Casino Games Instructions

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The casino version of the game that you probably know, at least from movies, is called just ‘craps’. If you are a beginner, we can’t deny that craps might seem intimidating at first. It’s not that it isn’t easy to play once you get into it, but until you learn the basic rules you will think it is a complicated game. Learn How to Play Online Casino Games – Instructions and Important Tips 11 Aug 2019 Daniel Ionescu Online casino games Learning to play online casino games correctly, for free or for real money, is not at all as difficult as it may seem at first glance. Basic Casino Instructions  The rule of thumb to minimize your losses is to know the gambling rules of the casino to which you’re coming. Start the acquaintance not from the game portfolio, but the Terms and Condition section outlining all the details. These rules are provided by Masters Traditional Games, an Internet shop selling quality traditional games, pub games and unusual games. For general information or for copying and copyright, see our Rules Information page. Our rules are comprehensive instructions for friendly play. If in doubt, always abide by locally-played or house rules.

OBJECTIVE OF CASINO: Accumulate points by capturing cards.

NUMBER OF PLAYERS: 2-4 Players, in 4 player games there is an option to partner up (2 vs 2)

NUMBER OF CARDS: Standard 52 card deck

RANK OF CARDS: K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A

TYPE OF GAME: Fishing game

AUDIENCE: Adults

THE DEAL CASINO

Each player is dealt four cards from the dealer with four cards face-up in the center. The deal is traditionally done two at a time, two cards to each player, two cards to the table, and two cards to the dealer. Remaining cards are set aside. After each player has played their four cards they are dealt four more from the remaining cards pile. After the first deal, no more cards are dealt to the table. This continues until all 52 cards have been played. When dealing the last hand the dealer must announce “last.” After the last hand has been played and scored the position as dealer passes to the left.

THE PLAY

The player to the left of the dealer begins and play moves clockwise. On their turn, each player must play one card from their hand by placing it face-up on the table. This card can be used to capture 1+ cards from the table. Even if there is or is not a capture, play passes on.

  • in the event of a capture, after other players have seen the capturing card, the player collects the captured card with the capturing card and places them in a pile face-down.
  • If there is no capture the card remains face-up on the table.

Possible types of play:

  • Capture with a face card, if you play a face card (King, Queen, Jack) that is the same rank as one on the table, you may capture a face card on the table. If there are multiple matching cards on the table you may only capture one.
  • Capture with a number card, if you play a numerical card (A and 2-10) you may capture any number cards of equal face value. You can also capture any sets of cards whose sum totals the value of the card played, under these restrictions:
    • cards within a build (see below) can only be captured by a card whose value is equal to the value claimed for that build.
    • if you capture a set, each individual card may only be counted as being within that set.

Example: A 6 is played, you can capture one, two, or three 6s. You can also capture two 3s and three 2s.

  • Form a Build/Building, number cards can be combined with other cards on the table if placed together. This is forming a build. They are made of a collection of number cards which are captured by a single number card according to the previous rule. Whoever is making the build must announce to the other players the value of the capturing card. For example, “building six.” Players must have the number card which can be used later to make the capture. There are two kinds of builds:
    • Single builds have 2+ cards whose face value add up to the value of the build.
    • Multiple builds have 2+ cards or sets, each set must equal the value of the build. For example, an 8 build may bee constructed with an eight, an Ace and a seven, 2 fours, or a five and a three. If a player holds an eight and there is a three and a five on the table, these cards may be combined to form a multiple build.

Builds must include the card you just played and may not consist only of cards on the table. Builds can only be captured as an entire unit and never cards individually.

  • Capture a Build with a number cards whose value equals the capture card of the build. If during your turn there is a build which you have made and/or added to, which no other player has added to since your last turn, you may not simply trail (see below) a card. You must either: capture a card, create a new build, or add to an existing build. Whatever you choose to play, you may not capture or add to builds if it will leave you without the card which is equal to the build. If you decide to capture a build you also have the opportunity to capture single number cards on the table which equal or add up to the value of the build.
  • Add to a Build in one of two ways:
    • Use a card from your hand to add to a single build. This increases the value of the capture for that build, provided, of course, you also hold the card in your hand which is equal to the new capturing value. You can also add cards from the table to this build if they are legal. Cards from the table, however, cannot change the value of the build. Capturing numbers of multiple builds cannot be changed. See the example below.
    • If a player holds a card which could capture a build, single or multiple, they may add cards from their hand or a combination of a card from their hand and cards on the table, as long as they are not already in the build.

Example: There is a building on the table with a two and a three, announced as “building 5.” If you have a three and an eight in your hand you may add the three to that building and announce, “building 8.” Another player may have an Ace and a nine, they can then add the ace to the building and announce, “building 9.”

When adding to a build you must use one card from your hand.

  • Trailing a card is an option if you do not wish to build or capture. The single card is put face-up beside the layout to be played upon later in the game. Play moves on. You may trail a card even if that card could have made a capture.

SCORING

Scores are tallied from the pile of cards each player or team has won.

  • Most cards = 3 points
  • Most spades = 1 point
  • Ace = 1 point
  • 10 of Diamonds (also called The Good Ten or Big Casino)= 2 points
  • 2 of Spades (also called The Good Two or Little Casino) = 1 point

In the event of a tie for either most cards or spades, neither player earns those points. The first player to reach 21+ points is the winner. If there is a tie you must play another round.

VARIATION

Royal Casino

Regular Casino rules apply but face cards have extra numerical values: Jacks = 11, Queens = 12, and Kings = 13. An ace = 1 or 14.

It is tempting in Royal Casino to hold the aces for longer so that you may make a 14 build.

Royal Casino is also played with the variant sweeps. This happens when one player takes all the cards from the table and the next player must trail. If a sweep is made, the capture card is put face-up on the pile of cards they have won. Each sweep is worth 1 point.

Scoring in Royal Casino follows this order:

  1. Player with the most cards
  2. Player with the most spades
  3. Big Casino
  4. Little Casino
  5. Aces in this order: Spades, Clubs, Hearts, Diamonds
  6. Sweeps

REFERENCES:

https://www.pagat.com/fishing/casino.html

http://www.grandparents.com/grandkids/activities-games-and-crafts/casino

https://www.pagat.com/fishing/royal_casino.html

RESOURCES:

Find more casino games at https://www.new-onlinecasinos.co.uk/casino-games/.

A roulette wheel consists of a spinning disk with divisions around its edge that revolves around the base of a bowl. A ball is spun around the outside of the bowl until eventually ball and wheel come to rest with the ball in one of the divisions.
The divisions around the wheel are numbered from 1 to 36 in a seemingly random pattern and alternate red and black. Additionally, there is a green division numbered 0. On American tables only there is a second extra green division marked 00 and it is largely this that makes the American version of Roulette a worse proposition financially than the European game.
Prior to rolling the ball, people place bets on what number will come up by laying down chips on a betting mat, the precise location of the chips indicating the bet being made. Roulette is a game of French origin and on a traditional table, the French terms on the betting area are still used even in English speaking areas. However, on most US tables, English terms and a slightly different style of mat are used.

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Roulette Bets


Much of the interest in Roulette derives from the the number of different bets that can be made and their associated odds. The basic bets are the same for all forms of modern Roulette. Below are a list of all the available bets categorised by the bet's associated odds (both the English and French terms are listed):

Evens

  • Red / Rouge: a red number
  • Black / Noir: a black number
  • Even / Pair: an even number
  • Odd / Impair: an odd number
  • Low bet / Manque: numbers 1 - 18 (Manque is French for 'failed' and is used because the ball has failed to pass 18)
  • High bet / Passe: numbers 19 - 36 (Passe is so named because it has 'passed' the centrepoint)

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2 to 1

  • First dozen / Premiere douzaine: numbers 1 - 12 (On the French-style mat, the square marked 12P)
  • Middle dozen / Moyenne douzaine: numbers 13 - 24 (On the French-style mat, the square marked 12M)
  • Last dozen / Dernier douzaine: numbers 25 - 36 (On the French-style mat, the square marked 12D)
  • Column bet / Colonne: a column of 12 numbers (The special square at the end of one of the three columns of twelve numbers)

Longer Odds

  • 5 to 1 - Line bet / Sixain: 6 numbers (Place the stake on the intersection of the edge of two rows of three numbers to bet on those 2 rows)
  • 8 to 1 - Corner bet / Carre: 4 numbers (Place the stake at the intersection of a square of four numbers)
  • 11 to 1 - Street bet / Carre simple or Transversale: a row of 3 numbers (Half way over the line forming the end of the row of three numbers to be bet upon)
  • 17 to 1: Split bet / En Chaval: a pair of numbers (Place the stake across the line dividing the two numbers to be bet upon
  • 35 to 1: Straight up / En plein: a single number (Place the stake in the box showing the number concerned. It is allowable to bet on zero)

The bets on six numbers or less are termed 'Inside bets'. The bets on 12 numbers or more are called 'Outside bets'.

European Roulette Rules


Assuming that the possible bets are all understood, Roulette is essentially a trivially simple game to play. For each turn, once all bets have been placed using coloured chips to distinguish each player, the croupier halts betting, spins the wheel, and rolls the ball in the opposite direction. When the ball comes to a halt in one of the slots, the croupier announces the result, collects all losing bets and pays out the winner's profits.
There are additional optional rules that some casinos and houses play. Both the La Partage and the En Prison roulette rules effectively halve the casino edge on even-money bets. If playing at home, decide at the start which, if any of the following rules you would like to play.

'En Prison' Rule


This is a roulette rule that can be applied to even-money bets only. When a zero turns up, the player has two options:
  • Reclaim half the bet and lose the other half.
  • Leave the bet (en prison = in prison) for the next spin of the roulette wheel for an all or nothing gamble. If the subsequent spin is again zero, or does not match the imprisoned bet, then the whole bet is lost. Otherwise, if the subsequent spin's outcome matches the bet, the player's money is returned.

'La Partage' Rule


The la partage roulette rule is similar to the en prison rule, only in this case the player has no option when a zero turns up and simply loses half the bet.

Maximum and Minimum stakes


Casinos will normally post a maximum and a minimum stake for a roulette table and this is sometimes done for recreational play, too. Typically, for each spin of the wheel, if a player the total amount of a player's inside bets must exceed the minimum stake. The listed maximum stake usually shows only the maximum allowed for a single number 'straight up' bet. The maximum stakes for other types of bet increases proportionately e.g. The maximum bet allowed for a pair of numbers is double the maximum straight-up bet, the maximum allowed for a corner bet is 4 times the straight up maximum and so on. So that really the limitation is on the amount that the casino can lose!

North American Roulette Rules


In North America and the Caribbean, roulette wheels have a double zero, and all bets (except a direct bet on the selected zero) are lost when either zero turns up. The result is significantly poorer odds for the punter and an increase in the Casino's cut. This is probably why in this region, Roulette is less popular than it is in other parts of the world.
The rules are the same as for European Roulette above except that the double zero works in the same way as a single zero result.
Some American casinos do allow an additional bet called a 'basket bet' which is staked by placing chips in the same way as for a line bet on the outside of the the dividing line between the zero row and the row featuring 1, 2 and 3. This bet normally pays out 6 to 1 which gives it odds worse than any other roulette bet.

The old original Roulette Game


In the original French roulette, the numbers 1 - 36, had the zero and the 'double zero'. The zero was coloured red and also counted as 'Pair' and 'Manque'; the double zero was black and also counted as 'Impair' and 'Passe'.Casino card game instructions

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If the ball fell into one of the two zero divisions, all lost stakes are taken by the bank but if the bet was matched by virtue of being Pair, Impair, Rouge, Noir, Passe or Manque, instead of being won, the stake was imprisoned until the next spin of the wheel. On that subsequent turn, the stake was either lost or if the ball matched the bet again, the stake was merely returned to the gambler without any profit.

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These rules are provided by Masters Traditional Games, an Internet shop selling quality traditional games, pub games and unusual games. For general information or for copying and copyright, see our Rules Information page.

Our rules are comprehensive instructions for friendly play. If in doubt, always abide by locally-played or house rules.

Copyright Masters Traditional Games © 2019. All rights reserved.

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