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    Rules for table games

    3 CARD BURA RULES

    Terms and Conditions

    ♦ Bura is played by two players using a 20-card pack:

    Card

    Points

    Ace

    11

    Ten

    10

    King

    4

    Queen

    3

    Jack

    2

    ♦ Initially, the opponent of the player who has created a table chooses a card color - red or black. If they guess right, the opponent starts the game, if not, the table creator starts.

    ♦ Players are dealt three cards.

    ♦ After dealing, one card is placed face up to show the trump suit

    ♦ A player may lead:

    • a single card;

    • two cards of the same suit;

    • or three cards of the same suit.

    ♦ If a card is beaten by the opponent’s card, then the trick is taken by the latter. If at least one card remains without being beaten, then the trick is taken by the player who leads the cards.

    ♦ There is no requirement to follow the suits; a player can play with any suit.

    ♦ The winner is the first player to collect 31 points in tricks.

    ♦ A player can claim to be a winner, having 31 or more points in their tricks, only when their turn comes. In this case, the player should press the button “Score”.

    ♦ A player who wrongly claims to be a winner, not having 31 points, loses.

    ♦ A player who cannot beat the opponent’s cards can pass the cards, without turning their card face-up, by pressing the button “Pass”.

    ♦ A game is played until the specified points are reached. Before creating a table, a player can select up to which points he wishes to play: 1 point, 3 points, 5 points, 7 or 11 points.

    ♦ Before each lead, a player can offer to double the points by clicking “Davi”/2x. An opponent can:

    • reject the proposal and lose the hand;

    • accept the proposal and continue the game with doubled points;

    • Or propose to triple the points by clicking “Se”/3x.

    An opponent has three options: reject, accept or propose to quadruple the points (“Chari”). Proposals can be made up to 6 (5x “Panji”, 6x “Shashi”).

    ♦ During the game, a player is given a specific time to make a lead. If the time runs out without a lead being made, the player loses.

    ♦ If the player is disconnected from the game, they are given 120 seconds to return to the game. If the player fails to do so, the game is lost.

    ♦ The rake of the game (service fee) amounts to 5% of the pot.

    ♦ Minimum bet -0.20 GEL.

    ♦ Maximum bet – 1000 GEL.

    Combinations and playing rules

    ♦ Three of a Kind (“Molodka”)- combination of three of the same suits.

    • If a player selects “Molodka with no turn” while creating a table, then the lead for the combination of Molodka (Three of a Kind) is made out of turn.

    • If “Molodka in Turn” is selected, a player has to wait for their turn.

    ♦ Bura – a combination of three trumps.

    • A lead for “Bura” is made out of turn.

    • If a player has “Bura”, then they win the hand regardless of the points collected in tricks.

    ♦ “Royal Bura” – is a combination of three aces, one of them the trump suit.

    • If a player has a “Royal Bura”, they win the whole hand.

    • This combination can be played if a player selects “Royal Bura” while creating a table.

    5 CARD BURA RULES

    Terms and Conditions

    ♦ The game is played by two players using a 36-card pack:

    Card

    Points

    Ace

    11

    Ten

    10

    King

    4

    Queen

    3

    Jack

    2

    Nine

    0

    Eight

    0

    Seven

    0

    Six

    0

    ♦ The opponent of the player who has created a table has to guess the card color the creator has chosen - red or black. If they guess right, the opponent starts the game, if not- the table creator starts.

    ♦ Players are dealt five cards.

    ♦ After dealing, one card is placed face up to show the trump suit

    ♦ A player may lead:

    • a single card;

    • two cards of the same suit;

    • three cards of the same suit;

    • four cards of the same suit;

    • five cards of the same suit.

    ♦ If a card is beaten by the opponent’s card, then the trick is taken by the latter. If at least one card remains without being beaten, then the trick is taken by the player who leads the cards.

    ♦ Cards are passed face up.

    ♦ The winner is the player who collects most points at the end of the game (61 or more).

    ♦ A game is played until the specified points are reached. Before creating a table, a player can select up to which points he wishes to play: 1 points, 3 points, 5 points, 7 or 11 points.

    ♦ Before each lead, a player can offer to double the points by clicking “Davi”/2x. An opponent can:

    • reject the proposal and lose the hand;

    • accept the proposal and continue the game with doubled points;

    • Or propose to triple the points by clicking “Se”/3x.

    An opponent has three options: reject, accept or propose to quadruple the points (“Chari”). Proposals can be made up to 6 (5x “Panji”, 6x “Shashi”).

    ♦ During the game, a player is given a specific time to make a lead. If the time runs out without a lead being made. the player loses.

    ♦ If the player is disconnected from the game, they are given 120 seconds to return to the game. If the player fails to do so, the game is lost.

    ♦ The rake of the game (service fee) amounts to 5% of the pot.

    ♦ Minimum bet – 0.20 GEL.

    ♦ Maximum bet – 1000 GEL.

    Combinations and playing rules:

    ♦ Five of a Kind (“Molodka”)- a combination of five of the same suits.

    • If a player selects “Molodka with no turn” while creating a table, then the lead for the combination of Molodka (Five of a Kind) is made without a turn.

    • If “Molodka in Turn” is selected, a player has to wait for their turn.

    ♦ Bura – a combination of five trumps.

    • A player can lead this combination out of turn.

    • If a player has “Bura”, the player wins the hand, unlike 3-card Bura, but the player takes all the opponent’s cards played in that trick.

    BACKGAMMON RULES

    Backgammon

    Eurobet offers three types of backgammon:

    • Georgian Backgammon

    • Long Backgammon

    • International Backgammon

    Terms and conditions:

    Doubling Rules:

    • Georgian: 2/3/4/5/6

    • International: 2/4/8/16/32/64

    Jacoby Rule:

    During the game, this rule is used only once. When using this rule, the points vary according to the use of the Double button.

    • If the Doubling Cube is applied, then:

    o Oin= 1 point

    o Mars (gammoned) = 2 points

    o Cox (back gammoned) = 3 points

    • If the Doubling Cube is not applied, then:

    o Mars (gammoned) = 1 point

    o Cox (back gammoned) = 1 point

    Beaver rule:

    • Offering to double is possible before the opponent’s move.

    • A player can double the opponent’s Double offer.

    Crawford rule:

    • The Crawford rule is used only for matches.

    • If one of the players needs 1 point to win the match, then neither of the players are allowed to use the Doubling Cube in the current game, though it can be used for the following hand.

    International Backgammon:

    • The player who rolls a dice with higher numbers than the opponent’s starts the game and moves the checkers according to the combination of the first rolled dice.

    • The next hand of the match is started by the player who rolls the highest dice, regardless of whether this player won the previous hand or not.

    Georgian Backgammon:

    • The player who rolls the highest dice starts the game and rolls the dice first.

    • The next hand of the match is started by the player who won the previous hand.

    Hitting and playing after hitting:

    • In Georgian Backgammon, a player is not allowed to hit the opponent’s checker and then move the hitter checker to its home board to save it.

    • In International Backgammon, a player is not limited in covering the checker after hitting the opponent’s checker.

    Cases when the game is counted as lost:

    • The game is counted as lost if a player finishes or leaves the table during an active game session.

    • The game is counted as lost when a player leaves the table without waiting for the opponent to make a move or when the opponent’s time expires when the game is delayed.

    • It is prohibited to disrupt the game by closing the browser or computer. In this case, the game is considered lost.

    Internet disconnection:

    • If internet problems (internet speed, connection problem with the backgammon server) occurs during the game for one of the players, then this player is removed from the game.

    • In such circumstances, a player has 120 seconds to return to the table and continue the game.

    • If the player fails to return to the game within the given time, then the hand is automatically counted as lost.

    Problem reporting:

    • If you encounter any kind of error or technical problem during the game, you should report it in this way:

    1. Press the button “!”, located on the upper right side of the screen, or button “F4” on your keyboard and your problem will be automatically reported to our technical group.

    2. After reporting, you are asked to call our hotline and describe your problem to solve it quickly.

    Rake:

    Bet

    Rake

    0.20 – 30.00 GEL

    5%

    30.01+ GEL

    4%

    Minimum system requirements:

    • CPU - P4 2.0 GHz

    • RAM - 768 MB

    Recommended system requirements:

    • CPU - Dual Core

    • RAM - 2 GB

    • It is highly recommended not to use any other programs while playing.

    Long Backgammon

    The aim of backgammon players is to move all checkers to their home board and then bear them off. The player who bears off all the checkers first wins the game
    The game is started by the player who rolls the highest dice.
    A player is not allowed to place a checker on the place where the opponent’s checker is.
    At the beginning of the game, the player is allowed to move only one checker. An exception is applied when the player rolls 6:6, 4:4 or 3:3, in which case the player can play with two checkers.
    If a player is allowed to move their checker based on one of the dice, then they must follow the dice with the highest nominal.
    The final stage of the game is the bearing-off of checkers from the home board, which is done according to the rules of ordinary backgammon.
    Doubling rules for Long Backgammon are the same as for Georgian Backgammon.

    Game results:
    Oin - when you have borne off all checkers from the home board and your opponent has borne off at least one checker. It scores 1 point;
    Mars - when you have borne off all checkers from the home board and your opponent has not yet moved all his checkers to his home board. It scores 2 points;
    Home Mars - when you have borne off all checkers from the home board and your opponent has just moved all his checkers to his home board. It scores 3 points;
    Cox - when you have borne off all checkers from the home board and your opponent has at least one checker remaining in the first quarter. It scores 4 points.

    DOMINO RULES

    A Domino set consists of 28 tiles. At the beginning of the game, each player takes 7 tiles. The remaining 14 tiles are termed as “stock” or “sleeping tiles”.
    The player holding the double-six (6/6) tile starts the game. If none of the players have the double-six then the player who has 5/5, 4/4, 3/3, 2/2, 1/1 or 0/0 tiles starts the game.
    After the first move, the next player must put a tile with the side which matches the value of the tile already laid on the table.
    After forming a horizontal layout of tiles on both sides of the double, tiles may also be placed in a vertical direction, i.e. domino tiles may be placed in all four directions of the main tile. This applies only to the first double; subsequent doubles are not played as the first.
    The winner moves first, but both players can gain the right to move first if they win the round. Every subsequent round can be started with any tile. After each round, the winner gains the points, the sum of tile(s) the loser is holding. The sum of this/these tile(s) is rounded up to 5 multiple and added to the total number of the winner’s points: e.g. 6/5+3/2=16=20 i.e. the winner gets 20 points.
    The total points of the game are calculated by all open ends of the laid tiles, which must be a multiple of five. After the player places a tile, the numbers on both ends of the tiles are summed up. If the result is a multiple of 5 (5, 10, 15, 20, etc.) then the points are given to the winner. If the last tile is a double, then both ends of the tile are summed up.
    If, during the game, the player does not have a tile that is relevant to the tiles on the table, then the player can take tiles from the ‘stock’ or ‘sleeping tiles’ until they find a corresponding number. If there are not enough tiles left (a minimum of two) in the “stock” and the player still cannot continue the game, then play passes to the next player. The game continues as long as players are able to put tiles on the table. If one of the players runs out of tiles, then the round is over.
    If both players have tiles but neither of them can make a move, then the round is locked and the scores are calculated. A round locking is termed as a “riba”. In this case, the winner is the player who has the tiles of lower points in hand. In the next round, the locked player moves first (a game is not closed by doubles).
    If any of the players has scored enough points to finish the game, but the round is locked, the game is not considered finished until a player has played all the tiles in their hand.
    The game is played until 355, 255, 175, or 75 points. The winner is the player who collects these points (or more than these points) first.
    5% of the winning sum is deducted as a service fee.
    Minimum bet – 0.20 GEL
    Maximum bet– 1000 GEL.

    Seka Rules

    The game is played by two to six players.

    A deck of 21 cards is used: four suits (color) from Ten to Ace. The 21st card is the Nine of Clubs - a Joker that can substitute any card.

    The aim of the game is to earn maximum points or make a winning combination.

    Card values in points are: Ace - 11 points; King, Queen, Jack and Ten - 10 points.

    A player collects points by having the cards of the same suit, cards of the same kind and a winning combination.

    Seka Combination table in descending order:

    Name of combination

    Constituent of a good combination

    Pattern

    Three Aces

    Combination of any three or two Aces with a Joker

    ♦A ♥A ♣A

    Three Kings

    Combination of any three Kings or two Kings with a Joker

    ♦K ♣K ♥K

    Three Queens

    Combination of any three queens or two queens with a Joker

    ♦Q ♣Q ♠Q

    Three Jacks

    Combination of any three Jacks or two Jacks with a joker

    ♦J ♣J ♥J

    Three Tens

    Combination of any three Tens or two Tens with a Joker

    ♦10 ♣10 ♠10

    32 points

    Combination of Ace, Joker and any face cards of one suit

    ♦A ♦K ♣9

    31 points

    Ace, Ten, and any face cards of the same suit, or a Joker that substitutes the Ace

    ♣A ♣J ♣10

    30 points

    Any 10-point combination, one-suit cards (one color)

    ♦K ♦Q ♦J

    Two Aces

    Any two Aces, or Ace and Joker

    ♥A ♣9 ♣10

    21 points

    Ace and Ten, or Ace of the same suit and face cards, Joker instead of an Ace, but only with the Ten of Clubs or face card

    ♦A ♦K ♥J

    ♣J ♣9 ♠Q

    20 points

    Any combination of two ten-point cards of the same suit

    ♠K ♠Q ♦10

    11 points

    Any Ace and two cards of different suits, without a Joker

    ♦A ♥J ♣10

    10 points

    Combination of any three cards of different suits, without a Joker

    ♥J ♠10 ♣K

    The first dealer player is revealed by a toss. In the next round, players act as a dealer if they win. Before the game starts, all players must place an initial bet (Ante). There is also a Blind bet which is twice bigger than the "Ante". The right to place the first Blind bet belongs to the player sitting next to the dealer. In a Blind bet, the last call is made by the player who placed it and this starts bidding with a doubled blind bet. The next player can place a Double Blind after the blind bet and so on until it is the dealer’s turn.

    All blind bets are placed before the card is dealt. Thereafter, the cards are dealt clockwise. Each player receives three cards; the remaining cards are not used in the game. The player sitting next to or to the left of the dealer makes the first move and bidding between the players starts. The player with the right to move can perform the following actions:

    Call – place a bet equal to the ante. If it was a blind bet then a double bet should be placed;

    Raise – increase the bet (at least twice) up to the limit dictated by the game type;

    Fold – drop the card into the deck and voluntarily stop participation in the current game;.

    Such an action can be made by any player, up to the player who has placed a Blind bet, if there is no blind bet , then up to the dealer.

    The dealer or player who has made the blind bet is entitled to:

    Open – open a card for comparison (the player places a bet equal to the previous bet). Every player opens and compares cards;

    Сall – reply to the previous bet with the same amount;

    Raise – increase the bet (at least twice) up to the limit dictated by the game type;

    Fold – drop the card into the deck and voluntarily stop participation in the current game.

    Finally, after the first round of bidding, players can open their opponents cards. Only the player who reveals their cards will see the opponent’s card. After the card is opened, the player's cards are compared to the combination table and the player with the highest winning combination wins the bank. If players have a combination of the same rank, then "Seka" is announced and these players play with each other in the following game. Other players can enter the Seka game by placing a bet equal to the last bet. After that, the regular dealing continues and the previous rules apply. The dealer during "Seka" is the player who said "open".

    If a winner is not revealed during Seka, then another Seka will be announced with the same rules.

    Note: If a player does not participate in the first Seka game, they are not eligible to play in the second Seka game.

    There are two types of games in Seka- the limit, when the bet limit is predetermined (usually ten times the value of "ante") and the bank limit, when the maximum bet can be equal to the bank maximum available at the moment.

    Note: If a player only has sum enough for one move, he can either open the cards or fold. In this case, the player cannot reply to Call bet because if the opponent responds and the game continues, the player will not be able to bid further and will automatically fold.

    Minimum and maximum bets according to game tables:

    Table bet

    Limit

    Minimal

    Maximal

    0.05

    1.00

    10.00

    2.00

    0.1

    2.00

    20.00

    4.00

    0.25

    5.00

    50.00

    10.00

    0.5

    10.00

    100.00

    20.00

    1.00

    20.00

    200.00

    40.00

    2.00

    40.00

    400.00

    80.00

    3.00

    60.00

    600.00

    120.00

    4.00

    80.00

    800.00

    160.00

    5.00

    100.00

    1000.00

    200.00

    10.00

    200.00

    2000.00

    400.00

    25.00

    500.00

    5000.00

    1000.00

    50.00

    1000.00

    10000.00

    2000.00

    100.00

    2000.00

    20000.00

    4000.00

    The service fee for the Seka virtual table organizer is 5%.

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