two rows on the intersection between the two rows. A line bet covers all the numbers in both rows, a total of six numbers.

OUTSIDE BETS:

  • Column Bet - place your chip in one of the boxes marked "2 to 1" at the end of the column that covers all 12 numbers in that column. The zero is not covered by any column bet.
  • Dozen Bet - place your chip in one of the three boxes marked "1st 12," "2nd 12" or "3rd 12" to cover the 12 numbers alongside the box.
  • Red/Black - place your chip in the Red or Black box to cover the 18 red or 18 black numbers. The zero is not covered by these bets.
  • Even/Odd - place your chip in one of these boxes to cover the 18 even or 18 odd numbers. The zero is not covered by these bets.
  • 1-18/19-36 - place your chip in either of these boxes to cover the first or second set of 18 numbers. The zero is not covered by these bets.

After you have clicked/tapped the SPIN button, the randomly selected "lucky numbers" with their "lucky payouts" will be highlighted on the betting grid.

Neighbour and Special Bets

Each bet covers a different set of numbers and offers different payout odds. Bet spots will be highlighted.

Tiers du Cylindre

This bet covers a total of 12 numbers that include 27, 33 and the numbers that lie between them on the side of the Roulette wheel opposite to zero. 6 chips are placed as follows:

  • 1 chip on the 5/8 split
  • 1 chip on the 10/11 split
  • 1 chip on the 13/16 split
  • 1 chip on the 23/24 split
  • 1 chip on the 27/30 split
  • 1 chip on the 33/36 split

Orphelins a Cheval

This bet covers a total of 8 numbers on the two segments of the Roulette wheel not covered by the voisins du zero and tiers du cylindre bets above. 5 chips are placed as follows:

  • 1 chip on 1 (Straight up)
  • 1 chip on the 6/9 split
  • 1 chip on the 14/17 split
  • 1 chip on the 17/20 split
  • 1 chip on the 31/34 split

Voisins du Zero

This bet covers a total of 17 numbers that include 22, 25 and the numbers that lie between them on the side of the Roulette wheel that contains zero. 9 chips are placed as follows:

  • 2 chips on the 0/2/3 street
  • 1 chip on the 4/7 split
  • 1 chip on the 12/15 split
  • 1 chip on the 18/21 split
  • 1 chip on the 19/22 split
  • 2 chips on the 25/26/28/29 corner
  • 1 chip on the 32/35 split

Jeu Zero

This bet covers zero and the 6 numbers in close proximity to zero on the Roulette wheel: 12, 35, 3, 26, 0, 32 and 15. 4 chips are placed as follows:

  • 1 chip on the 0/3 split
  • 1 chip on the 12/15 split
  • 1 chip on 26 (Straight up)
  • 1 chip on the 32/35 split

A neighbour bet covers a particular number as well as other numbers that lie in close proximity to it on the Roulette wheel. To place a neighbour bet, click/tap a specific number on the racetrack. A chip will be placed on the chosen number and on numbers that neighbour it to the right and left. Click/tap on the circular "-"or "+" button to increase or decrease the set of neighbours to the right and left of the chosen number.

Winning Numbers

The WINNING NUMBERS display shows the most recent winning numbers.

Payouts

Your payout depends on the type of placed bet.

INSIDE BETS

BET TYPE PAYOUT
Straight Up 29-499:1
Split 17:1
Street 11:1
Corner 8:1
Line 5:1

OUTSIDE BETS

BET TYPE  PAYOUT
Column  2:1
Dozen  2:1
Red/Black  1:1
Even/Odd 1:1
1-18/19-36 1:1

Malfunction voids all pays and play.

Return to Player

  • The optimal theoretical return-to-player (RTP) for a Straight Up bet is 97.10%.
  • The optimal theoretical RTP for all other bets is 97.30%.

First Person Football Studio (Top Card)

Game Objective

First Person Football Studio (Top Card) allows you to play the very easy and fast-paced Top Card game. The game objective is to guess which hand – Home (A) or Away (B) – will draw the higher value card, and therefore win.

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

Game Rules

The aim of the First Person Football Studio is to predict which of the hands – Home (A) or Away (B) – will win or if they will be of the same value - Draw (X).

  • The cards are dealt from a shoe with 8 decks (Jokers are excluded)
  • The player places a bet on either Home (A), Away (B) or Draw (X)
  • A single card is dealt face-up to Home (A) and to Away (B). The highest card wins and pays even money 1:1
  • Card value from the lowest to the highest is as follows: 2, being the lowest and followed by 3 and so on, and Ace the highest (2-3-4-5-6-7-8-9-10-J-Q-K-A)
  • If the hands dealt are of the same value, half of player's main bet (Home (A) or Away (B)) is returned and, if the player has placed a Draw (X) bet, wins pay out 11:1

Payouts

Your payout depends on the type of bet placed.

BET PAYS
Home (A) 1:1
Away (B) 1:1
Draw (X) 11:1

Please note that any malfunction voids the game round and all eventual payouts for the round. Bets will be returned.

Return to Player

The optimal theoretical return-to-player percentage:

  • Main bet (Home (A)/Away (B)) – 96.27%
  • Draw (X) – 89.64%

First Person Mega Ball

Game Objective

First Person Mega Ball is a unique, entertaining and fast-paced game show, featuring a Mega Ball Bonus round in which you have the chance to win even more with the added multipliers! Buy a packet of cards to play with for the value you have selected and simply complete lines of numbers on your card/s, while the numbered balls are being randomly drawn by the Ball drawing machine. It’s all about getting as many lines per card as possible – the more lines you get, the more you win!

Game Rules

First Person Mega Ball is played with 1 – 200 cards and a Ball drawing machine. Each 5x5 cell card contains 24

randomly arranged unique numbers with a free square in the centre. The free square is considered as an already marked square. You win if you get a horizontal, vertical or diagonal line of 5 squares. You can win up to 12 lines per card.

Main Game Round

  • Buy a packet of cards you wish to play with for the value you have selected. You can add more card packets after the first packet is bought and change the value of your cards while the betting time is open. Your selected card value will be automatically applied to all your cards.
  • Your cards will be visible on the screen regardless of the amount. You can zoom in on an individual card at any time. If you would like to change the numbers on a particular card, simply zoom in on that card and while the betting time is open, click/tap the REFRESH NUMBERS button until you are satisfied with the resulting new numbers.
  • Once you have bought your cards, click/tap PLAY button to start the ball drawing. 20 out of 51
  • numbered balls are drawn from the Ball drawing machine.
  • If the number of the drawn ball matches a number in any of your cards, a badge is automatically placed on that number. When a completed line is collected, your winnings per card are also updated automatically and displayed below the corresponding card.
  • As the balls are drawn one by one, your cards will be automatically updated and sorted, with the card closest to winning placed at the top.
  • To add to the excitement, you can also see on your screen how much you could win if a special ball should happen to be drawn. Expected ball numbers will be highlighted in gold on your cards.
  • The drawn balls are also automatically updated and visible on your screen.

Mega Ball Bonus round

  • After all 20 balls are drawn in the main game round, one or two intriguing Mega Ball Bonus rounds occur. At the beginning of the Mega Ball Bonus round, a Mega Ball multiplier in the range from 5x to 100x is generated. An additional ball is drawn from the Ball drawing machine to determine the number of the Mega Ball.
  • If the Mega Ball number completes any line in your card/-s, your payout on that card is multiplied by the Mega Ball multiplier.
  • If a line is not complete, the Mega Ball number will be treated as a regular ball and will not multiply the payout.
  • If there is more than one Mega Ball among your winning lines on the same card, your payout will be multiplied only by the highest multiplier.

Game result

After the game round is over, your cards are sorted again and only those cards with winnings are left on the screen. Your total winnings are calculated automatically and displayed on your screen.

Payouts

Number of Lines Payout
6+ lines 9,999 - 999,999 : 1
5 lines 999 - 99,999 : 1
4 lines 249 - 24,999 : 1
3 lines 49 - 4,999 : 1
2 lines 4 - 499 : 1
1 line 1x (push) - 99 : 1

Maximum payout for all your winnings within a game round is limited. For details see the Bet Limit table.

Please note that any malfunction voids the game round and all eventual payouts for the round. Bets will be returned.

Return to Player

The optimal theoretical return-to-player (RTP) percentage is 95,40%, based on 1 card.

The RTP range is 95,05% – 95,40%.

First Person Blackjack

Game Objective

The objective of First Person Blackjack is to achieve a higher card count than the virtual dealer, but without exceeding 21. The best hand is Blackjack – when the sum of values of the first two dealt cards is exactly 21.

  • Played with 8 decks.
  • Cards shuffled before each game.
  • Dealer always stands on 17.
  • Double Down on any two initial cards.
  • Split initial cards of equal value.
  • Only one Split per hand.
  • Single card dealt to each Split Ace.
  • No Double Down after Split.
  • Insurance offered when dealer shows an Ace.
  • Blackjack pays 3 to 2.
  • Insurance pays 2 to 1.
  • Push game when hands tie.

Game Rules

The game is played with 8 standard 52-card decks. Card values are as follows:

  • Cards from 2 to 10 are worth their face value.
  • Face cards (Jacks, Queens and Kings) are each worth 10.
  • Aces are worth 1 or 11, whichever is more favorable to the hand. Note that a soft hand includes an Ace worth 11.

Five hands are available. You can place your bets on one or multiple hands. After you have placed your bets, click/tap the DEAL NOW button to start the dealing. Dealing starts from the hand closest to the ‘shoe’ and continues clockwise, ending with the virtual dealer. One card is dealt face-up to each hand and the virtual dealer.

Afterwards, the second card is dealt face-up to each hand and the last card is dealt face-down to the virtual dealer. The value of each initial hand is displayed next to the cards for each hand.

Blackjack

If the value of your initial two-card hand is exactly 21, you have Blackjack!

Insurance

If the virtual dealer’s upcard is an Ace, you are given the option to purchase insurance to offset the risk that the virtual dealer has Blackjack – even when you have Blackjack yourself. The amount of insurance equals half of your main bet, and the insurance bet is settled separately from the bet on your hand. The virtual dealer’s downcard is then checked for Blackjack. If there is no Blackjack, the round continues. If the virtual dealer has Blackjack, but you don’t, the virtual dealer’s hand wins. If you both have Blackjack, the game ends in a push and your bet is returned. Note that when the virtual dealer’s upcard is a 10 or face card, you will not be given the option to purchase insurance, and the virtual dealer’s downcard will not be checked for Blackjack.

Double Down, Hit or Stand

When the virtual dealer does not have Blackjack upon checking the two initial cards, players are given the chance to improve the values of their hands in turn by choosing to have further cards dealt.

If the value of your initial hand is not 21, you can decide to Double Down. In this case, you will double your bet and be dealt only one additional card to add to your hand. Alternatively, you can decide to Hit to be dealt an additional card to add to the value of your hand. You can Hit more than once to receive additional cards before you decide to Stand once you are satisfied with the value of your hand.

Split

If your initial hand is a pair of cards of equal value, you can decide to Split the pair to make two separate hands, each with a separate bet equal to the main bet. After a second card is dealt to both of your hands, you can improve the value of these two hands by deciding to Hit. Again, you can choose to Stand once you are satisfied with the value of your two hands. However, if you Split an initial pair of Aces, you will receive only one additional card per hand with no option to Hit.

Outcome

If the sum of your hand exceeds 21, you bust and lose your bet on that hand.

When decisions have been made for all hands, the virtual dealer’s downcard is revealed. The virtual dealer must

Hit on a hand of 16 or less and must Stand on a hand of soft 17 or more. (Remember that a 'soft hand' includes an Ace worth 11.)

You win when the value of your final hand is closer to 21 than the virtual dealer’s hand or when the dealer busts. If the hand value is the same, the game round ends in a push and your bet is returned.

Blackjack is only possible using the two cards in the initial two-card deal. A hand of 21 resulting from a split pair is not considered a Blackjack. Therefore, Blackjack beats any hand of 21 resulting from a split pair.

Side Bets

This First Person Blackjack game also includes optional side bets – Perfect Pairs and 21+3. Please note that the main bet is required to place side bets. You have the chance to win on any side bet whether you later win or lose on your main bet.

Perfect Pairs

The Perfect Pairs side bet gives you a chance to win if your first two cards comprise any pair – for example, two Queens, two Aces or two 3s. There are three types of pairs, each with a different payout:

  • Perfect Pair – same suit, e.g. two Aces of Spades.
  • Coloured Pair – different suits of the same colour, e.g. 2 of Diamonds + 2 of Hearts.
  • Mixed Pair – different suits of a different colour, e.g. 10 of Hearts + 10 of Clubs.

21+3

The 21+3 side bet gives you a chance to win if your first two cards plus the dealer’s up-card comprise any of the following winning combinations (similar to those in poker), each with a different payout:

  • Suited Trips – an identical triplet, e.g. 3 Queens of Hearts.
  • Straight Flush – in numerical sequence and same suit, e.g. 10, Jack and Queen of Diamonds.
  • Three of a Kind – same value but different suits, e.g. any 3 non-matching Kings.
  • Straight – in numerical sequence but different suits, e.g. 2 of Spades + 3 of Clubs + 4 of Hearts.
  • Flush – non-sequential cards in the same suit, e.g. 2, 6 and 10 of Clubs.

Payouts

  • Blackjack pays 3:2.
  • Winning hand pays 1:1.
  • Insurance pays 2:1.

Perfect Pairs

Hand  Payout
Perfect Pair 25:1
Coloured Pair 12:1
Mixed Pair 6:1

21+3

Hand  Payout
Suited Trips  100:1
Straight Flush  40:1
Three of a Kind  30:1
Straight  10:1
Flush 5:1

Please note that any malfunction voids the game round and all eventual payouts for the round.

Return to Player

  • Blackjack - 99.28%%.
  • Perfect Pairs bet – 95.90%.
  • 21+3 bet – 96.30%.

First Person Baccarat

Game Objective

The objective in First Person Baccarat is to predict whose hand will win by having the value closest to 9.

Game Rules

First Person Baccarat is played with eight standard 52-card decks. Card values are as follows:

  • Aces are the lowest cards and are worth 1 point each.
  • Cards from 2 to 9 are worth their numerical face values.
  • 10s and face cards (jacks, queens and kings) are each worth 0.

Cards are burnt after each shuffle. At the start of a new shoe, one card is drawn face-up from the shoe. The number of cards to be burnt depends on the face value of the first drawn card. In this card burning procedure, 10s and face cards will have a face value of 10 and will result in 10 cards burnt. Cards are burnt by placing them in the burnt card holder.

Only the numeric value of each card is relevant in the main Baccarat game; each card's suit (hearts, spades, clubs or diamonds) is irrelevant.

Prior to each deal, your bet has to be placed on whether the Player or the Banker will win the round by having the hand with a value closest to 9. You also have the option to bet that the round will end in a Tie, which occurs when both the Player and Banker hold hands of equal value.

Two cards are dealt each to the Player and to the Banker.

Two hands are dealt in Baccarat: one hand to the Player and one hand to the Banker.

If the Player and Banker hold hands of equal value, the round ends in a tie. The Tie bet wins, and bets on the Player and Banker push (are returned).

Each hand's value is calculated by dropping the tens digit in a hand otherwise worth 10 or more. For example, a hand consisting of a 7 and a 9 is only worth 6 in Baccarat (because 16-10=6). Similarly, a face card plus a 9 will be worth 9.

If the Player or the Banker receives an initial two-card hand worth 8 or a 9 (a "natural" 8 or 9), no additional cards will be dealt to either hand.

If the Player and Banker receive initial two-card hands worth 0-7, the "Third Card Rule" is consulted to determine if a third card is to be dealt to either hand or both hands. The Player always goes first.

Player's Hand

  • Player's initial two-card hand
  • 0-1-2-3-4-5 Player draws a third card.
  • 6-7 Player stands.
  • 8-9 (a "natural") No third card to either hand.

Banker's Hand

 

If the Player's hand stands on a 6 or 7, then a Banker hand totalling 3, 4 or 5 must draw, while a Banker hand totalling 6 must stand.

Whoever gets the hand closest to a total of 9 wins.

Side Bets

Side Bet Description
P Pair Pays if the first two cards dealt to the Player constitute a pair.
B Pair Pays if the first two cards dealt to the Banker constitute a pair.

Perfect Pair

Pays 25:1 if two identical cards (in terms of value and suit) are dealt as the first two cards to either the Banker or the Player.

Pays 200:1 if two identical cards (in terms of value and suit) are dealt as the first two

cards to both the Banker and the Player.

Either Pair

Pays if either the Banker or the Player hand is a pair.

Super 6*

Pays 15:1 if Banker wins with a score of 6. Please place main bet (Player/Banker/Tie)

first in order to place the side bet.

P Bonus  Pays when the Player wins the round on a natural 8 or 9 or by at least four points.
B Bonus Pays when the Banker wins the round on a natural 8 or 9 or by at least four points.

*This side bet is applicable to No Commission Baccarat.

Payouts

Your payout depends on the type of bet placed.

BET PAYS
Player 1:1
Banker

0.95:1

(5% commission is charged)
*1:1
0.5:1 when Banker wins with 6

Tie 8:1
P Pair 11:1
B Pair 11:1
Perfect Pair One pair: 25:1
Two pairs: 200:1
Either Pair 5:1
Super 6** 15:1
P Bonus/B Bonus

Hand Combination Odds

Non-Natural hand wins by 9 points, 30:1
Non-Natural hand wins by 8 points, 10:1
Non-Natural hand wins by 7 points, 6:1
Non-Natural hand wins by 6 points, 4:1
Non-Natural hand wins by 5 points, 2:1
Non-Natural hand wins by 4 points, 1:1
Natural win, 1:1
Natural tie, Push

Please note that any malfunction voids the game round and all eventual payouts for the round. Bets will be returned.

* Payout for Banker bet in No Commission Baccarat

** Applicable to No Commission Baccarat

Return to Player

The optimal Return to Player (RTP) percentage for First Person Baccarat is 98.76%, based on Player bet for No Commission Baccarat.

The following table displays the return-to-player percentage on the different optional side bets.

Side Bet Return to Player
B Pair 89.64%
P Pair 89.64%
Perfect Pair 91.95%
Either Pair 86.29%
Super 6** 86.18%
P Bonus 97.35%
B Bonus 90.63%

** Applicable to No Commission Baccarat

First Person Roulette

Game Rules

The objective in First Person Roulette is to predict the number on which the ball will land by placing one or more bets that cover that particular number. The wheel includes the numbers 1-36 plus a single 0 (zero).

After you have placed your bets, click/tap the SPIN button to start the spin of the ball within the Roulette wheel.

The ball will eventually come to rest in one of the numbered pockets within the wheel. You win if you have placed a bet that covers that particular number.

Bet Types

You can place many different kinds of bets on the Roulette table. Bets can cover a single number or a certain range of numbers, and each type of bet has its own payout rate.

Bets made on the numbered spaces on the betting area, or on the lines between them, are called Inside Bets, while bets made on the special boxes below and to the side of the main grid of numbers are called Outside Bets.

INSIDE BETS:

  • Straight Up - place your chip directly on any single number (including zero).
  • Split Bet - place your chip on the line between any two numbers, either on the vertical or horizontal.
  • Street Bet - place your chip at the end of any row of numbers. A Street Bet covers three numbers.
  • Corner Bet - place your chip at the corner (central intersection) where four numbers meet. All four numbers are covered.

Line Bet - place your chip at the end of two rows on the intersection between the two rows. A line bet covers all the numbers in both rows, a total of six numbers.

OUTSIDE BETS:

  • Column Bet - place your chip in one of the boxes marked "2 to 1" at the end of the column that covers all 12 numbers in that column. The zero is not covered by any column bet.
  • Dozen Bet - place your chip in one of the three boxes marked "1st 12," "2nd 12" or "3rd 12" to cover the 12 numbers alongside the box.
  • Red/Black - place your chip in the Red or Black box to cover the 18 red or 18 black numbers. The zero is not covered by these bets.
  • Even/Odd - place your chip in one of these boxes to cover the 18 even or 18 odd numbers. The zero is not covered by these bets.
  • 1-18/19-36 - place your chip in either of these boxes to cover the first or second set of 18 numbers. The zero is not covered by these bets.

Neighbour and Special Bets

Each bet covers a different set of numbers and offers different payout odds. Bet spots will be highlighted.

Tiers du Cylindre

This bet covers a total of 12 numbers that include 27, 33 and the numbers that lie between them on the side of the Roulette wheel opposite to zero. 6 chips are placed as follows:

  • 1 chip on the 5/8 split
  • 1 chip on the 10/11 split
  • 1 chip on the 13/16 split
  • 1 chip on the 23/24 split
  • 1 chip on the 27/30 split
  • 1 chip on the 33/36 split

Orphelins a Cheval

This bet covers a total of 8 numbers on the two segments of the Roulette wheel not covered by the voisins du zero and tiers du cylindre bets above. 5 chips are placed as follows:

  • 1 chip on 1 (Straight up)
  • 1 chip on the 6/9 split
  • 1 chip on the 14/17 split
  • 1 chip on the 17/20 split
  • 1 chip on the 31/34 split

Voisins du Zero

This bet covers a total of 17 numbers that include 22, 25 and the numbers that lie between them on the side of the Roulette wheel that contains zero. 9 chips are placed as follows:

  • 2 chips on the 0/2/3 street
  • 1 chip on the 4/7 split
  • 1 chip on the 12/15 split
  • 1 chip on the 18/21 split
  • 1 chip on the 19/22 split
  • 2 chips on the 25/26/28/29 corner
  • 1 chip on the 32/35 split

Jeu Zero

This bet covers zero and the 6 numbers in close proximity to zero on the Roulette wheel: 12, 35, 3, 26, 0, 32 and 15. 4 chips are placed as follows:

  • 1 chip on the 0/3 split
  • 1 chip on the 12/15 split
  • 1 chip on 26 (Straight up)
  • 1 chip on the 32/35 split

A neighbour bet covers a particular number as well as other numbers that lie in close proximity to it on the Roulette wheel. To place a neighbour bet, click/tap a specific number on the racetrack. A chip will be placed on

the chosen number and on numbers that neighbour it to the right and left. Click/tap on the circular "-"or "+"

button to increase or decrease the set of neighbours to the right and left of the chosen number.

Winning Numbers

The WINNING NUMBERS display shows the most recent winning numbers.

Payouts

Your payout depends on the type of placed bet.

INSIDE BETS

BET TYPE PAYOUT
Straight Up 35:1
Split 17:1
Street 11:1
Corner 8:1
Line 5:1

OUTSIDE BETS

BET TYPE PAYOUT
Column 2:1
Dozen 2:1
Red/Black 1:1
Even/Odd 1:1
1-18/19-36 1:1

Malfunction voids all pays and play.

Return to Player

The optimal theoretical return-to-player percentage is 97.30%.

First Person Craps

Game Objective

Craps is an entertaining and exciting game of chance played with two regular dice with face values from 1 to 6.

The objective of the game is to predict the outcome of the two dice total, based on your selected bets.

Game Rules

There is a wide selection of bets on the Craps table, each type having its own payout and conditions for winning, and with each type of bet requiring different dice totals to be rolled. Some bets are resolved in one roll while others may take several rolls until they are resolved.

The game occurs in two phases: the Come Out roll phase and the Point roll phase. It is possible to place bets during both phases of the games. For each roll the two dice are thrown by the dice launcher into the wall at the other side of the table. The result is displayed when the two dice have come to a rest on the table.

The puck in the user interface will show if the next roll is a Come Out roll (the puck says OFF) or a Point roll (the puck says ON). This is useful to know since you can place different bets depending on in which phase you are playing.

Each game round begins with a Come Out roll (OFF) for the fundamental Pass Line or Don’t Pass bets. If the sum of the two dice is 7 or 11 – you win on your Pass Line bet. If the sum of the dice is 2 or 3 you win on the Don’t Pass bet, and you push on the Don’t Pass bet if the sum is 12. Either way the bet is resolved and a new Come Out roll will start.

If any other total is rolled (4, 5, 6, 8, 9 or 10) that total is called the Point. The puck is now changed to ON and placed next to the rolled total on the betting grid or highlight. The game will remain in the Point roll phase until a total of 7 is rolled, or the same point number is rolled once again.

Unlike any other bets that can be placed at any roll phase, bets on the Pass Line or Don’t Pass are available only during the Come Out roll phase (puck will show “OFF”). If you joined the game during the Point roll phase, you can participate in the roll by placing bets on Come or Don’t Come. These bets are much like the Pass Line and Don’t Pass bets, except that you will get a new rolled point number marked by your chips.

Regardless of the game phase, you can always place bets before the next roll of the dice during the betting time.

To play, select which bets you would like to make and place your chips on the betting table accordingly.

Bet Types

All the bets in Craps are grouped into two categories: Multi-roll bets and One Roll bets, each being an independent bet and having its own payout.

Multi-roll bet

These bets may not be settled on the first roll and will stay on the table until the total of 7 is rolled or the same chosen or established point number is rolled.

  1. Pass Line – this bet is available only during the Come Out roll phase. You win if the two dice total is a 7 or 11, and you lose if the rolled two dice total is 2, 3, or 12. During the Point roll, you win if the two dice rolled the same point number before a 7.
  2. Don’t Pass – this bet is available only during the Come Out roll phase (puck shows “OFF”). During the Come Out roll, you win if the two dice rolled a 2 or 3, and you push if the rolled sum is 12. If the two dice rolled 7 or 11, you lose. During the Point roll, you win if the two dice rolled a 7 before the same point number is rolled.
  3. Come – this bet is only available during the Point roll phase (puck shows “ON”). You may place as many Come bets as you wish while in this roll phase. The bets on Come win if 7 or 11 is rolled, and lose if total of 2, 3, or 12 is rolled. If any other total is rolled (4, 5, 6, 8, 9 or 10), your chips are moved to the bottom left corner of the rolled number to mark the point. You win if the same point number is rolled again before a 7.
  4. Don’t Come – this bet is available only during the Point roll phase (puck shows “ON”). You may place as many Don’t Come bets as you wish while in this roll phase. The bets on Don’t Come win if the total of 2 or 3 is rolled, and you push if the rolled sum is 12. If the two dice rolled 7 or 11, you lose. If any other total is rolled (4, 5, 6, 8, 9 or 10), your chips are moved to the upper left corner of the rolled total to mark the point. You win if a total of 7 is rolled before the same point number is rolled again.
  5. Take Odds – this bet is available only for Pass Line or Come bets that has an established point. A circular bet spot will appear next to your bet to show that this bet can be placed. This is called “Take Odds” because it pays true odds of the established point against a 7. This bet will win together with your Pass Line or Come bet.
  6. Lay Odds – this bet is available only for Don’t Pass or Don’t Come bets that has an established point. A circular bet spot will appear next to your bet to show that this bet can be placed. This bet also pays true odds against the established point and will win together with your Don’t Pass or Don’t Come bet.
  7. Place to Win – you bet that a total of 4, 5, 6, 8, 9 or 10 will be rolled before a 7. Select the number that you believe will be rolled and place your bet on the corresponding bet spot labelled “WIN”. You win if this number is rolled before 7.
  8. Place to Lose – you bet that 7 will be rolled before 4, 5, 6, 8, 9 or 10. Select the number you would like to bet against and place your bets on the corresponding bet spot labelled “LOSE”. You win if 7 is rolled before this number.
  9. Hardways – place your bet on any or all pairs of Hardways (2 and 2, 3 and 3, 4 and 4, and 5 and 5). You win if the exact pair is rolled. These bets lose if any combination of 7 is rolled or an easy combination (not a pair) of the total is rolled. For example, a bet on Hardways 4 will win if the dice show 2 and 2, but lose if it shows 3 and 1 – or any combination of 7. One-roll bet.

Each One Roll bet is valid for one roll only and will be resolved after every roll. One roll bets can always be placed, during both Come Out roll and Point roll.

  1. Field – this bet covers all totals of 2, 3, 4, 9, 10, 11, 12. It pays 1:1, except for the total of 2 and 12 that pays 2:1.
  2. Seven – this bet covers any rolled combination of 7 (1 and 6, 2 and 5 etc).
  3. Craps – this bet covers any of the Craps numbers, which are totals of 2, 3 or 12.
  4. Crap 2 – place your bets exactly on the total of 2.
  5. Crap 3 – place your bet exactly on the total of 3.
  6. Crap 12 – place your bet exactly on the total of 12.
  7. Eleven – place your bet exactly on the total of 11.
  8. C & E – this bet covers the combination of any Craps total (2, 3 and 12), and the bet on Eleven (11). If any of the Craps numbers are rolled, you get paid 3:1 but if the 11 is rolled, you get paid 7:1.

Payouts

Your payout depends on the type of placed bet.

BET PAYOUT
Pass Line / Don't Pass  1:1

Come / Don't Come

Take Odds Pass Line / Come

1:1
4 or 10 2:1
5 or 9 3:2

6 or 8

Lay Odds Don't Pass / Don't Come

6:5
4 or 10 1:2
5 or 9 2:3
6 or 8 5:6
Place to Win 4 or 10 9:5
Place to Win 5 or 9 7:5
Place to Win 6 or 8 7:6
Place to Lose 4 or 10 5:11
Place to Lose 5 or 9 5:8
Place to Lose 6 or 8 4:5
Hard 4 or 10 7:1
Hard 6 or 8 9:1

ONE ROLL BETS

Field

3,4,9,10,11 1:1
2 or 12 2:1
Seven 4:1
Craps 7:1
Crap 2 30:1
Crap 3 15:1
Crap 12 30:1
Eleven 15:1
C & E
2,3,12 3:1
11 7:1

Malfunction voids all pays and play.

Return to Player

The optimal theoretical return to player (RTP) percentage is 99.17% based on the Don’t Pass Line bet if the bet on the Don’t Pass Line bet equals the bet on the Odds bet.

The RTP range is 83.33% - 99.17%.

Ezugi Games

General Rules

Error handling

If there is any error in the game procedure, the game round will be temporarily paused, and the shift manager will be notified. Players will be notified by an on-screen pop-up message, to notify the player that the issue is in the process of investigation. If the manager can immediately resolve the error, the game round will continue as normal. If immediate resolution is not possible, the game round will be cancelled, and initial bets will be refunded to all players who participated in the game round.

Should a system disconnection occur after a bet was placed on the Blackjack table and before the timer has completed, the bet will not be deducted from the balance. If a disconnection occurs after the bet was finalized and already deducted from the balance, yet before the game results are known, the bet will be processed as usual and the game will proceed with default player choices, such as “stand”. The balance is updated according to the game results. If after a disconnection, the player reconnects again during the same Blackjack round, the game will follow the disconnected behavior of a default stand.

Disconnection

The Ezugi Live Dealer services are provided via internet, which inevitably may disconnect at times. This poses potential snags to the game flow and user experience.

In order to minimize the impact caused by unexpected disconnections, when a player loses his connectivity to the game server, a reconnect message will be displayed on the screen.

Until the player reconnects to the game server, the game and chat functionality will behave improperly or be completely inactive.

The following error handling rules apply:

  • In the event that a disconnection occurs before bets are placed, i.e. before the 'No More Bets' message on the screen, the bet will not be deducted from the balance and the player will not participate in the game round. Once reconnected, please verify your balance and inform your casino operator immediately if there are any issues.
  • In the event that a disconnection occurs after a game round begins, i.e. after the 'No More Bets'

message on the screen, we do not guarantee that your bet was placed. Please verify with your casino operator to assure the balance is correct. If the bet was placed, the game will proceed as normal and the winnings will be processed according to the game result regardless of the disconnection. Please note the following exceptions:

  • A disconnection message might not be displayed to the player, and all decisions will proceed as the default decision.
  • In the event that a client disconnection occurred while playing the game, regardless of the status of the game, please make sure to review your balance after the reconnection and contact your casino operator if there is a problem.

Lottery Games

Bet on Numbers

Objective

Forty-nine balls numbered one to 49 are randomly mixed by the lottery machine Tombola. Six of the balls will be drawn one at a time displaying the winning numbers. The aim of the game is to predict the numbers or sums of the balls selected.

Bet Types

We offer 3 types of bets: betting on numbers, colours and sums. Each of these betting types includes 12 options for different bets, displayed as lines beneath each category name.

Each bet type has a different pay-out rate (potential winning) that is specified at the end of the line with the bet name.

Betting Instructions

For your convenience, the lines are divided into 3 groups:

  • Betting on numbers
  • Betting on colours
  • Betting on sums

In each group we provide several lines to select from. In order to place a bet just click on the betting line and select an amount for the bet, then press the 'Place a Bet' button. This bet is applied for one round. When betting on numbers, select a number before placing the bet. To unselect a number, click again on the same number and choose another number.

The player can purchase up to 20 tickets for 1 Draw. For each ticket the player selects the bet amount and desired betting option (line). Afterwards the player needs to click on the 'Place a Bet' button in order to add this ticket to the Current Draw. All the tickets added will be shown in the 'My Tickets' window located on the right side of the screen. Once the timer ends, the Draw will start, and all the Tickets added will participate in this Draw.

As long as the timer didn't end, the player can edit an added ticket or remove it from participating in the Draw. In order to do it, he needs to hover on the 'menu' icon located on the top right corner of a ticket and choose the options 'Edit' or 'Remove' from the Ticket's menu that will be open.

Pay-outs

Your payout depends on the type of placed bet, current pay-outs are as follows:

Bet description  Bet ID  Payout  RTP
Selected ball will be dropped with No. 1,…,49 101 85.71%
Selected ball will not be dropped with No. 1,…,49  102  1.05  92.14%
Two selected balls will be dropped with No. 1,…,49  103 70 89.29%
Three selected balls will be dropped with No. 1,…,49  104  750  81.42%
Four selected balls will be dropped with No. 1,…,49  105  4000  28.32%
At least one of two selected balls will be dropped with No. 1,…,49  106  3.8  88.21%
At least one of three selected balls will be dropped with No. 1,…,49  107  2.7  89.14%
First number will be more than 15 108  1.35 93.67%
First number will be more than 25 109  1.9 93.06%
First number will be more than 35  110  3.2  91.42%
First number will be more than 25, second - less  111  3.8  91.16%
First number will be less than 25, second - more  112  3.8  91.16%
More RED colored balls will be dropped 201  2.5 90.76%
More WHITE colored balls will be dropped  202  2.8  90.96%
Color of all dropped balls will be RED  203  51  64.59%
Color of all dropped balls will be WHITE 204 66  63.53%
Color of the FIRST ball dropped shall be RED  205  1.75  89.28%
Color of the FIRST ball dropped shall be WHITE 206 1.85  90.61%
Colors of the FIRST TWO balls dropped shall be RED 207 3.4  88.50%
Colors of the FIRST TWO balls dropped shall be WHITE 208  3.7 88.76%
Color of the FIRST ball dropped shall be RED, SECOND - WHITE 209 3.5  87.47%
Color of the FIRST ball dropped shall be WHITE, SECOND - RED 210  3.5 87.47%
First three balls will be of the same color 211 3.5  87.61%
Last three balls will be of the same color 212  3.5 87.61%
Sum of balls dropped will be less than 120  303  4.8  86.74%
Sum of balls dropped will be less than 135  304  2.7  87.00%
Sum of balls dropped will be less than 150 305 1.8  88.93%
Sum of balls dropped will be more than 155  306  87.01%
Sum of balls dropped will be more than 170  307 3.2  86.59%
Sum of balls dropped will be more than 185  308  86.05%
Sum of RED balls dropped will be more than 100 309 3.4 87.57%
Sum of WHITE balls dropped will be more than 100  310  90.14%
Sum of RED balls dropped will be less than 65  311  2.2  87.19%
Sum of WHITE balls dropped will be less than 65  312 2.1  90.45%

Additional Game Features

Progressive Jackpot

This is applicable to 4 balls drawn from the 6 balls that drop per round.

  • 5 ZAR bet amount
  • 10K seed by the operator to start the jackpot off
  • X3000 additional win (which will always be R15K)
  • 20% contribution of each R5 bet by the player, ie R1 from each bet is added to the progressive jackpot until it is won

This effectively equates top a R25K seed + 20% contribution from each R5 bet

From 14,000 bets you will get 70,000 ZAR which will contribute additional 14K ZAR to the jackpot, i.e. 20% of R70,000.

Average JP hit is mathematically calculated to produce approximately R25K+R14K = R39K. Mathematically 4/6 should be drawn every 14,000th bet.

Average RTP: 55%

Loyalty Rewards Program

A loyalty customer will earn points based on every cash bet taken within a retail outlet on the Bet On Numbers Game, regardless of the bet winning or losing.

Every customer is issued with a unique code, which they will use to earn and spend loyalty credits (LAC).

For Every R160 Rands spent by the customer, they will be rewarded with 2 loyalty credits (LAC’s) which is equivalent to a R2 bet (this is the minimum bet amount that can be played). Points can be accumulated and do not expire. There is no limit set for the amount of points the punter can accumulate. For example, if the punter spends R10 000.00 they will earn 125 loyalty credits (LAC’s).

When placing the bet using the loyalty credits, the Ezugi system will capture the stake at 0 cash Rand value, and automatically deduct the credit from the players account, ensuring that they cannot place another loyalty bet until they have earned more credits. In other words, LAC can only be redeemed once!

Should the bet win, only the winning amount will be paid to the customer as the stake is recorded at a 0 Rand value and not the 2 loyalty credits which is not refundable or redeemable for cash.

When generating a tax report, all stake bets processed using loyalty credits is recorded on the system at a 0 Rand value The Loyalty Application will be available for download on the Apple and Android stores.

Once downloaded, the player will be required to enter his / her full name, e-mail address, birthday and password. Password length is set to a minimum of 5 characters.

The system will only create an account for someone who is older than 18 (based on the date entered for Birthday).

Ezugi 20

Objective

The aim of the game is to select numbers that will be among the 20 drawn by the lottery machine from 80 balls.

Game Rules and Pay-outs

The player may mark up to eight numbers on the board that has 80 numbers arranged in four rows of twenty. After the 20 numbers are drawn by the lottery machine, winning numbers are paid according to a table that varies based upon the number of numbers marked and the bet amount. For example, four hits for a R2 bet will pay R8, five hits will pay R30 etc.

Betting Instructions

The player can purchase up to 20 tickets for 1 Draw. For each ticket the player selects the bet amount and selects the desired numbers. Afterwards the player needs to click on the 'Place a Bet' button in order to add this ticket to the Current Draw. All the tickets added will be shown in the 'My Tickets' window located on the right side of the screen. Once the timer ends, the Draw will start, and all the Tickets added will participate in this Draw.

As long as the timer didn't end, the player can edit an added ticket or remove it from participating in the Draw. In order to do it, he needs to hover on the 'menu' icon located on the top right corner of a ticket and choose the options 'Edit' or 'Remove' from the Ticket's menu that will be open.

Payouts

Your payout depends on the type of placed bet, current pay-outs are as follows:

Golden Balls

Objective

Thirty-nine balls numbered are randomly mixed by the lottery machine Tombola. Three balls will be golden in colour and the other balls will be labelled 1 to 36. Six of the balls will be drawn one at a time displaying the winning numbers. The aim of the game is to predict the numbers or colour of balls selected.

Bet Types

We offer 2 types of bet: betting on numbers or status of golden ball. Bet types includes 12 options for different bets, displayed as lines beneath each category name.

Each bet type has a different payout rate (potential winning) that is specified at the end of the line with the bet name.

Betting Instructions

For your convenience, the lines are divided into 2 groups:

  • Betting on numbers
  • Betting on colors

In each group we provide several lines to select from. In order to place a bet just click on the betting line and select an amount for the bet, then press the 'Place a Bet' button. This bet is applied for one round. When betting on numbers, select a number before placing the bet. To unselect a number, click again on the same number and choose another number.

The player can purchase up to 20 tickets for 1 Draw. For each ticket the player selects the bet amount and desired betting option (line). Afterwards the player needs to click on the 'Place a Bet' button in order to add this ticket to the Current Draw. All the tickets added will be shown in the 'My Tickets' window located on the right side of the screen. Once the timer ends, the Draw will start, and all the Tickets added will participate in this Draw.

If the timer didn't end, the player can edit an added ticket or remove it from participating in the Draw. In order to do it, he needs to hover on the 'menu' icon located on the top right corner of a ticket and choose the options 'Edit' or 'Remove' from the Ticket's menu that will be open.

Payouts

Your payout depends on the type of placed bet, current pay-outs are as follows:

Bet type ID  Bet name  Payout  RTP
1 Selected ball will be drawn  5.3  81.54%
2 selected balls will be drawn  41  83.00%
3 3 selected balls will be drawn  351  76.81%
4 4 selected balls will be drawn 3301 60.20%
5 4 Selected ball will NOT be drawn  1.65  82.09%
6 1 golden ball will be drawn  2.4  83.20%
7 2 golden balls will be drawn  15  81.25%
8 3 golden balls will be drawn  351  76.81%
9 No golden balls will be drawn  1.35  80.60%
10 First drawn ball will be a golden ball  10.5 80.77%
11 First two drawn balls will be golden balls 201 81.38%
12  First three drawn balls will be golden balls  6001  65.66%

Bonus Bets

Additional payouts are available when the ball that is dropped is a Golden Ball,

  • In the event that two golden balls are drawn from the 6 balls, your stake will be returned regardless of the result of the bet, and for each winning bet each player will win their bet amount back (on top of any winnings they might have had in the round)
  • In the event that three golden balls drop from the 6 drawn balls you will get 10X your stake back and for each winning bet each player will win their bet amount back (on top of any winnings they might have had in the round)

Roulette Games

Over the Table (OTT) Roulette

The following game rules applies to:

  • Casino Marina  Oracle Casino
  • Portomaso

Ezugi provides OTT Live Roulette from various licenced Casinos around the world. Punters can place fixed odds bets on the outcome of a live roulette game from a specific casino. The rules are the same as the rules that apply to standard Roulette, however, for ease of reference are set out below:

Objective

The objective in ROULETTE is to predict the number on which the ball will land by placing one or more bets that cover that particular number. The wheel in European Roulette includes the numbers 1-36 plus a single 0 (zero).

After betting time has expired, the ball is spun within the Roulette wheel. The ball will eventually come to rest in one of the numbered pockets within the wheel. You win if you have placed a bet that covers that particular number.

Bet Types

You can place many different kinds of bets on the Roulette table. Bets can cover a single number or a certain range of numbers, and each type of bet has its own payout rate.

Bets made on the numbered spaces on the betting area, or on the lines between them, are called Inside Bets, while bets made on the special boxes below and to the side of the main grid of numbers are called Outside Bets.

INSIDE BETS:

  • Straight Up - place your chip directly on any single number (including zero).
  • Split Bet - place your chip on the line between any two numbers, either on the vertical or horizontal.
  • Street Bet - place your chip at the end of any row of numbers. A Street Bet covers three numbers.
  • Corner Bet - place your chip at the corner (central intersection) where four numbers meet. All four numbers are covered.
  • Line Bet - place your chip at the end of two rows on the intersection between the two rows. A line bet covers all the numbers in both rows, a total of six numbers.

OUTSIDE BETS:

  • Column Bet - place your chip in one of the boxes marked "2 to 1" at the end of the column that covers all 12 numbers in that column. The zero is not covered by any column bet.
  • Dozen Bet - place your chip in one of the three boxes marked "1st 12," "2nd 12" or "3rd 12" to cover the 12 numbers alongside the box.
  • Red/Black - place your chip in the Red or Black box to cover the 18 red or 18 black numbers. The zero is not covered by these bets.
  • Even/Odd - place your chip in one of these boxes to cover the 18 even or 18 odd numbers. The zero is not covered by these bets.
  • 1-18/19-36 - place your chip in either of these boxes to cover the first or second set of 18 numbers.

The zero is not covered by these bets.

Neighbour Bets

Click/tap the NEIGHBOUR BETS button to view a special oval or racetrack-shaped betting area that allows you to more easily place neighbour bets and other special bets. Re-click/tap the button to close/re-open this feature.

Each bet covers a different set of numbers and offers different payout odds. Bet spots will be highlighted.

Tiers du Cylindre

This bet covers a total of 12 numbers that include 27, 33 and the numbers that lie between them on the side of the Roulette wheel opposite to zero. 6 chips are placed as follows:

  • 1 chip on the 5/8 split
  • 1 chip on the 10/11 split
  • 1 chip on the 13/16 split
  • 1 chip on the 23/24 split
  • 1 chip on the 27/30 split
  • 1 chip on the 33/36 split

Orphelins a Cheval

This bet covers a total of 8 numbers on the two segments of the Roulette wheel not covered by the voisins du zero and tiers du cylindre bets above. 5 chips are placed as follows:

  • 1 chip on 1 (straight up)
  • 1 chip on the 6/9 split
  • 1 chip on the 14/17 split
  • 1 chip on the 17/20 split
  • 1 chip on the 31/34 split

Voisins du Zero

This bet covers a total of 17 numbers that include 22, 25 and the numbers that lie between them on the side of the Roulette wheel that contains zero. 9 chips are placed as follows:

  • 2 chips on the 0/2/3 street
  • 1 chip on the 4/7 split
  • 1 chip on the 12/15 split
  • 1 chip on the 18/21 split
  • 1 chip on the 19/22 split
  • 2 chips on the 25/26/28/29 corner
  • 1 chip on the 32/35 split

Jeu Zero

This bet covers zero and the 6 numbers in close proximity to zero on the Roulette wheel: 12, 35, 3, 26, 0, 32 and 15. 4 chips are placed as follows:

  • 1 chip on the 0/3 split
  • 1 chip on the 12/15 split
  • 1 chip on 26 (straight up)
  • 1 chip on the 32/35 split

A neighbour bet covers a particular number as well as other numbers that lie in close proximity to it on the Roulette wheel. To place a neighbour bet, click/tap a specific number on the racetrack. A chip will be placed on the chosen number and on numbers that neighbour it to the right and left. Click/tap on the circular "-"or "+" button to increase or decrease the set of neighbours to the right and left of the chosen number.

Payouts

Your payout depends on the type of placed bet.

INSIDE BETS

BET TYPE PAYOUT
Straight Up 35:1
Split 17:1
Street 11:1
Corner 8:1
Line 5:1

OUTSIDE BETS

BET TYPE  PAYOUT
Column 2:1
Dozen 2:1
Red/Black 1:1
Even/Odd  1:1
1-18/19-36 1:1

Roulette Tables

The following game rules applies to:

  • Roulette
  • Auto Roulette VIP
  • Auto Roulette
  • Diamond Roulette
  • Speed Roulette
  • Prestige Auto Roulette
  • Speed Auto Roulette
  • Roulette Gold 1 to 20
  • VIP Roulette
  • Namaste Roulette
  • Turkish Roulette
  • Diamond VIP Roulette
  • Cumbia Roulette

Objective

European/Single Zero Roulette is one of the oldest, most iconic and attractive gambling games in the world. It is also the easiest to play. It is a game where anybody can try their luck and every time the ball starts spinning, the heart of every player beats faster.

The roulette wheel has 37 separately numbered slots alternately colored red and black. The Zero pocket is green to clearly show that it is not part of any Red/Black, Odd/Even, High/Low, Dozens or Columns bets

The dealer will spin the wheel and release the ball. Once the ball has settled, the dealer will announce the winning number and all bets will be calculated automatically. In Auto-Roulette the ball is spun with a wheel engine automatically and the winning number is displayed on your screen.

The timer will then begin counting down to the start of the next game.

The object of the game is to accurately predict the outcome of where the spinning ball will land inside the turning wheel. By predicting the right number, you earn a pay-out on your bet. The size of the pay-out depends on the nature of the bet placed.

Game flow

To start playing, please wait until the message “Please place your bets” appears, then select the value of chip you would like to wager on a given spin and place on the appropriate betting fields on the gaming table. Your total bet will be displayed in the “Total bet” area.

After the Dealer has announced “No more bets”, no wager may be placed and any bet so placed can be modified. At the close of betting, the value of all placed bets is withdrawn from your casino balance.

When the ball comes to rest in a pocket, the winning number is displayed in the statistics bar and in the middle of the screen. It is also highlighted on the table layout and announced by the Dealer. If any of your bets cover the winning number, you will receive winning returns in accordance with Roulette pay-table. Your win amount will be showed in the “Last win” area and in the winning message.

During the next betting time you may:

  • Repeat the bets placed in your last game by clicking the Rebet button
  • Double all your bets placed
  • Undo the last action in placing bets

Malfunction voids all pays and play.

Return to Player

The optimal theoretical return-to-player percentage is 97.30%.
 

SKYWARD GAME RULES

SHORT DESCRIPTION

Skyward is a non-live game where players can place bets before the take-off of a Flying Object, aiming to cash out at the right moment to maximize their winnings.

GAME PROCESS

Players place bets before the take-off of the Flying Object. The multiplier starts at 1.00 and progressively increases as the flight progresses. The objective is to cash out before the Flying Object flies away to secure winnings.

In eligible jurisdictions, players have the option to configure an Autoplay feature, enabling automated gameplay based on predefined variables.

GAME RULES

1. Terms:

1.1. Flying Object: The object taking off, subject to players' bets.

1.2. Multiplier: A value that starts at 1.00 and incrementally increases as the flight progresses.

1.3. Cash-out: The act of withdrawing winnings at a chosen multiplier value before the Flying Object flies away.

1.4. Autoplay: A feature that enables players, in eligible jurisdictions, to automate their gameplay based on preset variables.

2. Rules:

2.1. Betting: Players place bets before the Flying Object takes off. Bets must be placed before the round starts or will be carried over to the next round.

2.2. Multiplier Progression: The multiplier starts at 1.00 and increases as the Flying Object's flight progresses.

2.3. Cash-out: Players aim to cash out at the right moment to maximize their winnings. The winning payout is calculated by multiplying the odds at the point of cash-out by the original bet amount. The gambling company may disable the cash-out feature at the beginning of the game, particularly when the multiplier is very low, to ensure that the payout does not fall below the initial pay-in amount, which could occur due to tax regulations in the respective player’s jurisdiction.

2.4. Payout Considerations: Players should be aware that the winning amount may not be the exact result of multiplying the Multiplier and the placed bet, as the final amount could be subject to tax deductions based on the player’s jurisdiction.

2.5. Objective: The goal is to initiate a withdrawal before the Flying Object flies away. Failure to do so results in losing the bet.

2.6. Autoplay Feature: Players can use the Autoplay feature to automate gameplay in eligible jurisdictions. They can set their bet size, define an automatic withdrawal threshold, and determine the number of rounds to be played.

2.7. Autoplay Stop Conditions: Autoplay stops under the following conditions:

2.7.1. Termination upon achieving a designated level of winnings, based on a predefined increase in the player's balance. The designated level is determined by players when they set up Autoplay.

2.7.2. Cessation if the player's balance experiences a predetermined level of losses. Players define this level during Autoplay setup.

2.7.3. Halt when the player accumulates a specified amount of winnings within a single round, as determined by the player's configuration in the Autoplay settings.

2.8. Restricted Jurisdictions: In jurisdictions where the Autoplay feature is not allowed, this functionality will be disabled and inaccessible to players in order to comply with local regulations and restrictions.

2.9. Dual Simultaneous Betting: Players can engage in concurrent betting across two active windows. These windows are identical in functionality and operate independently.

3. Gameplay:

3.1. Betting Round: There is one betting round before the take-off of the Flying Object. Players can place bets on available outcomes for the upcoming round.

4. Limits:

4.1. Maximum wins as well as maximum and minimum betting limits are determined by the gambling company. Sunbet's Max Payout is R20 000 000 per bet & max in game 100 000 time multiplier.

4.2. If a player reaches a multiplier that would result in a win amount equal to or larger than the maximum win value set by the gambling company, the player will receive the maximum win amount automatically without the need to cash out, provided they have not already done so before reaching the maximum win. In such cases, an informational icon will be displayed in the bet results to indicate that the player was automatically cashed out due to reaching the maximum win cap or maximum multiplier.

4.3 If a player sets an auto cash-out multiplier, the game will automatically cash out when the specified condition is met. The only exception is when a player manually overrides the auto cash-out by clicking the cash-out button earlier.

5. Special Cases:

5.1. Cancelled Rounds: Rounds can be cancelled due to technical failures. If a round is cancelled, the player will receive a refund of the stake (odds are equalized to one (1.00). If a player cashes out before the game round is cancelled, they will receive their winnings.

5.2. Player Disconnection: In the event of a player disconnection while a bet is active:

5.2.1. The active bet will continue to play until the current round concludes. If the player returns before the round ends, they have the option to manually collect their winnings. Otherwise, the bet will persist until it either loses or reaches the maximum win limit predefined by the player using the ‘autoplay’ feature.

5.2.2. If the 'autoplay' feature is enabled, any winnings will automatically be collected if the specified multiplier is reached during the game. The resulting winning amount will be credited to the player's balance.

6. Game Organization Procedure:

6.1. The game operates continuously every day, with periodic maintenance breaks as required.

6.2. The multiplier for each round is generated using certified random number generation (RNG) technology, ensuring that it is both fair and unpredictable.

7. Additional Information:

7.1. These Rules & Regulations are published in multiple languages for players' convenience. In case of any discrepancy between non-English versions and the English version of these rules & regulations, the English version shall prevail.

7.2. Players must submit their claims regarding draw results or technical issues to the gambling company within thirty (30) days from the date of the relevant draw. The timeframe for submitting player claims may be extended beyond 30 days if required by legal norms in the respective jurisdiction governing the activities of the gambling company.