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Game Instructions

Mind Games
Pyramid Panic
Pyramid Solitaire
Mah Jong
Gin Rummy
Backgammon
Sports Games
Golf
Single Player and Multiplayer 8-Ball Pool

Mind Games

Pyramid Panic

The object of this online pyramid game is to get all of the cards in the pyramids down to the discard pile. To move a card down click on the card that is one higher or one lower than the top card on the discard pile. You can lay a KING on an ACE and an ACE on a KING. If there is no card to remove from the pyramid, click on the top card on the draw pile. If you clear all cards from the pyramids you will advance to the next level. The game is over when you cannot clear all cards from the pyramids when the deck runs out. You can use the space bar or 'B' key to flip cards.

Scoring:
You will receive the points on the points slide for each card you clear. You will receive bonus points for each card in a run of cards that you clear. The longer the run the higher the bonus points get. You will receive a 5000 point bonus for clearing the top card in each pyramid.


Pyramid Solitaire

The object of this online pyramid solitaire game is to click on cards that add up to 13. All of the number cards are worth their number. The Jack, Queen and King are worth 11, 12 and 13 respectively. An Ace is worth 1. You can only select cards that are completely uncovered. You can also select a card from the deck. You also have a 'crib' from which to pick. When you select cards that equal 13 (lika a Jack and a 2), they are taken away and you get points. Since a King is already worth 13, you can take it away by itself, without matching it. You get points for every card that you take away from the pyramid. You also get points for removing cards from the crib. You get more points for cards higher up the pyramid. You can only go through the deck once per hand. You have 3 hands to get a top score. When you have exhausted all your options, click the 'Next Hand' button to deal a new deck. When all 3 hands are done click the post score button to post your score - any time remaining is used to determine the winner in the event of a tie. There is a 1000 point bonus for clearing all of the cards in the pyramid. (You can press the space bar to flip cards.)


Mah Jong

The object of Mah Jong is to clear all the tiles off the board.

Tiles can only be removed a pair at a time, and each pair must meet the following conditions:

  • They must be matching.
  • They must not have other tiles on top of them.
  • They must both have a free, vertical (left or right) edge.

When you have found two matching tiles, simply click them both to remove them.

Try to remove as many tiles as you can within the time limit.

Scoring:
All tiles have a certain "start" value 1 through 7 as shown below. The score of a match is based on the "start" value of the pair multiplied by the number of pairs left. N.B. You can match the fruit tiles with any other fruit tile and the flower tiles with any other flower tile (they do not have to match exactly).

7 x tiles remaining
1 of each

6 x tiles remaining
1 of each

5 x tiles remaining
4 of each

4 x tiles remaining
4 of each

3 x tiles remaining
4 of each

2 x tiles remaining
4 of each

1 x tiles remaining
4 of each


Gin Rummy

The object of Gin Rummy is to arrange your 10 cards into sets as quickly as possible so that you can end the hand (or knock) before your opponent does, and accumulate points.

Once a player has knocked, the points are automatically calculated, a winner for the hand is declared, and the overall scores are updated. These hands continue until a player reaches the target score for the room. They have then won the game.

A set consists of 3 or more cards of the same value (e.g. 2-2-2 or K-K-K-K), or 3 or more consecutive cards of the same suit (e.g. A-2-3 of spades or 7-8-9-10-J of diamonds). A card can only be part of one set at a time. Aces are low. Cards which are not part of a set are called deadwood.

Order of Play:
At the start of a hand, 10 cards are dealt to each player, 1 card is laid face-up (this is the open pile), and the rest of the cards are laid face down (this is the stock pile). It is then the first player's turn.

For most of this multiplayer card game, a turn consists of taking a card from either the stock pile or the open pile, adding it to your hand, and then discarding an unwanted card to the open pile. If you take the open pile card, you may not discard it again straight away.

At the start of the game the first player may only take a card from the open pile. If they do not want this card they can click the 'Pass' button and offer it to their opponent. If their opponent does not want it either, they can Pass back, and the first player can take a card from the stock pile instead. From then on, play continues as above.

If a hand takes a particularly long time to complete, the stock pile may run out of cards. If it ever gets down to 2 cards then the hand is abandoned, the cards are shuffled and dealt again.

Knocking (ending a hand):
Once a player has collected the cards they need to complete their sets, they can knock to end the hand. A player may only knock if the total value of the deadwood cards in their hand (those cards not in sets) is equal to 10 or less. The value of each card is as follows:

Ace: 1 point
2 - 10: Face value (e.g. a 4 = 4 points)
J, Q, K: 10 points

Knocking is done at the end of your turn by discarding your extra card to the knock pile, instead of the open pile. If you try to knock and your deadwood value is greater than 10, you will be informed and asked to discard to the open pile instead. If you knock with no deadwood, this is called Gin.

Once a player has knocked, their cards are automatically laid face-up on the table and sorted into sets and deadwood. If the player has not got Gin, their opponent may lay-off their deadwood cards.

Laying-off:
Laying-off is an automatic process whereby any deadwood in the opponent's hand is placed onto the sets of the player who knocked, wherever possible. For example, if one of the sets a player knocks with is 7-7-7, and the opponent has the other 7, this 7 is placed onto the knocking player's hand and the value is deducted from their own deadwood total.

Scoring:
The player who wins the hand is the one who has the lowest deadwood total. The difference between the 2 totals is the winning player's score for that hand.

The knocking, laying-off and scoring system is demonstrated below:

In the example above, Player 1 has knocked by discarding the 7 of Diamonds. The remaining 10 cards in his hand comprise of 2 sets (the 4-4-4, and the 7-8-9 of Spades). His deadwood (unmatched) cards are the Ace of Clubs, the Ace of Spades, the 6 of Clubs and the 2 of Diamonds. Their total value is 10, which made it possible for him to knock in the first place (the deadwood value must be 10 or less if you wish to knock).

At this point, the cards in Player 2's hand are arranged into sets and deadwood. Where possible, the deadwood is then 'laid-off' (this is completed automatically). In the above example, a single set is made (7-8-9 of Clubs) and one of the deadwood cards (6 of Spades) is raised, to show it has been laid onto one of Player 1's sets (the 7-8-9 of Spades).

Player 2's deadwood total, having laid off the 6 of Spades, is 50. Player 1's is 10. Therefore Player 1 wins the hand and scores 40 points.

There are also 2 ways of earning additional points. If the knocking player has Gin they earn a 25 point bonus, and if the deadwood value of the player who laid-off their cards is less than or equal to the deadwood value of the knocking player, they earn a 25 point undercut bonus.

Winning the game:
Once these points have been added to the overall scores, play continues with further hands until one of the players has reached the target score for the room (which is shown on the Gin Rummy game page and in the wager details box in the top left corner of the table). This player has then won the game.


Backgammon

White and Red players take turns rolling the dice and moving their checkers around the Board. You must move your checkers into your "Home" area. Once all your checkers are in your Home area you can start removing them ('bearing off') from the Board. Remove all your checkers from the Board before your opponent in order to win the match.

Be Aware of the Timer!
Your timer is located in the top-right corner of the game screen. You have 15 seconds to roll the dice and a further 40 seconds to make your moves. This timer will flash and make an audible alert when you are running out of time!

Rolling the Dice.
Click the "Roll Dice" button in the top-left corner of the game window or click the area of the Board where the dice are displayed.

Moving Your Checkers.
Left-click on a checker to move it. Left-click and hold to drag a checker around the Board. You can also right-click on an empty point to auto-cover with two checkers.

Offering the Doubling Cube.
Before you roll the dice you may click on the "Offer Cube" button in the top-left corner of the game window to offer the Doubling Cube to your opponent. If accepted, the winner of the game will receive twice as many points as before. The Cube will now be controlled by your opponent and can only be offered back to you. The Doubling Cube is displayed on the Board closest to the controlling player. If your opponent declines the offered Doubling Cube they forfeit the match.

Options Menu.
Click on the "Options Menu" button during a game to change the settings on the game. These settings are persistent and will not reset after each game. Settings allow you to:

  1. Click Dice to Finish Turn. Choose this setting to end your turns yourself by clicking on the dice. The default setting is to automatically end your turn on your final move;
  2. Auto-Roll Dice. Select this setting to have the dice rolled for you when it is your turn. Please note you will not be able to offer the doubling cube if this setting is chosen;
  3. Basic Graphics. Choose simple board graphics for easier viewing during extended play sessions; and
  4. Flip Board. Gives you a different viewing perspective on the Board; and
  5. Auto Bear-Off. This setting is "off" by default.

SPORTS GAMES

Golf

Welcome to Golf, the online golf game that lets you challenge and play against people from all over the world. These pages contain everything you need to know to be able to play the game.

Making A Shot - Aiming:
The first stage in making a shot is deciding where you wish to hit it. This is defined by two factors: Aim and Club Selection. Aim defines the direction the ball will travel and Club Selection defines the distance. You can also apply spin to the ball to affect how it behaves in the air and when it lands.

The crosshair shows an approximation of where the ball will end up based on a perfect, full power shot without wind affecting it.

Move the crosshair by clicking on the hole view with the Left and Right cursor keys or by clicking on the hole view with you mouse in the direction you wish to aim.

Taking A Shot - Striking The Ball:
When you're satisfied with your aim and your club it's time to see how accurately and powerfully you can hit the ball:

STEP ONE: Start your shot by hitting the Shot Button once or by pressing the Space Bar. The Shot Marker will begin to move to the right along the bar.

STEP TWO: Next you need to set the power by hitting the button or pressing space a second time. If The Shot Marker is on the 100% Power line when you hit/press you will get a full power shot. If it's half way along the bar you will get a roughly 50% power shot that will go half the clubs maximum distance and so on.

STEP THREE: Once you've set the power, the Shot Marker will begin moving back to the left. Now you set the accuracy. Hit the Shot Button or press Space as close to the Perfect Accuracy line as possible. You must stop the marker within the orange line that shows the Hit Area or you will fluff your shot. If you stop the Marker within the Hit Area to the right of the Perfect Accuracy line you will 'hook' the ball and it will curve to the left in the air. If you stop the Marker within the Hit Area to the left of the Perfect Accuracy line you will 'slice' the ball and it will curve to the right in the air.

Once you've set the accuracy the shot will be animated and you can see where your ball ends up.

The Hit Area changes size depending on where your ball has landed and what club you are using. For example: trying to use a Driver in a bunker is very risky and the Hit Area is tiny as a consequence. This makes it very easy to fluff your shot or wildly hook or slice it. You have to be incredibly precise to get a decent shot.

Putting:

Once you manage to get the ball onto the green the camera zooms in for a closer view and the mechanics of taking a shot change a little. You have the contours of the green to worry about now.

A shot with a putter is slightly different to a shot with another club in that you don't have to stop the Shot Marker for accuracy, only for power.

Instead of accuracy you have to contend with judging the slope of the green. To do this accurately you can use the Slope Tool. As you move the mouse over the green a line is shown by the Slope Tool that illustrates the direction and steepness of the slope.

The direction of the line shows the direction of the slope.
The length of the line shows the steepness of the slope.

If the ball is moving too fast it may not sink and may bobble out of the hole so make sure that the power of your putt is judged correctly.


Single Player and Multiplayer 8-Ball Pool

GameAccount Single Player and Multiplayer Pool Instructions

Enjoy the world's most realistic browser-based online pool game featuring uncannily accurate ball physics, table cushions and ball-potting action. Start by choosing to practice-play for free or get straight into the action by joining a competition tournament for real money prizes. Join the 8-Ball Pool lobby to join multiplayer games of 8-Ball Pool.

Start the Game - Place Your Ball:
At the start of each game choose where to place your white 'cue ball' within the allowed area. Simply click just once to place the ball on the table.

Aim Your Shot:
The first step in taking each shot is to aim your cue. Click and hold the left-mouse button to aim, moving your mouse pointer 360-degrees around the white cue ball. While aiming move your mouse pointer away from the white cue ball, down the length of the cue, in order to take a more precisely-angled aim for those carefully calculated shots. Once you release the left-mouse button you can choose to select the spin on the white cue ball or move straight onto 'powering-up' and taking your shot.

Choose the Spin on the White Cue Ball:
Anytime before you power-up and release your shot, you can choose the spin on the white cue ball by left-clicking on the large image of the white cue ball located in the bottom-left corner of the game screen. For example choose backspin by left-clicking on the bottom half of the ball; or topspin by left-clicking on the top half of the ball. How you want to spin the white cue ball for each shot is entirely up to you!

Choose the Power of Your Shot:
Once you've aimed the cue (and chosen your spin on the white cue ball) you need to choose the power of your shot. To 'power-up' your shot you'll need to click & hold the left-mouse button anywhere on the table, drawing the cue backwards to select the power of your shot. Releasing the left-mouse button releases your shot. The power-meter on the left-hand side of the game screen will assist in gauging the power of your shot.


 

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