This blog is dedicated to provide Anti scam and Schemes valuable information about online and offline gambling at casinos. My publishings include tips and advices to inform gamblers where and how they can gamble with safety and in honest websites and also mention what are the best offline casinos and resorts. In this blog you´ll see mentions to gambling operators that i trust. Enjoy!
Monday, February 26, 2007
Roulette ( Part 2 )
House edge
The house average or house edge (also called the expected value) is the amount the player loses relative to any bet made, on average. If a player bets on a single number in the American game there is a probability of 1/38 that the player wins 35 times the bet, and a 37/38 chance that the player loses their bet. The expected value is:
-1*37/38 + 35*1/38 = -0.0526 (5.26% house edge)
For European roulette, a single number wins 1/37 and loses 36/37:
-1*36/37 + 35*1/37 = -0.0270 (2.70% house edge)
In roulette the house has the same edge on all other kinds of bets also, because the pay outs are always set as if the zero square(s) did not exist. The only exception are the five numbers bet where the house edge is considerably higher (7.89% on an American wheel) and the 'even money' bets in the some European games, where the house edge is halved because only half the stake is lost on when a zero comes up.
The house edge should not be confused with the hold. The hold is the total amount of cash the table changes for chips, minus the chips taken away from the table. It may be significantly more than 5.26%/2.70% of all players money because players are making repeated bets after winning and losing portions of their total money. A player with a certain total amount of money may not win or lose all their money instantly, such that the total of all bets they make will often be greater than the total of the money they actually started with. The house edge applies to each bet made not the total money, which means the player can end up losing significantly more than 5.26% of his starting money.
For example it is likely that a player with $100 making $10 bets on red will be able to bet more than 10 times, because sometimes he wins. He may end up betting a total of 20 times on red. This means the expected value is 20*$10*5.26% = $10.52, over 10% of his money is now in the 'hold' despite the game having a 5.26% house advantage. A player who continually bets until they run out of money will give the house 100% hold.
Called (or call) bets
There are a number of series in roulette that have special names attached to them. These are placed by betting a set amount per series (or multiples of that amount). They are based on the way in which certain numbers lie next to each other on the roulette wheel. Not all casinos offer these bets, and some may offer additional bets or variations on these.
Voisins du Zero ("Neighbours of Zero")
This is a name for the numbers which lie between 22 and 25 on the wheel including 22 and 25 themselves. The series is 22,18,29,7,28,12,35,3,26,0,32,15,19,4,21,2,25 (on a single zero wheel).
9 chips or multiples thereof are bet. 2 chips are placed on the 0,2,3 street; 1 on the 4/7 split; 1 on 12/15; 1 on 18/21; 1 on 19/22; 2 on 25/26/28/29 corner; and 1 on 32/35.
Tiers ("The third")
This is the name for the numbers which lie on the opposite side of the wheel between 27 and 33 including 27 and 33 themselves. The series is 27,13,36,11,30,8,23,10,5,24,16,33 (on a single zero wheel).
6 chips or multipes thereof are bet. 1 chip is placed on each of the following splits: 5/8; 10/11; 13/16; 23/24; 27/30; 33/36.
A variant known as "Tier 5,8,10,11" has an additional chip placed straight up on 5, 8, 10 and 11; and so is a 10-piece bet.
Orphelins ("Orphans")
These numbers make up the two slices of the wheel outside the Tiers and Voisins. They contain a total of eight numbers, the Orphans comprising 17,34,6 and the Orphelins being 1,20,14,31,9.
5 chips or multiples thereof are bet. 1 chip is placed straight-up on 1 and 1 chip on each of the splits: 6/9; 14/17; 17/20 and 31/34.
"xx and the Neighbours"
A number may be backed along with the 2 numbers on either side of it in a 5 piece bet. For example, "0 and the Neighbours" is a 5 piece bet with 1 piece straight-up on 3, 26, 0, 32 and 15. Neighbours bets are often put on in combinations, for example "1, 9, 14 and the neighbours" is a 15 piece bet covering 18, 22, 33, 16 with 1 piece; 9, 31, 20, 1 with 2 pieces and 14 with 3 pieces.
Any of the above bets may be combined, eg "Orphelins by 1 and Zero and the Neighbours by 1." The "...and the Neighbours." is often assumed by the Croupier.
Betting strategies and tactics
Albert Einstein is reputed to have stated, "You cannot beat a roulette table unless you steal money from it."
And yet, the numerous even money bets in roulette have inspired many players over the years to attempt to beat the game by using one or more variations of a Martingale betting strategy, wherein the gamer doubles the bet after every loss, so that the first win would recover all previous losses, plus win a profit equal to the original bet. As the referenced article on Martingales points out, this betting strategy is fundamentally flawed in practice and the inevitable long-term consequence is a large financial loss. Another strategy is the Fibonacci system, where bets are calculated according to the Fibonacci sequence. Regardless of the specific progression, no such strategy can statistically overcome the casino's advantage.
While not a strategy to win money, Los Angeles Times editor Andres Martinez described an enjoyable roulette betting method in his book on Las Vegas entitled "24/7". He called it the "dopey experiment". The idea is to divide one's roulette session bankroll into 35 units. This unit is bet on a particular number for 35 consecutive spins. Thus, if the number hits in that time, the gambler wins back the original bankroll and can play subsequent spins with house money. However, there is only a (1 − (37 / 38)35) * 100% = 60.68% probability of winning within 35 spins (assuming a double zero wheel with 38 pockets).
There is a common misconception that the green numbers are "house numbers" and that by betting on them one "gains the house edge." In fact, it is true that the house's advantage comes from the existence of the green numbers (a game without them would be statistically fair) however they are no more or less likely to come up than any other number.
Various attempts have been made by engineers to overcome the house edge through predicting the mechanical performance of the wheel, most notably by Joseph Jagger, the man who broke the bank at Monte Carlo in 1873. These schemes work by determining that the ball is more likely to fall at certain numbers. Claude Shannon, a mathematician and computer scientist best known for his contributions to information theory, built arguably the first wearable computer to do so in 1961.
To try to prevent exploits like this, the casinos monitor the performance of their wheels, and rebalance and realign them regularly to try to keep the result of the spins as random as possible.
More recently Thomas Bass, in his book The Newtonian Casino 1991, has claimed to be able to predict wheel performance in real time. He is also the author of The Eudaemonic Pie, which describes the exploits of a group of computer hackers, who called themselves the Eudaemons, who in the late 1970s used computers in their shoes to win at roulette by predicting where the ball would fall.
In the early 1990s, Gonzalo Garcia-Pelayo used a computer to model the tendencies of the roulette wheels at the Casino de Madrid in Madrid, Spain. Betting the most likely numbers, along with members of his family, he was able to win over one million dollars over a period of several years. A court ruled in his favor when the legality of his strategy was challenged by the casino.
In 2004, it was reported that a group in London had used mobile cameraphones to predict the path of the ball, a cheating technique called sector targeting. In December 2004 court adjudged that they didn't cheat because their special laser cameraphone and microchip weren't influencing the ball - they kept all £1.3m.
Betting only on red
One conceivable strategy would be to bet on the ball landing in a red space for a certain number of spins, for example, 38.
There are 18 red spaces on a roulette table with 38 total spaces. Dividing 18 by 38 yields a probability of landing on red of 47.37%. This probability can be used in a binomial distribution and made into an approximate standard normal distribution.
Doing so indicates that, if one were to spin the wheel 38 times, there is a 99% probability that the ball would land on red at least 10 times. There is an 83% probability that in 38 spins, the ball will land on red at least 15 times. Out of 38 spins, there's a 50% chance that 18 will be red.
However, the break-even point is 19 spins, since the bet on red is 1:1, and the probability of 19 red spins in 38 is only 37%. This indicates the difficulty of winning by only betting on red.
The results occur because, as indicated by the 18 divided by 38 equals 47.37% figure, the ball will land on red less than half the time. This percentage applied in the binomial and standard normal distributions creates the vast divide in probability from 18 red spins to 19 red spins out of 38 spins. Basically, it is very unlikely for anyone to spin much more than 18 red spins out of 38 spins.
Betting multiple times
This type of bet is a combination of the red bet and the martingale system. Except this bet also includes the odd. What you do is you start off with a bet of 1 on each the red and the odd (or you can do the black and even). You treat each bet separately. When one bet loses, you double it. When one bet wins, you set it back to 1. The reason that this technique keeps you in the game so long is that there is almost a 25% chance of you winning both the red and the odd and there is almost a 50% chance that you will break even (win one bet and lose the other). Of course in order for this method to last, you would need an unlimited source of money, and a casino with another one to boot. In reality, this method backfires when you can't bet any longer and lose. This causes a loss of possibly hundreds of times bigger then when you started. Also, in the long run, because the house still has an edge, you will lose money just like with all other "unbeatable" casino games.
Using the dozen bet
There are two versions to this system, single dozen bets and double dozen bets. In the single dozen bet version, you use a progressively incrementing stake list starting from the casino table minimum, to the table maximum. The aim here is to use a single dozen bet to win before the stake list ends. Many techniques are employed such as: betting on the same dozen to appear after two consecutive appearances, betting on the dozen that has appeared most in the last 15, 9, or 5 spins, betting on the dozen that, after a long absence of 7 or more spins, appears for the first time. The double dozen bet version uses two dozen bets and half the stake list size of the single dozen bet version.
Famous bets
In 2004, Ashley Revell of London sold all of his possessions, clothing included, and brought US$135,300 to the Plaza Hotel in Las Vegas and put it all on "Red" at the roulette table in a double-or-nothing bet. The ball landed on "Red 7" and Revell walked away with his net-worth doubled to $270,600.
In the 1942 film Casablanca, Rick's Café Americain has a trick roulette wheel. The croupier can cause it to land on 22 at will. Rick (Humphrey Bogart) urges a Bulgarian refugee with whose case he becomes sympathetic to put his last three chips on 22 and motions to the croupier to let him win. After the man's number dramatically comes up, Rick tells him to let it all ride on 22 and lets him win again. Although the details are not mentioned in the film (the croupier only notes that they are "a couple of thousand" down), it appears that Rick has given the man 3885 ((3*36*36)-3) francs.
In the music video for Palace & Main by Kent, guitarist Harri Mänty goes to Las Vegas and bets the entire video budget on black. He wins, and the profits were donated to charity.
In the third part of the 1998 film Run, Lola, Run, Lola uses all her money to buy a 100-mark chip. (She is actually just short of 100 marks, but gains the sympathy of a casino employee who gives her the chip for what money she has.) She bets her single chip on 20 and wins. She lets her winnings ride on 20 and wins again, making her total winnings 129,600 marks (29,600 more than her smuggler boyfriend owed his boss, Ronnie).
In the South Park episode Red Man's Greed, the town, facing destruction at the hands of Native Americans bets $10,000 to raise money to save the town. They win, but let it ride, and lose all of it.
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Roulette ( intro )
Roulette is a casino and gambling game named after the French word meaning "small wheel". In the game a croupier spins a wheel in one direction, then spins a ball in the opposite direction around a tilted circular surface running around the circumference of the wheel. The ball eventually falls onto the wheel and into one of 37 (in European Roulette) or 38 (in American Roulette) colored and numbered pockets on the wheel.
Wheel layout
The main pockets are numbered from 1 to 36 alternating between red and black, but the pockets are not in numerical order around the wheel, and there are instances of consecutive numbers being the same color. There is a green pocket numbered 0, and in American Roulette there is also a second green pocket marked 00.
Betting
Players can place a variety of 'inside' bets (selecting the number of the pocket the ball will land in, or range of pockets based on their position), and 'outside' bets (including bets on various positional groupings of pockets, pocket colors, or whether it is odd or even). The payout odds for each type of bet is based on its probability. There are usually posted rules for table minimum and maximum bets, and these rules usually apply separately for all of a players 'inside' and 'outside' bets for each spin.
History
The first form of roulette was devised in 17th century France, by the mathematician Blaise Pascal, who was supposedly inspired by his fascination with perpetual motion devices. The game has been played in its current form since as early as 1796 in Paris. In 1842, fellow Frenchmen François and Louis Blanc added the "0" to the roulette wheel in order to achieve a house advantage. In the early 1800s, roulette was brought into the U.S. where, to further increase house odds, a second zero, "00", was introduced. (In some forms of early American roulette the double-zero was replaced by an American Eagle.) In the 1800s, roulette spread all over both Europe and the U.S., becoming one of the most famous and most popular casino games. Some call roulette the "King of Casino Games", probably because it was associated with the glamour of the casinos in Monte Carlo. (François Blanc actually established the first casinos there).
A legend tells about François Blanc, who supposedly bargained with the devil to obtain the secrets of roulette. The legend is based on the fact that if you add up all the numbers on the roulette wheel (from 1 to 36), the resulting total is "666", which is the "Number of the Beast".
Board depiction (American Roulette)
0
↔
00
1-18
1st12
1
2
3
←
4
5
6
←
odd
7
8
9
←
10
11
12
←
red
2nd12
13
14
15
←
16
17
18
←
blk
19
20
21
←
22
23
24
←
even
3rd12
25
26
27
←
28
29
30
←
19-36
31
32
33
←
34
35
36
←
↑
↑
↑
Types of bets
Inside Bets
Straight: a single number. The chip is placed entirely on the middle of a number square.
Split: a bet on two adjoining numbers, either on the vertical or horizontal (as in 14-17 or 8-9). The chip is placed on the line between these numbers.
Street: a bet on three numbers on a single horizontal line. The chip is placed on the edge of line of a number at the end of the line (either the left or the right, depending on the layout).
Corner (or square): a bet on four numbers in a square layout (as in 11-12-14-15). The chip is placed at the horizontal and vertical intersection of the lines around the numbers.
Sixline (or 'sixaine'): a bet on two adjoining streets, with the chip placed at the corresponding intersection, as if in between where two street bets would be placed.
Outside Bets
Even Money Bets: a bet on 18 numbers. This is placed in the a box representing the attribute (black/red/low/high/even/odd) that you wish to bet on.
Group Bets: a bet on the first, second, or third group of twelve numbers.
Column: a bet on all 12 numbers on any of the three vertical lines (such as 1-4-7-10 on down to 34). The chip is placed on the space below the final number in this string.
Bet odds table (American Roulette)
(in addition to the mentioned payout the bet is returned)
Bet name
Winning spaces
Payout
Odds of winning(against)
Expected value(on a $1 bet)
0
0
35 to 1
37 to 1
-$0.053
00
00
35 to 1
37 to 1
-$0.053
1
1
35 to 1
37 to 1
-$0.053
2
2
35 to 1
37 to 1
-$0.053
...
...
...
...
...
36
36
35 to 1
37 to 1
-$0.053
Row 00
0, 00
17 to 1
18 to 1
-$0.053
Row 3
1, 2, 3
11 to 1
11.667 to 1
-$0.053
Row 6
4, 5, 6
11 to 1
11.667 to 1
-$0.053
Row 9
7, 8, 9
11 to 1
11.667 to 1
-$0.053
...
...
...
...
...
Row 36
34, 35, 36
11 to 1
11.667 to 1
-$0.053
Column 1
1, 4, 7, ..., 34
2 to 1
2.167 to 1
-$0.053
Column 2
2, 5, 8, ..., 35
2 to 1
2.167 to 1
-$0.053
Column 3
3, 6, 9, ..., 36
2 to 1
2.167 to 1
-$0.053
First 12
1, 2, 3, ..., 12
2 to 1
2.167 to 1
-$0.053
Middle 12
13, 14, 15, ..., 24
2 to 1
2.167 to 1
-$0.053
Last 12
25, 26, 27, ..., 36
2 to 1
2.167 to 1
-$0.053
Odd
1, 3, 5, ..., 35
1 to 1
1.111 to 1
-$0.053
Even
2, 4, 6, ..., 36
1 to 1
1.111 to 1
-$0.053
Red
1, 3, 5, 7, 9, 12,14, 16, 18, 19, 21, 23,25, 27, 30, 32, 34, 36
1 to 1
1.111 to 1
-$0.053
Black
2, 4, 6, 8, 10, 11,13, 15, 17, 20, 22, 24,26, 28, 29, 31, 33, 35
1 to 1
1.111 to 1
-$0.053
1 to 18
1, 2, 3, ..., 18
1 to 1
1.111 to 1
-$0.053
19 to 36
19, 20, 21, ..., 36
1 to 1
1.111 to 1
-$0.053
five number bet
0, 00, 1, 2, 3
6 to 1
6.6 to 1
-$0.079
Note also that 0 and 00 are neither odd nor even in this game.
Enjoy and be aware of the dog.
Your gambling friend
Friday, February 23, 2007
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( Sorry, no photo )
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Wednesday, February 21, 2007
Craps 2.
Single Roll bets have a result in a single shooter roll. They include:
Yo: Wins if the shooter rolls 11.
3 (ace-deuce): Wins if the shooter rolls a 3.
2 (snake eyes): Wins if shooter rolls a 2.
12 (box cars): Wins if shooter rolls a 12.
2 or 12 (hi-lo): Wins if shooter rolls a 2 or 12. The stickman places this bet on the line dividing the 2 and 12 bets.
Craps: Wins if the shooter rolls 2, 3 or 12.
C & E: A combined bet, a player is betting half their bet on craps and the other half on yo (11). One of the two bets will always lose, the other may win.
Any seven: Wins if the shooter rolls a 7. This bet is also nicknamed Big Red, since the 7 on its betting space on the layout is usually large and red.
Field: This bet is a wager that one of the numbers 2, 3, 4, 9, 10, 11, or 12 will appear on the next roll of the dice. This bet typically pays more 2:1 or 3:1 if 2 or 12 is rolled, and 1:1 if 3, 4, 9, 10 or 11 is rolled. Unlike the other proposition bets which are handled by the dealers or stickman, the field bet is placed directly by the player.
The Horn: This is a bet that involves betting on 1 unit each for 2, 3, 11 and 12 at the same time for the next roll. The bet is actually four separate bets, and pays off depending on which number is actually rolled, minus three units for the other three losing bets. Most players do a "Horn High" bet which involves betting an additional $1 on one of the 4 choices, with the most frequent being a $5 "horn high yo" bet (which means $2 on the 11, $1 each on 2, 3 & 12).
Whirl or World: bet is a five-unit bet that is a combination of a horn and any-seven bet, with the idea that if a seven is rolled the bet is a push, because the money won on the seven is lost on the horn portions of the bet.
Multi roll bets
These are bets that may not be settled on the first roll and may need any number of subsequent rolls before an outcome is determined.
Hard way: You may bet that the shooter will throw a specific hard way (either 4, 6, 8 or 10), before he throws a seven or the corresponding easy way. A hard way is when both dice show identical values, so 2 2 is hard way 4.
Easy way: Opposite of hard way is a bet that the shooter will throw a specific easy way (either 4, 6, 8 or 10), before he throws a seven. An easy way is an value that does not have two dice identical, so 3 1 is easy way 4.
Big 6 and Big 8: These wagers are considered by craps players as sucker bets because they pay even money while a player can bet on the same proposition (that the number will be rolled before a 7) by making place/buy bets on the 6 or the 8, which pay more money. Veteran craps players avoid these bets, and some casinos do not even offer them. The bets are located in the corners behind the pass line, and bets are placed directly by players.
Place and buy: Players can buy or place certain individual numbers (4, 5, 6, 8, 9, 10) by placing their wager in the come area and telling the dealer, "place the 6" or "buy the 8". Both place and buy bets are bets that the number bet on will be rolled before a 7 is rolled. Place bets are paid at odds worse than the true odds, while buy bets are paid at true odds, but a 5% commission is charged. Traditionally, the buy bet commission is paid no matter what, but in recent years a number of casinos have changed their policy to charge the commission only when the buy bet wins. Most casinos usually charge only $1 for a $25 green-chip bet (4% commission), or $2 for $50 (two green chips), reducing the house advantage a bit more. Where commission is charged only on wins, the commission is sometimes deducted from the winning payoff — a winning $25 buy bet on the 10 would pay $49, for instance.
Lay: A lay bet is the opposite of a buy/place bet, where a player bets on a 7 to roll before the number that is laid. The lay bets pay true odds, but a 5% commission is charged. In some casinos the commission is only charged if the bet wins. Like the buy bet the commission is adjusted to suit the betting unit such that fraction of a dollar payouts are not needed.
Bet odds
Note: Individual casinos may pay some of these bets at different odds than those listed below. The payoff odds listed are the most common throughout North American casinos.
Note: Actual odds do not vary (and are yet to be added to the table).
Bet
Odds Paid
House Edge
Pass / Come
1:1
1.41%
Don’t Pass / Don’t Come
1:1
1.36%
Pass Odds / Come Odds
2:1 on 4 or 103:2 on 5 or 96:5 on 6 or 8
0%
Don’t Pass Odds / Don’t Come Odds
1:2 against 4 or 102:3 against 5 or 95:6 against 6 or 8
0%
Yo (11)
15:1
11.11%
3
15:1
11.11%
2
30:1
13.89%
12
30:1
13.89%
Hi-Lo
15:1
11.11%
Craps
7:1
11.11%
C & E
3:1 on craps7:1 on 11
11.11%
Any 7
4:1
16.67%
Field
1:1 on 3,4,9,10 or 112:1 on 2 or 12
5.56%
The Horn
27:4 on 2 or 123:1 on 3 or 11
12.5%
Whirl/World
26:5 on 2 or 1211:5 on 3 or 110:1 (push) on 7
13.33%
Hard way 4 / Hard way 10
7:1
11.11%
Hard way 6 / Hard way 8
9:1
9.09%
Big 6
1:1
9.09%
Big 8
1:1
9.09%
Place 4 / Place 10
9:5
6.67%
Place 5 / Place 9
7:5
4%
Place 6 / Place 8
7:6
1.52%
Buy 4 / Buy 10
2:1 + 5% commission
5%
Buy 5 / Buy 9
3:2 + 5% commission
5%
Buy 6 / Buy 8
6:5 + 5% commission
5%
Lay 4 / Buy 10
1:2 + 5% commission
5%
Lay 5 / Buy 9
2:3 + 5% commission
5%
Lay 6 / Buy 8
5:6 + 5% commission
5%
The expected value of all bets is negative, such that the average player will always lose money. This is because the house always sets the paid odds to below the actual odds. All bets have a negative expectation except for the "odds" bet that the player is allowed to make after a point is established on a pass/come don't pass/don't come bet (the odds portion of the bet has a long-term expected value of 0). However, the "free odds" bet cannot be made independently, so the expected value of the entire bet, including odds, is still negative. Since there is no correlation between die rolls, there is no possible long-term winning strategy in craps.
Maximizing the size of your odds bet in relation to your line bet will reduce, but never eliminate the house edge, and will increase variance. Many casinos have a limit on how large the odds bet can be in relation to the flat bet, with single, double, and five times odds common. Some casinos offer 3-4-5 odds, referring to the maximum multiple of the line bet a player can place in odds for the points of 4 and 10, 5 and 9, and 6 and 8, respectively. During promotional periods, a casino may even offer 100x odds bets, which renders the house edge to almost nothing, but dramatically increases variance, as the player will be betting in large betting units.
Split, Spin, Roll & Win
Your gambling friend
Craps intro
Craps (previously known as crabs is a casino dice game. Craps is a simplification of the Old English game hazard. Its origins are complex and may date to the Crusades and was influenced by French gamblers, who probably first brought, what was to become the modern American version of the game, to New Orleans, where its popularity was thought to spread from the African-American community. Players wager money against the casino on the outcome of one roll, or of a series of rolls of two dice.
Craps can also be played in less formal settings and is said to be popular among soldiers. In such situations side bets are more frequent, with one or several participants covering or "fading" bets against the dice.
Rules of play
Craps is a game played by 1 or more players. Players take turns rolling two dice. The player rolling the dice is called the "shooter". The game is played in rounds, with the first roll of a new round called the "come-out roll."
On the come-out roll if the total of the two dice are 7, 11, 2, 3 or 12, the round ends immediately and the shooter must roll another come-out roll. A result of 2, 3 or 12 is called 'craps' while a result of 7 or 11 is called a 'win' or a 'natural'. When any other number (4, 5, 6, 8, 9, or 10) is rolled on the come-out roll, this number becomes what is called the point. If a point is established then the shooter will re-roll the dice continuously until either a 7 is rolled, or the point is rolled again. If the shooter rolls the point again, the round ends and the game starts over with the same shooter rolling another come-out roll. If the shooter rolls a 7 instead of the point, this is called a 'seven-out', the round ends and the dice pass to the next player to the left, who becomes the new shooter.
Any players can make a large number of bets. Most of these are betting on the way the round will end (point comes or a seven out). Other betting can include betting on a specific total being rolled, or a specific total being rolled before a 7. In a casino players will make bets with chips on a specially made craps table.
A casino craps table is run by four casino employees: a boxman who guards the chips, supervises the dealers and handles coloring out players; two base dealers who stand to either side of the boxman and collect and pay bets; and a stickman who stands directly across the table from the boxman and announces the results of each roll and then collects the dice with an elongated wooden stick. He is also in charge of managing the bets made on the center of the table (hardways, yo, horn, etc).
A new shooter, who must bet the table minimum on either the pass line or the don't pass line to play, is presented five dice by the stickman and picks two.
The dealers will usually insist that the shooter roll with one hand and that the dice bounce off the wall surrounding the table. These requirements are meant to prevent cheating attempts by players switching the dice or making a "controlled shot." If a die leaves the table, the shooter will usually be asked to select another die from the remaining three but can request using the same die if it passes the boxman's inspection. This requirement is used in an effort to reduce cheating the game by players substituting loaded dice for the regulation dice.
Names of Rolls in Craps
1
2
3
4
5
6
1
Snake Eyes
Loose Deuce
Easy Four
Fever Five
Easy Six
Natural or Seven Out
2
Loose Deuce
Hard Four
Fever Five
Easy Six
Natural or Seven Out
Easy Eight
3
Easy Four
Fever Five
Hard Six
Natural or Seven Out
Easy Eight
Nina
4
Fever Five
Easy Six
Natural or Seven Out
Hard Eight
Nina
Easy Ten
5
Easy Six
Natural or Seven Out
Easy Eight
Nina
Hard Ten
Yo
6
Natural or Seven Out
Easy Eight
Nina
Easy Ten
Yo
Boxcars
In Atlantic City, a 3-6 is also called a "Centerfield Nine". A 4-5 is called a "Railroad Nine".
Types of bets
Player bets
Fire Bet: Before the shooter begins, some casinos will allow a bet known as a fire bet to be placed. A fire bet is a bet for between 1-5 dollars in the hopes that the next shooter will have a hot streak of setting and getting many points of different values. As points are made by the shooter they will be marked on the craps layout with a fire symbol. The first three points will not pay out on the fire bet, but the fourth, fifth and sixth will pay out at increasing odds. The fourth point pays at 25-1 (a maximum of $125), the fifth point pays at 250-1 (a maximum of $1250) and the 6th point pays at 1000-1 (a maximum of $5000). Note that the points must all be different numbers for them to count towards the fire bet. A shooter who successfully hits a point of 10 twice will only garner credit for the first one on the fire bet.
Line bets
The shooter is required to make either a Pass Line bet or a Don't Pass bet. Line bets are based around points.
Pass line: The fundamental bet in craps is the pass line bet, also called the win line in some countries. A pass line bet is won if the come-out roll is a 7 or 11. If the come-out roll is 2, 3 or 12, the bet loses. If instead the come-out roll establishes a point, and that point is rolled again, the bet wins. If a point is established and a 7 is rolled before the point is re-rolled, the bet loses.
Don't pass: The opposite of the pass line bet is the don't pass bet. The don't pass bet is opposite in that it loses if the come-out roll is 7 or 11 and wins if the come-out roll is 3. One of 12 or 2 will draw, the other will win (this depends on the casino), either way a player cannot lose if 12 or 2 is rolled. A draw on either 2 or 12 is done to ensure the casino maintains a house edge regardless of if players are betting pass or don't pass. If a point is established and that point is rolled again, the don't pass bet loses. If a 7 is rolled instead of the point being re-rolled, the don't pass bet wins. Many craps players consider don't pass bets to be in poor taste, or even taboo, because they are betting opposite to how the game is conventionally considered to play.
Pass odds: If a 4, 5, 6, 8, 9, or 10 is thrown on the come-out roll (i.e., if a point is set), most casinos allow pass line bettors to take odds by placing from one to five times (and at some casinos, up to 100 times) the pass line bet behind the pass line. This additional bet wins if the point is rolled again before a 7 is rolled (the point is made) and pays at the true odds of 2-to-1 if 4 or 10 is the point, 3-to-2 if 5 or 9 is the point, and 6-to-5 if 6 or 8 is the point.
Don't pass odds: If a player is playing don't pass instead of pass, they may also take odds by placing chips behind the don't pass line. If a 7 comes instead of the point coming, the odds pay at true odds of 1-to-2 if 4 or 10 is the point, 2-to-3 if 5 or 9 is the point, 5-to-6 if 6 or 8 is the point. For most players the perceived disadvantage of putting up the long side of the bet makes the don't pass odds less desirable, however putting up the long side reduces variance.
Come bet: The rules for the come wagers are the same as for the pass line except that they can only be made after the come-out roll. If the roll the come bet is made on is a 7 or 11 it wins, if it is a 2, 3 or 12 it loses, just like a pass bet. If instead the roll is 4, 5, 6, 8, 9, 10 then the come bet will be moved by the stick-man onto a box representing that number. If the number is rolled again before a seven the bet wins, if the seven comes before the number (the come-point) the bet loses. Odds can also be placed on a come-point just like a normal pass point.
Because of the come bet, if the shooter makes their point, a player can find themselves in the situation where they have a come bet (possibly with odds on it) and the next roll is a come-out roll. In this situation odds bets on the come wagers are presumed to be not working for the come-out roll. That means that if the shoot rolls a 7 on the come-out roll, any players with active come bets waiting for a come-point lose their initial wager but will have their odds money returned to them, if the come-point is rolled the odds do not win but the come bet does and the odds are returned. The player can tell the dealer that they want their odds working, such that if the shooter rolls a number that matches the come point, the odds bet will win along with the come bet, and if a seven is rolled both lose.
Don't come: There is also a don't come box which is the opposite of a come bet in that the player is betting that craps will come on the next roll instead of 7 or 11, or that if a come point is made, that value won't be rolled again before a 7. It pays just as don't pass and also has odds in the same way.
Split, Spin, Roll & Win
your gambling friend
Saturday, February 17, 2007
Review of Vegas Palms. Trustable.
Features at a glance :
Casino: Vegas Palms Online Casino
Opening offer: Bottomless Bonus up to $200
Casino group: Fortune Lounge
Software: Microgaming Viper
Games: 216 games including Progressive Jackpots; Video Slots; Video Poker; Craps; Baccarat; Blackjack; Roulette; Keno; Scratch Card - new games added every month.
Loyalty program: Player’s Club offers generous rewards for every bet you make, plus a host of other exclusive benefits and player advantages
Banking: Credit card or choose from 8 Alternative Purchase Methods
Currencies: USD; CAD
Legal: Licensed and independently reviewed
Support: 24/365 Call Centre 1-800-587-9036 (US toll-free); Live Chat; email - support@casinodesk.com; call-back and VIP support
Extras: No download Flash version and free casino CD available
Casino review :
Vegas Palms Online Casino, part of the trusted Fortune Lounge Group, is offering up to $200 FREE on registering a Real account. It is the perfect choice for players who want to escape to an idyllic gaming paradise.
There is an endless variety of pastime pleasures for you to explore including slots, video pokers, table and parlor games, not forgetting the red-hot Progressives some worth millions. All games are powered by Microgaming Digital Gaming Systems Software, which is the most established and respected supplier in the industry – so you are getting top dollar during your stay.
You can have complete access to all of these games by either downloading the software or by ordering a free CD. If you experience any difficulties Vegas Palms has a helpful, international team that works around the clock to provide you with friendly support no matter the query, the country or the time.
Vegas Palms not only offers a wide selection of gripping games but also a variety of safe and reliable purchase methods. You can fund your account using credit card deposits (Visa, Diners Club and MasterCard), but there are more convenient options available like NETELLER, FirePay and PaySpark. These Alternative Payment Methods offer free and secure transactions with unbeatable benefits which include generous bonuses when you make your first purchase, preparing you for hours of fun gaming.
Vegas Palms is proudly licensed by the independent Kahnawake Gaming Commission, which guarantees that the casino is regulated and operates fairly and legitimately. All payout percentages are independently reviewed, reports are available on the website for you to read at your leisure. Vegas Palms provides top security and efficient banking solutions while you relax playing your favorite game. For a breath-taking gaming getaway, plan your escape to Vegas Palms now and feel the rush of winning.
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Your gambling friend
Review of the casinos i trust as a gambler.( Platinum play ).
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Features at a glance:
Opening offer: Free Play worth $200 - no purchase required – pocket your wins!
Software: Microgaming Viper
Games: 188 games including Progressive Jackpots; Video Slots; Video Poker; Craps; Baccarat; Blackjack; Roulette; Keno; Scratch Card - new games added every month
Loyalty program: Player’s Club offers generous rewards for every bet you make, plus a host of other exclusive benefits and player advantages
Banking: Credit card or choose from 8 Alternative Payment Methods
Currencies: USD; EUR; GBP
Legal: Licensed and independently reviewed
Support: 24/365 Call Centre 1-800-587-9036 (US toll-free); Live Chat; email - support@casinodesk.com; call-back and VIP support
Extras: No-download Flash version and free casino CD available
Casino Review:
If you are looking for a casino that displays a unique sense of style look no further than Platinum Play Online Casino, where you will be offered sophisticated entertainment in an exclusive environment. It is part of the reputable Fortune Lounge group of casinos – one of the longest running and largest casino brands on the web today.
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The option of immediately downloading the software or alternatively sampling what Platinum Play has to offer by playing the instant Flash version is another great feature. Or, alternatively, you can order a free CD which contains all the software and detailed instructions on how to use it.
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1-800-587-9036. Platinum Play also provides free telephonic support to 13 other countries. If your country does not appear on the Toll-Free Helpdesk list of numbers, it’s always possible to make use of the convenient email, live chat or communications options.
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Your gambling friend
Friday, February 16, 2007
online Bingo
Online bingo is the game of bingo (USUK) played on the Internet. Online bingo is a billion dollar business.
Unlike balls used in regular bingo halls, online bingo sites use a random number generator. Online bingo halls usually offer online casino games as well as the bingo, but the nowadays bingo play works almost exactly like online poker or online casino games, with everything being virtual. One notable feature of online bingo is the chat functionality. Successful online bingo sites foster a sense of community and interaction among players.
Starting
Some operators require players to download free software to play. Other operators use Java or Flash based games that allow you to play immediately online after registering a player account.
To win the largest prizes, users must fund an account, but free bingo games are also available offering players a way to win smaller amounts of money with no risk of gambling. Other online bingo sites offer no deposit bingo with sandbox play. This will allow the player to get the hang of the system without a cash investment, but no monetary value can go to players pocket.
Most sites accept a standard range of e-wallet funding options, such as Neteller, Firepay, Citadel, and PrePaidATM. Sites often provide a number of incentives to deposit, including matching bonuses where the site will reward depositing players by matching a percentage of their deposit.
Playing
Bingo is one of the easiest games to play and the online version is no different. Playing bingo online, players can make use of optional features which make playing the game easier, such as auto-daub. Auto-daub automatically marks off the numbers on cards as they are called, so players don't have to mark it. Most software providers support other gaming features as "Best Card Sorting" and "Best Card Highlighting" where players cards are sorted and highlighted by closest to bingo. Some of these options are designed to free players to enjoy the communal pleasantries of the chat features.
Chat
The Chat application brings a different dimension to gaming. This is where all the players of a game can meet and chat during games of bingo. Whereas in land-based bingo where talking is strictly forbidden during a game, it is actively encouraged in online bingo. Chat functions as an effective retention tool, aimed especially at the predominantly female audience.
CM stands for "chat monitor". The CM works for the bingo site as the host of a chat room and plays a role in receiving new players and creating a friendly atmosphere in the room. This includes, but is not limited to, congratulating players when they win a game as well as playing chat games in-between bingo. Most sites have a chat protocol known as chat etiquette or chatiquette.
Popular chat games include Odds and Evens, Dodgeball, Roulette, At the Races, Birthday Bingo, Lucky Gem and Bullseye. On a busy site you can expect to win roughly four to eight times the amount it costs to buy a bingo ticket if you win one of these games.
90 Ball and 75 Ball
There are two kind of bingo played around the world. North America plays 75-ball bingo on a 5x5 card with the centre square usually marked 'free'. In the UK, parts of Europe, Australia and parts of South America they play a 90-ball game, marked on a 9x3 card. Both types of bingo are prominent online.
The desired pattern which players aim to achieve in 75 ball can vary a lot, from a simple single line to more complicated themed patterns. The aim of the game, however, is always the same: to mark off the numbers to achieve the desired pattern. Speed Bingo is a variation played exactly the same, but numbers are called much quicker.
In 90-ball bingo, each card has three horizontal lines and nine columns. Each line contains five numbers, meaning each card has 15 numbers. The first column contains numbers from 1 -10, the second column contains numbers from 11-20, all the way through to the final column which contains numbers from 81-90.
A game of 90 ball bingo will regularly be played in three stages: one line, two lines and Full House. In a "one line" game players need to mark a complete horizontal line across one card (i.e. 5 numbers marked). The aim of a 'two lines' game is to complete any two marked lines horizontally across one card (i.e. 10 numbers marked). Finally a "Full House" means all the numbers marked off on one card (all 15 numbers), as in a regular coverall game. The prize split varies for each stage of the game. The Full House is always the biggest prize in any one game.
Bingo networks
There are a number of sites that will have the same promotions, similar graphics, the same bingo rooms and the same CMs. This occurs because they are part of a bingo "network". In simple terms, this means a number of different sites (or "front ends") are playing with the same numbers for the same jackpot (ie the same back end). Multiple sites act as doorways to a single game, leading to larger pools of players in chat rooms and more sizeable pots to win, in an arrangement known as White Label Gaming. While the bingo software is the same, the brand owners are responsible for the look and feel of the site, together with any promotions they wish to offer.
Online Bingo Stats
Some 50,000 of the estimated 3 million land-based bingo players now play bingo online. 90% of these are below the age of 50, dispelling the myth that bingo is for the older generation. 85% of online players are women.
A recent survey commissioned by St Minver Ltd, showed that the UK was third in a list behind the US and Japan of countries with the highest propensity playing online bingo.
One of the biggest bingo software providers, Parlay Entertainment undertook a survey of the bingo market together with UK bingo players. It derived from its product that of the $150 million global market, the US provided 85% of revenues, whereas the UK was the fastest growing online market.
While the market is growing fast, still only 1% of UK land-based players played online, showing that many have still not made the transition to online bingo.
Bingo Players
According to Parlay, the current age demographic of bingo players is as follows:
18-34 = 29%, 35-44 = 29%, 45-54 = 28%, 55-64 = 12%, 65+ = 2%
Women spend 50% more time each week playing bingo than men. 28% of 40+ females play between midnight and 5am.
The average amount spent online per player per month is around £120.
Try this fair bingo :
Your gambling friend
Thursday, February 15, 2007
Each machine has a table that lists the number of credits the player will receive if the symbols listed on the pay table line up on the pay line of the machine. Some symbols are wild and will pay if they are visible in any position, even if they are not on the pay line. Especially on older machines, the pay table is listed on the face of the machine, usually above and below the area containing the wheels. Most video machines display the pay table when the player presses a "pay table" button or touches "pay table" on the screen; some have the pay table listed on the cabinet as well.
Technology
Random number generator
It is a common belief that the odds on a machine have something to do with the number of each kind of symbol on each reel, but in modern slot machines this is no longer the case. Modern slot machines are computerized, so that the odds are whatever they are programmed to be. In modern slot machines, the reels and lever are present for historical and entertainment reasons only. The positions the reels will come to rest on are chosen by a Random Number Generator (RNG) contained in the machine's software.
The RNG is constantly generating random numbers, at a rate of thousands to millions per second. As soon as the lever is pulled or the "Play" button is pressed, the most recent random number is used to determine the result. This means that the result varies depending on exactly when the game is played. A fraction of a second earlier or later, and the result would be different.
Some professional gamblers observe that the RNG does not actually generate random numbers. Indeed, all RNG (also called
Tuesday, February 13, 2007
Slot machines Part 2.
Each machine has a table that lists the number of credits the player will receive if the symbols listed on the pay table line up on the pay line of the machine. Some symbols are wild and will pay if they are visible in any position, even if they are not on the pay line. Especially on older machines, the pay table is listed on the face of the machine, usually above and below the area containing the wheels. Most video machines display the pay table when the player presses a "pay table" button or touches "pay table" on the screen; some have the pay table listed on the cabinet as well.
Technology
Random number generator
It is a common belief that the odds on a machine have something to do with the number of each kind of symbol on each reel, but in modern slot machines this is no longer the case. Modern slot machines are computerized, so that the odds are whatever they are programmed to be. In modern slot machines, the reels and lever are present for historical and entertainment reasons only. The positions the reels will come to rest on are chosen by a Random Number Generator (RNG) contained in the machine's software.
The RNG is constantly generating random numbers, at a rate of thousands to millions per second. As soon as the lever is pulled or the "Play" button is pressed, the most recent random number is used to determine the result. This means that the result varies depending on exactly when the game is played. A fraction of a second earlier or later, and the result would be different.
Some professional gamblers observe that the RNG does not actually generate random numbers. Indeed, all RNG (also called Pseudorandom Number Generators or PRNGs) will eventually repeat their number sequence. This behavior is due to poor programming, as it is relatively easy to build PRNGs with periods so long no computer could complete a single period in the expected lifetime of the universe. Having access to the PRNG code and seed values, some cheats, such as Ronald Dale Harris, a former slot machine programmer, discovered equations for specific gambling games like Keno that allowed them to predict what the next set of selected numbers would be based on the previous games played.
Payout percentage
Slot machines are typically programmed to pay out as winnings between 82 to 98 percent of the money that is wagered by players. This is known as the "theoretical payout percentage". The minimum theoretical payout percentage varies among jurisdictions and is typically established by law or regulation. For example, the minimum payout percentage in Nevada is 75 percent and in New Jersey is 83 percent. The winning patterns on slot machines, the amounts they pay, and the frequency at which they appear are carefully selected to yield a certain percentage of the cost of play to the "house" (the operator of the slot machine), while returning the rest to the player during play. Suppose that a certain slot machine costs $1 per spin. It can be calculated that over a sufficiently long period, such as 1,000,000 spins, that the machine will return an average of $950,000 to its players, who have inserted $1,000,000 during that time. In this (simplified) example, the slot machine is said to pay out 95%. The operator keeps the remaining $50,000. Within some EGM-development organizations this concept is referred to simply as "par". "Par" also manifests itself to gamblers as promotional techiniques: "Our 'Loose Slots' have a 93% Pay-back! Play now!" As an aside, the "Loose Slots" actually may describe an anonymous machine in a particular bank of EGMS.
A slot machine's theoretical payout percentage is set at the factory when the software is written. Changing the payout percentages after a slot machine has been placed on the gaming floor requires a physical swap of the software, which is usually stored on an EPROM but may be downloaded to Non-Volatile Random Access Memory (NVRAM) or even stored on CD-ROM or DVD depending on the technological capabilities of the machine and the regulations of the jurisdiction. Based on current technology, this is a time consuming process and as such is done infrequently. In certain jurisdictions, such as New Jersey, the EPROM is sealed with a tamper-evident seal and can only be changed in the presence of Gaming Control Board officials. Other jurisdictions, including Nevada, randomly audit slot machines to ensure that they contain only approved software.
In many markets where central monitoring and control systems are used to link machines for auditing and security purposes, usually in wide area networks of multiple venues and thousands of machines, player return must usually be changed from a central computer rather than at each individual machine. A range of percentages are preprogrammed into the game software and selected by configuring the machine remotely.
In 2006, the Nevada Gaming Commission began working with Las Vegas casinos on technology that would allow the casino's slot manager to change the game, the odds, and the payouts remotely via a computer. The change cannot be done instantaneously, but only after the selected machine has been idle for at least four minutes. After the change is made, the machine must be locked to new players for four minutes and display an on-screen message informing potential players that a change is being made.
Linked machines
Often machines are linked together in a way that allows a group of machines to offer a particularly large prize, or "jackpot". Each slot machine in the group contributes a small amount to this progressive jackpot, which is awarded to a player who gets (for example) a royal flush on a video poker machine, or a specific combination of symbols on a regular or 9 line slot machine. The amount paid for the progressive jackpot is usually far higher than any single slot machine could pay on its own.
In some cases multiple machines are linked across multiple casinos. In these cases, the machines may be owned by the machine maker who is responsible for paying the jackpot. The casinos lease the machines rather than owning them outright. Megabucks may be the best known example of this type of machine. Megabucks Nevada starts at $10,000,000 after a jackpot. (Prior to September 2005, Megabucks Nevada reset to $7,000,000.) The new penny Megabucks video game also has a jackpot that starts at $10,000,000.
Slot machines that are not linked to a large regional jackpot such as Megabucks usually have higher payout percentages, as linked machines have to take into consideration the large jackpot amount into their payout percentage calculations.
Near-miss programming
Because the reel display of modern slot machines is controlled by computer software, it is possible to make the slot machine frequently display combinations that are close to winning combinations. For instance, if the jackpot combination is "7-7-7", a slot machine could be programmed to frequently display "7-7-(non-7)". This can fool the player into thinking they "almost won", teasing them into playing more often.
This practice of showing combinations that are similar to winning combinations more frequently than would occur randomly is called "near-miss" programming. It has been ruled illegal in the U.S. states of Nevada and New Jersey. The Nevada Gaming Commission did review some machines with this type of programming and refused to authorize them.
There is a related phenomenon that is also sometimes called "near-miss". The chance of a winning combination appearing on a payline is controlled by the winning percentages programmed into the slot machine. However, the combinations appearing above and below the payline are all roughly equally randomly distributed. This means it is much more likely that a "winning combination" will appear above or below a payline than on the payline. Using the same example above, it is much more likely that a "winning combination" of "7-7-7" would appear on a line above or below the payline than the chance that it would appear on the payline.
The issue of a near-miss above or below the payline was also investigated by the Nevada Gaming Commission. They ruled that this was legal, so long as the "near-miss" above or below the payline was not specially programmed. In other words, the "near-miss" must be just as likely to occur as any other combination. The machine cannot be specially programmed to show "winning combinations" more frequently than other combinations above or below the payline. The calculation is more complicated than implied here. The stops are not 'programmed' in the sense that their outcome is the result of a calculation. In fact, the reel strips (like a mechanical poker machine) are designed so that the machine will pay according to the relevant RTP.
Near-miss programming, where a near miss is innacurately displayed (i.e. the player is shown something that is not an accurate representation of the reelstrips) is not allowed in Australia either. Due to this, regulators use stop motion cameras to audit manufacturer's practices.
Regional variations
Row of slot machines inside Las Vegas airport.
United States
In the United States, the public and private availability of slot machines is highly regulated by state governments. Many states have established gaming control boards to regulate the possession and use of slot machines. Nevada is the only state that has no significant restrictions against slot machines both for public and private use. In New Jersey, slot machines are only allowed in hotel-casinos operated in Atlantic City. Several states (Illinois, Indiana, Iowa, Louisiana, Mississippi, and Missouri) allow slot machines (as well as any casino-style gambling) only on licensed riverboats or permanently anchored barges. Delaware allows slot machines at three horse tracks, they are regulated by the state lottery commission. For a list of state by state regulations on private slot machine ownership, see U.S. state slot machine ownership regulations.
Native American casinos
Native American casinos located in reservations are not permitted to have slot machines unless the tribe first reaches a pact with the state in which it is located (per Indian Gaming Regulatory Act). Typically, a pact entitles the state to receive a percentage of the gross revenue from slot machines.
Slot machine classes
The Following statements are generalities, not actual laws for every state. There is no federal law governing slot machines, so these classifications may vary from state to state.
Some states have restrictions on the type (called "class") of slot machines that can be used in a casino or other gaming area. "Class III" (or "traditional") slot machines operate independently from a centralized computer system and a player's chance of winning any payout is the same with every play. Class III slots are most often seen in Nevada or Atlantic City and are sometimes referred to as "Vegas-style slots".
"Class II" slot machines (also known as "Video Lottery Terminals" or "VLTs") are connected to a centralized computer system that determines the outcome of each wager. In this way, Class II slot machines mimic scratch-off lottery tickets in that each machine has an equal chance of winning a series of limited prizes. Either class of slot machines may or may not have a player skill element.
In general a game must have all characteristics of a Class II game to be a Class II game. Any characteristic of a Class III game makes it a Class III game. The casino pays a fee to the state for each Class III game and can only purchase so many Class III licenses. There is no such restriction for Class II games. Class II games are not so nearly regulated by the state.
Class II game characteristics
The player is playing against other players and competing for a common prize.
There is certain to be a winner in each game. The game continues until there is a winner.
In a given set there are a certain number of wins and loses. Once a certain combination has happened it cannot happen again until a new batch is initiated. This is most obvious in scratch card games that come in a pack. Once a card has been pulled those winning combinations cannot occur again until a new pack of cards is installed. One game is dependent on previous games.
The player must be an active participant. They must recognize events as they occur and must recognize when they have won and announce their winning. Bingo is an excellent example here.
All players play from the same set of numbers as they are announced.
Class III game characteristics
The player is playing against the house.
There is a very real possibility that the player may lose the game.
Each game is independent of previous games. Any possible outcome can occur in any game.
Wins are announced automatically.
Slot clubs
Many American casinos offer free memberships in "slot clubs", which return a small percentage of the amount of money that is bet in the form of "comps" (complimentary food, drinks, hotel rooms, or merchandise), or sometimes as cash back (sometimes with a restriction that the cash be redeemed at a later date). These clubs require that players use a card that is inserted into the slot machine, to allow the casino to track the player's "action" (how much the player bets and for how long), which is often used to establish a level of play that may make a player eligible for additional comps. Comps or cash back from these clubs can make a significant difference in the maximum theoretical return when playing slot machines over a long period of time.
Australia
Slot machines in Australia are generally referred to as "poker machines" or "pokies", but are officially termed Gaming Machines. Australia has seen changes in regulations leading to proliferation of gaming machine venues in various states, most notably New South Wales, Victoria and Queensland. Various bodies, including religious organisations and welfare groups, claim that this has increased levels of "problem gambling".
Australian-style gaming machines use video displays to simulate physical reels, usually five. These machines have additional bonusing and second-screen features such as free games and bonus levels. They also allow for multiple lines (up to 50) or multiple ways (up to 243) to be played. This higher level of complexity offers greater opportunity of rewards for players.
Gaming machines are found in casinos (approximately one in each major city) as well as pubs and clubs (usually sports, social, or RSL clubs). There are suggestions that this high level of accessibility may be linked to problem gambling; however, the precise nature of this link is still open to research. The first Australian state to legalize this style of gambling was New South Wales in 1956 when they were made legal in all registered clubs in the state.
Laws governing gaming machines in Australia are controlled at the state level and as such, those laws vary between states. In the state of Queensland gaming machines in pubs and clubs must provide a return rate of 85% while machines located in casinos must provide a return rate of 90% . Most other states have similar provisions.
United Kingdom
Slot machines are usually known as Fruit machines, Bandits and AWP (Amusement with Prizes) in Britain. Fruit machines are commonly found in pubs, clubs, arcades, and some take-away food shops. These machines commonly have 3 or 6 reels with around 16 or 24 fruit symbols printed around them. These reels are spun, and if certain combinations of fruit appear, winnings are paid from the machine, or subgames are played. These are very similar to slot machines seen in casinos and elsewhere around the world, but the term "fruit machine" is usually applied to a type of machine more commonly found in pubs and arcades. These games have lots of extra features, trails and subgames with opportunities to win money, usually more than can be won from just the reels. However, the jackpots from these fruit machines are strictly limited. An old-fashioned word for these machines can be 'Didlers'.
Currently in the UK, the cost of an individual game may not exceed 50p. The maximum payout for an individual game depends on the type and the location of the machine, but is typically £25 in pubs where people under the age of 18 are not allowed entry. It is known for machines to payout multiple jackpots, one after the other (this is known as a streak) but each jackpot requires a new game to be played so as not to circumvent the maximum payout. The minimum payout percentage is 70% in Britain, with pubs often setting the payout at around 78%. Private members clubs are allowed "club machines", which have higher jackpots and are allowed to charge more per game.
These machines also operate in a different fashion to American slot machines; whereas slots are programmed to pay a percentage over the long-run, there is no reason why a jackpot cannot be paid straight after one has already been won - this is because over the long-run the percentage payout will be the same. However, in the UK, a fruit machine takes on an amount above its payout percentage before winning, so if a payout is 95%, a machine will make the player lose £10 before paying out £9.50. As such, it is sensible to watch for people playing these machines but not winning as the likelihood of a win increases. This, however, is called Sharking.
This type of fruit machine is popular across Europe (in the countries where they are legal), and very popular in countries such as the Czech Republic, Russia, and Ukraine.
It has been alleged by the Fairplay campaign that UK fruit machines employ fraudulent techniques in which gambles and chances which appear to be random are in fact pre-determined and cannot be affected by player choices.
...at this point, you'll have gambled the win up to £25. However, the machine doesn't want you to gamble any further. If from the 5 you select "High", the machine will spin in a 3 and you'll lose. If, on the other hand, you select "Low", the machine will spin in a 9 and you'll lose...
The claims centre around the emulation of fruit machine hardware on windows-based computers, which can allow for a fruit machine's RAM state to be saved at a particular point and replayed making a different choice. Although there was only two practical example demonstrating this which the end user could replicate, there was a lot of debate between fairplay campaigners and the fruit machine emulation authors about the reliability of these claims. The authors suggested that the emulators did not have 100% complete core emulation and does not lead or prove the assumption that fruit machines "cheat"; The fairplay campaign, led by Stuart Campbell rubbished these claims publically on various internet forums. After some TV and radio coverage on behalf of the fairplay campaign on this issue, the fruit machine industry has hit back at the allegations through BACTA, releasing a statement on the issue. BACTA at the time, issued guidance to provide voluntary notices are to be put in place on a sticker for older machines or integrated on the "top glass" artwork, most fruit machine manufacturers have done this for circa 2005 machines. This is in fact the law now in the UK, and all machines carry a notice informing the user that the machine may at times offer the player a choice in which they have no possible chance to win. You can often find messages on the artwork on machines also stating not to reproduce the software, artwork, etc in any way, shape or form without permission.
Japan
Japan has a relatively new involvement in slot machines, roughly since after the American occupation during the World War II era. Most machines can be found in Pachinko parlors and the adult sections of amusement arcades, known as game centers.
The machines are regulated with IC chips, and have six different levels changing the odds of a "777". The levels provide a rough outcome of between 90% to an astonishing 160% (200% if using skills). Indeed, the Japanese slot machines are "beatable". The parlor operators, naturally set most of the machines to collect money, but intentionally place a few paying machines on the floor so that there will at least someone winning, encouraging players on the losing machines to keep gambling.
Despite the many varieties of the machines, there are certain rules and regulations put forward by the "Security Electronics and Communication Technology Association", an affiliate of the National Police Association (NPA). For example, there must be three reels. Also, all reels must be accompanied by buttons which stop these reels, no more than 15 coins can be paid out per plays, credit meter cant go higher than 50, 3 coin maximum bet, etc.
Although a 15 coin payout may seem ridiculously low, the regulations allow "Big Bonus" (~400-->711 coins) and "Regular Bonus" modes (~110 coins) where these 15 coin payouts occur nearly continuously until the bonus mode finished. While the machine is in bonus mode, the player is entertained with special winning scenes on the LCD display, and energizing music is heard, payout after payout.
Three more unique features of Pachisuro machines are "Stock", "Renchan", and "Tenjoh". On many machines, when enough money to afford a bonus is taken in, the bonus is not immediately awarded. Typically the game merely stops making the reels slip off the bonus symbols for a few games. If the player fails to hit the bonus during these "standby games", it is added to the "Stock" for later collection. Many current games, after finishing a bonus round, set the probability to release additional stock (gained from earlier players failing to get a bonus last time the machien stopped making the reels slip for a bit) very high for the first few games. As a result, a lucky player may get to play several bonus rounds in a row (a "Renchan"), making payouts of 5000, even 10,000 coins possible! The lure of "Stock" waiting in the machine, and the possibility of "Renchan" tease the gambler to keep feeding the machine. To tease him further, there is a "Tenjoh", a maximum limit on the number of games between "Stock" release. For example, if the "Tenjoh" is 1500, and the number of games played since the last bonus is 1490, the player is guaranteed to release a bonus within just 10 games.
Because of the "Stock", "Renchan", and "Tenjoh" systems, it is possible to make money by simply playing machines on which someone has just lost a huge amount of money. This is called being a "hyena". They are easy to recognize, roaming the aisles for a "Kamo" ( "sucker" in English) to leave his machine.
In short, the regulations allowing "Stock", "Renchan", and "Tenjoh" has transformed the Pachisuro from a low-stakes form on entertainment just a few years back to the hard-core gambling it has become in 2006. Many people may be gambling more than they can afford, and the big payouts also lure unsavory "hyena" types into the gambling halls.
To address these social issues, a new regulation (Version 5.0) has been adopted in 2006 which caps the maximum amount of "Stock" a machine can hold to around 2000--3000 coins worth of bonus games. Moreover, all Pachisuro machines must be re-evaluated for regulation compliance every 3 three years. Version 4.0 came out in 2004, so that means all those machines with the up to 10000 coin payouts will be removed from service by 2007. Only time will tell how these changes will affect the Japanese Pachisuro industry.
Skill Stops
'Skill Stop' Buttons were added to some slot machine by Zacharias Anthony in the early 70's which allowed the player to stop each reel allowing a degree of 'skill' to satisfy New Jersey gaming laws of the day which required that players be allowed to control the game in some way. This is the first known use of the skill stop on slot machine. The conversion was applied to late model Bally slots. Because the typical machine stopped the reels automatically in less than 10 seconds weights were added to the mechanical timers to prolong the automatic stopping of the reels. There were approx. 50 machines involved in the original conversion. By the time the New Jersey ABC ( Alchoholic Beverages Commision ) had approved the conversion for use in New Jersey arcades the word was out and every other distributors began adding skill stops. The machines were a huge hit on the Jersey Shore. The rest of the unconverted Bally machines were destroyed as they had become instantly obsolete.
Common misunderstandings
"Hot" and "Cold" machines
Standard slot machines do not get "hot" or "cold". The odds of hitting a winning combination are determined by a random number generator contained in the machine's software and is exactly the same with every spin. Such slot machines are never "due to be hit" if they haven't paid out a jackpot in a while. (Exception: UK-style AWP and Japan-style Pachisuro machines are progressive which means chances of winning will increase over time if the machine has not paid any wins out. Many also "force" wins on players in order to meet the payout percentage).
Placement
There is a science to the placement of slot machines on the gaming floor, but the highest paying machines are not necessarily placed in high-traffic areas. Typically, machines of similar payback percentages are grouped together, with 1% or less difference from machine to machine in the group.
Payout changes
In most jurisdictions, casinos cannot alter the machine's payout percentage by time of day, day of week, or remotely via a computer.
Using a slot club card does not affect the machine's payout percentage. The card just allows the casino to keep track of the amount wagered by a player and issue complimentaries accordingly.
Missed opportunities
Consider these two scenarios:
You leave a machine. Another player comes up and immediately hits a jackpot. You think, "If I had played just one more time, I would have won that jackpot."
A machine returns a higher jackpot for playing more coins. You play fewer coins, and a winning combination appears. You think, "If I had played more coins, I would have won more money."
In both cases, you did not "miss" an opportunity to win. The results of modern slot machines depend on exactly when you play them. It is very unlikely in either case that you would have received the same result if you had played just one more time or just one more coin. This is because the random numbers being generated are constantly changing thousands of times per second. It is impossible to assume that the instant you would have made the play would be the same for the other opportunity, thus getting different results from the machine. See Random Number Generator above.
Addiction
Slot machines, like other gambling devices and games, can be addictive to some individuals.
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Slot machines Intro
A slot machine (American English), poker machine (Australian English), or fruit machine (British English) is a certain type of casino game. Traditional slot machines are coin-operated machines with three or more reels, which spin when a lever on the side of the machine is pulled. The machines include a currency detector that validates the coin or money inserted to play. (The slot machine is also known informally as a one-armed bandit because of its traditional appearance and its ability to leave the gamer penniless.) The machine typically pays off based on patterns of symbols visible on the front of the machine when it stops. Modern computer technology has resulted in many variations on the slot machine concept. Today, slot machines are the most popular gambling method in casinos and constitute about
History
Sittman and Pitt of Brooklyn, New York developed a gambling machine in 1891 that could be considered a precursor to the modern slot machine. It contained 5 drums holding a total of 50 card faces and was based on poker. This machine proved extremely popular and soon there was hardly a bar in the city that didn't have one or more of the machines bar-side. Players would insert a nickel and pull a lever, which would spin the drums and the cards they held, the player hoping for a good poker hand. There was no direct payout mechanism, so a pair of Kings might get the player a free beer, whereas a Royal Flush could pay out cigars or drinks, the prizes wholly dependent on what was on offer at the local establishment. To make the odds better for the house, two cards were typically removed from the "deck": the Ten of Spades and the Jack of Hearts, which cut the odds of winning a Royal Flush by half. The drums could also be re-arranged to further reduce a player's chance of winning.
The first "one-armed bandit" was invented in 1887 by Charles Fey of San Francisco, California, who devised a much simpler automatic mechanism. Due to the vast number of possible wins with the original poker card-based game, it proved practically impossible to come up with a way to make a machine capable of making an automatic pay-out for all possible winning combinations. Charles Fey devised a machine with three spinning reels containing a total of five symbols – horseshoes, diamonds, spades, hearts and a Liberty Bell, which also gave the machine its name. By replacing ten cards with five symbols and using three reels instead of five drums, the complexity of reading a win was considerably reduced, allowing Fey to devise an effective automatic payout mechanism. Three bells in a row produced the biggest payoff, ten nickels. Liberty Bell was a huge success and spawned a thriving mechanical gaming device industry. Even when the use of these gambling devices was banned in his home State after a few years, Fey still couldn't keep up with demand for the game elsewhere.
Another early machine gave out winnings in the form of fruit flavoured chewing gums with pictures of the flavours as symbols on the reels. The popular cherry and melon symbols derive from this machine. The "BAR" symbol now common in slot machines was derived from an early logo of the Bell-Fruit Gum Company. In 1964, Bally developed the first fully electromechanical slot machine called Money Honey.
Description
A person playing a slot machine purchases the right to play by inserting coins, cash, or in newer machines, a bar-coded paper ticket (known as "ticket in/ticket out" machines), into a designated slot on the machine. The machine is then activated by means of a lever or button, or on newer machines, by pressing a touchscreen on its face. The game itself may or may not involve skill on the player's part — or it may create the illusion of involving skill without actually being anything else than a game of chance.
The object of the game is to win money from the machine. The game usually involves matching symbols, either on mechanical reels that spin and stop to reveal one or several symbols, or on a video screen. The symbols are usually brightly colored and easily recognizable, such as images of fruits, and simple shapes such as bells, diamonds, or hearts.
Most games have a variety of winning combinations of symbols, often posted on the face of the machine. If a player matches a combination according to the rules of the game, the slot machine pays the player cash or some other sort of value, such as extra games.
There are many different kinds of gambling slot machines in places such as Las Vegas. Some of the most popular are the video poker machines, in which players hope to obtain a set of symbols corresponding to a winning poker hand. Depending on the machine, players can play one, 100, or more hands at one time.
Becoming more popular now are the multi-line slots. These slots have more than one payline. Reel slots commonly have three or five paylines, while video slots have 9, 15, 25, or even 100 different paylines. Video slots are themed slots, with graphics and music based on popular entertainers or TV programs (The Addams Family, I Dream of Jeannie, etc.) with a bonus round. Most accept variable amounts of credit to play with 1 to 5 credits per line being typical. The higher the amount bet, the higher the payout will be. Of course, there are the standard 3 - 5 reel slot machines, of various types. These are the typical "one-armed bandits".
One of the main differences between video slots and reel slots is in the way payouts are calculated. With reel slots, the only way to win the maximum jackpot is to play the maximum number of coins (usually 3, sometimes 4, or even 5 coins per spin). With video slots, the fixed payout values are multiplied by the number of coins per line that are being bet. In other words: on a reel slot, it is to the player's advantage to play with the maximum number of coins available. On video slots, it is recommended to play as many individual lines as possible, but there is no benefit to the player in betting more than one credit per line with regards to calculating the payout amounts. (There are some isolated cases where a video slot machine requires the maximum number of credits per spin to be inserted to win the largest payout, but those are the exception.) An example: On the "Wheel of Fortune" reel slot, the player must play 3 coins per spin to be eligible to trigger the bonus round and possibly win the jackpot. On the Wheel of Fortune video slot, the chances of triggering the bonus round or winning the maximum jackpot are exactly the same regardless of the number of coins bet on each line.
Larger casinos offer slot machines with denominations from $.01 (penny slots) all the way up to $100.00 or more per credit. Large denomination slot machines are usually cordoned off from the rest of the casino into a "High Limit" area, often with a separate team of hosts to cater to the needs of the high-rollers who play there.
Slot machines common in casinos at this time are more complicated. Most allow players to accept their winnings as credits, which may be "spent" on additional spins.
In the last few years, new slot machines commonly known as "multi-denomination" have been introduced. In a multi-denomination slot machine, the player can choose the value of each credit wagered from a list of options. Based upon the player's selection, the slot machine automatically calculates the number of credits the player receives in exchange for the cash inserted and displays the amount of available credits to the player. (For example, a player could choose to wager one dollar per game on a nickel slot machine.) This eliminates the need for a player to find a specific denomination of a particular slot machine; they can concentrate on simply finding the machine and setting the denomination once they decide to play.
Recently, some casinos have chosen to take advantage of a concept commonly known as "tokenization": 1 token buys more than one credit. A casino can configure slot machines of numerous different denominations to accept the same type of token. (For example, all penny, nickel, quarter, and dollar slot machines could be configured to accept dollar tokens.) This significantly reduces a casino's inventory costs and coin handling costs. A tokenized slot machine automatically calculates the number of credits the player receives in exchange for the token inserted and displays the amount of available credits to the player. When a player chooses to collect his credits (by pressing a "Cash Out" button), the slot machine will automatically divide the number of credits on the credit meter by the value of one token and return the result to the patron. Any remainder is known as "residual credits" and cannot be collected. Residual credits must be either played or abandoned.
Terminology
Bonus is a special feature of the particular game theme, which is activated when certain symbols appear in a winning combination. In the bonus, the player is presented with several items on a screen from which to choose. As the player chooses items, a number of credits is revealed and awarded. Some bonuses use a mechanical device, such as a spinning wheel, that works in conjunction with the bonus to display the amount won.
Candle is a light on top of the slot machine. It flashes to alert the operator that change is needed, hand pay is requested or a potential problem with the machine.
Carousel refers to a grouping of slot machines, usually in a circle or oval formation.
Coin hopper is a container where the coins that are immediately available for payouts are held. The hopper is a mechanical device that rotates coins into the coin tray when a player collects credits/coins (by pressing a "Cash Out" button). When a certain preset coin capacity is reached, a coin diverter automatically redirects, or "drops", excess coin into a "drop bucket" or "drop box".
Credit meter is a visual L.E.D. display of the amount of money or credits on the machine.
Drop bucket or drop box is a container located in a slot machine's base where excess coins are diverted from the hopper. Typically, a drop bucket is used for low denomination slot machines and a drop box is used for high denomination slot machines. A drop box contains a hinged lid with one or more locks whereas a drop bucket does not contain a lid. The contents of drop buckets and drop boxes are collected and counted by the casino on a scheduled basis.
EGM is used as a short-hand for "Electronic Gaming Machine".
Hand pay refers to a payout made by a slot attendant or cage, rather than the slot machine. A hand pay occurs when the amount of the payout exceeds the maximum amount that was preset by the slot machine's operator. Usually, the maximum amount is set at the level where the operator must begin to deduct taxes. A hand pay could also be necessary as a result of a short pay.
Hopper fill slip is a document used to record the replenishments of the coin in the coin hopper after it becomes depleted as a result of making payouts to players. The slip indicates the amount of coin placed into the hoppers, as well as the signatures of the employees involved in the transaction, the slot machine number and the location and the date.
Low Level or Slant Top slot machines include a stool so you can sit and play. Stand Up or Upright slot machines are played while standing.
Optimal play is a payback percentage based on a gambler using the optimal strategy in a skill-based slot machine game.
Payline is a straight or zig-zagged line that crosses through one symbol on each reel, along which a winning combination is evaluated. Classic spinning reel machines usually have up to nine paylines, while video slot machines may have as many as fifty.
Rollup is the process of dramatizing a win by playing sounds while the meters count up to the amount that has been won.
Short pay refers to a partial payout made by a slot machine, which is less than the amount due to the player. This occurs if the coin hopper has been depleted as a result of making earlier payouts to players. The remaining amount due to the player is either paid as a hand pay or an attendant will come and re-fill the machine.
Theoretical Hold Worksheet is a document provided by the manufacturer for all slot machines, which indicates the theoretical percentage that the slot machine should hold based on adequate levels of coin-in. The worksheet also indicates the reel strip settings, number of coins that may be played, the payout schedule, the number of reels and other information descriptive of the particular type of slot machine.
Weight count is an American term, referring to the dollar amount of coins or tokens removed from a slot machine's drop bucket or drop box and counted by the casino's hard count team through the use of a weigh scale.
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Video poker intro.
Video poker is a casino game based on five-card draw poker. It is played on a computerized console which is a similar size to a slot machine.
History
Video poker first became commercially viable when it became economical to combine a television-like monitor with a solid state central processing unit. The earliest models appeared at the same time as the first personal computers were produced, in the mid-1970s, although they were rather primitive by today's standards.
Video poker became more firmly established when SIRCOMA, which stood for Si Redd's Coin Machines, and which evolved over time to become International Game Technology introduced Draw Poker in 1979. Throughout the 1980s, video poker became increasingly popular in casinos, as people found the devices less intimidating than playing table games. Today, video poker enjoys a prominent place on the gaming floors of many casinos. The game is especially popular with Las Vegas locals, who tend to patronize locals casinos off the Las Vegas Strip. These local casinos often offer lower denomination machines or better odds.
The Game
Game play begins by placing a bet of one or more credits, by inserting money (or in newer machines, a barcoded paper ticket with credit) into the machine, and then pressing a "Deal" button to draw cards. The player is then given an opportunity to keep or discard one or more of the cards in exchange for a new card drawn from the same virtual deck. After the draw, the machine evaluates the hand and offers a payout if the hand matches one of the winning hands in the posted pay schedule.
On a typical video poker machine, payouts start with a minimum hand of a pair of jacks. Pay tables allocate the payout for hands based partially upon how rare they are, and also based upon the total theoretical return the game operator chooses to offer.
Some machines offer progressive jackpots for the royal flush, (and sometimes for other rare hands as well), thereby spurring players to both play more coins and to play more frequently.
Regulation
Video poker machines operated in state-regulated jurisdictions are programmed to deal random card sequences. A series of cards is generated for each play; five dealt straight to the hand, the other five dealt in order if requested by player. This is based upon a Nevada regulation, adopted by most other states with a gaming authority, which requires dice and cards used in an electronic game to be as random as the real thing, within computational limits set by the gaming authority. Video poker machines are tested to ensure compliance with this requirement before they may be offered to the public. Video poker games in Nevada are required to simulate a 52 card deck (or a 53 card deck if using a joker).
It is unclear whether all video poker machines at Indian gaming establishments are subject to the same Nevada-style regulations, as Indian casinos are located on reservations that are sovereign to the tribe which holds the
gaming license.
Newer versions of the software no longer deal out all 10 cards at once. They now deal out the first five cards, and then when the draw button is pressed, they generate a second set of cards based on the remaining 47 cards in the deck. This was done after players found a way to reverse engineer a random number generators cycle from sample hands and were able to predict the hidden cards in advance.
Kinds of video poker´
Newer video poker machines may employ variants of the basic five-card draw. Typical variations include Deuces Wild, where a two serves as a wild card and a jackpot is paid for four deuces or a natural royal; pay schedule modification, where four aces with a five or smaller kicker pays an enhanced amount (these games usually have some adjective in the title such as "bonus", "double", or "triple"); and multi-play poker, where the player starts with a base hand of five cards, and each additional played hand draws from a different set of cards with the base hand removed. (Multi-play games are offered in "Triple Play", "Five Play", "Ten Play", "Fifty Play" and even "One Hundred Play" versions.)
In the non-wild games (games which do not have a wild card) a player who plays five or six hundred hands per hour, on average, may receive the rare four-of-a-kind approximately once per hour, while a player may play for many days or weeks before receiving an extremely rare royal flush.
Full pay games
Full pay video poker machines are games which offer the typical maximum payback percentage for that game type. Payback percentage expresses the long-term expected value of the player's wager as a percentage. A payback percentage of 99%, for instance, indicates that for each $100 wagered, in the long run, the player would expect to lose $1. Payback percentages on full-pay games are often close to or even in excess of 100%, assuming error-free perfect play. Full-pay Jacks or Better, for example, offers a payback percentage of approximately 99.5% when played with perfect strategy.
Casinos often place full pay machines alongside other machines with pay schedules that offer less attractive payback percentages, leaving it up to the player to identify which video poker machines offer full pay schedules.
Most full pay machines are configured with a pay schedule that is only full pay when the maximum number of credits is bet. (See the pay schedule tables later in this article for details.)
Jacks or Better
"Jacks or Better" is the most common variation of video poker available. Payoffs begin at a pair of jacks or better. Full pay Jacks or Better is also known as 9/6 Jacks or Better; the 9 refers to the payoff for a full house and the 6 refers to the payoff for a flush. Full pay Jacks or Better has a theoretical return of 99.54% when played with perfect strategy.
Hand
1 credit
2 credits
3 credits
4 credits
5 credits
Royal Flush
250
500
750
1000
4000*
Straight Flush
50
100
150
200
250
Four of a kind
25
50
75
100
125
Full House
9
18
27
36
45
Flush
6
12
18
24
30
Straight
4
8
12
16
20
Three of a Kind
3
6
9
12
15
Two Pair
2
4
6
8
10
Jacks or Better
1
2
3
4
5
Theoretical Return
98.05%
98.05%
98.05%
98.05%
99.54%*
*Notice the gap between the payoff for a Royal Flush played with 4 credits vs. one with 5 credits. The payoff schedule for most video poker machines has a gap like this, such that players who do not play with the maximum number of credits at a time are playing with a smaller theoretical return.
Deuces Wild
"Deuces Wild" is a variation of video poker in which all twos are wild. (Wild cards substitute for any other card in the deck in order to make a better poker hand. In Deuces Wild, the payout for a four of a kind makes up approximately 1/3 of the payback percentage of the game, and a four of a kind occurs on average approximately every fifteen hands. Deuces Wild can be found with pay schedules that offer a theoretical return as high as 100.762%, when played with perfect strategy. It is also available with other pay schedules that have lesser theoretical returns:
Hand
1 credit
2 credits
3 credits
4 credits
5 credits
Natural Royal Flush
300
600
900
1200
4000*
Four Deuces
200
400
600
800
1000
Wild Royal Flush
25
50
75
100
125
Five of a Kind
15
30
45
60
75
Straight Flush
9
18
27
36
45
Four of a Kind
5
10
15
20
25
Full House
3
6
9
12
15
Flush
2
4
6
8
10
Straight
2
4
6
8
10
Three of a Kind
1
2
3
4
5
Theoretical Return
99.679%
99.679%
99.679%
99.679%
100.762%*
*Notice the gap between the payoff for a Natural Royal Flush played with 4 credits vs. one with 5 credits. The payoff schedule for most video poker machines has a gap like this, such that players who do not play with the maximum number of credits at a time are playing with a negative theoretical return.
Double Bonus
"Double Bonus" video poker is a variation of Jacks or Better with a bonus payout for four aces. This variation offers up to a theoretical return of 100.1725%, when played with perfect strategy. It is also available with other pay schedules that have lesser theoretical returns:
Hand
1 credit
2 credits
3 credits
4 credits
5 credits
Royal Flush
250
500
750
1000
4000*
Straight Flush
50
100
150
200
250
Four Aces
160
320
480
640
800
Four 2, 3, or 4
80
160
240
320
400
Four 5-K
50
100
150
200
250
Full House
10
20
30
40
50
Flush
7
14
21
28
35
Straight
5
10
15
20
25
Three of a Kind
3
6
9
12
15
Two Pair
1
2
3
4
5
Jacks or Better
1
2
3
4
5
Theoretical Return
99.1079%
99.1079%
99.1079%
99.1079%
100.1725%*
*Notice the gap between the payoff for a Royal Flush played with 4 credits vs. one with 5 credits. Players who do not play with the maximum number of credits at a time are playing with a negative theoretical return.
Double Double Bonus
"Double Double Bonus" video poker is a variation of Jacks or Better which offers bonus payoffs for different four of a kinds, as seen in the payout table below. Full pay Double Double Bonus can be found with pay schedules that offer up to a theoretical return of 100.067%, when played with perfect strategy. It is also available with other pay schedules that have lesser theoretical returns:
Hand
1 credit
2 credits
3 credits
4 credits
5 credits
Royal Flush
250
500
750
1000
4000*
Straight Flush
50
100
150
200
250
Four Aces w/2, 3, or 4
400
800
1200
1600
2000
Four 2, 3, or 4 w/A-4
160
320
480
640
800
Four Aces
160
320
480
640
800
Four 2, 3, or 4
80
160
240
320
400
Four 5-K
50
100
150
200
250
Full House
10
20
30
40
50
Flush
6
12
18
24
30
Straight
4
8
12
16
20
Three of a Kind
3
6
9
12
15
Two Pair
1
2
3
4
5
Jacks or Better
1
2
3
4
5
Theoretical Return
98.9154%
98.9154%
98.9154%
98.9154%
100.067%*
*Notice the gap between the payoff for a Royal Flush played with 4 credits vs. one with 5 credits. Players who do not play with the maximum number of credits at a time are playing with a negative theoretical return.
Other positive expectation games
Other kinds of video poker only have positive theoretical returns when the progressive jackpot is high enough. Many establishments advertise with a billboard when the progressive jackpot is high enough.
Gambling friend
Sunday, February 11, 2007
Afilliates can help gamblers.
Affilliates strategyc position.
A Casino affiliate is someone who promote online casinos and gambling.
This persons win money from players losses which is a bad new. If we explore this idea we can easily think that if the gambler lose a lot, the afilliate wins a lot. On the other side if the gambler loses all his or her money always, very soon we get to the point that he or she stops playing and that is bad news for the afilliate.
Now the good news
An afilliate is in a fantastic position to overview both the gambler and the casino way of acting.
Also to the afilliate is dificult to be sure that the casino is fair to him. There are lots of casinos that rob the afilliates or let them catch one gambler and after one or two deposits, the casino sends by email a new link for the gambler play through.
What would you thing about this? For sure you don´t trust in a boss that is robbing his employee. So if the casino robs a person that works for it, almost for sure it´s going to rob and scam the gambler.
Many gamblers do the next: When they see the afilliate id on the link or the adress that is on the url internet bar, they delete that part of the url and play through the adress that goes directly to the casino excluding the afilliate. This is an insane big mistake because what we´re doing here is to exclude an observer that wants the gambler play well because he wins money and is first goal is to be sure that the gambler as all the conditions to gamble and come back.
Very Important advice: as a gambler i advice you not to accept link replacement suggested by a casino and that excludes the afilliate. From that moment you´re tottally in the casino hands.
Factors controled by the afilliates:
- He knows the bonus that the casino gives to the gambler.
- He knows how much the gambler deposit.
- He knows how much the gambler lose or win.
- He knows what are the games the gambler gamble.
- He can understand what´s the gambler degree of addiction.
Factors that the afilliate doesn´t control:
- The gambler personal info ( ex: email)
It´s because of this contact hole between the gambler and the afilliate that the casino can make what it feels like.
What can the afilliate do for the gambler
The afilliate can discover what are the casinos that don´t have these practices by observing all this behaviours and start promoting them.
How can the gambler take advantadge of the casino afilliates.
All i wrote doesn´t mean that through an afilliate, a gambler is in total security.
On the contrary, an afilliate can also be a deadly trap, but, the gambling as the chance to recognize an honest afilliate and distinguish a disonest one.
Never go directly to a casino. Look for the afilliates websites and gambling portals and pay atention to this.
Fact: You see between 15 and 25 or more different casino banners.
It means: the afilliate is not sure about what from all those casinos are fairor or pay him
and is testing all of them. ( don´t gamble in these websites and never come back).
Fact: you see between 5 to 10 gambling options that belong to the same or just 2 or 3 gambling
operator.
It means : the afilliate knows very well who is he working with and is just promoting all the rooms of the same operator, so, he is experienced, knows the market well and you can amd should gamble on that website. What is good for the afilliate, is good for the gambler; ( money).
Usually gamblers lose more on the casinos that pay more so the point is to play in a fair and trustable place and keep your mind out of addiction.
Fact: i have wekly in my blog and other websites that i own, gamblers that request me to become afilliate of some casinos and send them my afilliate links to gamble through if i think the casino is fair and it´s worth it.
It means: the afilliate knows more than the gambler and if he or she are honest: Cool.
Gambling friend
Friday, February 9, 2007
Online Poker ( Part 2 )
As with other forms of online gambling, many critics question whether the operators of such games - especially those located in jurisdictions separate from most of their players - might be engaging in fraud themselves.
Internet discussion forums are rife with allegations of non-random card dealing, possibly to favour house-employed players or "bots" (poker playing software disguised as a human opponent), or to give multiple players good hands thus increasing the bets and the rake, or simply to prevent new players from losing so quickly that they become discouraged. However, there is little more than anecdotal evidence to support such claims, and others argue that the rake is sufficiently large that such abuses would be unnecessary and foolish. Many claim to see lots of "bad beats" with large hands pitted against others all too often at a rate that seems to be a lot more common than in live games. This might actually be caused by the fact that online cardrooms deal more hands per hour: online players get to see more hands, so their likelihood of seeing more improbable bad beats or randomly large pots is also increased.
Many online poker sites are certified by bodies such as the Kahnawake Gaming Commission and also by other major auditing firms like PricewaterhouseCoopers to review the fairness of the random number generator, shuffle, and payouts for some sites.
Differences with conventional poker
There are substantial differences between online poker gaming and conventional, in-person gaming.
One obvious difference is that players do not sit right across from each other, removing any ability to observe others' reactions and body language. Instead, online poker players learn to focus more keenly on betting patterns, reaction time and other behavior tells that are not physical in nature. Since poker is a game that requires adaptability, successful online players learn to master the new frontiers of their surroundings.
Another less obvious difference is the rate of play. In brick and mortar casinos the dealer has to collect the cards, then shuffle and deal them after every hand. Due to this and other delays common in offline casinos, the average rate of play is around thirty hands per hour. Online casinos, however, do not have these delays; the dealing and shuffling are instant, there are no delays relating to counting chips (for a split pot), and on average the play is faster due to "auto-action" buttons (where the player selects his action before his turn). It is not uncommon for an online poker table to average ninety to hundred hands per hour.
This large difference in rate of play has created another effect among online poker players. In the brick and mortar casino, the only real way to increase your earnings is to increase your limit. In the online world players have another option, play more tables. Unlike a physical casino where it would be nearly impossible to play multiple tables at once, most online poker rooms allow this. Depending on the site, a player might play from 4 to 10 tables at the same time, viewing them each in a separate window on the computer display. For example, a player may make around $10 per 100 hands at a lower limit game. In a casino, this would earn them under $4 an hour, which minus dealer tips would probably barely break even. In an online poker room, the same player with the same win rate could play four tables at once, which at 60 hands per hour each would result in an earning of $24/hour. Some online players even play eight or more tables at once, in an effort to increase their winnings.
Another important change results from the fact that online poker rooms, in some cases, offer online poker schools that teach the basics and significantly speed up the learning curve for novices. Many online poker rooms also provide free money play so that players may practice these skills in various poker games and limits without the risk of losing real money. People who previously had no way to learn and improve because they had no one to play with now have the ability to learn the game much more quickly and gain invaluable experience from free money play.
Bonuses
While the practice of comping players with free meals, hotel rooms, and merchandise is quite common in B&M casinos, online poker rooms have needed to develop new ways to reward faithful customers. The most common way of doing this is through deposit bonuses, where the player is given a bonus code to enter when placing money into an account. The bonus code adds either a percentage, or a set amount of chips to the value of the deposit. One should be aware that these are not up front payments. The bonus is released in a piecemeal manner in accordance with the number of raked hands played. Besides this, several online cardrooms employ VIP Managers to develop VIP programs to reward regular players and additional bonuses exist for players who wish to top up their accounts. These are known as reload bonuses.
Compatibility
Most online poker rooms offer downloadable Microsoft Windows programs that require an emulator program to run on Apple Macintosh or Linux computers. However, several rooms do have clients that run natively on Mac or Linux.
Some mobile content providers have started offering poker on portable devices (mobile phones, PDAs). As an example i recommend GoldMobileCasino
Online poker portal
An online poker portal is a website offering poker-related content. Examples of such content could be news, tournament results, strategy articles or reviews of online poker cardrooms.
Some portals have a considerable amount of content, while others attempt to act as mere conduits to other sites, normally where actual gambling games are offered.
Your gambling friend
Online Poker ( introduction ).
Online poker is the game of poker played over the Internet. It has been partly responsible for a dramatic increase in the number of poker players worldwide. For the year of 2005 revenues from online poker were estimated at US$ 200 million per month.OverviewTraditional (or "brick and mortar", B&M) venues for playing poker, such as casinos and poker rooms, may be intimidating for novice players and are located in geographically disparate locations. Brick and mortar casinos are also reluctant to promote poker because it is difficult for them to profit from it. Though the rake, or time charge, of traditional casinos is often high, the opportunity costs of running a poker room are even higher. Brick and mortar casinos often make much more money by removing poker rooms and adding more slot machines.Online venues, by contrast, are dramatically cheaper because they have much smaller overhead costs. For example, adding another table does not take up valuable space like it would for a brick and mortar casino. Online poker rooms tend to be viewed as more player-friendly. For example, the software may prompt the player when it is his or her turn to act. Online poker rooms also allow the players to play for low stakes (as low as 1¢) and often offer poker freerolls (where there is no entry fee), attracting beginners.Online venues may be more vulnerable to certain types of fraud, especially collusion between players. However, they also have collusion detection abilities that do not exist in brick and mortar casinos. For example, online poker room security employees can look at the "hand history" of the cards previously played by any player on the site, making patterns of behavior easier to detect than in a casino where colluding players can simply fold their hands without anyone ever knowing the strength of their holding. Online poker rooms also check players' IP addresses in order to prevent players at the same household or at known open proxy servers from playing on the same tables.The major online poker sites offer varying features to entice new players. One common feature is to offer tournaments called satellites by which the winners gain entry to real-life poker tournaments. It was through one such tournament on PokerStars that Chris Moneymaker won his entry to the 2003 World Series of Poker. He went on to win the main event causing shock in the poker world. The 2004 World Series featured triple the number of players over the 2003 turnout. At least four players in the WSOP final table won their entry through an online cardroom. Like Moneymaker, 2004 winner Greg "Fossilman" Raymer also won his entry at the PokerStars online cardroom.In October 2004, Sportingbet Plc, at the time the world's largest publicly traded online gaming company (SBT.L), announced the acquisition of ParadisePoker.com, one of the online poker industry's first and largest cardrooms. The $340 million dollar acquisition marked the first time an online cardroom was owned by a public company. Since then, several other cardroom parent companies have gone public. In June 2005, PartyGaming, the parent company of the largest online cardroom, PartyPoker, went public on the London Stock Exchange, achieving an initial public offering market value in excess of $8 billion dollars. At the time of the IPO, ninety-two percent of Party Gaming's income came from poker operations.The market appears to be currently in a consolidation phase, in early 2006 PartyGaming moved to acquire EmpirePoker.com from Empire Online. Later in the year, bwin, an Austrian based online gambling company, acquired PokerRoom.com. Other poker rooms such as PokerStars & Poker.com that were rumored to be exploring initial public offerings have postponed them.
Legality
From a legal perspective, online poker may differ in some ways from online casino gambling, but many of the same issues do apply. For a discussion of the legality of online gambling in general, see online gambling.Online poker is legal and regulated in many countries including several nations in and around the Caribbean Sea, and most notably the United Kingdom.In the United States, the North Dakota House of Representatives passed a bill in February 2005 to legalize and regulate online poker and online poker cardroom operators in the state. The legislation required that online poker operations would have to physically locate their entire operations in the state. Testifying before the state Senate Judiciary committee, Nigel Payne, CEO of Sportingbet, the owner of Paradise Poker, pledged to relocate to the state if the bill became law. The measure, however, was defeated by the State Senate in March 2005 after the U. S. Department of Justice sent a letter to North Dakota attorney general Wayne Stenehjem stating that online gaming "may" be illegal, and that the pending legislation "might" violate the federal Wire Act. However, many legal experts dispute the DOJ's claim.North Dakota Rep. Jim Kasper (R-Fargo), the author of the legalization bill, has vowed to continue his efforts, stating that he is "not putting away the idea of getting into Internet gaming licenses in North Dakota" and that the "revenue we missed is too great to pass up." Kasper has also stated that he will introduce the legislation in the 2007 session of the North Dakota legislature.In response to this and other claims by the DOJ regarding the legality of online poker, many of the major online poker sites stopped advertising their "dot-com" sites in American media. Instead, they created "dot-net" sites that are virtually identical but offer no real money wagering. The sites advertise as poker schools or ways to learn the game for free, and feature words to the effect of "this is not a gambling website." Televised ads still feature the dot-net conceit but print ads have been trending back toward advertising the dot-coms directly.In July 2006, United States federal agents, citing the Wire Act, arrested BetOnSports CEO David Carruthers in Dallas, Texas while he was changing planes. He was traveling between Costa Rica and the United Kingdom; in both jurisdictions online gaming, including online poker, is legal and regulated.Since many banks and credit card companies will not allow direct money transfers to online poker sites, electronic money transfer businesses provide online “e-wallets” that players can load from a bank account, then transfer the funds directly to the poker site. The advantage of these services is that it makes it easy for people to transfer money between different poker sites without the money going back to a person’s bank account.On October 13, 2006, President Bush officially signed into law the Safe Port Act, a provision aimed at enhancing security at U.S. ports. Attached to the Safe Port Act was a provision known as the Unlawful Internet Gambling Enforcement Act (UIGEA). The UIGEA prohibits online gambling sites from performing transactions with American financial institutions. As a result of the bill, several large publicly traded poker gaming sites such as PartyPoker.com, 888.com and bwin closed down their US facing operations. Figures show the devastating effect of the UIGEA on these poker rooms.
How online poker rooms profit.
Typically, online poker rooms generate the bulk of their revenue via three methods. First is the rake. Rake is collected from most real money ring game pots. The rake is normally calculated as a percentage of the pot based on a sliding scale and capped at some maximum fee. Each online poker room determines its own rake structure.Second, pre-scheduled multi-table and impromptu sit-and-go tournaments are not raked, but rather an entry fee, often around ten percent of the tournament entry fee, is added to the cost of entering the tournament.Third, some online poker sites also offer games like black jack or side bets on poker hands where the player plays against "the house" for real money. The odds are in the house's favor in these games, thus producing a profit for the house.These are also the three primary methods brick and mortar casinos derive profits from operating poker tables.
Wednesday, February 7, 2007
Sports betting systems refers to a set of events that when combined for a particular game for a particular sport represents a profitable betting scenario. Since sports betting involves humans, there is no deterministic edge to the house or the gambler. Systems supposedly allow the gambler to have an edge.
Sportsbook
use systems in their analysis to set more accurate odds. Therefore the novice gambler may believe that using a system will always work, it is the general consensus that at some point, the oddsmakers will have adjusted for the system to make it no longer profitable. Very short-lived systems are called trends. Any single event that estimates a selection to have a higher likelihood of winning is called an angle as they are meant to be used in conjunction with other angles and trends to produce systems.
Betting on systems
Systems can be deceiving. Any sample space can be constrained enough with meaningless criteria to create the illusion of a profitable betting system. For example, a coin can be flipped with heads being home teams and tails being road teams. Heads and tails each have a 50% probability of landing but if the amount of flips is limited to a small number, it is conceivable to create the illusion of predicting heads will come up 75% of the time.
That, in conjunction with the fact that sportsbooks adjust their odds according to the systems makes it difficult to follow systems indefinitely. The sportsbooks are slower to adjust the odds in some sports versus other sports depending on the number of games played and the amount of money they take in from bettors.
Determining systems
Determining systems is a matter of using computer analysis tools and extracting all the possible games that meet a bettor's criteria. Then the bettor analyzes the results of those games to make a determination if one team is favored over the other.
Factors that are used into determining betting systems are a mix of psychological, motivational, biological, situational factors that, based on past performances, support one team over another. It is generally believed that more than one factor pointing towards a team is needed to have a successful betting system.
Sport bets ( introduction 2 )
Most people believe that bookmakers attempt to "balance" their action, by adjusting their prices so that they get the same amount of money on both sides of a game. Theoretically, the bookmaker's only financial interest in the bets it accepts is the vigorish it takes from losing wagers, and it simply wants to ensure that the amount of wagers on each side is equal. In reality, however, bookmakers attempt to maximize their bottom line. While having an exactly equal amount of money wagered on each contestant would guarantee themselves a profit and eliminate their risk, that won't necessarily maximize their bottom line. They can make more money when they accept bets at odds which are "inflated" from those which are likely to occur. So for example, if the majority of their customers are going to bet on a team regardless of the price, they will set the price as high as possible. This is called "shading" the line. Generally, the public prefers to back the favorite, and unsophisticated bettors often show up during large events such as the Final Four and the Super Bowl. Some bookmakers actually offer different prices to different customers, using past bets as an indicator of who the customer will bet on as a way of additionally increasing their potential profit.
With a match offering a point spread, however, bookmakers must be careful of moving the line too much. Assume, for example, that a large number of Oklahoma betters caused the line to be moved from 27 points all the way to 29 points. If Oklahoma won the game by 28 points, the bookmaker would have to pay both those who wagered that Oklahoma would win by 27 and those who took Kansas on the 29 point spread. Bookmakers refer to such an event as "being middled." This famously occurred in the 1979 Super Bowl between the Pittsburgh Steelers and Dallas Cowboys, which American bookmakers still remember as Black Sunday. For that game, bookmakers opened Pittsburgh as a 3.5 point favorite, and the line closed just before kickoff at Pittsburgh -4.5. Pittsburgh won the game 35-31, enabling both those who took the Steelers -3.5 and those who wagered on the Cowboys +4.5 to collect.
Sometimes, a point spread is set at an amount that equals a common margin of victory for a particular sporting event. For instance, American football games are often decided by 3 points (the amount awarded for a field goal) or 7 points (the amount awarded for a touchdown with a successful extra-point attempt). In the case of a football game where the favorite is -7, moving the line up or down would likely result in a middle if the favorite wins by exactly 7 points. In this situation, the bookmaker may choose to adjust the vigorish in response to unbalanced action, rather than move the point spread. If the 7 point favorite is getting the most wagers, a bookmaker may change the vigorish on that team from -7 (-110) to -7 (-120), and move the underdog to +7 (+100). Once this occurs, bettors looking to wager on the favorite must risk $120 for every $100 they wish to win, while underdog players will get even money for every dollar they wager.
A bookmaker's line can be influenced by one or several large wagers made on a match. Bookmakers pay particular attention to the bets of a professional sports gambler, commonly known within the industry as a "sharp" or "wiseguy." Some bookmakers will not accept bets from bettors they believe fit in this category. Professionals evade such efforts by hiring agents known as "beards" to place bets on their behalf. Groups of professionals who work together are known as a "syndicate." These syndicates will often place large wagers with several books simultaneously, causing the prices to move quickly. Observers refer to these fast line movements as "steam."
Conversely, bettors who are primarily recreational are referred to as "squares". Online, there are certain betting shops that cater more towards sharps and those toward squares. Shops that cater towards professionals generally have higher (or no) upper betting limits and offer lower vigorish, while making some of the money back on fees for withdrawals or minimum bets. Meanwhile, "square" shops generally have lower betting limits and offer more signup bonuses. In return, they charge the standard 11-to-10 vigorish, and offer worse moneylines than the "sharp" shops. In many of the minor sports, sharps make up the majority of bettors, while for large public sporting events such as the NCAA Men's Division I Basketball Championship and the Super Bowl, recreational bettors make up almost 90% of the betting action at sportsbooks, and are the top betting events both in Nevada and online.Because of how lines move quickly during sporting events, arbitrage betting is possible. Theoretically, this will guarantee a small profit of 3-6% when a person bets on one line at one shop and on the opposite line at another shop. However, a large sum of capital is required for the amount of reward, and great care must be exercised to avoid accidentally betting on the same side at both shops.
Arbitrage situations are commonly found during halftime and intermission periods, where there is a limited amount of time for each bookmaker to determine the line and accept bets. Arbitrage betting is also possible in the weeks and days prior to sporting events as betting lines, especially for American football, are generally set early in a given time period and then adjusted in reaction to betting patterns and other relevant information as the time of the game approaches. Savvy gamblers will sometimes be able to place an early bet using the intial line and a late bet using the later line and then hope that the actual result of the contest falls somewhere between the two bets, thus ensuring either a large win or zero losses.
With the advent of online gambling came odds comparison sites that highlighted arbitrage opportunities by displaying the realtime prices of a number of bookmakers alongside each other. These sites continue to provide the most crucial information to professionals and casual gamblers alike who are looking to bet at the best odds.
In general, all forms of arbitrage betting is commonly known as "middling" or "finding the middle" of a particular contest and were fairly common in the early days of organized sports gambling. However, the relatively recent advent of both better communications between the individual sports books, the internet, and more sophisticated linesmaking techniques, has led to fewer opportunities for gamblers to make these types of bets.
The Federal Wire Act of 1961 was an attempt by the US government to prevent illegal bookmaking.
Betting scandals
Historically, sports betting has been associated with a number of unsavory characters, which has a lot to do with its desultory legal treatment throughout the world. Organized crime notoriously has relied upon sports betting for money laundering or funding purposes. The corruption or threat of a boxer to take a dive at the x round is a frequent theme in mafia-related movies. All of the American professional sports leagues, as well as the National College Athletic Association (NCAA), take stringent measures to disassociate themselves from sports gambling. All of these leagues, especially the NFL, make a great amount of effort to be as transparent as possible with the public, particularly with regards to injuries of players, so as to prevent any opportunity or incentive for the appearance of impropriety or collusion with the sports gambling industry.
Nevertheless, sports history is riddled with several incidents of athletes conspiring with gamblers to fix the outcomes of sporting events, or criminals acting against athletes whose on-field performance affected their wagers.
In 1919, gamblers bribed several members of the Chicago White Sox to throw the World Series. This became known as the Black Sox Scandal and was recounted in book and movie form as "Eight Men Out".
In 1978, mobsters connected with the New York Lucchese crime family, among them Henry Hill and Jimmy Burke, organized a point shaving scheme with key members of the Boston College basketball team.
On August 24, 1989, former baseball player Pete Rose voluntarily accepted a permanent ban from Major League Baseball for allegedly betting on Reds games while managing the team. However, the bets he made were only for his team to win.
Andrés Escobar, a Colombian defender, was murdered shortly after his return from the 1994 FIFA World Cup, where he scored an own-goal, the first of a 2-1 defeat to the USA that knocked out the Colombians at the first phase. In the most believed explanation, the Medellín drug cartel bet large sums of money that Colombia would advance, and blamed the Medellín-born Escobar for the loss.
In 1994, a comprehensive point shaving scheme organized by campus bookmaker Benny Silman and involving players from the Arizona State University men's basketball team was uncovered with the assistance of Las Vegas bookmakers, who grew suspicious over repeated large wagers being made against Arizona State.
On 10 February 1999, a plot to disable the floodlights of The Valley during a Charlton-Liverpool match was discovered. Three individuals were arrested, and the scam tracked to Malaysia, where the Premiership is very popular, and bets frequent.
In early 2000, Hansie Cronje, then highly-regarded captain of the South African cricket team, rocked the cricketing world with frank admissions of match-fixing. Hansie admitted to receiving more than $140,000 USD from London-based bookies to influence aspects of his team's performance. For example, he convinced Herschelle Gibbs to score less than 20 runs in a One Day International for a $15,000 USD reward. Hansie received a lifetime ban from any involvement in professional cricket but he maintained throughout his numerous trials that he never consipired to fix overall match results. He died tragically in a plane crash in 2002, leaving behind many unanswered questions and a tainted legacy.
The Italian Football Federation said in October 2000 it had found eight players guilty of match-fixing. Three were from Serie A side Atalanta and the other five played for Serie B side Pistoiese. The players were Giacomo Banchelli, Cristiano Doni and Sebastiano Siviglia (all Atalanta) and Alfredo Aglietti, Massimiliano Allegri, Daniele Amerini, Gianluca Lillo and Girolamo Bizzarri (all Pistoiese). The charges related to an Italian Cup first round tie between the two sides in Bergamo on August 20, 2000 which ended 1-1. Atalanta scored at the end of the first half and Pistoiese equalised three minutes from full time. Atalanta qualified for the second round. Snai, which organises betting on Italian football, said later it had registered suspiciously heavy betting on the result and many of the bets were for a 1-0 halftime score and a fulltime score of 1-1.
In late 2004, the game between Panionios and Dinamo Tbilisi in the 2004-05 UEFA Cup was suspected of being fixed after British bookmakers detected an unusually high number of half-time bets for a 5-2 win for the Greek side, which was trailing 0-1. As the final result ended up being 5-2, suspicions of fixing quickly emerged, but were quickly denied by both clubs, although UEFA started an investigation.
In early 2005, the German Football Association (DFB) revealed that referee Robert Hoyzer was under investigation for suspected betting on a first-round German Cup tie between regional league side Paderborn and First Bundesliga club Hamburger SV in August 2004, and possibly fixing the match. In the match, HSV took a 2-0 lead, but Hoyzer sent off HSV striker Emile Mpenza in the first half for alleged dissent (a sending-off that many observers considered unwarranted), and later awarded Paderborn two dubious penalties. Paderborn went on to win 4-2. Several days later, Hoyzer admitted to having fixed that match, as well as several others he worked. He went on to implicate other referees and several players in the scandal. Hoyzer himself was arrested on February 12 after evidence emerged that he may have fixed more matches than he had admitted to fixing. On February 16, UEFA announced that it would send an investigator to Athens to investigate possible links between this scandal and the aforementioned Panionios-Dinamo UEFA Cup tie. Eventually, Hoyzer was sentenced to 2 years and 5 months in prison. The Croatian betting syndicate which had paid Hoyzer to fix matches was also found to be linked to the Panionios-Dinamo match.
In late September 2005, two referees (Edilson Pereira de Carvalho and Paulo Jose Danelon) were accused of fixing several matches in the São Paulo championship for an internet betting ring that moved over USD100,000 on each match day, receiving around USD 4,400 for each match. In the following days, Armando Marques, president of the national commission of referees resigned and Nagib Fayad and Vanderlei Pololi, two businessmen, were arrested as suspects of working as middlemen between the referees and the corruption ring. In early October, a court ordered that the matches where Carvalho was the referee would have to be replayed and free to the public. No decision was made about Danelon's matches.
In 2006, Italy would be rocked by an even bigger betting scandal which saw four of the top teams in Serie A convicted of match-fixing charges. Juventus, which had won the league title in 2006, was stripped of its title and forcibly relegated to Serie B. Fiorentina and Lazio were initially relegated, but were restored to Serie A on appeal. AC Milan were not relegated. All four clubs were given substantial points penalties in the 2006-07 season. In a later investigation, a fifth Serie A club, Reggina, was also found guilty of match-fixing charges and was fined and given a substantial points penalty. Nearly twenty individuals were also personally punished, generally with fines and suspensions.
Sports betting forums
The Internet not only revolutionized the ability to bet online, but also the ability to communicate with like-minded bettors. Sports betting forums offer lively give and take where bettors discuss their predictions about games and help one another decide on profitable bets. Additionally a cottage industry of tipster sites has sprung up where inexperienced bettors can, for free or a fee, receive previews and tips for upcoming events. Free sites are generally affiliated with online bookmakers and finance their service by introducing new customers to their preferred online bookmakers.
Many popular sports betting forums exist, but the quality of the forms greatly depend on the members.
Sport bets ( introduction )
Sports betting
Sports betting is the general activity of predicting sports results by making a wager on the outcome of a sporting event. Perhaps more so than other forms of gambling, the legality and general acceptance of sports betting varies from nation to nation. In North America, for example, sports gambling is generally forbidden, while in many European nations, bookmaking (the profession of accepting sports wagers) is highly regulated, but not criminalized. Proponents of legalized sports betting generally regard it as a hobby for sports fans that increases their interest in particular sporting events, thus benefiting the leagues, teams and players they bet on through higher attendances and television audiences. Opponents fear that, over and above the general ramifications of gambling, it threatens the integrity of amateur and professional sport, the history of which includes numerous attempts by sports gamblers to fix matches, although proponents counter that legitimate bookmakers will invariably fight corruption just as fiercely as governing bodies and law enforcement do.
Types of bets
Aside from simple wagers--betting a friend that one's favorite baseball team will win its division, for instance, or buying a football "square" for the Super Bowl--sports betting is commonly done through a bookmaker. Legal sports bookmakers exist throughout the world (perhaps most notably in Las Vegas). In areas where sports betting is illegal, bettors usually make their sports wagers with illicit bookmakers (known colloquially as "bookies") and on the Internet, where thousands of online bookmakers accept wagers on sporting events around the world. (In the United States, the legality of Internet wagering is ambiguous, due to the fact that online bookmakers generally operate outside of the U.S. Many online bookmakers do not accept wagers from the U.S. due to these unresolved legal questions.) The bookmaker earns a commission or "vigorish" by regarding the money at risk as less than the size of the bet placed. A common line is a $110 bet on a fair coin which pays $210 to win and $0 to lose. On this line, it costs $220 to bet both sides of the same coin simultaneously, but the combined bet always pays $210. The $10 loss constitutes the vig. There are opposing positions on whether the winner or loser can be construed as paying the vig, but this debate is not especially meaningful. If you view $110 to win $210 on a fair coin as $100 at risk, then it will appear as if the loser pays the vig; if you view the same line as $110 at risk, then it will appear as if the winner pays the vig. It happens that standard practice among bookies is to adjust odds so the amount at risk remains constant from the winning side of the proposition, hence the common perception that the loser pays the vig. Vigs expressed as percentages suffer from the same perceptual bias. On the line as given in this example, for a fair coin, the bookie has an expectation of making $5 for each $110 bet placed, which is often divided out and expressed as 4.5% Odds on teams or opponents are quoted in terms of the favorite (the team that is expected to win, thus requiring a riskier wager) and the underdog.
Bookmakers generally offer two types of wagers on the winner of a sporting event: a straight-up or money line bet, or a point spread wager. Moneylines and straight-up prices are used to set odds on sports such as soccer, baseball and hockey (the scoring nature of which renders point spreads impractical) as well as individual vs. individual matches, like boxing. For these sports, bookmakers in Europe and Asia generally use straight-up odds, which are quoted based on a payout for a single bet unit; for example, a 2-1 favorite would be listed at a price of 1.50, whereas an underdog returning twice the amount wagered would be listed at a price of 3.00.
American bookmakers generally use moneylines, which are quoted in terms of the amount required to win $100 on a favorite, or the amount paid for a $100 bet on an underdog. The amount "won" in a bet is the net amount over and above the initial bet. If a person wins $200 on a bet of $100, the bookmaker actually pays the winner $300 (i.e. $200 plus the initial bet of $100).
For example, a baseball game between the St. Louis Cardinals and Chicago Cubs might have a moneyline on St. Louis (the favorite) at -200 and Chicago (the underdog) at +180. A bettor looking to take St. Louis must risk $200 for every $100 he wishes to win over and above the initial $200 bet. A person wagering on Chicago will win $180 for every $100 he bets.
The +180 moneyline on Chicago includes a 20 cent "dime line". Bookmakers generally use a "dime line" with moneylines to calculate the vigorish they receive on losing wagers. Without the 20 cent dimeline in the example above, the Chicago moneyline would be +200.
For favorites of -120 to -150, the difference between the favorite and underdog is 10 cents; i.e., the underdog to a -120 favorite is priced at +110. The discrepancy between prices rises for favorites of -160 or higher.
Unlike point spread bets, a moneyline wager requires only that the team wagered upon win the match. In sports such as baseball, where certain teams can be heavy favorites against weaker opponents (sometimes as much as -350 or higher), the moneyline system requires that a hefty sum be risked on the favorite, while enticing underdog players with a higher payout.
In sports such as basketball and American football, rather than varying the money odds (which can be substantial in lopsided matches), the point spread is used. A point spread wager typically requires a bettor to risk $110 to win $100, the extra $10 being the bookmaker's vigorish if the wager loses. However, bettors backing the favorite collect only if their team wins by more than a specific victory margin, which is set at the time of the wager. Similarly, underdog bettors can collect even when their team loses, as long as they cover the point spread by losing by fewer points than were quoted by the bookmaker. For example, suppose that a college football game between Oklahoma and Kansas had Oklahoma as a 27 point favorite (quoted as Oklahoma -27, or Kansas +27):
If Oklahoma defeats Kansas by more than 27 points, bettors on Oklahoma would receive $100 on a $110 bet. Kansas bettors lose the $110 they wagered.
If Kansas defeats Oklahoma, bettors on Kansas would receive $100 on a $110 bet. Oklahoma bettors lose the $110 they wagered.
If Kansas loses by less than 27 points, they have covered the spread. Bettors on both sides are then treated exactly as if Kansas had won the game.
If Oklahoma wins by exactly 27 points, the wager is called a "push", and neither side wins. Standard practice by U.S. bookmakers is to return the stakes of all bettors on the game in full. To prevent pushes and ensure that they receive their commission on losing wagers, bookmakers often set point spreads that include a half-point.
Another common wager available for sporting events involves predicting the combined total score between the competing teams in a game. Such wagers are known as "totals" or "over/unders." For example, the Oklahoma/Kansas football game described above might have a total of 55 points. A bettor could wager that both teams will combine for over 55 points, and play the "over." Or, she could predict that the score will fall under this amount, and play the "under." As with point spreads, bookmakers frequently set the totals at a number involving a half-point (i.e., 55.5), to reduce the occurrence of pushes.
In the United Kingdom, each-way golf betting is serviced by twenty or more bookmakers, some of which, including the larger UK and Irish bookmakers, bet in running. Before the tournament starts, bookies pay out on a quarter for the first five places, but the each way terms lesson throughout each and every five day tournament, with win-only markets usually available during the final round. Dead heats pay out a proportion of the win or each-way return.
Many bookmakers offer several alternative bets, including the following:
Proposition bets. These are wagers made on a very specific outcome of a match. Examples include guessing the number of goals each team scores in a soccer match, betting whether a wide receiver in a football game will net more or less than a set amount of total yardage, or wagering that a baseball player on one team will accumulate more hits than another player on the opposing team.
Parlays. A parlay involves multiple bets (usually up to 12) and rewards successful bettors with a large payout. For example, a bettor could include four different wagers in a four-team parlay, whereby he is wagering that all four bets will win. If any of the four bets fails to cover, the bettor loses the parlay, but if all four bets win, the bettor receives a substantially higher payout (usually 10-1 in the case of a four-teamer) than if he made the four wagers separately.
Run line, puck line or goal line bets. These are wagers offered as alternatives to straight-up/moneyline prices in baseball, hockey or soccer, respectively. These bets feature a fixed point spread that offers a higher payout for the favorite and a lower one for the underdog. For example, the above-described Cardinals/Cubs baseball game might offer a run line of St. Louis -1.5 (+100) and Chicago +1.5 (-120). A bettor taking St. Louis on the run line can avoid risking $200 to win $100 on the moneyline, but will collect only if the Cardinals win by 2 runs or more. Similarly, a run line wager on the Cubs will pay if Chicago loses by no more than a run, but it requires the bettor to risk $120 to win $100.
Future wagers. This bet predicts a future accomplishment by a team or player. One example is a bet that a certain NFL team will win the Super Bowl for the upcoming season. Odds for such a bet generally are expressed in a ratio of units paid to unit wagered. The team wagered upon might be 50-1 to win the Super Bowl, which means that the bet will pay 50 times the amount wagered if the team does so.
Your Gambling friend.
Blackjack Strategy 2
Main article: card counting
Basic strategy provides the player with the optimal play for any blackjack situation, based on millions of hands played in the long run. However in the short run, as the cards are dealt from the deck, the remaining deck is no longer complete. By keeping track of the cards that have already been played, it is possible to know when the cards remaining in the deck are advantageous for the player.
Card counting creates two opportunities:
The player can make larger bets when they have the advantage.
The player can use information about the remaining cards to improve upon the basic strategy rules for specific hands played.
There are several card counting systems which do not require that the player remembers which cards have been played. Rather, a point system is established for the cards, and then the player keeps track of a simple point count as the cards are played out from the dealer.
Depending on the particular blackjack rules in a given casino, basic strategy reduces the house advantage to less than one percent. Card counting typically gives the player an advantage of 0.5 to 1.5% over the house.
Composition-dependent strategy
Basic strategy is based on a player's point total and the dealer's visible card. A player's ideal decision may depend on the composition of his or her hand, not just the information considered in the basic strategy. For example, a player should ordinarily stand when holding 12 against a dealer 4. However, in a single deck game, the player should hit if his or her 12 consists of a 10 and a 2; this is because the player wants to receive any card other than a 10 if hitting, and the 10 in the player's hand is one less card available to cause a bust for the player or the dealer.
However, in situations where basic and composition-dependent strategy lead to different actions, the difference in expected value between the two decisions will be small. Additionally, as the number of decks used in a blackjack game rises, both the number of situations where composition determines the correct strategy and the house edge improvement from using a composition-dependent strategy will fall. Using a composition-dependent strategy only reduces house edge by 0.0031% in a six-deck game, less than one tenth the improvement in a single-deck game (0.0387%).
Shuffle tracking
There are well-established techniques other than card counting that can swing the advantage of casino 21 towards the player. All such techniques are based on the value of the cards to the player and the casino, as originally conceived by Edward O. Thorp. One such technique, mainly applicable in multi-deck games (aka shoes), involves tracking groups of cards (aka slugs, clumps, packs) during the play of the shoe, following them through the shuffle and then playing and betting accordingly when those cards come into play from the new shoe. This technique, which is admittedly much more difficult than straight card counting and requires excellent eyesight and powers of visual estimation, has the additional benefit of fooling the casino people who are monitoring the player's actions and the count, since the shuffle tracker could be, at times, betting and/or playing opposite to how a straightforward card counter would.
Arnold Snyder's articles in Blackjack Forum magazine were the first to bring shuffle tracking to the general public. His book, The Shuffle Tracker's Cookbook, was the first to mathematically analyze the player edge available from shuffle tracking based on the actual size of the tracked slug.
Other legal methods of gaining a player advantage at blackjack include a wide variety of techniques for gaining information about the dealer hole-card or the next card to be dealt.
Card tracking is restricted when the casino uses a half-cut, or what is known inside houses as 'The Big C'. This is when the shoe is cut halfway, meaning that only half of the shoe will be played, so on an 8-deck shoe, only 4 decks will be played and thereafter shuffled. As card tracking relies on the principles of elimination, the half-cut makes it virtually impossible to eliminate or predict the remaining cards. Another exception to card tracking is the introduction of automatic shuffler machines, thereby making it impossible to track cards because the shoe is non-stop.
Variants
Spanish 21 provides players with many liberal blackjack rules, such as doubling down any number of cards (with the option to 'rescue', or surrender only one wager to the house), payout bonuses for five or more card 21's, 6-7-8 21's, 7-7-7 21's, late surrender, and player blackjacks always winning and player 21's always winning, at the cost of having no 10 cards in the deck (though there are jacks, queens, and kings). With correct basic strategy, a Spanish 21 almost always has a higher house edge than a comparable BlackJack game. Another casino game similar to blackjack is Pontoon.
Certain rules changes are employed to create new variant games. These changes, while attracting the novice player, actually increase the house edge in these games. Double Exposure Blackjack is a variant in which the dealer's cards are both face-up. This game increases house edge by paying even-money on blackjacks and players losing ties. Double Attack Blackjack has very liberal blackjack rules and the option of increasing one's wager after seeing the dealer's up card. This game is dealt from a Spanish shoe, and blackjacks only pay even money.
The French and German variant "Vingt-et-un" (Twenty-one) and "Siebzehn und Vier" (Seventeen and Four) don't include splitting. An ace can only count as eleven, but two aces count as a Blackjack. This variant is seldom found in casinos, but in private circles and barracks.
Chinese Blackjack is played by many in Asia, having no splitting of cards, but with other card combination regulations.
Another variant is Blackjack Switch, a version of blackjack in which a player is dealt two hands and is allowed to switch cards. For example, if the player is dealt 10-6 and 10-5, then the player can switch two cards to make hands of 10-10 and 6-5. Natural blackjacks are paid 1:1 instead of the standard 3:2, and a dealer 22 is a push.
Recently, thanks to the popularity of poker, Elimination Blackjack has begun to gain a following. Elimination Blackjack is a tournament format of blackjack.
Blackjack Hall of Fame
The greatest blackjack players have been honored with admission into the Blackjack Hall of Fame.
In the winter of 2002 a diverse selection of 21 blackjack experts, authors, and professional players were nominated by the top professional gamblers in the world to the Blackjack Hall of Fame. Voting for the Blackjack Hall of Fame was open to the public for about one month on the Internet, and the final voting was completed at the 2003 Blackjack Ball in January, an event open only to the top professional players and hosted by blackjack author Max Rubin. The primary voting for the Blackjack Hall of Fame is done by professional players. [4]
The founders of the Hall of Fame structured the selection process in this manner because they felt that only professional players know the full accomplishments, at and away from the tables, of fellow professional players because many of these achievements must be hidden from the public in order to protect sensitive information from reaching the casinos. The founders also felt that it is professional players, whose survival depends on such knowledge, who best know which authors and theories have truly been original and truly had the an impact on the game.
Currently there are 12 members of the Blackjack Hall of Fame. The first seven members were elected to the Hall of Fame in the winter of 2002. The members of the Blackjack Hall of Fame are:
Julian Braun -- 2005
Al Francesco -- 2002
James Grosjean -- 2006
Tommy Hyland -- 2002
Lawrence Revere -- 2005
Max Rubin -- 2004
Arnold Snyder -- 2002
Ken Taft -- 2004
Edward O. Thorp --2002
Ken Uston -- 2002
Stanford Wong -- 2002
A note about other player's decisions
Many novice players (and even many dealers) erroneously believe that other player's decisions (whether to hit, stand, double, etc.) affect their hand. You will often hear these people say such things as "You took the dealer's bust card!" or "I busted because you hit!". This can be observed in many casinos across North America when a player doesn't bet in the expected way.
While it is obviously true that on any particular hand the previous player's decisions will affect the cards you get, the fact is that this effect is random and unpredictable. In other words, it is exactly as likely to help the next player as it is to hurt him. Therefore, it is a mathematical fact that the wisdom of the decisions made by other players should be ignored since it has no bearing on whether or not each individual player wins or loses money in the long run. See http://wizardofodds.com/askthewizard/blackjack-faq.html or other similar websites for more detailed mathematical explanations.
Monday, February 5, 2007
Blackjack Strategy 1.
Rules
Each player is dealt two cards. The hand with the highest total wins as long as it doesn't exceed 21; a hand with a higher total than 21 is said to bust. Cards 2 through 10 are worth their face value, and face cards (jack, queen, king) are also worth 10. An ace's value is 11 unless this would cause the player to bust, in which case it is worth 1. A hand in which an ace's value is counted as 11 is called a soft hand, because it cannot be busted if the player draws another card.
The goal of each player is to beat the dealer by having the higher, unbusted hand. Note that if the player busts he loses, even if the dealer also busts (therefore Blackjack favors the dealer). If both the player and the dealer have the same point value, it is called a "push", and neither player nor dealer wins the hand. Each player has an independent game with the dealer, so it is possible for the dealer to lose to one player, but still beat the other players in the same round.
The minimum bet is printed on a sign on the table and varies from casino to casino, and even table to table. After initial bets are placed, the dealer deals the cards, either from one or two hand-held decks of cards, known as a "pitch" game, or more commonly from a shoe containing four or more decks. The dealer gives two cards to each player, including himself. One of the dealer's two cards is face-up so all the players can see it, and the other is face down. (The face-down card is known as the "hole card". In European blackjack, the hole card is not actually dealt until the players all play their hands.) The cards are dealt face up from a shoe, or face down if it is a pitch game.
A two-card hand of 21 (an ace plus a ten-value card) is called a "blackjack" or a "natural", and is an automatic winner. A player with a natural is usually paid 3:2 on his bet. Some casinos pay only 6:5 on blackjacks; although this reduced payout has generally been restricted to single-deck games where card counting would otherwise be a viable strategy, the move was decried by longtime blackjack players.
The play goes as follows:
- If the dealer has blackjack and the player doesn't, the player automatically loses.
- If the player has blackjack and the dealer doesn't, the player automatically wins.
- If both the player and dealer have blackjack then it's a push.
- If neither side has blackjack, then each player plays out his hand, one at a time.
- When all the players have finished the dealer plays his hand.
The player's options for playing his or her hand are:
- Hit: Take another card.
- Stand: Take no more cards.
- Double down: Double the wager, take exactly one more card, and then stand.
- Split: Double the wager and have each card be the first card in a new hand. This option is available only when both cards have the same value. Sometimes two face cards will be considered acceptable for splitting, as each is 10 points.
- Surrender: Forfeit half the bet and give up the hand. Surrender was common during the early- and mid-20th century, but is no longer offered at most casinos.
The player's turn is over after deciding to stand, doubling down to take a single card, or busting. If the player busts, he or she loses the bet even if the dealer goes on to bust.
After all the players have finished making their decisions, the dealer then reveals his or her hidden hole card and plays the hand. House rules say that the dealer must hit until he or she has at least 17, regardless of what the players have. In most casinos a dealer must also hit a soft 17 (a combination of cards adding up to either 7 or 17, such as an ace and a 6). The felt of the table will indicate whether or not the house hits or stands on a soft 17.
If the dealer busts then all remaining players win. Bets are normally paid out at the odds of 1:1.
Some common rules variations include:
- one card split aces: a single new card is added to each Ace and the turn ends. They are thus regarded as 11-point cards. No other denomination is subject to this process.
- early surrender: player has the option to surrender before dealer checks for Blackjack.
- late surrender: player has the option to surrender after dealer checks for Blackjack.
- double-down restrictions: double-down allowed only on certain combinations of cards and usually only allowed if a hand consists of two cards.
- dealer hits a soft seventeen (e.g. ace-six, which can play as seven or seventeen)
- European No-Hole-Card Rule: the dealer receives only one card, dealt face-up, and does not receive a second card (and thus does not check for blackjack) until players have acted. This means players lose not only their original bet, but also any additional money invested from splitting and doubling down. A game that has no-hole-card doesn't necessarily mean you will lose additional bets as well as original bets. In Australia for example, a player beaten by a dealer blackjack may keep all split and double bets and lose only the original bet, thus the game plays the same as it would if there were a hole card.
There are more than a few blackjack variations which can be found in the casinos, each has its own set of rules, strategies and odds. It is advised to take a look at the rules of the specific variation before playing. Many countries have legal acts and laws, which determine how a casino game of Blackjack must be played.
Insurance
If the dealer's upcard is an Ace, the player is offered the option of taking Insurance before the dealer checks his 'hole card'.
The player who wishes to take Insurance can bet an amount up to half his original bet. The Insurance bet is placed separately on a special portion of the table, which usually carries the words "Insurance Pays 2:1". The player who is taking Insurance is betting that the dealer's 'hole card' is a 10-value card, i.e. a 10, a Jack, a Queen or a King. Because the dealer's upcard is an Ace, this means that the player who takes Insurance is essentially betting that the dealer was dealt a natural, i.e. a two-card 21 (a blackjack), and this bet by the player pays off 2:1 if it wins. It is called insurance since if the dealer has a blackjack, the bet wins the same amount of the players Blackjack wager, such that if insurance is taken and the player doesn't have blackjack but dealer does, no money is lost. Of course the dealer can end up not having blackjack and the player can still win or lose the blackjack bet.
Insurance is bad bet for the player who has no knowledge of the hole card because it has a house edge of approximately 7%. Even for the player who has been dealt a natural (a two-card 21) it is unwise to take Insurance. In such a case, the dealer usually asks the player "Even money?" This means that instead of 3:2, the player with the natural accepts to be paid off at 1:1. Thus it is exactly the same thing as buying Insurance, losing the Insurance bet and getting paid 3:2 on the natural.
In casinos where a hole card is dealt, a dealer who is showing a card with a value of Ace or 10 may slide the corner of his or her facedown card over a small mirror or electronic sensor on the tabletop in order to check whether he has a natural. This practice minimizes the risk of inadvertently revealing the hole card, which would give the sharp-eyed player a considerable advantage. In countries, such as Australia, no face down card is dealt to the dealer until it is his turn to play his hand. This makes the game more complicated since the dealer must keep track of busted split bets since if the dealer ends up drawing a BlackJack the players lose only their original bets and do not lose double or busted split bets.
Basic strategy
Because blackjack, unlike other games, has an element of player choice, players can actually reduce the casino advantage to a small percentage by playing what is known as basic strategy. This strategy determines when to hit and when to stand, and also determines when doubling down or splitting is the correct action. Basic strategy is based on the player's point total and the dealer's visible card. There are slight variations in basic strategy depending on the exact house rules and the number of decks used.
| Your hand | Dealer's face-up card | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | A | |
| Hard totals | ||||||||||
| 17-20 | S | S | S | S | S | S | S | S | S | S |
| 13-16 | S | S | S | S | S | H | H | H | H | H |
| 12 | H | H | S | S | S | H | H | H | H | H |
| 11 | D | D | D | D | D | D | D | D | D | D |
| 10 | D | D | D | D | D | D | D | D | H | H |
| 9 | H | D | D | D | D | H | H | H | H | H |
| 5-8 | H | H | H | H | H | H | H | H | H | H |
| Soft totals | ||||||||||
| 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | A | |
| A,9 | S | S | S | S | S | S | S | S | S | S |
| A,8 | S | S | S | S | D | S | S | S | S | S |
| A,7 | D | D | D | D | D | S | S | H | H | H |
| A,6 | H | D | D | D | D | H | H | H | H | H |
| A,4 A,5 | H | H | D | D | D | H | H | H | H | H |
| A,2 A,3 | H | H | H | D | D | H | H | H | H | H |
| Pairs | ||||||||||
| 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | A | |
| A,A | SP | SP | SP | SP | SP | SP | SP | SP | SP | SP |
| 10,10 | S | S | S | S | S | S | S | S | S | S |
| 9,9 | SP | SP | SP | SP | SP | S | SP | SP | S | S |
| 8,8 | SP | SP | SP | SP | SP | SP | SP | SP | SP | SP |
| 7,7 | SP | SP | SP | SP | SP | SP | H | H | H | H |
| 6,6 | SP | SP | SP | SP | SP | H | H | H | H | H |
| 5,5 | D | D | D | D | D | D | D | D | H | H |
| 4,4 | H | H | H | SP | SP | H | H | H | H | H |
| 2,2 3,3 | SP | SP | SP | SP | SP | SP | H | H | H | H |
The above is a basic strategy table for the most common 6- to 8-deck, Las Vegas Strip rules. Specifically: dealer hits on soft 17, double after split allowed, multiple split aces, one card to split aces, and blackjack pays 3:2.
Key:
- S = Stand
- H = Hit
- D = Double
- SP = SPlit
In some LV Strip casinos you may still be able to find the older version of the multi-deck shoe game, where dealer stands on soft 17; those are usually high minimum ($50 or more) tables. This version is much more advantageous to the player, but requires a slightly modified basic strategy table (such tables can be generated using the external links).




