1. Name of the organizer, organizationallegal form
“Digitain” Limited Liability Company
2. Legal address of the organizer
26 Amiryan str., Yerevan, Republic of Armenia, 0002
3. Place of implementation of the organizer’s activities
1/10, bld. 26, Amiryan str., Yerevan, RA
4. Website of the organizer
playin.totogaming.am
5. TIN (Taxpayer identification number)
02627448
6. Types and quantities of internet games with winning
Maximum 20000 games: roulettes (roulette, lightning roulette, Double balls roulette, American roulette, AutoRoulette La Partage, French roulette Gold), electronic roulette, slot games, table card games (Red Dog, Draw High Low, Top Card Trumps), card games (Blackjack, 5card Poker, 5card Poker with card exchange, 6card Poker, Poker with Joker, 5card Stud Poker, Three Card Poker, Casino Holdem, Texas Holdem (game against dealer), Caribbean Stud, Poker type games, Baccarat), player vs player and/or online games offered by the organizer (Belote style games, Toto 21, Backgammon, Domino, Poker, Toto11, Baron, Gol Penalty, Chingachung), random number generation based games (Keno), Crash, HI LO, Dream Catcher, Football studio, Dragon Tiger, Sic Bo, Rocketon, Monopoly Live, Deal or No Deal Live, Penalty, Crazy Time, Seka.
7. The values of 1 ticket and (or) 1 chip and (or) 1 point in the Internet games with winning
The prices for 1 point can be defined from a minimum 1 AMD to a maximum of 1,000,000 AMD.
The prices for chips can be defined from a minimum 1 AMD to a maximum of 1,000,000 AMD.
The ticket prices can be defined from a minimum 1 AMD to a maximum of 1,000,000 AMD.
8. Operating programs
For the organization of the games “Gaming platform” programs which conform with 27000 series of the International and Independent ISO/IEC standards are used.
9. The concepts used below in this Regulation have the following meanings
Ante – initial bet made before the first deal of cards in some types of card games.
Organizer – “Digitain” LLC
Player – a fully workable physical entity more than 21 years old who is registered on the Organizer's website (playin.totogaming.am) and who has received the right to participate in the Internet game with winning.
Bet – a playing amount that the player invests in an Internet game with winning to participate in it and in case of losing is deprived of the right to take it back (loses it).
Dealer – a person who holds the game or its drawing.
Rake – a commission taken by the Organizer for providing gaming space.
Organizer’s Internet page (website) – a website (playin.totogaming.am) belonging to the organizer where the player can input money, make bets, win prizes and get prizes in his account after registration.
Game account – a special playing account created by the organizer for each player in the server, and which is available only for the player.
Login – an identification name used by the player to enter his game account to approve his identity or right.
Password – a word or a sequence of characters used by the player for entering his game account to approve his identity or authorization (the password must be kept secret from all persons who do not have access rights).
Identification number – a code that each player receives from the organizer to identify his personality.
Deposit – money amount credited to or available on a player’s game account, or points equivalent to that amount.
Withdrawal – withdrawal of money from the player’s game account, granting of winnings.
Withdrawal application – player’s assignment to the organizer to make withdrawal from his/her game account.
Bonuses and promotions – winnings awarded by the organizer to the player by means of monetary funds or units equivalent to a monetary amount or items (item winnings), as a result of fulfillment of certain conditions during marketing events, advertising campaigns, or in participation in individual games, tournaments and other events.
Suit – type of card  hearts (“♥”), diamonds (“♦”), clubs (“♣”) or pikes (“♠”).
Value – value of card  two («2»), three («3»), four («4»), five («5»), six («6»), seven («7»), eight («8»), nine («9»), ten («10»), jack («J»), queen («Q»), king («K»), ace («A» or «T»). The Same Value – any suit cards of the same value (for example, queen of clubs (Q♣), queen of hearts (Q♥), quenn of pikes (Q♠), queen of diamonds (Q♦)).
Random Number Generator – a computer program that produces random results for internet games with winning that match the 27000 series of international and independent ISO/IEC standards.
As the conditional names (terms) of the games (including playing cards, dice or other objects used in the games), betting types, winning combinations, winning outcomes are given by their organizers in foreign languages, accordingly the game program, the game results, coupon, tickets, this regulation, the rules for opening and running game accounts may also be used by the organizer in their foreign language options (Russian, English, etc.) which have equal legal force with the Armenian language.
10. Procedure for acceptance of payments for participation
The bets are accepted on the Organizer’s website through the player’s game account.
The bets are accepted as follows.
The player is registered on the organizer’s web page (opens a game account) which contains information on games, their rules (this regulation(s)), player registration on the web page, game account, acquirement of winnings, web page access and more.
When registering on the Internet page, the player must indicate his or her personal information. During the registration, the organizer may also request other information to be provided on the organizer’s website.
The money from the game account is paid only to the player. When the player enters fraudulent or inaccurate information while registering, he is also deprived of the opportunity to review the disputed issues. After registering on the Internet page, the player is given a personal game account. One physical entity may have only one game account.
If a game account has been used by a third party for a bet or other purpose and/or if the account holder has registered a second game account as a new client, entering new personal information (name, surname, address, nationality, age or date of birth, passport serial number, conditional name (login), password, new email address, etc.), the organizer has the right not to pay winning bets of such accounts.
Based on the peculiarities of the game, for certain games, the organizer may provide a specific amount for the bet.
The bet made on the Internet is considered accepted if it has been added to the player's gaming account in the Games History section. The content of the Internet page must comply with the requirements of the Armenian law on internet games with winning. The content, form, way of usage, sequence of steps that are not regulated by the RA law on internet games with winning, are defined and changed by the organizer. The address or the change of web page address is agreed upon with the Authorized Body in advance. The address or the change of web page address is published through the distribution channel of the information most preferable to the organizer.
In case of communication failure or other technical shortcomings, the bet is calculated with 1 (one) coefficient.
The player takes personal responsibility for the game account, login and password confidentiality. The Organizer guarantees the nondisclosure of player data by its employees and is not responsible for the consequences of the player’s personal data being accessible to others. When a player learns about his/her personal data loss or when he/she has substantiated suspicions, he/she must inform the organizer and change his/her password.
The player can change the password in the “Change Password” section of game account of the organizer’s website.
The organizer can charge a fee (rake) for a gambling environment provided by him/her, which may be time (hourly) or percentage. The time (hourly) rake is the amount that the player is required to pay every hour to use the gaming environment. The percentage rake is a certain percentage calculated from the total amount of bets expressed in an amount. The size of the rake and the procedure for its collection shall be set separately for each game and shall be published on the organizer’s website, which is an integral part of this regulation.
A player can replenish his game account:
Via bank transfers, paying systems common in banking practice: ArCa, Master Card, etc., through corresponding payment systems, automatic cashdesk terminals, terminals, ATMs, etc. (hereinafter, payment systems).
The player can get acquainted with the banking and payment systems more concretely on organizer’s website.
To make bets through a bank transfer or payment system, the player must submit a withdrawal application to the given bank or payment system to transfer a certain amount of his card or to transfer the amount paid by him to the organizer’s respective account. If the organizer has received confirmation from the relevant payment system about transferring this amount to the organizer’s game account, the player may make bets from his personal game account opened in the Organizer website within the limits of the game account.
The player may use the amount inputted into the game account only for making a bet or demand it under the terms and conditions set in the regulations.
The player may require noncash money from his gaming account.
Any transaction made with the organizer via payment cards and (or) payment systems and/or by bank transfer shall be considered made by the player.
The fact of winning or not winning of the bet is determined by recording the result of the game, taking into account the bet made.
11. Basic Rules for Accepting Betting
Bets are accepted only from those who agree with the rules set by the organizer. Any bet made is the assurance that the player is familiar with the rules of the game and fully agrees with them.
The Organizer reserves the right to return the bet at any time before the actual start of the game.
The program may also contain other information that is crucial when making a bet, allowing the player to make the right use of the program as well as to understand the meaning and essence of the conditional signs contained therein.
In case of any error(s) in the software, the bet is subject to return. In any case, the bet is valid if the technical error has not affected and could not affect the game and/or result.
If fraud or bribes are found during the bet acceptance or financial transactions, the winnings are not paid and those who are guilty are subject to liability under the RA legislation.
In case of technical problems, the result of the game may be reviewed by the Organizer.
Complaints about disputable issues are accepted within 15 days of the actual end of the game, in the form of a written application. The organizer makes the final decision when discussing unprecedented disputable issues not regulated by this Regulation.
12. THE GAME PROCEDURE AND WINNING OPTIONS
12.1. ROULETTE
ROULETTE
Roulette is a table spin which is divided into green, red and black colored sectors, numbered 136 and 0. The rest of the table shows the field on which the players put the bets.
The field consists of two parts: external and internal. The internal part of the field is numerated by 37 numbers, 036, which are also painted in red and black, cell 0 is green.
It is important to know where the player puts the bet on the roulette. The player must determine the correct placement of the bets.
The dealer spins the wheel in one direction and throws a small white ball in the opposite direction. Moreover, the dealer does not have the right to change the rotation of the wheel and the white ball as long as the player is playing. Bets can be made prior to the dealer’s announcement of “The Placement of Bets is over”. When the ball stands, the dealer declares the winning number.
When the ball falls out of the roulette, players have the right to change the amount of the bets and fields of the bets.
When bets are made on the field(s) 118, 1936, on odds, on evens, on red or black, and the ball stops on 0, then all the bets are passing to the organizer.
NN 
Ways of making bets 
Winnings based on bets 
1. 
All in the field (including number 0) (1 number) 
the bet is multiplied by 35 times 
2. 
On the line dividing the fields (including 0) (one of the 2 numbers) 
the bet is multiplied by 17 times 
3. 
One of the fields in the given direction (one of the three numbers) 
the bet is multiplied by 11 times 
4. 
On the crossroad of the fields (one of the 4 numbers) 
the bet is multiplied by 8 times 
5. 
One of the 6 numbers 
the bet is multiplied by 5 times 
6. 
One of the 12 numbers (112, 1324, 2536) 
the bet is tripled 
7. 
One of the columns’ numbers (first – 1,4,7,10,13,16,19,22,25,28,31,34; second 2,5,8,11,14,17,20,23,26,29,32,35; third – 3,6,9,12,15,18,21,24,27,30,33,36) 
the bet is tripled 
8. 
One of the 18 numbers (118, 1936) 
the bet is doubled 
9. 
Red or black (color guess) 
the bet is doubled 
10. 
Odd or even 
the bet is doubled 
LIGHTNING ROULETTE
In Lighting roulette, the rules of Roulette apply, with one exception: at the end of the time of betting randomly selected one or more “lucky numbers” with a “lucky win”. If one of the “lucky numbers” falls out, and the player has placed a bet on at least one of these numbers, then the “lucky win” is not 35:1, but can range from 29:1 to 499:1 depending on the coefficient randomly selected for this draw.
DOUBLE BALL ROULETTE
In Double Ball Roulette, the rules of Roulette apply, with one exception: in the draw, two balls are used at the same time. Balls always move in one direction, but one ball always follows another. Balls can stop at one, as well as at different numbers. There are internal and external bets in the Double Ball Roulette.
Internal bets are as follows:
 All in the field (including 0) (one number)
 On the line dividing the fields (including 0) (one of 2 numbers)
 One of the fields in the given direction (one of the 3 numbers)
 On the crossroad of the fields (one of the 4 numbers)
 Оne of the 6 numbers
Internal bets are paid according to the table below. Internal bets win if at least one of the balls falls on the number of internal bets. If a player has placed two different bets and one of the balls is placed on one of the bets and the second ball is placed on the second bet, both bets win. The player gets a double win if both balls fall on the internal bet numbers.
External bets are as follows:
 One of the columns’ numbers (first – 1,4,7,10,13,16,19,22,25,28,31,34; second – 2,5,8,11,14,17,20,23,26,29,32,35; third – 3,6,9,12,15,18,21,24,27,30,33,36)
 One of the 12 numbers (112, 1324, 2536)
 Red (color guess)
 Black (color guess)
 Red or Black (color guess)
 Even
 Odd
 One of the 18 numbers (118)
 One of the 18 numbers (1936)
 Two balls on any number
 Two balls on the selected number
External rates are paid according to the table below. The player wins if both balls fall on the numbers corresponding to the external bet.
Ways of making bets 
Winnings based on bets 
All in the field (including 0) (one number) 
the bet is multiplied by 17 times 
On the line dividing the fields (including 0) (one of 2 numbers) 
the bet is multiplied by 8 times 
One of the fields in the given direction (one of the 3 numbers) 
the bet is multiplied by 5 times 
On the crossroad of the fields (one of the 4 numbers) 
the bet is multiplied by 3.5 times 
Оne of the 6 numbers 
the bet is multiplied by 2 times 
One of the columns’ numbers (first – 1,4,7,10,13,16,19,22,25,28,31,34; second – 2,5,8,11,14,17,20,23,26,29,32,35; third – 3,6,9,12,15,18,21,24,27,30,33,36) 
the bet is multiplied by 8 times 
One of the 12 numbers (112, 1324, 2536) 
the bet is multiplied by 8 times 
Red (color guess) 
the bet is multiplied by 3 times 
Black (color guess) 
the bet is multiplied by 3 times 
Red or black (color guess) 
the bet is multiplied by 2 times 
Even 
the bet is multiplied by 3 times 
Odd 
the bet is multiplied by 3 times 
One of the 18 numbers (118) 
the bet is multiplied by 3 times 
One of the 18 numbers (1936) 
the bet is multiplied by 3 times 
Two balls on any number 
the bet is multiplied by 35 times 
Two balls on the selected number 
the bet is multiplied by 1300 times 
AMERICAN ROULETTE
In American Roulette, the rules of Roulette apply, with one exception: in American roulette, in addition to 0 (zero), there is also 00 (doublezero, the fields 0 and 00 are colored green, the other fields are red and black). As a result, in this game there is also the “Five Bets” for which a betchip must be placed between 0 and 1 on the outer line (at the point where the lower righthand part of the number 0 is crosses with the lefthand part of the number 1).
The “Five bets” consists of the following five numbers: 0, 00, 1, 2, 3, a win amount is paid in the ratio of 6:1.
AUTOROULETTE LA PARTAGE, FRENCH ROULETTE GOLD
For these types of roulettes, the rules of Roulette apply, except: when the ball appears on 0, then according to the established rule, in case of equal bets (such as Red/Black, Even/Odd, 118/1936), half of the bet is returned.
12.2. BLACKJACK
To organize the game the following are needed:
a) 8 card decks
b) a special playing table
c) a special box for playing cards which is made so that the playing cards get out of the box in an ordered way.
At the beginning of the game or when the cards decks are replaced with new ones, the dealer opens the cards in a crescent shape on the table so that the players make sure that all the cards in the deck are available. Then, the dealer mixes the cards, takes out a random card and divides the deck to 2 parts, and then takes the right half of the deck and puts them behind the cards and takes another “cutting” card to divide the deck with a 2/3 ratio, puts the big part in front in a special box of cards. The game is run by a dealer who plays with all the players based on the boxes from the left hand side.
The player needs to collect playing cards the total sum of which does not exceed 21, but exceeds the sum of the dealer’s cards. In that case, the player has won. If the dealer’s cards sum has not exceeded 21 and is more than the sum of the player’s points, then the player has lost. If the sum total of the cards collected by the player and the dealer is equal (but not more than 21), it is considered a draw. All bets must be made before the end of the period envisaged for bets. Each player makes a bet on the field (box) in front of him. So it turns out which players continue the game. The moment of entering or leaving the game is considered to be the moment when the bets are made. The player can play at least on one playing field, and at most  three.
The dealer gives each player 2 cards (faces upward), and takes 1 card (face upward) for him from the special box where the playing cards are placed.
The numerical values of the cards are indicated on their face, except for the Ace, which is valued at one or eleven depending on the game situation, on the soldier, the queen, and the king which are valued as 10. The combination of an Ace and any 10 is called “Black Jack”. Whoever owns that combination is the winner by default, with the exception of the situation when the dealer own a Black Jack combination, too. In that case, the result of the game is considered a draw.
If that the player’s card combination is a Black Jack and the dealer’s combination is not, the player gets his winnings with a 3:2 ratio against his bet. If the dealer’s combination is a Black Jack and the player’s is not, the player loses his bet. Any combination exceeding 21 playing cards is considered to be “a bust”, which is a defeat. The collection of cards is always started by the player, and if his combination of cards exceeds 21, he is considered defeated even if the dealer’s playing cards exceed the 21. If the dealer has a bust, then all other players, except for the players whose card combinations exceed 21, are considered to be the winners.
The dealer has no right to choose, for him the game goes on with specific fixed rules. The dealer must take so many cards that the combination of these cards does not exceed 16 points and stop taking cards when the combination is equal to 17 points or exceeds 17 points. If the dealer’s combination consisting of two cards is equal to 17 points and at least one of these two cards is an Ace, then the player must stop taking the card. If the first two cards have already been dealt, the player must decide what steps to take, and that decision should be made based on the total amount of his cards and the dealer’s card points.
The player must decide which of the following steps to take:
● Take one or several more cards (Hit) or it is enough to stay with his first two cards and not to take more (Stand).
● If the player’s two cards have the same numeric values then he/she can Split the pair and make each card the first of the new hand, making one more bet of his original bet amount. In this case, the dealer deals one more card in both parts of the player’s division, and the player begins to make the decision in the same order, from left to right, for his already two hands. In this case, the player does not occupy another playing field, instead he continues playing with two hands on the already occupied field.
● The player can double down the bet. This means that the player makes a bet equal to the initial one and receives only one card, and in case of winning, he receives a winning twice as big as the original bet.
● The player, regardless of the unit value of the dealer’s card, may abandon the game (Surrender) and get just the half of the original bet as a refund. Meanwhile, the dealer asks each of the players on the playing field by order, if they want leave the game while playing each combination.
● The player can Insure his original bet from the dealer’s BlackJack if the dealer’s open card is an Ace. He makes a bet at half of his initial bet amount on the “insurance” field. The insurance bet is paid at the ratio of 2 to 1 in favor of the player if it turns out that the dealer’s combination is a “BlackJack”. If the player’s combination is not a “BlackJack”, then the dealer gets the bet on the “Insurance” field and continues the game.
● The player whose playing card combination is a “BlackJack”, and the dealer’s card is an Ace, can prefer to take “Even money”, that is take a bet equal to his initial one besides (not with 3 to 2 ratio, as paid in case of Black Jack), because in this case it is possible that the dealer’s card combination is also a “BlackJack”.
Rewards
1. In case of a “BlackJack” the winning is paid at a 3:2 ratio.
2. In case of a winning combination, the winning is paid at a 1:1 ratio.
3. If the dealer has made a “BlackJack” combination, the player will be paid his winning at a 2:1 ratio in case of “Insurance” bet.
In Black Jack, besides the abovementioned three main bet winnings, players have the opportunity to win additional bets that benefit no matter what the main bet outcome is.
Ideal Pare (pares made from the first 2 cards dealt to the player)
Combinations 
Winnings 
Pare of the same cards (for example, when the player’s first 2 cards are 8 of hearts; 8♥, 8♥) 
25:1 
A Pare of same color cards (for example, when the player’s first 2 cards are 7 of hearts and 7 of diamonds; 7♥, 7♦ ) 
12:1 
A Pare of different color cards (for example, when the player’s first 2 cards are 10 of hearts and 10 of clubs; 10♥, 10♣) 
6:1 
21+3 (Combinations made of the player’s first 2 cards and the dealer’s first card)
Combinations 
Winnings 
3 of the same cards (for example, when the player’s first 2 cards and the dealer’s first card are 6 of hearts; 6♥, 6♥, 6♥) 
100:1 
A sequence of 3 cards of the same suit (for example, when the player’s first 2 cards and the dealer’s first card make a diamond sequence together; 10♦, 9♦, 8♦ ) 
40:1 
Mixed triplet (for example, when the player’s first 2 cards and the dealer’s first card have the same value are of different suits; K♣, K♥, K♠ ) 
30:1 
Any 3 cards sequence (for example, when the player’s first 2 cards and the dealer’s first card make a sequence together; 10♣, 9♠, 8♦ ) 
10:1 
Any 3 of the same suit (for example, when the player’s first 2 cards and the dealer’s first card are of the same suit; T♥, 2♥, 7♥ ) 
5:1 
Bet Behind
Due to the “Bet Behind” function, the player can make a bet on the combination of another player’s hand. The result of the bet made with the function “Bet Behind” depends on the result of the main player’s hand. In the case of winning, it will be split among the player betting with the “Bet Behind” function and the given player. For the bets made with the function “Bet Behind” the same winning coefficients are being set as for the BlackJack game.
The player can make a bet with “Bet Behind” function, no matter if he has a place on the Black Jack’s table and if wants to play with his own hand or not. However, the player can not make a bet with the “Bet Behind” function on his own hand. Before the end of the bets the player can make a bet on any available activated “Bet Behind” field occupied by another player. If the player makes a bet with the “Bet Behind” function and the player occupying that place decides not to take part in the given round, then the former’s bet will be refunded immediately. All the decisions in the given round of BlackJack are made by the players on the seats whose names are revealed. Upon wish, the player may make a decision to use “Insurance” if the dealer’s open card is an Ace. Upon wish, the player may also decide to double the bet when the player on whose hand he has made a bet, has chosen to double the bet or make any of the “split” options in advance. Later, the player has the option to modify these settings, as well as to remove the “LET ALL THE OTHER PLAYERS MAKE A BET BEHIND” command if he does not want any other player to make this over his own bet.
12.3. 5 CARD POKER
The game is played with a 52card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts and spades. In each of the suits, the highest card is the Ace (A), the lowest –“2”.
The “Poker” is based on the combination levels of 5 cards which are played on a special table, in front of each player there are fields of Ante, double up fields – raise and deposit – bonus fields. All the players play against the dealer independent of each other.
The dealer deales 5 cards face down (closed) to each of the players including him clockwise except one card that is put face up (open). Until the end of the deal none of the players has right to touch the cards.
Getting acquainted with the cards, the player decides their values. The essence of the game is that the player must compare his cards with the dealer’s ones and the one who owns higher cards or higher combinations wins in the end.
The card combinations below are represented in the ascending order of their values:
NN 
Cards combination 
1. 
One Pair or lower (Ace and King) 
2. 
Two Pair 
3. 
Three of a Kind 
4. 
Any 5 consecutive cards (Straight) 
5. 
Any 5 of the same suit (Flush) 
6. 
1 pair and 3 of a kind (Full House) 
7. 
Four of a Kind 
8. 
5 consecutive cards of the same suit (Straight Flush) 
9. 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush) 
After evaluation of the card combination the player is given a chance to make one of the following decisions:
1. Fold: the player surrenders immediately, he throws the closed cards and loses the amount placed on the Ante field and the game ends for him.
2. Continue the game taking into account the advantages of the cards. The player makes a bet on the raise field equal to twice the bet made on the Ante field, at the same time he can put his cards face down on the table.
If the player has made the decision N2, the dealer opens his remaining 4 cards after which the dealer’s 5card combination is compared with the players’ card combinations. If the dealer doesn’t have a qualified card combination, that is he does not have at least the lowest combination of cards to participate in the game (Ace, King), then the players’ Antes and doubled Antes (raise) are refunded and an extra amount equal to the Ante made by the player is paid.
If the player’s card combination has a lower value that the dealer’s, the former loses his bets (the ante and the raise). If both the player and the dealer have combinations of the same value, then the highest cards that are out of the player’s and dealer’s playing combinations are compared, and the player whose highest card out of combination is of a higher value, wins. If all the cards (both the ones in and out of combinations) have equal values, the player gets back his bets (ante plus raise), and the game is restarted. If the combination of the player’s cards is of greater value than the dealer’s combination, then the player gets the Ante and the raise amount and is paid the amount of the Ante, as well as additional winning amount according to the following table:
Card combination 
Amount multiplied by extra winning (is multiplied by the raise amount) 
One pair or lower (Ace and King) 
2 
2 pairs 
3 
3 of a kind (threes) 
4 
Any 5 consecutive cards (Straight) 
5 
Any 5 of the same suit (Flush) 
6 
1 pair and 3 of a kind (Full House) 
8 
Four of a Kind 
30 
5 consecutive cards of the same suit (Straight Flush) 
75 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush) 
125 
The number of players is limited to the number of Ante fields fitting on the table.
If the player has got a wrong number of cards, his combination is not taken into account and he gets his bet and a fine at the amount of 50% of his Ante. If the dealer has got 4 cards instead of 5 for himself, he needs to get for himself one more card to fill in the combination. Any other wrong deal of cards given by the dealer to himself results in the annulation of all combinations, return of bets to the players who made them and a fine at the amount of 50% of the Ante made by them.
PRIVILEGES GIVEN BY THE ORGANIZER
Game with double seat
The player may take part in the game with more than one seat at his own choice. If so, the player makes bets at the amount of antes on the antes envisaged for the seats. The player, playing with a few seats, should look at the cards by sequence. The game starts with the analysis of the cards to the left from the dealer and decision making, and only after that the player gets the right to look the cards at the other seat(s) and decide on the other cards at the seats.
Bonus
The organizer may also provide players with guaranteed winnings in case of certain combinations for using which, at the start of the game the player can make an additional bet at the amount of the limit given by the organizer but not more than 50% of the bet made on the Ante (besides the bet made on the simple Ante) on the bonus field of the play table.
This bet gives the player the opportunity to receive a winning at the amount given by the organizer independent from the dealer’s card combination and the fact that his card combination is higher than the dealer’s combination, in case of Flush, Full House, 4 of a kind, Straight Flush, or Royal Flush. The bonus amount does not affect the game process.
The organizer has to mention the bonus multipliers in case of each combination.
12.4. 5 CARD POKER WITH CARD EXCHANGE
The game is played with a 52card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts and spades. In each of the suits, the highest card is the Ace (A), the lowest – “2”.
The “Poker” is based on the combination levels of 5 cards which are played on a special table, in front of each player there are fields of Ante, double up fields – raise and deposit – bonus fields. All the players play against the dealer independent of each other.
The dealer deals 5 cards face down (closed) to each of the players including him clockwise except one card that is put face up (open). Until the end of the deal none of the players has right to touch the cards.
Getting acquainted with the cards, the player decides their values. The essence of the game is that the player must compare his cards with the dealer’s ones and the one who owns higher cards, has a qualifying combination, wins in the end.
The card combinations below are represented in the ascending order of their values:
NN 
Cards combination 
1. 
One pair or lower (Ace and King) 
2. 
Two Pair 
3. 
Three of a Kind 
4. 
Any 5 consecutive cards (Straight) 
5. 
Any 5 of the same suit (Flush) 
6. 
1 pair and 3 of a kind (Full House) 
7. 
Four of a Kind 
8. 
5 consecutive cards of the same suit (Straight Flush) 
9. 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush) 
After evaluation of the card combination the player is given a chance to make one of the following decisions:
1. Fold – the player surrenders immediately, he throws the closed cards and loses the sum placed on the Ante field and he cannot win or act again during the current hand.
2. Continue the game taking into account the privilege of the cards. The player makes a bet on the raise field equal to twice the bet made on the Ante field, at the same time he can put his cards face down on the table.
3. Each player can buy one more card at his discretion giving back one of his 5 cards and paying an amount equal to the one on the Ante․ The dealer immediately takes the amount and the card given back by the player and gives the player a new card instead. The player evaluates his 5 cards again. If the change is considered a lucky one, the player can make decision N 2 at his discretion, if not – N1.
After that, the dealer opens the remaining 4 playing cards, after which the dealer’s 5 card combination is compared to the players’ card combination. If the player does not have a qualifying combination of cards, that is, the player does not have at least a minimal combination of cards for the game (Ace, King), then the player is refunded the amount of Ante and the Raise and is paid additional amount equal to the Ante made by the player. If the player’s combination of cards is less than the combination of the dealer’s cards, the player loses his/her bet (the player’s Ante and raise). If the player’s card combination has a lower value than the dealer’s, the former loses his bets (the Ante and the raise).
If both the player and the dealer have combinations of the same value, then the highest cards that are out of the player’s and dealer’s playing combinations are compared, and the player whose card is of a higher value, wins. If all the cards (both the ones in and out of combinations) have equal values, the player gets back his bets (Ante plus raise), and the game is restarted. If the combination of the player’s cards is of greater value than the dealer’s combination, then the player gets the Ante and the Raise amount and is paid the amount of the Ante, as well as additional winning amount according to the following table:
Card combination 
Amount multiplied by extra winning (is multiplied by the raise amount) 
One pair or lower (Ace and King) 
1 
2 pairs 
2 
3 of a kind (threes) 
3 
Any 5 consecutive cards (Straight) 
4 
Any 5 of the same suit (Flush) 
5 
1 pair and 3 of a kind (Full House) 
7 
Four of a Kind 
20 
5 consecutive cards of the same suit (Straight Flush) 
50 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush) 
100 
As many players as the number of Ante fields can participate in the game simultaneously.
If the player has got a wrong number of cards, then his combination is not taken into account and he gets back the bets and the fine at the amount of the 50% of Ante. If the dealer has got 4 cards instead of 5 for himself, he needs to get for himself one more card to fill in the combination. Any other wrong deal of cards given by the dealer to himself results in the annulation of all combinations, return of bets to the players who made them and a fine at the amount of 50% of the Ante made by them.
PRIVILEGES GIVEN BY THE ORGANIZER
Game with multiple seat
The player may take part in the game with more than one seat at his own choice. If so, the player makes bets at the amount of antes on the antes envisaged for the seats. The player, playing with a few seats, should look at the cards by sequence. The game starts with the analysis of the cards to the left from the dealer and decision making, and only after that the player gets the right to look the cards at the other seat(s) and decide on the other cards at the seats.
Bonus
The organizer may also provide players with guaranteed winnings in case of certain combinations for using which the player can make an additional bet at the amount of the limit given by the dealer but not more than 50% of the bet made on the Ante (besides the bet made on the simple Ante) on the bonus field of the play table.
This bet gives the player the opportunity to receive a winning at the amount given by the organizer independent from the dealer’s card combination and the fact that his card combination is higher than the dealer’s combination, without having to exchange one of his cards in case of Flush, Full House, 4 of a kind, Straight Flush, or Royal Flush. The bonus amount does not affect the game process. If the player decides to change one of the cards, then the amount on the bonus is lost.
The organizer has to mention the bonus multipliers in case of each combination.
2.5. 6 CARD POKER
The game is played with a 52card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts and spades. In each of the suits, the highest card is the Ace (A), the lowest – “2”.
The “Poker” is based on the combination levels of 5 cards which are played on a special table, in front of each player there are fields of Ante, double up fields – raise and deposit – bonus fields. All the players play against the dealer independent of each other.
The dealer deals 5 cards face down (closed) to each of the players including him clockwise except one card that is put face up (open). Until the end of the deal none of the players has right to touch the cards.
Getting acquainted with the cards, the player decides their values. The essence of the game is that the player must compare his cards with the dealer’s ones and the one who owns higher cards, qualified combinations wins in the end.
The card combinations below are represented in the ascending order of their values:
NN 
Cards combination 
1. 
One pair or lower (Ace and King) 
2. 
Two Pair 
3. 
Three of a Kind 
4. 
Any 5 consecutive cards (Straight) 
5. 
Any 5 of the same suit (Flush) 
6. 
1 pair and 3 of a kind (Full House) 
7. 
Four of a Kind 
8. 
5 consecutive cards of the same suit (Straight Flush) 
9. 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush) 
After evaluation of the card combination the player is given a chance to make one of the following decisions:
1. Fold – the player surrenders immediately, he throws the closed cards and loses the amount placed on the Ante field and the game ends for him.
2. Continue the game taking into account the privilege of the cards. The player makes a bet on the raise field equal to twice the bet made on the Ante field, at the same time he can put his cards face down on the table.
3. Each player can buy one more card at his discretion paying an amount equal to the one on Ante․ The dealer immediately takes the amount and gives the player a card. The player evaluates the best 5card combination made out of his 6 cards and makes decision N1 or N2 at his discretion.
After that, the dealer opens the remaining 4 playing cards, after which the dealer’s 5 card combination is compared to the players’ best 5card combination out of 6 available cards. If the dealer does not have a qualifyed combination of cards, that is, the dealer does not have at least a minimal combination of cards for the game (Ace, King), then the player is refunded the amount of Ante and the Raise and is paid additional amount equal to the Ante made by him. If the player’s best 5card combination of cards (out of 6) is less than the combination of the dealer’s cards, the player loses his/her bet (the player’s Ante and Raise).
If both the player’s best 5card and the dealer’s combinations are of the same value, then the highest cards that are out of the player’s and dealer’s playing combinations are compared, and the player whose highest card out of combination is of a higher value, wins. If all the cards (both the ones in and out of combinations) have equal values, the player gets back his bets (Ante plus Raise), and the game is restarted. If the best 5card combination (out of 6) of the player’s cards is of greater value than the dealer’s qualifyed combination, then the player gets the Ante and the raise amount (the player’s Ante and Raise) and is paid the amount of the Ante, as well as additional winning amount according to the following table:
Card combination 
Amount multiplied by extra winning (is multiplied by the raise amount) 
One pair or lower (Ace and King) 
1 
2 pairs 
2 
3 of a kind (threes) 
3 
Any 5 consecutive cards (Straight) 
4 
Any 5 of the same suit (Flush) 
5 
1 pair and 3 of a kind (Full House) 
7 
Four of a Kind 
20 
5 consecutive cards of the same suit (Straight Flush) 
50 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush) 
100 
As many players as the number of Ante fields can participate in the game simultaneously.
If the player has got a wrong number of cards, then his combination is not taken into account and he gets back the bets and the fine at the amount of the 50% of Ante. If the dealer has got 4 cards instead of 5 for himself, he needs to get for himself one more card to fill in the combination. Any other wrong deal of cards given by the dealer to himself results in the annulation of all combinations, return of bets to the players who made them and a fine at the amount of 50% of the Ante made by them.
PRIVILEGES GIVEN BY THE ORGANIZER
Game with multiple seat
The player may take part in the game with more than one seat at his own choice. If so, the player makes bets at the amount of antes on the antes envisaged for the seats. The player, playing with a few seats, should look at the cards by sequence. The game starts with the analysis of the cards to the left from the dealer and decision making, and only after that the player gets the right to look the cards at the other seat(s) and decide on the other cards at the seats.
Bonus
The organizer may also provide the players with guaranteed winnings in case of certain combinations for using which the player can make an additional bet at the amount of the limit given by the organizer but not more than 50% of the bet made on the Ante (besides the bet made on the simple ante) on the bonus field of the play table, right in the beginning of the game.
This bet gives the player the opportunity to receive a winning at the amount given by the dealer independent from the dealer’s card combination and the fact that his card combination is higher than the dealer’s combination, without additional card purchase in case of Flush, Full House, 4 of a kind, Straight Flush, or Royal Flush. The bonus amount does not affect the game process.
12.6. POKER WITH JOKER
The game is played with a 53card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts, spades and a Joker. The highest card in each suit is the Ace, the smallest card is 2. At the discretion of the dealer and the player, the Joker can replace any card in the deck.
The “Poker” is based on the combination levels of 5 cards which are played on a special table, in front of each player there are fields of Ante, double up fields – Raise and deposit – bonus fields. All the players play against the dealer independent of each other.
The dealer deals 5 cards face down (closed) to each of the players including him clockwise except one card that is put face up (open). Until the end of the deal none of the players has right to touch the cards.
Getting acquainted with the cards, the player decides their values. The essence of the game is that the player must compare his cards with the dealer’s ones and the one who has higher cards and qualifying combinations is considered to be the winner.
The card combinations below are represented in the ascending order of their values:
NN 
Cards combination 
1. 
One Pair 
2. 
Two Pair 
3. 
Three of a Kind 
4. 
Any 5 consecutive cards (Straight) 
5. 
Any 5 of the same suit (Flush) 
6. 
1 pair and 3 of a kind (Full House) 
7. 
Four of a Kind 
8. 
5 consecutive cards of the same suit (Straight Flush) 
9. 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush) 
10. 
Four of a Kind and Joker (Poker) 
If the card combinations are the same, then the combination which has been developed without a Joker is considered the winning one.
After evaluating the card combination the player is given a chance to make one of the following decisions:
1. Fold – the player surrenders immediately, he throws the closed cards and loses the amount placed on the Ante field and the game ends for him.
2. Continue the game taking into account the privilege of the cards. The player makes a bet on the Raise field equal to twice the bet made on the Ante field, at the same time he can put his cards face down on the table.
3. Each player can buy one more card at his discretion paying an amount equal to the one on Ante and returning 1 of his 5 cards beforehand․ The dealer immediately takes the amount and the card given back by the player and gives the player a new card instead. The player evaluates his best 5card combination and makes decision N2 at his discretion if the change is considered a lucky one, if not – N1.
After that, the dealer opens the remaining 4 playing cards, after which the dealer’s 5card combination is compared to the players’ combinations. If the dealer does not have a qualifying combination of cards, that is, the dealer does not have at least a minimal combination of cards for the game (1 pair), then the player is refunded the amount of Ante and the Raise and is paid additional amount equal to the Ante made by him.
If the player’s card combination has a lower value than the dealer’s, the former loses his bets (the Ante and the Raise).
If both the player’s and the dealer’s combinations are of the same value, then the highest cards that are out of the player’s and dealer’s playing combinations are compared, and the one whose highest card out of combination is of a higher value, wins. If all the cards (both the ones in and out of combinations) have equal values, the player gets back his bets (ante plus raise), and the game is restarted.
If the player’s combination is of greater value than the dealer’s combination, then the player gets the Ante and the Raise amount and is paid the amount of the Ante, as well as additional winning amount according to the following table:
Card combination 
Amount multiplied by extra winning (is multiplied by the raise amount) 
One pair 
1 
2 pairs 
2 
Three of a kind (Threes) 
3 
Any 5 consecutive cards (Straight) 
4 
Any 5 of the same suit (Flush) 
5 
1 pair and 3 of a kind (Full House) 
7 
Four of a Kind 
15 
5 consecutive cards of the same suit (Straight Flush) 
35 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush) 
75 
4 of a kind and Joker (Poker) 
150 
As many players as the number of Ante fields can participate in the game simultaneously.
If the player has got a wrong number of cards, then his combination is not taken into account and he gets back the bets and the fine at the amount of the 50% of Ante. If the dealer has got 4 cards instead of 5 for himself, he needs to get for himself one more card to fill in the combination. Any other wrong deal of cards given by the dealer to himself results in the annulation of all combinations, return of bets to the players who made them and a fine at the amount of 50% of the Ante made by them.
PRIVILEGES GIVEN BY THE ORGANZER
Game with multiple saet
The player may take part in the game with more than one seat at his own choice. If so, the player makes bets at the amount of antes on the antes envisaged for the seats. The player, playing with a few seats, should look at the cards by sequence. The game starts with the analysis of the cards to the left from the dealer and decision making, and only after that the player gets the right to look the cards at the other seat(s) and decide on the other cards at the seats.
Bonus
The organizer may also provide the players with guaranteed winnings in case of certain combinations for using which the player can make an additional bet at the amount of the limit given by the organizer but not more than 50% of the Ante (besides the bet made on the simple Ante) on the bonus field of the play table, right in the beginning of the game.
This bet gives the player the opportunity to receive a winning at the amount given by the organizer independent from the dealer’s card combination and the fact that his card combination is higher than the dealer’s combination, without exchanging one of his cards, in case of Flush, Full House, 4 of a kind, Straight Flush, Royal Flush or Poker (4 of a kind and Joker). The bonus amount does not affect the game process. If the player decides to change one of the cards, then the amount on the bonus is lost.
12.7. THREE CARD POKER
The game is played with a 52card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts, spades. The highest card in each suit is the Ace, the smallest card is “2”.
The goal of Three Card Poker is to make the dealer lose with a higher 3card combination. The player can make an “Ante” bet and one or both of the “Plus a Pair” and “6 card” bonus bets. The dealer deals 3 cards to the player and his own 3 cards face down. The player should choose the “Play” option to make a “play” bet equal to the bet “Ante”, and if he does not want to continue the game, he should choose the “Surrender” option.
Game results and payments of the winnings
The results are defined by comparing the combinations of the player and the dealer.
The dealer should have at least a Queen in his “Hand” to be competitive relative to the player’s “Hand”.
If the player makes a “Play” bet, then in case of winning the bets “Ante” and “Play” will be paid 1:1, and if his first three cards make up a Straight Flush (3 consecutive cards of the same suit), Threes (Three of Kind) or Straight (sequence of any 3), then the winning will be paid according to the Ante Bonus winnings table even if the dealer wins in that round. There is no separate bet for Ante Bonus: to win with Ante, it is needed to continue the game making the “Play” bet, and in case of having that combination it will work.
If the player makes additional “Add pair” bet, then he will win based on the winning payment table, making a Pair or a higher combination with the 3 cards in his hand even if he chooses the “Surrender”.
Ante Bonus
Combination 
Winnings 
3 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦ 
5:1 
Three of Kind (Threes), for example K♣, K♥, K♠ 
4:1 
Sequence of any 3 (Straight), for example 10♣, 9♠, 8♦ 
1:1 
“Plus a pair” bonus
Combination 
Winnings 
Mini Royal (Ace, King and Queen of the same suit), for example A♦, K♦, Q♦ 
100:1 
3 consecutive cards of the same suit (Straight flush), for example 10♦, 9♦, 8♦ 
40:1 
Three of Kind (Threes), for example K♣, K♥, K♠ 
30:1 
Sequence of any 3 (Straight), for example 10♣, 9♠, 8♦ 
5:1 
Any 3 of the same suit (Flush), for example A♥, 2♥, 7♥ 
4:1 
One pair, for example 7♥,7♦, K♠ 
1:1 
“6 card” bonus
Combination 
Winnings 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥ 
1000:1 
5 consecutive cards of the same suit (Straight flush), for example 10♦,9♦,8♦,7♦, 6♦ 
200:1 
Four of a kind, for example K♣, K♥, K♠, K ♦, 6♦ 
100:1 
One pair and Tree of a kind (Full house), for example 6♦, 6♥, K♣, K♥, K♠ 
20:1 
Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣ 
15:1 
Sequence of any 5 (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠ 
10:1 
Three of Kind (threes), for example K♣, K♥, K♠, 8♠, A♦ 
7:1 
Any technical bug cancels the round and all the possible winning payments for that round, as well as the player gets back his bet made for that round.
12.8.1. CASINO HOLDEM
The game is played with a 52card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts, spades. The highest card in each suit is the Ace, the smallest card is 2. The Ace is considered the highest value card in the A, K, Q, J, 10 (Straight) combination, whereas it is considered the lowest card in the 5, 4, 3, 2, A (Straight) combination.
The card game “Casino Holdem” is based on the combination levels of 5 cards and is played on a special table. All players play independently of each other against the dealer.
In order to win, the player’s 5card combination “Hand” should win the dealer’s hand. The best hands of the player and the dealer are formed from the two cards dealt to them and the five common cards put on the table during the next rounds. The cards are mixed up after each round. In order to start the game, the player must make a bet on the “Ante” bet (starting bet) field.
The player is dealt two open cards, after which the dealer is dealt two closed cards. Three common open cards are put on the table, each designed for the player and the dealer to make his own “Hand”. The player must choose one of the offered “Call” or “Fold” instructions. To continue the round, you need to select “Call” and make a “Call” bet which is twice as much as the player's “Ante” bet. To renounce the round, you should choose “Fold”. The player may choose to “Fold” to finish the round, as a result of which he will lose his first, that is, the “Ante” bet. The “Call” or “Fold” option does not affect the “Bonus” extra bet. Once the decision is made, the dealer deals two more common cards (“Turn” and “River”). The dealer opens also his first two cards.
To determine the winner, the player’s and the dealer’s 5card combinations with the best payout coefficients are composed and are compared between the player and the dealer.
EXTRA “BONUS” BET
The extra “Bonus” bet (Bonus bet) is made if the player wishes, which is applied after the mandatory “Ante” bet is made. After making the “Ante” bet, the bonus field will be activated.
In case of extra “Bonus” bet only the “Hand” with a combination of the first five cards is taken into account.
If the player has a combination from a Pair of Ace to Royal Flush, he can win the extra “Bonus” bet and get the amount according to the extra “Bonus” bet table.
Game results and payments
The results are determined by comparing the best 5card hands of the dealer and player (a combination of 2 dealer / player cards and 5 community cards).
The dealer should have at least a pair of 4’s or a higher combination in his “Hand” to be competitive relative to the player’s “Hand”.
The “Call” bet is paid 1:1, and the “Ante” bet is paid according to the “Ante” bet winning payment table given below. In case of winning, both the “Call” and “Ante” bets win.
Ante bet
Combination 
Winnings 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥ 
100:1 
5 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦, 7♦, 6♦ 
20:1 
Four of a kind, for example K♣, K♥, K♠, K ♦, 6♦ 
10:1 
One pair and 3 of a kind (Full house), for example 6♦, 6♥, K♣, K♥, K♠ 
3:1 
Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣ 
2:1 
Sequence of any 5 (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠ 
1:1 
Three of Kind (Threes), for example K♣, K♥, K♠, 8♠, A♦ 
1:1 
Two pairs, for example 7♥, 7♦, 10♥, 10♣, 9♦ 
1:1 
One pair or higher card, for example 8♥, 8♣, K♣, A♥, 9♠ 
1:1 
Extra “Bonus” bet
Combination 
Winnings 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥ 
100:1 
5 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦, 7♦, 6♦ 
50:1 
Four of a kind, for example K♣, K♥, K♠, K ♦, 6♦ 
40:1 
One pair and Three of a kind (Full house), for example 6♦, 6♥, K♣, K♥, K♠ 
30:1 
Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣ 
20:1 
Sequence of any 5 (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠ 
7:1 
Three of Kind (Threes), for example K♣, K♥, K♠, 8♠, A♦ 
7:1 
Two pairs, for example 7♥, 7♦, 10♥, 10♣, 9♦ 
7:1 
A pair of Aces, for example A♣, A♥, 10♣, K♠, 7♣ 
7:1 
Any technical bug cancels the round and all the possible winning payments for that round, as well as the player gets back his bet made for that round.
12.8.2. TEXAS HOLDEM (game against the dealer)
For the game Texas Holdem, the rules of “Casino Holdem” are valid, except for the ones below.
During the game pauses, the player may select “PLAY” or “CHECK”. At the beginning of the game, when the player makes the “Ante” bet, the system automatically installs a Blind bet with the same value, which is also automatically charged from the player’s balance (“Blind” bet is mandatory and is automatically made together with “Ante” bet).
The “Play” bet gives the player three different opportunities for raising the “Ante” bet during the round.
 The first chance when the first two cards are dealt, the player decides to make the “Ante” bet or “Play” 4x (make raise for 4 times) or “Play” 3x (make raise for 3 times) or “Check” (not to make raise). If you choose “Play” 4x or “Play” 3x, you will not be offered an extra decision option to increase the bet, and the chip with corresponding value (“Play” 4x or “Play” 3x) will be placed in the “Play” section. If you select “Check”, the second option to increase the bet is offered in the current round.
 The second chance when the last 3 common cards (called “Flop”) are dealt. If the “Check” command had been selected in the previous round, now the player is given the opportunity to choose either “Play” 2x (make raise for 2 times) or “Check”. After selecting the option “Play” 2x, no further bet increase option is offered in this game, and the corresponding chip value (“Play” 2x) is placed in the “Play” section. When selecting “Check”, the player is offered the third chance to increase the bet in the current round.
 The third option when the last two cards are dealt (called “Turn” and “River”). When selecting “Check” in the previous game, the player will be given the option to select or “Play” 1x (make raise for 1 time) or “Fold”. When selecting “Fold”, the “Play” 1x bet is not made and the player loses the “Ante” and “Blind” bets.
The player can increase the “Ante” bet only once. From the process of bet increase above, it is visible that the sooner he increasees the bet, the bigger the bet will be and the faster he can win. To “Check” means to do nothing: the player just saves his initial bet. To decide the winner, the “Hands” with the dealer’s and player’s 5card combinations with the best winning odds are formulated and compared between the player and the dealer.
“TRIPS” EXTRA BET
The extra bet “Trips” is made upon the player’s wish which is applied after the mandatory “Ante” bet is made. After completing the “Ante” bet, the field for “Trips” extra bet will be activated. The size of Trips bets is equal to the “Ante” bet limit.
All bets must be placed before the end of the betting time. After the end of the bets acceptance, the dealer starts dealing the cards. During the round, the player is offered to make a “Play” bet, but the “Play” bet player’s decision does not affect the result of the Tips bets. At the end of the round, the dealer opens all his cards and announces the result. The winning of Trips bet is based on the value of the player’s best 5 cards out of 7 and wins regardless of the dealer’s hand or whether the player makes a “Play” bet or not.
Game results and payments
The results are decided by comparing the player’s and dealer’s combinations of best 5card (combining the player’s/dealer’s 2 cards with the common 5 cards).
The dealer should have at least “A pair” or a higher combination in his “hand” to be competitive relative to the player’s “hand”.
If the player wins, the winnings of “Ante” and “Play” bets are paid in the following way:
 The “Ante” bet is paid 1:1 if the dealer makes a pair or higher combination (two pairs, three of a kind, etc.).
 The “Ante” bet is considered a draw if the dealer does not announce the combination.
 The “Play” bet is paid 1:1 regardless of the dealer’s combination.
In case of winning, both “Blind” and “Ante” bets win.
“Blind” bet
Combination 
Winnings 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥ 
500:1 
5 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦, 7♦, 6♦ 
50:1 
Four of a kind, for example K♣, K♥, K♠, K ♦, 6♦ 
10:1 
One pair and Three of a kind (Full house), for example 6♦, 6♥, K♣, K♥, K♠ 
3:1 
Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣ 
1․5:1 
Sequence of any 5 (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠ 
1:1 
All the other combinations Three of Kind (Threes), for example K♣, K♥, K♠, 8♠, A♦ Two pairs, for example 7♥, 7♦, 10♥, 10♣, 9♦ One pair or higher card, for example 8♥, 8♣, K♣, A♥, 9♠ 
The bet is returned to the player 
“Trips” bet
Combination 
Winnings 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥ 
50:1 
5 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦, 7♦, 6♦ 
40:1 
Four of a kind, for example K♣, K♥, K♠, K ♦, 6♦ 
30:1 
One pair and Three of a kind (Full house), for example 6♦, 6♥, K♣, K♥, K♠ 
8:1 
Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣ 
7:1 
Sequence of any 5 (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠ 
4:1 
Three of Kind (Threes), for example K♣, K♥, K♠, 8♠, A♦ 
3:1 
Any technical bug cancels the round and all the possible winning payments for that round, as well as the player gets back his bet made for that round.
12.9. 5 CARD STUDPOKER
The game is played with a 52card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts, spades. The highest card in each suit is the Ace, the smallest card is 2.
The “5 card Stud Poker” is based on the combination levels of 5 cards played on a special table. All the players play against each other.
The game starts from a mandatory closed bet made by the player sitting in the first hand. The dealer deals 2 cards – one face down (closed) and one face up (open) to each of the players clockwise.
Until the end of the deal none of the players has right to touch the cards. Getting acquainted with the cards, the player decides their combination value. The essence of the game is that the player must compare his cards with the other players’ cards and the one who owns the highest combination wins.
The card combinations below are represented in the ascending order of their values:
NN 
Cards combination 
1. 
One Pair or lower (Ace and King) 
2. 
Two Pair 
3. 
Three of a Kind 
4. 
Any 5 consecutive cards (Straight) 
5. 
Any 5 of the same suit (Flush) 
6. 
1 pair and Three of a kind (Full House) 
7. 
Four of a Kind 
8. 
5 consecutive cards of the same suit (Straight Flush) 
9. 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush) 
After evaluation of the card combination the player is given a chance to make one of the following decisions:
1. Fold – the player surrenders immediately, he throws the closed cards and loses the amount placed on the table. The game for the player ends.
2. Continue the game: the trade begins starting from the highest card opened. If 2 players open cards with the same values, then the game is started by the player sitting to the left from the dealer. The third card as well as the rest of cards are dealt face up. After the opening of each of the cards the trading cycle begins starting from the highest combinations of opened cards.
3. Continue the game: when the player has got a combination preferable for him, he can stop taking new card(s), the game continues for him.
When all the bets are equal, the players open their cards and the card combinations are compared. The player owning the highest combination takes the bank. If the combinations of players’ cards have the same value, then the players can share the bank’s money if they agree, otherwise the players will resume the game without touching the bank.
Up to 7 players can take part in the game at once.
12.10. CARIBBEAN STUD
The game is played with a 52card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts, spades. The highest card in each suit is the Ace, the smallest card is 2.
The “Caribbean Stud” is based on the combination levels of 5 cards played on a special table where the fields for bet amouns – Ante, double up – raise and bonus are shown. All the players play against the dealer independent of each other.
To start the game, the player should make an “Ante” bet until the end of time for making bets. After the end of time for making bets, the dealer deals 5 cards to each of those sitting clockwise and himself – face up for the players and face down for himself except for one of the dealer’s cards which is put face up. All the bets in the rounds should be made by the end of time for making bets.
The essence of the game is that the player should compare his cards with the dealer’s cards in the end: the one whose cards are higher and have higher value combination wins.
The card combinations below are represented in the ascending order of their values:
NN 
Cards combination 
1. 
One Pair or lower (Ace, King), for example 8♥, 8♣, K♣, A♥, 9♠ or 7♦, 10♥, A♥, 6♦, 8♦ 
2. 
Two Pairs, for example 7♥, 7♦, 10♥, 10♣, 9♦ 
3. 
Three of a Kind, for example K♣, K♥, K♠, 8♠, A♦ 
4. 
Any 5 consecutive cards (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠ 
5. 
Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣ 
6. 
1 pair and 3 of a kind (Full House), for example 6♦, 6♥, K♣, K♥, K♠ 
7. 
Four of a Kind, for example K♣, K♥, K♠, K ♦, 6♦ 
8. 
5 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦, 7♦, 6♦ 
9. 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥ 
The player should make one of the offered moves: “Call” or “Fold”. To continue the round, it is necessary to choose the “Call” and make a “Call” bet which is equal to twice the “Ante” bet. The player can choose “Fold” to finish the round, thus losing his “Ante” bet. When the time for making a decision is over, the dealer shows the rest of his 4 cards. To decided the winner, the best combination is made up from the cards in the player’s hand which is compared with the dealer’s hand.
Additional bets
“5+1 bonus” is an additional bet which can be chosen by the player upon his wish. The “5+1 bonus” bet wins if the player’s 5 cards and the dealer’s open card make up a 5card combination of Threes or higher based on the table of trumps combination above. In case of a new round, after making an “Ante” bet, the player is given a chance to make “5+1 bonus” bet. After accepting the “Ante” bet, the “5+1 bonus” bet field is activated.
To be competitive, the dealer’s “hand” should include at least an Ace and a King.
Game results and payments
The bet “Call” is paid according to the “Call” bet winning payment table below:
“Call” bet
Combination 
Winnings 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥ 
100:1 
5 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦, 7♦,6♦ 
20:1 
Four of a kind, for example K♣, K♥, K♠, K ♦, 6♦ 
10:1 
One Pair and 3 of a kind (Full house), for example 6♦, 6♥, K♣, K♥, K♠ 
3:1 
Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣ 
2:1 
Sequence of any 5 (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠ 
1:1 
3 of a kind (Threes), for example K♣, K♥, K♠, 8♠, A♦ 
1:1 
Two pairs, for example 7♥, 7♦, 10♥, 10♣, 9♦ 
1:1 
One Pair or lower (AceKing), for example 8♥, 8♣, K♣, A♥, 9♠ or 7♦, 10♥, A♥, 6♦, 8♦ 
1:1 
“5+1 bonus”
Combination 
Winnings 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush), for example 10♥, J♥, Q♥, K♥, A♥ 
1000:1 
5 consecutive cards of the same suit (Straight Flush), for example 10♦, 9♦, 8♦, 7♦, 6♦ 
200:1 
Four of a kind, for example K♣, K♥, K♠, K ♦, 6♦ 
100:1 
One Pair and Three of a kind (Full house), for example 6♦, 6♥, K♣, K♥, K♠ 
20:1 
Any 5 of the same suit (Flush), for example A♣, 10♣, Q♣, 5♣, 7♣ 
15:1 
Sequence of any 5 (Straight), for example 10♣, 9♠, 8♦, 7♣, 6♠ 
10:1 
Three of a kind (Threes), for example K♣, K♥, K♠, 8♠, A♦ 
7:1 
“Ante” bet is paid 1:1.
Any technical bug cancels the round and all the possible winning payments for that round, as well as the player.
12.11. TOTO 21
Toto 21 – this is a kind of card game that is designed for two players. The game starts when one of the players creates a new game, and the 2nd joins to the already created game.
The terms of the game are announced by the player who creates a new game (until how many points (2, 4, 6, 8 and 10) the game should last, the duration of the move (5s, 10s, 15s) and the whole game (2m, 3m, 4m 5m, 6m, 7m), as well as the stake) and the player joining the game accepts these terms. The player who creates the table decides if he wants to play with the opponent who is joining the table or not. The game starts only in case of positive answer.
The essence of the game is to collect as many points as possible but not more than 21.
The winner of each round will score 1 point. Cards of all the suits participate in the game: 6, 7, 8, 9, 10, J, Q, K, A.
 The values of 610 cards are calculated by their nominal values
 A – 11 or 1
 K – 4
 Q – 3
 J – 2
At the beginning of each game, the system selects randomly one of the two players as a dealer who gets the corresponding button and the other – as a player. The right for the first step is given to the player. At the beginning of the game two cards are dealt. If the player’s point don’t reach 21, then he can take more cards by pressing the HIT ME button. In case of reaching enough points the players presses STAND button and passes the right for the move to the dealer. The player who has more point (not exceeding 21) becomes the winner. The dealer/player loses if he has more than 21 points. In case of equal points the dealer earns one point, the player loses. In case if both of the players have earned more than 21 points one more round will be started and the winner will get 2 points.
Golden point: if the player gets 2 Ace cards at the beginning of the game the player is considered a winner of the round by default except for the case when the dealer owns 2 Ace cards (in case of having 1 Ace, the second face down card is also opened). In this case the dealer is considered the winner of the game.
According to the rules of the game, the player gets the opportunity to choose, Blind Card, the right for using which is provided to the game created with that option (the dealer can’t use this opportunity) only by the program. In case of using the Blind Card, one face down card is dealt to the player which is opened only at the end of the game and the right for the move passes to the dealer.
Closed game
A function called “Closed game” is available at Toto 21. If the player has created or joined to a table with “Closed game” function, then in case of being chosen as a “Player” by the program his cards will be open only for him and closed for his opponent (dealer chosen by the program). In case of being chosen as a dealer by the program not his cards will be closed but rather the opponent’s (player chosen by the program) ones. To play with closed cards it is necessary to choose the “Closed game” function while creating a table or to join such a table created already.
In case of the game created with the function “Closed game”, two cards are dealt first. In this case, all the cards of the player and only the first card of the dealer are open for the player. The dealer can see only his cards. If the player’s cards don’t reach 21 points then he can take more cards which will be open for him and closed for the dealer. The player can press the STAND button any time, after that, the opportunity move goes to the dealer. The Dealer can also take or not additional cards and press the STAND button at any time, after which all the cards are opened for the dealer and the player.
The player with a higher score (up to 21 points) is considered the winner. If the points are equal, the dealer will score 1 point, and the player will lose.
Both the dealer and the player are considered lost in the round if they have more than 21 points.
In case if both players collect more than 21 points, as many rounds will be played until one of the players wins in any of the rounds. In that case, the winner will earn points corresponding to the number of the rounds. For example, if both players have collected more than 21 points for 3 consecutive rounds, and on the next round one of them wins, then he gets 4 points, i.e. points equal to that round + the 3 previous rounds (each round  1 point, i.e. 3+1=4 points). If at the moment of creating the game the game was decided to end after 2 victories, then in the above mentioned situation the game would end up with 4:0.
“Golden point”: if in the beginning of the game the “Player” gets 2 Ace cards, then he needs to press STAND, if the dealer owns 2 Aces, then the latter is the winner, otherwise the “Player” becomes the winner.
12.12. BELOTE
In Belote, the dealer does not accept bets for the game but charges rake (commission) for the gaming space. The rake is defined 4% which is automatically charged by the program from the winning fund of the bets of 2 opponents playing against each other (this does not refer to the tournaments).
“CHANGE CARD” OPTION IN BELOTE
In Classic Belote, while creating a table, there is an opportunity to choose an option “Change card”. With this function, the player can change any card in Classic Belote. In this case, the player needs to choose the option “Change card” while creating the table, or to join to such a table.
The function “Change card” is activated only after the deal of all (9 cards in total) cards. During each hand, before the 1st move, the player has 1 opportunity to change any of his cards. The player can change any of his cards. The new card is randomly chosen by the system. After the change of each card, the system charges 10% of the bet amount from the player’s gaming account.
For example, if the player makes a bet of 10,000 AMD or joins to such a table in Classic Belote, the in case of card change, 1,000 AMD will be charged from his gaming account.
In case if the player has chosen the option “Double stake” and multiplied the bet, after the card change 10% of the changed bet is charged form his account.
For example, if the player makes a bet of 1,000 AMD or joins such a table of Classic Belote, and multiplies the bet by 4 times during the game, making it 4,000 AMD, then in case of card change, 400 AMD will be charged from his account.
“DOUBLE STAKE” OPTION IN BELOTE
1. In Classic Belote, while creating a table, there is an option to choose “Double stake”.
2. Creating a game with the “Double stake”, the bet amount and the game conditions should be entered. Putting the appropriate sign in front of the “Double stake” line, the maximum number which allows to choose the corresponding multiplier (X2, X4, X8, X16, X32, X64) will be opened.
3. This option allows to double the main bet for several times. In the game with “Double stake” option the smallest multiplier of the main bet is 2, the biggest – 64 which is valid for the maximum bet entered by the player who created the game beforehand.
4. To use the option “Double stake”, the player needs to choose that option beforehand or join the already created “Double stake” table, accepting the game conditions. In this case, the player can see the amount of the main bet of the created table and the maximum bet limit for the “Double stake” option for that table.
5. Pressing the “Play” button, the player can join the table and start the game in case of having enough money on his account. After joining the game, the maximum bet amount will be immediately charged from the player. Otherwise, the player will have no opportunity to use the option to join the game, and a popup will appear on the screen about insufficient amount on the gaming account.
6. In case of “Double stake” game, it starts from the middle of the table and this option can be used by the player who should make that move.
7. The player who chooses the trump first according to the rules of the game, can also use the “Double stake” option first before choosing the trump. To use the option “Double stake”, the player must press the “Double stake” icon.
8. After using the option “Double stake”, the player chooses the trump and starts the game. The player can also use the “Double stake” option after choosing the trump.
9. In case of using the “Double stake” option, the opponent must necessarily accept the offer for doubling the bet, otherwise he loses. In case of pressing the “Surrender” button, the opponent will lose.
10. If the player who has chosen the first trump does not want to double the bet or choose the trump, then the choice of trump and the option to double the bet passes to the opponent. In this case, the opponent can use the “Double stake” option only before choosing the trump. The double stakes can last as long as the players’ maximum inputted amount is over or the main bet are multiplied by 64 times, after the “Double stake” sign disappears from the table.
11. The player can use the “Double stake” option during the whole game or one hand.
12. Тhe amount not used during the game is refunded to the player’s account after the end of the game.
13. The players can double the stake even once: in this case, the residual amount (balance) will be refunded to the players’ accounts after the end of the game.
For example, if the players have doubled the stake only once on a “Double stake” table with maximum limit of 2,000 AMD and with a 200 AMD main bet, then in case of losing the doubled stake is deducted from the player’s maximum 2,000 AMD amount, and the residual amount is refunded to the player account. For example, 2,000 AMD maximum amount  400 AMD doubled stake = 1,600 AMD balance.
CLASSIC BELOTE RULES
This type of Belote card game is intended for 2 players. The game starts when one of the players creates a new game or joins to an already created one. It is also allowed to view other players’ game if it is not created as a private game.
The terms are defined by the player who creates the game (play up to 1, 3, 5, 7, 9, 11, or until 51, 101, play with “4 cards” and 100, with only tierce or without combinations, as well as the bet amount, choose “Double stake” and “Change card” options), and the one who joins to the created game accepts these terms. The player who created the table decides whether he wants to play with the opponent who is joining the table or not. The game starts only in case of positive feedback.
All the suits participate in the game: 9, 10, J, Q, K, A. At the beginning of each round each of the players gets 6 cards, after which the players decide the trump (see below). After deciding the trump, each players gets 3 more cards. The player who decides the trump also gets 3 cards one of which can be the opened card upon his wish (if the opened card was not chosen as a trump by both players).
The offer to choose a trump is made randomly by the players regardless of the fact which players has created the table. If he chooses the offered trump, the game is started from him, if not  the opportunity to choose passes to the opponent. In case if the latter takes a card, it becomes the game’s trump. The first move is made by the player who had received the opportunity to choose the trump first. Otherwise, this opportunity passes to the first player again, and the system offers itself to choose a trump from the remaining 3 suits or choose a game “No Trump” (if the game was created with that option). The game starts when the first player chooses a trump from the offered cards, otherwise the second player is obliged to choose one of those 3 suits or a game “No Trump” (if the game was created with that option). In this case the game starts from the first player as well. If the trump offered is a J, and the first player does not take it after the offer from the system, then the second player is obliged to take it.
Card values
Card 
Nontrump suit point 
Trump suit point 
Point in a game with No Trump 
A 
11 
11 
19 
10 
10 
10 
10 
K 
4 
4 
4 
Q 
3 
3 
3 
J 
2 
20 
2 
9 
0 
14 
0 
Each trump is higher than each nontrump suit card. The player making the first move has the right to play with any card, and the opponent may answer according to the following rules:
1. If the player who started the game has played with a nontrump suit card, and the opponent has a card of the same suit, then the latter must answer with a card of the same suit.
2. If the player who started the game has played with a nontrump suit card, and the opponent does not have a card of the same suit but has a trump, then he must answer with the trump. In case of not having a trump it is possible to play with any card.
3. If the player who started the game has played with a trump, and the opponent has a higher trump, then he must play with a higher trump. In case of not having a higher trump but having any trump, he must play only with a trump. In case of not having a trump, he can play with any card.
Card calculation
After each round, the players’ winning cards are calculated based on the points and the combinations owned.
The sum of all cards makes up 152 points, and besides these, extra 10 points are added up to the points of the player who “took” the last had. If one of the players takes all the cards of the opponent, it means that he has made a capot to the opponent, and 50 more points are added up to his 162 points.
The player who has chosen the trump wins in case if the sum of the points and combinations taken by him are exceeding or equal to the points taken by the opponent. Otherwise, he loses. If in the current hand the points of the player who has taken the trump are equal to the opponent’s points, for example, (72+0)(52+20), then the player who has taken the trump wins in this hand. In case if the points for the whole game are equal (for example, 5151), the game is continued with the same logic until one player’s total points exceed the other’s total points.
The following combinations bring extra points:
Belote – “King” and “Queen” of the trump suit – 20 points
Tierce – 3 consecutive cards of the same suit (for example, 9, 10, J or J, Q, K, etc.) – 20 points
50 – 4 consecutive cards of the same suit – 50 points
100 – 5 consecutive cards of the same suit – 100 points
4 cards – 4 cards of the same value in all suits
THE CARD VALUES IN GAMES WITH TRUMP AND NO TRUMP
In this case, depending on the cards and choice of trump, the points are different:
Card 
In case of a game With Trump 
In case of a game with No Trump 
A 
11 
19 
K, Q, 10 
10 
10 
J 
20 
10 
9 
14 
0 
If the player has a K and a Q of the trump suit, then he earns extra 20 points (BeloteRebelote). The player can have several of these combinations at once but they are counted in case if they don’t overlap.
If the player has a combination, he should declare about it beforehand (before the first round), pressing the corresponding button. Before the second step the player must show the combination, otherwise it will not be counted as a point. The player with the higher combination wins. The highest combinations in descending order: 4 cards, 100, 50, tierce. If both players have the same combinations, the one with a higher rank passes. “Rank” is considered to be the higher card of the given combination (e.g. in the tierce combination J, Q, K – the King is the highest). If players have combinations with the same rank, the one with a trump passes. If none of the players has a trump, the points of the player who started playing first are counted. In case of 4 cards, the ranks have the following descending order:
In case of a game with Trump – J, 9, A, 10, K, Q
In case of a game with No Trump – A, 10, K, Q, J
For the other combinations – A, K, Q, J, 10, 9
If the player forgets to show his combination, the opponent can show his combination before the next step.
GAME “WITH NO TRUMP”
The rules of the game “With No Trump” are the following:
While creating a table when putting a sign in front of “No Trump” line, during each hand an opportunity is given to choose a game with or without trump. In case of a game without trump, the highest card is counted. The offer to choose a trump is made on the principle of randomness, regardless of which player created the table. If the player chooses the proposed trump, the game starts with it, and if not, the choice goes to the opponent. If the opponent takes a card, it becomes the game’s trump. And the player who first got the opportunity to choose a trump makes the first step. Otherwise, the ability to choose a trump again goes to the first player, and the system itself offers to choose a trump from the remaining 3 suits or to choose a game “With No Trump”, the symbol of which is A, as well as is given a chance to take the card opened on the table. In case of games with this option it is also impossible to declare “4 cards” combination out f “9” cards, as no point is given for this combination.
OPEN BELOTE RULES
This type of Belote is intended for 2 players. The game starts with one of the players creating a new game or joining the already created one. It is also possible to watch the other players’ game, unless the latter was created as a “Private game”.
The game creator defines the terms (play up to 1, 3, 5, 7, 9, 11, or until 51, 101, 201, play with “4 cards” and 100, with only tierce or without combinations, as well as the bet amount). The player joining the already created game accepts the terms. The game creator chooses whether to play with the given opponent or not. The game starts only in case of a positive answer.
Cards of all suits participate in the game: 7, 8, 9, 10, J, Q, K, A.
The players get 16 cards each: 8 pairs put on each other, the upper 8 of which are opened after choosing the “Trump”, the lower 8 are opened during the game if the move was made with the cards on these cards. In the beginning of the game, the first 4 out of 8 upper cards dealt to the players are opened, after which the players get the opportunity to choose any suit for trump, as well as the rank (if the game was created without trump).
The trump suit selection is made randomly regardless of the fact which player has created the table, as well as the player who randomly received the opportunity to choose the trump makes the first move. If the player who was offered to choose the trump does not choose any trump, the opportunity passes to the opponent. If the opponent doesn’t make a choice, too, the upper 4 closed cards are opened as well and the choice opportunity goes to the first player again, and the latter can choose any suit or “without trump” (if the game was created with a without trump option). If somehow, the first player doesn’t want to choose the trump one more time, the opponent has to make an obligatory choice of trump.
CARD VALUES
Card 
Nontrump suit points 
Trump suit points 
A 
11 
11 
10 
10 
10 
K 
4 
4 
Q 
3 
3 
J 
2 
20 
9 
0 
14 
8 
0 
0 
7 
0 
0 
The trump cards are higher than the equal rank ones of nontrump suits. The player to make the first step may play any card. The opponent must response according to the following rules:
1. If a regular (nontrump) card is played, the opponent answer with a card of the same suit.
2. If the opponent doesn’t have a card of the played suit, he may response with a trump card. In case he doesn't have a trump card he can play any card.
3. If a trump card is played, the opponent must overtrump. In case he does not have a higher trump, he may play with any trump card. If there are no trumps the participant can play any card.
The highest trump card wins the hand. If no trump has been played, the highest card of the played suit or the trump wins the hand. The cards sequence in the descending order: J, 9, A, 10, K, Q, 8, 7 (for the trump suit), A, 10, K, Q, J, 9, 8, 7 (if the game with No Trumps) and A, 10, K, Q, J, 9, 8, 7 (other suits).
The cards are counted after every round according to the points and combinations.
The sum of all cards is 152 points. Besides, 10 extra points top up the score of the player “taking” the last hand. If one of the players takes all cards of the opponent, the latter is announced “Capot” with extra 50 points to be added to the former’s 162 points.
The player choosing the trump card wins in case if the sum of his points and combinations is higher or equal to the opponent’s points. Otherwise, he loses. In case the points of the participant, who chose the trump, are equal to the points of the opponent, e.g. (72+0)(52+20), the participant that chose the trump wins the hand. In case the game total points are equal (for example, 5151 in a game up to 51), the game continues with the same logic until total points of one of the participants exceed the opponent’s total points.
BeloteRebelote – King (K) and Queen (Q) of the trump suit – 20 points
Tierce – a sequence of three cards of the same suit (for example, 9, 10, J or J, Q, K, etc.) – 20 points
50 – a sequence of four cards of the same suit – 50 points
100 – a sequence of five cards of the same suit – 100 points
4 cards – cards of the same value from all 4 suits
The points of “4 cards” combination differ depending on the card rank:
1․ J – 200 points
2. 9 – 140 points
3. A – 110 points
4. K, Q, 10 – 100 points
In this version of the game “4 card” combinations of 7 and 8 are not declared (in case of game with No Trump the 4 cards of “9” as well).
If the player has a K and a Q of the trump suit, then he earns extra 20 points (BeloteRebelote). The participant can have several of the above mentioned combinations simultaneously but they are counted if they don’t overlap. During the round before each step (before throwing a card) the player is allowed to announce the existing combination. In case if the declared combination is getting higher, it is possible to declare one more combination, and if the already declared high combination is reduced by one card, the smaller combination that is already a part of the declared combination is impossible to declare (for example, if a tierce combination made up from 10, J, Q of clubs is declared, then later on during the same round if a K is opened it is possible to declare also a “50” combination, and vice versa: in case of having 10, J, Q, K of clubs it is possible to declare only the “50” combination and later on during the same round after throwing 10 or K of clubs it is impossible to declare the lower combination – “Tierce”).
Combinations are counted after the player announces about them. The announcements must be made before playing a card of the combination. If the combination is not announced, the points cannot be counted. During the game there may appear several combinations, all of which top up the total account if announced. According to the Open Belote rules, all combinations of both players count regardless of the opponent’s combinations rank.
6 CARD BELOTE
This type of “Belote” game is intended for 2 players. The game starts with one of the players creating a new game or joining the already created one. It is also possible to watch the other players’ game, unless the latter was created as a “Private game”.
The game creator defines the terms ((play up to 1, 3, 5, 7, 9, 11, or until 51, 101, play with “4 cards” and 100, or without them, as well as the bet amount). The player joining the already created game accepts the terms. The game creator chooses whether to play with the given opponent or not. The game starts only in case of a positive answer.
Cards of all suits participate in the game: 9, 10, J, Q, K, A. In the beginning of each round the players receives 3 cards each, after which the players decide the trump suit (see below). After choosing the trump, 3 more cards are dealt. The one who chose the trump is given 3 cards including the trump card chosen by him.
The offer to choose a trump is made randomly regardless of the fact which player has created the table. If he chooses the offered trump, the game is started from him, otherwise the opportunity passes to the opponent. If the latter takes a card, it becomes a trump. The first move is made by the player who had received the opportunity to choose the trump first. Otherwise, the opportunity to choose again passes to the first player, and the system itself offers to choose a trump from the 3 suits or to choose the game without trump (if the game was created without trump).
The game starts when the first player chooses a trump from the cards offered, otherwise the second player is obliged to choose one of these 3 suits or the game without trump (if the game was created without trump). In this case the game starts from the first player as well. If the trump offered is a J, and the first player does not take it after the first request made by the system, then the 2nd player must take it.
Card values
Card 
Nontrump suit points 
Trump suit points 
Points in a game with No Trump 
A 
11 
11 
19 
10 
10 
10 
10 
K 
4 
4 
4 
Q 
3 
3 
3 
J 
2 
20 
2 
9 
0 
14 
0 
Each trump is higher than each nontrump suit card. The player making the first move has the right to play with any card, and the opponent may answer according to the following rules:
If the player who started the game has played with a nonsuit card, and the opponent has a card of the same suit, then the latter must answer with a card of the same suit.
If the player who started the game has played with a nonsuit card, and the opponent does not have a card of the same suit but has a trump, then he must answer with the trump. In case of not having a trump it is possible to play with any card.
If the player who started the game has played with a trump, and the opponent has a higher trump, then he must play with a higher trump. In case of not having a higher trump but having any trump, he must play only with a trump. In case of not having a trump, he can play with any card.
After each round, the players’ winning cards are calculated based on the points and the combinations owned.
The sum of all cards makes up 152 points, and besides these, extra 10 points are added up to the points of the player who “took” the last had. If one of the players takes all the cards of the opponent, it means that he has made a capot to the opponent, and 50 more points are added up to his 162 points.
The player who has chosen the trump wins in case if the sum of the points and combinations taken by him are exceeding or equal to the points taken by the opponent. Otherwise, he loses. If in the current hand the points of the player who has taken the trump are equal to the opponent’s points, for example, (72+0)(52+20), then the player who has taken the trump wins in this hand. In case if the points for the whole game are equal (for example, 5151 in a game up to 51), the game is continued with the same logic until one player’s total points exceed the other’s total points.
The following combinations bring extra points:
Belote – “King” and “Queen” of the trump suit – 20 points
Tierce – 3 consecutive cards of the same suit (for example, 9, 10, J, or J, Q, K, etc.) – 20 points
50 – 4 consecutive cards of the same suit – 50 points
100 – 5 consecutive cards of the same suit – 100 points
4 cards – 4 cards of the same value in all suits
THE CARD VALUES IN GAME WITH TRUMP AND GAME WITH NО TRUMP
In this case, depending on the cards and choice of trump, the points are different:
Card 
In case of a game with Тrump 
In case of a game with Nо Тrump 
A 
11 
19 
K, Q, 10 
10 
10 
J 
20 
10 
9 
14 
0 
If the player has a K and a Q of the trump suit, then he earns extra 20 points (BeloteRebelote). The player can have several of these combinations at once but they are counted in case if they don’t overlap.
If the owner has a combination, he should declare about it beforehand (before the first round), pressing the corresponding button. Before the second step the player must show the declaration (combination), otherwise it will not be counted as a point. The player with the higher combination wins. The highest combinations in descending order: 4 cards, 100, 50, and tierce. If both players have the same combinations, the one with a higher rank passes (e.g. in the tierce J, Q, K – the King is the highest).
If players have combinations with the same rank, the one with a trump passes. If none of the players has a trump, the points of the player who started playing first are counted.
In case of 4 cards, the ranks have the following descending order:
1. In case of a game with trump – J, 9, A, 10, K, Q
2. In case of a game with No Trump – A, 10, K, Q, J
3. For the other combinations – A, K, Q, J, 10, 9
If the player forgets to show his combinations, the opponent can show his combination before the next step.
12.12.1. BACKGAMMON
Backgammon is a game for 2 players. The organizer does not accept bets on this game but charges a commission (rake) for the gaming space provided by him.
The rake is 4%, which the program charges automatically from the winning fund formed from the bets of the opponents playing against each other (this does not refer to the tournaments).
The organizer gives his players an opportunity to play 7 types of Backgammon: Short, Armenian, Long, Blitz, Pioneer, Hyper and Nack. The game starts when one of the players creates a new game or joins to an existing game. It is also possible to view the other players’ game only if it is not a private one.
The new game (table) creator defines the terms: play with the game score (to 1, to 3, to 5, to 7, to 9, to 11, to 51, to 101), play total time (2m, 3m, 4m, 5m, 6m), the duration of the move (3s, 5s, 10s, 20s, 30s), the extra opportunities (Doubling (Cube), Koks, Beaver, Jacoby rule, roll the dice again), as well as the bet amount, and the player joining the game accepts these terms.
The player who creates the table decides if he wants to play with the opponent who is joining the table or not. The game starts only in case of positive answer.
One player can play simultaneously on 13 tables. In the beginning of the game, the dice are rolled automatically, and the player who gets a higher score makes the first move. Afterward, the moves are made consecutively by the players.
Additional rules
1. Doubling (Cube): each Backgammon game starts at one point. During the game, a player may offer Doubling the score. He may offer the dubling only at the start of his own move and before he has rolled the dice. In case the player who is offered the dubling refuses, the game is over and player loses one point. In case of accepting the doubling, the game continues with a doubled score. The doubling passes to the player who accepted the doubling who can also double his score now. The return score doubling in the same game is called redoubling (beaver). If a player refuses a redouble, he loses the number of points that were at stake prior to the redouble. If a player accept a redouble, he becomes the new owner of the cube and the game continues at twice the previous score. There is no limit to the number of redoubles.
2. Beaver: when a player is doubled, he may redouble (beaver) while retaining possession of the cube. The original doubler has the option to accept or refuse.
3. Jacoby rule: Mars and Koks count as a one point only if neither player has offered a double during the game. This rule speeds up play by eliminating situations where a player avoids doubling so he can play on for a Mars.
4. Crawford’s rule: According to Crawford’s rule, if in a series of games (i.e. in a match) one of the players needs just one point to win, in the next game the doubling (cube) is not available (only in one game).
Example: assume that 2 players play a match up to 7 points. If the score is 62, in the next game the doubling (cube) will not be available. However, if the lagging behind player wins, the score becomes 63, and in the next game the doubling (cube) will be again available.
5. Mars and Koks: if the losing player has borne off at least one checker, he loses only the value showing on the cube (one point, if there has been no doubling). However, if the loser has not borne off any of his checkers, he loses by Mars the twice value point. Moreover, if the loser has not managed to bear off any checker, and one or more of his checkers stay at the bar or at the courtyard, then he loses by Koks the tripled value point.
“Roll the dice again” function on Backgammon table
“Roll the dice again” function is available when creating a table in all the Backgammon types (Short, Armenian, Long, Blitz, Pioneer, Hyper, Nack).
With this function, the Player has an opportunity to roll one or both dice again at any moment in the game.
While creating a Backgammon table the player chooses whether he wants to activate the function “Roll the dice again” or not, and, if yes, then he chooses how many of the dice he wants to roll again during the game: one or both. It’s impossible to choose both options simultaneously.
After choosing the option to roll one or both dice the player chooses how many times he wants to roll the dice during one round.
In case of rerolling the rolled die or dice, the new dice are rolled randomly by the system. After each reroll of the dice, the system charges an amount at 10% (in case of rolling a die) or 5% (in case of rolling the dice) of the stake from the player’s account.
For example, if the player creates a table with a 100 AMD stake or joins to such a table, then in case of rolling the die again the player will be charged 10 AMD, in case of dice – 5 AMD.
How to roll the dice again
The player can change the dice rolled by him during the game, pressing “Roll the dice again” button. In case of rolling a die again, the player will be offered to choose the dice which he wants to roll again after which he must confirm his choice. In case of rolling both dice again, the player must just press the button “Roll the dice again” and confirm.
SHORT BACKGAMMON
Rules of the game
Short backgammon is a game for 2 players. It is played on a board consisting of twentyfour triangles called points. The triangles are grouped into four quadrants of six triangles in each. The quadrants are referred to as a player’s home board and outer board, and the opponent’s home board and outer board. The home and outer boards are separated from each other by a ridge called the bar.
Picture 1. A board with the checkers in their initial position
Each player has fifteen checkers. The player checkers are of different colors, usually – black and white. The initial arrangement of checkers is: 2 on each player’s 24th point, 5 on each player’s 13th point, 3 on each player’s 8th point, and 5 on each player’s 6th point (refer to Figure 1). Two dice which are needed to decide the moves, are used in the game with numeration 1, 2, 3, 4, 5 and 6, as well as doubling (cube) which is needed to double the game score.
Koks and doubling (cube) is a mandatory rule in Short Backgammon.
Game Objective
The game objective is to move all the checkers into your own house and then bear them off. The first player to bear off all of his checkers wins the game.
Picture 2. Direction of movement of White’s checkers. Opponent’s checkers move in the opposite direction
The movement of checkers
To start the game, each player throws a die. This determines both which player will start first and the numbers to be played. If equal numbers come up, then both players roll the dice again until they roll different numbers.
The player throwing the higher number moves his checkers first according to the numbers showing on both dice.
After the first roll, the players throw two dice and move according to the numbers on them. The roll of the dice indicates how many points the player can move his checkers.
The following rules apply for the moves:
1. A checker may be moved only to an open point, one that is not occupied by two or more opposing checkers.
2. The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker 3 spaces to an open point and another checker 5 spaces to an open point, or he may move one checker a total of 8 (5 + 3) spaces to an open point, but only if the intermediate point (5 or 3 spaces from the starting point) is also open (see figure 2 and 3).
Picture 3. Two ways that White can play a roll of
3. A player who rolls doubles, he makes 4 moves: 2 moves for each number of a die. A roll of 6:6 means that the player has four moves of six to make.
4. A player must use both numbers of a roll (or all four numbers in case of a double) if it is allowed by the terms. When only one number can be played, the player must play that number. If both numbers can be played separately but not together, the player must play the larger one. When there is no way to move, the player loses his turn. In the case of doubles, the player must make as many moves as possible.
Game score
The situation when the loser was able to remove at least one checker is called a “oin” (match, set) defeat (01).
The situation when a player has removed all his checkers, and the other has not removed any yet, is called “mars” (02).
Hitting a checker
A point occupied by a single checker is called a blot. If a checker of the opposite colour lands on that blot, the checker is considered hit and replaced to the bar. Any time one or more checkers are on the bar, the player has to enter those checkers first, starting from the the opposing house board. The checker on the bar is moved it to an open point corresponding to one of the numbers on the rolled dice if the prospective point is not occupied by two or more of the opponent’s checkers (see figure 4).
Picture 4. If the player has rolled a 6 and 4 but one of the checkers is on the bar,
then he must move the checker to the opponent’s 4th point since the opponent’s 6th point is occupied by checkers.
If neither of the points corresponding to the rolled numbers is open, the player loses his turn. If a player play with some but not all of his checkers, he must make all the possible moves and then forfeit the remainder of his turn. After the last of a player’s checkers has been removed from the bar, one can move any checker.
Bearing off
Once a player has moved all of his fifteen checkers into his home board, he may start bearing them off. It is done the following way: a player rolls a number and bears off the checkers that are placed on the corresponding points (see figure 5). For example, if number 6 was rolled, one can bear off the checker from the 6th point. In case of rolling a double, 4 checkers are born off the number shown on dice, i.e. if 6:6 is rolled, the player can bear 4 checkers off the point number 6.
If there is no checker on the point indicated by the roll, the player is allowed to make a legal move using a checker on a highernumbered point. A player is under no obligation to bear off if he can make other moves.
Picture 5. 4 and 6 were rolled. 2 checkers are born off.
A player must have all of his active checkers in his home board in order to bear off. If a checker is hit during the bearingoff process, the player must bring that checker back to his home board only after that continue to bear off. The first player to bear off all fifteen checkers wins the game.
The terms of Armenian, Nack and Hyper backgammons are basically the same as Short Backgammon terms except for the following points:
1. Armenian Backgammon: if the player hits a single checker in the opponent's home board, he can’t continue his move with the same checker, besides doubling (cube) is not applied in Armenian Backgammon.
2. Nack and Hyper Backgammon types differ only in their initial positioning (see figure 6 (Nack) and figure 7 (Hyper)).
Koks is used in Hyper and Nack only as format terms: if the player has not marked Koks while creating a table, then this option is not used in the game.
Picture 6. The initial arrangement of checkers on the board in Nack
Picture 7. The initial arrangement of checkers on the board in Hyper.
LONG BACKGAMMON
The rules of the game
The starting position
Long backgammon is a game intended for two players. A special board divided into two halves (left and right) is used in the game. Each player has 15 checkers which are placed along right side of his boards’ half (see picture 1). The players’ checker sets have different colours, commonly they are white and black. The players use 2 dice (zars) numbered 1, 2, 3, 4, 5 and 6 which are used to decide the moves in the game.
Picture 1: the initial arrangement of checkers
The initial arrangement of checkers (24th and 12th points) is called “head” and the move from that position is called “head move” (“take from the head”). During one head move the player can take only one checker.
Before the game each player throws one die to decide who is making the first move and what numbers will use it for that. If the numbers is similar, the players have to repeat their throws until the numbers differ.
The right of the first move receives the one who throws out a higher score, and the score defines how many moves he should make. After the first move the players throw dice one after the other and move according to the scores on the dice.
The sense of the game
The player needs to pass with all his checkers a full circle (counter clockwise) and enter with them into “home” and then “throw them out” before the same does his opponent. The “home” for each player is the last quarter of the playing field, which comes after 18 squares from the “head”.
When the player brings all his 15 checkers “home”, he can start moving them out of the board. The winner is the player who moves out of the board all his checkers first.
The checker moves
The player throws 2 dice at once.
After throwing the dice the player makes as many moves as the points shown on the dice with one of the checkers, then moves any other checker with the corresponding number of the second dice.
So, if one die shows 3, the other  5, then one checker needs to make 3 moves, the other  5. In this case, the same checker can make 8 moves (see Picture 2).
There is no difference which move the player makes first, the big or the small one.
Picture 2
The first throw of the match is an exception of the rules above.
If the first checker you can take from the head can’t do the full move, it’s possible to take the second one.
There are only three throws that can bring to such situation:
sixsix (6:6)
fourfour (4:4)
threethree (3:3)
It’s impossible to play the full move by one checker in such situation, because the opponent’s checkers on the head hinder. If it drops out one of those combinations, the player can take two checkers from the head.
Note: If the blacks have thrown out 4:4 after the whites had thrown out 5:5, the blacks need to throw out 2 checker from the head because, regardless of the situation, in case of a 4:4 combination, the blacks throw out 2 checkers from the head.
It’s impossible to move two checkers on the number of squares shown by one dice, and then on a number of squares shown by another one. Other words, if there were thrown out 5:4, player has no opportunity to move one checker on two squares, and the other one on three (to play five scores with two checkers) and then play the same way for the four.
If on the both dice the player has the same score (double, gosh) he can move four times the number of squares that were thrown out on one die.
It’s forbidden to put a block (obstacle, bridge) from six checkers, if there is no opponent’s checker behind of the obstacle (Picture 3).
Picture 3
It’s not forbidden to build a sixchecker obstacle unless lock all fifteen checkers of opponent. You can build sixchecker obstacle only if there is at least one opponent’s checker in front of it.
If the opponent’s checkers occupy six squares in front of any of player’s checker it appears to be locked.
If the checkers are locked in such a way that the player can’t make any move according to the score he has thrown out on the dice (the checkers “don’t move”) the score vanishes, and the checkers don’t move at all.
On one square, it is allowed to place an arbitrary number of checkers. Checkers can not be put on a square occupied by opponent’s checker. If the checker gets on an occupied square, it means it “doesn’t move”.
If the player has an opportunity to make the move shown by one of the dice, and has no chance to make the move shown by the other one, he makes only one move. The score of the second move vanishes as the checker doesn’t move.
If the player has an opportunity to make a full move, he can’t reduce it, even if it’s in his interests. It means, if “three” is favorable for the player but he got “six”, he has to move “six”. If the die was thrown out in such a way that the player can make only one move out of two possible ones, he has to choose the higher one and the lower score will vanish.
“Bear off” means making such a move that the checker is moved out of the board. The checkers can be “born off” only after all the checkers are brought “home”.
When the player brings home all of his 15 checkers, he can start bearing them off the board. It happens in the following way: the dice are thrown and the checkers on the corresponding squares are born off. For example, if 6 was thrown, the die on the 6th square can be born off. In case of double thrown, the checkers are born off 4 times the thrown number. For example, in case of 6:6, the player can bear off 4 times the 6numerated checkers.
If there is no checker on the square corresponding to the number on the die, the player is allowed to move the checkers on the square corresponding to a higher numbered die. If the player can make other moves, he does not have to bear off the dice.
Scoring in the game
The position, when the loser managed to bear off at least one checker, is called the “oin” (match, set) is lost (0–1).
The position, when one of the players has born off all his checkers, and the opponent hasn’t managed to bear off any of his, is called to put a “mars” (0 – 2).
PIONEER
Pioneer is a type of Backgammon, which is played by two players. The game board consists of 12 triangles called points. The triangles are grouped into two sectors of six triangles each. Those sectors are called home board and opponent’s home board.
Each player has 15 checkers: black and white. The initial arrangement of checkers is: 3 checkers on each of the points 1, 2 and 3, to which the dice numbers 6, 5 and 4 correspond; 2 checkers on points 4, 5 and 6, to which the dice numbers 3, 2 and 1 correspond (see Picture 1).
Pic. 1
Object of the Game
The object of the game is to move the checkers down on the game board and then bear them off. The first player to bear off all of his checkers wins the game.
The movement of checkers
To start the game, each player throws a single die. This determines both which player will start first and the numbers to be played. If equal numbers come up, then both players roll the dice again until they roll different numbers. The player throwing the higher number now moves his checkers down onto the game board according to the numbers showing on both dice.
After moving down all of his checkers, the player can begin bearing them off the board.
The player should use both numbers on the dice. f it’s impossible to play with both numbers, the player should do the possible move.
If the rolled dice show a double of 4:4, 5:5 or 6:6, the player makes two moves on the point corresponding to the numbers on dice. If the rolled dice show a double of 1:1, 2:2 or 3:3, the player makes one move on the point corresponding to the numbers on dice.
Bearing off
It is done this way: the player throws the dice and bears off the checkers according to the numbers shown on both dice. If a double is rolled, the player bears only two checkers off the point corresponding to the rolled numbers.
If the losing player has managed to bear at least 1 checker off the board, he loses as many points as he shows doubling (cubes) (if none of the players has not offered a doubling, then 1 point). But if the losing player has not managed to bear any checker off the table, then he loses with a mars and loses the doubled numbered of points. If the players play up to 51, 101, then the points are collected in the following way: after the player bears all his checkers off the board and wins in the game, he scores points according to the arrangement of the opponent’s checkers left on the board. Say, if the opponent has 3 checkers left on point 6 after the end of the game, the winner gets 3x6=18 points, and so on. In case of doubling (cube) the scored points are doubled.
BLITZ BACKGAMMON
The game is played by two players. At the beginning of the game each player has 15 checkers, which are not arranged on the board (Pic. 1):
Pic. 1. Initial position
The game creator defines the terms: the game score (to 1, to 3, to 5, to 7, to 9, to 11, to 13, to 15, to 51, to 101), play time (2m, 3m, 4m, 5m, 6m), the duration of the move (10s, 20s, 30s, 40s), the bet amount and the player joining the game accepts these terms.
The player who creates the table decides if he wants to play with the opponent who is joining the table or not. The game starts only in case of positive answer.
The player who collects 1, 3, 5, 7, 9, 11, 13, 15, 51, 101 points first, becomes the winner of the whole game.
If the players play up to 51 or 101, they collect the points in the following way: after the player bears all his checkers off the board and wins the game, he scores points according to the arrangement of the opponent’s checkers left on the board. Say, if the opponent has 3 checkers left on point 6 after the end of the game, the winner gets 3x6=18 points, and so on. In case of doubling (cube) the scored points are doubled.
Object of the Game
The object of the game is to arrange all the checkers on the board and then bear them off by throwing the dice in turn. The first player to bear off all of his checkers wins the game.
The movement of checkers
To start the game, each player throws a single die. This determines both which player will start first and the numbers to be played. If equal numbers come up, then both players roll the dice again until they roll different numbers. The player throwing the higher number now moves his checkers according to the numbers shown on both dice. For example, if the dice show 6 and 3, the checkers are moved to the corresponding points – points 6 and 3, and all the other checkers are arranged in that way (Pic. 2):
Pic. 2. Arrangement of checkers after moves 6 and 3
Bearing off
Once a player has moved all of his fifteen checkers to the board, he may commence bearing off. And again, the player throws the dice and bears off the checkers according to the numbers shown on both dice (Pic. 3):
Pic. 3. Bearing off
12.12.2․ DOMINO
Dominoes is a game for two players, during which the chain of dominoes adjoining each other with the same number of pips is built. The organizer offer 4 types to his players։ Classic (traditional), Fives, Threes, Block. The standard set of 28 bones is used in the game.
The organizer does not accept bets for the game but charges rake (commission) for the gaming space. The rake is defined 4% which is automatically charged by the program from the winning fund of 2 opponents’ playing against each other (this does not refer to the tournaments).
The game begins when one of the players creates a new game or joins the already created game. There is also an opportunity to watch the game of other players if it has not been created as a “Private Game”.
The player who creates the game determines its conditions: game score (up to 1, 3, 5, 7, 51,101, 201, 301, 53, 103, 203, 55, 105, 205, 305), game duration (1m, 2m, 3m, 4m, 5m, 6m), step time (5s, 10s, 15s, 20s, 30s), additional options (Winner Gets All, Multi Pair), as well as bet amount.
The player joining the already created game, accepts its conditions. The player who created the game decides whether he/she wants to play with the opponent or not. The game begins only in case of a positive answer.
The first step in the match is taken by the player determined by the draw (the player who gets the bone with lowest double, starting from 1:1 but if both players don’t have a bone with double, then the bone with lowest number counts). The first step is taken by the general rules. The step must be taken only by a double (if available) or with the lowest bone. The first double put, whether it is a first step or not, becomes the basis of the cross – bones can be set on all four sides. All following doubles are standard ones.
Each player can play on 3 tables simultaneously.
If two players have the bones with the same amount of points the player who has the lowest bone becomes the winner.
Additional options
Winner gets all – additional convention. When selecting this convention the winning player gets the opponent’s remaining scores as well as the sum of bone points from the “Reserve” (all the bones remaining in the closed reserve which were not distributed to the players).
Multi pair – is an option in the “Fives” and “Threes” games which allows to take a step with 4 different bones with doubles simultaneously if you would get points after putting those bones.
CLASSIC (TRADITIONAL) DOMINO
Game rules
At the beginning each player gets 7 bones. The rest are put in the closed reserve (see Pic. 1).
Pic. 1
The first step in the match is taken by the player determined by the draw (the player who gets the bone with lowest double, starting from 1:1 but if both players don’t have a bone with double, then the bone with lowest number counts) (see Pic. 2).
Pic. 2
The following players put bones with the suitable points. If there is no suitable bone, need to find a needed domino in the “Reserve”. A player who cannot take any step, selects bones from the “Reserve” until he finds a bone with the needed points or the “Reserve” is over.
The game is over when one player puts the last bone, i.e. no dominoes remain on his hand. After that the calculation of opponent’s points take place which are transferred to the player who won.
The game can end by the “block” – a case when there comes a blocking of steps, when you still have bones but you can put nothing (see Pic. 3).
In case of “block” the prize belongs to the player who has the less points. His prize includes also the difference of remaining points between him and the opponent.
Pic. 3
FIVES
Game rules
Fives Dominoes is also called Muggins Domino.
The rules of this game are similar to the Classic domino game rules. The only difference is the game purpose: not only go out but put bones that score 5 points at the end (or can be divided by five).
The first step in the match is taken by the player determined by the draw (the player who gets the bone with lowest double, starting from 1:1 but if both players don’t have a bone with double, then the bone with lowest number counts). In the beginning, each player gets 7 bones. The rest of the bones remain in the “Reserve”.
The first double, whether it is a first step or not, becomes the basis of the cross – bones can be set on all four sides. All the following doubles are standard ones. If the player cannot take a step, he takes bones from the “Reserve” until he finds the needed bone. The game is over if the needed bone is not found.
If the player is left with only 1 bone – 0:0, it is counted as 25 points.
Multi Pair
“Multi Pair” is an option in the “Fives” games which allows to take a step with 4 different bones with doubles simultaneously if you would get points after putting those bones.
In the “Fives” type of Domino, after choosing the corresponding pairs, the bones will be accepted only in case if the sum of the bones is divisible by 5.
For example, if the bone 1:1 is surrounded by 1:0, 1:5, 1:4 and 1:6 bones from 4 sides, i.e. the sum of the surrounding bone points is 15, then in case of having 0:0, 6:6, 4:4 and 5:5 bones with doubles, the player can put all these bone simultaneously, making up 30 points. For that, he/she needs to press on the corresponding buttons and confirm. Upon wish, he can play with only 1, 2, or 3 of these bones with doubles during one step.
The purpose of the “Fives” game
The purpose of the game is to get a certain number of points (51,101, 201, 301). Points are awarded to the player when he puts a bone and the pips value of the open ends is equal to 5 or divisible by 5 (5, 10, 15, 20 and so on).
Pic. 4
2, 3 or 4 (only 2 without a cross) ends can be opened at any time of the game. In case of cross which sets double the scoring includes all four ends (after its closing from both sides). The standard double scores its total value (6:6 – 12 points).
Samples (Pic. 4)
a. If the first bone put is 55, the player gets 10 points. At this moment all sides of a 55 double are available to play.
b. If the second bone is 50, the player gets 10 points. At this moment three sides by 5 are available as well as the blank one.
c. If the third 35 bone is put beside the 55 double, the value is 3 (3 + 0) and the player gets no score. If after the 35 the next player puts 02, then the amount makes 5 (3 + 2) and the player who puts 02 gets 5 points. The upper and lower parts of the cross 55 remain available to play as well as the open 3 and 2.
d. After 4 steps taken 54 is put on the top of 55, the 22 double is put on the 02, 25 is put on 22, 33 double is put on 35. The sum makes 15 points (4 + 3 + 3 + 5). Now 4 ends are open: 55, 33, 4, and 5 on the bottom of the cross. The 22 and 33 doubles are the standard ones – the upper and lower parts of the cross are not available to play.
The game ends when one of the players puts all his bones or when the game is blocked (“block”). The player who won (in case of “block”, the one who took the last step) gets the prize points: the opponent’s points are summed up. The got points are added to the winner. All players remain their points received during the game.
The player who is left with no bone, receives the points of the opponent’s remaining bones which is divided by 5.
For example, if the winner’s points are equal to 27, then this number is rounded down to 25, if 28, then rounded up to the nearest number divisible by 5, i.e. 30. These points are summed up and passed to the winner. If all the players are blocked, the hand with the lowest points wins, still earning points based on the pips in opponents' hands.
THREES
Game rules
The game is very different from other types of dominoes by the way to get points.
Each player tries to match his bones having an appropriate amount of points with the bones of the open end of dominoes on the table.
The first step in the match is taken by the player determined by the draw (the player who gets the bone with lowest double, starting from 1:1 but if both players don’t have a bone with double, then the bone with lowest number counts). In the beginning, each player gets 7 bones. The rest of the bones remain in the “Reserve”.
The first double, whether it is a first step or not, becomes the basis of the cross – bones can be set on all four sides. All the following doubles are standard ones. If the player cannot take a step, he takes bones from the “Reserve” until finds the needed bone. The game is over if the needed bone is not found.
If the player is left with only 1 bone – 0:0, it is counted as 25 points.
Multi Pair
“Multi Pair” is an option in the “Threes” games which allows to take a step with 4 different bones with doubles simultaneously if you would get points after putting those bones.
In the “Threes” type of Domino, after choosing the corresponding pairs, the bones will be accepted only in case if the sum of the bones is divisible by 3.
The player is awarded points every time he makes a step as a result of which the pips value of the open ends of the bones is divisible by 3.
The remaining points of any player are rounded to the nearest number divisible by three.
For example, if the winner’s points are equal to 25, then this number is rounded down to 24, if 28, then rounded up to the nearest number divisible by 3, i.e. 30. These points are summed up and passed to the winner. If all the players are blocked, the lightest hand wins, still earning points based on the pips in opponents' hands.
For example,
The bones with 2 on one side and 4 on another on the table, 55 in the house (Pic. 5).
The player puts 53. He gets 3 points (2 + 4 + 3 = 9; 9 / 3 = 3).
The player who first gets 51, 101, 201, 301 points becomes the final winner of the total game.
Pic. 5
BLOCK
Game Rules
The first step in the match is taken by the player determined by the draw (the player who gets the bone with lowest double, starting from 1:1 but if both players don’t have a bone with double, then the bone with lowest number counts). In the beginning, each player gets 7 bones. The rest of the bones are not used for this game.
Each player tries to match his bones having an appropriate amount of points with the bones of the open end of dominoes on the table. If a player fails to match his bones having an appropriate amount of points with the bones of the open end of dominoes, he misses step.
Each player can play only with one bone during one step. The player who is first free from bones wins the game.
If none of the players can make any step, the game is over and there comes the moment of steps blocking. If the game is over by the “block” each player turns his remaining bones face up and counts the total amount of pips on all of his bones. The player with the lowest such sum wins the match and takes the sum of points equal (1 point for each pip on the bone) to the sum of all pips remaining at the other player of this match.
The player who first gets 51, 101, 201, 301 points becomes the final winner of the total game.
Opportunity “LUCKY SPIN”
Organizer offers an additional opportunity “Lucky Spin” for the games Belote, Backgammon, Toto 21 and Domino. Every time the player wins in any of these games, the “Lucky Spin” button appears on the screen. The player can close this window, refusing the “Lucky Spin” option and take the winning. If the player wants to play out his/her winning amount, he/she presses this button, after which, a wheel appears in a new window, divided into 6 equal sectors containing the numbers “x0”, “x1”, “x2”, “x4”, “X10” and “x100”. To spin the wheel, the player presses the button located at the center of the wheel. After the spin, the arrow located on the right side of the wheel stops at a random part of the wheel, and the winning is multiplied by the number shown on that part. For example, the player wins 960 AMD in a Backgammon game and chooses the “Lucky Spin” option. If the arrow stops at “x4”, the winning amount of 960 AMD is multiplied by 4, and the player wins 3840 AMD. In case the arrow stops at “x0”, the player loses his/her winning totally.
12.12.3. POKER (player vs player and/or online games offered by the organizer)
In Poker (player vs player and/or online games offered by organizer), the organizer does not accept bets on the game but rather charges a commission, rake, for the gaming space provided. The rake is 5% for Texas Hold’em, Short Deck, and 3% for Omaha games of the pot (bank) from the amount of players’ bets, which is charged automatically by the program. Rake is charged at the end of each game.
The organizer offers to play the following types of Poker (player vs player and/or online games offered by organizer): Texas Hold’em, Omaha, Short Deck.
The game starts with a mandatory bet; the bets are made by two players sitting to the left from a conditional dealer, this bet is called “Blind” after which the conditional dealer deals the cards to players sitting from his left to the right. The player sitting to the left from the conditional dealer makes a “Small Blind” bet, the next player makes a “Big Blind” bet. The “Big Blind” is the minimum bet amount, whereas the “Small Blind” is the half of the “Big Blind”. After getting the cards, the player can choose one of the following actions:
Check – continue the game taking into account the advantage of the cards. The player does not make bets for the closed cards in the middle of the table but continues to play.
Bet – continue the game taking into account that the closed cards laid in the middle of the table may make a good combination when opened. If the player is the first to make a bet, he makes a bet of the minimum amount established and continues the game.
Fold – the player surrenders immediately, he throws the closed cards and loses the bet amount placed on the table and the game ends for him.
Rush – Fast Fold – the player surrenders immediately, he throws the closed cards, without waiting for their turn, loses the bet amount placed on the table and the game ends for him. Rush is only used in the “Rush In Cash” variety of Texas Hold’em and Omaha.
Call – continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet equal to the one made by the previous player and continues the game.
Raise – continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet at least twice as big as the one made by the previous player and not more than the established limit and continues the game.
Reraise – continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a Raise bigger than the one made by the previous player but not less than twice the amount of the previous Raise and not more than the established limit and continues the game.
Cap – the last Raise in some of the Poker variations: Fixed limit Texas Hold’em, Fixed limit Omaha.
Straddle – a bet in double size of the Big Blind (up to all the chips at the table: NoLook AllIn) that any player can make. The Straddle is made before the cards are dealt. Straddle raises the blinds of the table only in the first round. Straddle cannot be made in the “AllIn or Fold” and “Rush In Cash” varieties in Texas Hold’em and Omaha, as well as in Tournaments.
NoLook AllIn – the bet amount of all chips available at the table, which can be made by any player except the one who made the Straddle, and in case if any player made a Straddle before him. The NoLook AllIn is made before the cards are dealt. The NoLook AllIn cannot be made in the “AllIn or Fold” and “Rush In Cash” varieties in Texas Hold’em and Omaha, as well as in Tournaments.
ShowDown – the process of comparing combinations in the third round of all types of games.
Rush & Cash – type of organization of the Texas Hold’em and Omaha. During Rush & Cash, the rules of Texas Hold’em and Omaha apply, except for the following exceptions:
In Rush & Cash, the player chooses the blind he want to play. The player does not sit at a specific table; the system automatically connects the player to the table with the selected blind size.
In Rush & Cash, in addition to the actions of bet, call, raise, reraise, fold and check, the player can also make a rush.
The player can make a rush (fast fold) without waiting for their turn in the game, and immediately discard the cards, join a new table with new players and new cards. The player can also join a new table when he makes a fold in his turn of the game, as well as when he wins a hand.
Allin or Fold – a type of organization of the Texas Hold’em and Omaha. During Allin or Fold, the rules of Texas Hold’em and Omaha apply, except for the following exceptions:
In Allin or Fold the player joins the table with chips of 8 Big blinds in Texas Hold’em, and 4 Big blinds in Omaha.
In Allin or Fold, no bet, stake, raise, reraise, check, or rush can be made; the player can only make an allin or fold.
In Allin or Fold, the player can take the winning amount from the table and leave chips in the amount of 8 or 4 Big blinds in Texas Hold’em and Omaha, respectively.
Run it twice – type of distribution of cards when at least one of the players has placed a bet on all their chips on the table (Allin). In this case, in all remaining rounds of the game, cards are dealt twice, which allows to end the game with two outcomes. During Run it twice, the pot is divided into two equal parts, which are won by the winners of each of the two outcomes. Run it twice occurs only if all the players participating in the game agree if any of them or all the players have placed bets of all the chips on the table. In other words, if a trade is no longer possible in the next round. Run it twice can be done in all rounds of the game. This type of distribution is not possible only in Allin or Fold.
Example:
Player 1 – Q♠ Q♣
Player 2 – A♥ 10♥
Cards on the table – Q♥ 2♥ 7♣
If players make bets of all the chips on the table, then they have an equal chance of winning as a percentage. Suppose, on the table is open:
The first option is Q♥ 2♥ 7♣ – 10♣ 2♣
The second option is Q♥ 2♥ 7♣ – A♦ 3♥
The winner of the first option is Player 1, the winner of the second option is Player 2. Thus, the pot is divided into two parts, one of which is won by Player 1, and the second – by Player 2.
Run it three times – type of distribution of cards when at least one of the players has placed a bet on all their chips on the table (Allin). In this case, in all remaining rounds of the game, cards are dealt three times, which allows to end the game with three outcomes. During Run it three times, the pot is divided into three equal parts, which are won by the winners of each of the three outcomes. Run it three times occurs only if all the players participating in the game agree, if at least one of them or all the players have placed bets of all the chips on the table. In other words, if a trade is no longer possible in the next round. Run it three times can be done in all rounds of the game. This type of distribution is not possible only in Allin or Fold.
Example:
Player 1 – Q♠ Q♣
Player 2 – A♥ 10♥
Cards on the table – Q♥ 2♥ 7♣
If players make bets of all the chips on the table, then they have an equal chance of winning as a percentage. Suppose, on the table is open:
The first option is Q♥ 2♥ 7♣ – 10♣ 2♣
The second option is Q♥ 2♥ 7♣ – A♦ 3♥
The third option is Q♥ 2♥ 7♣ – J♥ 8♠
The winner of the first and second options is Player 1, the winner of the third option is Player 2. Thus, the pot is divided into three parts, one of which is won by Player 2, and the other two –Player 1.
TEXAS HOLD’EM
The game is played with a 52card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts and spades. In each of the suits, the highest card is the Ace (A), the lowest – “2”.
The Texas Hold’em is based on the combination levels of 5 cards which are played on a special table, all the players against each other.
The game starts from a mandatory bet made by 2 players sitting to the left from a conditional dealer. This bet is called “Blind” after which the conditional dealer gives 2 cards to each of the players, moving clockwise from his left. Each player can see only his cards.
The players sitting clockwise from a conditional dealer start the trade: they make bets between the minimum and maximum amounts established by the organizer; every next player cannot make a bet smaller than the one made by the previous player. Afterward, the dealer puts 3 open cards in the middle of the table – round 1. Then the player’s trade and the dealer opens the 4th card – round 2. After the 2nd round, the players again trading and the dealer opens the last 5th card – round 3. At the end of each round, the player(s) make one of the following 4 decisions: 1st, 2nd, 3rd, or 4th. Then, the player makes the best combination of 5 cards out of his 2 closed cards and the opened cards on the table and decides their value. The essence of the game is comparing each player’s cards to the other(s)’ and find the one who has the highest combination to win.
The values of the cards are given below in the ascending order:
NN 
Cards combination 
1. 
High Card 
2. 
One Pair 
3. 
Two Pair 
4. 
Three of a Kind 
5. 
Any 5 consecutive cards (Straight) 
6. 
Any 5 of the same suit (Flush) 
7. 
1 pair and 3 of a kind (Full House) 
8. 
Four of a Kind 
9. 
5 consecutive cards of the same suit (Straight Flush) 
10. 
5 consecutive cards of the same suit ending up with the Ace (Royal Flush) 
After evaluating the card combination, the player is given a chance to make one of the following decisions:
1. Fold: the player surrenders immediately, he throws the closed cards and loses the sum placed on the table and the game is finished for him.
2. Call: continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet equal to the one made by the previous player, or if he is the first to make a bet, makes a bet of the minimum established amount and continues the game.
3. Raise: continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet at least twice as big as the one made by the previous player and not more than the established limit and continues the game.
4. Check: continue the game taking into account the advantage of the cards. The player does not make bets for the closed cards in the middle of the table but continues to play.
When all the bets are made, the players open their cards and the card combinations are compared. The player who owns the highest combination wins the bank. If the player’s card combinations have the same value, then the bank amount is shared equally between the players with highest combination values.
2 to 9 people can participate in the game simultaneously.
If the player has got a wrong number of cards then his combination is annulled, the players get back their bets and the game is restarted.
The organizer gives the players a chance to play 3 types of Texas Hold’em depending on the bet limits.
Fixed Limit Holdem – in each round, there is a bet amount fixed.
In Fixed Limit Texas Hold’em, the bet amount is fixed beforehand. Before the game starts and during round one the bets are made equal to “Big Blind”. During the rounds 2 and 3, all the bet amounts and the “Raise” are doubled. In Fixed Limit Texas Holdem, it is allowed to make only 4 bets in each round. So, it means 1 – bet, 2 – raise, 3 – reraise, and 4 – cap.
No Limit Holdem – the player can make any bet including all his chips within the limit of the chips value, specified in the point 7 of this Regulation.
In No Limit Holdem, the minimum bet amount is equal to “Big Blind” but the players can make any bets including also the chips.
Minimum raise: in the No Limit Texas Hold’em, the raise amount should not be smaller than the previous bet or raise made in the round. For example, if the first player makes a bet of 5, then the second player can make a Raise not smaller than 5 (so, the total bet makes up 10).
Maximum raise: the player’s whole bet (all the chips lying on the table that belong to him).
In No Limit Texas Hold’em, there are no limitations on the raise quantity.
Pot Limit Holdem – the minimum bet is equal to the “Big Blind”, but the players can make any type of bets which don’t exceed the bank amount and the double of the last raise.
Minimum raise: the raise amount should not be smaller than the previous bet or raise made in the round. For example, if the first player makes a bet of 5, then the second player can make a Raise not smaller than 5 (so, the total bet makes up 10).
Maximum raise: the maximum raise is equal to the bank amount plus the double of the last raise. For example, the game is with 10/20 blinds, the first player has made a bet 10 (Small Blind), the second – 20 (Big Blind), the third player makes a raise of 40, after which the fourth player again makes a call of 40. So, the bank makes up 10+20+40+40=110. The maximum raise of the 5th player can be 110+2x40 (the already developed bank + the double of the bet made by the previous player), so the maximum Raise will be 190 for this player.
In Pot Limit Texas Hold’em, there are no limits on the raising quantity.
In this case, the player with the highest combination wins, regardless of how many bets (raises) he did. For example, if the first player has more raises than the second player, but the second player has a higher combination, then at the end of the game, the combinations are compared, and the player with the higher combination wins, that is, the second player, regardless of how many raises he made.
OMAHA
The game is played with a 52card deck including the ranks from “2” to Ace in each of the four suits: clubs, diamonds, hearts, and spades. In each of the suits, the highest card is the Ace, the lowest – the “2”.
The Omaha is based on the levels of a combination of 5 cards which is played on the special table, all the players against each other.
The game starts from a mandatory bet; the bets are made by 2 players sitting to the left from a conditional dealer after which the dealer deals 4 cards to each of the players starting from his lefthand player moving clockwise. The 4 cards can be seen just by the player.
The players start trading from the one sitting to the left from the dealer and moving clockwise make bets in the amount between the minimum and maximum amounts of the bets established by the organizer; every next player’s bet cannot be smaller than the bet made by the previous player. Afterward, the dealer puts 3 open cards in the middle of the table – round 1. After that, the players start the trade and the dealer opens the 4th card – round 2. After the 2nd round, the players make a trade and the dealer opens the last, 5th card – round 3. At the end of each round, the player(s) make one of the following 4 decisions: 1st, 2nd, 3rd, or 4th. Afterward, the player makes the best 5card combination out of his own 4 cards and the ones lying on the table, and decides its value: he must use 2 of his closed cards and 3 of the cards on the table. The essence of the game is that the player should compare his cards with the cards of the other(s) and the winner is the player with the most valuable combination. The values of the cards are given below in the ascending order:
NN 
Cards combination 
1. 
High Card 
2. 
One Pair 
3. 
Two Pair 
4. 
Three of a Kind (Threes) 
5. 
Any 5 consecutives (Straight) 
6. 
Any 5 of the same suit (Flush) 
7. 
1 pair and 3 of a kind (Full House) 
8. 
Four of a Kind 
9. 
5 consecutives of the same suite (Straight Flush) 
10. 
5 consecutives of the same suite ending up with the Ace (Royal Flush) 
After the evaluation of the card combination the player is given a chance to make one of the following decisions:
1. Fold: the player surrenders immediately, he throws the closed cards and loses the sum placed on the table and the game is finished for him.
2. Call: continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet equal to the one made by the previous player, or if he is the first to make a bet, makes a bet of the minimum established amount and continues the game.
3. Raise: continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet at least twice as big as the one made by the previous player and not more than the established limit and continues the game.
4. Check: continue the game taking into account the advantage of the cards. The player does not make bets for the closed cards in the middle of the table but continues to play.
When all the bets are made, the players open their cards and the card combinations are compared. The player who owns the highest combination wins the bank. If the player card combinations have the same value then the bank amount is shared equally between the players with the highest combination values.
2 to 9 people can participate in the game simultaneously.
If the player has got a wrong number of cards then his combination is annulated, the players get back their bets and the game is restarted.
The organizer gives his players a chance to play 3 types of Omaha depending on the bet limits:
Fixed Limit Omaha – in each round, there is a bet amount fixed.
In Fixed Limit Omaha, the bet amount is fixed beforehand. Before the game starts and during round one the bets are made equal to the “Big Blind”. During the rounds 2 and 3, all the bet amounts and the raise are doubled. In Fixed Limit Omaha, in each round, it is allowed to make only 4 bets. So, it means 1 – bet, 2 – raise, 3 – reraise, and 4 – cap.
No Limit Omaha – the player can make any bet including all his chips within the limit of the value of the chips, specified in point 7 of this Regulation.
In NoLimit Omaha, the minimum bet amount is equal to the “Big Blind” but the players can make any bets including also the chips.
Minimum raise: in the No Limit Omaha, the raise amount should not be smaller than the previous bet or raise made in the round. For example, if the first player makes a bet of 5, then the second player can make a raise not smaller than 5 (so, the total bet makes up 10).
Maximum raise: the player’s whole bet (all the chips lying on the table that belongs to him).
In No Limit Omaha, there are no limitations on the raising quantity.
Pot Limit Omaha – The minimum bet amount is equal to the “Big Blind” but the players can make any type of bets which don’t exceed the bank amount and the double of the last raise.
Minimum raise: the raise amount should not be smaller than the previous bet or raise made in the round. For example, if the first player makes a bet of 5, then the second player can make a Raise not smaller than 5 (so, the total bet makes up 10).
Maximum raise: the maximum raise is equal to the bank amount plus the double of the last raise. For example, the game is with 10/20 blinds, the first player has made a bet 10 (Small Blind), the second – 20 (Big Blind), the third player makes a raise of 40, after which the fourth player again makes a call of 40. So, the bank makes up 10+20+40+40=110. The maximum raise of the 5th player can be 110+2x40 (the already developed bank + the double of the bet made by the previous player), so the maximum raise will be 190 for this player.
In Pot Limit Omaha, there are no limits on the raising quantity.
In this case, the player with the highest combination wins, regardless of how many bets (raises) he did. For example, if the first player has more raises than the second player, but the second player has a higher combination, then at the end of the game, the combinations are compared, and the player with the higher combination wins, that is, the second player, regardless of how many raises he made.
SHORT DECK
The game is played with a 36card deck including the ranks from “6” to Ace in each of the four suits: clubs, diamonds, hearts, and spades. In each of the suits, the highest card is the Ace, the lowest – the “6”. An ACE can be used as a five when making up a lower street (for example, A, 6, 7, 8, 9).
The Short Deck is based on the levels of a combination of 5 cards which is played on the special table, all the players against each other.
The game starts from a mandatory bet made by 2 players sitting to the left from a conditional dealer. This bet is called “Blind” after which the conditional dealer gives 2 cards to each of the players, moving clockwise from his left. Each player can see only his cards.
The players start trading from the one sitting to the left from the dealer and moving clockwise make bets in the amount between the minimum and maximum amounts of the bets established by the organizer; every next player’s bet cannot be smaller than the bet made by the previous player. Afterward, the dealer puts 3 open cards in the middle of the table – round 1. After that, the players start the trade and the dealer opens the 4th card – round 2. After the 2nd round, the players make a trade and the dealer opens the last, 5th card – round 3. At the end of each round, the player(s) make one of the following 4 decisions: 1st, 2nd, 3rd, or 4th. Afterward, the player makes the best 5card combination out of his own 2 cards and the ones lying on the table and decides its value. The essence of the game is that the player should compare his cards with the cards of the other(s) and the winner is the player with the most valuable combination.
The values of the cards are given below in the ascending order:
NN 
Cards combination 
1. 
High Card 
2. 
One Pair 
3. 
Two Pair 
4. 
Three of a Kind (Threes) 
5. 
Any 5 consecutives (Straight) 
6. 
1 pair and 3 of a kind (Full House) 
7. 
Any 5 of the same suit (Flush) 
8. 
Four of a Kind 
9. 
5 consecutives of the same suite (Straight Flush) 
10. 
5 consecutives of the same suite ending up with the Ace (Royal Flush) 
After the evaluation of the card combination the player is given a chance to make one of the following decisions:
1. Fold: the player surrenders immediately, he throws the closed cards and loses the sum placed on the table and the game is finished for him.
2. Call: continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet equal to the one made by the previous player, or if he is the first to make a bet, makes a bet of the minimum established amount and continues the game.
3. Raise: continue the game taking into account that the closed cards in the middle of the table may form a good combination when opened. The player makes a bet at least twice as big as the one made by the previous player and not more than the established limit and continues the game.
4. Check: continue the game taking into account the advantage of the cards. The player does not make bets for the closed cards in the middle of the table but continues to play.
When all the bets are made, the players open their cards and the card combinations are compared. The player who owns the highest combination wins the bank. If the player card combinations have the same value then the bank amount is shared equally between the players with the highest combination values.
2 to 9 people can participate in the game simultaneously.
If the player has got a wrong number of cards then his combination is annulated, the players get back their bets and the game is restarted.
The organizer gives his players a chance to play 3 types of Short Deck depending on the bet limits:
Fixed Limit Short Deck – in each round, there is a bet amount fixed.
In Fixed Limit Short Deck, the bet amount is fixed beforehand. Before the game starts and during the round 1 the bets are made equal to the “Big Blind”. During the rounds 2 and 3, all the bet amounts and the raise are doubled. In Fixed Limit Short Deck, in each round, it is allowed to make only 4 bets. So, it means 1 – bet, 2 – raise, 3 – reraise, and 4 – cap.
No Limit Short Deck – the player can make any bet including all his chips within the limit of the value of the chips, specified in point 7 of this Regulation.
In No Limit Short Deck, the minimum bet amount is equal to the “Big Blind” but the players can make any bets including also the chips.
Minimum raise: in the No Limit Short Deck, the raise amount should not be smaller than the previous bet or raise made in the round. For example, if the first player makes a bet of 5, then the second player can make a raise not smaller than 5 (so, the total bet makes up 10).
Maximum raise: the player’s whole bet (all the chips lying on the table that belongs to him).
In No Limit Short Deck, there are no limitations on the raising quantity.
Pot Limit Short Deck – the minimum bet amount is equal to the “Big Blind” but the players can make any type of bets which don’t exceed the bank amount and the double of the last raise.
Minimum raise: the raise amount should not be smaller than the previous bet or raise made in the round. For example, if the first player makes a bet of 5, then the second player can make a Raise not smaller than 5 (so, the total bet makes up 10).
Maximum raise: the maximum raise is equal to the bank amount plus the double of the last raise. For example, the game is with 10/20 blinds, the first player has made a bet 10 (Small Blind), the second – 20 (Big Blind), the third player makes a raise of 40, after which the fourth player again makes a call of 40. So, the bank makes up 10+20+40+40=110. The maximum raise of the 5th player can be 110+2x40 (the already developed bank + the double of the bet made by the previous player), so the maximum raise will be 190 for this player.
In Pot Limit Omaha, there are no limits on the raising quantity.
In this case, the player with the highest combination wins, regardless of how many bets (raises) he did. For example, if the first player has more raises than the second player, but the second player has a higher combination, then at the end of the game, the combinations are compared, and the player with the higher combination wins, that is, the second player, regardless of how many raises he made.
12.12.4. TOTO11 – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS
Toto11 is a type of card game designed for two players. The organizer does not accept bets on this game, instead a commission (rake) is charged for the game space provided by the organizer. The rake is 4%, which is automatically charged by the program from the prize pool consisting of the total amount of bets of 2 players playing against each other.
A deck of 52 cards used in the game. The game starts when one of the players creates a new game, and the second player joins the already created game. The conditions are determined by the player who created the game: the game score (1 point, 62 points), the step duration (5 seconds, 10 seconds, 15 seconds, 20 seconds, 30 seconds), the overall game duration (1 minute, 2 minutes, 3 minutes, 4 minutes, 5 minutes), and the bet amount. The player who joins the created game accepts its conditions. The player who created the game decides whether he wants to play with this opponent or not. The game starts only if the answer is positive.
Card dealing
At the beginning of the game, each player is dealt one card to determine who will start the game. The player with a card of a higher value gets the right to play first.
Card values in ascending order: Ace (“A”) (calculated as 1), two (“2”), three (“3”), four (“4”), five (“5”), six (“6”), seven (“7”), eight (“8”), nine (“9”), ten (“10”), Jack (“J”), Queen (“Q”), King (“K”).
Then, from a deck consisting of 52 cards (2 cards dealted for the start of the game are returned to the deck), 4 cards are dealt to each player, and 4 open cards are laid out in the middle of the table. Then the players take turns making their moves. After playing all 4 cards, each of them is dealt another four cards (open cards are no longer laid out on the table). And this continues until all the cards of the deck are dealt to the players (after the first hand, each player is dealt 4 cards 5 more times).
The course of the game
During the game, the players can make the following moves:
1. The player can pick up face up cards laid out on the table, if the sum value of the card/cards in his hands and that of the face up cards on the table is equal to 11 (for example, a player has a “4” and a “6” and an “A” are laid out on the table. In this case the player can pick up these cards.).
2. The player can pick up the Queen (“Q”) or King (“K”) cards laid out on the table, if he/she has a Queen (“Q”) or King (“K”) on his hands, accordingly.
3. If the player has a Jack (“J”), he/she can pick up all the cards on the table at that moment, except for the Queen (“Q”) and the King (“K”).
4. During his/her turn, the player can put any card (one card) on the table, with which none of the above steps can be made.
Regardless of what card he/she has, the player who makes the last move in the game picks up all the cards that are on the table at that moment.
Points calculation
The points of the cards taken by the player are calculated as follows:
1. Each Ace (“A”) and Jack (“J”) card is calculated 1 point.
2. Ten (“10”) of diamonds is calculated 3 points.
3. Two (“2”) of clubs is calculated 2 points.
4. A player who takes 7 or more cards of clubs during the game receives 7 points.
Soor
A player receives 5 points in case of picking up all the cards remaining on the table with one step. This is called “Soor”. But there are two exceptions: picking up all the cards from the table with J, as well as picking up all the cards in the last Hand of the game is not considered “Soor”. During one game, a player can have maximum 5 “Soor”.
If at the creating of the game it was determined that the game goes up to 1 point, the winner is the player who scores the most points after the first round. If it was determined that the game goes up to 62 points, the winner is the player who is the first to score 62 points.
In case of a game up to 62 points, if a player already has 50 or more points, then the "Soor" rule ceases to apply for him; if his opponent does not have 50 points yet, the "Soor" rule applies only to him. If both players have scored 50 or more points, the "Soor" rule does not apply to both players. If, for example, a player has scored 49 points before the end of the round, he/she can accumulate as many "Soor" as the rules of the game allow.
12․12․5․ BARON – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS
Baron is a type of card game designed for two players. The organizer does not accept bets on this game, instead a commission (rake) is charged for the game space provided by the organizer. The rake is 4%, which is automatically charged by the program from the prize pool consisting of the total amount of the bets of 2 players playing against each other.
The conditions are determined by the player who creates the game: the overall game duration (1 minute, 2 minutes, 3 minutes, 4 minutes, 5 minutes), the step duration (5 seconds, 10 seconds, 15 seconds, 20 seconds, 30 seconds), the game score (1 point, 3 points, 5 points, 7 points), and the bet amount (50500,000 AMD). The player who joins the already created game accepts its conditions. The player who creates the game decides whether he wants to play with this opponent or not. The game starts only if the answer is positive.
A deck of 52 cards used in the game. The values of the cards in descending order: Ace (“A”), King (“K”), Queen (“Q”), Jack (“J”), ten (“10”), nine (“9”), eight (“8”), seven (“7”), six (“6”), five (“5”), four (“4”), three (“3”), two (“2”). The Ace (“A”) of each suit is the highest card, and the two (“2”) is the lowest. Every trump card is higher than every regular card.
Determining the Baron and the Dealer
At the beginning of the game, each player is dealt one card to determine who will start the game. The player who has a card of a higher value is called Baron and gets the right to make the first move. His opponent is called Dealer.
The Baron has advantages:
1. the first to receive cards when dealing;
2. selects the trump card for the current round;
3. makes the first move of the round.
If the Baron loses the round, the right to be called Baron passes to the opponent.
Card dealing
Cards are dealt to the players in turn, starting with the Baron, so that each of the players eventually gets 13 cards. First, the Dealer deals the Baron 5 cards, after which the Baron checks his cards and declares a trump. Then dealing of cards continues. When each player has 13 cards, the remaining 26 cards are no longer used in this round.
In the next round, all 52 cards of the deck are mixed again, and the cards are dealt in the same way in the new round.
Game conditions
The first move is made by the Baron, putting one card on the table. His opponent makes a return move.
The player who makes the first move has the right to play any card, his opponent must answer according to the following rules:
1. If the first player plays a trump card, then the opponent must answer with a trump card, if he does not have a trump card, then with any other card. If the player who started the game plays a trump card, and the opponent has a trump card of a higher value, then he must play a big trump card. In this case, the “hand” will be won by the player with the big trump. If the opponent has no trumps, he can play any card.
2. If the first player played a regular card, and the opponent has a card of the same suit, he must answer with a card of this suit and does not have the right to answer with a trump card. In this case, the “hand” will be won by the player with a card of higher value.
3. If the first player played a regular card, and the opponent does not have cards of the same suit, then, by choice, he can either answer with a card of a different suit, or play a trump card (if there is one) and win the “hand”.
Game score
1. The first player to collect 7 “hands” during the round wins and gets 1 point.
2. If the Baron wins by taking the first 7 “hands” of the round, he gets 2 points.
3. If the Dealer wins by taking the first 7 “hands” of the round, he gets 3 points.
The winner of the game is the player who was the first to score the number of points that was set when creating the game.
12.12.6. GOAL PENALTY – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS
Goal Penalty is a type of card game designed for two players. The organizer does not accept bets on this game, instead a commission (rake) is charged for the game space provided by the organizer. The rake is 4%, which is automatically charged by the program from the prize pool consisting of the total amount of bets of 2 players playing against each other.
The game starts when one of the players creates a new game, and the second player joins the already created game. The conditions are determined by the player who created the game: the overall game duration (1 minute, 2 minutes, 3 minutes, 4 minutes, 5 minutes), the step duration (5 seconds, 10 seconds, 15 seconds, 20 seconds, 30 seconds), number of shots (3, 5, 7, 9), and the bet amount (50500,000 AMD). The player who joins the created game accepts its conditions. The player who created the game decides whether he wants to play with this opponent or not. The game starts only if the answer is positive.
The objective of the game is to collect more points by scoring a goal.
At the beginning of the game, randomly, one of the players is selected as Forward (Player 1) and the other as Goalkeeper (Player 2).
The goal is divided into 6 sectors. The Forward (Player 1) indicates the sector of the goal that is going to be hit. Then the right to move goes to the Goalkeeper (Player 2). The Goalkeeper chooses the sector of the goal that is going to protect. The Forward does not see which sector the Goalkeeper has chosen, and the Goalkeeper does not see which sector the Forward has chosen. If the sector selected by the Goalkeeper does not match the sector selected by the Forward, then a goal is recorded and the Forward gets 1 point. If the sectors selected by the Forward and the Goalkeeper are the same, the game score does not change.
Then the players switch places: Player 2 becomes the Forward, and Player 1 becomes the Goalkeeper. The game follows the same principle: the Forward chooses the sector of the goal where he will hit, and the Goalkeeper chooses the sector of the goal that will protect.
If, after all the shots, the number of goals scored by two players is equal, then each player gets one extra shot to determine the winner of the game. Extra shots continue until one of the players scores a goal and the opponent does not.
If, after 5 shots, one of the players scores more goals than the other, the shots stop (for example, if each of the players have made 3 shots and the score is 3:1, then after the successful 4th shot the game stops because the defeated player could have made maximum 2 shots).
The winner is the player who has scored more goals than the opponent after a specified number of shots.
12․12․7․ CHINGACHUNG – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS
Chingachung is a game designed for two players. One of the players creates a game by choosing the game time, the step time, number of points and bet amount. The organizer does not accept bets on this game, instead a commission (rake) is charged for the game space provided by the organizer. The rake is 4%, which is automatically charged by the program from the prize pool consisting of the total amount of the bets of 2 players playing against each other.
The conditions are determined by the player who creates the game: the overall game duration (1 minute, 2 minutes, 3 minutes, 4 minutes, 5 minutes), the step duration (5 seconds, 10 seconds, 15 seconds, 20 seconds, 30 seconds), the game score (1, 2, 3, 4, 5, 6, 7, 8, 9, 10), and the bet amount (50–500,000 AMD). The player who joins the already created game accepts its conditions. The player who creates the game decides whether he/she wants to play with this opponent or not. The game starts only if the answer is positive.
As soon as the second player joins the game, the opportunity to choose the first step is randomly given to one of the players, then the step passes to the second player. The player who made the second step sees the first player’s step only after he/she has made his/her own step.
The game goal is to score more points according to the game rules. Тhe player who scores a certain number of points is considered the winner.
Game rules
The players may choose one of the following steps:
1. Rock
2. Scissors
3. Paper
According to the game rules:
1. Paper wins scissors
2. Scissors win paper
3. Rock wins scissors
Each winning step brings the player 1 point. If both of the players make the same step, the round ends in a draw. When both players complete their steps, the winner of this round is determined according to the above rules.
And as a result of the rounds the winner of the game is determined.
Regardless of the number of points scored, if a player does not make a step during his/her turn because of the finished play time, he/she loses.
12.13. BACCARAT
The game is played with a 8 decks with 52 cards total. The card values are the following:
 “A” cards are the lowest, their value is 1.
 The value of the cards 29 is equal to their face value.
 The 10’s, the “Jack”, “Queen” and “King” are equal to 0.
In Baccarat, only the numerical value of cards matters, the suit does not matter at all.
Before each deal of the cards it is necessary to make bets on the Player’s or Banker’s victory or tie in the current round.
The game starts when the dealer deals 2 cards to the Banker and the Player.
If the Player and Banker get hands of the same value, the game round ends in a tie. The “Tie” bet wins and the bets made on the Banker and Player are refunded.
The value of each hand is calculated the following way:
If the cards’ value sum is 19, then the hand is calculated according to the corresponding point.
If the cards’ value sum is 10, the hand is calculated 0 point.
If the cards’ value sum is 11 or more, the hand value is calculated extracting 10 points from the cards’ value sum (for example, the value sum of the cards with 7 and 9 values is equal to 6 in the game Baccarat as 1610=6).
If the Player’s and Banker’s first 2 cards don’t make up an 8 or 9 point combination, each of them can get one more card. The Player always gets the third card first. If the Player’s and Banker’s first 2 cards make up an 8 or 9 point combination, they don’t get more cards.
If the Player’s first 2 cards value sum is 05 points, the Player gets the third card.
If the Player’s first 2 cards value sum is 67 points, the Banker’s  35, then the Player does not get a third card, and the Banker gets his third card.
If the Player’s hand stops at 6 or 7 points, and the Banker’s hand is 6, then the Banker does not get an additional third card.
In Baccarat, the combination that is closest to 9 in its value wins.
ADDITIONAL BETS
During the game Baccarat, the Player can make the following additional bets upon his/her wish:
1. Banker Pair – the first two cards of the Banker are of the same value. The winning is defined with 1:11 odds.
2. Tie – the winning is defined with 8:1 odds.
3. Player Pair – the first two cards of the Player are of the same value. The winning is defined with 25:1 odds.
4. Perfect Pair with 1 pair – the first two cards of the Player or Banker has a same value and same suit. The winning is defined with 25:1 odds.
5. Perfect Pair with 2 pair – the first four cards of the Player or Banker has a same value and same suit. The winning is defined with 200:1 odds.
6. Either pair – the first 2 cards dealt to the Banker or the Player are equal in value or are of the same suit. The winning is defined with 5:1 odds.
7. Player bonus – the Player wins in the round having a hand with 8 or 9 value.
a. The nonnatural hand wins by 9 points. The winning is defined by 30:1 odds.
b. The nonnatural hand wins by 8 points. The winning is defined by 10:1 odds.
c. The nonnatural hand wins by 7 points. The winning is defined by 6:1 odds.
d. The nonnatural hand wins by 6 points. The winning is defined by 4:1 odds.
e. The nonnatural hand wins by 5 points. The winning is defined by 2:1 odds.
f. The nonnatural hand wins by 4 points. The winning is defined by 1:1 odds.
g. Natural hand. The winning is defined 1:1.
h. Natural hand, tie. The winning is defined 1:1.
8. Banker bonus – the Banker wins in the game round having a hand valued 8 or 9.
a. The nonnatural hand wins by 9 points. The winning is defined by 30:1 odds.
b. The nonnatural hand wins by 8 points. The winning is defined by 10:1 odds.
c. The nonnatural hand wins by 7 points. The winning is defined by 6:1 odds.
d. The nonnatural hand wins by 6 points. The winning is defined by 4:1 odds.
e. The nonnatural hand wins by 5 points. The winning is defined by 2:1 odds.
f. The nonnatural hand wins by 4 points. The winning is defined by 1:1 odds.
g. Natural hand. The winning is defined 1:1.
h. Natural hand, tie. The winning is defined 1:1.
The Natural hand is the 2 cards dealt to the Player and Banker. The nonnatural hand includes also an additional card.
Any malfunction cancels the round and all the possible payments for that round. The bets are refunded.
12.14. RED DOG
First of all, it is necessary to make an Ante bet and then press the Deal button. 8 decks of playing cards are used in the game. 2 open cards are dealt leaving some empty space in the middle for the third card. It is necessary to guess whether the third card will have a value between the other 2. The highest card is A, the lowest – 2. If the player is sure that the next card will be between the opened 2, he presses Ride for doubling the bet, otherwise it is necessary to press Stand. If the first 2 cards are consecutive or pair, the bet is refunded. If the first 2 cards are a pair and make up a 3 of a kind (3 cards of the same value) combination, then the winning is paid with 11:1 odds.
12.15. DRAW HILO
First of all, it is necessary to make an Ante bet and then press the Deal button. 1 deck of playing cards is used in the game. It is necessary to guess whether the next card will have a value higher or lower than the previous. The highest card is K, the lowest – A. The player is given a chance to make a Tie Bet: in this case, if the cards value is the same, the bet will win. After making a Tie Bet, it is necessary to make a decision whether the next card will be higher or lower. If the guess is right, the winning will be paid according to the odd which is on the table for that moment. If the Tie Bet wins, the winning is paid with 10:1 odds and it is possible to continue the main game.
12.16. TOP CARD TRUMP
First of all, it is necessary to make an Ante bet and then press the Deal button. 6 decks of playing cards are used in the game. The winner is the player with the highest card value. The highest card is A, the lowest – 2. The game continues in the same style until a tie, after which 2 options will be offered  Fold or continue the game, pressing the War button. In case of fold, the dealer takes the half of the bet and deals a new hand. In case of continuing the game, a bet is made equal to the main bet. The dealer deals 3 cards face down, after which 1 card face up to himself and the player. If the player’s face up card is equal to or higher than the dealer’s card, then the participant wins even money on the raise only and the main bet is subject to refund. If the dealer’s face up card has a higher value, then the player loses all the bets. In case of a tie during the War, the victory passes to the player.
12.17. THE PROCEDURE OF CONDUCTING THE “SLOT” GAME AND THE WINNING OPTIONS
The player operates the slot machine with a corresponding button. After choosing the bet move and the playing patterns quantity, the cylinders consisting of different images opened on the screen turn around. After the turnaround and stop of the columns, a field is opened on the screen consisting of columns and rows. The image combinations are developed in a linear way: horizontal, vertical, diagonal, as well as their combinations. The winning is set when the combination of lines chosen in the linear field is considered a winning option. The winning amount depends on the bet amount invested, the move size and images combination. In case of having more than one option for winning, the winnings foreseen are added to each other.
This gaming system provides the Player with an opportunity to participate in a game with higher risk with all his winning, half of his winning, double of his winning (the “Credit from bank” is added).
The high risk game takes place in the following way:
1 face up card and 4 face down cards appear on the table. The Player chooses any out of the 4 face down cards and if that card has a higher value than the open card, the winning is doubled, otherwise the winning is multiplied by 0, in case of equal points the winning stays the same. Or the Player is offered to double the winning by guessing the card color or lose the winning. The Player can stop a high risk game at any moment upon his wish and topup his winning to the total bet’s “Credit to the bank”.
In case of existence of 3, 4 or 5 images in the field (those images are reflected in the “HELP” field), the slot machine program moves to the bonus gaming system: the indicator passes through all the images of the whole table and stops randomly at any of the images and if that image is present among the opened images of the central part of the screen, then the winning is considered accomplished and the amount is multiplied by the odds defined for that image.
12.18. THE PROCEDURE OF CONDUCTING THE “ELECTRONIC ROULETTE” GAME AND THE WINNING OPTIONS
The electronic roulette is a device in which six players can participate at the same time. In the middle of the electronic roulette there is a wheel, the field of which is divided into red and blackcolored sectors as well as numbered from 1 to 36 and 0.
In front of the appropriate seat for the electronic roulette there is an electronic panel.
Players use the appropriate keys in front of them to place the bets on their preferred options. It is the responsibility of the players to determine the correct placement of the winnings.
The wheel of the roulette is spinning in one direction, and the electric fan throws the small ball in the opposite direction. When the ball stops, the winning number is displayed on the electronic panel, after which the winners receive their winnings, according to the winning odds defined by the bet amount.
When bets are made on 118, 1936, odd, even, red or black and the ball stops on 0, then all the bets are considered lost.
N 
The options of making bets 
The winnings based on the bets placement 
1 
in a whole cell (including number 0) (1 number) 
the bet amount is multiplied by 35 times 
2 
on the line halving the cells (including number 0) (1 out of 2 numbers) 
the bet amount is multiplied by 17 times 
3 
one of the numbers from the cells of given direction (one of the 3 numbers) 
the bet amount is multiplied by 11 times 
4 
at the crossroad of the cells (one out of 4 numbers) 
the bet amount is multiplied by 8 times 
5 
one out of 6 numbers 
the bet amount is multiplied by 5 times 
6 
one out of 12 numbers (112, 1324, 2536) 
the bet amount is multiplied by 3 times 
7 
one out of 18 numbers (118, 1936) 
the bet amount is doubled 
8 
red or black (guess of the color) 
the bet amount is doubled 
9 
odd or even 
the bet amount is doubled 
12.19. THE PROCEDURE OF CONDUCTING THE “KENO” GAME AND THE WINNING OPTIONS
The game “Keno” provides the player with an opportunity to make a bet choosing 18 or 110 numbered ball combinations out of 180 numbered balls.
During each round, 20 out of 180 numbered balls are dealt based on the Random number generator. The each round has its number. During each round, each event has its own ID (Game ID), according to which the results of the last ten matches are displayed on the board.
On the rignt side of the display there is an 80ball field where the “hot” and “cold” balls are marked with red and blue colors, which correspondingly represent the balls that are more frequent and rare to come out.
The balls that come out and match the numbers selected by the player are colored by gold, and the ones that don’t match are silver.
The main terms of the game
Minimum bet 
50 AMD 
Maximum bet 
300 000 AMD 
Maximum winning 
5 000 000 AMD 
Dealing frequency 
1, 2 and 4 minutes 
The duration of game broadcasting 
24 hours 
Options of making bets 
on the balls 18 or 110 
History of the last game rounds 
The results of the last 10 game rounds 
The player has the opportunity to make a longterm bet for 10 events the calculation of which is made after the end of the last event.
All winning ball combinations have their odds (according to Keno 8, Keno 10 and Keno Gold tables) which are multiplied by the player’s bet amount. The winning combination is calculated by dividing the number of balls that have bets made on to the number of balls guessed. For example, if you guessed 3 out of 5, the bet would be calculated at 3x. The odds are stable for all stages.
Table Keno 8
Number of guessed balls 
Number of balls on which bets were made 

1 
2 
3 
4 
5 
6 
7 
8 

0 
1 x 
1 x 

1 
3.5x 
1x 

2 
10x 
2x 
1․5x 
1x 

3 
50x 
10x 
3x 
2x 
2x 

4 
80x 
30x 
15x 
4x 
5x 

5 
150x 
60x 
20x 
15x 

6 
500x 
80x 
50x 

7 
1000x 
200x 

8 
2000x 
Table Keno 10
Number of guessed ball 
Number of balls on which bets were made 

1 
2 
3 
4 
5 
6 
7 
8 
9 
10 

0 
1 x 
1 x 
2x 
2x 

1 
3.5x 
1x 

2 
10x 
2x 
1․5x 
1x 
10x 

3 
50x 
10x 
3x 
2x 
2x 

4 
80x 
30x 
15x 
4x 
5x 
2x 

5 
150x 
60x 
20x 
15x 
10x 
5x 

6 
500x 
80x 
50x 
25x 
30x 

7 
1000x 
200x 
125x 
100x 

8 
2000x 
1000x 
300x 

9 
5000x 
2000x 

10 
1 
10000x 
Table Keno Gold
Number of guessed ball 
Number of balls on which bets were made 

1 
2 
3 
4 
5 
6 
7 
8 
9 
10 

0 
1 x 
1 x 
2 x 
2 x 

1 
3.5x 
1x 

2 
10x 
2x 
1x 
1x 

3 
50x 
10x 
3x 
2x 
2x 

4 
100x 
20x 
15x 
4x 
5x 
2x 

5 
150x 
60x 
20x 
15x 
10x 
5x 

6 
500x 
80x 
50x 
25x 
30x 

7 
1000x 
200x 
125x 
100x 

8 
2000x 
1000x 
300x 

9 
5000x 
2000x 

10 
10000x 
When playing Keno 8 and Keno 10, the players have an opportunity to do Extra bets on the outcomes shown on the table below. The winnings of Extra bets are calculated according to the corresponding odds listed on “Extra Bets” table.
For example, if the player did 1,000 AMD bet on the outcome “Total of first 5 balls is under 202.5”, then in case of winning the player will win 1,900 AMD (1,000 x 1.9). The odds are fixed for all game rounds.
Extra Bets Table
Outcome 
Odds 
Total of 20 balls is under 810.5 
1.9 
Total of 20 balls is over 810.5 
1.9 
Total of first 5 balls is under 202.5 
1.9 
Total of first 5 balls is over 202.5 
1.9 
First ball total is under 40.5 
1.9 
First ball total is over 40.5 
1.9 
First ball is even 
1.9 
First ball is odd 
1.9 
There is 1digit number on the first ball 
8.444 
There isn’t 1digit number on the first ball 
1.07 
Last ball total is under 40.5 
1.9 
Last ball total is over 40.5 
1.9 
Last ball is even 
1.9 
Last ball is odd 
1.9 
There is 1digit number on the last ball 
8.444 
There isn’t 1digit number on the last ball 
1.07 
Special cases
If the event has not been shown because of any technical problem, the player should check the bet pressing the link showing the results. The absence of event broadcasting because of technical problems cannot cause the bet cancellation.
12.20. CRASH – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS
To participate in the game Crash, players place bets before the game starts. After, the odds grow by the curve until the Crash occurs (the growth of the odds may stop at any moment and this moment is called Crash), and if the player has clicked on the Cashout button before that, then he/she wins with the appropriate odds, and if the player has not clicked on the Cashout button before the Crash occurs, then he/she loses. The winning is calculated according to the player’s bet amount multiplied by the winning odds.
While playing the game Crash, players can make bets both in “Manual” and “Auto” modes.
The procedure of placing bets in “Manual” mode
In “Manual” mode the bet is placed with the “Place Bet” button. To make a bet, you need to specify the bet amount in the "Bet" field and click on the “Place Bet” button. With the start of the round, the multiplier begins to grow from odds of 1.00, until the Crash occurs. The player needs to click on the Cashout button before the Crash occurs.
In order not to enter the bet amount manually, there is a special section where the player can click on the desired amount available, based on which the bet amount will be specified.
After clicking on the “Place Bet” button, the player waits until the start of the round.
Players can also use the “Auto Cashout” function (to automatically transfer the winnings to the game account if the specified odds were before the Crash). For example, when the odds of 2 are specified in the “Auto Cashout” field, and the game odds rise and exceed the specified odds (i.e. the Crash does not occur before 2), the system automatically withdraws the player from the game with the winning odds of 2. When the player wants to use the “Auto Cashout” function, he/she previously turns on the switch (which activates the “Auto Cashout”) and sets odds in the “Auto Cashout” field, at which he/she wants to automatically make a “Cashout”. This function does not deprive the player of the opportunity to make a “Cashout” independently, i.e. if the player has enabled the “Auto Cashout” and entered preferred odds, then he/she can click on the “Cashout” button independently at any time before the Crash occurs and the growth reaches the specified odds. In this case, the winning is counted according to the Cashout odds made manually and not by the odds mentioned in the “Auto Cashout” field. It is not allowed to change the odds in the “Auto Cashout” field after the start of the round.
The procedure of placing bets in “Auto” mode
Players can play the game “Crash” also in “Auto” mode by switching to “Auto”. By switching to “Auto” mode, the player defines the betting options, based on which the system plays instead of him.
To play in “Auto” mode, the player needs to fill in the fields specified below and click on the “AUTOBET” button.
1. In the "Base Bet" field, the player enters the initial bet amount.
2. In the "Total Bets Limit" field, for insurance, the player needs to enter a maximum bet amount so that the amount of the bets does not exceed that amount based on the results of the game.
3. In the “Auto Cashout” field, the player enters the “Auto Cashout” odds. If the player has not entered anything, then the odds of 1.01 are automatically specified in this field.
4. It is necessary for the player to choose one of the following fields for the next round, depending on the game's outcome (for winning and losing):
4.1. Return to Base Bet.
4.2. Double Current Bet.
For example, if the player has entered 50 in the “Base Bet” field, 500 in the "Total Bets Limit" field, 2 in the “Auto Cashout” field, has chosen “Return to Base Bet” for the next round in case of winning and has chosen “Double Current Bet” for the next round in case of losing․ In this case, participating in the game from the given moment, if in the first round the Crash occurs before the odds of 2 specified in the “Auto Cashout” field, for example 1.52, i.e. the player loses, then in the next round the system doubles the current bet up to 100, as the player has chosen “Double Current Bet” in case of losing. If he/she loses again, the system doubles the current bet again – up to 200, for the next round. If the player wins in the next round, the system takes the “Base Bet”, i.e. 50, to participate in the next round, because the player has chosen “Return to Base Bet” in case of winning. And so on until the amount of all bets exceeds the amount specified in the “Total Bets Limit” field (i.e. if the player lost in the current round instead of winning, the bet must have been doubled again for the next round, and it would become 400 from 200, but the system would turn off the “AUTOBET” as 50+100+200+400=750, which is bigger than the amount specified in the “Total Bets Limit” field – 500).
The procedure of conducting the game
With the start of the round, the multiplier begins to grow from odds of 1.00, until the Crash occurs. If someone does not manage to place a bet in time, then the round starts without the given player, but the player is allowed to place a bet for the next round by clicking on the “Place bet for the next round” button.
Those players who have come out of the game by clicking on the “Cashout” button before the Crash occurs win. The winner multiplies his/her bet amount by the odds of the moment when he/she clicked on the “Cashout” button. After the end of the round (that is when the Crash occurs), the player who has not managed to come out of the round in time (has not managed to click on the “Cashout” button) loses.
If the player is playing with “Auto Cashout”, regardless of whether he/she has an Internet connection or not, after the moment when the system has accepted the player's bet, the “Auto Cashout” function works exactly as the player has set (this happens on the server).
If Internet connection problems have arisen on the player’s side or because of the operator who provides the Internet connection, i.e. not by the organizer’s fault, then the information fixed on the organizer's server is taken as a basis. Players can play with the “Auto Cashout” function during the game “Crash” to avoid the above mentioned problems.
The odds at which the Crash occurs can be both whole and fractional numbers (for example 21.23). They are determined not at the moment of the game, but 10 rounds in advance. After the end of the round, players are given an opportunity to make sure that the Crash odds are set before the round, not at the moment of the game.
12.21. HI LO  THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS
HI LO is an ongoing game which the players have the opportunity to join at any time. The player needs to choose one of the 9 outcomes (options) of the game, enter the bet amount and make a bet. Each outcome has the appropriate odds determined by this Regulation.
During the game, a card is randomly taken out from the deck. Each player is given time to choose one of the 9 outcomes (options) and enter the bet amount.
By clicking on the appropriate button of one of the 9 outcomes (options) with desired odds, then entering the bet amount and clicking on the “Bet” button, the bet will be considered accepted, and the player will need to wait until the start of the game. In order not to enter the bet amount manually, there is a special section where the player can click on the desired bet amount available, and the bet amount will be marked based on it.
The total number of the cards in the deck is 25. They are – 2, 3, 4, 5, 6, 7, 8, 9, J, Q, K, A: one red card and one black card of each, and one Joker. The highest playing card is A, while the lowest card is 2. The Joker is considered to be an independent card, that is: neither high nor low, neither red nor black. In case of predicting the next card correctly, the player wins. The bet is calculated as follows: the player’s bet amount is multiplied by the appropriate odds of the outcome (marked on the button) predicted correctly. The winning will be transferred to the player’s game account. In case the prediction is not correct, the player loses.
The 9 outcomes (options) of the game are the following:
1. The next card will be High (HI) compared to the one opened in the previous round
2. The next card will be Low (LO) compared to the one opened in the previous round
3. The next card will be one of 2 to 9 (including) playing cards
4. The next card will be one of J, Q, K, A playing cards
5. The next card will be one of K, A playing cards
6. The next card will be 2, 3, 4, 5, 6, 7, 8, 9, J, Q, K, А
7. The next card will be Joker
8. The next card will be red (in this case, the card value does not matter, only the card color matters)
9. The next card will be black (in this case, the card value does not matter, only the card color matters)
The odds for High (HI) and Low (LO) are different (see the table below), depending on the card opened in the previous round:
The odds for High (HI) 
The card opened in the previous round 
The odds for Low (LO) 
x 1.09 
2 
 
x 1.2 
3 
x 12 
x 1.33 
4 
x 6 
x 1.5 
5 
x 4 
x 1.71 
6 
x 3 
x 2 
7 
x 2.4 
x 2.4 
8 
x 2 
x 3 
9 
x 1.71 
x 4 
J 
x 1.5 
x 6 
Q 
x 1.33 
x 12 
K 
x 1.2 
 
A 
x 1.09 
If the card opened in the previous round is Joker, then in case of High (HI) and Low (LO), the odds are determined compared to the card opened in the preceding round, according to the table above. And if the card opened in that preceding round is also Joker, then the playing card opened in the next preceding round is taken into consideration. This will continue as long as the preceding card is Joker. Once the preceding card is other than Joker, it will be considered for calculation. During the game, the players have an opportunity to see the cards opened in the previous rounds.
If the opened card is A (which is considered to be the highest card), then the outcome (odds) for High (HI) will not be active. And if the opened card is 2 (which is considered to be the lowest card), then the outcome (odds) for Low (LO) will not be active.
The odds for the other outcomes are fixed:
Next card 
Odds 
Red 
x 2 
Black 
x 2 
One of 29 (including) cards 
x 1.5 
One of J, Q, K, А cards 
x 3 
One of K, А cards 
x 6 
2, 3, 4, 5, 6, 7, 8, 9, J, Q, K, А cards 
x 12 
Joker card 
x 24 
The next card is not determined at the time of the game, but 10 rounds in advance. After the end of the round, the players are given an opportunity to make sure that the next card has been determined before the start and not at the time of the round. When the round is over, the players are provided with a code, which will prove (after entering it in a corresponding program) that the next card is determined in advance, not at the time of the game.
12.22. DREAM CATCHER – THE PROCEDURE FOR CONDUCTING THE GAME AND THE WINNING OPTIONS
In the course of the game “DreamCatcher” the dealer rotates a large vertical wheel. The wheel is divided into 54 equal segments separated by pins. 52 segments are marked with a number (1, 2, 5, 10, 20 or 40) with a unique colour for each number.
If the wheel stops at player’s chosen number after the spin, player wins. The other two segments – 2x multiplier and 7x multiplier act as bonus spins and multiply player’s next win.
You just need to make a bet on a number you believe the wheel will stop at: 1, 2, 5, 10, 20 or 40. Then the dealer spins the wheel. When it comes to a stop, the winning segment is indicated by an arrow at the top of the wheel. All bets are paid with the odds matching the number in the winning segment. For example, winning number 5 pays 5 to 1, winning number 10 pays 10 to 1, and so on. If the wheel stops on a multiplier segment (2x or 7x), then all bets remain in place and new bets won’t be allowed. The wheel is spun again and the outcome of the spin (1, 2, 5, 10, 20 or 40) will determine the winning odds as usual but the odds will be multiplied twice or seven times over, depending on which multiplier the wheel stopped on in the previous spin. If the wheel stops on a multiplier two or more times in a row, then all bets remain in place, and the multipliers stack. The dealer continues to spin the wheel until the spin stops on the following numbers 1, 2, 5, 10, 20 or 40 (for example, the wheel stops on 2x, then on the next spin it stops on 7x, and on the next spin – on number 5. The outcome for the player who originally placed a bet on number 5, is: (5 to 1) x 2 x 7 = (10 to 1) x 7 = 70 to 1).
Payout of winnings:
Number on Wheel 
Number of Segments 
Pays 
1 
23 
1 to 1 
2 
15 
2 to 1 
5 
7 
5 to 1 
10 
4 
10 to 1 
20 
2 
20 to 1 
40 
1 
40 to 1 
2x 
1 
Multiplies the payout of the next winning number by 2x 
7x 
1 
Multiplies the payout of the next winning number by 7x 
Any malfunction cancels the game round and all eventual payouts for the round. Bets are returned to the players.
12.23. FOOTBALL STUDIO – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS
The “Football studio” game objective is to guess who – Home (A) or Away (B) – will take the higher value card, and therefore win.
The player may also guess whether the cards dealt for Home (A) and Away (B) will be of the same value, by placing a bet on Draw (X).
The aim of the Football studio is to predict which of them – Home (A) or Away (B) – will win or if they will be of the same value – Draw (X).
The cards are dealt from a shoe with eight decks. The player places a bet on either Home (A), Away (B) or Draw (X).
Card value from the lowest to the highest is as follows: 2, being the lowest and followed by 3 and so on, and Ace the highest (2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A).
A single card faceup is dealt by the dealer to Home (A) and to Away (B). In case the bet of Home (A) or Away (B) the highest card wins and paid in the ratio of 1:1.
If the card dealt are of the same value, half of player’s main bet (Home (A) or Away (B)) is returned, and in case of a Draw (X) wins and paid in the ratio of 11:1.
Payouts
Bet 
Pays 
Home (A) 
1:1 
Away (B) 
1:1 
Draw (X) 
11:1 
Any malfunction voids the game round and all eventual payouts for the round. Bets are returned to players.
12.24. DRAGON TIGER – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS
The game objective is to guess whether the Dragon or Tiger will take the higher value card, and therefore win. Player may also bet as follows: if the cards dealt to the Dragon and the Tiger would be of the same value and therefore a Draw or Suited Draw.
The aim of the Dragon Tiger is to predict which of them – the Dragon or the Tiger – will win or if it will be a Draw of same value or a Draw of same suit.
The cards are dealt from a shoe with 8 decks.
The player places a bet on either the Dragon, or Tiger, or Draw, or Suited Draw (for example, if in the both cells the 8 hearts).
The Dragon and the Tiger are dealt a single faceup card by the dealer. Card value from the lowest to the highest is as follows: Ace with value 1, followed by 2 and so on, and King the highest (A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K).
If the bet was made on a win, then the highest card wins (according to the list above) and the payout is made in the ratio of 1:1.
If the bet was made on a draw, then in case of winning the player is paid the win by 11:1. If the bet was made on the victory of a Dragon or a Tiger, but a Draw was registered, the player returns 50% of the main bet.
If the bet was made on a Suited Draw and if the Dragon and the Tiger have the cards in a same value and suit, it’s a Suited Draw, then wins pay out 50:1. If the bet was made on a Draw, then in the case of a Suited Draw, the player is paid a win in the ratio of 11:1. If the bet was made on the victory of a Dragon or a Tiger, then in the case of Suited Draw, the player is returned 50% of the main bet.
Payouts
Bet 
Pays 
The victory of a Dragon 
1:1 
the victory of a Tiger 
1:1 
Draw 
11:1 
Suited Draw 
50:1 
Any malfunction voids the game round and all eventual payouts for the round. Bets are returned to players.
12.25. SIC BO  THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS
Sic Bo is an ongoing game which gives players the opportunity to join at any time. Players are given at least 5 seconds to make a bet(s). To participate in the game, the player must select chips with the preferred nominal value (for example, 50 AMD, 100 AMD, 200 AMD, 500 AMD, 1000 AMD) by clicking on it and choose the outcome(s) offered in the game. To select the outcome(s), the player clicks on the corresponding section(s) for bets. The bet(s) will be automatically accepted after the end of the time for making bets. Then the player needs to wait until the game starts.
The game involves three dice that roll and each stops randomly at one of the numbers from 1 to 6. The player who correctly guesses the proposed outcome(s) wins.
During the round, the players are given the opportunity to bet on all the proposed outcomes.
The outcomes of the Sic Bo game are:
Outcome 
Description 
Small bet 
The bet wins if the sum of the numbers on the three dice is between 4 and 10 points. The bet does not win if three dice have the same number, for example, 2, 2, 2 or 3, 3, 3. 
Big bet 
The bet wins if the sum of the numbers on the three dice is between 11 and 17 points. The bet does not win if three dice have the same number, for example, 4, 4, 4 or 5, 5, 5. 
Bet on a specific triple 
The bet wins if three dice have the same numbers. For example, if a player has made a bet on three 5s and on the dice is shown three 5 number. 
Bets on any triple 
The bet wins if any of the same numbers appear on the three dice. For example, if a player made this bet, he will win if the dice are either three pieces 1, or three pieces 2, or three pieces 3, or three pieces 4, or three pieces 5, or three pieces 6. 
Bet on a specific pair 
The bet wins if the three dice have two identical numbers chosen by the player. 
Bet on the total sum of the numbers on the three dice (except when the sum is 3 and 18) 
The bet wins if the sum of the numbers on the dice matches the total of the dice numbers the player has chosen and placed a bet. For example, if a bet is made on a total of 10, the player wins if the number of the dice is 325 or 136 or any other combination, the sum of which is 10. 
Bet on a combination of numbers on two dice 
This type of bet is made on a combination of numbers on any of the two dice. The player wins if correctly guesses the numbers on the two dice. For example, if the player chose combination 1, 2 and the released dice is 1, 5, 2, then the player wins. 
Bet on the number on one dice 
The bet wins if the player has placed a bet on one of the six numbers, for example, on 4, and at least on one of the three rolled dice is 4. 
Each outcome has corresponding odds established by this regulation. Winnings are paid with the odds of the predicted outcome(s) according to the paytable below:
Paytable
Outcome 
Game result 
Odds 
Small bet 
The sum of the numbers on the three dice is from 4 to 10 points, except for the three (if the three dice have the same number, for example, 2, 2, 2 or 3, 3, 3). 
1։1 
Big bet 
The sum of the numbers on the three dice is from 11 to 17 points, except for the three (if the three dice have the same number, for example, 4, 4, 4 or 5, 5, 5). 
1։1 
Bet on a specific triple 
Three dice have the same numbers 
180։1 
Bet on any triple 
Three dice of any two identical numbers 
30։1 
Bet on a specific pair 
Two dice have the same numbers 
10։1 
Bet on the total sum of the numbers on the three dice (except when the sum is 3 and 18) 
If the sum is 4 
60։1 
If the sum is 17 
60։1 

If the sum is 5 
30։1 

If the sum is 16 
30։1 

If the sum is 6 
17։1 

If the sum is 15 
17։1 

If the sum is 7 
12։1 

If the sum is 14 
12։1 

If the sum is 8 
8։1 

If the sum is 13 
8։1 

If the sum is 9 
6։1 

If the sum is 10 
6։1 

If the sum is 11 
6։1 

If the sum is 12 
6։1 

Bet on a combination of numbers on two dice 
If the numbers on two of the three dice match the two numbers chosen by the player 
5:1 
Bet on the numbers on one dice

If the number on one of the three dice matches the player's chosen number 
1:1 
If the numbers on two of the three dice match the player's chosen number 
2:1 

If the numbers on three of the three dice match the player's chosen number 
3:1 
The numbers on the dice are determined not at the moment of the game, but 10 games before. After the end of the game, players are given the opportunity to make sure that the combinations on the dice are created in advance, not during the game. At the end of the game round, players are given a code: by entering it in the appropriate program, they can make sure that the dice numbers were determined in advance, not during the play.
12.26. ROCKETON  THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS
To participate in the game Rocketon, players place bets before the game starts, then wait until the rocket starts to rise. When the rocket takes off, the odds will also begin to grow until the Rocket explodes (the growth of the odds may stop at any moment, that is the Rocket explosion can happen at any moment).
If the player has clicked on the button to exit the game before that, then he/she wins with the corresponding odds. If the player has not clicked on the button before the explosion occurs, then he/she loses. The winning is calculated according to the player’s bet amount multiplied by the winning odds.
While playing the game Rocketon, players can make bets both in “Manual” and “Auto” modes.
The procedure of placing bets in “Manual” mode
In “Manual” mode the bet is made by the player. To make a bet, the player needs to specify the bet amount in the field provided for betting and click on the play button. With the start of the round, the multiplier begins to grow from odds of 1.00, until the Rocket explosion. The player needs to click on the button to exit the game before the Rocket explodes.
In order not to enter the bet amount manually, there is a special section where the player can click on the desired available amount, based on which the bet amount will be specified.
After clicking on the play button, the player waits until the start of the round.
Players can also use the autoexit feature, which allows them to automatically transfer winnings to the game account, if the marked odds are registered before the explosion occurred. For example, when the odds of 2 are specified in the feature’s field, and the game odds rise and exceed the specified odds (i.e. the explosion does not occur before 2), the system automatically takes the player out of the game with the winning odds of 2. When the player wants to use the autoexit feature, he/she turns on the switch button beforehand (which activates the feature) and sets odds in the feature’s field, at which he/she wants to automatically exit the game.
This feature does not deprive the player of the opportunity to exit the game independently, i.e. if the player has enabled the autoexit feature and entered preferred odds, then he/she can click on the exit the game button independently at any time before the explosion occurs and the growth reaches the specified odds. In this case, the winning is counted according to the odds made manually and not by the odds mentioned in the feature’s field. It is not allowed to change the odds in the feature’s field after the start of the round.
The procedure of placing bets in “Auto” mode
Players can also play the game Rocketon in “Auto” mode. By switching to “Auto” mode, the player defines the betting options, based on which in each round the system automatically makes a bet instead of him.
In this case, the player independently presses the exit button, however, the player also has the option to preenable the autoexit feature in the “Auto” mode with the desired coefficient, so that the system automatically takes the player out of the game, but in this case also, the player is not deprived of the opportunity to press the exit button.
The procedure of conducting the game
With the start of the round, the multiplier begins to grow from odds of 1.00 until the Rocket explosion occurs. If someone does not manage to make a bet in time, then the round starts without the given player, but the player is allowed to make a bet for the next round.
Those players who have come out of the game by clicking on the autoexit button or activated the autoexit feature with the odds registered before the Rocket exploded, win. The winner multiplies his/her bet amount by the odds of the moment when he/she clicked on the exit button. After the end of the round (that is when the explosion occurs), the player who has not managed to come out of the round in time (has not managed to click on the exit button) loses.
If the player is playing with autoexit feature, regardless of whether he/she has an Internet connection or not, after the moment when the system has accepted the player's bet, the autoexit feature works exactly as the player has set (this happens on the server).
If Internet connection problems have arisen on the player’s side or because of the operator who provides the Internet connection, i.e. not by the organizer’s fault, then the information fixed on the organizer’s server is taken as a basis. Players can play with the autoexit feature during the game to avoid the above mentioned problems.
The odds at which the Rocket explosion occurs can be both whole and fractional numbers (for example 21.23). They are determined not at the moment of the game, but 5 rounds in advance. After the end of the round, players are given an opportunity to make sure that the odds are set before the round, not at the moment of the game.
12.27. MONOPOLY LIVE – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS
During the game Monopoly Live, the dealer rotates the vertical wheel, and the players guess which segment the wheel will stop on. Monopoly Live also includes a Bonus game that takes the player to the country of Monopoly, where Mr. Monopoly walks around and collects winnings for the players. The number of moves of Mr. Monopoly is determined by the roll of the dice in the Bonus game.
The wheel is divided into 54 segments, each of which is painted in a specific color, 48 of which are numbered (1, 2, 5, 10), on 2 segments – “CHANCE”, on 3 – “2 ROLLS” and on one segment – “4 ROLLS”.
The player bets on the segment where they think the wheel will stop – 1, 2, 5, 10, “2 rolls” or “4 rolls”. Then the dealer rotates the wheel. On the winning segment, the arrow stops at the top of the wheel. The player wins if the wheel stops on the segment with the number that the player placed a bet on. If the wheel stops on one of the “Chance”, “2 rolls”, or “4 rolls” segments, new winning opportunities open up for the player.
In the case of bets on segments with numbers, winnings are paid according to the odds corresponding to the numbers on the segments, for example, the winning number 5 is paid in a ratio of 5:1, the winning number 10 is paid in a ratio of 10:1, and so on. That is, if a player wins, the amount of his bet is also returned to the player along with the winning amount. For example, if a bet of 1,000 AMD is placed on number 5 and the bet wins, i.e. the wheel arrow stops on the segment with number 5, the win will be 6,000 AMD (1,000 + 5 x 1,000), where 1,000 AMD is the bet amount, and 5,000 AMD is the won number multiplied by the bet amount.
If the wheel stops on the “Chance” segment, the player is given either a cash prize or a bonus multiplier, and the “2 rolls” and “4 rolls” segments activate the Bonus game.
CHANCE
If the wheel stops on the “Chance” segment, Mr. Monopoly gives the players the “Chance” card. The card shows either a cash prize or a bonus multiplier.
If the Chance card contains a cash prize, the player wins the amount indicated on the card. If a bonus multiplier is specified on the Chance card, all the bets of the player are saved. Then the dealer rotates the wheel again. If a win is registered as a result of the spin, the win amount will be multiplied by the bonus multiplier. If no winnings are registered as a result of the spin, the game ends.
For example:
If a player placed 100 AMD on number 5 and received a Chance card with a multiplier of x8, then:
1. If the win is a bonus multiplier, then when you win in the next round, the multipliers are multiplied by the bet amount. For example, the player makes a bet of 100 AMD on number 5. In case of the first “Chance”, the multiplier x8 became the winner, in case of the second – x2. If the wheel stops at number 5 after the next spin, the player will win 8,000 AMD (100 x 8 x 2 x 5).
2. In case of a cash prize, if the player wins the next round, the prize amount will be added to the winning amount obtained by multiplying the bonus multiplier of the previous “Chance”. For example, the player makes a bet of 100 AMD on number 5. In first Chance the player wins x8 multiplier, and in second chance – 5,000 AMD. If the wheel stops at number 5 after next spin, the player will win 9,000 AMD (100 x 8 x 5 + 5,000).
In the same way, the win is calculated as many times as the wheel stops on the “Chance” segment.
If the spin result is a Bonus game, that is, the wheel arrow stops on the “2 rolls” or “4 rolls” segments, only the players who bet on these segments wins.
Bonus game
To participate in the Bonus game, the player must firstly make a bet on “2 rolls” or “4 rolls” or both at the same time. If the wheel stops on any of these segments, the Bonus game begins, and Mr. Monopoly begins collecting the winnings of players in the Monopoly country.
If the player has not made any of these bets, they can watch the game but cannot win.
If the wheel stops on the “2 rolls” segment, the dice (2 dice, each marked with 1 to 6 dots) must be rolled twice during the Bonus game. Similarly, if the wheel stops on the “4 rolls” segment, the dice will be rolled four times during the Bonus game.
If a pair of dice (both with the same number of dots) is rolled in the Bonus game, it means an additional roll of the dice.
After each roll in the Bonus game, Mr. Monopoly moves in the Monopoly field and collects winnings for all relevant players (players, who made a bet on “2 roll” or “4 roll” segments or both at once). Mr. Monopoly make moves according to the number of dots on the dice. The number of fields that Mr. Monopoly passes after the dice roll is equal to the sum of the dots on the two dice. Mr. Monopoly collects winnings from where he was standing at the time of the dice roll.
When all dice rolls are made, the Bonus game ends and all players’ bonus winnings are paid along with the bet amount.
Winnings in the Bonus game
The following fields are provided in the Monopoly: “Properties”, “Utilites”, “Free Parking”, “Railways”, “Taxes”, “Jail/Go to Jail”, “Chance”, “Community Chest” and “GO”.
If Mr. Monopoly stops at the Properties, Railways and Free Parking fields, the player receives winnings of these fields. There are multipliers that are multiplied by the bonus amount (the minimum bonus amount is equal to the bet amount) and are added to the total win at the end of the Bonus game.
As soon as the Bonus game starts, Buildings and Hotels are automatically created on the some fields, which increases the amount of winnings randomly.
If Mr. Monopoly stops at the Chance or Community Chest fields, the player receives a card indicating the amount that is added to the win. When Mr. Monopoly stops at the Utilities or Taxes fields, taxes (fees) will be deducted from the player’s Bonus account. Taxes (fees) will be deducted from the Bonus winnings if there is sufficient amount of Bonus winnings, otherwise there will be no deductions.
For example, in case of “Income Tax”, 10% of the minimum bonus amount must be deducted from the player’s bonus winnings, and in case of “Super Tax”, 20% must be deducted. Let’s assume that the minimum bonus amount is 1,000 AMD, during the game this amount decreased and reached 100 AMD, in this case the “Super tax” will not be withheld, since the tax amount (20% of 1,000 AMD) is 200 AMD higher than the bonus amount at the moment (100 AMD).
If Mr. Monopoly stops on the GO field, all winnings from the playing field are doubled.
If a pair on the dice, the player is given the option of an additional roll, except if the pair is used to get out of the Jail.
If Mr. Monopoly stops on the Go to Jail field and goes to Jail, then a pair on the dices is needed after the roll, otherwise the Bonus game ends. In this case, all previous bonus winnings of the player are saved.
Autoplay
AutoPlay allows the player to repeat the bet (s) made during the selected number of rounds. The player makes a bet as usual in the betting fields, then presses the “AutoPlay” button and selects the number of rounds during which the bet should be repeated.
AutoPlay rounds continue until either the selected number of rounds ends, or the player decides to stop AutoPlay. During the AutoPlay, the player has no right to place additional bets or double them. Such actions stop AutoPlay.
The player can interrupt the AutoPlay at any time by simply stopping it.
The wheel segments, their corresponding odds and winnings are as follows:
Wheel segment 
Number of segments 
Pays 
1 
22 
1։1 
2 
15 
2։1 
5 
7 
5։1 
10 
4 
10։1 
Chance 
2 
Cash prize / multiplier 
2 rolls 
3 
Bonus round activation and 2 dice rolls 
4 rolls 
1 
Bonus round activation and 4 dice rolls 
12.28. DEAL OR NO DEAL LIVE – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS
Deal or No Deal Live is an online game. The goal of the game is to predict whether the amount of money in the 16 briefcases will be higher than the Banker’s offer.
Qualifying round
During the qualifying round, players are eligible to participate in the main round of the game. To qualify, players must spin the Bank vault wheel so that 3 gold segments match in the upper Central part. With this match, the Bank vault door opens, and players can participate in the game. The cost of each spin is the size of the bet selected by the player. To increase the chances of selection, the player can buy one or two rings. The gold segments on the purchased rings will automatically match in the center at the top of the ring. The cost of buying one ring is three times the player’s bet amount, and the cost of buying two rings is 9 times.
If a player does not qualify during this qualifying round, they are automatically invited to participate in the next qualifying round. In the qualifying round, players can spin the wheel until they qualify, that is, until the Golden segments of the wheels’ match.
The higher the bet, the larger the briefcase content, i.e. the bet amount determines the size of the briefcase content, which can be 75500 times larger than the bet.
Top Up round
Once player have qualified, the top up round begins. The top up wheel appears. At any time of the top up round, players can choose one of the briefcase as the most valuable. To do this, click on one of the winning numbers in the right or left windows. Players can perform this action as many times as they want before completing the top up round. After that, the player has the opportunity to top up the amount of the selected briefcase. The amount can be from 5 to 50 times more than bet amount. The player just needs to choose the bet amount and spin the wheel. Players can spin the wheel as many times as they want. The cost of each spin is equal to the player’s bet amount.
Main Game
A qualified player enters the main game. The player’s briefcase is on the table – in front of the Studio, with the Dealer and the Banker. The remaining 15 briefcases are placed in two rows in the back of the Studio next to the Dealer's assistant.
Each of the 16 briefcases contains one of the numbers from 1 to 16, and is distributed in the Studio randomly. Players don’t see these numbers. The amounts available in numbered briefcases are displayed on the right and left sides of the screen. During the show, Dealer’s assistant must open the briefcases, showing their numbers and the amounts contained in them. Open briefcases no longer participate in the game.
At each stage of opening briefcases, the Banker makes an offer to each player: “Deal” or “No deal”. This offer is displayed on the screen of each player.
A total of four offers are made. They are:
The first opening and offer
Three randomly selected briefcases are being opened, then the Banker makes an offer Deal or No deal, that is, offers money and waits for the Player’s decision.
1. If the player chooses Deal, he wins the amount offered by the Banker and is added to the player’s game account. At the same time, the player is given the opportunity to get back to the qualifying round.
2. If the player chooses No Deal, then continues the game.
3. If a player does not choose an option during the decisionmaking period, it is considered as a No Deal and the game continues.
The second opening and offer
Four briefcases are being opened randomly, the banker again offers Deal or No Deal, and the player makes one of the above mentioned decisions․
The third opening
Four more briefcases are being opened randomly, the banker again offers Deal or No Deal, and the player makes one of the above decisions․
The fourth opening and the final offer
Three more briefcases are being opened randomly, and only the last briefcase and the player’s briefcase remain closed.
Next, the banker does the final offer with the amount and three options: Deal, “Switch Briefcases” (exchange of portfolios), No deal and waits for the player’s decision.
1. The player can accept the offer by selecting Deal and get his winnings.
2. The player can choose “Switch Briefcases” if he believes that the amount in the last briefcase is higher.
3. The player can choose No deal and take the briefcase he selected.
4. If a player does not choose an option during the decisionmaking period, it is considered a No deal.
The final opening
During the final opening, the remaining two briefcases are open.
If the player chooses No deal, then he wins what the briefcases contain.
If the player chooses “Switch Briefcases”, then he wins contents of the other briefcase.
A message about the win is displayed on the screen, the win is added to the game account and the player returns to the qualifying round.
12.29. PENALTY – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS
The goal of the game “Penalty” is to guess which part of the goal will hit (or will not hit) the ball. The goal is divided into 24 sectors, each of them is numbered, and the numbers are arranged sequentially of 3 horizontal rows: 18, 916, 1724. The sectors of the goal are painted in yellow and blue. During the game, the ball must appear or not appear in one of the 24 specified sectors.
The player can make the bets on the following outcomes:
 on the specific sector, indicating the number: in the sector of which number will the ball appear;
 on the color: in the sector of which color will the ball appear;
 on each horizontal row: on which row will the ball appear;
 hitting the bar;
 on failure (the goalkeeper will stop the ball or it will go wide).
In the game “Penalty”, the player, who correctly predicted the proposed outcome (s) wins. Each outcome has a corresponding coefficient determined by this regulation. Winnings are paid with the coefficient of the guessed outcome (s), according to the payout table below. The winnings will be transferred to the player’s game account, and in case of incorrect guessing, the player loses.
During the round, players are given the opportunity to make bets on all of the offered outcomes.
When placing a bet, the player is allowed to cancel or repeat the last bet, double all bets, or choose any random outcome.
The bet (s) is considered accepted only after confirming the bet, i.e. the player chooses the outcome (s) and the bet amount, then clicks “Place a bet” button to confirm the bet, only after which the bet (s) will be considered accepted.
Paytable
Outcome 
Odds 
Current sector (one out of 124 numbers) 
x 24 
Color (Yellow/Blue) 
x 2 
Upper horizontal row (18) 
x 3 
Middle horizontal row (916) 
x 3 
Bottom horizontal row (1724) 
x 3 
Failure 
x 24 
The bar 
x 24 
The winning sector is not determined during the game time, but 10 rounds in advance. After the end of the round, the players are given an opportunity to make sure that the winning sector has been determined before the start and not at the time of the round. When the round is over, the players are provided with a code, which will prove (after entering it in a corresponding program) that the winning sector is determined in advance, not at the time of the game.
12.31. CRAZY TIME – THE PROCEDURE OF CONDUCTING THE GAME AND THE WINNING OPTIONS
During the game Crazy Time the presenter spins a large vertical wheel. The wheel is divided into 54 equal segments which are separated with the lines. 45 out of 54 segments are marked with the following numbers: number 1 – 21 segments, number 2 – 13 segments, number 5 –7 segments, number 10 – 4 segments, and 9 bonus segments: Cash Hunt – 2 segments, Pachinko –2 segments, Coin Flip – 4 segments and Crazy Time – 1 segment. The player makes a bet on the segment s/he believes the wheel will stop at (1, 2, 5, 10, Cash Hunt, Pachinko, Coin Flip or Crazy Time). Then the presenter spins the wheel. The arrow sign, which is on the upper part of the wheel, stops at the winning segment. After the spin if the wheel stops at the segment which has been selected by the player, then s/he wins. In case of number spots the winnings are distributed with the odds of the winning segment. For example, if the player has made 1000 AMD bet on the segment with the number 5 and the wheel has stopped at that segment, then the winning will make 5,000 AMD (5 x 1000). The odds for the winnings of Bonus segments are decided during the Bonus games.
Simultaneously with the spin of the wheel, the tworeel Top Slot game starts, which is displayed on the TV screen above the main game wheel. In each round of Top Slot game a random multiplier is determined both for number and bonus bet segments. If one of the bet segments and the multiplier align on a horizontal line separating the screen of Top Slot, then it means a match. This multiplier is applied for the bets made on this particular segment for the current round. If the bet segment does not align horizontally with the multiplier, then the game proceeds without the Top Slot multiplier.
In case of the game with Top Slot, the winning makes:
– In case of number bet segments – the winning is multiplied by the multiplier of Top Slot.
– In case of Bonus bet segments – the winning odds of the particular Bonus game are multiplied by the multiplier of Top Slot.
All the players can observe Bonus segment games, but only the players who have made bets on the corresponding bonus segment can play and win.
Bonus Games
If the wheel stops on a segment with a Bonus field, then the players who have made bets on that Bonus segment play the Bonus game. Depending on the Bonus segment the wheel has stopped at, the players can take part in Cash Hunt, Pachinko, Coin Flip and Crazy Time bonus games.
In Cash Hunt bonus game a wall containing 108 random multipliers is generated and displayed on the screen. If there is a multiplier won in the Top Slot, then all those 108 multipliers are multiplied by that multiplier, and if there is not, then the same multipliers are kept, afterwards, they are covered by random symbols and shuffled. The countdown begins, during which the player prepares the cannon and aims the spot s/he believes has the highest valued multiplier. After the countdown is over, the cannon is fired, all the covered spots are revealed and the player sees the multiplier s/he has fired at. In that case, the winning makes bet amount multiplied by that multiplier.
If the player made no decision during the provided time or there was a connection failure, the decision is made automatically – the spot on the wall is picked randomly.
Pachinko bonus game offers a wall of multipliers that consists of a random puck drop zone (the top part) and a landing zone (the bottom part) containing 16 random multipliers. The puck is dropped randomly from zones 4–12. Before the puck is dropped, if there is a winning multiplier then all the multipliers are multiplied by the multiplier from the Top Slot, and if there is not, then the multipliers remain the same.
If the puck lands on the column DOUBLE, then all the multipliers are doubled. In this case a random puck is again dropped from the drop zone, which can land on one of the doubled multipliers or the DOUBLE part again. In case of landing on one of the multipliers, the winning is calculated by that multiplier (bet amount multiplied by that multiplier).
If the puck lands on DOUBLE columns numerous times and the values of all multipliers reach 10,000x, then DOUBLE column is replaced by 10,000x multiplier.
A Rescue Drop of a puck may occur as a surprise, if the previous puck landed on 2x, 3x or 4x multipliers. In that case, from the drop zone another random puck will be dropped again. If a Rescue Drop of a puck occurrs, then all the multipliers lower than the multiplier the puck previously landed on are increased – reaching the value of the multiplier the puck previously landed on.
In Coin Flip bonus game a red and bluesided coin is being flipped. Two multipliers are randomly assigned – a multiplier for each side of the coin: the multipliers are displayed on the screen.
If there is a Top Slot multiplier assigned for Coin Flip, then this multiplier is applied for those two multipliers and the new changed values of the multipliers are displayed on the screen, and if there is not, then the multipliers remain the same.
The coin is flipped after the final values of the multipliers are revealed. The side that is facing up is the winning side and the winning is calculated by the multiplier of that side (bet amount multiplied by that multiplier).
A Rescue Flip of the coin may occur as a surprise, if the assigned multipliers are low. In that case, the coin must be flipped again. In case of being low it must be flipped again until the multiplier is higher than the assigned multiplier.
In Crazy Time bonus game a wheel consisting of 64 segments is spun, above which there are three flappers (green, blue and yellow). There are bonus multipliers on the wheel segments. If there is a winning multiplier in the Top Slot, then all the multipliers on the Crazy Time wheel are multiplied by that multiplier, and if there is not, then the multipliers remain the same.
During the decision time the player comes up with the flapper – green, blue or yellow.
If the player made no decision during the provided time or there was a connection failure, the decision is made automatically – a random flapper is picked for the player. After the wheel stops, the bet of the players who have picked the appropriate flapper is multiplied by the multiplier pointed by the flapper (for example, if the player has selected the green flapper and the wheel has stopped pointing x25 under the green flapper, then the bet amount is multiplied by x25 and accordingly the multiplier displayed under the flapper of each color multiplies by the bet amount).
If the wheel stops on the border of the segments (not completely on the segment), then the wheel is spun again.
If one of the flappers stops on the DOUBLE or TRIPLE segment on the Crazy Time wheel, then for those players, who have picked this flapper all the multipliers’ values on the wheel are doubled or tripled and the wheel is spun again for them.
If Crazy Time wheel stops on the DOUBLE or TRIPLE segments many times in a row, and the values of all the multipliers have reached 20,000x, then DOUBLE and TRIPLE segments are replaced by 20,000x multipliers.
Any malfunctioning cancels the round and the payment of all the possible winnings for that round, as well as the bet made for that game is returned to the player.
13. PROMOTIONS AND BONUSES
The Organizer provides those players who are signed on his website to use his services for entertainment, with bonuses and opportunity to participate in the ongoing promotions. The free bets, bonuses and the opportunity to participate in the ongoing promotions will be denied and stopped for those clients who will misapply the aimed use of that offer. The Organizer reserves the right to stop the bonus offer at any moment in case of its any misapply and to immediately block the violator’s game account.
The misapply includes (but is not limited to) the following case: the creation of several game accounts or their concerted actions. The players can withdraw money from their game accounts containing bonus amounts first of all from their cash deposit remainings, and then from the game account bonus amounts. The Organizer reserves the right to cancel and/or take back the bonus provided to the player if the deposit made by the player has not been used to make a bet. The Organizer has the right to cancel the winnings got from the bonus as well as from the bets made with the bonus amount, to the extent of the whole bonus amount or its part when he doubts that a bonus misapply has taken place.
The player will be able to get or use only those offers which are available for him. The Organizer reserves the right to change the awarded bonus terms and the players’ circle for whom the bonuses are available at any moment and for any reason. The Organizer also has the right to offer a special bonus to a concrete player or group of players, to cancel the bonus offer, change the bonus offer terms and/or to convert some kind of bonus offer to another upon his wish at any moment without any warning or compensation.
Bonuses and promotions with the draw are announced in advance by the Organizer on TV or radio or the Internet, as well as on the organizer's website. The announcement must be made no later than 3 days before the start of bonuses and promotions with the draw, indicating the site or TV channel or radio of the draw, the day and time, and the location of the draw.
13.1. TOURNAMENTS
13.1.1. TOURNAMENTS OF THE GAMES BELOTE, BACKGAMMON, DOMINO, TOTO 21
The Organizer arranged tournments for the players of Belote, Backgammon, Domino, Toto 21. To participate in the tournaments, the Player should be registered on the Organizer’s website.
The organizer defines the rules for holding the tournament beforehand: the start, the prize fund, the principle of its development, the minimum and maximum number of players, the Buyin and Rebuy value, the number of prize places and the prize portions (winnings) assigned for them.
The organization of games Belote, Backgammon, Domino, Toto 21 is made according to the rules corresponding to that games defined in this Regulation.
The Buyin is the amount paid by the Player to participate in the tournament. The Organizer can also organize Freeroll (without Buyin) tournaments, as well as Sattelite tournaments for the games Belote, Backgammon, Domino, Toto 21.
The Belote tournaments are organized in Olympic principle: the losing Player stays out of the following rounds of the tournament and the players participate in the additional game round organized to find out the winners of 3rd and 4th places in the Belote, Backgammon, Domino, Toto 21 tournaments.
The Rebuy is the amount paid by the Player to join a tournament that has already begun. At every round of the tournament, different values of Rebuy are defined for the players who stayed out of the tournament and the newlyjoining ones.
The players can see the first Rebuy amount, pressing the information button for each tournament. The Rebuy is calculated the following way: Buyin + % (buyin made during the previous round and/or Rebuy) – Buyin made in the previous rounds / Rebuy.
And so on for each round.
For example, if the player has made a buyin of 400 AMD, then he should pay (400+400)400 AMD = 400 AMD for the first round Rebuy.
If the player has not made a Buyin, then he should pay 400+400 (buyin + buyiin/rebuy 100%) = 800 AMD for the rebuy. Thus, the calculation is made for each round of the tournament.
The Rebuy amount for each round can be seen in the Rebuy field of the tournament informational window.
For each player, the rebuy amount available will be shown before making a rebuy, and after making the rebuy the amount won’t be shown. After making the rebuy, it will be possible to see the rebuy amount made by the player only in the “Game history” field.
Tournaments with fixed and growing prize fund can be organized by the Organizer. The prize fund of tournaments with fixed prize fund does not depend on the quantity of the players and the buyins/rebuys made by them, it is provided by the Organizer. In case of tournaments with growing prize funds, after the buyins and rebuys made by the Players exceed the prize fund provided by the Organizer, allocations at a several percentage of the exceeding amount (defined by the Organizer beforehand) are made to the tournament prize fund.
For example, the Tournament prize fund provided by the Organizer is 10,000 AMD, and 10% of the amount exceeding that fund should be allocated to the prize fund. If the Players make Buyin/Rebuy of 11,000 AMD, then 100 AMD (10% of 1,000 AMD exceeding the prize fund) will be allocated to the prize fund.
The % allocated to the prize fund is presented in the information window of the tournament information.
The tournament starts if the minimum number of players or more (but not more than the maximum number of players defined) are registered for the tournament, otherwise, if the minimum number of players is not registered for the tournament, the tournament is canceled, and the buyins made are returned to the Players’ game accounts.
Depending on the number of players in the tournament, the system creates random pairs of players and tables. The tournament rounds are formed depending on the number of players.
The need for the formation of an additional round
An additional round is formed if the number of players who have moved to the next round after the end of the last round with the availability of rebuy defined for the tournament is not equal to 2n (2, 4, 8, 16, 32, 64, 128, etc.). If the tournament is with a nonrebuy condition, the need to form an extra round is checked before the start of the predetermined round before the first prize round (the stage in which the prize amount is distributed).
For example, 77 users have registered for the tournament, 38 pairs, ie 76 participants, take part in the first round. One random participant automatically selected appears in the 2nd round, resulting in 39 participants in the 2nd round. 19 pairs, 38 participants are taking part in this round and again another random user passes to the 3rd round.
There are 19 participants in the 3rd round, and one pending. 20 users make up 10 pairs in the 3rd round. 10 participants pass to the 4th round and 5 participants pass to the 5th prize round. Since 5 is not equal to 2n, an extra round is formed, with 1 pair (2 participants). At the end of the extra round, one participant who joins the pending 3 participants. As a result, 4 participants make up 2 pairs in the 6th round, and the winner is determined in the final 7th round.
Before the start of the rounds with rebuy option and without rebuy option (if it is not the round preceding the prize round), in the event of an odd number of players, one random participant stays in the pending status until the end of that round.
The procedure of the additional round formation
In the event of the need to form an additional round, the system removes the largest preceding 2n degrees number from the number of winning players of the last finished round, from which we receive the number of tables for the extra round.
A random number of players is chosen corresponding to the number of tables created (the number of tables created for that stage times 2), who play an additional round. The winners form 2n number for the round following the additional round together with the pending players and the ones who already have moved to the next round.
For example, in case of 200 players, it is necessary to remove the largest 2n preceding 200, 200128=72. Thus, the number of additional tables will be 72, and in this case the number of players will be 72x2=144. The 144 players of the additional round compete against each other, while the remaining 56 players (200144=56) are waiting for the 72 winners of the additional round. The winners and the pending participants form 2n number following the additional round, 56+72=128.
The Organizer may award the players who won the 1st, 1st2nd, 1st3rd, 1st4th, 1st8th, 1st16th, 1st32nd, 1st64th, 1st128th, 1st256th, 1st512th accordingly. The prize rounds are the final, semifinal, quarterfinal, 1/8, 1/16, 1/32, 1/64, 1/128, 1/256, 1/512 rounds.
There are different portions (winnings) of the tournament’s prize fund defined (before the start of the tournament) for the players who occupied places in the prize round. As a result, the prize fund is shared among the players who took the prize places.
For example, the following distribution of prize fund is set for the tournament: 1 – 30%, 2 – 20%, 34 – 25%, 58 – 25%. This means that the first place winner will get 30% of the tournament prize fund, the secondplace participant  20%, third and fourth places together – 25% (each will receive 25% / 2 = 12.5% of the prize fund), and 4 participants from 5th to 8th places will receive 25% of the prize fund together (6.25% of prize fund for each).
The percentage of the tournament prize fund allocation may vary depending on the type of tournament and the size of the prize fund.
A player can simultaneously participate in an unlimited number of tournaments in Backgammon, Domino, Toto 21 games, and only one tournament in Belote.
The prize winners in the tournaments are automatically transferred to the players’ game accounts after the end of the tournament.
Satellite Tournaments of Belote, Backgammon, Domino, Toto 21
Satellite Tournament is a tournament organized for Belote, Backgammon, Domino, Toto 21, in which one can participate by registration, buyin, rebuy, as well as by taking prize places in other tournaments (Satellite tournaments included) or winning in individual games. The rules for Belote, Backgammon, Domino, Toto 21 tournaments except for the opportunity to participate are valid for this tournament.
Based on the opportunity to participate in the Satellite Tournament, the tournaments can be of two types: closed and open. Participation in closedtype Satellites is achieved only through getting other tournaments’ or individual games’ tickets. Participation in Open Satellite Tournaments is possible through a buyin or a rebuy in the tournament.
Satellite tournament tickets are not exchanged for other tournament tickets.
A player cannot win more than one ticket for a Satellite tournament. However, if he stays out of Satellite tournament, he can make a rebuy.
The registration in Satellite tournaments via tickets is made automatically. In this case there is no possibility of leaving the tournament. Registration in the Satellite tournament does not deprive the player of the opportunity to participate in other tournaments.
Winning places in the tournament offered by the organizer may be accompanied by tickets to various Satellite tournaments.
Freeroll Tournaments of Belote, Backgammon, Domino, Toto 21 games
Free Tournament is a tournament organized for Belote, Backgammon, Domino, Toto 21 games. The rules for Belote, Backgammon, Domino, Toto 21 games except for the opportunity to participate are valid for this tournament. No participation fee (Buyin) is charged in Freeroll tournaments.
Draw (change card) option in Belote Tournaments
With the Draw (change card) option, the players can change any card in the tournament (only in Classical and 6 Card Belote) if it was previously created with this function. All you have to do is join the tournament with the option to “Draw”. The information about the value of changing the card is shown in the information window of the tournament which has that function.
The opportunity to “Draw” in Freeroll tournaments is free only in the first round. In the next rounds, the value of changing the card is shown in the tournament information window.
“Dice Change” function in Backgammon Tournaments
Through Dice Change function, players can throw their dice again in Backgammon Tournament (before making a move), 1 or 2 together if the tournament was originally created with this function. Information window of each tournament with Dice Change function contains information on how many times the dice can be changed, whether only one die can be changed, or both together and how much is the value to change a die.
13.1.2. POKER (player vs player and/or online games offered by organizer) GAMES TOURNAMENTS
The organizer arranged tournaments for Poker players (player vs player and/or online games offered by the organizer).
Within the framework of tournaments, the organization of poker games (player vs player and/or online games offered by organizer) is carried out in accordance with the rules set in these Regulations.
The organizer determines the terms of the tournament in advance: tournament start time; registration period after the start of the tournament; the size of the prize fund; the minimum and the maximum number of players; the number of rounds in the tournament; those rounds of the tournament, after which players must make Ante; the duration of each round; the size of the blinds; the duration and commencement of interruptions; the cost of buyin, rebuy, reentry and addon; the number of rounds for rebuy, reentry, and addon; the ability to rerebuy; the number of reentries; player’s knockout prize; the number of prize places and their prize (winnings), a percentage of the rake.
Buyin – entry fee (in some types of tournaments including “knockout prize”) plus organizer’s rake.
Rebuy – the amount paid by the player for the purchase of chips, plus organizer’s rake.
A player makes a rebuy if the number of his chips is less than the initial number of chips in the tournament. The player can make rebuy or rerebuy. If the player has fewer chips than the initial number of chips, then in case of rebuy the number of player’s chips increases to the initial number of chips, in case of rerebuy the number of player’s chips is doubled compared to the initial number of chips of the tournament.
In case of loss in the tournament, the player can make a rebuy to rejoin the tournament. In some tournaments determined by the Organizer the player can make a rerebuy: pay the amount of rerebuy and get double chips. The player has the opportunity to rebuy after the start of the tournament in those rounds that have been previously determined by the organizer.
Example 1. If a player starts the tournament with 5,000 chips, then in case of having 4,500 chips he make rebuy, the player will increase the number of his chips to the initial number of chips – 5,000. If the player makes a rerebuy, the number of chips doubles and is 10,000.
Example 2. If a player starts the tournament with 5,000 chips and rebuy after losing, he can continue the tournament with 5,000 chips. If the player makes a rerebuy, then continues the game with a double number of chips – 10,000.
ReEntry – the amount of reentry fee and rake of the organizer in case of loss in the tournament.
In contrast to the rebuy, the player can not pay reentry before losing, as well as can not take the opportunity to get double the number of chips. After the start of the tournament, the player can use the reentry during those rounds that were previously determined by the organizer.
AddOn – the amount for the additional number of chips + organizer’s rake, which can be paid after the end of certain rounds of the tournament. If the organizer allows the addon in tournaments, the player is offered to pay the addon and add to the additional number of chips after the end of these rounds. The organizer specifies in advance the round in which it is possible to make an addon, sets its price, and the number of chips.
For example, the organizer sets the buyin of the tournament to 1,100 AMD for 10,000 chips. The price of an addon is 1,100 AMD for 50,000 chips. In the 12th round, it is possible to make an addon. The player started the tournament with 10,000 chips, after the end of 12th round he has 30,000 chips. The player is invited to make an addon, after which the number of chips the player will be 30,000 + 50,000 = 80,000.
The possibility of the addon can be used by those players who are still participating in the tournament.
Bounty Prize – in the Bounty tournaments, the amount a player receives for knocked out of the tournament opponent. The Bounty Prize for the knockedout opponent is set by the organizer, included in the buyin of the tournament, and paid by the player.
Satellite Ticket – it is a ticket with a cost equal to the buyin, purchased by the player in the Satellite tournament, with which the player can participate in the tournaments held by the organizer. For the tournaments organized by the organizer, a commission fee is charged – rake. Rake is set at up to 12% of the entrance fee.
The organizer offers tournaments with a guaranteed prize fund (GTD).
The prize Fund is set by the organizer as a guaranteed amount. If the amount of buyins, rebuys, reentries, addons (minus rake) made by the players is less than the guaranteed amount set by the organizer, the prize Fund is this guaranteed amount, and if it exceeds, the prize Fund is the amount paid by players buyins, rebuys, reentries, addons minus rake. The exception is the prize Fund of the Spin & Gold Tournaments, which consists of the product of buyin paid by the players and a random multiplier.
The winnings of the players who won a prize in the tournaments are automatically transferred to the players’ game accounts after they are eliminated from the further competition of the tournament, as well as the Bounty amount is immediately transferred to the player’s game account.
Tournaments start on the day and time announced in advance by the organizer in case of registration in the tournament of the minimum number of players or more (but no more than the maximum number of players). Otherwise (if there is no minimum number of players registered in the tournament) the tournament is canceled and the buyins are automatically returned to the players’ accounts.
Depending on the method of participation for Poker games (player against the player) the following tournaments may be held by the organizer: pay (with buyin), free (no buyin, Freeroll), and Satellite.
Satellite tournaments – tournaments organized in Poker (player vs player and/or online games offered by organizer), participation in which can be purchased both through buyin and taking prizes in other tournaments (including Satellite tournaments). This tournament is subject to the rules of Poker tournaments (player vs player and/or online games offered by organizer), except for the possibility of participation.
Depending on the possibility of participation in the tournament, Satellite tournaments are divided into two types – Closed and Open tournaments.
Participation in the Closed type Satellite tournaments is provided only in case of acquisition of the Satellite ticket in other tournaments (including in Satellite tournaments).
Participation in Open type Satellite tournaments is possible by paying a buyin.
Tickets for participation in Satellite tournaments are not exchanged for tickets to other tournaments or for money. In case of purchase a Satellite ticket, the system automatically registers the player in the tournament specified in the ticket. The player can cancel the registration in the tournament at any time (before the actual start of the tournament).
The player can pay rebuy/reentry when leaving the tournament Satellite if it was agreed by the organizer.
Freeroll – it is a tournament organized in Poker (player vs player and/or online games offered by organizer). This tournament is subject to the rules of Poker tournaments (player vs player and/or online games offered by organizer), except for the possibility of participation. For participation in Freeroll tournaments buyin will not be charged, but in case of lost a player could take advantage of rebuy, rerebuy, or reentry.
For Poker games (player vs player and/or online games offered by organizer) the following tournaments organized by the organizer: MultiTable Tournaments (МТТ) and Spin & Gold.
Multi Table Tournaments (МТТ) tournaments
In MultiTable Tournaments (МТТ) the game takes place simultaneously on more than one table. The winner of the MTT tournament is the player who won the chips of all players by the end of the tournament. Other prizes are determined depending on the sequence in which players leave the tournament.
In MTT tournaments, the blinds are constantly increasing according to the set rounds of the tournament. The mandatory Ante bet also increases after certain rounds of the tournament, beforehand determined by the organizer.
Ante (Poker tournaments (player vs player and/or online games offered by organizer)) – is a type of bet that can be made after the rounds beforehand determined by the organizer, before the first deal of cards.
In MTT tournaments, the Ante bet can be set both – in the first round and after the rounds beforehand set by the organizer. All players, starting from the first left of the conditional dealer, clockwise make an Ante bet.
Depending on the terms of the competition MTT tournaments are divided into Classic and Bounty.
Classic (MTT)
Classic tournaments are organized according to the Olympic principle: the defeated player is eliminated from the tournament. The player can use the rebuy or reentry if it is agreed in advance by the organizer in the conditions of the tournament.
The tournament is considered to be completed when one of the players has chips of all players. Prize places are determined depending on the sequence of elimination from the tournament. Winnings are transferred to players’ accounts after the end of the tournament.
Bounty (МТТ)
In Bounty tournaments, at the beginning of the tournament for each player is assigned a reward for the knockedout player. If the player loses in the tournament, half of the Bounty Prize is credited to the account of the player who knocked him out of the tournament, and the second half is plus to the Bounty Prize of the player who knocked him out of the tournament.
For example, the buyin of the Bounty tournament is 1,100 AMD (500 AMD entrance fee + 500 AMD Knockout Prize + 100 AMD organizer’s rake). The First player knocked out the Second player of the tournament. Regardless of the occupied place, the game account of the First player is automatically credited with 250 AMD – half of the Bounty Prize of the Second player, and the second half of the Bounty Prize is plus to the Bounty Prize of the First player and is 750 drams. If in any of the following hands the Third player wins the First, half of the Bounty Prize (375 drams) of the First player will be transferred to the game account of the Third player, and the second half of the Bounty Prize will be added to the Bounty Prize of the Third player and will amount to 875 drams. And so on until only one player left in the tournament.
Spin & Gold tournaments
A Spin & Gold is a type of tournament in which there is no preset start time. Spin & Gold starts when 3 players join the tournament. This type of tournament gives the opportunity to win an amount determined by a random principle. The amount of winnings is formed by the players’ buyins and the amount provided by the organizer and is equal to the product of the player’s buyin and a random multiplier. A random multiplier can be a coefficient from 2 to 12000. If the coefficient exceeds the players’ number, the remaining amount is provided by the organizer.
For example, at the beginning of the game, the screen displays the played win amount, which is a product of a random multiplier and buyin. If the buyin of the tournament is 2,000 AMD and the random multiplier is x500, the winner of the tournament will win 1,000,000 AMD (2,000 x 500), 6,000 AMD of which is the player’s buyins and 994,000 AMD is provided by the organizer.
Starting from the first round in all Spin & Gold tournaments players must place an Ante bet.
Advantages of the final tables of Poker tournaments (player vs player and/or online games offered by organizer). On the final tables of tournaments, there are several advantages: “Switch Seats”, “Chess Clock”, “Deal Making”, which are equally enjoyed by all players who reached the final table of the tournament. The advantages of the final tables of tournaments do not apply to Satellite tournaments, free tournaments, and Spin & Gold tournaments.
Switch Seats – a unique feature that allows the players to change their seat before the game starts at the final table. The order of choosing places starts from the player with the least number of chips to the player with the highest number of chips. If the number of chips of two players is the same, the player who first registered for the tournament can choose the place at the end. Therefore, the player with the highest number of chips changes the position last. The player selects a place and automatically changes places with the player who joined the given place. Each player has 30 seconds to select a location. A player can select a place that has already been selected by another player if they choose a place later.
Chess Clock – all players have equal time on their “Chess Clock” (for example, 15 minutes). The clock starts running when it is the player’s turn to perform an action. If the time of the “Chess Clock” reaches zero (0) and ends, the player will have 5 seconds to make a decision. The maximum and minimum values of the “Chess clock” can be 15 minutes and 1 minute, respectively.
Deal Making – if the player wants to change the order and share of the prize fund distribution, they can make deals with other players of the final table. To make a deal, click on the “Deal” button in the upperright corner of the final table. Then select the “Deal Agreement” window. If the player has indicated that they want to make a “Deal” but have changed their mind, they can click the “Deal” button again and select the “Cancel Deal Reservation” option. To make a deal, all players who are still playing in the tournament must accept the deal, after which the prize fund will be transferred to their gaming accounts. When all players agree, the game will stop for a moment to show the prize fund with the corresponding shares – based on an Independent Chip Model (ICM). After the prize fund is distributed, the game continues to determine the points of the tournament leaders.
ICM (Independent Chip Model) – distribution of the remaining prize fund based on the current number of players’ chips, without taking into account skills, blinds or other external factors.
14. THE RIGHT TO WRITE LETTERS
By registering on the Organizer’s website, the user gives his/her consent to periodically receive emails to the email address specified during registration. These letters may contain the news offered by the Organizer, information about additional new payment systems, new game announcements, details of new services, changes in the Organizer’s regulations and/or other conditions, etc.
15. NOTICE ON THE WEBSITE
The organizer has the right to make public announcements in the news section of his site, thus informing the players about the changes. The Organizer can also send a notification about the changes to the personal email of the player registered on the website.
With registration on the Organizer’s website or continuation of using the Organizer’s website services after the notification, the player expresses his consent to accept this version of the notice.
16. PROCEDURE (PLACE) FOR PAYMENT OF THE WINNINGS
After the game results declaration on the Organizer’s website, the winnings of the bets shall be added to the player’s game account, which is considered to be paying the player’s winning, within one (1) day of the game result declaration. To receive money from his game account, the player must submit a withdrawal application.
The player may receive the ordered noncash amount within 3 working days after submitting the withdrawal application (the form and procedure of the submission is defined by the organizer and posted on the Organizer’s website).
The player may request withdrawal only within the balance of his game account.
If the player’s account balance is negative as a result of game results recalculation (as a result of bugs or technical errors; for example, the balance of the game account is 5,000 AMD, the player’s actual winning is 2,500 AMD, but the winning of 25,000 AMD is registered on the account, as a result of which the account negative balance is 17,500 AMD), the participant is obliged to compensate for the negative balance of the account.
Winnings are rounded to within 1 AMD.
All objections to the calculation of winnings are accepted within a 15day period after the announcement of game results, in the form of a written application.
17. THE RIGHTS AND RESPONSIBILITIES OF THE PLAYERS
The players of Internet games with winning have the right to:
1. Demand noncash winnings (game account balance).
2. Require from the organizer the regulation of organizing and conducting the internet games with winning.
3. Get acquainted with the terms of accepting bets that will enable him to make bets consciously.
4. Get acquainted with the bets’ calculation procedure as well as demand the winnings within the payment period.
5. In case of disagreement with the calculation of the winnings, submit a complaint to the organizer in the prescribed manner.
The players of Internet games with winning must:
1. Before making a bet, get acquainted with all the changes made in the program and/or in this Regulation.
2. Upon the request of the Organizer, submit an identity document defined by the law.
3. Preserve the requirements of the legislation of the country of their citizenship (in the case of foreign citizens). The consequences of failure to comply with this paragraph shall be borne by the player.
4. Keep their game account data private (login, password, email specified during registration). The Organizer shall not be liable for any damages incurred as a result of failure by the player to comply with this paragraph.
5. Follow to the requirements of this Regulation.
18. THE RIGHTS AND RESPONSIBILITIES OF THE ORGANIZER
The Organizer of Internet games with winning has the right to:
1. Decide himself the working schedule of accepting bets.
2. If, independent of the Organizer (for example, network bugs, illegal inclusions into the Organizer’s website, etc.), the bet made has not been fixed on the organizer’s server or has been fixed otherwise than the player wanted or has been fixed with a delay, then the organizer is not liable for the damage caused to the player. In such situation, the organizer is responsible only in case of his fault.
3. Refuse to pay the winning if he proves that the player has affected the game and/or its result.
The Organizer of Internet games with winning is obliged to:
1. Act in accordance with the rules established in this Regulation.
2. Pay the player’s winnings (game account balance) in accordance with this Regulation.
3. The obligations of the Organizer to the player shall be terminated when:
a) pays the player’s winnings during the winning payment period;
b) returns the amount of the player’s game account balance;
c) the bet made by the player is refunded in accordance with the terms of this Regulation.