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Put quite simply, a ‘progressive jackpot’ is a jackpot for a gaming machine (such as slots) where the value of the payoff (or ‘jackpot’) increases by a small amount each time another game is played. Gaming machines are commonly linked to ONE of these ‘progressive jackpots’. So, several players, playing at different machines, are in reality playing for the same jackpot AND increasing it each time they play.
Usually, slot machines have their ‘jackpot‘ listed as a monetary value and this can only be won by achieving the combination with the highest payoff; whether that’s 4 cherries in a row or a ‘Royal Flush’ at a Video Poker machine. Once the jackpot has been won, the machine resets itself to its preset and designated minimum. The difference with ‘progressive jackpots’ is that each time a game is played on a connected machine, the jackpot increases (progresses . . .) by a small amount. So, instead of individuals all playing to win a $5,000 or $10,000 dollar jackpot at single machines, each player is increasing the jackpot they’re playing for every time they pull the handle. The ‘house’ sets the amount by which the jackpot progresses and is willing to contribute to some of the profit because progressive jackpots attract so many players. In other words, they limit some of their profit initially to make more later because of the attraction that large jackpots have to so many players. Also, progressive jackpots generally require playing the highest credit level in order to be eligible for the jackpot.
Even though, as we said, usually only players playing with the maximum credits ‘qualify’ for the jackpot, all players contribute. So, a game that requires more credits to qualify for its jackpot will generally rise to higher levels faster than one that requires less. To see this illustrated, consider the following example: If one game requires 10 credits in order to be eligible for the jackpot while another only requires 5, more people may play the 5-credit game. Thinking that 10 credits are too much to play with, they’ll choose the 5-credit game. If they usually only play with 3 credits, they may figure that an additional 2 is no big deal and indeed worth it when considering the possibility of winning the large jackpot. However, because there is such a larger difference between 3 and 10 credits, players are more likely to continue only playing with 3 at a 10-credit machine and thus, they’re continually adding to the jackpot without ever achieving the possibility of winning it!
Well, first of all, and the most obvious advantage, playing progressive jackpots provides an opportunity to win MUCH larger sums of money if one hits the right combination. Although the player has to play with a larger amount of credits than on normal machines, the more people that choose this route, the greater the winnings will eventually be, and basically, you’ll be getting a larger ‘bang’ for your buck. Also, different casinos have different payout processes and different minimum credit contributions. So, as always, it’s worth checking out several different sites to see what each has to offer, what amount the jackpot is at, and what credit amount best suits you.
Playing progressive jackpots vs. regular machines is ultimately a matter of preference. Odds are fairly similar and while there are some methods for improving one’s advantage at progressive slots (such as ‘team’ play – which many casinos prohibit), most of these are either extremely shady (= illegal) and/or simply nothing more than theories. In the end, it remains a game of chance – that’s why they call it gambling.
In this section, we will demonstrate the probabilities of every potential outcome when you roll the dice. As you will see, and if you don’t already know, there are 36 possible end results when you roll. Every gambler who attempts to play any dice game should know the probabilities of each result before you start playing. Study and remember the chart below, and it will greatly improve your chances of becoming a more successful craps player. Also, below the chart is a brief explanation of what all these numbers mean. Take a look!
Starting from right to left is the possible outcome (2 to 12), the number of possible combinations, which will result in this outcome, and finally the odds of rolling this number.
Combinations of Dice
35 to 1 (2.78)
17 to 1 (5.56)
1-3, 2-2, 3-1
11 to 1 (8.83)
1-4, 2-3, 3-2, 4-1
8 to 1 (11.11)
1-5, 2-4, 3-3, 4-2, 5-1
31 to 5 (13.89)
1-6, 2-5, 3-4, 4-3, 5-2, 6-1
5 to 1 (16.67)
2-6, 3-5, 4-4, 5-3, 6-2
31 to 5 (13.89)
3-6, 4-5, 5-4, 6-3
8 to 1 (11.11)
4-6, 5-5, 6-4
11 to 1 (8.83)
17 to 1 (5.56)
35 to 1 (2.78) 6
As you can see, the most frequent outcome is 7. Six of every thirty-six outcomes give you 7. Therefore the chances of rolling a seven are 6/36 (5 to 1 or 16.67%). The rarest outcomes are 2 and 12. There is only one possible combination for each of these, i.e. 1+1=2 and 6+6=12. One out of thirty-six potential outcomes means the chances of rolling either of these numbers is 1/36 (35 to 1).
In order to calculate the odds of winning the come-out roll we must consider the chances of rolling either a 7 or an 11. The number of potential combinations for this are 6 and 2. This means that your chances of rolling either a 7 or an 11 are 8/36.
Naturally you will wonder at the chances of losing the come-out roll. Well, if we add the chances of rolling a 2 (1/36), a 3 (2/36), or a 12 (1/36), we have a 4/36 (1 + 2 + 1 = 4) chance of losing. Therefore, the chances of winning the come-out roll are exactly double that of losing it.
In total, the chances of either winning or losing the pass-line bet are 12/36 (8/36 + 4/36). As a percentage, this is exactly one-third (33.33…%). As the game continues, the odds change considerably.
There you have it – some basic numbers to consider when playing craps. Always keep these percentages in mind. In order to help you become a better player and make the correct decisions, it’s a good idea to have a look at our Craps Strategy page. Happy gaming!
Like all other casino games, and all group activities for that matter, the game of craps has an unwritten set of rules to complement the technical ones. While issues such as betting schemes, payouts, shooter rotation and active dice are all within the scope of the dry rules, other, more ‘cultural’ aspects of the game have also developed into their own set of rules. These are known as ‘craps etiquette’, and are commonly followed by all craps players. Some of these guidelines are related to casino security and are enforced by the casinos; others are attributed to superstition or good manners.
Here are some of the more important ones:
When offered the dice to shoot, it’s OK to pass the dice to the next player. However, there must be someone else at the table that has placed a Pass Line or Don’t Pass bet; otherwise there will be no shooter.
The shooter should handle the dice with one hand only. If he or she chooses to switch hands before the throw, the dice should be placed on the table with one hand, and then picked up with the other hand.
The shooter may not take the dice past the table edge. The last two rules eliminate the possibility of dice switching.
In most casinos, the dice should be thrown all the way to the opposite wall (‘the back wall’) and hit it. Otherwise a ‘no roll’ is ruled. This eliminates the possibility of shooters controlling their rolls.
Players are not allowed to touch the dealer, so handing money directly to the dealer is prohibited. Players should lay their cash down on the layout for the dealer to collect and switch to chips.
Players are expected to remove their hands from the table when the shooter is ready to roll. It’s common practice for the stickman to say “hands high, let ’em fly” or “dice are out, hands high”.
In case one or both dice hit the dealer or a player and then roll back onto the table, some casinos will rule a ‘no roll’, while others will accept the roll as long as the person being hit did not interfere with the throw. Follow casino rules in all such situations (you really have no other choice).
Place your chips on the table rather than throwing them, so as not to interfere with other players’ chips or the roll of the dice.
Never place a bet when the dice are in the air. The dice might hit the chips and the result may upset other players.
Don’t talk to (or bump into) a shooter who is just about to roll. Again, some players might blame you for interfering with the outcome if it’s not in their favor.
After the come-out roll, it’s considered bad luck to say (or even think) the word ‘seven’ at the craps table. Instead, use the nickname “Big Red”. If you do say ‘seven’ and it appears, some players may count it against you.
Even though it makes slightly more mathematical sense than the Pass Bet, players who bet the Don’t Pass bet are considered bad luck at the table. Betting the Don’t Pass bet is also called “betting on the dark side”, and is frowned upon.
Changing dice in the middle of a roll is considered bad luck. For this reason, if a die (or dice) goes off the table, the shooter is expected to immediately ask for “same dice”. If the dealer substitutes the dice, bad luck is sure to follow.
If a shooter is on a roll, don’t slow him down by delaying the game or he might cool off.
It is considered bad luck for the shooter to leave the table after a successful come-out roll.
If you follow these simple rules you will no longer be an observer, but an equal citizen in the exciting world of craps. You will be able to participate in one of the most enjoyable communal events that casinos have to offer.
Graphically this is indeed a step up from the previous game. The textures are crisper and more detailed and the surroundings have been modelled to a finer degree. At times in the middle of the game (particularly ‘The Crossroads’ level) I actually found myself clearing a house and then retracing my steps back out into the street simply to take in some of the graphical finesse on display! Grass and trees now wave gently in the breeze and the subtle lighting effects by both night and day all add to the realism of the experience.
This added detail is nowhere more noticeably realised than in the uniforms of the in-game characters.Million dollar NASA laser scanners were employed to produce full body scans of the real uniforms on actors and these were then translated into the actual game models you see. Take a closer look when playing and you’ll appreciate the effort taken, right down to the mud on their trousers as your squad dashes through the fields! This same attention to detail was also used for the motion capturing of key events in the game such as the opening sequence as you ride in the back of the truck to St Lo.
The cinematic sequences and scripted events are woven nicely into the unfolding plot and they help to maintain a level of affinity for the characters within the game. The little ‘digs’ in some of these scenes at allied nationalities by each side is quite amusing and you never feel too stalled by having to watch the cinematic as the level loads in the background. The only exception comes once you have finished the campaign and are seeking some achievements, then the restarting of levels becomes a chore as there is no option to skip any of the sequences and get straight into the game.
The burning buildings, explosions, smoke and rubble have all seen a real polish in execution and the overall feeling as you fight though the narrow streets and cellars is graphically impressive. You start to feel the claustrophobic atmosphere as you fight on a much more up-close level than ever before. Likewise the inclusion of destructible cover now plays an important part as you advance. No longer can you sit behind a pile of crates impervious to MG42 fire. Now the crates shatter and break realistically around you forcing you to keep pushing ever forwards to your objectives.
The frame rate as you play through the campaign is consistent and never really falters too much at all although recent reports suggest that the game is actually playing at a slightly lowered resolution than true 720p HD (1280 x 720) which would help to keep the frame rate consistent. No tearing is evident while playing and the game holds up well against all the other current titles available for the Xbox 360. At times I found you can’t help but just sit back and watch the wondrous chaos unfolding on screen before you, although doing so usually sees you despatched rather rapidly by the Jerry hordes!
Your weapons arsenal for the onslaught is comprised of the usual range of rifles and machine guns coupled with smoke and grenades for those tough to reach machine gun nests.
Just as in the previous game you are free to scavenge both weapons and ammunition from your defeated enemies, a vital resource when you’re running low on ammunition for your M1 Garand! One area of definite improvement is in the ability to ‘cook’ your grenades before launching, effectively this reduces the fuse time and allows for some pretty impressive incendiary action. Also on the grenade front you are now permitted to throw back any potato mashers that Jerry chucks your way. With a deft flick of buttons you can now send back his messages of death but you’ll need to be quick!
As the game progresses you play through the missions as each of the four Allied forces. Your next missions after St Lo involve the British SAS and will see you getting your hands on a jeep to drive ably manned by your squad mates who will pick off Nazi’s as you race through the streets and on into the rail yard. Ever onward through the countryside and forest you are tasked with the clearing out of bunkers and destroying enemy flack guns before taking to the controls of a Polish tank to clear a path through the villages and advance ever onward towards Chambois.
The game continues at a fairly rapid rate and if you are a veteran of Call of Duty 2 nothing will really come as much of a surprise. Along the way although there is some interesting variation here and there which will certainly test your ambidextrous skills when firing the fixed mortar tubes! I completed the single player in around 7-8 hours on the normal difficulty settings. This was a leisurely romp through the game and it may take others more or less time depending upon their skill levels (I would put myself maybe just above average, but not much!) The option also exists to play on hardened or veteran settings and a run through the earlier missions on veteran certainly shows a step up in the enemies AI ability and accuracy so you should get a reasonable longevity from the single player aspect of the game.
A variety of achievement points are available during this outing of Call of Duty, nearly half of them are awarded for single player campaign play and the remainder for Ranked online play. Some of the campaign achievements are actually quite entertaining to obtain and extend your game time accordingly. You can replay missions which demand you use only melee attacks or shoot only German weapons as well as playing for some secret achievements which will test your driving skill and speed of play!
Spain’s first sports betting shop opened for business on Wednesday, one of thousands that foreign bookmakers hope to launch in the football-crazy nation which already bets more than any other European country.
British bookie William Hill and Spanish gambling firm Codere plan to set up 70 sports betting shops across the Madrid area — the first of Spain’s 17 regions to grant licenses — under the joint venture’s Victoria brand. The Spanish betting market is expected to grow to 39 billion euros ($57.8 billion) by 2010, with the sports betting market set to hit 4.5 billion euros, according to MECN consultants.
“There is a huge demand everywhere,” said Victoria’s Operations Manager John Hallahan. “It’s an old cliche but the sky is the limit,” he added. Spaniards already spend an average of 670 euros each a year on betting, according to industry and government figures. Spain’s state-run Christmas lottery, known as ‘El Gordo’ or ‘The Fat One’ is the world’s biggest prize draw, dishing out 2.2 billion euros last December.
However, apart from a workplace sweepstake or an informal wager between friends, up to now Spaniards have had to go online to bet on sporting events, although the state-run lottery does offer a twice-weekly football pools game. Although Madrid’s residents will be able to bet on social events and TV competitions like Pop Idol or Big Brother, authorities have banned wagers on religion or politics.
Madrid has granted a license to a joint venture between Britain’s Ladbrokes and Spain’s Cirsa, while Greece’s Intralot were awarded one last week. Austrian firms bwin and Betbull also plan to launch a joint franchise and private-equity owned Gala Coral has been in talks with potential Spanish partners for the last six months.
Victoria’s new shop, located above a Codere casino, gleams with chrome and glass and has comfortable sofas and a bar — a far cry from the stereotypical British bookie, offering plastic seats and a bank of screens showing the 3.45 from Kempton Park. Hallahan said Spain was “virgin territory” which offered bookies the chance to redefine betting shops as a more attractive destination for women.
“We are starting with a blank sheet… I would expect a healthy interest from women, who won’t be deterred by a historical perception in the UK that betting is a male-only activity,” he said.