1. Baccarat
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.
2. Dice
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. Lucky 5
4. Lucky 7
5. Bet on Poker
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.
Bet type | Odd |
Wheel clapper will stop at the number LESS than 9.5 | 2.00 |
Wheel clapper will stop at the number MORE than 9.5 | 2.00 |
Wheel clapper will stop inside the GREY sector | 3.00 |
Wheel clapper will stop inside the RED sector | 3.00 |
Wheel clapper will stop inside the BLACK sector | 3.00 |
Wheel clapper will stop at any EVEN number | 2.00 |
Wheel clapper will stop at any ODD number | 2.00 |
Wheel clapper will stop at the FORTUNE sector | 18.00 |
Wheel clapper will stop inside the number range FROM 1 TO 6 inclusive | 3.00 |
Wheel clapper will stop inside the number range FROM 7 TO 12 inclusive | 3.00 |
6. War of Bets
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.
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) |
1.1. 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.
2.1. 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.
3.1. 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.
4.1. Maximum and minimum betting limits are determined by the gambling company.
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.
6.1. Games run 24/7 with maintenance breaks on demand, however, everything else including Dealer and card changes are shown live for everyone.
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.
8.1. 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.
Bet type | Odd |
Player wins | 2.05 |
War | 12.50 |
Dealer wins | 2.05 |
Player's card will be a face card (J, Q, K) | 4.12 |
Dealer's card will be a face card (J, Q, K) | 4.12 |
Player's card will be a pip card (A, 2, 3, 4, 5, 6, 7, 8, 9, 10) | 1.23 |
Dealer's card will be a pip card (A, 2, 3, 4, 5, 6, 7, 8, 9, 10) | 1.23 |
Player's card will be red | 1.90 |
Dealer's card will be red | 1.90 |
Player's card will be black | 1.90 |
Dealer's card will be black | 1.90 |
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.
2.1. 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:
3.1. 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;
4.1. 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.
5.1. 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.
6.1. Wheel of Fortune (see 1.1.);
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.
Bet type | Odd |
Wheel clapper will stop at the number LESS than 9.5 | 2.00 |
Wheel clapper will stop at the number MORE than 9.5 | 2.00 |
Wheel clapper will stop inside the GREY sector | 3.00 |
Wheel clapper will stop inside the RED sector | 3.00 |
Wheel clapper will stop inside the BLACK sector | 3.00 |
Wheel clapper will stop at any EVEN number | 2.00 |
Wheel clapper will stop at any ODD number | 2.00 |
Wheel clapper will stop at the FORTUNE sector | 18.00 |
Wheel clapper will stop inside the number range FROM 1 TO 6 inclusive | 3.00 |
Wheel clapper will stop inside the number range FROM 7 TO 12 inclusive | 3.00 |
7. Wheel of Fortune
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.
2.1. 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:
3.1. 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;
4.1. 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.
5.1. 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.
6.1. Wheel of Fortune (see 1.1.);
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.
Bet type | Odd |
Wheel clapper will stop at the number LESS than 9.5 | 2.00 |
Wheel clapper will stop at the number MORE than 9.5 | 2.00 |
Wheel clapper will stop inside the GREY sector | 3.00 |
Wheel clapper will stop inside the RED sector | 3.00 |
Wheel clapper will stop inside the BLACK sector | 3.00 |
Wheel clapper will stop at any EVEN number | 2.00 |
Wheel clapper will stop at any ODD number | 2.00 |
Wheel clapper will stop at the FORTUNE sector | 18.00 |
Wheel clapper will stop inside the number range FROM 1 TO 6 inclusive | 3.00 |
Wheel clapper will stop inside the number range FROM 7 TO 12 inclusive | 3.00 |