The goal of the game is to win a full pot,forcing all opponents to fold their cards into the deck using betsand autopsies.
The game uses a deck of 36 cards from sixes to aces. Cards from sixto ten have a value at face value (for example, six – six points,seven – 7 points, …, ten – 10 points), jack, queen and king – 10points, ace – 11 points. If three cards of the same rank fall out,the sum of points is equal to the sum of all the cards (forexample, 777 – 21 points, QQQ – 30 points, AAA – 33 points, etc.).This is the scoring of the ranks. An exception is a combination ofthree sherkes with a maximum score of 34. The total of the pointsof any combination of cards that includes two aces is always 22,regardless of the suit of the aces.
In other cases, points are counted by summing cards of the samecolors and choosing the largest amount. This is the scoring of thesuits.
There is a joker in the game. His role is played by the club ofseven. When calculating points by ranks, the joker replaces themissing card of the required rank. When calculating points forsuits, the joker has a value of 11 points. The game starts with amandatory bet of all players. After, players are dealt 3 cardseach. All participants see only their cards. Decoding of theplayer’s own combination is displayed on the control panel.
When moving to the player, he takes part in the bidding. Dependingon the mode of the game selected by the player and the remainder ofthe chips on his account, some of these actions become available tohim:
1. Fall – to drop cards into the deck, thereby voluntarily stoppingtheir participation in the current game.
2. Raise – make a higher bet than the previous player.
3. Reveal – compare your cards to the previous player’s cards. Thisaction is not available in the first round of betting. When thisaction is carried out, the player makes a bet equal to the bet ofthe previous player.
4. To support – to make a bet equivalent to the bet of the previousplayer and thus to continue his participation in the currentgame.
5. Watch – see your cards, thus leaving the game mode “into thedark” (described below). This action is only available to darkplayers.
Each action, except for the actions “Fall” and “Watch”, isaccompanied by a bet to the bank. The bet in the game is determinedby the player independently, but it can not be less than theprevious player’s bet. From above the rate is limited by themaximum value (ceiling). During the game, the player needs tomonitor the number of his chips, so that there is no situation whenthey will not be enough to maintain the previous player’s bet. Inthis case, the player automatically drops out of the current game(saving seat at the table) and loses all the chips put. The winnerof the game is the player who has the strongest combination ofopponents, or the one who stayed in the game alone, ousting therest of the players with the help of bets.
Game “in the dark”
The essence of the game in the dark is that the dark players do notsee their cards until they continue to darken. Advantage of thegame “in the dark” is that the obscure player forces non-darkplayers (players who know their cards) to pay twice as much astheir bet. The dark players compensate for the ignorance of cardswith a material equivalent. Players who know their cards, if theywant to bring down the game “into the dark” it’s enough to bet on 1more than the rate of the last obscure player. In this case, allthe dark players will automatically see their cards and continuethe game in the normal mode (not dark). During his turn, a darkplayer can look at his cards, switching to a normal gamemode.
After the first round of betting, players can open – During thisaction, the cards of the opening player are not visible to theopponent, and the computer automatically compares his glasses withthe opponent’s points and leaves the player with a strongercombination in the game.
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