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Tavern Games: rules for 3 different card games played using dice

Intro
Three Dragon Ante
Cerberus' Breath
Crick Queen's Call
(Feedback appreciated)
submitted by TabletopAdventures to DnDBehindTheScreen [link] [comments]

Terms to know for games with traditional playing cards

Most specialized hobbies and interests have their own terminology, and the world of traditional playing cards is no different. Most readers likely have some experience with traditional playing cards and the games that can be played with them, so you are probably already familiar with quite a few common terms and words that are used. But are you sure that you're using the right words? It's easy to learn new terms from other people, but that doesn't guarantee you're giving them the right meaning.
What is the difference, for example, between a court card, a picture card, and a face card? What exactly is meant by a spot card, and are there more common terms for the same thing? What are the proper names for all the four suits, and should we have a preference for "clovers" or "clubs"? As for card games, could you explain the difference between a hand and a trick, and can you distinguish between the stock and a tableau?
I've put together a glossary of terms to help out. If you're already an established card connoisseur, this glossary will help give you a quick refresher course and polish your existing knowledge. If you're quite new to traditional playing cards, this list will help you become more informed. And if you enjoy card handling and games with traditional playing cards, this collection of terms will also prove useful. Whatever the case, knowing a thing or two about the language of playing cards will help us enjoy them and the games we play with them all the more!

Playing Card Terms

These terms relate to playing cards themselves, with common words and phrases relating to how they are made and what they look like.
Ace. The number one card of each suit. Black Lady. The Queen of Spades, also called the Black Maria. Bridge-size. A narrow size playing card with a width of 2.25 inches, contrasted with the more common 2.5 inch wide "poker-size". Color. Spades and Clubs are considered "Black" in color, while Hearts and Diamonds are considered "Red". Deuce. A card with two pips. Cellophane. The protective plastic shrink-wrap that most decks of playing cards are wrapped in. Clubs. English term for the French suit trefle, corresponding to swords (Italian/Spanish), and acorns (Swiss/German). Coating. The protective coating applied in the final stages of the printing process by the playing card manufacturer. Cold foil stamping. The modern method of printing metallic foil (contrasted with "hot foil"), which uses printing plates instead of stamping tools. Court cards. Kings, Queens, and Jacks. Also called "face cards" or "picture cards". Deck. A pack of playing cards, usually 52 cards plus two Jokers. Diamonds. English term for the French suit "carreau", corresponding to coins (Italian/Spanish), and bells (Swiss/German). Embossing. The dimpled "finish" on the surface of the cards themselves; can also refer to the raised surface that are parts of the tuck box design. Face cards. Kings, Queens, and Jacks. Also called "court cards" or "picture cards". Face-down. A card placed so that its back is showing, while its face is adjacent to the table. Face-up. A card placed so that its number or picture is showing. Fanning powder. A white powder (usually zinc stearate) used to improve handling by reduce the friction between playing cards. Finish. The type of embossing used on the surface of a playing card, typically this is smooth or embossed. Foil. A shiny metallic material applied to the surface of a playing card or tuck box, usually by a process of hot or cold foil stamping. Hearts. English term for the French suit "coeur", corresponding to cups (Italian/Spanish), flowers (Swiss), and hearts (German). Hot foil stamping. The older method of printing metallic foil (contrasted with "cold foil"), where a heated die is used to stamp metallic foil onto a playing card at high temperatures. Index. The small numbeletter and suit symbol in the corner of a card that shows its suit and value, especially useful in a fanned hand. Joker. Extra card that comes with a 52 card deck, and used in some games as a wild card or the highest trump. Knave. The Jack of a suit. Marked. A deck that has secret marks integrated into the artwork on the back of the cards, often enabling the suit and rank of the card to be identified. Metallic ink. A liquid ink containing metallic particles which reflect light, usually creating a less intense effect than metallic foil Numerals. Number cards, as opposed to courts, also called "pip cards" or "spot cards". One-eyes. The Jack of Spades, Jack of Hearts, and King of Diamonds. One-way. A back design that isn't symmetrical, enabling cards rotated 180 degrees to be easily identified. Pack. A deck of playing cards, usually 52 cards plus two Jokers. Pasteboards. Another term for playing cards, originating from when the front and back of a card were literally pasted together. Picture cards. Kings, Queens, and Jacks. Also called "court cards" or "face cards". Pip. The large suit symbols on a card (Spade, Club, Heart, or Diamond) Pip value. The numerical value of a card. Poker-size. A standard size playing card with a width of 2.5 inches, contrasted with the narrow 2.25 inch wide "bridge-size". Rank. The ordinal position (number value) of a card in a suit, e.g. 2 of Diamonds and 2 of Clubs have the same rank, while a King outranks a Queen. This is sometimes also called "denomination". Seal. The sticker used to seal a box of playing cards; a practice which originated with tax stamps. Smooth. An unembossed surface. Soft. Card-stock that bends easily. Spades. English term for the French suit "pique", corresponding to batons (Italian), clubs (Spanish), escutcheons (Swiss), and leaves (German). Spot card. Any card from 2 through 10, also called "pip cards", as opposed to "court cards". Spot UV: A secondary printing process which adds a clear gloss coating to selected parts of a card or tuck box in order to add sheen and texture. Stock. The type of paper used for the manufacturing of a playing card. Suicide King. King of Hearts, so named due to the traditional orientation of the sword he usually holds. Trey. A card with three pips. Tuck. Short form for "tuck box", which is the box or case containing the deck.

Card Handling Terms

Many of these terms relate to handling a deck of playing cards, and some of them are especially important for those who do card magic.
Biddle Grip. Taking a deck out of Mechanics Grip by grasping the top and bottom edges, holding it with your thumb on one edge and your index finger on the other edge. Also called "End Grip", this is the most common way to hold a deck along with the "Mechanics Grip". Bridge. A classy flourish where two interwoven halves of a deck spring together. Burn. Reveal and then bury a card. Bury. Place a card at the bottom of the deck, or in the middle of the deck so it can't be easily located Cut. Divide the deck into two packets, and reverse their order. Deal. Pass out cards to the other players. In card games this is usually done from a face-down pack, in clockwise order starting with the player on the dealer's left. Dealers Grip. See under "Mechanics Grip". Dribble. Releasing a deck of cards one at a time from the fingers and thumb so that they fall downwards in a steady flow. Fan. A spread of cards held in a semi-circular shape, with overlapping cards that show the indices. Faro. A shuffling method where the two halves of the deck interweave perfectly like a zipper exactly one card at a time. Flash. Expose a card accidentally while dealing or handling a deck. Flip. Turn a card face up. Flourish. A visually impressive display of skill performed with playing cards. Force. Making a spectator select a predetermined card apparently at "random". Hindu. A shuffling method from Asia where the cards are moved in lengthwise packets. Key Card. A known card in a deck, typically adjacent to the spectator's selected unknown card. Mechanics Grip. Holding a deck squarely in the center of your left hand, as if you were dealing cards for a game. Also called "Dealers Grip", this is the most common way to hold a deck of cards. Outjog. Push out a card from a deck so that its top half is protruding and visible above the other cards. Overhand. A shuffling method where the cards are moved in sideways packets; the most commonly method of shuffling cards. Packet. Part of a deck, usually consisting of a number of individual cards. Ribbon spread. A "spread" of cards across a table or mat. Riffle. A shuffling method where the deck is divided into two packets, and using the thumbs to making the cards fall quickly and interweave together. Scaling. A specialized technique in throwing cards frisbee-style at high speed. Shuffle. Randomizing the cards in a deck by a mixing process. Smear fan. A fan made with one hand, and often using only half the deck. Spread. Showing a hand, packet, or deck of cards face-up, often with cards overlapping. Spring. A flashy flourish where the entire deck springs one card at a time from hand to hand. Square. Straightening the edges of a deck in the hands or on the table. Stacked deck. A deck where the cards are set-up with a pre-arranged order. Strip. Remove low cards from a deck. Thumb fan. A fan made by holding the entire deck in one hand and using the thumb of the other hand to spread it. Vanish. Make something disappear.

Card Game Terms

Many individual card games have their own terms, such as Euchre (Bower, Going Alone, Order Up, March), Cribbage (Crib, Go, His Heels, His Nob, Muggins, Peg, Starter), and Poker (Blind, Check, Hole Card, Straight), so this is not an exhaustive list, but focuses on terms that are common to most card games.
Ace High (or Low). The Ace is the highest (or lowest) ranked card in a suit. Age. Order of priority in play, starting with the player who must first bid, bet, or lead. This usually begins with the player ("eldest hand") on the left of the dealer. Announce. Name a trump suit or show your melds. Ante. A bet or contribution to the pot made before the deal. Auction. The period of bidding before cards are played, to establish the conditions of the game (e.g. the trump suit, how many tricks are needed to win). Bank. The dealer or house in a gambling game. Best. Highest ranking card. Bid. A proposal to win a specific number of tricks or points. Bidder. Any player who makes a bid, or the player who makes the highest bet. Blank. A card worth nothing in a card-point game; or alternatively a hand without court cards. Blank suit. Having no cards of a specific suit, sometimes also referred to as void. Bluff. Pretend you have better or different cards than what you actually have in hand. Buy. Draw from the stock or widow. Carte Blanche. A hand with no court cards (but may contain an Ace), also called a "blank". Case card. The final card of a particular rank that remains in play. Catch. Getting valuable cards when drawing from the stock or widow. Chicane. A dealt hand that has no trumps. Chip. A token or gaming counter used in gambling games in place of money. Coffee housing. Acting or speaking in a way to mislead your opponents about the cards you have in hand. Combination. A set of cards recognized by the game rules as having a scoring value, usually a set of the same rank or suit. Contract. Obligation to win a certain number of tricks or points. Coup. A winning play or bet, or an especially good play. Cover. Playing a card higher than the previous highest card in a trick. Cut-throat. A variant of a partnership game where players play for themselves against the other players. Dealer. The person who deals cards to the other players. Declare. Announce the contract or conditions of play (e.g. name a trump suit, or the number of tricks to be won). Alternatively, this can mean to show and score the valid combinations (e.g. melds) of cards in your hand. Declarer. The person who is the highest bidder, who declares, and then has the aim of making good the stated contract. Discard. Putting an unwanted card to the discard pile, sometimes called "throw off" and used to refer to playing a worthless card in a trick. Discard pile. The cards that have been discarded during pile, usually face up. Doubleton. Holding two cards of the same suit. Draw. Take an additional card, usually from the draw pile or stock, and sometimes from the top of the discard pile. Draw pile. The cards remaining after the deal, also called the stock. Drinking game. Typically has the aim of producing a loser rather than a winner, who must buy the next round. Eldest hand. The player besides the dealer (usually on his left) who receives cards first and plays first; sometimes also called first hand. Exchange. Trade a number of cards from your hand with another player, or draw from the stock and discard the same number (or in the opposite order). Exit. Force another player to win a trick, or get out of being the player who leads. Finesse. Holding back a certain winning card and playing a card of lesser strength in the hope of capturing an extra trick. Flush. A hand of cards of the same suit. Fold. Drop out, usually by turning down your face-up cards. Follow. Play second or third etc after a trick has been "led". Follow suit. Play a card of the same suit as the first card played. Four of a kind. Four cards of the same rank, e.g. four tens. In some games this is called a "book". Full house. A combination of five cards that includes a three-of-a-kind and a pair. Gambling game. A game played for money. Go out. Play your last card, thus getting rid of all cards in your hand. Hand. Cards dealt or held by a player during a game. Alternatively a "hand" can refer to the portion of a game from when the cards are dealt until they are all played. Hand-play. Playing without using a widow. Head. Play a higher card than any thus far played to a trick. Honors. The high cards of a suit (Ace, King, Queen, and Jack, and sometimes also the 10), especially if they have scoring value. Knock. Indicating that all your cards are melded (e.g. in Rummy), or that you won't make a further bet (e.g. in Poker). Lead. Play the first card of a trick; alternatively, as a reference to this card. Long card. A card in your hand in a suit that opponents no longer have. Maker. The player who names the trump suit. Marriage. King and Queen of a suit. Master card. The highest ranked card in a suit that is live or unplayed. Meld. A matched set of three or more cards having the same rank, or having the same suit and being in consecutive order. As a verb, "meld" means to declare or lay out one or more such sets. This term is mainly used in Rummy. No-trump. A declaration where the hand is played with no trump suit. Nullo. A declaration where the aim is to avoid winning tricks or points. Pair. Two cards of the same rank. Partnership. Two or more players working co-operative to win. Pass. Declare that you don't bid or bet, or that you withdraw from the current deal. Pot. The money or chips representing a game's bets, sometimes also called a "kitty" or "pool". Plain card. A non-trump card, sometimes also called "plain suit". Play. Take a card from your hand and use it in a game. Raise. Increase a preceding bet. Renege. A failure to play a required card, usually when you don't follow suit; also called "revoke". Renounce. Play a card other than the suit led. Round. When all players participate once in a deal, bet, or play of a card. Rubber. A set of three successive games; usually so described in matches of Whist or Bridge. Ruff. Play a trump in a trick led with a plain suit. Run. A sequence of two or more cards of adjacent rank, which in some games must be of the same suit; sometimes also simply called a "sequence". Sandbagging. The strategy of holding back cards in a good hand to trap an opponent into a greater loss later in the hand. Sequence. A "run" of two or more cards of adjacent rank, which in some games must be of the same suit. Shedding. Games where the aim is to be the first to get rid of all your cards. Singleton. Holding one card of any suit. Stock. The cards remaining after the deal, also called the draw pile. Three of a kind. Three cards of the same rank, e.g. three tens; sometimes called a "triplet". Tops. Highest cards in a suit. Trick. One card from each player, usually won and taken by the player who played the highest or best card. Trick-taking. Games based on the principle of trick-play. Trump. A selected suit that outranks the other suits, e.g. a Two of a trump suit will beat a King of any other suit. As a verb, "trump" means to play a trump card that beats other non-trump cards. Turn. In rotation, a player's opportunity to deal, declare, bet, or play. Turn up. A card placed face-up after the deal, to determine (or propose) the trump suit. Unload. Get rid of the dangerous cards from your hand. Void. Having no cards of a specific suit, sometimes also referred to as "blank suit". As a verb, "void" means the act of discarding all cards of a suit to achieve this. Widow. Extra cards that are dealt face-down at the start of the game which don't belong to a particular player; often a player is given opportunity to exchange some cards with it. Wild card. A card that can be used to represent the rank/suit of any other card (as allowed by the game rules), usually as designated by its holder. Youngest hand. The player last in turn to bid or play (contrast with "eldest hand"). In two player games this is the dealer, who is sometimes also called a "pone".

Solitaire Game Terms

Solitaire or patience games often have their own terminology, so a separate section has been devoted to this.
Available. A card available to be played or transferred in the layout, and which is not blocked. Blocked. A card that that is partially or completely covered by another card, and thus not available to be played or transferred in the layout. Build. Transfer and lay cards in the tableau. Build up. Laying cards on a Foundation card in ascending order of rank. Build down. Laying cards on a Foundation card in descending order of rank. Cascade. Cards built on each other, but where the indices of all the cards are still visible. Center. Part of the layout in the middle. Column. Cards in a vertical line extending toward you, where the may cards overlap but show their indices, usually in a tableau. File. A column in the tableau. Foundation. A card in the center on which other cards are built up or down, often an Ace or a King. Hand. The draw pile or stock that remains after the tableau is laid out. In Sequence. A requirement that cards be placed on one another exactly one higher (or lower). Layout. The prescribed arrangement of cards dealt out, consisting of the tableau, and possibly a stock and foundations. Re-deal. After the initial stock has been used, to use the cards from the Waste pile. Row. A line of cards side by side, where the cards may overlap but still show their indices. Space. A vacancy in the tableau as a result of removing the cards of one pile. Stack. Cards placed on each other so only the top card is visible. Tableau. The prescribed arrangement of cards dealt out, i.e. the layout excluding the stock and foundations; in some games the tableau refers to the entire layout. Talon. Cards turned up from the stock or hand and laid aside in one or more packets as unwanted or unplayable; sometimes also called a "waste" or "waste-pile". Waive. Being able to lift a card and play the card below it. Waste. See under "Talon". Wrapping. Allowing a sequence where an Ace can continue from a King; also called "Building around the corner".
Author's note: I first published this article at PlayingCardDecks here.
submitted by EndersGame_Reviewer to boardgames [link] [comments]

Tavern Games: 3 simple card games you can play using dice

Intro
Three Dragon Ante
Cerberus' Breath
Crick Queen's Call
(Feed back appreciated)
submitted by TabletopAdventures to UnearthedArcana [link] [comments]

MAD LAD: A dice-throwing gambling game for adventurers

In a nutshell: Yahtzee and Texas Hold 'em had a baby that grew up to be a tavern owner.
OBJECTIVE: Players throw dice and try to build the best hand (see the rankings below). Play goes in rounds similar to hands of poker.
RULES:
• Each player needs five d6. Four must be the same color, the fifth must be a different color.
• THE ODD-COLORED DIE IS THE MAD LAD. It can make or break a king.
• Each hand consists of three throws.
• BEFORE THE FIRST THROW: Declare the Skeever. This is the person who must act first between every throw and make the first decision about whether to bet. Players must bet an ante to throw. Players may also raise before the first throw.
• PLAYERS MAKE FIRST THROW OF ALL DICE.
• AFTER FIRST THROW: Starting with the skeever then going clockwise, each player decides to lock in any of their dice and whether to bet that hand. Players may call, raise or bow to the eventual king of the hand (fold). Each player makes a statement of what they want to do: "Lock 2, bet 50," for example.
• Once all raises and calls are resolved, PLAYERS MAKE SECOND THROW OF UNLOCKED DICE.
• AFTER SECOND THROW: A round of locking and betting that plays out same as the first round. Dice locked after the first throw cannot be selected for the third throw — except for the Mad Lad.
• Once all raises and calls are resolved, PLAYERS MAKE THIRD THROW OF UNLOCKED DICE.
• Betting is now finished. BUT THE MAD LAD IS NOT. Players may decide to throw their Mad Lad one additional time.
• Once all Mad Lad throws are completed, compare hands. The winner is decided based on this ranking:
TIEBREAKERS:
• WINNING HAND IS KING, TAKES THE POT.
• For the next hand, player to the left of the skeever becomes the skeever.
DETAILS:
WHAT IS THIS FOR? I don't know if you've noticed, but there are a crapload of taverns in Faerun, et al. If your party is looking for a bit of fun and to mix it up, or maybe if they enjoy the thrill of throwing dice, this is for them. I developed this game for the Pair of Black Antlers in the On the Road chapter of "Rise of the Dragon Queen," where the players meet Ontharr Frume and work to impress him a bit with challenges, etc. It worked out pretty well! My party wants to play this game by itself sometime!
DID YOU CREATE THIS? If by "create" you mean "combine Yahtzee and Texas Hold 'em," then yes. I don't care about credits, because someone may have thought of this before me. Those of you who want to chide me and scold me for not doing more research to see if this has been created already, BOY DO I FEEL ASHAMED AND TERRIBLE. Sorry not sorry. I had fun testing and creating the game, and I don't regret a second of it.
VARIANTS: Like Texas Hold 'em, this game can be played in a tournament style or hand by hand against the house.
• TOURNAMENT: A buy-in gets players chips; whomever wins all the chips claims all the buy-ins. Skeever rotates as normal.
• AGAINST THE HOUSE: The house is never the skeever.
NOT JUST FOR TAVERNS: Are your players camped out on a battlefield, nervously awaiting a call to arms in the morning? Does your party meet an elegant tycoon or baron who loves the thrill of the game? Do you see street urchins huddled around a game in Waterdeep? Feel free to adapt this to your environment.
submitted by JoeHadsall to DnD [link] [comments]

MAME 0.215

MAME 0.215

A wild MAME 0.215 appears! Yes, another month has gone by, and it’s time to check out what’s new. On the arcade side, Taito’s incredibly rare 4-screen top-down racer Super Dead Heat is now playable! Joining its ranks are other rarities, such as the European release of Capcom‘s 19XX: The War Against Destiny, and a bootleg of Jaleco’s P-47 – The Freedom Fighter using a different sound system. We’ve got three newly supported Game & Watch titles: Lion, Manhole, and Spitball Sparky, as well as the crystal screen version of Super Mario Bros. Two new JAKKS Pacific TV games, Capcom 3-in-1 and Disney Princesses, have also been added.
Other improvements include several more protection microcontrollers dumped and emulated, the NCR Decision Mate V working (now including hard disk controllers), graphics fixes for the 68k-based SNK and Alpha Denshi games, and some graphical updates to the Super A'Can driver.
We’ve updated bgfx, adding preliminary Vulkan support. There are some issues we’re aware of, so if you run into issues, check our GitHub issues page to see if it’s already known, and report it if it isn’t. We’ve also improved support for building and running on Linux systems without X11.
You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

S3 Ranked Mirrors: a Guide for f2p

S3 Ranked Mirrors: a Guide for f2p
  1. Introduction
  2. Scoring Rules
  3. Opponent Selection
  4. Team Composition
  5. Battle Mechanics
  6. Micro-optimizations
  7. Above All Else

Introduction

Frustrated because Momoko spooked your gacha rolls for the 3rd time? Threw your phone because a whale with maxed Friends landed triple-crits? Tempted to pull out that credit gachaskill card? Fear not, this guide will teach you how to reach S3 in Ranked Mirrors (top .5%) without spending a dime.
EDIT: screenshots may not be mobile-friendly. Also, thanks for golds, generous incubators!

About Me

I’m a math and gacha game enthusiast who goes by Cirnobey both in-game and on Discord. One of my hobbies is using math to compete with whales on pvp in gacha games while being f2p. Turns out you can get pretty far as f2p using the power of math, including:
  • Arena tier 20 in Fire Emblem Heroes (before the rank 21 patch).
  • Rank 1 in Exercises in Azur Lane.
  • S3 with 199k in the first Ranked Mirrors in Magireco (top 7 on Discord).
https://preview.redd.it/e4mc9cetohp31.png?width=1920&format=png&auto=webp&s=2e4df89b2766bf07142dff5c7e32aaef3222b5da

Prerequisites

Have disposable time and mental energy to devote to Magireco. Seriously, don’t ruin your grades or career for a mobile game.
Have a few 5* fully awakened lvl 100 girls, preferably with at least 2 slots, and covering at least 3 elements. Even as f2p you are bound to roll some dupes, and have decent welfare units like Tsuruno and Yachiyo on top of that.
Read and understand the Magical Girl Tier List.
Read and understand the Memoria Tier List.
Take both tier lists with a grain of salt, as they are based on the JP meta which has been developed for 2 years. For example, it ranks Momoko at D-tier in JP, but I consider Momoko to have been A-tier in NA during the first Ranked Mirrors, before Yachiyo’s uncap. No need to memorize the tier lists, but understand the principles behind them.
Be comfortable with Expected Value (EV) and probability. Pop quiz time!
Question 1: The enemy Ren has non-maxed Friends (20% crit chance). If Ren attacks 6 times, what is the EV for the number of crits?
Answer: 6 * .2 = 1.2
Question 2: The enemy team has 3 girls. What is the probability that the enemy Kyouko gets a Puella Blast Combo?
Answer: 12 C 2 / 15 C 5 = 66 / 3003 = .022
I will now go over maximizing your Ranked Mirrors score by focusing on opponent selection, team composition, and battle mechanics.

Scoring Rules

This section should be review for most readers, but here’s a refresher on how Ranked Mirrors scoring works.
When you win a match, you get 1000 * (difficulty bonus) * (performance bonus) * (break bonus).
When you lose a match, you get 300.
When you disconnect, you get 0. Never play Ranked Mirrors with unstable connection!
Difficulty bonus is a coefficient that goes as high as 1.8 based on the opponent’s team power. The thresholds for 1.8 are:
  • 112k for 2 girls
  • 150k for 3 girls
  • 180k for 4 girls
  • 208k for 5 girls
Performance bonus is a coefficient that goes as high as 1.5, and is calculated as follows:
  • The multiplier starts at 1.4
  • It decreases by .1 at the start of turn n, if n > 2
  • It increase by .1 each time you Connect
Break bonus is 1.5 for the 3rd battle each day, and 2 for the 7th battle each day. On the final day this includes the 13th battle and 17th battle respectively. For all other battles the coefficient is 1.
Altogether, you can score as much as 2700 per battle ignoring Break bonus. In the first Ranked Mirrors, the S3 cutoff was around 186k, which corresponds to an average score of 2310 per battle.
Conclusion: your first goal is to not lose. If your win is secured, your second goal is to maximize bonus.

Opponent Selection

This is the most important section of the guide because it is the most overlooked. During the first Ranked Mirrors, many players rushed their battles in a single play session - some did so within the first hour after a daily reset. These same players then complained about losing to an evade or a crit. It may be tempting to rush your battles to show off your score, or simply to get it over with, but the key to winning as f2p is to only pick battles you can win, just like Disgusting Lord Ephraim.
https://preview.redd.it/i972psm1php31.png?width=480&format=png&auto=webp&s=4db4aab2eb5336fda6ad5720001e450bd50dbe92
If you clicked on this guide hoping for some secret whale-hunting technique, then...sorry for the disappointment. Avoid whales like the plague (unless you get lucky and catch one in the middle of team editing). The most consistent path to S3 consists of winning against f2p and minnows, with the occasional dolphin.
Let’s justify this claim with quick maths. You fight 10 matches a day. After each match except the last, you get a refresh. You also get a time-based refresh every 15 minutes. You also get 10 free refreshes. Each refresh shows you 3 possible opponents. Assuming you open the app at least 10 times a day, you will be shown as many as 3*(1 + 9 + 10 + 10) = 90 opponents, yet you will only challenge 10 of them to an actual fight. This means that you should be extremely picky about whom you fight.
To make an analogy, beginner poker players tend to play too many hands, and only after running out of chips a few times do they learn that the majority of poker hands are not worth calling the big blind. Ranked Mirrors is similar: unless you have outlier gachaskill as f2p, you should be folding liberally and challenging conservatively.
To get that sweet S3, only fight opponents at 1.7 and 1.8 - you can lean more toward 1.7 or 1.8 on average depending on how many slots you have. In the first Ranked Mirrors I fought 1.8 teams about 30-40% of the time, but as teams in NA improve over time, the bar for S3 as well as our predilection for 1.8 teams must rise accordingly.
Losing is costly, so only challenge opponents at 1.8 if their team power is manageable for your girls. In particular, I never fought 2-girl teams at 1.8 because 112k is ridiculously high. Attacking a girl with 56k power feels like slapping Thanos with a pool noodle. On the other hand, 5-girl teams around 210k are almost always worth challenging.
Look up your opponent by name beforehand. I know it’s a hassle, but I did this almost every fight because slots and dangerous memorias are vital information. Things to check for:
  • How many slots does each girl have? 2-slot girls will hit much harder than 1-slot girls. 4-slot girls will hit about as hard as 2-slot girls, but will be a lot tankier.
  • Which important memorias do they have?
    • Look out for Friends, especially if maxed. Maxed Friends is hot garbage and the best counterplay is to pick a different opponent.
    • Against bulky teams, look out for powerful turn 3 actives like maxed Dependable Negotiator.
    • Keep track of new important memorias as they get released. After the Rain - Mito) is a powerful Active that will come out 2 days after this guide is posted.
  • Are there girls on their Mirrors team but not their Support team? Make an educated guess for their slots. Welfare girls like Tsuruno and Yachiyo generally have 3 or 4 slots.
  • Try to foresee turn 1. Will you have a good play regardless of which of your 2 girls gets Puella? Are all of your girls likely to survive turn 1? Do you still have a path to victory if one of them dies turn 1?
Some opponents will not be searchable by name due to their name being too common. Assume the worst based on their team power - personally I seldom challenge unsearchable opponents.
Here’s an example of a 220k team that I felt comfortable challenging.
https://preview.redd.it/alqt0yk4php31.png?width=904&format=png&auto=webp&s=9fbc18da40880f086164ccd5f5257bfb94557e1e
Slotwise, Mami and Madoka are 2-slot, and Ayame is 4-slot 4*. Tsukuyo isn’t visible, but given that Kirika is 1-slot I suspect Tsukuyo is 1-slot as well.
https://preview.redd.it/5ddd0s96php31.png?width=1920&format=png&auto=webp&s=059b70244794dd6b308266c3e54d4339188d82a1
Perusing their memorias, I do not see any hot garbage like maxed Friends. Granted there is a possibility that they are hiding Friends, but I figure that even if they have one non-maxed Friends, the variance due to RNG is acceptably low.
https://preview.redd.it/ljsnhev6php31.png?width=1920&format=png&auto=webp&s=3868c21b37e388aea5e0490e010b7797971ca80b
RNG losses are by far the most common grievance, so leave buffer room for random events like crits/evades within reasonable expectation. A rule of thumb in opponent selection is that bad luck should cause you to lose multiplier, not lose the battle. If you lost because the opponent landed triple crits with non-maxed Friends, then you were obviously cursed by some unspeakable comment or picture on Reddit. If you lost because of 1 crit, then that’s on you. You shouldn’t be challenging that opponent in the first place.

Team Composition

Team Members

To aim for S3, you should be running 2 girls. 3 girls may be justified if 2 girls have an unacceptably high chance of losing against a particular opponent, but if so, ask yourself whether you should be fighting this opponent in the first place. The benefit of running 2 girls is a guaranteed Puella on turn 1, and a probable Puella Connect on turn 2. Getting connects is semi-reliable with 3 girls, and woefully unreliable with more than 3 girls; each turn you spend without Connecting is a loss of .1 Performance bonus!
I often see players ask, “Is this a good team for Mirrors?” with a screenshot of a single team. Running a fixed team is fine for casual Mirrors. For tryhard Ranked Mirrors, first decide your opponent, then pick the optimal team to counter their team. Use clearly-named Memoria Sets to minimize the hassle. Prefer choosing girls with 1) elemental advantage, 2) more slots, 3) stronger connects, and 4) better discs.
Elemental advantage is self-explanatory. Advantage matters more for Fire/Aqua/Forest girls than Light/Dark girls.
Slots make a large difference to stats: about 2k HP and 2k ATK/DEF for a MLB 4* memoria. For most girls the gap from 1 to 2 slots is more important than the gaps from 2 to 3 slots, and 3 to 4 slots. This is because each girl can equip up to 2 Passive memorias, which are preferable over Active memorias. Tanks are an exception to this rule, as they make more efficient use of many Actives. Moreover, keep in mind that natural 2* girls like Tsuruno and Yachiyo have slightly lower stats than natural 4* girls, a tradeoff for being easily slottable.
Connects are pivotal in Ranked Mirrors because of Performance Bonus. Your goal is to score 1.5 on Performance as much as possible, and a devastating Connect like Momoko’s or Kazumi’s excels at ending battles on turn 2. Prefer consistent Connects like Momoko’s over RNG-based Connects like Yachiyo’s: this game has enough variance to begin with.
Finally, discs make a difference, but are often overhyped in online discussions. Blast is usually best in Ranked Mirrors. Contrary to popular belief, Charge is usually a close second because of synergy: Blast damage scales rapidly with charges. Charge also helps you distribute damage more efficiently, e.g. use CCB to clean up two half-HP girls and one-shot a full-HP girl. The downside of Charge discs dealing less damage is rarely noticeable since you will Puella almost every turn. Accele is useful for dealing reliable damage, but sadly AP will almost never matter in this lightning-paced meta.
Personally, I ran Momoko (2s) and Mami (2s) for the majority of my matches. Against teams with elemental skew I used these subs in descending order of frequency: Tsuruno (4s), Nanaka (4*, 4s), Kyouko (2s), Rena (1s).
https://preview.redd.it/zno9y9o9php31.png?width=1920&format=png&auto=webp&s=c4c598b99157df5cc8bbd4f27191574f4da9a820
A huge shoutout to Momoko for being my hard-carry. She gets a lot of flak for spooking gacha rolls, and funnily enough some players complain about Mirrors while having a 3s Momoko’s sitting untouched at level 1. However, I honestly couldn’t have made S3 without my Momoko. Time and time again, she soloed 3-4 enemy girls after Mami’s brave sacrifice.
You might be surprised that I hardly used Kyouko (2s), one of the hardest hitters in the game. The issue with Kyouko is her Connect being almost dead weight outside of Blast Teams. By contrast, Momoko’s Connect is the flex tape of Magireco.

Formation

Use Brave Echelon, and put your most important girl in the center. For me that was Momoko, as she was the anchor in case of bad turn 1 RNG. You can switch to Attribute Delta if you are running 2 girls of the same element and need the extra damage. If so, put them in different columns to avoid getting Kyouko-blasted.

Memorias

Here is the memoria setup I ran for the majority of my matches. Perfectly Imbalanced has great stats, and ensures that I can 2-shot a glass cannon of my choice on turn 1. When subbing in Tsuruno (4s), I equipped her with Active memorias Longchiyo and Unfaltering Conviction. Longchiyo’s Active saved me a few times 2-3 times, while Unfaltering Conviction’s Active was never used.
https://preview.redd.it/3tz3m2ldphp31.png?width=1920&format=png&auto=webp&s=ea54e79240174d77328f11a4fd7da86003ae2116
For the most part, equip your best offense memorias, and make sure they are max lvl. Although I previously mentioned minimizing variance, Friends is still good because it is Friends. If one of your glass cannons is the target for all attacks, consider giving her an Active memoria to boost her Def and divert some attention. The effect of the Active is often less important than the stat boost.
Do not run Evade on offense. Players often overestimate the effectiveness of Evade memorias. Due to recall bias we tend to remember that time when we lost to a triple-evade, while forgetting all the times when Evade did nothing except serve as a detriment. Evade takes a Passive slot and has 2k less in stats than a maxed 4* Memoria. It can sneak you a few defense wins, but on offense it is too unreliable. You might argue, “But I won a match the other day with a really clutch evade!” Okay I believe you, but probabilistically 4 out of 5 times that evade won’t happen - if that evade was actually clutch, then you shouldn’t be challenging that opponent in Ranked Mirrors in the first place. Also keep in mind that we will receive more anti-evade options like Magical Halloween Theater.
Do not run Magia cheese on offense. Contrary to the words of a man with tiny hands, magic isn’t everything. Without Connects, you will not have enough bonus to reach S3. Fun fact: out of 70 matches, the 1 match I lost did not involve crits or evades. I tried to Magia cheese with Mami, but overestimated the damage on Tiro Finale and was punished by a Puella to the face.

Battle Mechanics

This section covers everything after the battle begins.
Have a general understanding of the damage calculation mechanics of Magireco. You do not need to memorize the full damage formula, or the damage sum of every disc combination (thanks u/Darkbeetlebot), but you should know that e.g. BBB and CCB are the two combinations with highest damage output in Mirrors, or that e.g. the optimal way to arrange A, B, C discs is ACB.

Memorias (continued)

Although you just spent a considerable amount of time looking at your opponent’s Memorias, you will need to do so again when the battle starts to verify their distribution. In the first Ranked Mirrors, you could reasonably assume that sword icon meant Friends (occasionally Perfectly Imbalanced, which can be disabled with 1 attack), blast icon meant Onward to the Light, and invisible icon meant Evade, etc. We will get a bit more variety as the meta evolves, but Friends is still broken in JP. Since you stalked your opponent beforehand, you know the slot counts for most of their team: use this to deduce whether a girl has an invisible icon.
For instance, whenever I saw a Kyouko with a blast icon and a sword icon, I knew that she:
  • Could blast me for extra damage.
  • Could crit me for extra damage.
  • Could not evade.
Hence it made sense to eliminate her asap.

Targeting

This section is about targeting for both you and the CPU.
Conventional wisdom says that you want to target the girl who deals the most damage. However, often it is worth leaving her at low HP to more evenly distribute among among your girls, and to reduce the chance of the opponent getting Puella. This is especially true against 3-girl teams, where hitting each girl once on turn 1 may be the safest setup for turn 2. Losing a girl means losing the option to Connect. Quintessential for damage mitigation is to not let the opponent have just one girl left turn 1, as that gives them guaranteed Puella with best possible discs. Unfortunately crits from Friends can sabotage you here.
Each enemy girl will target the girl she can do most damage to, taking into account defense and element, but not taking into account damage reduction effects. However, the CPU may attack a different target to deal a fatal blow. Also, the CPU abides by the same rules you do in that it must commit to 3 discs. This means that if the CPU expects one of your girls to die, its subsequent attacks will target another girl, even if the original girl survives (damage reduction, guard, etc.). As far as I know this isn’t consistently exploitable, but is nice when it happens.
On the other hand, if your attack targets a girl who is now dead, the attack will be redirected to a target in the rightmost column, specifically the topmost within that column. This is important when you are not sure how many hits are required to finish a target.
Keep track of attacks and prevent the CPU from Connecting - it will almost always Connect when possible. This usually takes priority over other targeting concerns. In one of my most embarrassing battles, I knew that the enemy Ren had Connect, yet I only targeted her with one attack. She evaded, and her Connect cost me 2 more turns, crippling my bonus.
The battle will rarely last until turn 3 for the opponent, but if it goes, never let CPU use Dependable Negotiator or other devastating actives.

Connects

As long as you have 2 girls left, you should chain Puella Connects to maximize your Performance bonus, barring extreme circumstances, e.g. the girl who would receive the Connect is fogged and you need to win this turn.
Sometimes players forget that a Connect counts as a disc for both the donor and the recipient. If girl X has connect but girl Y has insufficient discs, you have the option of doing the following:
Turn 1: X X X
Turn 2: X(to Y) X X
which will still qualify as Puella. This screws over your Connect chain on Turn 3, but you still get 1.5 if you win on Turn 2, and 1.4 if you win on Turn 3.
If you are running a 3-girl team, even if you don’t get Puella on turn 1, you have the option of double Connecting on turn 3 by doing the following:
Turn 1: X X Y
Turn 2: X Y Y
Turn 3: X(to Z) Y(to Z) Z
You can salvage your 1.5 Performance bonus on Turn 3 this way. However, it’s rare for all 3 girls to survive this long, and I only managed this once or twice in 70 matches, via meticulous target rebalancing.
Although most Connects give ATK UP or Damage UP, do not blindly connect with the first disc. If the enemy Tart has 5k HP left while the enemy Kirika has 30k HP, you may be able to finish them both in one turn with B C(connect) B.

Mindset

As I alluded to earlier, to aim for S3 as f2p you’ll want to think about Magireco like poker. In the world of professional poker, discussions almost always revolve around the EV of decisions that players made, not what outcomes those decisions entailed. This is equally applicable in Magireco.
In the first Ranked Mirrors season, there were some matches where I got 2700, but immediately put my phone down and sighed, “That made a terrible mistake”. There were also some matches where the reverse happened. After all, there are 70 matches in one season, a pretty large sample, so even small misplays and habits will get amplified in my expected final score.
Staying EV-focused will help you to not tilt. Tilting leads to poor decisions in both poker and Magireco. If bad RNG hits on you match 7, consider taking a break until you feel clear-headed again. While on break, remind yourself that bad luck happens to everyone, and that many players would have lost in your position. Actually, many players have lost or will lose in your identical position, even whales (word on Discord is that even Envvi lost a match this season), and as long as you continue to make high-EV decisions, the Law of Large Numbers will reward you in the long run.

Example Battle

Earlier I decided to challenge a 220k 5-girls team as an example. Let’s apply what we learned to the ensuing battle. In the screenshot below, whom on the enemy team should we target?
https://preview.redd.it/qr2nny2fphp31.png?width=1920&format=png&auto=webp&s=c98b884a0e9d454ebcd4d2a61afbead3c53e6353
On our team, Mami has less Def than Momoko. This implies that on the enemy team:
  • Rena will target Momoko
  • Ayame, Madoka, Tsukuyo, and Mami will target Mami
We know from stalking earlier that Rena is 1-slot while Mami and Madoka are 2-slot. Tsukuyo is probably 1-slot, but 2-slot is not beyond question. Therefore Momoko has negligible risk of dying turn 1, so our bonus-maximizing strategy is to protect Mami. This can be done by eliminating Ayame and weakening Madoka and Tsukuyo:
C(Tsukuyo) C(Tsukuyo) B(Ayame)
You might wonder, “Why not eliminate Ayame and Mami?” This goes back to ensuring a path to victory being our first priority.
If Mami dies an early death (just like episode 3), Momoko needs to solo the battle, and having the opponent Mami alive dilutes their discs, giving Momoko better survivability odds while chipping away at Rena, which is our path to victory.
If Momoko dies an early death, Mami needs to solo the battle. She can do so by cleaning up everyone but Rena. Rena would have Connect but no allies to give it to, leaving our path to victory secure.
https://preview.redd.it/934hzfchphp31.png?width=1920&format=png&auto=webp&s=a252cb471cee3c325daadd3c4ded6131918ec70c
Fortunately, both of our girls survive turn 1, though this outcome is unsurprising. Mami ends the battle turn 2 using Momoko’s Connect:
C(connect, Tsukuyo) C(Rena) B(Madoka)
Thus we collect our 2700. Even in most cases of bad RNG, we would have lost multiplier but not the battle. The EV of challenging this opponent was at least 2600 by a rough estimate - in other words, we should gladly challenge this opponent again if given the chance.

Micro-optimizations

This section is for other small tricks I employed to gain more edge.
  • Endless Mirrors is a fantastic training ground for Ranked Mirrors. Being able to predict who lives, who dies, who tells your story on turn 1 largely comes from Endless testing.
    • I used to maintain a Google Sheet with an entry for every match I lost in Endless Mirrors, and what misplays I made. I stopped maintaining the sheet after Friends came out, but I still review my misplays mentally.
    • I also mentioned avoiding whales like the plague. In Endless Mirrors you can challenge whales to your heart’s content, to make up for all the times you’ll have to decline them in Ranked Mirrors.
  • You can get more defense wins by switching to a dedicated defense team between matches.
    • Very annoying to do; slightly less annoying with Memoria Sets.
    • Sadly, Magireco doesn’t let you set a dedicated defense Mirrors team, unlike Fire Emblem Heroes.
    • I lack stats to back this up, but I suspect that defense wins matter very little for getting into S3 as f2p. The players you are competing with are almost certainly disjoint from the players you are getting defense wins from.
  • You can get more defense wins by changing your name to something generic, so that players cannot find you via name search.
    • E.g. I changed my IGN to “Sakura” for the duration of Ranked Mirrors.
  • Some players have Japanese characters in their names, like “entロピー”. Counter this strat by learning Japanese.
  • You can follow someone after a match to stalk their team and memorias whenever you want, bypassing any name shenanigans.

Above All Else

If you made it to the bottom, thank you for reading my guide. There is a final piece of advice which I cannot stress enough: you are welcome to follow this guide as closely as you’d like, but remember to have fun. Magireco is just a game at the end of the day.
submitted by zephyredx to magiarecord [link] [comments]

What casino games are popular with players from India?

India! Ever wondered which casino games have high popularity over here?
Seems you are passionate about casino games?
In India, you can play many casino games widely spread in goa.
Don’t take any stress.
All casinos in Goa are legal and permitted by government and law.
Here we mention the 6 casino games, which are popular with players from India.
With that said, let’s get started.
Roulette
The Roulette is the most popular casino game not only in India but all over the world.
Roulette is the French word, which means a little wheel.
In this casino game, players have to bet on red or black color, odd or even number, a single number or numbers are high then 18 and low then 18.
According to historians, first Roulette played in France during the 18th century.
And according to some historians as well, Blaise Pascal (French mathematician, inventor, physicist, and writer) introduced this game in France in the 18th century.
In the 19th century, casino lovers widely spread this game in Europe and America.
And slowly it becomes one of the most played casino games in western countries, respectively.
In 1970, Asian countries like India started offering this game in their casinos.
By 2009 there were thousands of casinos offering this game in their respective casinos.
Now let’s talk about rules for playing Roulette.
After betting on color, particular number, number range, and odd or even number. The dealer will rotate the wheel with the bowl inside them.
And after winning, Dealer announced Number and colors.
Also, the Dealer's place dolly (a type of marker) on the Roulette table.
And the most interesting thing is that when the dealer places a marker on the table then no player can withdraw their bets, change their bets and collect their bets.
At last, the dealer removes all losing bets by rake and will determine all payouts remaining outside and inside winning bets.
And after finishing all collections of payouts, the marker is removed and collecting betting, changing betting starts once again.
Just a piece of advice for you.
Using electrical devices like mobile phones, cameras, smartwatch, iPad is strictly prohibited in the casino.
The only things which Indian casinos allowed are cigarettes, your drink, money and player chips.
Indian Rummy
The Indian Rummy is the second most popular casino game not only in India but all over the Indian subcontinent.
Indian rummy is most played among all Indian casino games.
It is because Indian rummy is a variation of gin rummy and rummy 500 both.
If you ever play rummy outside India. Then you can easily spot the difference between original rummy and Indian rummy.
Unlike other casino games, in Indian rummy, only 2 to 6 players can participate.
As mentioned above, Indian rummy is very similar to the original rummy. The only difference is that you will find several cards dealt.
For over 2 players the dealer makes 3 desks, whereas for 2 players the dealer makes 2 desks.
Indian rummy is a discard based game, where each player has to pick a card from the open pile on his or her turn.
After picking a card from the open pile, now the player has to discard one card from his or her collection to the open pile.
As always, the most interesting thing is that.
In Indian rummy, you can use the joker card. A joker card can be used as a substitute to form a combination.
In India, each card carry’s specific point.
Face cards included Jacks’ card, Queen card, King card, and aces carry 10 points.
Whereas number cards carry points equal to their face value. And the joker card carries zero points.
And the player who scores zero first wins the game.
According to Indian Rummy rules, there should be 2 runs. And from 2 runs one should be pure.
That means one run should not contain any joker in it.
Just a piece of advice for you.
Using electrical devices like mobile phones, cameras, smartwatch, iPad is strictly prohibited in the casino.
The only things which Indian casinos allowed are cigarettes, your drink, money, and player chips.
Fortunately, India rummy is one of the India casino games that you can play online and offline too.
Online casino games realm may promote lots of offers for a casino promotion that makes your gambling experience worthwhile.
With this casino promotion offer, you can win a lot of cash.
But before applying to this casino promotion offer, please read all terms and conditions.
Slot machine
Another most-played casino game is the slot machine.
People call slot machines as the Poker machine in Australian and Canadian English, fruit machines in British English, piggy in Scottish English, the slot in American English.
Indian casino game lovers must play this game in their life.
This machine creates chances to win for its customers.
According to historians, Pitt and Sittman from New York developed the first slot machine in 1891.
The slot machine contains 5 drums that hold 50 cards.
Back in 1891, the player had to insert a nickel coin. After inserting Nickel coin, a player has to pull the lever.
Pulled levers spin drums and cards.
In 1891, there was no payout mechanism in the slot machines.
And according to a historian, slot machines at that time worked on revolving mechanical reels to determine and display results.
And the original machine of 1891 works on 5 reels, which is not only reliable but also it was simple and easy to use.
However, nowadays the slot machines work purely on digital.
Slot machines are generally programmed to pay out as winning 85% to 95% of the money bet by players.
People called this payout the return of player (ROP) or theoretical percentage (TP).
However, the theoretical percentage varies from country to country.
Just like the theoretical percentage of Nevada is approx 75% and the theoretical percentage of New York is approx 83%.
By using computers at the time of software writing, manufacturers set the theoretical percentage of slots machines.
Be aware.
Many investigations conclude that the dealer of a slot machine uses a digital machine or any fraud and cheating device.
These types of dealers can steal your money by any unfair use.
Blackjack
Our fourth most playing casino game on the list of casino games that are popular in India is Blackjack.
Blackjack is an American version of popular games known as Twenty-one.
In blackjack players don’t have to compete with each other. They play blackjack with one or more decks of 52 cards.
Blackjack is the most played game among all Indian casino games in India.
Although blackjack has no specific history.
But according to historians, they find the first reference of blackjack in Don Quixote (a Spanish novel) written by Miguel de Cervantes.
Many gambling houses in the USA were offered bonus payouts to generate interest in the twenty-one game.
Now let’s talk about rules for playing Blackjack.
At the time of playing. The dealer has to face five to seven playing positions on a semicircular table.
52 cards decks are shuffled together between one and eight standards.
At the starting of each round, up to three players can place their bets in the betting box.
That means three players at each position at a table allowing to bet.
The player who has to bet on the front of the betting box considers having control over the position.
Even the dealer has to consult the controlling player for playing decisions.
Any player is independent to control in as many boxes at a single table.
However, in the USA rules are a little different from the Indian casino game's rules.
In the USA casinos, players are limited to playing over two and less than 4 positions at a table.
But according to rules, the player can’t play over one table at the same time and in the same place.
Just a piece of advice for you.
Using electrical devices like mobile phones, cameras, smartwatch, iPad is strictly prohibited in the casino.
The only things which Indian casinos allowed are cigarettes, your drink, money, and player chips.
Poker
Our fifth most-played casino game on the list of casino games that are popular in India is poker.
Poker is another card game in which the player has to bet on cards.
Poker games always vary in desk configuration. But often in poker games, the dealer uses a standard 52-card deck.
According to historians.
Casino lovers introduced this poker game back in the 19th century in the United States Of America.
And that time people love this game not only in the US but also in India.
At the beginning of 20th-century poker successfully fed their name on the list of best India casino games.
In the 1990s, gaming historian David Parlett challenged the notion. Which states that poker is a direct derivative of As- Nas.
And finally, in the 1970s, these developments in poker make this game more popular than it is ever.
The World Series of Poker started by the casino lovers in the United States makes poker more famous in India as well.
Guess what is an interesting thing in poker?
In 2013, researchers of Carnegie Mellon University, University of Alberta, and the University of Auckland developed a computer poker player.
This computer poker player thinks like a human.
You may wonder why they developed a computer poker player? Right?
The reason they develop computer poker is to play this game against humans.
If you have no human opponent out there, you can still play poker games against this computer program.
Online casino games realm may promote lots of offers for a casino promotion that makes your gambling experience worthwhile.
With this casino promotion offer, you can win a lot of cash.
But before applying to this casino promotion offer, please read all terms and conditions.
Baccarat
Our sixth most-played casino game on the list of casino games that are popular in India is Baccarat.
Baccarat is another comparing card game played between player and banker.
Each round of Baccarat has three possibilities.
The first player has the highest score, the second possibility is when a banker has the highest score, and the third possibility is when a tied match between player and banker occurs.
Some sources claim the first reference of this game in the 19th century.
Some source claims that Italian soldiers introduced this game in France during the France-Italian war in the 15th century.
During the Napoleon era, people loved this casino game.
Before legalization, people play this game in private game rooms.
Now let’s talk about the rules of this game.
Player rule:
In case when the player has an initial 0-5 then they draw a third card. And if a player has an initial total of 6 or 7 then they stand.
Banker rule:
If the player has only 2 cards, then the banker acts according to the same rule as a player.
Final thoughts.
To sum it up, all the above casino games are widely popular in Indian casinos.
Casino games lovers shared the above games. That’s why here we mentioned all the games, according to their ratings and personal experience.
We all know every casino game has its different rules.
And who knows sooner or later, we add more variety to this list.
If you have anything you’d like to add in this list, then let us know in the comments section below.
I hope that you gained additional knowledge by reading this article.

https://preview.redd.it/fotyls0ser151.png?width=940&format=png&auto=webp&s=f5f0c28ea8fdbf1c0a5a0301429a99640c5946a1
submitted by ALT_OFFICIAL to u/ALT_OFFICIAL [link] [comments]

MAME 0.215

MAME 0.215

A wild MAME 0.215 appears! Yes, another month has gone by, and it’s time to check out what’s new. On the arcade side, Taito’s incredibly rare 4-screen top-down racer Super Dead Heat is now playable! Joining its ranks are other rarities, such as the European release of Capcom‘s 19XX: The War Against Destiny, and a bootleg of Jaleco’s P-47 – The Freedom Fighter using a different sound system. We’ve got three newly supported Game & Watch titles: Lion, Manhole, and Spitball Sparky, as well as the crystal screen version of Super Mario Bros. Two new JAKKS Pacific TV games, Capcom 3-in-1 and Disney Princesses, have also been added.
Other improvements include several more protection microcontrollers dumped and emulated, the NCR Decision Mate V working (now including hard disk controllers), graphics fixes for the 68k-based SNK and Alpha Denshi games, and some graphical updates to the Super A'Can driver.
We’ve updated bgfx, adding preliminary Vulkan support. There are some issues we’re aware of, so if you run into issues, check our GitHub issues page to see if it’s already known, and report it if it isn’t. We’ve also improved support for building and running on Linux systems without X11.
You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to MAME [link] [comments]

what color poker chip has the highest value video

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According to traditional rules, what color of poker chip has the highest value? Show Answer. Black. Chips in poker are used to denote money. So instead of playing with cash at the table, you use chips as money. Each chip has a different monetary value, which is denoted by its color. These sizes include a $500 (purple/yellow) and $1,000 (orange/black). The larger sizes make it difficult to confuse such a high value chip with others in a game with such higher stakes. This may not be the case at every property. For an example of a high-stakes cash game, check out PokerGO’s popular Poker After Dark. Blue chip comes from old but simple home poker sets that had red white and blue chips, with the blue being the highest value.. What do the poker chips stand for in poker? In poker the chips have a... The “blue chips” in poker hold the highest amount of money as a “blue chip” stock would carry the highest value. The white chips usually carry the lowest value; the red chips carry the second highest value and the blue chips carry the highest value in any game of poker. The normal monetary value of a blue chip in poker is $10 but this value might change according to the different kinds of games and the overall pot value. Poker chips are standard units for playing poker professionally, worldwide. Here’s a quick guide to poker chip values. This will apprise of how much value each colour of poker chip holds. Of course, the quantity of each color will differ depending on your circumstances. However, as a general rule, you'll want more of the low and middle value chips than the highest value tokens Foxwoods ' Poker room uses $2 yellow chips that cannot be used in the rest of the casino. Mohegan Sun uses Pink $2.50 chips for the HORSE game at $7.50/15 stakes. While there is no official rule for how chip values are assigned, there are common standards used for most poker events. A complete basic set of poker chips used in private poker games or other gambling games is usually comprised of white, red, blue, green, and black chips. chasingbids • a day ago . Q. According to traditional rules, what color of poker chip has the highest value?

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Chip Breakdowns - Buying Poker Chips - YouTube

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what color poker chip has the highest value

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