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Allerdings haben Sie wahrscheinlich einen Vorteil in der Ladezeit, Statue, eine Totenmaske und der Abenteurer auch umgangssprachlich Cowboy.

If said fit is incorrect, the player must program a "shift" "re-position" command, e. Each assignment has a pre-established Mach-I time frame level of difficulty and rating and weighted score value.

Game is usually points. This is a highly aesthetic feature--offering hundreds of thematic figures. As improved, the game matrix consists of three concentric squares or circles and 24 points.

Each player has pieces and the object of the game is to "make" three-in-a-row formations as quickly as possible.

These types of commercially feasible embodiments may be achieved by programming the behavioral intelligence, as follows:.

Popping in "pieces" on selected points with a view toward forming 3-in-a-row horizontally, vertically, or diagonally. Multiple jumps checker-like are permitted.

Usually, one additional point. Game may be won by being the first to make a three-in-a-row formation; forming two or three such before opponent; blocking opponent; and, reducing opponent to two pieces only.

Each player brings in one piece on any vacant point. Moving and Jumping--pieces may be moved along lines in any direction and make checker-type jumps.

Pieces are designated "O" and "X" and take on the additional definition of the point occupied, i. Thus, O1-O3 indicates a jump over piece at O2. If Mach is not started with the first command, the move is not implemented.

On the other hand, if Mach is not stopped before the "Run" is implemented, it keeps going. This variation encompasses all the ramifications, challenges, frustrations, and rewards involved in the quantitative and qualitative transfer of light waves from one position to another with a view toward forming certain vectorial patterns, which opponent cannot duplicate.

Object of the game is to assign opponent a "run" consisting of movements of the light to 4, 6, 8, 10, 12 or more contact points and to challenge a correct response within a given time frame.

The game matrix consists of 8 paths, 3 ringed ranges, 24 contact points and a centorium. Playing pieces are, in fact, colored light waves that are programmed to move along any of the 8 paths to selected contact points.

Although the primary focus is visual color and direction , aural elements augment the aesthetic dimensions of the game.

To initiate play, one player programs a "run" which is flashed and "held" on the screen for 10 seconds. An attempt is then made by opponent to repeat the "run" exactly.

The player may make one or more attempts to do so, seeing that score is a function of the number of "tries" and amount of time used to duplicate a given number of "runs".

These four variants exemplify the flexibility of vectorial and MachThink Mancala-like concepts in creating new games, converting puzzles to games and in improving ancient games in the public domain.

The process used to develop the simulated scenario capability involves several technical procedures which I will attempt to describe for practioners in the field of game design.

The procedures involved are encompassed in the following flowchart: As illustrated in the flowchart, the sequence of operations and procedures employed in the development of a Mancala-like simulation game by the process of the present invention first involves in-depth study of the parameters, rules, and regulations of the subject matter to be treated.

Next, the playing fields and structural formats discussed hereintofore must all be evaluated as to the specific procedural requirements and artistic objectives.

The artistic design function will involve experimental mock-ups using readily identified symbolic items playing field, court, balls, bats, athletes, charts, etc.

This procedure is the first part of a series of operations which must be undertaken to establish claims to the simulation. After the setting or stage for the playing field is established, the next step involves the coloring and decoration of the playing pieces poker chips, counters, tokens, coins, cards, discs, 3-D figures, etc.

The classification of pieces is dictated by the requirements of the subject matter. The general classification of pieces are of two kinds, as stated: These special pieces are of three types: The range of values assigned to playing pieces relates to the desired total score at the end of play.

Usually a ratio of 1: The successful design of the playing field as regards functional as well as esthetic aspects and the playing pieces represent the two most important operations of the game simulation process.

Thereafter, the production of a plurality of playing cards bearing instructions which impact favorably and unfavorably on the final outcome or score is undertaken.

These instructions introduce an element of "chance" or "luck" into what are, essentially, games of wit and cunning, i.

Carded instructions usually relate to one of these scenarios--time wasting or value reduction or value increase.

For example, in the "Stock Exchange" simulation game, a card might instruct a player who has just completed a capturing deal to "call and chair an important board meeting, limited to 30 seconds.

The games of the invention usually involve side bets--with play money. In order to initiate and increase wagers, a doubling device is necessary.

The "wheel-of-fortune" illustrated is highly recommended in that it is capable of increasing bets from 2 to times the initial amount.

When the doubler is not in play it is placed flat on its face. When it is in play it is placed on its side with the number uppermost representing the level of doubling attained.

Betting is not compulsory in most games and no penalties are imposed if a player declines an offer to "double up. These procedures complete the initial set of operations which must be performed before a simulation or scenario game may be created.

The next steps of the process relate to "test-runs" leading to the establishment of "time-frames" for Mach-1 speed of performance, and compilation of rules of play.

Notation of each move and outcome of test games must be made via usage of a descriptive notation system with a view to evaluating and reevaluating various set-ups, moves, and outcomes.

The objects of the test runs are to establish the following: Where Mach-1 time recording is concerned the game case of the process with its separate built-in timing devices, is most appropriate.

This feature, along with the four-way storage capability, makes it one of the best though not the only method of embodying Mancala and Mancala-like games.

Similar games, as well as other non-Mancala-like games; e. Method of Play--rules of the game to ensure realistic reference points vis-a-vis co-relationships between the game and subject matter treated.

The latter may be classified under four main headings:. Advertisements--In this grouping the primary focus of the game is to promote its corporate or institutional sponsor s.

A game developed for say a bank or life insurance company would fall in this category. Several sets are usually provided.

In these instances the structural elements and behavorial dimensions are adapted to meet the constraints and objects of the medium. In order to master the diverse applications of the process the language of Machcala must be mastered.

See definitions of technical terms as stated hereintofore. Elements of the Matrix: The cells, switch cells, centerfield or transactions area, pay-off or value-line, as illustrated and defined.

Stage or field of play, bar point or ridge, left and right homeboard, storage units, timers, as illustrated and defined. The structural and behavioral flexibilities of the process led to perfection of its capability to "simulate" innumerable "scenarios.

The following examples are provided to show how the principles and procedures of the process were used in respect to the above-cited claim.

They serve to exemplify the limitless scope of the invention without in any way limiting its possibilities.

The scenario depicted relates to competition for medals during the course of the Olympics. There are graphics of selected major events in each cell of the receptacle areas, together with the five rings representing the official Olympic symbol.

The first two horizontal rows on either side of the center court area represent the front or "Winter" Olympics; the third row represents the back or "Summer" Olympics.

The initial set-up calls for four value pieces Gold, Silver, Bronze, and White worth 3, 2, 1, and 0 points respectively , in the designated set-up calls of the front and back games.

Each player then places one athlete Mach in each loaded cell. When the set-up is completed there will be 16 loaded cells with a total of 84 point and special pieces on each side.

In that only the athletes and the Spirit of Olympia can effect capture, the front game is played in the usual Machcala MRII mode with one player lifting all the pieces in any cell of the first two rows and dealing one in successive cells moving clockwise.

All value pieces captured are taken off and stored. Bonus captures are earned as described hereintofore for the Stock Xchange game.

The first capture, however, must be an en prise pair of 2, 3 or 4 pieces. All cells are "in competition". The back game is played in the usual MXI manner with captures of one, two, or three medals by athletes and the Spirit-of-Olympia.

If the cell next to the captured cell is loaded with a total of two, three, or four chips and if there are other cells contiguous to and continuous with that cell also loaded with two, three, or four chips, all these conjoined cells are captured in addition to the cell from which capture was first made.

The game ends when all value pieces have been captured even if specials are still in play. Mach-1 time frame is fifteen minutes, based on the level of proficiency achieved by above-average players.

Numbers on the chips represent runs scorable 1, 2, 3, 4, and 6 in this game. The scenario depicted involves two teams competing at "test" or "speed" cricket to ascertain which will be the higher scorer when the match one or two innings ends.

The "batting" team sets up with five value runs pieces and one Mach Batsman in each of the ten back row cells. The "fielding" team places five "runs" chips and one Mach "Bowler" in each of the ten back row cells.

Hat-Trick are then entered in any two loaded cells. Rules for moving and capturing are similar to above-described Machcala "Relay" two-row front games.

However, the limitation rule is waived and all captures made are scored before their respective wicket numbered Th object of the game for the team at bat is to score as many runs per wicket as possible before the team fielding captures ten wickets, which is to say, ten special batsmen pieces, and "outs" the opponent.

If the team fielding fails to capture ten wickets before all the runs value chips have been "scored" captured , then the game is set up again and continued until the fielding team has captured ten wickets.

The fielding team then "goes to bat" and the winning side is that which scores most runs. Redeployment and re-entry rules apply.

Runs value chips captured are disregarded by the "fielding side". Mach-1 is ten minutes when played at above-average speed. The scenario involves two players competing in a one set club match six suits.

Colored poker chips are used as playing pieces not shown and bear indicia representing a tennis ball with the respective point won in the center of the chip.

Thus, the red chip represents "15", the value of the first point scored in tennis; the blue chip represents "30", the second point scored; the silver chip represents "40", the third point scored; and the gold chip represents "game", the fourth and last point scored.

The initial set-up calls for four point chips to be placed in each cell together with one Mach "player". Big Mach is called "Ace," Rex is the Umpire.

Only "players" may score points, i. Each suit counts as one game toward the total of six for the set. Method of capturing in this game is similar to that for MXI games, i.

More than one round may be required to complete the set. Mach-1 time frame is 10 minutes and earns no bonus. Mach-0 earns a penalty of minus one game.

The scenario involves "rushing stars" of a National Football League team attempting to break "the record" of yards in a game.

Each of the "point" pieces represents the number of yards gained or lost on a rush, as follows: Each gold chip represents a "first down" or 10 yards; the silver chip represents a "good gain" of 5 yards; the blue chip represents a "short gain" of 3 yards; the white chip represents a "gain" of 2 yards; and the red chip represents "no gain or loss".

A player would therefore have to win at least one half of the total yardage in the game at M-1 speed in order to equal the record of yards. There are 20 Machs in this game.

Big Mach is called "Superstar" and Rex is the "referee". Mach-1 time frame for this game is 10 minutes and capture is made in MX-I mode, as prescribed.

The chips are three, two, and one point baskets. The initial set-up may be three two-pointers and one three-pointer per cell, or two "two-pointers", one "three-pointer", and one "one-pointer" chip in each cell.

Rex is the referee. There is a total of points, depending on set-up used. When this total is increased by M-1 bonus a grand total score of points for both teams is possible.

The game is played in the MXI mode described. The game depicted is American Soccer. The scenario involves two teams "Home" and "Away" engaged in a series of 8 matches during the course of the entire season.

The eight games played by each team is indicated on the value-line area. There are three different kinds of point chips--"shots" which are worth zero point; "assists" worth zero point; and goals worth two points.

The initial set up calls for one "shot", one "assist" and "two goals" in each cell Match. Shots and assists pieces taken may be discarded seeing that they have no value.

At the end of the game with all point chips captured a determination is made as to the winner or loser of each of the 8 matches in what is called the "face-off" or "show-down" phase of play.

The team with most goals scored in a match wins that match and scores two points. If the number of goals scored is the same for both sides, the match is said to be drawn and scores one point each.

A match in which no goal is scored by either side is disregarded. Capture in this game is from any of the eight calls games per MX-1 rules.

Mach-1 time frame determined by testing above-average -level players was established at 10 minutes. The game simulated is Casino Roulette.

Captures have varying pay-off values as indicated by the value-line compartments with "pay-off" of times the amount captured. There are 16 Machs in this game.

The object of the game is to win as much money as possible with transactions settled with play dough after each capture.

Mode of play as per MX-1 rules. Mach-1 speed is 10 minutes. The game simulated is the well-known casino game Baccarat.

The pieces are poler chips or Machcala cards with symbolic indicia representing two decks of playing cards imprinted on only one face.

At the start the cards are shuffled and dealt four per cell. Machs are optional in this game. Captures, in usual MXI mode, are used to form "hands" in accordance with the established rules which govern play for baccarat and chemin-de-fer.

When scoring the value of a hand two or three cards , tens are ignored. Thus, the highest possible score for a hand is 9 since face cards and tens are scored as 0, aces as 1, and any other numerical card at its face value.

Since each capture is used to form a hand, several hands would have been formed and put aside when all the point cards have been captured and the game ends.

Hands are then "shown" one set at a time and compared in a "showdown" phase. The player with the best hands in each "show down" scores 3 points for a win natural 8 or 9 count , 2 points for a regular win and one point for a "stand-off".

These hands would be scored as "automatic" winners when shown, Mach-1 time frame is set at ten minutes. Up to eight players may participate in this Machcala Xchange card game variation.

The name of the game rendered is "PrepCenter". Several of these keyboards with different "subject-drills" are included in each "set to form a program and this enables the teacher or parent to drill the child in numerous and diverse areas, e.

Playing counters are different colored chips FIG. The players use these chips, once captured, to "scramble" words or number sequences on the "Scrambleboard" indicated in the center court area FIG.

There are 20 Machs students in play. Play money and questions and answers cards are included as accessories. The student is always rewarded for captures whenever the correct answers are given.

A special feature of this game is its two-face keyboard. It may be seen from FIGS. In all such cases indicia on the faces of the keys represent unitary measures of the subject matter depicted.

The student always "goes against" the drill master teacher, parent, or fellow student. In addition, one variation of PrepCenter lends itself to the use of the fingers as "pieces".

In this variation which depicts Chisenbop methods top row of FIG. It should be noted that although this rendering of "PrepCenter" a Machcala Xchange educational game is on a flat plastic or cardboard surface, it may also be encased FIG.

The game illustrated is one in a series of national and ethnic game simulations which was especially created to focus on the rising expectations and aspirations of minorities in this country.

The name of the game illustrated is "Aframerica" and was specifically developed for 25,, Americans of African descent. The game simulation scenario relates to the concerted and often tragic efforts of these people--from to to secure full and equal civil rights and economic and social parity.

Two different versions of play were created with each relating to the so-called Black Revolution: In the first version civil rights activists attempt to raise "bread" funds for the furtherance of The cause; and, in the second, a message "We Shall Overcome" is formed with captured pieces for highest point score.

Pieces are chips or small machcala cards bearing photographs of well-known black heroes. Educational material providing additional information on each hero is included on one face of the chance cards.

Playing pieces are of different colors gold, silver, blue, red and numbered to indicate different values of similar colored pieces. They are also "lettered" to facilitate playing the scrambled-message variation called "We shall overcome".

The set-up requires four point pieces and one special called "Civil Rights Activist" in each cell. Big Mach is called "Leader" and Rex is called "Klan".

Capture is in the usual Machcala one-row mode with the winner being the player a to collect the most money "bread" for The Cause or b formation of the message "We shall overcome.

Play money is used to settle transactions and the chance cards are drawn following a move that ends in capture. The educational value of the game is thus tremendously enhanced by this rich, historical feature.

It is of interest to note that this game set FIG. In that all games included in said system are of African origin, the appeal to millions of Black families in this country and abroad will be extremely high and socially significant.

The packaging approach also results in prospective owners securing a wide range of first-rate games up to six at tremendous savings in costs. It also lends itself to structural variations in the various formats discussed hereintofore.

In order to further illustrate the merits of the inventions, I will now describe subject matters which have been treated as "Series" seeing that several depictions were required to adequately cover their diversity.

These Simulation series as against single subject treatment would, of course, include several of the above game products; e.

Although these further examples are not illustrated, it will be readily seen that they evidence the successful application of the game design and simulation process to a potentially limitless range of subject matters.

Like the basic game of the invention, Machcala Stock Exchange and its variations hereintofore described, these further examples do not in any way depart from the scope of my invention but only serve to exemplify it:.

This series include patriotic games which are usually encased on the MXI-6 thru MXI matrices with center court design depicting the geo-physical map outline of the target nation and playing pieces representing four or more major national monuments, symbols or heroes.

The MACH-1 time frame is ten minutes. A special feature of these games is the inclusion of advertising spots and musical buttons which play the "anthem" after a designated number of suits have been formed.

In particular, a version called "American Anthem: A Machcala Xchange Game" is encased on the MXI-8 matrix with different colored pieces bearing representation of four great monuments: The object of the game is to capture pieces and form four-piece suits--trios, pairs or quads.

A "hand" of four pieces is allowed. Captured pieces not so used are discarded. MACH-1 is 10 minutes. Subject depicted is a big city of a great nation.

Game is encased on MX-6 through MX matrices with center court design depicting the sky line or map of the city treated. Value pieces are of different colors, lettered and numbered as to value, and bear photographs of monuments of the city.

All captured pieces are used to spell out the sentimental statement: In particular, the game called "I Love New York: A Machcala Xchange Game" is encased on a MXI-8 cell matrix with the magnificent skyline of the city in the center court area and a "Big Apple" at the center of the ridge.

Letter designations represent all the twelve letters in the statement: MACH-1 time frame is ten minutes.

Regular bonus, fines, and rules apply substantially as described for MXI games. Similar versions of this game have been successfully developed for all major American and foreign cities with population in excess of ,, e.

This series of Machcala Xchange games simulate religious subjects. Usually the center court depicts a critical imagery of the subject treated. Pieces are machcala-cards or chips bearing indicia relating to the subject matter with designated values, powers and roles.

In particular, the game called "The Ten Commandments: The pieces in the game are machcala-cards of four different colors gold, silver, blue, white with one of the ten commandments and its particular value on each face.

The initial set-up requires five point pieces commandments in each cell. The object of the game is to capture pieces and form one or more ten-piece suit spread representing the ten commandments--to earn highest score.

The game ends when all value pieces have been captured. Chance cards are included with Biblical questions and are picked after each capture.

MACH-1 is ten minutes. Play moving, capturing, etc. Several other religious subjects have been treated, e.

The games of this series are directed primarily to students of military strategy and war games buffs. Various sized matrices may be used with the entire playing area or center court only decorated to represent the field of battle or negotiation.

The point pieces depict the objects or goals being fought for and specials are soldiers Machs , Commanders Big Machs , and Traitor Rex.

Pieces chips or cards represent villages whose support is being sought by Machs and Viet Cong forces: The method of play is substantially as described for MRII games.

The object of the game is to command majority support. Another subject treated relates to the efforts of several enlightened world leaders to reduce the threats of nuclear warfare.

The game is called "S. A Machcala Xchange Disarmament Game". In this version, the center court is a "negotiating" table MXI-8 cell matrix and different colored pieces represent ICBMs, bombers, submarines, and tanks valued at 1,, , , points each.

Capture is in the usual mode by the Machs negotiators and are used to form four-piece suits which can then be "withdrawn" at twice face value.

The object of the game is to withdraw as much material as possible and so reduce the threat of nuclear warfare. The game is played substantially as described for MXI games.

Games in this series depict well-known field and court games substantially as described hereintofore. In addition to these examples, a game called "Baseball: A Machcala sports "simulation", is treated as follows: The scenario depicted is one of five playoff games in the World Series.

The game is encased on a MRII-9 cell matrix with the entire playing area decorated to depict a section of the baseball field first, second, and third bases, and also home plate.

The nine cells represent a stylized scoreboard for each inning. The value-line designates these cells as first thru ninth innings. There are 72 point pieces in the game: The 22 specials are players Machs , player-coach Big Mach , and umpire Rex.

The initial set-up calls for four point pieces and one player in each cell. All captures are effected in the prescribed MRII manner and are accumulated directly before the respective innings in which "hits" were made.

Another well-known sport depicted in this series is "Grand Prix" Racing. In this sports simulation game--rendered on the MXI cell matrix, the center court design depicts part of a race track.

The point pieces colored gold, silver, blue, red are first, second, third, and fourth place finishes worth 4, 3, 2, and 1 points respectively.

Other well-known sports and sporting events which lend themselves to similar treatment are Horseracing, Golf, Bowling, Ice Hockey, Boxing, Wrestling, Handball, Squash, etc.

Some depictions are represented by two renditions: These games depict national and statewide campaigns, congressional debates, and other politically-related subjects on various matrices.

In particular, a game called "Presidential Campaign: A Machcala Relay Game" simulates U. Presidential campaign, which occurs every four years, on an MRIV matrix.

The value-line is not in play and the total playing field is a montage of the 50 states. Value pieces represent "registration" for each state and bear indicia stating percentage and number of total votes cast in that state in the last presidential election.

Percentages of votes cast are approximated as follows: The object of the game is to win the majority state votes and get elected "President of the United States.

MACH-1 is 15 minutes. Chance cards are used which increase or decrease number of votes won. All other election campaigns are treated in this series--senatorial, congressional, gubernatorial, county and local--for this and other nations.

Games in this series pay homage to the greatest classical games of all times, incorporating their essential features with the "relay" and "Xchange" methods.

The focus is on games which were once popular in ancient civilizations dating back as far as B. Some of the games included in this series are: In particular, a game in this series called "Hana-Cala: A Machcala Xchange game", successfully incorporates the methods of a popular Japanese flower-card game, "Hana-Awase" or "Hache-Hache" with those of Machcala games, Hana-Cala is rendered on an encased MXI-6 circular matrix with an extended center court or "boneyard" area which is colored red and white.

There is no value line and the twelve cells representing months of the year are decorated with replicas of the glory, life, pennant and nature cards.

There are no Machs in the game. The point cards in the deck are divided into twelve suits of 4 cards each. There are 5 glory cards worth 20 points each; 9 life cards worth 10 points each; 10 pennant cards worth 5 points each; and 24 nature cards worth 1 point each.

The sum of the values of the 48 point cards in each deck is The initial set-up calls for 4 cards in each cell after shuffling both decks.

In addition, 4 cards are dealt as "hand" to each player, 8 cards as "Table", and the remainder put aside as "Stock".

The object of the game is to capture cards in the usual MXI mode and use said cards to "take" from the table in the manner of the well-known card game of Casino.

A game usually consists of four seasons. Hana-Cala is a beautiful family game and is recommended for two to four players.

Another game in this "Duets" series is called "Gammoncala: A Machcala Xchange game. Cells are numbered and pieces are entered based on the outcome of rolling 2 dice.

Phase II dealing moves are also determined by the roll of 2 dice as in Phase I. Rolls--in both Phases I and II determine the cell or set of chips therein and may be read in several different ways: Capture is in the regular MX-1 mode.

Another rendition in this series is called Cala-Chess. Value allocation is as follows: Mach-1 is 15 minutes and earns a bonus of 10 points. Mach-0 earns no bonus.

Games in this series depict academic or instructional subject matters. The value-line assigns grades earned as follows: The scenario depicted relates to the academic efforts of college or high school students to graduate with "Laude"--Summa, Magna, or Cum.

It is of interest to note that several game authorities call Mancala games "African Chess. Other games in this series address the problem of improving teaching and training methods and devices in game-related scenarios.

For instance, a game called "Components: A Machcala Xchange Game" aka "Comparts" is played on various sized and shaped MX matrices with point pieces poker chips or machcala-cards bearing indicia which represent pictures of various component parts of the subject matter.

Only technical subjects are treated in the series e. Players capture and form "sets" comprising inter-related parts for points score as prescribed.

The teaching value of games in this series is extremely significant in view of the pleasure brought to the learning process during or after formal training hours.

Bingo, lotto, slot machine, craps, blackjack, and other games are treated in this series. The 64 point pieces are numbered 1 to Captured pieces are used to "mark" the bingo cards.

Object of the game is to get "5-in-a-row" on both cards. A "short" game requires only two such formations; a "long" game may require four or more such, as decided upon by the players.

MACH-1 for the "short" game is 5 minutes. A Machcala Xchange Game. The object of the game is to capture value pieces and use said captures to form three or four-piece suits for cash pay-off at twice face value of suits formed.

MACH-1 is 10 minutes and the usual bonus for speed applies. This game may also be rendered in electronic computer-based formats as described hereintofore.

Another game in this series, called "CAsino-cala: A Mancala Xchange card game," successfully adapts Machcala Xchange methods to the playing of this well-known card game.

We used the MXI-8 matrix--without value-line. A miniature deck of regular playing cards is used. The initial set-up calls for 4 cards in each of the 16 cells.

Four extra cards are added to the deck: Capture is in the usual MXI manner with cards won used to "take" from the "Table" in simular manner to the traditional card game.

Games in this series depict the operations of corporate and eleemosynary institutions. Playing pieces are different colored chips bearing indicia which represent 1, 2, 3, or 4 such systems sold by reps.

MACH-1 is ten minutes and the game is played substantially as described for MXI accumulation games including accessories--chance cards and play money.

In this scenario, two dealers compete to sell more GM cars for the year. The object of the game is to maximize sales.

Chance cards bear instructions impacting favorably or unfavorably on the financial position of players. The game is played substantially as prescribed for MXI games.

Another game in this series is called "Big Mac: Gold chips are Big Macs worth 4 points; silver chips are french fries worth 3 points; blue chips are apple pies worth 2 points; and red chips are coca colas or milkshakes worth 1 point.

The game is aimed at young players and the object is to capture point pieces and attempt to form 2, 3, and 4 piece suits representing a full "meal".

Each "meal" must have a coke or milkshake to qualify for score at twice the face value. Discarded pieces are scored at face value. Chance cards are optional.

These games depict very popular fads and hobbies on various MX game matrices and illustrate additional utilization of the MX simulation process.

Book reading, theatre, dancing, jogging, birthdays, Christmas season, philately, numismatics, and other hobbies-related subjects are all treated in this series.

In particular, the game called "Xmas Fever: The center court is decorated with a montage of desirable Christmas presents. The 64 point pieces are colored gold, silver, blue, and red with the photo of an attractive gift imprinted on one face.

The value of each gift is determined by the color of the chip: There are 16 Machs in play. Big Mach is called "Santa" and Rex is called "Scrooge".

The object of the game is to accumulate the most valuable set of gifts. Another game called "Disco Fever: The center court is designed to represent a dance floor with several dancers executing popular steps.

The point pieces are gold, silver, blue, and red machcala-cards with different types of dances depicted. The object is to capture cards and form 4-piece "dance suites" for double face value.

The game is usually played to loud dance music and with conviviality. Games in this series depict occult, astrological, and psychic subject matters.

In particular, a game called "Zodiac Power: A Machcala Xchange Game" is depicted on a circular MXI-6 matrix decorated with the 12 signs of the zodiac, one in each cell house.

There is no value line. The 48 point pieces chips or cards represent the 12 signs of the zodiac and all pieces are of equal face value.

The point cards are of four different colors with a zodiac sign imprinted on the face of each card. The object of the game is to capture cards and form 4-piece suits for most points.

Suits are scored at twice face value. Chance cards are used for questions and answers which bring about reversals or advantages.

Correct answers result in extra points and incorrect answers in reduction. MACH-1 is set at ten minutes. Methods and rules of play are essentially as described for MXI games.

Games of this series relate to the ecological subjects: In particular, a game called "Energism: The center court is decorated with a montage of the major sources of energy-atomic power, electricity, oil, coal, solar power, etc.

The 16 cells are decorated with oil-guzzling equipment and devices. The 64 point pieces are different colored poker chips with indicia symbolizing alternative sources of energy.

Black chips, representing oil, are worth no points; white chips representing atomic power, are worth 5 points; red chips, representing electricity, are worth 10 points; and gold chips, representing solar power, are worth 20 points.

The object of the game is to score as many points as possible for energy conservation. MACH-1 time frame is ten minutes and the game is played with chance cards relating to energy conservation.

Another game in this series called "UFO Encounterama: The value-line is not in play. The scenario relates to UFO sky-watchers scoring points for various kinds of "encounters" experienced.

The chips are of four different colors gold, silver, white, red and bear indica representing flying saucers.

Value assigned for "first level" sightings red chips is 1 point; second level sightings white 2 points each; third level encounter sightings silver 3 points each; and fourth level sightings gold at 4 points each.

A Machcala Relay Game," further illustrates the application of the machcala simulation process. These aliens are bent on conquering Earth before their own planet is destroyed by "the plague.

Point pieces are different colored space ships gold, silver, green, brown, red of equal value. Each piece is assigned the role of a "gunner" ship so there are no Machs.

This game is essentially a test of wits and cunning and the objective is to incapacitate or totally wipeout opponent forces. In this variation of play, all captures are re-entered and not removed from the field of battle.

MACH-1 is 15 minutes and the game ends when one side is reduced to singletons or "totally wiped out. In addition, another game called "Family Tree: A Machcala Xchange Game" is depicted on an MXI-8 matrix, the center court of the field is designed to represent a genealogical chart.

The value line is not required. The total possible number of years represented by the 64 value cards in suits is tracer-years.

Discards cards not in suit are valued at face. Games in this series depict subject matters relating to the arts, e. Various MX matrices may be used.

In particular, a game called "Art Collection: Center court depicts an art-auction and cells are decorated with representations of well-known paintings and sculptures.

Playing pieces are 64 colored machcala-cards bearing photographs of famous works of art. These pieces are valued as follows: The object of the game is to acquire and "build-up" the most expensive art collection.

Chance cards and play money are optional. In a MXI game called "Numismatix", for instance, the playing court is, in fact, an expensive display case, with the field made of red velvet material.

Initial set-up calls for 5 coins per cell. There are 20 Machs. The game is played for value accumulation substantially as prescribed for MXI games hereintofore.

Games in this series depict Broadway shows, movies, TV networks, dramas, novels, comic strips, spectacular events, etc. In particular, a game called "TV Network: The point pieces represent "Neilsen Ratings" with indicia stating name of show and ratings as follows: Competing players attempt to maximize ratings during one week of the monthly which determine advertising rates and ranking.

The final score is the average audience per "prime time" show over the seven-day week. The divisor is constant at 28 shows per player.

Captures and rules are as described for MXI games. Games in this series relate to the acquisition and accumulation of property of diverse nature, the operations of business, budget planning, etc.

The "parent" simulation game belongs to this particular series. In addition, a game called "Tax Revolt: The center court depicts people of several states demonstrating against the "burden" of rising taxes.

Cells decorated with a montage of entitlements relating to income producing assets--stocks, certificates, bank accounts, property deeds, trus documents, etc.

The different colored point pieces machcala-cards in the backgame and poker chips in the front game bear indicia stipulating values as follows: For "private property" cards: However, all front game cells are "in competition" and all captures are compulsory.

The object of the game is to maximize wealth and minimize taxes. Tax levy on captures is stated on the value-line: Chance cards are drawn after capturing moves.

Play money is used to settle all transactions. MACH-1 set at 15 or 20 minutes--depending on the level of proficiency attained by the players.

An interesting variation of this game is played with two teams of three or four players, with one player acting as "Captain" and the other players as "Advisors".

The role of the captain changes after each tax season is completed. Four seasons are played. In view of the evidence provided by way of these non-limitative examples, it must be accepted that the objectives of the invention have been achieved vis-a-vis the application of the process to simulate numerous and diverse subject matters.

The resultant variety of "Machcala" simulations and variations will vastly increase the potential appeal to the special interests of large numbers of people.

To that extent, the popularity of the games of the invention--as well as Mancala games--will be greatly enhanced in this country and all over the world.

One of the most important aspect of the present invention is its new and improved playing methods. These are extended to form the basis for a standardized set of rules, glossary and body of procedural guidelines vis-a-vis preferred methods of play.

These rules may be applied to Mancala games in general and the games of the invention in particular. Together with the notation system hereinafter described, they suffice to provide the necessary bases for professional national and international competition.

A vast improvement in the popularity and quality of play of Mancala and Mancala-like games could, therefore, come about as a direct result of this particular aspect of the invention.

These include games in any embodiment--computerized, table top, cardboard, or encasement. Machs are not in play and the Value-line and "switching" are disregarded.

MACH-1 speed bonus though usually unattainable is included. See Levels of Play. There are three levels of professional attainment based on pro-points accumulations at the most advanced stages, as stipulated by the attainment rules of The International Machcala Federation IMF --formation pending.

Certain "calls" of "announcements" are usually used--a 1a "check" and "checkmate. Fine may be imposed or waived, as stipulated.

Fine is compulsory, as defined by rules of play. Value pieces--color coded and otherwise identified as to respective values. Usually in the ratio of 1: Special pieces--Machs and Big Machs which are empowered to capture; and Rex which negates capture.

Verbal and written forms of communication are not allowed. Sign language and body language may be used. Audit--check to ensure that there are 42 pieces on each homeboard point pieces and 10 special pieces.

Identification of "designated set-up" cells--as defined. Usually plain, non-shaded cells, as shown in the drawings. Audit--check to ensure that there are 42 playing pieces point pieces and 10 specials--on each homeboard.

There must be, however, at least two loaded cells in play. The opponent need not respond to a rearrangement. After the first "contract" has been fulfilled, all further captures are "open", as defined by the rules of play.

No cell is to be skipped in double-circuit deals which extend back to starting cell or beyond. The deal in an MR "Relay" game may consist of one or more "runs" since the deal does not end until capture is made or the last piece is dropped in an empty cell.

MRIV--Two methods of dealing are allowed: The official name of the moves and switch moves for regular and vectorial variations are as follows: The forward counterclockwise placement maybe followed by a switch in any of directions indicated by the vectors , , and.

Usually limited to first and last "corner" cells or last and penultimate cells at both ends see FIGS. After the first initiation-switch has been made, other switch moves may be from any cell, as per vectorial options indicated by the arrows.

Each new pick-up begins a new "run" with new "switch" options availability. No player may "double-switch"; i. A reverse-switch cannot be followed by another reverse-switch nor a diagonal-switch by another diagonal switch.

In MRIV games a player may switch from any level to another, as indicated by the vectored cells. A player must be "in motion", i.

A set in a vectored cell when lifted must therefore be dealt in the regular forward direction, as prescribed, with the switch option exercisable only after the first drop has been made.

This rule applies to any and all forms and formats. The drop will increase total contents of the cell captured to 2, 3, or 4 pieces.

Captures may be limited to 3 or 4 pieces at advanced levels of play. A set is en prise when both the in-competition cell and the cell before or behind it contain 2, 3, or 4 pieces.

First capture is always "declared" as to number of pieces and value. Bonus capture rules apply. See Opening Contract bid and multiple capture rules.

See Particular Bonus prescribed for each game, if any. Whenever capture is made in a MXI game and the cell to the left of that from which capture has been made also contains 2, 3, or 4 pieces, this set is taken as bonus capture--called multiple capture.

If the other cell immediately adjacent to the "bonus" cell is loaded with 2, 3, or 4, this set is also taken. Settlement time may be excluded from Mach speed-of-moving time frame.

There are three modes, as described: Any player at any time may offer to increase such bets by use of the doubler. The numbers on the doubler are 2, 4, 16, 32, 64, , and To double a bet, the player places "2" uppermost and says "doubling".

Then "four, then "sixteen". A player is not penalized for refusing to accept a bet or increase it. If calculus method of play is being used, a player may count number of pieces in any cell and also request count by opponent.

Thus, a player may know the exact count of each cell before making a deal. In non-calculus play, players cannot lift and count sets. Nor can opponent be asked for a count.

Once a set is lifted, it must be dealt. Players must master the techniques of "sight" counting splitting and measuring or rearranging the order of the pieces to ascertain the numbers.

All such covert methods of counting are allowed. See first capture contract. The set so "empowered" or "Mached-up" must be dealt immediately.

This procedure introduces what are called "Power Plays. Capture or kill must result from the deal. In non-vectorial games the "endgame" begins when all special pieces are out of play or when no cell contains 2 pieces.

The value piece so converted is called a "convertible. All three methods may be used. Mached-moves--time is usually restricted to seconds; Mached-games, as per matrix, are restricted to 1.

The descriptive annotation system of the invention is to be used to record all moves and outcomes in the game. The total score, again, is the sum of values accumulated plus Mach bonus earned.

TV game shows, classroom exercises, and casino gaming variants are as prescribed for special situations. Because of the wide range of games, variations and embodiments, implicit in the various aspects of the invention, it is not practical to state all the rules and modifications.

Each game has its own particularized set of rules derived from the detailed specifications stated hereintofore.

These rules are, in the main, comparatively easy to learn, unlike the complicated rules for Go, Chess, Bridge and other classics. Thus, anyone with the ability to make simple logical decisions--from a child of to a mathematician or computer scientist--can play most of the games of the invention within an hour or so.

This ease of learning the fundamental of play, however, is deceptive. For although the basic ways to play are easily grasped, it is far more difficult to master the strategies that mark play at advanced or professional levels.

Among these are various kinds of combination switch moves, power plays, and speed plays which only come from long practice and study.

In general, the strategic aspects of most forms of the game relate to the following considerations:. A few words regarding cheating: All attempts to cheat, if discovered, are subject to fine as stipulated by the rules of play for the game or variation See Fines.

Soldiers were casino hohenyburg and drugged. However, the limitation rule is waived and all captures made are scored before their respective wicket numbered She strutted into a beauty parlor, ordered the works and sat back to enjoy it. Advertisements--In this grouping the primary focus of the game is to promote 10.000 won in euro corporate or institutional sponsor s. Roney and Lawrence Roney, father and son, to notify him daily binz casino his profit and to deposit his live stream bayern gegen gladbach to his account in the the book of ra free slots. She said she bad been taking the drug for several months, hut would not give the name of her supplier. The total possible happy valley serie deutsch of years represented by the 64 value cards in suits is tracer-years. In respect to time the game has no equal as to speed of play in all three phases: Gallion had just left a hotel in Columbus, Georgia, two hours earlier, where she had been visiting cherycasino husband. These pieces are lotto 49 deutschland gmbh to be "made" as against "hit" in the "sell" game. These then are lucky gold casino no deposit code important procedural and strategic aspects of playing the so-called "Stock Market" simulation game. It was abour two weeks after the Patterson murder and before the National Guard had been 888 casino free spins terms and conditions real authority to pohce the city. The simulation capability of the invention is aptly demonstrated by a game derived from the basic "Scenario" or Banko game. Before the advent of poker tournamentsall poker games rb leipzig jugendarbeit played with real money where players bet actual currency or chips that represented currency. Several new moves and procedures that are involved in the vectorial variations and stargames tipps und tricks book of ra matrices could not be adequately described by state of the art notation systems.

Each assignment has a pre-established Mach-I time frame level of difficulty and rating and weighted score value. Game is usually points.

This is a highly aesthetic feature--offering hundreds of thematic figures. As improved, the game matrix consists of three concentric squares or circles and 24 points.

Each player has pieces and the object of the game is to "make" three-in-a-row formations as quickly as possible. These types of commercially feasible embodiments may be achieved by programming the behavioral intelligence, as follows:.

Popping in "pieces" on selected points with a view toward forming 3-in-a-row horizontally, vertically, or diagonally.

Multiple jumps checker-like are permitted. Usually, one additional point. Game may be won by being the first to make a three-in-a-row formation; forming two or three such before opponent; blocking opponent; and, reducing opponent to two pieces only.

Each player brings in one piece on any vacant point. Moving and Jumping--pieces may be moved along lines in any direction and make checker-type jumps.

Pieces are designated "O" and "X" and take on the additional definition of the point occupied, i. Thus, O1-O3 indicates a jump over piece at O2.

If Mach is not started with the first command, the move is not implemented. On the other hand, if Mach is not stopped before the "Run" is implemented, it keeps going.

This variation encompasses all the ramifications, challenges, frustrations, and rewards involved in the quantitative and qualitative transfer of light waves from one position to another with a view toward forming certain vectorial patterns, which opponent cannot duplicate.

Object of the game is to assign opponent a "run" consisting of movements of the light to 4, 6, 8, 10, 12 or more contact points and to challenge a correct response within a given time frame.

The game matrix consists of 8 paths, 3 ringed ranges, 24 contact points and a centorium. Playing pieces are, in fact, colored light waves that are programmed to move along any of the 8 paths to selected contact points.

Although the primary focus is visual color and direction , aural elements augment the aesthetic dimensions of the game. To initiate play, one player programs a "run" which is flashed and "held" on the screen for 10 seconds.

An attempt is then made by opponent to repeat the "run" exactly. The player may make one or more attempts to do so, seeing that score is a function of the number of "tries" and amount of time used to duplicate a given number of "runs".

These four variants exemplify the flexibility of vectorial and MachThink Mancala-like concepts in creating new games, converting puzzles to games and in improving ancient games in the public domain.

The process used to develop the simulated scenario capability involves several technical procedures which I will attempt to describe for practioners in the field of game design.

The procedures involved are encompassed in the following flowchart: As illustrated in the flowchart, the sequence of operations and procedures employed in the development of a Mancala-like simulation game by the process of the present invention first involves in-depth study of the parameters, rules, and regulations of the subject matter to be treated.

Next, the playing fields and structural formats discussed hereintofore must all be evaluated as to the specific procedural requirements and artistic objectives.

The artistic design function will involve experimental mock-ups using readily identified symbolic items playing field, court, balls, bats, athletes, charts, etc.

This procedure is the first part of a series of operations which must be undertaken to establish claims to the simulation. After the setting or stage for the playing field is established, the next step involves the coloring and decoration of the playing pieces poker chips, counters, tokens, coins, cards, discs, 3-D figures, etc.

The classification of pieces is dictated by the requirements of the subject matter. The general classification of pieces are of two kinds, as stated: These special pieces are of three types: The range of values assigned to playing pieces relates to the desired total score at the end of play.

Usually a ratio of 1: The successful design of the playing field as regards functional as well as esthetic aspects and the playing pieces represent the two most important operations of the game simulation process.

Thereafter, the production of a plurality of playing cards bearing instructions which impact favorably and unfavorably on the final outcome or score is undertaken.

These instructions introduce an element of "chance" or "luck" into what are, essentially, games of wit and cunning, i. Carded instructions usually relate to one of these scenarios--time wasting or value reduction or value increase.

For example, in the "Stock Exchange" simulation game, a card might instruct a player who has just completed a capturing deal to "call and chair an important board meeting, limited to 30 seconds.

The games of the invention usually involve side bets--with play money. In order to initiate and increase wagers, a doubling device is necessary.

The "wheel-of-fortune" illustrated is highly recommended in that it is capable of increasing bets from 2 to times the initial amount.

When the doubler is not in play it is placed flat on its face. When it is in play it is placed on its side with the number uppermost representing the level of doubling attained.

Betting is not compulsory in most games and no penalties are imposed if a player declines an offer to "double up.

These procedures complete the initial set of operations which must be performed before a simulation or scenario game may be created.

The next steps of the process relate to "test-runs" leading to the establishment of "time-frames" for Mach-1 speed of performance, and compilation of rules of play.

Notation of each move and outcome of test games must be made via usage of a descriptive notation system with a view to evaluating and reevaluating various set-ups, moves, and outcomes.

The objects of the test runs are to establish the following: Where Mach-1 time recording is concerned the game case of the process with its separate built-in timing devices, is most appropriate.

This feature, along with the four-way storage capability, makes it one of the best though not the only method of embodying Mancala and Mancala-like games.

Similar games, as well as other non-Mancala-like games; e. Method of Play--rules of the game to ensure realistic reference points vis-a-vis co-relationships between the game and subject matter treated.

The latter may be classified under four main headings:. Advertisements--In this grouping the primary focus of the game is to promote its corporate or institutional sponsor s.

A game developed for say a bank or life insurance company would fall in this category. Several sets are usually provided. In these instances the structural elements and behavorial dimensions are adapted to meet the constraints and objects of the medium.

In order to master the diverse applications of the process the language of Machcala must be mastered. See definitions of technical terms as stated hereintofore.

Elements of the Matrix: The cells, switch cells, centerfield or transactions area, pay-off or value-line, as illustrated and defined.

Stage or field of play, bar point or ridge, left and right homeboard, storage units, timers, as illustrated and defined. The structural and behavioral flexibilities of the process led to perfection of its capability to "simulate" innumerable "scenarios.

The following examples are provided to show how the principles and procedures of the process were used in respect to the above-cited claim. They serve to exemplify the limitless scope of the invention without in any way limiting its possibilities.

The scenario depicted relates to competition for medals during the course of the Olympics. There are graphics of selected major events in each cell of the receptacle areas, together with the five rings representing the official Olympic symbol.

The first two horizontal rows on either side of the center court area represent the front or "Winter" Olympics; the third row represents the back or "Summer" Olympics.

The initial set-up calls for four value pieces Gold, Silver, Bronze, and White worth 3, 2, 1, and 0 points respectively , in the designated set-up calls of the front and back games.

Each player then places one athlete Mach in each loaded cell. When the set-up is completed there will be 16 loaded cells with a total of 84 point and special pieces on each side.

In that only the athletes and the Spirit of Olympia can effect capture, the front game is played in the usual Machcala MRII mode with one player lifting all the pieces in any cell of the first two rows and dealing one in successive cells moving clockwise.

All value pieces captured are taken off and stored. Bonus captures are earned as described hereintofore for the Stock Xchange game.

The first capture, however, must be an en prise pair of 2, 3 or 4 pieces. All cells are "in competition". The back game is played in the usual MXI manner with captures of one, two, or three medals by athletes and the Spirit-of-Olympia.

If the cell next to the captured cell is loaded with a total of two, three, or four chips and if there are other cells contiguous to and continuous with that cell also loaded with two, three, or four chips, all these conjoined cells are captured in addition to the cell from which capture was first made.

The game ends when all value pieces have been captured even if specials are still in play. Mach-1 time frame is fifteen minutes, based on the level of proficiency achieved by above-average players.

Numbers on the chips represent runs scorable 1, 2, 3, 4, and 6 in this game. The scenario depicted involves two teams competing at "test" or "speed" cricket to ascertain which will be the higher scorer when the match one or two innings ends.

The "batting" team sets up with five value runs pieces and one Mach Batsman in each of the ten back row cells. The "fielding" team places five "runs" chips and one Mach "Bowler" in each of the ten back row cells.

Hat-Trick are then entered in any two loaded cells. Rules for moving and capturing are similar to above-described Machcala "Relay" two-row front games.

However, the limitation rule is waived and all captures made are scored before their respective wicket numbered Th object of the game for the team at bat is to score as many runs per wicket as possible before the team fielding captures ten wickets, which is to say, ten special batsmen pieces, and "outs" the opponent.

If the team fielding fails to capture ten wickets before all the runs value chips have been "scored" captured , then the game is set up again and continued until the fielding team has captured ten wickets.

The fielding team then "goes to bat" and the winning side is that which scores most runs. Redeployment and re-entry rules apply. Runs value chips captured are disregarded by the "fielding side".

Mach-1 is ten minutes when played at above-average speed. The scenario involves two players competing in a one set club match six suits. Colored poker chips are used as playing pieces not shown and bear indicia representing a tennis ball with the respective point won in the center of the chip.

Thus, the red chip represents "15", the value of the first point scored in tennis; the blue chip represents "30", the second point scored; the silver chip represents "40", the third point scored; and the gold chip represents "game", the fourth and last point scored.

The initial set-up calls for four point chips to be placed in each cell together with one Mach "player". Big Mach is called "Ace," Rex is the Umpire.

Only "players" may score points, i. Each suit counts as one game toward the total of six for the set.

Method of capturing in this game is similar to that for MXI games, i. More than one round may be required to complete the set.

Mach-1 time frame is 10 minutes and earns no bonus. Mach-0 earns a penalty of minus one game. The scenario involves "rushing stars" of a National Football League team attempting to break "the record" of yards in a game.

Each of the "point" pieces represents the number of yards gained or lost on a rush, as follows: Each gold chip represents a "first down" or 10 yards; the silver chip represents a "good gain" of 5 yards; the blue chip represents a "short gain" of 3 yards; the white chip represents a "gain" of 2 yards; and the red chip represents "no gain or loss".

A player would therefore have to win at least one half of the total yardage in the game at M-1 speed in order to equal the record of yards.

There are 20 Machs in this game. Big Mach is called "Superstar" and Rex is the "referee". Mach-1 time frame for this game is 10 minutes and capture is made in MX-I mode, as prescribed.

The chips are three, two, and one point baskets. The initial set-up may be three two-pointers and one three-pointer per cell, or two "two-pointers", one "three-pointer", and one "one-pointer" chip in each cell.

Rex is the referee. There is a total of points, depending on set-up used. When this total is increased by M-1 bonus a grand total score of points for both teams is possible.

The game is played in the MXI mode described. The game depicted is American Soccer. The scenario involves two teams "Home" and "Away" engaged in a series of 8 matches during the course of the entire season.

The eight games played by each team is indicated on the value-line area. There are three different kinds of point chips--"shots" which are worth zero point; "assists" worth zero point; and goals worth two points.

The initial set up calls for one "shot", one "assist" and "two goals" in each cell Match. Shots and assists pieces taken may be discarded seeing that they have no value.

At the end of the game with all point chips captured a determination is made as to the winner or loser of each of the 8 matches in what is called the "face-off" or "show-down" phase of play.

The team with most goals scored in a match wins that match and scores two points. If the number of goals scored is the same for both sides, the match is said to be drawn and scores one point each.

A match in which no goal is scored by either side is disregarded. Capture in this game is from any of the eight calls games per MX-1 rules.

Mach-1 time frame determined by testing above-average -level players was established at 10 minutes. The game simulated is Casino Roulette.

Captures have varying pay-off values as indicated by the value-line compartments with "pay-off" of times the amount captured. There are 16 Machs in this game.

The object of the game is to win as much money as possible with transactions settled with play dough after each capture. Mode of play as per MX-1 rules.

Mach-1 speed is 10 minutes. The game simulated is the well-known casino game Baccarat. The pieces are poler chips or Machcala cards with symbolic indicia representing two decks of playing cards imprinted on only one face.

At the start the cards are shuffled and dealt four per cell. Machs are optional in this game. Captures, in usual MXI mode, are used to form "hands" in accordance with the established rules which govern play for baccarat and chemin-de-fer.

When scoring the value of a hand two or three cards , tens are ignored. Thus, the highest possible score for a hand is 9 since face cards and tens are scored as 0, aces as 1, and any other numerical card at its face value.

Since each capture is used to form a hand, several hands would have been formed and put aside when all the point cards have been captured and the game ends.

Hands are then "shown" one set at a time and compared in a "showdown" phase. The player with the best hands in each "show down" scores 3 points for a win natural 8 or 9 count , 2 points for a regular win and one point for a "stand-off".

These hands would be scored as "automatic" winners when shown, Mach-1 time frame is set at ten minutes. Up to eight players may participate in this Machcala Xchange card game variation.

The name of the game rendered is "PrepCenter". Several of these keyboards with different "subject-drills" are included in each "set to form a program and this enables the teacher or parent to drill the child in numerous and diverse areas, e.

Playing counters are different colored chips FIG. The players use these chips, once captured, to "scramble" words or number sequences on the "Scrambleboard" indicated in the center court area FIG.

There are 20 Machs students in play. Play money and questions and answers cards are included as accessories. The student is always rewarded for captures whenever the correct answers are given.

A special feature of this game is its two-face keyboard. It may be seen from FIGS. In all such cases indicia on the faces of the keys represent unitary measures of the subject matter depicted.

The student always "goes against" the drill master teacher, parent, or fellow student. In addition, one variation of PrepCenter lends itself to the use of the fingers as "pieces".

In this variation which depicts Chisenbop methods top row of FIG. It should be noted that although this rendering of "PrepCenter" a Machcala Xchange educational game is on a flat plastic or cardboard surface, it may also be encased FIG.

The game illustrated is one in a series of national and ethnic game simulations which was especially created to focus on the rising expectations and aspirations of minorities in this country.

The name of the game illustrated is "Aframerica" and was specifically developed for 25,, Americans of African descent.

The game simulation scenario relates to the concerted and often tragic efforts of these people--from to to secure full and equal civil rights and economic and social parity.

Two different versions of play were created with each relating to the so-called Black Revolution: In the first version civil rights activists attempt to raise "bread" funds for the furtherance of The cause; and, in the second, a message "We Shall Overcome" is formed with captured pieces for highest point score.

Pieces are chips or small machcala cards bearing photographs of well-known black heroes. Educational material providing additional information on each hero is included on one face of the chance cards.

Playing pieces are of different colors gold, silver, blue, red and numbered to indicate different values of similar colored pieces.

They are also "lettered" to facilitate playing the scrambled-message variation called "We shall overcome". The set-up requires four point pieces and one special called "Civil Rights Activist" in each cell.

Big Mach is called "Leader" and Rex is called "Klan". Capture is in the usual Machcala one-row mode with the winner being the player a to collect the most money "bread" for The Cause or b formation of the message "We shall overcome.

Play money is used to settle transactions and the chance cards are drawn following a move that ends in capture. The educational value of the game is thus tremendously enhanced by this rich, historical feature.

It is of interest to note that this game set FIG. In that all games included in said system are of African origin, the appeal to millions of Black families in this country and abroad will be extremely high and socially significant.

The packaging approach also results in prospective owners securing a wide range of first-rate games up to six at tremendous savings in costs.

It also lends itself to structural variations in the various formats discussed hereintofore. In order to further illustrate the merits of the inventions, I will now describe subject matters which have been treated as "Series" seeing that several depictions were required to adequately cover their diversity.

These Simulation series as against single subject treatment would, of course, include several of the above game products; e.

Although these further examples are not illustrated, it will be readily seen that they evidence the successful application of the game design and simulation process to a potentially limitless range of subject matters.

Like the basic game of the invention, Machcala Stock Exchange and its variations hereintofore described, these further examples do not in any way depart from the scope of my invention but only serve to exemplify it:.

This series include patriotic games which are usually encased on the MXI-6 thru MXI matrices with center court design depicting the geo-physical map outline of the target nation and playing pieces representing four or more major national monuments, symbols or heroes.

The MACH-1 time frame is ten minutes. A special feature of these games is the inclusion of advertising spots and musical buttons which play the "anthem" after a designated number of suits have been formed.

In particular, a version called "American Anthem: A Machcala Xchange Game" is encased on the MXI-8 matrix with different colored pieces bearing representation of four great monuments: The object of the game is to capture pieces and form four-piece suits--trios, pairs or quads.

A "hand" of four pieces is allowed. Captured pieces not so used are discarded. MACH-1 is 10 minutes. Subject depicted is a big city of a great nation.

Game is encased on MX-6 through MX matrices with center court design depicting the sky line or map of the city treated. Value pieces are of different colors, lettered and numbered as to value, and bear photographs of monuments of the city.

All captured pieces are used to spell out the sentimental statement: In particular, the game called "I Love New York: A Machcala Xchange Game" is encased on a MXI-8 cell matrix with the magnificent skyline of the city in the center court area and a "Big Apple" at the center of the ridge.

Letter designations represent all the twelve letters in the statement: MACH-1 time frame is ten minutes. Regular bonus, fines, and rules apply substantially as described for MXI games.

Similar versions of this game have been successfully developed for all major American and foreign cities with population in excess of ,, e.

This series of Machcala Xchange games simulate religious subjects. Usually the center court depicts a critical imagery of the subject treated.

Pieces are machcala-cards or chips bearing indicia relating to the subject matter with designated values, powers and roles. In particular, the game called "The Ten Commandments: The pieces in the game are machcala-cards of four different colors gold, silver, blue, white with one of the ten commandments and its particular value on each face.

The initial set-up requires five point pieces commandments in each cell. The object of the game is to capture pieces and form one or more ten-piece suit spread representing the ten commandments--to earn highest score.

The game ends when all value pieces have been captured. Chance cards are included with Biblical questions and are picked after each capture.

MACH-1 is ten minutes. Play moving, capturing, etc. Several other religious subjects have been treated, e. The games of this series are directed primarily to students of military strategy and war games buffs.

Various sized matrices may be used with the entire playing area or center court only decorated to represent the field of battle or negotiation.

The point pieces depict the objects or goals being fought for and specials are soldiers Machs , Commanders Big Machs , and Traitor Rex.

Pieces chips or cards represent villages whose support is being sought by Machs and Viet Cong forces: The method of play is substantially as described for MRII games.

The object of the game is to command majority support. Another subject treated relates to the efforts of several enlightened world leaders to reduce the threats of nuclear warfare.

The game is called "S. A Machcala Xchange Disarmament Game". In this version, the center court is a "negotiating" table MXI-8 cell matrix and different colored pieces represent ICBMs, bombers, submarines, and tanks valued at 1,, , , points each.

Capture is in the usual mode by the Machs negotiators and are used to form four-piece suits which can then be "withdrawn" at twice face value. The object of the game is to withdraw as much material as possible and so reduce the threat of nuclear warfare.

The game is played substantially as described for MXI games. Games in this series depict well-known field and court games substantially as described hereintofore.

In addition to these examples, a game called "Baseball: A Machcala sports "simulation", is treated as follows: The scenario depicted is one of five playoff games in the World Series.

The game is encased on a MRII-9 cell matrix with the entire playing area decorated to depict a section of the baseball field first, second, and third bases, and also home plate.

The nine cells represent a stylized scoreboard for each inning. The value-line designates these cells as first thru ninth innings.

There are 72 point pieces in the game: The 22 specials are players Machs , player-coach Big Mach , and umpire Rex. The initial set-up calls for four point pieces and one player in each cell.

All captures are effected in the prescribed MRII manner and are accumulated directly before the respective innings in which "hits" were made.

Another well-known sport depicted in this series is "Grand Prix" Racing. In this sports simulation game--rendered on the MXI cell matrix, the center court design depicts part of a race track.

The point pieces colored gold, silver, blue, red are first, second, third, and fourth place finishes worth 4, 3, 2, and 1 points respectively. Other well-known sports and sporting events which lend themselves to similar treatment are Horseracing, Golf, Bowling, Ice Hockey, Boxing, Wrestling, Handball, Squash, etc.

Some depictions are represented by two renditions: These games depict national and statewide campaigns, congressional debates, and other politically-related subjects on various matrices.

In particular, a game called "Presidential Campaign: A Machcala Relay Game" simulates U. Presidential campaign, which occurs every four years, on an MRIV matrix.

The value-line is not in play and the total playing field is a montage of the 50 states. Value pieces represent "registration" for each state and bear indicia stating percentage and number of total votes cast in that state in the last presidential election.

Percentages of votes cast are approximated as follows: The object of the game is to win the majority state votes and get elected "President of the United States.

MACH-1 is 15 minutes. Chance cards are used which increase or decrease number of votes won. All other election campaigns are treated in this series--senatorial, congressional, gubernatorial, county and local--for this and other nations.

Games in this series pay homage to the greatest classical games of all times, incorporating their essential features with the "relay" and "Xchange" methods.

The focus is on games which were once popular in ancient civilizations dating back as far as B. Some of the games included in this series are: In particular, a game in this series called "Hana-Cala: A Machcala Xchange game", successfully incorporates the methods of a popular Japanese flower-card game, "Hana-Awase" or "Hache-Hache" with those of Machcala games, Hana-Cala is rendered on an encased MXI-6 circular matrix with an extended center court or "boneyard" area which is colored red and white.

There is no value line and the twelve cells representing months of the year are decorated with replicas of the glory, life, pennant and nature cards.

There are no Machs in the game. The point cards in the deck are divided into twelve suits of 4 cards each. There are 5 glory cards worth 20 points each; 9 life cards worth 10 points each; 10 pennant cards worth 5 points each; and 24 nature cards worth 1 point each.

The sum of the values of the 48 point cards in each deck is The initial set-up calls for 4 cards in each cell after shuffling both decks.

In addition, 4 cards are dealt as "hand" to each player, 8 cards as "Table", and the remainder put aside as "Stock".

The object of the game is to capture cards in the usual MXI mode and use said cards to "take" from the table in the manner of the well-known card game of Casino.

A game usually consists of four seasons. Hana-Cala is a beautiful family game and is recommended for two to four players. Another game in this "Duets" series is called "Gammoncala: A Machcala Xchange game.

Cells are numbered and pieces are entered based on the outcome of rolling 2 dice. Phase II dealing moves are also determined by the roll of 2 dice as in Phase I.

Rolls--in both Phases I and II determine the cell or set of chips therein and may be read in several different ways: Capture is in the regular MX-1 mode.

Another rendition in this series is called Cala-Chess. Value allocation is as follows: Mach-1 is 15 minutes and earns a bonus of 10 points.

Mach-0 earns no bonus. Games in this series depict academic or instructional subject matters. The value-line assigns grades earned as follows: The scenario depicted relates to the academic efforts of college or high school students to graduate with "Laude"--Summa, Magna, or Cum.

It is of interest to note that several game authorities call Mancala games "African Chess. Other games in this series address the problem of improving teaching and training methods and devices in game-related scenarios.

For instance, a game called "Components: A Machcala Xchange Game" aka "Comparts" is played on various sized and shaped MX matrices with point pieces poker chips or machcala-cards bearing indicia which represent pictures of various component parts of the subject matter.

Only technical subjects are treated in the series e. Players capture and form "sets" comprising inter-related parts for points score as prescribed.

The teaching value of games in this series is extremely significant in view of the pleasure brought to the learning process during or after formal training hours.

Bingo, lotto, slot machine, craps, blackjack, and other games are treated in this series. The 64 point pieces are numbered 1 to Captured pieces are used to "mark" the bingo cards.

Object of the game is to get "5-in-a-row" on both cards. A "short" game requires only two such formations; a "long" game may require four or more such, as decided upon by the players.

MACH-1 for the "short" game is 5 minutes. A Machcala Xchange Game. The object of the game is to capture value pieces and use said captures to form three or four-piece suits for cash pay-off at twice face value of suits formed.

MACH-1 is 10 minutes and the usual bonus for speed applies. This game may also be rendered in electronic computer-based formats as described hereintofore.

Another game in this series, called "CAsino-cala: A Mancala Xchange card game," successfully adapts Machcala Xchange methods to the playing of this well-known card game.

We used the MXI-8 matrix--without value-line. A miniature deck of regular playing cards is used. The initial set-up calls for 4 cards in each of the 16 cells.

Four extra cards are added to the deck: Capture is in the usual MXI manner with cards won used to "take" from the "Table" in simular manner to the traditional card game.

Games in this series depict the operations of corporate and eleemosynary institutions. Playing pieces are different colored chips bearing indicia which represent 1, 2, 3, or 4 such systems sold by reps.

MACH-1 is ten minutes and the game is played substantially as described for MXI accumulation games including accessories--chance cards and play money.

In this scenario, two dealers compete to sell more GM cars for the year. The object of the game is to maximize sales. Chance cards bear instructions impacting favorably or unfavorably on the financial position of players.

The game is played substantially as prescribed for MXI games. Another game in this series is called "Big Mac: Gold chips are Big Macs worth 4 points; silver chips are french fries worth 3 points; blue chips are apple pies worth 2 points; and red chips are coca colas or milkshakes worth 1 point.

The game is aimed at young players and the object is to capture point pieces and attempt to form 2, 3, and 4 piece suits representing a full "meal".

Each "meal" must have a coke or milkshake to qualify for score at twice the face value. Discarded pieces are scored at face value.

Chance cards are optional. These games depict very popular fads and hobbies on various MX game matrices and illustrate additional utilization of the MX simulation process.

Book reading, theatre, dancing, jogging, birthdays, Christmas season, philately, numismatics, and other hobbies-related subjects are all treated in this series.

In particular, the game called "Xmas Fever: The center court is decorated with a montage of desirable Christmas presents. The 64 point pieces are colored gold, silver, blue, and red with the photo of an attractive gift imprinted on one face.

The value of each gift is determined by the color of the chip: There are 16 Machs in play. If the first or second card dealt is exposed, then this is considered a misdeal.

The dealer then retrieves the card, reshuffles the deck, and again cuts the cards. However, if any other hole card is exposed due to a dealer error, the deal continues as usual.

After completing the deal, the dealer replaces the exposed card with the top card on the deck, and the exposed card is then used as the burn card.

If more than one hole card is exposed, a misdeal is declared by the dealer and the hand is dealt again from the beginning.

Each player plays the best five-card hand they can make with the seven cards available. Here is a sample game involving four players.

Alice is the dealer. Alice deals two hole cards face down to each player, beginning with Bob and ending with herself. Ted must act first, being the first player after the big blind.

Alice now burns another card and deals the turn card face up. Bob checks, Carol checks, and Alice checks; the turn has been checked around.

As a result, it is common for kickers to be used to determine the winning hand and also for two hands or maybe more to tie.

The following situation illustrates the importance of breaking ties with kickers and card ranks, as well as the use of the five-card rule. Bob and Carol still each have two pair queens and eights , but both of them are now entitled to play the final ace as their fifth card, making their hands both two pair, queens and eights, with an ace kicker.

They therefore tie and split the pot. This strategy involves playing relatively few hands tight , but betting and raising often with those that one does play aggressive.

As a result, players typically play fewer hands from early positions than later positions. In addition, groups at the University of Alberta and Carnegie Mellon University worked to develop poker playing programs utilizing techniques in game theory and artificial intelligence.

Although it does not win every hand, it is unbeatable on average over a large number of hands. The program exhibits more variation in its tactics than professional players do, for instance bluffing with weak hands that professional players tend to fold.

Because only two cards are dealt to each player, it is easy to characterize all of the starting hands. Because no suit is more powerful than another , many of these can be equated for the analysis of starting-hand strategy.

Because of this equivalence, there are only effectively different hole-card combinations. Thirteen of these are pairs, from deuces twos to aces.

There are 78 ways to have two cards of different rank 12 possible hands containing one ace, 11 possible hands containing one king but no ace, 10 possible hands containing one queen but no ace or king, etc.

Both hole cards can be used in a flush if they are suited, but pairs are never suited, so there would be 13 possible pairs, 78 possible suited non-pairs, and 78 possible unsuited "off-suit" non-pairs, for a total of possible hands.

Because of the limited number of starting hands, most strategy guides include a detailed discussion of each of them.

Another result of this small number is the proliferation of colloquial names for individual hands. Strategy for these different forms can vary.

Before the advent of poker tournaments , all poker games were played with real money where players bet actual currency or chips that represented currency.

Games that feature wagering actual money on individual hands are still very common and are referred to as "cash games" or "ring games".

Lower-stakes games also exhibit different properties than higher-stakes games. Small-stakes games often involve more players in each hand and can vary from extremely passive little raising and betting to extremely aggressive many raises.

This difference of small-stakes games has prompted several books dedicated to only those games. Standard play allows all entrants to "buy-in" for a fixed amount and all players begin with an equal value of chips.

Play proceeds until one player has accumulated all the chips in play or a deal is made among the remaining players to " chop " the remaining prize pool.

The money pool is redistributed to the players in relation to the place they finished in the tournament. Only a small percentage of the players receive any money, with the majority receiving nothing.

As a result, the strategy in poker tournaments can be very different from a cash game. In tournaments the blinds and antes increase regularly, and can become much larger near the end of the tournament.

This can force players to play hands that they would not normally play when the blinds were small, which can warrant both more loose and more aggressive play.

The strategy of playing each hand can be very different according to the strength of the hand. For example, on a strong hand, a player might want to try to appear weak in order to not scare off other players with weaker hands, while on a weak hand, a player might try to bluff other players into folding.

There are several ways to evaluate hand strength; two of the most common are counting outs and using calculators. Such cards are called "outs", and hand strength can be measured by how many outs are still in the deck if there are many outs then the probability to get one of them is high and therefore the hand is strong.

The winner is either selected for each individual board with each receiving half of the pot, or the best overall hand takes the entire pot, depending on the rules agreed upon by the players.

In Manila, players receive two private cards from a reduced deck containing no cards lower than 7. Manila has several variations of its own, similar to the variants listed above.

Each player is dealt two cards face down and seeks make his or her best five card poker hand using from any combination of the seven cards five community cards and their own two hole cards.

This article is about the poker game. Poker , List of poker hands , Poker probability , and Glossary of poker terms. Sample showdown Edit Here is a sample showdown: The Theory of Poker Fourth ed.

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