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1.1. Betting round - time allocated for accepting player bets.
1.2. Odds - numerical expression determined on the basis of mathematical probability of an outcome, which is multiplied by the amount of the player's stake to calculate the winnings.
1.3. Value - place of the card in the series of the same suit (e.g., Deuce, Jack, Ace).
1.4. Suit - one of the four types of cards (Hearts, Diamonds, Spades, Clubs).
1.5. Number type - odd or even.
1.6. Deck - a set of 52 (fifty-two) cards consisting of thirteen cards from each of the four suits (Deuce, Three, Four, Five, Six, Seven, Eight, Nine, Ten, Jack, Queen, King, Ace).
1.7. Shoe - gaming device where six decks of cards are placed before starting the game.
1.8. Draw - one dealing of cards which begins with the first betting round and ends when the dealer announces the outcome of the dealing, collects all used cards face-up on the table and puts them into the box for used cards.
1.9. Betting outcome - possible interpretation of the outcome of one draw expressed in odds which may change in the course of the draw depending on the change of the mathematical probability of the outcome.
1.10. Betting options - a list of all bets available to the player.
1.11. Player - one of the parties of the game to whom the dealer deals the cards.
1.12. Banker - one of the parties of the game to whom the dealer deals the cards.
1.13. Tie - outcome in the game, possible if, after opening all Player and Banker cards, both sides have same/equal point value. 

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1. Terms

1.1. A dice - a small cube with each side having a different number of pips ranging from 1 to 6 rolled for generating a random number.
1.2. Dice set - a set of 5 identical dice.
1.3. Spare dice set - a set of 5 identical dice visible in the picture.
1.4. Dice box - a container used to hold, shake and then roll the dice.
1.5. Game table - a special downward sloping table with lighting and a marked place for the lucky combination to be placed.
1.6. Lucky combination - the result of the draw determined after the dice are rolled and put in the place for the lucky combination on the game table.
1.7. Odds - numerical expression which is multiplied by the player's stake to calculate the winnings.

2. Rules

2.1. The game's presenter during a live broadcast puts the dice into the dice box, shuffles and rolls them on the game table.
2.2. Five identical dice with sides numbered from 1 to 6 pips are used for the game.
2.3. Dice are rolled only once during a draw except for special cases when the roll has to be repeated (see 5).
2.4. A roll is deemed to have taken place when all 5 dice stand in the place for lucky combination on one of their sides and clearly make a five dice combination.
2.5. The result of the draw is the 5 dice combination determined by the pip numbers on the top side of the dice after they are rolled on the table.
2.6. Presenter identifies the lucky combination by non-changing rules.
2.7. Dice combinations (results determined from left to right).
2.7.1. One pair + dice from the smallest to the highest pip number;
2.7.2. Two pairs + the final dice. Pairs are determined by the higher pip numbers;
2.7.3. Three of a kind + dice from the smallest to the highest pip number;
2.7.4. All different pip numbers without creating a line from the smallest to the highest pip number;
2.7.5. High line (2, 3, 4, 5, 6);
2.7.6. Low line (1, 2, 3, 4, 5);
2.7.7. Three of a kind + a pair;
2.7.8. Four of a kind + the final dice;
2.7.9. Five of a kind.

3. Gameplay

3.1. There is only one betting round, and players can place their bets on all available outcomes for the upcoming draw.
3.1.1. A betting round takes place between the game draws and lasts about four minutes (when the first draw is finished, the betting round for the second draw immediately starts. The broadcast starts after the end of the betting round).

4. Betting Limits

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

5. Special Cases

5.1. Cancelled draws:
5.1.1. Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter’s mistakes;
5.1.2. Presenter's mistakes that can end up with cancelled draws:
5.1.2.1. Dice fall off the table before, during or after the repeated roll;
5.1.2.2. During repeated roll dice stops on its edge after the roll;
5.1.2.3. During repeated roll dice does not stand fully on one of its sides;
5.1.2.4. During repeated roll a dice combination cannot be determined (see 2.7.);
5.1.2.5. After the repeated roll one, or more than one dice fully, or partially covers line of marked zone for lucky combination;
5.2. Repeated roll must be performed if:
5.2.1. Dice stops on its edge after the roll;
5.2.2. Dice does not stand fully on one of its sides;
5.2.3. A dice combination cannot be determined (see 2.7.);
5.2.4. After the roll one, or more than one dice fully, or partially covers line of marked zone for lucky combination;
5.2.5. Dice falls off the table before, during or after the first roll;
5.3. Video and audio streaming do not match or do not exist.
5.3.1. If the sound during the broadcast is lost, or the presenter announces the wrong winning combination, the correct draw outcomes are determined by the video broadcast.
5.3.2. If a player cannot see the live broadcast due to technical reasons at his end (no internet connection, no electricity etc.) but the broadcast can be found in the archive, a draw is deemed to have taken place.
5.3.3. Results of each draw and archive for the broadcasts can be found on the game organizer's website.

6. Game Organization Procedure

6.1. Game draws run 24/7 every 5 minutes with maintenance breaks on demand.
6.1.1. organizer has the right to change the time and duration of the broadcasts.

7. Equipment Used in the Game

7.1. A set of 5 dice (see 1.2).
7.2. A spare set of 5 dice (see 1.3).
7.3. A dice box (see 1.4).
7.4. A game table (see 1.5).

8. Additional Information

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

1.1. Game machine - a mechanical device used to place, shuffle and randomly select the winning balls.
1.2. Balls - a set of thirty six (36) balls used for the game. The balls are white, blue, green and red. There are 9 balls of each colour and the balls are numbered from 1 to 36. Total sum of the balls is 666; total sum of the white balls is 45; total sum of the green balls is 126; total sum of the red balls is 207, and total sum of the blue balls is 288.
1.3. Drum of the game machine - a part of the game machine where all the balls are placed after the presentation. Later the balls are shuffled and the winning balls are drawn.
1.4. Cylinders - 5 identical parts that are connected to the drum of the game machine where the winning balls
are drawn. Each of the 5 winning balls are presented and shown in separate frames.
1.5. Odds - numerical expression determined by the game organizer, which is multiplied by the amount of the player's stake to calculate the winnings.

2. Rules

2.1.5 Winning balls out of 36 are randomly drawn to the cylinders of the game machine.
2.2. The draw is deemed to have taken place when exactly 5 winning balls are chosen from the drum. In all other cases, the draw is void and all the stakes are returned.
2.3. The order of the winning balls of the draw is determined by the machine cylinders, from left to right. The cylinder to the left is considered to be first, the one on the right is the last. The order in which the cylinders are filled doesn't have any influence on the result of the draw.

3. Gameplay

3.1. There is only one betting round, and players can place their bets on all available outcomes for the upcoming draw.
3.2. A betting round takes place between the game draws and lasts for about four minutes (when the first draw is finished, the betting round for the second draw immediately starts. The broadcast starts after the end of the betting round).

4. Betting Limits

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

5. Special Cases

5.1. Cancelled draws.
5.1.1. Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter's mistakes;
5.1.2. Presenter's mistakes that can end up in cancelled draws:
5.1.2.1. The balls are not prepared before the start of the draw. The presenter must put the balls to the specified place so it can be clearly seen that a full set of unmixed balls is used.
5.1.2.2. A ball or balls cannot be seen on screen due to the Dealer's actions.
5.2. Video and audio streaming do not match or do not exist.
5.2.1. If the sound during the broadcast is lost, or the presenter announces the wrong winning ball numbers, the correct draw outcomes and winning numbers are determined by the video broadcast.
5.2.2. If a player cannot see the live broadcast due to technical reasons at his end (no internet connection, no electricity etc.) but the broadcast can be found in the archive, a draw is deemed to have taken place.

6. Game Organisation Procedure

6.1. The balls must be clearly visible in their place of the game machine before the start of each draw.
6.2. Game draws run every 5 minutes, daily, from 09:02 AM to 04:57 AM (GMT+2) with maintenance breaks on demand.
6.2.1. The organizer has the right to change the time and duration of the broadcasts.
6.3. Longer breaks are allowed (1-5 cancelled draws in a row) in the event of technical failures in the studio. All bets placed on these draws are void and stakes are returned to the players.
6.4. Results of each draw and archive for the broadcasts can be found on the game organizer's website.

7. Equipment used in the game

7.1. Game machine (see 1.1).
7.2. A set of 36 balls (see 1.2).

8. Additional Information

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

1.1. Game machine - a mechanical device used to place, shuffle and randomly select the winning balls of the draw.
1.2. Balls - a set of forty two (42) yellow and black balls used for the game. There are 21 balls of each colour, and the balls are numbered from 1 to 42. Total sum of the balls is 903. The total sum of the yellow balls is 451. The total sum of the black balls is 452.
1.3. Drum of the game machine - a part of the game machine where all the balls are placed after the presentation. Later, the balls are shuffled and the winning balls are randomly selected.
1.4. Tube - a part of the game machine that is connected with the drum where the randomly selected balls are placed. 7 winning balls are presented and shown in separate frame.
1.5. Odds - numerical expression determined by the game organizer, which is multiplied by the amount of the player's stake to calculate the winnings.

2. Rules

2.1. 7 winning balls out of 42 are randomly selected to the game tube.
2.2. The draw is deemed to have taken place when at least 7 winning balls are selected. In all other cases the draw is void and all the stakes are returned.
2.3. If more than 7 balls are placed in the tube, only the first 7 balls are counted - the other balls in the tube are ignored.

3. Gameplay

3.1. There is only one betting round, and players can place their bets on all available outcomes for the upcoming draw.
3.2. A betting round takes place between the game draws and lasts for about four minutes (when the first draw is finished, the betting round for the second draw immediately starts. The broadcast starts after the end of the betting round).

4. Betting Limits

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

5. Special Cases

5.1. Cancelled draws.
5.1.1. Draws can be cancelled due to technical failures: internet connection problems, technical problems in the studio or presenter's mistakes;
5.1.2. Presenter's mistakes that can end up with cancelled draws:
5.1.2.1. The balls are not prepared before the start of the draw. The presenter must put the balls to the specified place so it can be clearly seen that a full set of unmixed balls is used.
5.1.2.2. A ball, or balls, cannot be seen on screen due to the dealer's actions.
5.2. Video and audio streaming do not match or do not exist.
5.2.1. If the sound during the broadcast is lost or the presenter announces the wrong winning ball numbers, the correct draw outcomes and winning numbers are determined by the video broadcast.
5.2.2. If a player cannot see the live broadcast due to technical reasons at his end (no internet connection, no electricity and etc.) but the broadcast can be found in the archive, draw is deemed to have taken place.

6. Game Organisation Procedure

6.1. The balls must be clearly visible in their place of the game machine before the start of each draw.
6.2. Game draws run every 5 minutes, daily, from 09:00 AM to 04:55 AM (GMT+2) with maintenance breaks on demand.
6.2.1. Organizer has the right to change the time and duration of the broadcasts.
6.3. Longer breaks are allowed (1-5 cancelled draws in a row) due to technical failures in the studio. All bets placed on these draws are void and stakes are returned to the players.
6.4. Results of each draw and archive for the broadcasts can be found on the game organizer's website.

7. Equipment Used in the Game

7.1. Game machine (see 1.1).
7.2. A set of 42 balls (see 1.2).

8. Additional Information

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

1.1. Draw - one dealing of cards, which begins when the Dealer scans the first card and places it at the first Position (Hand 1), and ends when the Dealer places the last community card face-up, announces the winner(s) and puts all the face-up cards back to the deck. Before the start of each draw the Dealer announces the beginning of the draw and shuffles the cards.
1.2. Position (Pocket cards - Hand 1-6) - two cards placed face-up on the table. A total of six (6) Positions (Hands) participate in a draw, and are numbered from 1 to 6.
1.3. Betting outcome - possible interpretation of the outcome of one draw expressed as odds which may change in the course of the draw depending on the change of the mathematical probability of the outcome.
1.4. Betting round - time allocated for punter bets to be accepted. A new betting round begins after each change in the gameplay (before and after the Pocket cards are dealt, after the Flop and after the Turn).
1.5. Betting options - list of all available bets to the punters.
1.6. Board - five (5) community cards that every Position (Hand) uses to form the best Combination.
1.7. Combination (Hand rankings) - five (5) cards made of two (2) pocket cards and five (5) community cards. See par. 2.4. for Hand strength from the lowest to the highest.
1.8. Flop - first three (3) community cards which are dealt after all six (6) Positions receive their pocket cards and the second betting round is finished.
1.9. Turn - the fourth community card which is dealt after the third betting round.
1.10. River - the fifth community card which is dealt after the fourth betting round.
1.11. Discarded card - card dealt face-down from the top of the deck, before opening Flop, Turn and River. 1.12. Kicker - a card that does not itself take part in determining the rank of the hand, but that may be used to break ties between hands of the same rank.
1.13. Cut card - special card used to cover the bottom card so as to prevent it from being exposed.

2. Rules

2.1. Each Position receives two (2) face-up cards. The Board is dealt face-up. Results are determined based on the video stream and scanner data which captures every face-up card placed on the table.
2.2. The goal of the game is to form the best five card Combination using Position's pocket cards and the Board.
The Position or Positions with the highest Hand ranking win.
2.3. Draw. Draw is possible in the game if more than one Position has the same Combination. In this case, winnings are paid to all punters who placed bets on any of the winning Hands in any of the betting rounds.
All Positions and Hands win, and all punters who placed bets on any Hand are paid their winnings if the best hand is placed on the Board.
2.4. Possible poker combinations (from the lowest to the highest):
2.4.1. High Card. Any hand that does not form any of the below-mentioned combinations. The Hand with the highest card wins.


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

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

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


2.4.5. Straight.Any five (5) consecutive cards of different suits. Aces can count as either a low card (A-2-3-4- 5) or a high one (10-J-Q-K-A).

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


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


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


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


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

3. Gameplay

3.1. The Dealer deals twelve (12) cards face-up to six (6) Positions one at a time clockwise. Each Position receives two pocket cards and is numbered from 1 to 6 (Hand 1, Hand 2, Hand 3, Hand 4, Hand 5, Hand 6).
3.2. The first betting round. The first betting round begins even before the pocket cards are dealt. Punters can place their bets one or more available outcomes.
3.3. There a no limits on how many bets can be placed on one or several outcomes. Punters can place bets on one, two, three, four, five or all six Hands in one or several betting rounds.
3.4. The second betting round. Pocket cards are dealt after the first betting round, and updated odds are shown on screen for each Hand. The second betting round begins. Bets placed in the first betting round have no influence on bets in the second betting round.
3.5. The third betting round. The Dealer deals the Flop (first three (3) community cards) face-up after the second betting round and odds for each Hand are updated. The third betting round begins and punters can place their bets on chosen outcome or outcomes.
3.6. The fourth betting round. The Turn (fourth community card) is dealt face-up, odds are updated and the fourth betting round begins.
3.6.1. There will be cases when some betting outcomes will have no chance of winning after the Flop or/and the Turn. These outcomes will be marked on screen and shown ins tead of odds;
3.6.2. Some Positions might form the highest possible Hands after the Flop or the Turn. These Hands or outcomes will be marked and shown instead of odds on screen;
3.6.3. No more bets will be accepted for and  betting outcomes. Bets on other betting outcomes can be placed freely.
3.7. The Dealer deals the River (fifth community card) after the fourth betting round and the program determines the draw results. Winning Hand or Hands are marked and losing Hand or Hands are marked . Winning punters are paid their winnings, the Dealer announces the winner or winners, shuffles the cards and starts a new draw.

4. Betting Limits

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

5. Special Cases

5.1. Cancelled draws. Poker draws may be cancelled if:
5.1.1. The scanner cannot read the card or its readings don't match the card on the table;
5.1.2. A card or cards are misplaced or get mixed;
5.1.3. Technical problems occur: internet connection problems, technical failures in the studio or Dealer's mistakes.
5.1.3.1. Dealer's mistakes that can cause the draw to be cancelled:
5.1.3.1.1. The dealing sequence is altered (see 3.1.);
5.1.3.1.2. A card or cards are marked or damaged;
5.1.3.1.3. A card or cards fall off the table or cannot be seen on screen due to the Dealer's mistake;
5.1.3.1.4. A card or cards in the deck are turned face-up and a picture/number is visible due to incorrect shuffling;
5.1.3.1.5. The Dealer forgets to use the cut card;
5.1.3.1.6. The Dealer incorrectly scans a card, or cards and readings of the scanner do not match the cards on the table.
5.1.4. If the draw is cancelled, all bets are void and stakes are returned to punters (odds are equalized to one (1.00)).
5.2. Card Burning. Cards can be burned during the game if:
5.2.1. The Dealer takes and shows a card face-up from the shoe when the betting round is not finished;
5.2.2. A card cannot be scanned or read by the program due to technical reasons.
5.3. Card burning procedure:
5.3.1. The Dealer shows the card face-up to all punters;
5.3.2. The Dealer announces that the specified card will be burned;
5.3.3. The Dealer places the burned card to her right side near the edge of the table (left side on screen);
5.3.4. The Dealer takes a new card from the shoe in the place of the burned card.
5.4. It is considered to be a technical error if there are mismatches in graphical representation (different betting odds, wrong winning or losing hand) and video stream during a draw in a specific betting shop. Bets placed in a shop will be void if a punter can give sufficient evidence to confirm the mistake with visual information (photo or video clip).

6. Game Organisation Procedure

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

7. Cards

7.1. The card deck is presented face-up at the beginning or the broadcast. Viewers can see that no cards missing or no extra cards are placed in the deck.
7.2. The card deck is changed if a card falls off the table or is placed where punters cannot see it. If a card or cards are marked or damaged, the deck is changed as well.
7.3. A standard 52 (fifty-two) card deck is used in the game. Each card has a unique barcode which is scanned by an integrated table scanner when the cards are dealt on the table.

8. Equipment Used in the Game

8.1. A standard 52 (fifty-two) card deck. Each card with a unique barcode.
8.2. A cut card (see par. 1.12).
8.3. A table with six Positions numbered from 1 to 6 where the pocket cards are placed, and a special place in the
middle of the table for the Board.
8.4. An integrated table scanner used to scan the barcodes on the cards.

9. Additional Information

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

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

Game Process

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

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

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

ODDS

MAIN  
Player wins  
War  
Dealer wins  
COLOUR  
Player's card will be red Dealer's card will be red
Player's card will be black Dealer's card will be black
SUIT  
Player's card will be spade Dealer's card will be spade
Player's card will be heart Dealer's card will be heart
Player's card will be club Dealer's card will be club
Player's card will be diamond Dealer's card will be diamond
VALUE  
Player's card value will be less than 8 Dealer's card will be less than 8
Player's card value will be 8 Dealer's card value will be 8
Player's card value will be more than 8 Dealer's card value will be more than 8
Player's card will be a face card (J, Q, K) Dealer 's card will be a face card (J, Q, K)
Player's card will be a pip card (A, 2, 3, 4 , 5, 6, 7, 8, 9, 10) Dealer's card will be a pip card (A, 2, 3, 4, 5, 6, 7, 8, 9, 10)

1. Terms

1.1. Betting round - time allocated for accepting Player's bets.

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

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

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

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

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

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

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

1.9. Betting options - a list of all betting outcomes available to the Player.

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

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

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

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

2. Rules

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

2.2. Dealing:

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

2.2.2. The Player always receives the first card.

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

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

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

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

3. Gameplay

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

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

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

3.4. The change of cards:

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

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

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

4. Betting Limits

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

5. Special Cases

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

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

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

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

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

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

5.1.3.1.2. A card or cards are marked or damaged;

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

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

5.1.3.1.5. The Dealer forgets to use the cutting card;

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

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

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

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

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

5.3. Card's burning procedure:

5.3.1. The Dealer shows the card face-up to all Players;

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

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

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

6. Game Organisation Procedure

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

7. Equipment Used in the Game

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

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

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

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

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

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

8. Additional Information

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

Wheel

1. Terms

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

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

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

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

1.5. Odds - numerical expression which is multiplied by the amount of the player's stake to calculate the winnings.

2. Rules

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

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

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

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

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

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

2.7. Results for Wheel of Fortune:

3. Gameplay

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

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

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

4. Special Cases

4.1. Cancelled draws:

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

4.1.2. Presenter's mistakes that can cause cancelled draws:

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

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

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

4.2.1. The Wheel of Fortune does not make three (3) full spins from the beginning of the spin until the wheel fully stops;

4.2.2. The pointer of the wheel stops between the sectors and the result cannot be determined after the valid spin.

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

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

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

5. Game Organisation Procedure

5.1. Game draws run 24/7 every 5 minutes with maintenance breaks on demand.

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

6. Equipment Used in the Game

6.1. Wheel of Fortune (see 1.1.);

7. Additional Information

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

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1. Terms

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

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

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

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

1.5. Odds - numerical expression which is multiplied by the amount of the player's stake to calculate the winnings.

2. Rules

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

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

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

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

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

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

2.7. Results for Wheel of Fortune:

3. Gameplay

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

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

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

4. Special Cases

4.1. Cancelled draws:

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

4.1.2. Presenter's mistakes that can cause cancelled draws:

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

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

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

4.2.1. The Wheel of Fortune does not make three (3) full spins from the beginning of the spin until the wheel fully stops;

4.2.2. The pointer of the wheel stops between the sectors and the result cannot be determined after the valid spin.

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

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

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

5. Game Organisation Procedure

5.1. Game draws run 24/7 every 5 minutes with maintenance breaks on demand.

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

6. Equipment Used in the Game

6.1. Wheel of Fortune (see 1.1.);

7. Additional Information

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

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