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Thursday, August 30, 2007

MGM Grand Detroit Casino

Artist rendition of future MGM Grand Detroit Casino
Artist rendition of future MGM Grand Detroit Casino.

Thursday, August 09, 2007

Great Casino

Great Casino Bellagio

The Bellagio, where the movie Ocean's Eleven took place.
A final glimpse into the water fountain show at the Bellagio.

Tuesday, July 10, 2007

2 Bored Casino Dealers

Two bored casino dealers are waiting at a craps table. A very attractive lady comes in and wants to bet twenty- thousand dollars on a single roll of the dice. She says, "I hope you don't mind, but I feel much luckier when I'm bottomless."

With that she strips naked from the waist down, and rolls the dice while yelling, "Momma needs a new pair of pants!"

She then begins jumping up and down and hugging each of the dealers. "YES! I WIN! I WIN!"

With that she picks up her money and clothes and quickly leaves. The dealers just stare at each other dumbfounded. Finally one of them asks, "What did she roll anyway?"

The other answers, "I thought YOU were watching!"

Sunday, July 08, 2007

The Rules Of Craps

Some Basic Rules of Craps

Some Basic Rules of Craps

Craps is a game based around the rolling of 2 dice on a large table designated specifically for craps games. The object of the game of craps is to basically bet whether or not a shooter (person throwing the dice) will either pass or not pass during any given roll. The shooter starts by shooting the first roll, known as the “come-out phase,” whereby he/she wins by rolling either a 7 or 11. Rolling “craps,” or a 2, 3, or 12 automatically causes a player to lose at the table. Should any other number be rolled, the shooter has known made what is called the “point,” thus entering the game into the “point phase” of the craps game. In order for the shooter to win now, he or she must roll that same “point” number a 7 is rolled. Those surrounding the table bet on whether the shooter will make a pass and roll something other than a 7 or if her or she will NOT make a pass and hit 7 before the “point” is made. If the pass is not made, the shooter “sevens-out” and must move on and allow another shooter to roll.

Friday, August 04, 2006

Joking mood :)

The two gamblers are talking near the betting shop, one after a winning, the other after losing.
“My wife has the worst memory I ever heard of.”
“Forgets your winnings, eh?”
“No; remembers all losses…”

Wednesday, September 14, 2005

Blackjack Squares (21 Solitaire) Rules

Dealing one card at a time into a 3x3 grid while playing Blackjack Squares (21 Solitaire), make the best possible Blackjack hands in the six rows and columns of the grid. If there’s a card you don’t like, swap it out. When you’re satisfied with the square, cash it in. Do this five times.
Getting Started
The game is begun with a shuffled pack of 52 cards and nine empty tableau positions, arranged as three rows of three cards each. Move cards one at a time from the deck to any empty tableau position.
Object
The object of the game is to place the cards to make the best possible Blackjack hands in the three rows and three columns of the grid.
Creating A Hand
Hands are created by selecting cards. A card is selected by simply clicking on it. When it is selected, it will be shown with a gray overlay. Select from two to five cards to create a Blackjack hand. When the point total of the cards reaches 21, the hand will be removed from the table (cashed in).
Moving Cards
You may move a card from the deck to the tableau by simply clicking on an empty tableau position. You may also drag a deck card onto an empty tableau position.
Swapping Cards
You may “swap out” up to seven cards during the course of a hand. To do this, simply right-click a tableau card, and select “Swap This Card Out” from the pop-up menu. The card will be swapped with the bottom card of the deck.
Cashing In A Square
Once you’ve reached a satisfactory arrangement of cards, click the deck to cash in the square and deal another. You may do this with five squares.
Scoring
Each Blackjack hand is worth 21 points. Each non-Blackjack hand costs you points, more or less, depending on how close to a Blackjack (21 points) you came. For example, if the total of three cards is 22, the value of that hand is “-1” (22 - 21 = 1). If the total of three cards is 16, the value of that hand is “-5” (21 - 16 = 5). The total for the entire square is simply the sum of all rows and columns. The total for the game is the sum of the five squares. Note that the numbers displayed for each row and column are the point values of the hands, and not the final score (e.g. a hand with a point value of 20 will be displayed as “20” rather than its true value of “-1”).

Saturday, August 27, 2005

BlackJack (21 Solitaire) Rules

In BlackJack (21 Solitaire) you start with a 52-card deck and ten cards. Remove hands whose cards total 21. New cards are automatically dealt from the deck. If you manage to create more Blackjack hands than there are cards remaining on the table, you get to keep playing, thru eight ever-more difficult rounds.
Getting Started
The game is begun with a shuffled deck of 52 cards. Ten cards are dealt to ten tableau piles.
Object
The object of the game is to create and remove Blackjack hands.
Creating A Hand
Hands are created by selecting cards. A card is selected by simply clicking on it. When it is selected, it will be shown with a with a gray overlay. Select from two to ten cards to create a Blackjack hand. When the point total of the cards reaches 21, the hand will be removed from the table (cashed in), and new cards will be dealt to take their place.
If You Get Stuck
If there are no more hands that can be made within the tableau (or if you don’t like the available hands), click the deck to deal another card onto each tableau pile.
Moving Cards Within The Tableau
If you reach the end of the game and have open and available spaces within the tableau, and another tableau pile contains more than one card, you may move a card to an open space. To move a card from a tableau pile to an empty space, simply select the card, then click on the empty space.
Ending A Round
When the deck has been exhausted, and no more Blackjack hands can be created, end the round (and move on to the next) by clicking the red box that pops up on the screen.
Rounds
This game is arranged as eight “rounds”, each progressively more difficult than the last. In order to advance from one round to the next, you must cash in more Blackjack hands than cards left on the table. For example, if you’ve cashed in fifteen hands, and there are 7 cards left, you may continue. If you do not reach this threshold, the game is over. The rounds are set up like so:
Round # Number of Tableau Piles
1 10
2 9
3 8
4 7
5 6
6 5
7 4
8 3

Scoring

Each Blackjack hand you create earns you one point. In addition, you may earn a bonus. If there are three cards left at the end of a round, you earn a bonus of 2 points; if there are two cards left at the end of a round, you earn a bonus of 3 points; and if there is one card left at the end of a round, you earn a bonus of 4 points. It’s not possible to remove all cards.
The number of hands cashed in, plus your bonus, is multiplied by the round number to get a score for that round. The total score is the sum of all the round scores.

Thursday, July 14, 2005

Blackjack Pyramid (21 Solitaire) Rules

Within a ten-card pyramid of Blackjack Pyramid (21 Solitaire) are six three-card mini-pyramids. Your goal is to rearrange the cards to make the best possible Blackjack hands. A 52-card deck is used, yielding five 10-card pyramids.
Getting Started
The game is begun by taking a pack of 52 cards, shuffling it, and dealing the first ten cards face-up onto a ten-card pyramid of non-overlapping cards. The remainder of the cards are kept in the deck for the next round of play.
Object
The object of the game is to rearrange the cards to make the best possible Blackjack hands.
Moving Cards
Cards are re-arranged by swapping them. To swap two cards, simply pick one up, drag it onto the one you wish to swap with, and drop it. You may continue moving cards in this way until you’re created the best set of six three-card mini-pyramids. Once you’ve reached this optimum arrangement, click the deck to cash in the pyramid and deal another.
Mercy
At any point in a hand, you may remove a card from the pyramid, and replace it with one from the deck. This may be done twice during a hand. These moves are known as “Mercy #1” and “Mercy #2”. Click the “Mercy” button on the toolbar (a hand, showing either one or two fingers raised). The Mercy button will then be shown as “down”. Select a card to remove it, or click the Mercy button again to cancel.
Scoring
Each Blackjack hand is worth 21 points. Each non-Blackjack hand costs you points, more or less depending on how close to a Blackjack (21 points) you came. For example, if the total of three cards is 22, the value of that hand is “-1” (22 – 21 = 1). If the total of three cards is 16, the value of that hand is “-5” (21 – 16 = 5). The total for the entire pyramid is simply the sum of each mini-pyramid. The total for the game is the sum of the five pyramids.

Thursday, May 19, 2005

Spanish 21 Rules

Spanish 21 is almost exactly the same as Blackjack, but with some minor revisions to the game. Spanish 21 adds new rules and new ways to win bonus payouts to compensate for taking Tens out of the game, which is very disadvantageous to the player.

How to Play Spanish 21
To make up for taking Tens out of the deck, Spanish 21 gives to the player the following bonuses and favorable rules:

In Spanish 21 player’s 21 always beats dealer’s 21;
Player’s Blackjack always beats dealer’s Blackjack;
Player may double on any number of cards;
Player may hit usually and double down after splitting Aces (some casinos no longer allow this);
A Spanish 21 player may re-split up to three times, including Aces;
Late surrender is allowed. In other words, the player may pull out of a hand by forfeiting half his bet, but only if the dealer does not have a Blackjack. Late surrender is allowed on first two cards;
Double-down rescue is allowed. If after doubling the player is dissatisfied with his non-busted hand, he may surrender the doubled portion of his bet and keep (rescue) his original bet.
In addition, the Spanish 21 player receives a bonus payoff for hitting 21 with one of the following combinations on a non-doubled hand:

5 card 21 pays 3:2
6 card 21 pays 2:1
7 card or more 21 pays 3:1
21 consisting of a 6,7, and 8 (mixed suits) pays 3:2
21 consisting of a 6,7, and 8 (matching suits) pays 2:1
21 consisting of a 6,7, and 8 (all spades) pays 3:1
21 consisting of three 7's (mixed suits) pays 3:2
21 consisting of three 7's (matching suits) pays 2:1
21 consisting of three 7's (all spades) pays 3:1
Some peculiarities of Spanish 21 you should know:

Dealer usually hits a soft 17;
All 21 bonus hands do not count if the result of doubling;
Usually 6-8 Six Spanish decks are used;
Some casinos allow redoubling, up to three times.

Wednesday, May 18, 2005

Sic Bo Rules

Sic Bo is a table game, which is played with dice. The table it is played on is similar to a Roulette table where you have many places on the table to place your bets. After all the bets have been made, the dealer spins a small cage containing three dice, the results of which can be bet on in a number of different ways.

How to Play Sic Bo
Players place their bets on the table trying to predict the next outcome for the three dice. Multiple bets are accepted, the payoff are indicated with the bets on the game board.

There are eight different bets in Sic Bo with many variations, they are:

Single Number Bets
The bottom row of the Sic Bo table has six betting areas. These are called single number bets.
If one of the three dice comes up as one of the numbers bet on (from 1-6), you get paid out at 1-1;
If two numbers come up, you get paid out at 2-1;
If three numbers come up you get paid out at 3-1.
For instance: you placed your bet on the number three and two of the dice show a three, you get double your stake back.
Two Number Combinations
The two number combination bets in Sic Bo offer higher odds, but are considerably more rear. The odds here are 6:1. For instance: you bet on 1 and 5. After the roll, if the dice show 1, 3, and 5, you would win six times your wager. In a two number combination it is only possible to win once though, so if the result of the roll would have been 1, 5, and 5 you would only get paid once.
Three Number Totals
In Sic Bo a three number total wager consists of combining the total shown on the resulting dice roll. Different totals have different odds. A result of 3 or 18 is always a loss. The payouts in Sic Bo are as follows:
4 or 17 50-1
5 or 16 25-1
6 or 15 15-1
7 or 14 10-1
8 or 13 6-1
9 or 12 5-1
10 or 11 5-1
Small or Big Wager
You can wager on whether the combined total of the dice roll in Sic Bo will be either between 4-10 or 11-17. This wager pays out at 1-1 odds. All small or big wagers lose if the result of the dice is a triplet.
Triple and Pair Bets
Triplets in Sic Bo are when the resulting dice roll consists of all three dice containing the same number. So, if you wagered on three 6's and that was the dice result you would win at 150-1 odds. You can also wager on all six possible triplets at once, this is called "Any Triplet" and pays out at 25-1 odds. Or you can bet on a pair, which is obviously two dices of the same number.
Triplet Bets 150-1
Any Triplet 25-1
Pair Bets 11-1

Slots Rules

The rules for Slots are quite simple. In fact, there are no real rules. All the player has to do is drop coins in the Slot machine and pull the handle or push the spin button.

How to Play Slots
To start the game, player deposit coins and spin the reels. There is a horizontal line (or a certain number of them) across the window of the Slot machine. If a certain combination of symbols falls on the horizontal line when the reels stop, player wins. Payouts vary by machine.

Progressive vs. Straight
Slots generally fall into two categories - straight Slots and progressive Slots:

Regular Slots will pay winning combinations according to a predetermined schedule;
Progressive Slots will pay in a similar way unless player hits the progressive jackpot.
The difference between progressive Slots and regular Slots is the size of the jackpot. In most cases, progressive jackpots are much larger than ordinary, because their size is always increasing. The more people playing on the linked machines, the faster the jackpot increases.

When playing progressive Slots, player should keep in mind that the only way to hit the big jackpot is by betting the maximum coin amounts.

Saturday, April 09, 2005

Pachinko Rules

Casino games is widely associate only with card games or slot mashines. But the notion of online casino gaming embrace virtually all types of games where it could be two results: win/loss. Games like pinball or pachinko have primitive rules but are badly known as a primitive way to win. :)
The game of Pachinko is similar to pinball in that small balls are shot onto the playing surface where they haphazardly bounce around and through a network of nails with the purpose of getting into the winning pockets.

How to Play Pachinko
The object of Pachinko is to have the balls directed into winning pockets, whereby you receive more balls that equate to a prize or a monetary amount. The Pachinko player is only responsible for controlling the speed by which the pachinko balls are shot onto the playing surface, from then on it basically becomes a game of chance.

To start playing Pachinko, you insert money to purchase a number of balls that are dropped into a loading area. By pulling the handle-like knob, one ball is released and projected by a spring. Most of the balls will fall unsuccessfully through the pins to the bottom, but some will fall into special pockets that activate the Pachinko slot machine. At this point you are instantly rewarded with a set number of balls, and if the same three symbols match up on the reels, you win an even greater amount.

Cards Towers 2

I continue to post amazing Bryan Berg's house of cards just to remind that even ordinary piece of our life could be turn into a piece of art. :)

Bryan Berg broke the Guinness World Record for the World's Tallest House of Cards in 1992 at the age of seventeen, with a tower fourteen feet, six inches tall. His latest record-holding structure in the category is over twenty-five feet tall. In 2004, Guinness created a new record category for the World's Largest House of Cards to recognize a project Berg built for Walt Disney World--a replica of Cinderella's Castle. He continues to hold both records.

Tuesday, April 05, 2005

Red Dog Rules

The popularity of Red Dog is largely due to its simplicity. As the pros say, if you can remember the number seven and know how to subtract, then you can play Red Dog as well as anyone in the world.
Game Summary
The objective of Red Dog is to predict whether the value of a randomly selected card falls between the values of two cards drawn previously by the dealer. In this game, the value of any card from 2 to 10 counts at face value, a Jack counts as 11, a Queen as 12, a King as 13, and an Ace counts as 14. One deck of 52 cards is used. The cards are shuffled after each round of play. Only three cards are played per hand. Card suit is not relevant in Red Dog.

How to Play Red Dog
The game starts when the player places an opening bet and the dealer deals two cards. As it was mentioned above, the object of the game is to bet on the likelihood that the rank of a third card is going to fall between the first two. If it does fall between, the player wins. If it doesn't, the player loses.

After the cards are drawn, a black marker (with a Red Dog on top) is placed on the table indicating the spread between the two cards the dealer has drawn. Spread is the number of card values that lie between the two initial cards.

A couple of examples are worthwhile. Let's say the dealer deals a 7 and a 10. What's the spread? Since 8 and 9 fall between the 7 and 10, the spread is 2. Ok, let's say the next hand plays a 4 and a 5. What’s the spread? Since the cards are consecutive, no cards fall between 4 and 5, it's called a "tie", you keep your money and the hand is over.

Consecutive Hand: when the value of the two cards drawn by the dealer are consecutive (for example, a 5 and 6, or Queen and King) this is called a consecutive hand. In this case, the dealer will not draw a third card, the hand is declared a ‘tie’ and the player's original wager is returned.
Non-Consecutive Hand: most hands in Red Dog fall into this category. When the dealer draws two cards which are not consecutive or the same, this is called a non-consecutive hand. When the spread is announced and marked, players have the option to make a ‘Raise’ wager, equal to the amount of the original wager. In this case, the dealer draws the third card. Alternatively, players may stand on their original wager amount. Players win if the value of the third card falls between the value of the two cards originally drawn by the dealer. However, if the third card drawn is identical to either of the first two, the bet is lost. There is never a push in non-consecutive hands.
Pair Hand: a pair hand occurs when the dealer draws two cards of the same value (for example, two Kings). In this case, the dealer will automatically draw a third card. If the value of the third card is the same as the previous two, players win with a payoff of 11:1. If the value of the third card is different from the previous two, the hand is declared a push and the player's original wager is returned.

Sunday, April 03, 2005

Cards towers


You could injoy more incredible cards towers in Bryan Berg's CARDSTACKER site. It's really worce seeing!!

Sunday, March 27, 2005

Blackjack Rules

The rules of blackjack are very simple and easy to understand. The players are against the dealer and the tables accommodate up to seven players. Casinos are playing with a single or double deck, or four to eight decks of cards in a shoe.

If they use one or two decks, dealers usually deal from their hands by pitching the cards to each player face down. If they use multiple decks, usually four to six, they deal from a shoe and all cards are dealt face up.

After the cards are shuffled and cut by a player, the dealer removes one (or more in some casinos) of the top cards and places it face down into the discard tray. This is called the "burn" card, and players are prevented from seeing it. Sometimes you can, and you should make every effort to do so. The reason the dealer burns cards is to make the life of card counters more difficult.

When you sit at a blackjack table, the dealer starts dealing the cards from his left to his right. Each card has a point value. Queens, Jacks and Kings are worth ten points each, the Ace can be either one or eleven. All other cards are face value. The object of the game is to beat the dealer by obtaining a total of 21 points or as close to 21 as possible, without exceeding it. If you exceed 21, it is called a "bust" and you automatically lose.

If you don't bust and your total is higher than the dealer's total, you win even money, e.g., if you bet $2 you win $2. If your total is the same as the dealer's, it's a tie or "push" and you neither win nor lose.

If your first two cards are a 10 value card and an Ace, you have a natural blackjack, a total of 21, and you automatically win unless the dealer also has a natural blackjack. In that case, it's a push. However, if you win, the payoff is three to two. A $2 bet wins $3.

When a player is dealt the first two cards, he can stand (take no more cards) or hit regardless of its point value. So if you are dealt 13 with the first two cards and you are afraid you might bust your hand if you hit it, you can stand on 13. The dealer doesn't have that option.

If the dealer is dealt a natural blackjack (10 value card and an Ace), everyone loses immediately, unless someone else also has a natural blackjack, which is a push.

There might be some slight variations to the basic blackjack rules at different casinos. You just have to ask the dealer when you sit down to play and read the signs on the black jack table.

Thursday, March 03, 2005

American Roulette Rules



In American Roulette, like in no other game, your win or loss depends exceptionally on the supply of luck, issued to you by Chance.


American Roulette is played by spinning a small ball on a round wheel. When the wheel stops, the ball comes to rest in one of the numbered slots. Object of the game is to predict which number out of possible 38 the ball will land on.
American Roulette wheel has thirty-eight numbers, including 1 to 36, a 0 ("zero") and a 00 ("double zero"). Another name for American roulette is "Double zero roulette".
How to Play American Roulette
There are many different ways to place roulette bets. Each bet covers a different set of numbers and has a different distribution, as shown in the Payoffs section.
Player has the option to bet on:
Certain number
Combination of numbers
Pick whether the number will be red or black, even or odd.
The following roulette bet types are available:
Straight Up - You can bet on any number, including 0 and 00, by placing the chip on the center of a number.
Split Bet - You can bet on two numbers by placing a chip on the line that divides the two numbers.
Street Bet - You can bet on three numbers by placing a chip on the inner left boundary line of the roulette table that is next to the corresponding row of three numbers.
Corner Bet - You can bet on four numbers by placing chips at the corner where the four numbers meet.
Five Bet - You can bet on the numbers 0, 00, 1, 2, and 3 by placing your chip on the boundary line, where the line between 0 and the first row intersects it.
Line Bet - You can bet on two street bets (i.e., the six different numbers in two rows of three numbers), by placing your chip on the inner left boundary line where the line dividing the two rows intersects it.
Column Bet - There are three boxes labeled "2 to 1" at the bottom of a column of numbers. You can place bets for all of these numbers by placing your chip in one of these boxes. If any of the numbers in your column is hit you get paid 2:1; 0 and 00 are losing numbers.
Dozen Bet - You can bet on a group of twelve numbers by placing your chip in one of the three boxes marked "1st 12," "2nd 12," or "3rd 12." If one of your 12 numbers is hit, you are paid 2:1; 0 and 00 are losing numbers.
Red/Black, Even/Odd, Low/High Bets - You can place a bet in one of the boxes on the left, long side of the table that covers half of the roulette table numbers (excluding the 0). Each box covers 18 numbers. You win even money (1 to 1) on all of these bets; 0 and 00 are losing numbers.
Notice: You can place bets that involve three, four or even five numbers. For example, using the zeros, you can place bets on: 1+0, 1+2+0, 2+0, 3+00, or 1+2+3+0+00.
The "Surrender" rule
This option can be found on some American roulette tables. Outside bets are not lost on a zero and double zero but you lose half of your bet. With this rule the house edge on the even-money bets is only 2.63% compared to 5.26% on other bets.

Friday, January 21, 2005

European Roulette rules


French Roulette rules are very much like the rules for American roulette, but with one zero instead of two. The object of the game is still the same - to predict, which number out of possible 37 the ball will land on.


European Roulette Game Summary
Object of the European (French) roulette is the same as for the American one: to predict which number out of possible 37 the ball will land on. European Roulette wheel has thirty-seven numbers, including 1 to 36, a 0 ('zero'). Another name for European roulette is "Single zero roulette".

How to Play European (French) Roulette
There are many different ways to place roulette bets. Each bet covers a different set of numbers and has a different distribution, as shown in the Payoffs section.

Player has the option to bet on:
Certain number
Combination of numbers
Pick whether the number will be red or black, even or odd.
The following roulette bet types are available:

Straight Up - You can bet on any number, including 0, by placing the chip on the center of a number.
Split Bet - You can bet on two numbers by placing a chip on the line that divides the two numbers.
Street Bet - You can bet on three numbers by placing a chip on the inner left boundary line of the roulette table that is next to the corresponding row of three numbers.
Corner Bet - You can bet on four numbers by placing chips at the corner where the four numbers meet.
Four Bet - You can bet on the numbers 0, 1, 2, and 3 by placing your chip on the inner left boundary line between 0 and 1.
Line Bet - You can bet on two street bets (i.e., the six different numbers in two rows of three numbers), by placing your chip on the inner left boundary line where the line dividing the two rows intersects it.
Column Bet - There are three boxes labeled "2 to 1" at the bottom of a column of numbers. You can place bets for all of these numbers by placing your chip in one of these boxes. If any of the numbers in your column is hit you get paid 2:1; 0 is a losing number. Dozen Bet - You can bet on a group of twelve numbers by placing your chip in one of the three boxes marked "1st 12," "2nd 12," or "3rd 12." If one of your 12 numbers is hit, you are paid 2:1; 0 is a losing number.
Red/Black, Even/Odd, Low/High Bets - You can place a bet in one of the boxes on the left, long side of the table that covers half of the roulette table numbers (excluding the 0). Each box covers 18 numbers. You win even money (1 to 1) on all of these bets; 0 is a losing number.
The "En Prison" rule
Some European casinos offer the "En Prison" rule. This refers to the "outside" even-money bets (Red/Black, High/Low, Odd/Even). When the outcome is zero, it's allowed to leave the bet for another roulette spin. So your bet stays "in prison". If the following spin outcomes in zero again, then the whole bet is lost, if it's a hit, the bet is released with no payout. European table with "En Prison" brings the house advantage down to 1.35% for even-money bets. This is the lowest for the roulette game.

The "La Partage" rule
The "la partage" roulette rule is similar to the "en prison" rule, only in this case the player loses half the bet and does not have the option of leaving the bet "en prison" for another spin.