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How To Play Multi Player CaribbeanPoker

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Multi Player CaribbeanPoker - The game

The multiplayer version of the game provides more opportunities of acquiring new experience and communicating. The casino game has become popular thanks to being much like to Black Jack and Poker. A 52-card deck is used in this casino game.

Playing Multi Player CaribbeanPoker

Participants always play against the the house (the casino). If the player's cards beat the dealer's, the wagerer wins.

At the beginning of a new casino game, the better has to produce an first bet - Ante. Then the Participants and the dealer are given five cards each. All dealer's playing cards, except for the last one, are closed.

Taking your own cards and the the house's only opened cards into account, you produce a decision to stop or to continue the game. If you are not sure your cards are strong enough, you can stop the game by clicking "SURRENDER". The Ante wager is lost in this case.

To continue, click on the "wager" button. Now you should produce another wager against the dealer which is two times as big as Ante.

Once all the Gamblers at the table have played with the the house, the dealer's playing cards are opened and compared with the Players' cards to see if there are winning situations. When the cards are compared, the the house's cards must have Qualify. The dealer's cards have Qualify, if the dealer has either a winning combo or a combination of at least an Ace and a King. The results of the comparison can be the following: If the gambler's cards beat the dealer's, all better's bets plus the Ante wager plus the winning of the "wager" bet according to the winning table are returned to the wagerer. If the player's playing cards lose, all wagerer's bets are lost. If the player's and the dealer's playing cards are equal, it is "PUSH". All wagers are returned to the wagerer.

 

If the dealer does not have Qualify, the better automatically wins and is given a recompense at the amount of Ante. Besides, the Ante wager and the wager without the winning are returned to the gambler.

Winning Table

Hand Card Specifications Pays
Nothing Five cards of different values. 1 to 1
One Pair Two playing cards of the same value, for example: 4, 4, 9, 10, A. 1 to 1
Two Pairs Two sets of two playing cards of the same value, for example: 4, 4, 5, 5, J. 2 to 1
Three of a Kind Three playing cards of the same value, for example: 4, 4, 4, 10, J. 3 to 1
Straight Five cards in numerical sequence, but of different suits, for example: 4, 5, 6, 7, 8. 4 to 1
Flush Five playing cards of the same suit, of any value, for example: J, 7, 10, 5, 2. 5 to 1
Full House One pair + three of a kind, for example: 4, 4, Q, Q, Q. 7 to 1
Four of a Kind Four playing cards of the same value, for example: K, K, K, K, 10. 20 to 1
Straight Flush Five cards in numeric sequence, and of the same suit, for example: 3, 4, 5, 6, 7. 50 to 1
Royal Flush Ace, King, Queen, Jack, and 10; all of the same suit. 200 to 1

Special Cases

The better must always produce bets if s/he is sitting at the table. If the wagerer does not participate, i.e. makes no bets, s/he automatically quits the table and becomes a spectator.

The time for performing better's actions is limited. If the wagerer does not perform an action during that time, it is considered a "connection failure": the wagerer quits the table and the wager is returned to the better's account.


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