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How do you want to do this? A Discussion on Selective Rule Enforcement and the application of the "Rule of Cool"

Hello folks,
For my research analysis and writing class my professor let me pick any topic I want. (her mistake) So for my final term paper I chose to come up with a method of determining a guide to the use of the "rule of cool." I got a A on the paper so I figured I'd share it with you fine folks as well. It is rather lengthy so I've included the abstract first. The 8 tips for dungeon masters is near the end (third session), the first and second parts deal more with the philosophical and ethics of games. So, if situational ethics and a discussion on the Mechanics, Dynamics, and Aesthetics of Play are of use for you, be my guess.
I am a relatively new DM so I spent a long time researching and trying to absorb what would make me a "good DM". With that cavate please keep in mind I know next to nothing compared to a vast majority of the DMs here. I can think of no place better to have this paper peer-reviewed, picked apart and "rebutalled" to death than here. If you feel offended, challenged, or angry reading this... Please understand I am a moron borrowing the works and words of far smarter people. If you feel that "this is the WAY" again... I am a moron... so ... with out further ado.

Abstract:

The choice to be a stringent rule-follower without leniency using fanatical legalism in a game can be a source of contention between someone acting as a referee and/or “Game Master” and players of a game. Likewise, to approach games with a sense of fanatical antinomianism, or to completely ignore the rules and simply let players do whatever they want, tends to offer no challenge, and or reason to play that specific game. Using ethical theory frameworks such as situational ethics, natural law, and utilitarianism this paper seeks find the philosophical principles of what moments are acceptable and actually beneficial to bend the rules of a game. As such, it is important to define games, briefly discuss why games are played, and roles rules have on games. The game Dungeons and Dragons 5th edition will be used as the principal example. With “rule for rules” established, seven tips on how to implement it this rule using advice and guidance from some of the most well known “Dungeon Masters” in the modern era will be provided.
Much of this paper relies on the works of Joseph Fletcher, Sheila Murphy; Benard Suits, Robin Hunicke, Marc LeBlanc, and Robert Zubek for the ethical and philosophical discussions around games. For the practical advice, it relies primarily on the works of Matthew Mercer, Brennan Lee Mulligan, Benjamin Scott, Patrick Tracy, Kelly Mclaughlin and Monty Martin.
Players are your friends, or at the very least your fellow human beings. As such, seek out what is best for them. Games are about many things but principally about enjoyment. It’s okay if the player does not get exactly what they want, so long as they still had enjoyment. How it happens is up to the players, the one running the game, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”

**“Once upon a time, around a table…”

A man behind a cardboard screen sits across from a woman wearing a funny hat. He is frantically reading through the pages of the various books at his disposal. He finds the reference he is looking for, but it is not clear. “It is technically against the rules, it is barely within the realm of possibility, but the idea is so creative…” the man murmurs to himself. Exasperated, the man smiles a crooked grin and explains, “Well you can certainly try… give me an acrobatics check.” The woman throws a piece of plastic resin on to the table. The dice reads, “18.” The man sighs and then laments, “fine… how do you want to do this?” The table erupts in cheers, as high-fives are given from the others around the table. The woman adjusts her hat, as she gleefully explains how her character will use the momentum of several falling barrels to move across the map in a single turn without having to use all her character’s movement.
As a “Dungeon Master” (DM) for the tabletop role playing game, Dungeons and Dragons (D&D), I can say without a doubt that many DMs have encountered extremely similar events as the one described above. The choice to be a stringent rule-follower without leniency can be a source of much resentment between the DM and the players around the table. Likewise, to completely ignore the rules and simply let players do whatever they want offers no challenge, no reason to play. In terms of D&D rule enforcement, as is with many events in life, the choice of always being either a “Harsh Disciplinarian” or the lenient, “Laissez Faire Guide” is a false dichotomy. Instead, seeking balance between the two choices based first on the overall needs of the players, second on the needs of the story, and third on requirements and rules of the game should be the norm.

Session 1: What is the Relationship between, Players, Games and Rules?

The 19th century philosopher and founder of modern cultural history, John Hughes once wrote, “Play is older than culture, for culture, however inadvertently defined, always presupposes human society and animals have not waited for man to teach them their playing.” 1 Why do humans play? Is it instinctual? Bernard Suits was a Distinguished Emeritus Professor of Philosophy for the University of Waterloo and his essays are in part responsible for the field of philosophy of games in the late 20th century. In his book, “The Grasshopper: Games, Life and Utopia,” Suits’ book uses Aesop’s fable about the grasshopper to argue that play is what we would do in a perfect civilization. He believed that in a world devoid of work, humans would still seek out challenges through play, suggesting that it is human nature to challenge ourselves.2 But is that the only reason someone plays a game?
One YouTuber opined that “In a practical sense, games facilitate systemic thinking by getting us to view abstractions, but also engender creativity by getting us to play.”3 If true, these are essential tools for humanity to function as an intelligent race. This makes sense from an evolutionary level as to why humanity would develop play, but is there more to it than “games encourage outside the box thinking?”
The landmark paper titled, “MDA: A formal approach to game design and game research” is one of the earliest attempts to formalize the field of video game design theory and it is fundamental to how modern game designers look at these systems. It serves to define the importance of mechanic, dynamics, and aesthetics of play and is instrumental to helping understand what players will expect out of a game. We will discuss more about dynamics and mechanics later, but first let us focus on aesthetics.
Aesthetics of Play Defined
Term Definition Examples
Sense Pleasure Enjoyment derived from how it stimulates the senses The visuals of a game, sound, and music, feel of the dice, etc.
Fantasy Enjoyment derived from the ability to step into a role that cannot be experienced in real life Playing a game as a magic wielding sorcerer or rocks in the far flung reaches of outer space
Narrative Enjoyment derived from game as drama, it is about the stories and experience gained Heavily story driven games such as Last of Us, Dungeons and Dragons, Final Fantasy
Challenge Enjoyment derived from overcoming an arbitrary obstacle Platformers like Mario, or even drinking games like beer pong, or corn hole; social games like charades, etc.
Fellowship Enjoyment from working cooperatively as a group to accomplish a goal Team based or social games such as Among Us, the card game Spades; save the world mode on Fortnite
Competition Enjoyment from showing dominance Chess or Go, Battle royal games such as Fortnite or PubG or Call of Duty; Fallguys; darts Poker; Uno, Killer bunnies or Magic the Gathering;
Discovery Enjoyment from uncovering the new or discovering news ways to play a game. These can range from searching to find things to choose your own adventure Minecraft; Zelda Breath of the Wild; simple matching games; the board game Betrayal at the House on the Hill; or games like Fable; Dragon Age Inquisition; or Mass effect
Expression Enjoyment from showing an aspect of one’s self; or games that allow full customization of characters Creation games like Minecraft; role play games like fallout 4; world of warcraft or Fortnite
Submission (aka Abnegation) Enjoyment from being able to “turn of the brain; and tune out the world” or what is also known as zone out factor. Bejeweled; candy crush; the lever-pull games at casinos, solitaire, etc.
(Source: Portnow & Floyd, October 2012)5
Aesthetics are things like sense pleasure, fantasy, the narrative of the story, challenge, fellowship, discovery, expression, and something called submission.4 There is an additional aesthetic that most game designers also consider when designing games termed as “competition”.5 These are all reasons people play games and it is important to keep all these in mind when acting as a DM.
The table above works to define these terms more appropriately and makes it easier to reference later. The reasons a player may want to play a game vary and change over time. If a DM can understand their players’ goals (i.e., what the player hopes to get out of the game) the DM will be able to understand why someone might want to perform a certain action, play a game, or want to ignore a certain rule in the first place.
On that note, what are rules in games? Think about it… Games are weird… well I should say the act of playing a game… is weird. Suits once wrote in his article, for the “Philosophy of Science Association Journal,” "To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient [means] in favor of less efficient means, and where such rules are accepted just because they make possible such activity."6 In other words, to play a game we create rules that prevent us from achieving a goal through the easiest means available. Instead, we make something more difficult and we play a game. For instance, in basketball, it would be far easier to simply carry the ball all the way to the basket instead of dribbling it.
In D&D, there is a similar activity to dribbling. It is called a “dice roll.” It is something that players must make to see if they succeed or fail at a task. The player rolls a 20-sided die and tries to get above a certain score to succeed. Players can roll normal, with advantage, or with disadvantage. Rolling with advantage allows the player to roll the D-20 (the 20-sided die) twice and use the higher number. Rolling with disadvantage also has the player roll the D-20 twice, but they must take the lower number rolled instead. It introduces a chance of randomness, and players will find any excuse they can to avoid having to make a roll with "disadvantage." In his book, The Grasshopper, Suits argues that we do this because it is the act of overcoming that limitation that we find enjoyment. By taking on these restrictions and accepting these limitations, we take on what he coins as a "lusory attitude" which allows us to play the game as it is meant to be played.
Suits would argue that by not playing the game according to the rules as written, the player would have only achieved a “quasi-victory” not really worthy of achievement. He also goes on to say that even the act of “failing to win the game by virtue of losing it implies an achievement, in the sense that the activity in question -- playing the game -- has been successfully, even though not victoriously, complete.”7 So, according to Suits, it’s better to follow the rules of the game and loose than to not follow the rules and win. It’s important to point out that the aesthetics of play had not yet been defined and Suits’ work mainly focused on the “challenge” aspect of play. This is where many sports and game philosophers begin to find fault with Suits. In the “Journal of Philosophy of Sport,” a rebuttal of Suits’ work by David Myers asks, “What if the goal of the player isn't to follow the rules or even play the game?”8 For instance, what happens if the player is motivated by competition and doesn’t care about rules so long as “they win?” While an extreme example, this paradox isn’t out of the realm of possibility. Therefore, focusing on just the challenge aesthetic of game play and simply playing the game “rules as written” can lead to a disconnect between what the player desires and the game itself.
Jesper Juul, an Associate Professor in the School of Design at the Royal Danish Academy of Fine Arts, wrote in his textbook on video game design, “Rules specify limitations and affordances. They prohibit players from performing actions such as making jewelry out of dice, but they also add meaning to the allowed actions, and this affords players meaningful actions that were not otherwise available; rules give games structure”9 Basically, without rules we cannot even have play. However, if the player ignores the rules that player won’t be able to enjoy the full experience of the game, because the rules both afford the opportunity to enjoy the game and provide the obstacles in the first place.
How the rules affect actual game play is where Mechanics and Dynamics come into play. (See, I told you we would get back to it eventually.) Mechanics are the rules and systems that govern chance to create the game we experience. Dynamics are how those rules come together to govern the strategies of that game. In D&D, an example of mechanics is how a player would have to roll a 20-sided dice to see if an action would succeed. Dynamics are the actions the player takes to manipulate the situation and give themselves advantage in the roll. Some examples of this are using a spell caster’s familiar, flanking an enemy in combat, using the bend luck trait, or lucky feat. This is akin to how the rules of poker dictate that bluffing is allowed (mechanics); but how the bluffing player conceals their tells and bets is entirely up to that player (dynamics).
What happens when the player’s desired aesthetics and the mechanics don’t allow for the dynamics the player wants to use? This is where it falls on the DM to determine if the game can handle a little rule bending. In the Dungeon Master Guide’s introduction, it states “The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You’re the DM, and you are in charge of the game…” However! It goes on to say, “The success of a D&D game hinges on your ability to entertain the other players at the game table.” What is a good way to approach this? Is it THE DM IS ALWAYS RIGHT, able to enforce their will on the players whenever it suits their need? Should the DM strictly enforce the rules and narrative of their planned story without the need to appease the players’ wants and desires?... well… The DM COULD do it, but it won’t be long before their players stop showing to game sessions. Just like the rules, without players, there is no game. Or as one notable professional DM and YouTuber once put it:
“The game you weave belongs to the players as much as yourself… so make sure to humor them every once in awhile by giving them a chance to be extraordinary" - Patrick "the Goddam DM" Tracy 10

Session 2: The Ethics of a Dungeon Master

So how does someone seek a balance between the rules and the players? Enter situational ethics. Situational ethics, first proposed by philosopher and first professor of ethics at Harvard Medical School, Joseph Fletcher,** is an attempt to seek a middle ground between two ethical schools of thought: Legalism and Antinomianism. In legalism, morality must come from a strict set of rules that must be obeyed at all times and cannot be deviated from or broken for any reason. Antinomianism, on the other hand, is the idea that there should be no rules, you should be able to do what you want, whenever you want (lawless society). 11
In D&D terms, "Fanatical Legalism" would be similar to what many DMs would characterize as "Lawful Stupid," where a certain player's character enforces harsh judgement without ever showing mercy to those who would break the law regardless of the circumstances… even to the detriment of the party… or that small band of orphans who were stealing food out of desperation…
Likewise, in D&D terms, "Fanatical Antinomianism" would be similar to what DMs would characterize as "Chaotic Stupid," where a player's character completely ignores consequences an action would bring and simply act according to their whims… even when it's an obvious trap… that has a 100 percent chance to damage not only your character, but the other players as well.
Fletcher's work states that the morally right thing to do depends on the situation and can change throughout the situation, but at the same time, there is a universal “moral law” on which to base our actions that he called "Agape" love. Derived from the Greek word of similar pronunciation, Fletcher sought to define Agape as a means to show love for your fellow human. In his book titled “Situational Ethics,” Fletcher states, "All laws, rules, principles, ideals and norms, are only contingent, only valid if they happen to serve love."12 Or to put it a different way, a desire to see your fellow human be happy is and should be the goal. It is not really a feeling, but an attitude to do what is best for others.
In terms of the D&D alignment chart, this would be easiest to define as whether someone is "Good" or "Evil." Whereas a “good character” is someone who acts for the betterment of others regardless of personal motivations, conversely an “evil character” acts out of their own self-interests regardless of how this action would affect others. Those that follow the concept of Agape would be “good characters.” Those that do not, would be evil.
This is where the so-called “Rule of Cool” comes into play. Mathew Mercer, an extremely acclaimed DM, comedian, and writer of D&D’s “Explorer’s Guide to Wild Mount,” and host of the show “Critical Roll,” defines the Rule of Cool as a trope in the D&D community that is “the willing suspension of disbelief for the sake of a cool moment.”13 It’s used in moments where the use of an certain object or action would be nearly impossible according to the mechanics of the game, but because it is a “cool dynamic,” the DM allows it. But what is “cool?” Is it a player that is normally too nervous to speak up being able to do something unique on time despite it being against the rules? Is it a player that has spent considerable time perfecting a skill and being able to perform a truly “epic task” (such as the jumping across barrels to effectively triple their movement distance)? Is it succeeding in persuading the main villain to befriend the party through a series of increasingly complex but successful rolls?
In all these situations listed above, there is a common theme that ties all the principles of what this paper is trying to address together in a simple phrase. As a DM, before making a ruling ask, "How will this decision affect the final enjoyment of all at the table?" Now a DM cannot give the players everything they want. Doing so cheapens the truly extraordinary moments. Finding the right balance can be difficult. That is why the flow chart above is suggested when trying to figure out whether it is a good time to “Remember the Rule of Cool.”
https://i.redd.it/f362ghdjlqf61.png

Session 3: “Well… You can Certainly Try”- Some Famous DM

Finally, we can discuss how the desire to make the most enjoyable experience for everyone at the table plays out using real-world examples and advice from some of the most well-known DMs in the business. Using the concept of Situational Ethics’ Agape, we can see how to work in the rule of cool using eight tips for Dungeon Masters.
Tip 1: It is advised to know your audience.
Not everything is as it seems, so be sure to pay attention to your players and look at them when you are describing the situation. Make note of how they react when tones or themes change. Remember those reasons people play games mentioned earlier? This is where those come into play. Additionally, while not something outright suggested, it is nevertheless important to take team dynamics into account.
The book “Four lenses unfolded” describes how various personality types can interact and work to solve problems. In it, the book describes four primary temperaments: Green (analytical), Blue (empathetic), Orange (adventurous), and Gold (goal oriented). Unlike most other personality tests, four lenses theory suggests that while we have a dominant personality at any given moment, other aspects of these personalities can manifest as well. Being able to draw on these aspects at will is the mark of a “mature” individual.14 As a DM/referee, coach, or manager, being able to do this and adapt to the needs of the players will take player engagement to the next level.
Tip 2: Establishing and Managing Expectations Early and Often, Works to Prevent Disappointment and Confusions
Mercer once put it this way, “Establish early on in your campaign how much of a level of crazy you're willing to allow. This allows for players to better understand what to try for and what not to try for.”15 Whether you are a teacher, referee, coach, parent, supervisor, or mentor, establishing expectations with those involved mitigates problems before they arise.
One of the main tools DM’s have for this is that is recommended by Mercer, as well as nearly every DM in existence on the internet, is the “Session Zero.” Session Zero is a term used to describe a session where no play occurs but instead rules that will be used and rules that will be ignored or bent is established. It also serves to establish a theme the players can expect from any campaign. Using the first chapter of the DMs guide will help considerably in establishing this. Additionally, one of the best guides for this is laid out by the DM YouTubers known as “the Dungeon Dudes” in their video titled, “How to Run a Session Zero for Dungeons and Dragons 5e.”16 But always keep Agape in mind throughout this process. In this step, it means actively listening to the players. The DM may want a gritty, tough, realistic, and challenging campaign. But if the players want a high fantasy power trip, some adjustments are going to need to be made to the campaign. Listening to players and changing the plans accordingly is not easy. It requires A LOT of humility and ego suppression. Especially when the DM has already designed how the game is going to go… which leads us to the next tip.
Tip 3: It is important to develop a healthy relationship with failure.
Celebrated author Orson Wells once wrote; “If you want a happy ending, that of course, is dependent of where you stop your story.”17 This applies to both the players and DM. There will be times when the DM is tempted to ignore the rules because the consequences seem dire. The player fails an athletics check trying to use a dynamic that had a high-risk, high-reward moment. Now the player’s character is doomed to fall several hundred feet down a ravine to what is likely certain doom in lava. But this isn’t the end. That player’s character is most likely dead, but their death could result in a moment of drama and tension for the players. It’s the very real chance of failure that encourages players to think critically about a situation and experience excitement and tension. Brennon Lee Mulligan, the DM of the D&D streaming show, “Dimension 20,” put it this way… “if you are not allowing for failure, you are essentially just telling a story,” and thus never actually playing a game (make-believe as Suits would put it). 18
Another thing to consider is that through failure, we can often find comedy as well as ways to encourage players to think critically and find new escapes, 19 at least according to the mind behind the “Replaying the Curse of Strahd” videos, Benjamin (Puffin Forest) Scott. Lastly, Mercer strongly advises that if a DM allows too many “rule of cool moments” to happen in succession, the weight of the moments and consistency of the game will be lost. 20
Players that are afraid to fail will not try. Mercer explains that “Most role play games are designed to forge a heroic story (showing feats of legend) so let the players try! Let them fail, and occasionally succeed!” This is where his catch phrase “you can certainly try” comes from. 21
Tip 4: Whenever Possible, Avoid Taking Things Personally
In his lecture on not talking things personally, soccer referee and public speaker, Frederik Imbo, explained there are two sides of a coin to keep in mind when trying not to take things personally: “It is not about you,” and “it is about you.” 22 Look at the other person’s intentions not just yours. With that in mind, it is okay to give yourself empathy and speak up. When someone seems upset with you, ask what are they hoping to get out of this releasing of emotions? Additionally, ensure that your pride isn’t preventing you from making the correct call. Yes I am talking about Ego again; it is that important! It is the DM’s world, but it is the players’ game. Without both, the world and the game, you do not have D&D.
D&D has a weird paradox of being both a story and a game. It has both a narrative as its core premise, but it is, in fact, also a multi-player game. Without at least two people you cannot really have much fun. DMs should make sure that everyone at the table enjoys themselves.
Tip 5: Mechanics are important precisely because they are a means of delivering impactful story moments.
Remember that rule of cool concept? Extraordinary moments don’t happen often, and this is by design of the mechanics of the game. Humans remember the novel and unique way more often than the mundane. Mundane things tend to blend into the background. It’s the unexpected moments that highlight the more impactful story moments, especially if that moment is tied to strong emotions.23
With that in mind, Mulligan suggests looking at where the players are putting their resources before deciding how to rule on a situation. Have they invested experience points/levels into a specific skill that is relevant to this situation instead of just something they can use in combat? If so, reward them for wanting to do something that is a part of the world you are creating together. 24
Tip 6: Discourage metagaming but allow it whenever possible.
Look for any and every excuse you can to give advantage on an arcana check by setting the DC low (10 or higher). If the player succeeds, they can use what they know… they are going to anyway, but at least then they can talk about it with the other players.
According to the DM guide Chapter 8, metagame thinking means “thinking about the game as a game,” Examples would be thinking “the DM wouldn’t throw such a powerful monster at us so early in the game, so we will surely be saved and not have to take this fight seriously,” or “the DM spent A LOT of time describing that door… maybe we should search it again!” 25
The problem with metagaming isn’t really about what advantage the players are getting in the game. The problem is that manipulation of the dynamics, when used to extremes, can spoil the plot line of the cumulative story being told. This can lessen the drama and tension elements resulting in decreased enjoyment of those involved. Additionally, it can create a dynamic where the DM is constantly having to escalate encounters to challenge the player, encouraging a potentially toxic “DM vs player” mentality.
For instance, how would a street orphan barbarian with no formal education and a wisdom of …let’s say very low…be able to know that liches phylactery is the source of their power. The solution here depends on why the players are playing this specific game. Is it the narrative of the story? Is it discovery? If these aren’t anywhere close to the reasons these players came to the game table in the first place, the narrative is not going to take as much of a factor into decisions. Metagaming in this instance isn’t going to be much of a problem.
Tip 7: Keep in mind, the ending is “A” destination, but the story is about how you get there.
A DM may hold off the extra cool moments for the final parts of the game, keeping their players in complete darkness and grit the entire way. However, without at least some levity along the way, some “water for the weary travelers,” as Mercer put it, they may not make it to the end.26 So, do not be afraid to relax the rules from time to time to give them those cool moments, but do so sparingly lest the destination lose its luster as well. Always keep in mind it’s about the enjoyment of crafting and playing in the world together that makes this, or really any game, fun.
Tip 8: When all else fails… take a break and have the Tarrasque attack the party.
When all else fails, roll two D-20s out of players’ views… fake a worried expression… role a D-100 (also out of player’s view) look over the score concerned as you pour through your notes… then explain sorrowfully… “I’m sorry… The Tarrasque has risen and has attacked the party. Everyone roll initiative.” This is actual advice from the DM manual. It is right under “faking illness and running away.”27 The point is this: never be afraid to pause or call a game when it’s over or needed.
Maybe something incredibly uncomfortable for a player has happened. Maybe the DM has reached the end of what they were able to prepare for that session. Perhaps everyone is hungry or needs a bathroom break. Maybe the entire table has gotten to a point where no one can agree on anything and team dynamics are breaking down. That game world will always be there… but your friends won’t. Cherish that moment and make as many good moments as possible. Additionally, taking breaks both in-game and in the real world allow for quiet moments. These allow for the greater moments to shine through and the players will enjoy their experience more.
https://i.redd.it/1ncu361zlqf61.png
The graphic above serves to summarize the eight tips above and show their relationship with the narrative, enjoyment, and the rules when put in the context of situational ethics. From this graph, the relationship between the eight tips and how they play into the narrative, enjoyment, and rules of the game can be seen. Each of the tips can influence many parts of the game but they are intended to primarily influence the aspect of the game they are adjacent to. “Knowing the players” should influence the narrative and what kind of enjoyment the players receive. What mechanics are used to enable the game is causally related to how the rules are used and so on. Please note that Agape is at the center as, with every decision a DM makes, considering what is best for the players should be central to the experience of any game.
The Epic Conclusion
Through crafting a game-world together with your players, a DM has the potential to tap into one of the greatest traditions humanity has: camaraderie with friends. At the end of the day, these players are your friends, or at the very least your fellow human beings. As such, you should want what is best for them. Through trials, hardships, and drama, we get to put the punctuation on the moments of excitement, joy, happiness, and bliss. It is okay if the player does not get exactly what they want, so long as they still had enjoyment. This is because getting everything we expect is sometimes boring. However, always keep in mind that at the end of the day, games are about having fun. How that happens is up to the players, the DM, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”
1 Huizinga, Johan . "Homo Ludens". Routledge & Kegan Paul Ltd. (1980), pp. 1., accessed January 19, 2021. http://art.yale.edu/file_columns/0000/1474/ homoludens_johan_huizinga_routledge_1949.pdf
2 Suits, Bernard, “The Grasshopper: Games, Life and Utopia,” Broadview Press. Ed. 3. (November 29, 2005): 54–55. Accessed December 31, 2020. https://www.goodreads.com/book/show/803547.The_Grasshopper
3 The Game Overanalyzer, The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty in Game Design. The Game Overanalyzer. (January 11, 2020), accessed 6 January 2021. Video 18:44. https://youtu.be/lONsZwjVDzg
4 Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A formal approach to game design and game research." Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1, p. 1722. (2004). Accessed January 11, 2020 https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf
5 Portnow, James; Floyd, Daniel; Aesthetics of Play- Redefining Genres in Gaming. Extra Credits; (October 17, 2012), Video 9:13. Accessed December 30, 2020. https://www.youtube.com/watch?v=uepAJ-rqJKA&list=PL3N9QD4_yI-BlnwWUL8hhjpKgqRul3xAa&index=11
6 Suits, Bernard. “Discussion: Games and Paradox.” Chicago University Press. Philosophy of Science Association Journal, Vol 36, no. 3 (September 1, 1969). pg 316–.321. Accessed December 30, 2020. https://www.jstor.org/stable/186226
7 Suits, Bernard. “Discussion: Games and Paradox (1969)
8 Myers, David. “Game as Paradox: A Rebuttal of Suits.” Journal of the philosophy of Sport 39, no. 1 (May 1, 2012). Accessed December 30, 2020. https://search-ebscohost-com.ezproxy2.apus.edu/login.aspx?direct=true&AuthType=ip&db=s3h&AN=87342252&site=ehost-live&scope=site.
9 Juul, Jesper. "Half-Real: Video Games between Real Rules and Fictional Worlds", MIT Press, (Aug 19, 2011) pp.57-59
10 Tracy, Patrick. DM Tips: The Rule of Cool. Fantasy Bango. (October 20, 2017). Accessed December 30, 2020. Video 2:23 https://www.youtube.com/watch?v=x8aAIFalx6s
11 Fletcher, Joseph F. Situation Ethics: The New Morality. Westminster John Knox Press, (1997). Page 17-26 (accessed January 20, 2021) http://bit.ly/Googlescholar_SItuational_Ethics
**Please note that just because Fletcher’s Situational Ethics is used prominently, this is not an endorsement of all his views. Fletcher’s work has been used to justify terrible atrocities, such as eugenics, this should serve to point out that any philosophy taken to extremes can lead to terrible outcomes
12 Fletcher, Joseph F. Situation Ethics: The New Morality. (1997)
13 Mercer, Matthew. The Rule of Cool! (Game Master Tips). Geek & Sundry. (February 16, 2016). Accessed December 30, 2020. Video. 5:52 https://youtu.be/fWZDuFIYkf0
14 Bryce, Nathan K., “Four Lenses Unfolded: A Deeper Understanding of Temperament Values,” Insight; (January 29, 2002,).
15 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016).
16 McLaughlin, Kelly; Martin, Monty. "How to Run a Session Zero for Dungeons and Dragons 5e". Dungeon Dudes. (September 3, 2020), Accessed 12 30, 2020. Video. https://youtu.be/2MA-z5Ai-bQ
17 Wells, Orson, "The Big Brass Ring." Santa Teresa Press (1987, January 1) 1-148
18 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) | Adventuring Academy Season 2 | Ep. 16 |” Adventuring Academy. Dimension (2020, December 28). Accessed December 30, 2020. Video 1:24:18 https://www.youtube.com/watch?v=4IbVxEKpipo
19 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
20 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)..
21 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)
22 Imbo, Frederik, "How not to take things personally? | Frederik Imbo | TEDxMechelen" TEDx Talks; (March 4, 2020) accessed 10 Jan 2021, video 17:36 https://www.youtube.com/watch?v=LnJwH_PZXnM&t=381s
23 Kensinger, Elizabeth. Remembering the Details: Effects of Emotion. US National Library of Medicine National Institutes of Health. (May 4, 2009) Accessed 2021, January 30 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2676782/
24 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
25 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014) accessed 29 January 2021 https://www.dndbeyond.com/sources/dmg/running-the-game#MetagameThinking
26 Mulligan, Brennan; Mercer, Matthew. Building Your Own Campaign Setting (with Matthew Mercer) | Adventuring Academy. Dimension 20. (2019, April 3) Accessed December 30, 2020. Video 57:01 https://www.youtube.com/watch?v=sig8X_kojco&t=2867s
27 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014)-accessed 20 January 2021. https://www.dndbeyond.com/sources/dmg
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How do you want to do this? A Discussion on Selective Rule Enforcement

Hello folks,
For my research analysis and writing class my professor let me pick any topic I want. (her mistake) So for my final term paper I chose to come up with a method of determining a guide to the use of the "rule of cool." I got a A on the paper so I figured I'd share it with you fine folks as well. It is rather lengthy so I've included the abstract first. The 8 tips for dungeon masters is near the end (third session), the first and second parts deal more with the philosophical and ethics of games. So, if situational ethics and a discussion on the Mechanics, Dynamics, and Aesthetics of Play are of use for you, be my guess.
I am a relatively new DM so I spent a long time researching and trying to absorb what would make me a "good DM". With that cavate please keep in mind I know next to nothing compared to a vast majority of the DMs here. I can think of no place better to have this paper peer-reviewed, picked apart and "rebutalled" to death than here. If you feel offended, challenged, or angry reading this... Please understand I am a moron borrowing the works and words of far smarter people. If you feel that "this is the WAY" again... I am a moron... so ... with out further ado..

Abstract:

The choice to be a stringent rule-follower without leniency using fanatical legalism in a game can be a source of contention between someone acting as a referee and/or “Game Master” and players of a game. Likewise, to approach games with a sense of fanatical antinomianism, or to completely ignore the rules and simply let players do whatever they want, tends to offer no challenge, and or reason to play that specific game. Using ethical theory frameworks such as situational ethics, natural law, and utilitarianism this paper seeks find the philosophical principles of what moments are acceptable and actually beneficial to bend the rules of a game. As such, it is important to define games, briefly discuss why games are played, and roles rules have on games. The game Dungeons and Dragons 5th edition will be used as the principal example. With “rule for rules” established, seven tips on how to implement it this rule using advice and guidance from some of the most well known “Dungeon Masters” in the modern era will be provided.
Much of this paper relies on the works of Joseph Fletcher, Sheila Murphy; Benard Suits, Robin Hunicke, Marc LeBlanc, and Robert Zubek for the ethical and philosophical discussions around games. For the practical advice, it relies primarily on the works of Matthew Mercer, Brennan Lee Mulligan, Benjamin Scott, Patrick Tracy, Kelly Mclaughlin and Monty Martin.
Players are your friends, or at the very least your fellow human beings. As such, seek out what is best for them. Games are about many things but principally about enjoyment. It’s okay if the player does not get exactly what they want, so long as they still had enjoyment. How it happens is up to the players, the one running the game, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”

**“Once upon a time, around a table…”

A man behind a cardboard screen sits across from a woman wearing a funny hat. He is frantically reading through the pages of the various books at his disposal. He finds the reference he is looking for, but it is not clear. “It is technically against the rules, it is barely within the realm of possibility, but the idea is so creative…” the man murmurs to himself. Exasperated, the man smiles a crooked grin and explains, “Well you can certainly try… give me an acrobatics check.” The woman throws a piece of plastic resin on to the table. The dice reads, “18.” The man sighs and then laments, “fine… how do you want to do this?” The table erupts in cheers, as high-fives are given from the others around the table. The woman adjusts her hat, as she gleefully explains how her character will use the momentum of several falling barrels to move across the map in a single turn without having to use all her character’s movement.
As a “Dungeon Master” (DM) for the tabletop role playing game, Dungeons and Dragons (D&D), I can say without a doubt that many DMs have encountered extremely similar events as the one described above. The choice to be a stringent rule-follower without leniency can be a source of much resentment between the DM and the players around the table. Likewise, to completely ignore the rules and simply let players do whatever they want offers no challenge, no reason to play. In terms of D&D rule enforcement, as is with many events in life, the choice of always being either a “Harsh Disciplinarian” or the lenient, “Laissez Faire Guide” is a false dichotomy. Instead, seeking balance between the two choices based first on the overall needs of the players, second on the needs of the story, and third on requirements and rules of the game should be the norm.

Session 1: What is the Relationship between, Players, Games and Rules?

The 19th century philosopher and founder of modern cultural history, John Hughes once wrote, “Play is older than culture, for culture, however inadvertently defined, always presupposes human society and animals have not waited for man to teach them their playing.” 1 Why do humans play? Is it instinctual? Bernard Suits was a Distinguished Emeritus Professor of Philosophy for the University of Waterloo and his essays are in part responsible for the field of philosophy of games in the late 20th century. In his book, “The Grasshopper: Games, Life and Utopia,” Suits’ book uses Aesop’s fable about the grasshopper to argue that play is what we would do in a perfect civilization. He believed that in a world devoid of work, humans would still seek out challenges through play, suggesting that it is human nature to challenge ourselves.2 But is that the only reason someone plays a game?
One YouTuber opined that “In a practical sense, games facilitate systemic thinking by getting us to view abstractions, but also engender creativity by getting us to play.”3 If true, these are essential tools for humanity to function as an intelligent race. This makes sense from an evolutionary level as to why humanity would develop play, but is there more to it than “games encourage outside the box thinking?”
The landmark paper titled, “MDA: A formal approach to game design and game research” is one of the earliest attempts to formalize the field of video game design theory and it is fundamental to how modern game designers look at these systems. It serves to define the importance of mechanic, dynamics, and aesthetics of play and is instrumental to helping understand what players will expect out of a game. We will discuss more about dynamics and mechanics later, but first let us focus on aesthetics.
Aesthetics of Play Defined
Term Definition Examples
Sense Pleasure Enjoyment derived from how it stimulates the senses The visuals of a game, sound, and music, feel of the dice, etc.
Fantasy Enjoyment derived from the ability to step into a role that cannot be experienced in real life Playing a game as a magic wielding sorcerer or rocks in the far flung reaches of outer space
Narrative Enjoyment derived from game as drama, it is about the stories and experience gained Heavily story driven games such as Last of Us, Dungeons and Dragons, Final Fantasy
Challenge Enjoyment derived from overcoming an arbitrary obstacle Platformers like Mario, or even drinking games like beer pong, or corn hole; social games like charades, etc.
Fellowship Enjoyment from working cooperatively as a group to accomplish a goal Team based or social games such as Among Us, the card game Spades; save the world mode on Fortnite
Competition Enjoyment from showing dominance Chess or Go, Battle royal games such as Fortnite or PubG or Call of Duty; Fallguys; darts Poker; Uno, Killer bunnies or Magic the Gathering;
Discovery Enjoyment from uncovering the new or discovering news ways to play a game. These can range from searching to find things to choose your own adventure Minecraft; Zelda Breath of the Wild; simple matching games; the board game Betrayal at the House on the Hill; or games like Fable; Dragon Age Inquisition; or Mass effect
Expression Enjoyment from showing an aspect of one’s self; or games that allow full customization of characters Creation games like Minecraft; role play games like fallout 4; world of warcraft or Fortnite
Submission (aka Abnegation) Enjoyment from being able to “turn of the brain; and tune out the world” or what is also known as zone out factor. Bejeweled; candy crush; the lever-pull games at casinos, solitaire, etc.
(Source: Portnow & Floyd, October 2012)5
Aesthetics are things like sense pleasure, fantasy, the narrative of the story, challenge, fellowship, discovery, expression, and something called submission.4 There is an additional aesthetic that most game designers also consider when designing games termed as “competition”.5 These are all reasons people play games and it is important to keep all these in mind when acting as a DM.
The table above works to define these terms more appropriately and makes it easier to reference later. The reasons a player may want to play a game vary and change over time. If a DM can understand their players’ goals (i.e., what the player hopes to get out of the game) the DM will be able to understand why someone might want to perform a certain action, play a game, or want to ignore a certain rule in the first place.
On that note, what are rules in games? Think about it… Games are weird… well I should say the act of playing a game… is weird. Suits once wrote in his article, for the “Philosophy of Science Association Journal,” "To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient [means] in favor of less efficient means, and where such rules are accepted just because they make possible such activity."6 In other words, to play a game we create rules that prevent us from achieving a goal through the easiest means available. Instead, we make something more difficult and we play a game. For instance, in basketball, it would be far easier to simply carry the ball all the way to the basket instead of dribbling it.
In D&D, there is a similar activity to dribbling. It is called a “dice roll.” It is something that players must make to see if they succeed or fail at a task. The player rolls a 20-sided die and tries to get above a certain score to succeed. Players can roll normal, with advantage, or with disadvantage. Rolling with advantage allows the player to roll the D-20 (the 20-sided die) twice and use the higher number. Rolling with disadvantage also has the player roll the D-20 twice, but they must take the lower number rolled instead. It introduces a chance of randomness, and players will find any excuse they can to avoid having to make a roll with "disadvantage." In his book, The Grasshopper, Suits argues that we do this because it is the act of overcoming that limitation that we find enjoyment. By taking on these restrictions and accepting these limitations, we take on what he coins as a "lusory attitude" which allows us to play the game as it is meant to be played.
Suits would argue that by not playing the game according to the rules as written, the player would have only achieved a “quasi-victory” not really worthy of achievement. He also goes on to say that even the act of “failing to win the game by virtue of losing it implies an achievement, in the sense that the activity in question -- playing the game -- has been successfully, even though not victoriously, complete.”7 So, according to Suits, it’s better to follow the rules of the game and loose than to not follow the rules and win. It’s important to point out that the aesthetics of play had not yet been defined and Suits’ work mainly focused on the “challenge” aspect of play. This is where many sports and game philosophers begin to find fault with Suits. In the “Journal of Philosophy of Sport,” a rebuttal of Suits’ work by David Myers asks, “What if the goal of the player isn't to follow the rules or even play the game?”8 For instance, what happens if the player is motivated by competition and doesn’t care about rules so long as “they win?” While an extreme example, this paradox isn’t out of the realm of possibility. Therefore, focusing on just the challenge aesthetic of game play and simply playing the game “rules as written” can lead to a disconnect between what the player desires and the game itself.
Jesper Juul, an Associate Professor in the School of Design at the Royal Danish Academy of Fine Arts, wrote in his textbook on video game design, “Rules specify limitations and affordances. They prohibit players from performing actions such as making jewelry out of dice, but they also add meaning to the allowed actions, and this affords players meaningful actions that were not otherwise available; rules give games structure”9 Basically, without rules we cannot even have play. However, if the player ignores the rules that player won’t be able to enjoy the full experience of the game, because the rules both afford the opportunity to enjoy the game and provide the obstacles in the first place.
How the rules affect actual game play is where Mechanics and Dynamics come into play. (See, I told you we would get back to it eventually.) Mechanics are the rules and systems that govern chance to create the game we experience. Dynamics are how those rules come together to govern the strategies of that game. In D&D, an example of mechanics is how a player would have to roll a 20-sided dice to see if an action would succeed. Dynamics are the actions the player takes to manipulate the situation and give themselves advantage in the roll. Some examples of this are using a spell caster’s familiar, flanking an enemy in combat, using the bend luck trait, or lucky feat. This is akin to how the rules of poker dictate that bluffing is allowed (mechanics); but how the bluffing player conceals their tells and bets is entirely up to that player (dynamics).
What happens when the player’s desired aesthetics and the mechanics don’t allow for the dynamics the player wants to use? This is where it falls on the DM to determine if the game can handle a little rule bending. In the Dungeon Master Guide’s introduction, it states “The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You’re the DM, and you are in charge of the game…” However! It goes on to say, “The success of a D&D game hinges on your ability to entertain the other players at the game table.” What is a good way to approach this? Is it THE DM IS ALWAYS RIGHT, able to enforce their will on the players whenever it suits their need? Should the DM strictly enforce the rules and narrative of their planned story without the need to appease the players’ wants and desires?... well… The DM COULD do it, but it won’t be long before their players stop showing to game sessions. Just like the rules, without players, there is no game. Or as one notable professional DM and YouTuber once put it:
“The game you weave belongs to the players as much as yourself… so make sure to humor them every once in awhile by giving them a chance to be extraordinary" - Patrick "the Goddam DM" Tracy 10

Session 2: The Ethics of a Dungeon Master

So how does someone seek a balance between the rules and the players? Enter situational ethics. Situational ethics, first proposed by philosopher and first professor of ethics at Harvard Medical School, Joseph Fletcher,** is an attempt to seek a middle ground between two ethical schools of thought: Legalism and Antinomianism. In legalism, morality must come from a strict set of rules that must be obeyed at all times and cannot be deviated from or broken for any reason. Antinomianism, on the other hand, is the idea that there should be no rules, you should be able to do what you want, whenever you want (lawless society). 11
In D&D terms, "Fanatical Legalism" would be similar to what many DMs would characterize as "Lawful Stupid," where a certain player's character enforces harsh judgement without ever showing mercy to those who would break the law regardless of the circumstances… even to the detriment of the party… or that small band of orphans who were stealing food out of desperation…
Likewise, in D&D terms, "Fanatical Antinomianism" would be similar to what DMs would characterize as "Chaotic Stupid," where a player's character completely ignores consequences an action would bring and simply act according to their whims… even when it's an obvious trap… that has a 100 percent chance to damage not only your character, but the other players as well.
Fletcher's work states that the morally right thing to do depends on the situation and can change throughout the situation, but at the same time, there is a universal “moral law” on which to base our actions that he called "Agape" love. Derived from the Greek word of similar pronunciation, Fletcher sought to define Agape as a means to show love for your fellow human. In his book titled “Situational Ethics,” Fletcher states, "All laws, rules, principles, ideals and norms, are only contingent, only valid if they happen to serve love."12 Or to put it a different way, a desire to see your fellow human be happy is and should be the goal. It is not really a feeling, but an attitude to do what is best for others.
In terms of the D&D alignment chart, this would be easiest to define as whether someone is "Good" or "Evil." Whereas a “good character” is someone who acts for the betterment of others regardless of personal motivations, conversely an “evil character” acts out of their own self-interests regardless of how this action would affect others. Those that follow the concept of Agape would be “good characters.” Those that do not, would be evil.
This is where the so-called “Rule of Cool” comes into play. Mathew Mercer, an extremely acclaimed DM, comedian, and writer of D&D’s “Explorer’s Guide to Wild Mount,” and host of the show “Critical Roll,” defines the Rule of Cool as a trope in the D&D community that is “the willing suspension of disbelief for the sake of a cool moment.”13 It’s used in moments where the use of an certain object or action would be nearly impossible according to the mechanics of the game, but because it is a “cool dynamic,” the DM allows it. But what is “cool?” Is it a player that is normally too nervous to speak up being able to do something unique on time despite it being against the rules? Is it a player that has spent considerable time perfecting a skill and being able to perform a truly “epic task” (such as the jumping across barrels to effectively triple their movement distance)? Is it succeeding in persuading the main villain to befriend the party through a series of increasingly complex but successful rolls?
In all these situations listed above, there is a common theme that ties all the principles of what this paper is trying to address together in a simple phrase. As a DM, before making a ruling ask, "How will this decision affect the final enjoyment of all at the table?" Now a DM cannot give the players everything they want. Doing so cheapens the truly extraordinary moments. Finding the right balance can be difficult. That is why the flow chart above is suggested when trying to figure out whether it is a good time to “Remember the Rule of Cool.”
https://i.redd.it/f362ghdjlqf61.png

Session 3: “Well… You can Certainly Try”- Some Famous DM

Finally, we can discuss how the desire to make the most enjoyable experience for everyone at the table plays out using real-world examples and advice from some of the most well-known DMs in the business. Using the concept of Situational Ethics’ Agape, we can see how to work in the rule of cool using eight tips for Dungeon Masters.
Tip 1: It is advised to know your audience.
Not everything is as it seems, so be sure to pay attention to your players and look at them when you are describing the situation. Make note of how they react when tones or themes change. Remember those reasons people play games mentioned earlier? This is where those come into play. Additionally, while not something outright suggested, it is nevertheless important to take team dynamics into account.
The book “Four lenses unfolded” describes how various personality types can interact and work to solve problems. In it, the book describes four primary temperaments: Green (analytical), Blue (empathetic), Orange (adventurous), and Gold (goal oriented). Unlike most other personality tests, four lenses theory suggests that while we have a dominant personality at any given moment, other aspects of these personalities can manifest as well. Being able to draw on these aspects at will is the mark of a “mature” individual.14 As a DM/referee, coach, or manager, being able to do this and adapt to the needs of the players will take player engagement to the next level.
Tip 2: Establishing and Managing Expectations Early and Often, Works to Prevent Disappointment and Confusions
Mercer once put it this way, “Establish early on in your campaign how much of a level of crazy you're willing to allow. This allows for players to better understand what to try for and what not to try for.”15 Whether you are a teacher, referee, coach, parent, supervisor, or mentor, establishing expectations with those involved mitigates problems before they arise.
One of the main tools DM’s have for this is that is recommended by Mercer, as well as nearly every DM in existence on the internet, is the “Session Zero.” Session Zero is a term used to describe a session where no play occurs but instead rules that will be used and rules that will be ignored or bent is established. It also serves to establish a theme the players can expect from any campaign. Using the first chapter of the DMs guide will help considerably in establishing this. Additionally, one of the best guides for this is laid out by the DM YouTubers known as “the Dungeon Dudes” in their video titled, “How to Run a Session Zero for Dungeons and Dragons 5e.”16 But always keep Agape in mind throughout this process. In this step, it means actively listening to the players. The DM may want a gritty, tough, realistic, and challenging campaign. But if the players want a high fantasy power trip, some adjustments are going to need to be made to the campaign. Listening to players and changing the plans accordingly is not easy. It requires A LOT of humility and ego suppression. Especially when the DM has already designed how the game is going to go… which leads us to the next tip.
Tip 3: It is important to develop a healthy relationship with failure.
Celebrated author Orson Wells once wrote; “If you want a happy ending, that of course, is dependent of where you stop your story.”17 This applies to both the players and DM. There will be times when the DM is tempted to ignore the rules because the consequences seem dire. The player fails an athletics check trying to use a dynamic that had a high-risk, high-reward moment. Now the player’s character is doomed to fall several hundred feet down a ravine to what is likely certain doom in lava. But this isn’t the end. That player’s character is most likely dead, but their death could result in a moment of drama and tension for the players. It’s the very real chance of failure that encourages players to think critically about a situation and experience excitement and tension. Brennon Lee Mulligan, the DM of the D&D streaming show, “Dimension 20,” put it this way… “if you are not allowing for failure, you are essentially just telling a story,” and thus never actually playing a game (make-believe as Suits would put it). 18
Another thing to consider is that through failure, we can often find comedy as well as ways to encourage players to think critically and find new escapes, 19 at least according to the mind behind the “Replaying the Curse of Strahd” videos, Benjamin (Puffin Forest) Scott. Lastly, Mercer strongly advises that if a DM allows too many “rule of cool moments” to happen in succession, the weight of the moments and consistency of the game will be lost. 20
Players that are afraid to fail will not try. Mercer explains that “Most role play games are designed to forge a heroic story (showing feats of legend) so let the players try! Let them fail, and occasionally succeed!” This is where his catch phrase “you can certainly try” comes from. 21
Tip 4: Whenever Possible, Avoid Taking Things Personally
In his lecture on not talking things personally, soccer referee and public speaker, Frederik Imbo, explained there are two sides of a coin to keep in mind when trying not to take things personally: “It is not about you,” and “it is about you.” 22 Look at the other person’s intentions not just yours. With that in mind, it is okay to give yourself empathy and speak up. When someone seems upset with you, ask what are they hoping to get out of this releasing of emotions? Additionally, ensure that your pride isn’t preventing you from making the correct call. Yes I am talking about Ego again; it is that important! It is the DM’s world, but it is the players’ game. Without both, the world and the game, you do not have D&D.
D&D has a weird paradox of being both a story and a game. It has both a narrative as its core premise, but it is, in fact, also a multi-player game. Without at least two people you cannot really have much fun. DMs should make sure that everyone at the table enjoys themselves. Tip 5: Mechanics are important precisely because they are a means of delivering impactful story moments.
Remember that rule of cool concept? Extraordinary moments don’t happen often, and this is by design of the mechanics of the game. Humans remember the novel and unique way more often than the mundane. Mundane things tend to blend into the background. It’s the unexpected moments that highlight the more impactful story moments, especially if that moment is tied to strong emotions.23
With that in mind, Mulligan suggests looking at where the players are putting their resources before deciding how to rule on a situation. Have they invested experience points/levels into a specific skill that is relevant to this situation instead of just something they can use in combat? If so, reward them for wanting to do something that is a part of the world you are creating together. 24
Tip 6: Discourage metagaming but allow it whenever possible.
Look for any and every excuse you can to give advantage on an arcana check by setting the DC low (10 or higher). If the player succeeds, they can use what they know… they are going to anyway, but at least then they can talk about it with the other players.
According to the DM guide Chapter 8, metagame thinking means “thinking about the game as a game,” Examples would be thinking “the DM wouldn’t throw such a powerful monster at us so early in the game, so we will surely be saved and not have to take this fight seriously,” or “the DM spent A LOT of time describing that door… maybe we should search it again!” 25
The problem with metagaming isn’t really about what advantage the players are getting in the game. The problem is that manipulation of the dynamics, when used to extremes, can spoil the plot line of the cumulative story being told. This can lessen the drama and tension elements resulting in decreased enjoyment of those involved. Additionally, it can create a dynamic where the DM is constantly having to escalate encounters to challenge the player, encouraging a potentially toxic “DM vs player” mentality.
For instance, how would a street orphan barbarian with no formal education and a wisdom of …let’s say very low…be able to know that liches phylactery is the source of their power. The solution here depends on why the players are playing this specific game. Is it the narrative of the story? Is it discovery? If these aren’t anywhere close to the reasons these players came to the game table in the first place, the narrative is not going to take as much of a factor into decisions. Metagaming in this instance isn’t going to be much of a problem.
Tip 7: Keep in mind, the ending is “A” destination, but the story is about how you get there.
A DM may hold off the extra cool moments for the final parts of the game, keeping their players in complete darkness and grit the entire way. However, without at least some levity along the way, some “water for the weary travelers,” as Mercer put it, they may not make it to the end.26 So, do not be afraid to relax the rules from time to time to give them those cool moments, but do so sparingly lest the destination lose its luster as well. Always keep in mind it’s about the enjoyment of crafting and playing in the world together that makes this, or really any game, fun.
*Tip 8: When all else fails… take a break and have the Tarrasque attack the party. *
When all else fails, roll two D-20s out of players’ views… fake a worried expression… role a D-100 (also out of player’s view) look over the score concerned as you pour through your notes… then explain sorrowfully… “I’m sorry… The Tarrasque has risen and has attacked the party. Everyone roll initiative.” This is actual advice from the DM manual. It is right under “faking illness and running away.”27 The point is this: never be afraid to pause or call a game when it’s over or needed.
Maybe something incredibly uncomfortable for a player has happened. Maybe the DM has reached the end of what they were able to prepare for that session. Perhaps everyone is hungry or needs a bathroom break. Maybe the entire table has gotten to a point where no one can agree on anything and team dynamics are breaking down. That game world will always be there… but your friends won’t. Cherish that moment and make as many good moments as possible. Additionally, taking breaks both in-game and in the real world allow for quiet moments. These allow for the greater moments to shine through and the players will enjoy their experience more.
https://i.redd.it/1ncu361zlqf61.png
The graphic above serves to summarize the eight tips above and show their relationship with the narrative, enjoyment, and the rules when put in the context of situational ethics. From this graph, the relationship between the eight tips and how they play into the narrative, enjoyment, and rules of the game can be seen. Each of the tips can influence many parts of the game but they are intended to primarily influence the aspect of the game they are adjacent to. “Knowing the players” should influence the narrative and what kind of enjoyment the players receive. What mechanics are used to enable the game is causally related to how the rules are used and so on. Please note that Agape is at the center as, with every decision a DM makes, considering what is best for the players should be central to the experience of any game.
The Epic Conclusion
Through crafting a game-world together with your players, a DM has the potential to tap into one of the greatest traditions humanity has: camaraderie with friends. At the end of the day, these players are your friends, or at the very least your fellow human beings. As such, you should want what is best for them. Through trials, hardships, and drama, we get to put the punctuation on the moments of excitement, joy, happiness, and bliss. It is okay if the player does not get exactly what they want, so long as they still had enjoyment. This is because getting everything we expect is sometimes boring. However, always keep in mind that at the end of the day, games are about having fun. How that happens is up to the players, the DM, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”
1 Huizinga, Johan . "Homo Ludens". Routledge & Kegan Paul Ltd. (1980), pp. 1., accessed January 19, 2021. http://art.yale.edu/file_columns/0000/1474/ homoludens_johan_huizinga_routledge_1949.pdf
2 Suits, Bernard, “The Grasshopper: Games, Life and Utopia,” Broadview Press. Ed. 3. (November 29, 2005): 54–55. Accessed December 31, 2020. https://www.goodreads.com/book/show/803547.The_Grasshopper
3 The Game Overanalyzer, The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty in Game Design. The Game Overanalyzer. (January 11, 2020), accessed 6 January 2021. Video 18:44. https://youtu.be/lONsZwjVDzg
4 Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A formal approach to game design and game research." Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1, p. 1722. (2004). Accessed January 11, 2020 https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf
5 Portnow, James; Floyd, Daniel; Aesthetics of Play- Redefining Genres in Gaming. Extra Credits; (October 17, 2012), Video 9:13. Accessed December 30, 2020. https://www.youtube.com/watch?v=uepAJ-rqJKA&list=PL3N9QD4_yI-BlnwWUL8hhjpKgqRul3xAa&index=11
6 Suits, Bernard. “Discussion: Games and Paradox.” Chicago University Press. Philosophy of Science Association Journal, Vol 36, no. 3 (September 1, 1969). pg 316–.321. Accessed December 30, 2020. https://www.jstor.org/stable/186226
7 Suits, Bernard. “Discussion: Games and Paradox (1969)
8 Myers, David. “Game as Paradox: A Rebuttal of Suits.” Journal of the philosophy of Sport 39, no. 1 (May 1, 2012). Accessed December 30, 2020. https://search-ebscohost-com.ezproxy2.apus.edu/login.aspx?direct=true&AuthType=ip&db=s3h&AN=87342252&site=ehost-live&scope=site.
9 Juul, Jesper. "Half-Real: Video Games between Real Rules and Fictional Worlds", MIT Press, (Aug 19, 2011) pp.57-59
10 Tracy, Patrick. DM Tips: The Rule of Cool. Fantasy Bango. (October 20, 2017). Accessed December 30, 2020. Video 2:23 https://www.youtube.com/watch?v=x8aAIFalx6s
11 Fletcher, Joseph F. Situation Ethics: The New Morality. Westminster John Knox Press, (1997). Page 17-26 (accessed January 20, 2021) http://bit.ly/Googlescholar_SItuational_Ethics
**Please note that just because Fletcher’s Situational Ethics is used prominently, this is not an endorsement of all his views. Fletcher’s work has been used to justify terrible atrocities, such as eugenics, this should serve to point out that any philosophy taken to extremes can lead to terrible outcomes
12 Fletcher, Joseph F. Situation Ethics: The New Morality. (1997)
13 Mercer, Matthew. The Rule of Cool! (Game Master Tips). Geek & Sundry. (February 16, 2016). Accessed December 30, 2020. Video. 5:52 https://youtu.be/fWZDuFIYkf0
14 Bryce, Nathan K., “Four Lenses Unfolded: A Deeper Understanding of Temperament Values,” Insight; (January 29, 2002,).
15 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016).
16 McLaughlin, Kelly; Martin, Monty. "How to Run a Session Zero for Dungeons and Dragons 5e". Dungeon Dudes. (September 3, 2020), Accessed 12 30, 2020. Video. https://youtu.be/2MA-z5Ai-bQ
17 Wells, Orson, "The Big Brass Ring." Santa Teresa Press (1987, January 1) 1-148
18 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) | Adventuring Academy Season 2 | Ep. 16 |” Adventuring Academy. Dimension (2020, December 28). Accessed December 30, 2020. Video 1:24:18 https://www.youtube.com/watch?v=4IbVxEKpipo
19 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
20 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)..
21 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)
22 Imbo, Frederik, "How not to take things personally? | Frederik Imbo | TEDxMechelen" TEDx Talks; (March 4, 2020) accessed 10 Jan 2021, video 17:36 https://www.youtube.com/watch?v=LnJwH_PZXnM&t=381s
23 Kensinger, Elizabeth. Remembering the Details: Effects of Emotion. US National Library of Medicine National Institutes of Health. (May 4, 2009) Accessed 2021, January 30 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2676782/
24 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
25 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014) accessed 29 January 2021 https://www.dndbeyond.com/sources/dmg/running-the-game#MetagameThinking
26 Mulligan, Brennan; Mercer, Matthew. Building Your Own Campaign Setting (with Matthew Mercer) | Adventuring Academy. Dimension 20. (2019, April 3) Accessed December 30, 2020. Video 57:01 https://www.youtube.com/watch?v=sig8X_kojco&t=2867s
27 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014)-accessed 20 January 2021. https://www.dndbeyond.com/sources/dmg
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Video Poker - How to Play and Win

IDN Play (aka I debit card) is one of the fastest growing slot machine games online today. After all, who doesn't want to win big in one of the most exciting casino slot games? It's the jackpot that make the slot machines all the more exciting - but it's also the speed of play and the large sums won that draws players in. What is unique about I debit card is that the speed of play is not dependent upon luck - it is dependent upon clever planning. So what are the keys to success with this slot machine game?
The key to playing I debit card slot machines is careful planning and the ability to have the 'edge'. When playing poker online yang strategies are very similar to playing I debit card slot machine. The only difference lies in the variations in prize payout. Placing a bet on the progressive slot machine is like placing a bet on whether your card will be full at the end of the spin.
There are several ways to place a bet and one of the popular ones today is through free bonus offers. Free bonus amounts are often given to players for registering at certain online casinos that offer them free I debit card Asia spins whenever they sign up. Free bonuses can be used as betting or winningnings, and they can be traded, and cashed in for real money. This is how players can benefit from free bonus offers in online casino video poker slot machines.
Slots online offer players the chance to play for real money. Players need to know the basic rules of playing video poker online. For instance, they should know that there are three (3) speeds, and they should know how to play each of the three (3) speeds. Before any of the player starts to play, they need to confirm their account by clicking on the verification link on the website. Once this is done, a player can either choose to gamble for money or play for free. The player can decide to play for free in the hope of winning real money later on, or they can play for money if they feel that they have an edge.
One of the most important things that players should know about video poker is that a player can get seven cards for a pot when they have at least two pairs, three of the same suit and five cards. If the player has at least seven cards and no other cards in the hand, they will end up with a straight flush. A flush is when all cards are in the same suite, with no other cards to mix it up, such as having a seven card hand with a full house. An Omaha high is also counted as a flush, even though it does not have a seven-card total because it would still be a seven-card game.
If the player has a straight and flush, they will have won the pot whether or not they have dealt with any other cards. Video poker Omaha has a different rule, which has been created as part of Omaha laws. If there is another card in the top of the deck, called the "low card," then the player must call that card, regardless of whether they have legally squeezed it in there. If they have squeezed it in, they have to reveal it before the match is continued. This is to prevent cheating and to avoid losing a tournament match.
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9uVDg_jg_jA

the cosmopolitan six thousand five hundred dollar bank the bonus live play tonight last night you guys wanted some mighty cash i found you a mighty cash double up look at those numbers that we're working with same format last night we do 500 tickets however some of my tickets are a thousand bucks they're just easier that way so i'll have to do some uh thinking and uh math but i get kerry here to help me out and i got all my lovely and fans so ticket starts at a thousand dollars so we're not gonna go below 500 guys so this one should be pretty easy max volume bank the bonus live play 13.50 a spin [Music] mighty cash double up let's see this haywire five or more for the bonus [Music] mr classic tv says punky power thank you mr classic tv oh yeah mr classic tv i think you won one of those blenders or um mixers but i need to get your address so send me an email or message me on facebook so i know jimmy d won the other mixer but i'm pretty sure you are the other winner so i want to get that sent out to you yes haywire we got something big oh 45 bucks good ones big one oh i couldn't drop like the maxi because it doubles up [Music] wait there we go [Music] and carrie we trust so we're gonna have him hit the button all right gary [Music] wow that's huge let's keep getting these red ones yes this is not bad red [Music] that wasn't a good spin but if your first two are pretty solid so i forgive you [Music] yolanda rory love you bry mighty cash is the best i love you too yolanda hopefully it will come to new york here soon yeah this is a decent oh yolanda which one do i pick yolanda's picking guys left right middle if yolanda's in here we'll give her a first chance to pick one two or three your left middle right yolanda i'm gonna wait for her i am i'm in plenty of time [Music] i'm a no hurry this is a nice little bonus yolanda gets to pick [Music] leland assistant too all right here it is shoot that's fine all right let's do it anything filled up down there okay extra 13.50 [Music] yes too bad we couldn't fill that up this is not a bad little hit i'll do some ticket math later on because uh i had a thousand dollar ticket but a good start yesterday we started off great and then it went south and if smaller bets work we'll do smaller bets but i am getting some revenge on that 25 cash code it's a jackpot to start the night what do you know [Music] yolanda has no reason to be sorry how's the picture quality everybody we have one person keep saying bad picture but everybody else says [Music] [Music] nothing [Music] all right let me see if i can uh [Music] all right [Music] all right is that good now how does that look perfect all right couple backup spins come on please please please [Music] backup spins galore i saw it go by too all right two thousand dollars will be the ending point [Music] all right first game get a win nice start all right so this ticket guys oh cougar girls 9.99 super justice happy new year all right i reset it i don't know what else to do so i did reset the wi-fi i mean the picture i am at mercy of the casino and romeo evan welcome to the bod rubber ducky club all right guys since um the same ticket so five hundred dollars again i've got these thousand dollar tickets i have to use them twice so the floor is going to be 1500 all right all right 17 16 a spin [Music] that's huge 300 that's good [Music] [Applause] yep i i work with what i have so [Music] maybe it'll get better but i did reset it twice after that i can't do much i apologize but i'm working with what they have but thank you to 800 people watching one more [Music] open this pot 24. [Music] 40 bucks [Music] yes scott i just re-logged into wi-fi for the third time i did reset it and i reset it again so [Applause] [Music] all right before the bonus i'll see if i can fix the wi-fi whoops 73. if you're winning with that well i find it just keep it that way give me one second guys this is my best four games [Music] which one do you guys look all right which one should i pick i've never done this thank you raja what do you guys want [Music] miss mary brian thank you for the live play i really activity oh thank you miss mary [Music] coins [Music] all right coins all coins come on yes oh we're going to do something on the left [Music] chris had patches behind me for me hey one more time i logged out i forgot the network and i logged back in [Music] guys not much i can do guys so the i'm doing the best i can but tell me it's blurry and tell me it's unwatchable and you're gonna unsubscribe above and beyond because i don't control the wi-fi you're gonna unsubscribe from my channel uh i'm not trying to be negative here but don't say crap like that that's just not cool all right guys i'm doing the best i can to give you guys some bonus live play and kyle sell data does not work at all in vegas anyways we got a bonus 776 dollars all right there's some backup spans the floor we'll get 2800 2750 2800 we'll see how it goes and we'll do the top up if we hit it [Music] all right so 27.50 is gonna be the floor so the first thousand in we're gonna have at least 27.50 so that's a great start tonight the pot is a little over 6500 but that's what the tickets i had available was they're gonna make that work but thank you all for tuning in thank you for you know the watching the earlier live play and we got a super chat herbert d brian you're doing fine ignore the complaint all right one more spin and we're gonna cash out so far it's a good little start [Music] all right let's move what do you guys want to see next is my lucky players card [Music] so [Music] those are not multi-dino [Music] yep how you doing yeah i hope so i reset it again it's still really bad i i re-logged in crushing it you hit reconnect i hit reconnect yeah it's still brilliant now all right we're back live all right thank you all right guys garager just help me out it's great usually for a little bit and then it kind of sputters out all right guys how about some konami konami time [Music] [Music] it can go to a hotel you go to hotel next all right and play konami games radiant witch 15 to spin so the floor on this game is gonna be 500. because it's a thousand dollar ticket let's do it guys but thank you all for tuning in hey brian i got a super chat for you one dollar lucky super chat from jose all right usually the usually for a super chat has to be at least 1.99 or higher to say anything doesn't want it we'll try one this is going in the community pot there we go so now you're in action you have a point one tenth of a percentage all right taxi 10 000. yeah we need to go to the other one all right we're gonna try the hotel one all right we're gonna try one more wi-fi guys i apologize all right all right last try guys after this we're just gonna wing it but waffs 73 in bod we trust thank you wasps genomes just keep crushing it all right guys if i missed a super chat then i did do my best doing my best all right here we go it's an iphone 12 pro mac so it should the phone's not the issue here oh i think it was one away from that symbol nice you love silver lucky 25 super super chat flip phone it's a motorola gopro i have no idea come on three or more bonus symbols may trigger the money galaxy feature oh you're not like that okay [Music] we switched the wi-fi network so hopefully guys hopefully this helps it's holding up so we'll take it at this point jose ah i tried [Music] guys it has nothing to do with the camera on the phone it's the wifi [Music] chris pat you're doing great brian of data oh that's my new name brian of data 9150 so i heard you made a killing in the stock market today had a good day you guys haven't checked out raja makes money the mods have been actually posting the link so thank you mod for doing that come on kanami give me some heck yeah [Music] gosh you guys i might have to cancel live play early tonight if i have to keep modding for myself [Music] come on it's due [Music] uh now i get that radiant witch symbol when i don't need it yep once again [Music] well i would go play it and that's that's it that's the 500 mark so [Music] all right let's keep moving on guys [Music] now um somebody specifically told me i should go play high stakes [Music] you know what maybe he'll do some video poker since carrie's here tonight how would you guys want to see some ultimate at the video poker i think that could be fun 1250 spin max that volume out yay or nay on video poker oops stephen hall he requested this game tonight so he got it apple alert for guys tonight 5 30 ah so close 5 30 pacific time you know what i did really good on last night was uh one more that uh i hit those two nice jackpots on uh also environment really i haven't if we went at one more and open up the taco that is like another four i never have like an ultimate fire like played it again last night but the last couple ever since i started playing that another one ultra hot megalink i didn't go to those now they've done these whole shows okay i never liked it because i never got the bonus but now we've got all these great bonuses they're gonna take 5 30 guys the big jackpot will be live on the main facebook page with youtube live play to follow at six o'clock pacific time [Music] yes we got a bonus see what happens when i push the button all right big one here we go carrie go ahead and hit the button carrie terry first lucky raja high rollers i had to mix it up it didn't work for me yesterday all right raja your turn your turn nah all right jose hit the button [Music] okay there we go that's 125 for jose tracy says i feel bbb coming for b.o.d well we believe in b.o.d everybody hit the thumbs up jose you're on the roll ready another 125. you're fired i'm fired i'll come in and save the day all right come on all right you're in all right here we go there you go that's all you guys are worth 25. oh this is 50 cents it's 12 minutes all right carrie you're back in it come on 62.50 jose tagging you back in you're hired again come on that's this is a brd spin oh okay there it is all right same as the raja come on nature just drop it oh really i carry you're back in [Music] all right jose we'll worry about the price of the grand if we come to that all right it comes down to body [Applause] that's something 362. [Music] it is but yours is a lot tighter mine's maybe the spring's gone or something [Applause] [Music] all right backup spins we'll play it down to what 500. how does that sound that sounds great thank you one more sorry he's live right now [Music] ma'am it's 45 dollars i'm sorry that's my gunnery jose my agent told me that all right big congratulations to the quick father he's not going to be with us tonight and right when we got done playing about one o'clock last night went to the room get a good night's sleep at three o'clock he sent me a message he had to get an uber for a five-hour drive back to california he missed his baby being born that's why we picked this date early in the month because baby was due on the 18th so we're like okay two weeks plenty of time you know get home and yeah out of nowhere last night all right guys what do you think we should play next all right autumn moon let's do it ah guys i do not really charge 45 dollars a photo you guys can believe whatever you want this one's due i'm into this game for at least a thousand bucks i get this one two oh the better match yeah no no but this one yesterday all right here we go twenty dollars to spend fifty four hundred dollar major hundred and three thousand dollar grand this is slower than like that first [Music] so the floor is 500 on this game unless we decide to play a second round on it so thousand dollar ticket in the floor come on what whoa no oh i thought you had it oh wow how did you screw that up very easily oh i thought i had it thousands left what happened to that 20 orb what happened to that 20 dollar orb tracy if jose twerks upside down like naomi there will be mega booms wow you've been requesting the twerk upside down [Music] diane mccall says whatever rajo says about you after i fell for the malaria hoax [Laughter] so diane mccall says she doesn't believe anything you say about me after she fell for the malaria hoax when you told everybody i had malaria b.o.d uh brandon true b.o.d ah what what grand did you hit the other day when the raja was live it's probably the same as me having malaria whatever that's worth [Music] it's no minor finally [Music] the good news is i don't have malaria currently but the question is are you going to fall asleep 2 000. i knew this game was due ah yeah come on keeping it alive [Music] now i pumped well over a thousand bucks in this game last night [Music] plus in the group paul we didn't do too well either [Music] [Applause] thousand right [Music] oh here it comes 103 000 live let me at least see it i did not see it i got my glasses on and i don't see it again the drama it's left-handed does it work nope i need to mix it up is that what you do in the bedroom people got jokes today come on [Music] hopefully we keep playing well i can pay off my markers it'll be nice [Music] that's something is that tick-tock tick-tock well i only have one phone unlike some people wow you guys both have one phone wait we got so many girls and tracy d if you don't mind sending me a photos later on of all the jackpots thank you all right so the floor is gonna be three thousand bucks one more moon there's still good line hit john johnson boom boom boom in bod's room that's right [Music] yeah this machine was definitely due after i mean carrie watched me struggle on this game last night i mean struggle one more i knew this game had to do a comeback hi there how you doing today good how are you i'm doing well you can't do recording what did this gentleman tell you i'm spitting fake news again i'm gonna have to call security on you that wouldn't be the first time yeah they called him last time when he had those prostitutes you grabbed his hands on his feet caesar's palace was not a good day remember caesar's palace and that lady i was tracy says i'm waiting jose you got this bee all right cash it out so this yeah so yeah this was a new this was a fresh ticket jimmy beauty on ajita keep it up i got your hoodie in my room during his live play i'll get it for you all right cash cove 25 a spin so the floor is just under 2 500. purple and gold saw it's nice wind keep it up i'm going to purple gold and i got jimmy d there you go all right all right so the floor is like 2 400 and change what doesn't want my ticket i did this yesterday too gaming machine unable to redeem at this time that was weird and it took it cash go 25 to spend cash cove just under 2 400 sorry just under 2 500. come on make up make up for you so 24 in change [Music] 100 dollars get it oh but thank you to all the mods help out thank you to kerry all aboard or luxury line tiffany j beauty great live stream can you play some cats all right we'll do cats after this [Music] no thank you nope i'm doing well not drinking anything so i'm gonna hold off as long as we keep winning i will not have a sip of water the entire livestream i am very superstitious [Music] what did he get nice jose is on ajita as tracy d would say this ticket will be put in the bank after this machine is over that's a great observation [Music] [Music] doesn't want me to quit this game i guess no okay there you go all right couple more spins not gonna go below 2400 come on come on all right final spin on this game cash an hour all right all right so that i think it's done all right we're gonna put another thousand dollar ticket in so once again the floor is gonna be um 500 bucks i didn't have to didn't have time to break down the tickets cats here it is somebody wanted cats to send a super chat and i haven't done cats in a while so [Music] 15 to spin [Music] yes that's it i thought it looked it looked a lot better in my mind sometimes the lower bets work better that's a pay line on 15. oh fine don't have to convince me it looks like if i'm a game manufacturer i'm making 15 lines that's not one of mine [Music] yeah of all the games being different heights different angles it's not always the easiest sometimes to uh that's it fifteen all right 30 that's fine 30 bucks on cats ah 200 nice [Music] come on bank the bonus that's good huh 400. nice [Music] that's right johnny milwaukee loves all the games that have cats in it kitty glitter miss kitty [Music] bonus [Music] [Music] what do you think should i play 45 a spin on catch or keep it here at 30. 500 is the floor we're going for that bonus oh yeah 250. i'll tell you what we'll do actually choose the max you can only play 30 bucks so by default oh bonus nope no nope gina anyway can you play black widow uh maybe you'll do some black widow i'll tell you what since we're doing well in the game we'll i don't want to lose any money on this game so we'll set the floor in a thousand bucks so we guarantee we don't lose any money playing cats [Music] i hate to do well in the machine and go broke trying to hit the bonus so [Music] come on okay 200 just for that [Music] and if we break the two 2000 mark maybe he'll set a floor above that come on full screen say meow i likey [Music] so if the raja ever tells you something about me 95 of the time it's not true he said you were an awesome individual b.o.d yep see told you now he knows better than joke about my dogs so oh yeah that's like the one thing he knows so if he says something about my dogs that may be true but besides that i never had malaria [Music] what's not a pay line but this jagged thing is that's bs hey ben hello [Music] don't get called on me kitty cats [Music] all right um is black widow on here all right this game's getting cold i'm going to use this extra 186 dollars for black widow so the forum black widow's still going to be 500. i so whatever that's worth executive vod decision [Music] forty dollars to spend on black widow [Music] the floor is at 500 on the game he's taking some of that extra money [Music] all right a black widow floor is five hundred dollars oh there's yep i that's a lot of people say i look like the purple guy in black widow they're the pink guy does that look like b.o.d what do you guys think i think it is they modeled it after me maybe that's right the raja this is his favorite game because he gets to see me all the time [Music] wow cheryl clark blackwidow be nice to b.o.d thank you we don't think we had a single playback of anything on black widow yet [Music] not a single does black widow hate b.o.d looks like ben affleck oh there we go on the last spin it pays 160 says don't quit on me [Music] ah mark wahlberg all right final spin and we're putting this ticket in the bank for cats and black widow so cats and black widow is done now i did play some um dancing drums earlier today and i got killed 2 000 down on dancing drums so based on that it's dancing drums revenge [Music] time [Music] yeah i saw my afternoon live play we did play some dancing drums so what do i got left 500 500 500 000 so 6500 in tickets i have 2500 left let's just make it easy to put a 500 ticket here so once again guys i had to get some thousand dollar tickets i couldn't get the 500 so that's why we used some tickets twice 1760 a bet and we're going for three if we get it we're going for three the last three games we haven't done anything so we're due for another bonus here jimbo come on drums let's see a bonus i agree timbo so the mini's at 178 miners 626 that seems awfully high you son of a yeah majors at 9 000 yeah we're going for three because that's what i said all right here we go all right big money there we go that's it [Music] yes oh one more dragon that helped 120 yeah 360. [Music] all right 660 dollar bonus [Music] all right we're gonna play some more uh like 750 floor on this game we need some backup spins let's get another bonus [Music] you know screw it we'll do the mystery if we get it again that sounds fine with me mystery if we get another bonus i just hit five drums [Music] all right final spin unless we hit something um [Music] all right whoops says uh [Music] top dollar let's do it [Music] a lot of people like the double top dollar [Music] yeah 210 dollars to spend sorry 10 dollars a credit 20 [Music] we've been doing better on the lower d knobs right now so [Music] she says always double she's an expert so yeah 10's on there i'm putting a thousand dollar ticket in so the floor will be 500. [Music] so it's 20 dollars yes we did some higher spins earlier going backwards still good slide play [Music] carla howard says good luck tonight hashtag bonus time hope you're staying warm up there [Music] carla [Music] oh [Music] [Music] is my card working all right let's see this top dollar logo [Music] so close there we go [Music] almost 2 000 people watching thank you guys for tuning in tonight make the bonus live play from the cosmopolitan las vegas hit that subscribe button keep notifications on because sometimes i do surprise live play like this morning last spin [Music] and i did some like hundred dollar huffing puff this morning all right let's move on to some pinball [Music] two credit pinball we'll do 20 to spin on this too yes we'll do the video poker [Music] let's set pinball yeah uh these old school pinballs you can't see them anymore you don't find them much all the casinos that have them do not get rid of them looks like the new pinball they have it's a little different format 20 to spin so with a three credit pinball you get five shots with two credit pinball you get four [Music] that was 250 okay give this some more ammo to hit this pinball come on come on [Music] ah so close we have 1500 left after this the big jackpot will be live at 5 30 pacific time so [Music] and maybe i'll do some surprise late night live play tonight you never know that's why you have to subscribe and click those notifications on if i do like it yeah yeah it's something i was waiting for like yeah eight grand i'm like my like time just kind of stopped okay for me i'm like is it gonna happen [Music] it is what time what time is it carrie right now i think about five o'clock or so so it's 4 45 yes there we go uh i think i'm gonna keep the ten dollar genome it's working i hate to blow through everything on the twenty five dollar d numb we ain't broke i rather win a little bit of money on a smaller bet than lose more money on a larger bet [Music] yeah maybe some we'll see late no promises i did a surprise live play this afternoon [Music] and it's not a surprise if i tell you happy new year b.o.d and good luck well thank you sonny happy new year to you come on pinball get a couple decent line hips golden nugget that's a casino we're at the cosmopolitan is there a game called golden nugget oh yeah [Music] what was your biggest hit um nice on 15 bets yeah can't beat that [Music] i know where a wild wild nugget is but um some guy last night kept saying wild wild nugget the whole time and it really gave me bad juju and we lost so no wild wild nugget tonight i'm not a fan of that game anyways but we got a come on bonus 80. okay 250 it's a good start come on 80 80 no 500 bucks come on 80 80. [Music] [Applause] all right we're at 8 40. like 7 60 something like that get it five back upstairs legit whoops taught me so my final spin okay cash now [Music] 1500 left [Music] carrie and i gonna play some video poker for five thirty dollars to spin ultimate x video poker scary carry and body now beauty is gonna make the best choices oh thank you for that i'll do the best i can i got carrie here so we'll [Music] oh i didn't sorry i was um live when you texted me oh you're fine [Music] thank you thank you do you want a cosmopolitan no no no hold nothing or yeah all right oh so i was playing this earlier i got dealt four to the royal correct carry yeah i got dealt four to the royal i had a four-time multiplier up top or something and of course i did not hit it we'll be back to slots after this open ender all right seven queens [Music] maybe i should have held the aces michael alphonse in the house check out live stream casino shenanigans on facebook featuring michael halphon nothing all right the no holds barred anything goes facebook gambling drinking debauchery group sanders lodge shared the length thank you okay in order here we go oh come on give us something here come on [Music] all right here we go four to the flush let's hit this yeah look at the next all right come on four of a kind wherever oh come on oh come on top here okay guys all right come on could be eight thousand dollars it could be all right here we go a little dramatic pause come on twenty thousand dollars here it comes [Music] oh man yep yeah i got del four to the royal with the multiplier i had a couple good deals today [Music] here we go [Music] all right here we go come on four of a kind four of a kind king queen [Music] hey quads there we go oh cheers that's why i got somebody else here [Music] maybe if i do a late night it'd be all video poker live stream it's a possibility if anybody wants to do a video poker with me tonight maybe i'm going for it oh you just look at it [Music] okay so it's open ender too yeah so you need a two or seven eclipse [Music] there we go [Applause] 2500 [Music] all right [Music] nice all right so we're at 28 10. i'll probably play down 2 500 or so yeah um come on here it comes guys let's play for a miracle carry i'm good right yeah ah tyler smith the b.o.d for president carrie lee for vp i like it okay let's do it again come on four of a kind [Music] [Music] [Music] yes sir oh come on four aces come on [Music] [Music] okay that's right it's lacey from the slot ladies the one and only will she go live tonight i don't know if you guys want to send her money on only fans i think she may go live again tonight but hopefully is that how you send people money oh yeah so if you check out lacey's instagram and tracyd or whoever has it share it in the chat and on instagram they have your cash app in there so if somebody wants to send lacey 100 bucks or she gets up to 500 tonight i think she may go live again [Music] oh somebody sent you 100 you just need 400 more all right that sounds fair and whoever sends the most money can pick the game [Music] it'd probably be after the big jackpot tonight probably directly after before the group poll [Music] it actually was good she told me my left arm was sore because my right arm was tight [Music] yeah i had the hundred minute in the end well worth it eight times there we go anything i have a mask on my braces oh there we go can we get the flush can we get a flush ah yeah that's a good way to end it positive money and tracy d thank you mod tracy just shared lacey's instagram so just to confirm her cash app is linked in the buy over instagram right yeah all right so if she gets 500 tonight 400 more she will be going live [Music] am i down only 500 left yeah i guess i'm only at 500 left tonight wow i thought it had more oh yeah we had the thousand between those two machines right so what do we want to do for the last so let me think about schmidt i put 500 in there 500 here okay we all know what's going to happen last guys 25 spins huff and puff [Music] that's right guys huff and puff to end the night and wild wild nugget is being played i was going to end it tonight in a wild wild nugget but some gentleman is playing it so i can't do that yep 25 spins we're doing well we're gonna do 25 spins we did it yesterday for a thousand bucks we couldn't hit so maybe it's due that that logic worked on the uh what game did the logic were gone oh autumn moon we lost yesterday all right here we go 25 spins huff and puff let's do it um yeah maybe some late night live play i'll talk to some people and figure out a game plan there's no promises [Music] well i got some money to throw in the pot it could be video poker who knows two more yeah yeah there we go by the way we're gonna end it we got backup spins all right i'm excited yesterday was terrible today is much much better one more oops man i didn't mean to do that [Music] oh come on don't be like that it is going to be like that we got backup spin so there's one point we just want a coin [Music] ouch and the actual three games only played seven dollars and fifty cents it was bad [Music] 500 bucks will be the floor [Music] thank you that was not a good bonus nope nope nope [Music] come on the volume is maxed out that is not the issue what are you gonna do one more spin to end the night on bank the bonus live play i don't i would like to play it through but i don't know if that's fair because everybody has to agree on it so based on that um i'm okay thank you though so but guys thank you so much on behalf of b.o.d scary carrie and lacey we will see you soon remember check her out on instagram camera's on you just let you know oh hi taking my these are not i can't walk in them so i'm switching all right so check her out on instagram if she gets 500 today she's going live and you pick the game if you're the highest donor and also check her out on only fans so all right guys thanks to glot and i will see you guys later on maybe late night tonight bye
submitted by discoskyline to discoskyline [link] [comments]

Casino Sieger €5 free bonus no deposit required (Register)

Casino Sieger €5 free bonus no deposit required (Register)

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Open your gaming account with Casino Sieger and collect a €5 free cash bonus! In addition, get 40 free spins and 110% bonus on your very first deposit! No bonus code needed! Play online on your PC and mobile. Good luck!
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Are you ready to become a winner in your favorite casino? “Sieger” means “winner” in German, so Casino Sieger makes some great promises from the very start. But before you register and make the first deposit, make sure to read our review. Casino Sieger is a gaming website, established in 2009, that collaborates with a great number of popular software providers such as Microgaming, BetSoft and NetEnt. It supports classic casino games, live casino tables, sportsbooks and virtual sports - more than enough variety to participate in a different activity every day.

Casino Sieger Review

Before we start raving about Casino Sieger, we would like to remind you that not every casino is suitable for every punter, no matter how good it sounds. It all comes down to preference. This casino, however, focuses on a diverse gaming portfolio that includes all popular styles, themes and variations. Whether you are a high roller or a complete beginner, there will certainly be a title or two that will speak to you. Some live casino enthusiasts might say that there aren’t enough live games, and we partially agree - Casino Sieger is missing some great live gaming shows that are fun and highly amusing.
We would also love to see more deposit bonuses that are simple and straightforward, with no special calculations involved. Still, their Build a Bonus feature provides an interesting twist to deposit bonuses and motivates you to play regularly. What we don’t like about this casino is a 10% handling fee on your transactions, especially as eWallet transfers take literally seconds, and don’t require as much work as bank transfers. 10% is a lot, no matter how much you want to withdraw - €200 or €20. Giving up on fees would be an incredible step forward and would bring more new customers who are playing on a budget or simply want a cheap, yet efficient casino site.
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Casino Sieger Promotions and Bonuses

As an establishment that is focused on both casino and sports betting experience, Casino Sieger features two different bonuses. Of course, the one that is more important is the casino welcome bonus, and in this case, it is 100% up to €200. Sportsbooks welcome bonus is 100% up to €100. It is fascinating how they created two welcome offers for two completely different types of punters. And while some might think the sportsbooks users are neglected by getting only up to €100 bonus, the fact is that sports betting and casino bets operate in completely different ways, and the wagering requirements tend to be quite different.
It would be amazing if the casino tossed in a few extra spins as well. Furthermore, having a separate welcome bonus for live casino punters would be extremely beneficial for both users and the establishment, as it would attract more professional clientele and high rollers who prefer a realistic casino experience in the comfort of their own homes. Don’t get us wrong, this is still an incredible offer, worth your time and money, just make sure to read all the terms and conditions before claiming the bonus. They are located in the footer, and there is a single document for all promotions and bonuses available on the website.

Bonus terms and wagering requirement

Bonus terms are transparently listed on the website, and we suggest you read them as they are an incredible source of all the information related to bonuses. They even feature examples that can help you easily understand how to wager your bonus. While playing the bonus, you will be able to withdraw the amount that equals the percentage of the wagering requirement you played. So, if you got a €100 bonus, and wagered 20%, you can withdraw €20.
Every bonus must be wagered 30 times before becoming fully eligible for a withdrawal. Profits made by playing free spins must be wagered 60 times. The games contribute to the wagering requirement as follows:
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Promotions and bonuses

Casino Sieger’s promotions are primarily focused on sports betting, but there are also a couple of good deals for casino users. There are raffles, tournaments and competitions that last for a certain period of time and bring you free spins, cash prizes and jackpots. This site is giving out €2 million in daily Drops and Wins, as well as free cash prizes in their monthly tournaments.
You can maximize your bonuses by using the Build Your Bonus feature - every time you add money on your balance, you get a code for 0.5x multiplier on your last deposit that can add up to €100 bonus. So basically, if you deposit €100, you get a 50% bonus on the next deposit. Those punters who don’t like to do the math can simply use a nifty calculator in their Promotions section to see how much bonus they can get.

Casino Sieger Game Selection

Casino, Live Dealer, Jackpots

Casino Sieger features over one thousand popular games and covers all genres, themes and types of gaming. The platform provides a great overview of all games available; all you have to do is glance over the main menu, and then click the category you are interested in. And if you are on a hunt after a specific title, simply use the search bar - it works impeccably, and the results will be there immediately for you to click and play. This site includes live casino games, classic table games, slots, virtual sports, as well as sportsbooks, bingo, scratchcards and many other games that are not so common at online casinos.

Slots and table games

Slot fanatics will love Casino Sieger as it provides an incredible selection of these popular games. What we found interesting is that the site has a special category for sport-themed slots. We expected to see at least 50 sport-related games, but there were only 24 sports slots available. Punters who play only recent releases should focus on a category called New, as it features all the latest gaming titles, and while doing this Casino Sieger review we noticed some games that were fresh out of the oven: Artemis & Medusa, Goldaur Guardians and Bling. Of course, you can always take a few spins on classics such as Gonzo’s Quest and Book of Dead.
Table games can be found in the Casino category, and be prepared to see some live casino games as well, despite them having a separate section. But this doesn’t make finding the game you will love any more difficult, as they are all organized by the category - blackjack (60 titles), poker (58 titles), baccarat (11 variants), roulette (32 variants), video poker (39 titles), scratch cards (over 70 titles), other games (37 games). The most interesting game in this section is Blackjack 3D Multi-Hand, a game that is very similar to live blackjack but isn’t live-streamed.

Jackpots

Want to get your hands on big jackpots that will turn your life upside down? Simply head over to the Jackpots section you will find under Slots, and select one or more titles out of 58 jackpots available. And while this casino doesn’t provide any information about the actual size of the jackpots, it is pretty clear they created a perfect combination of hit classics and new releases. There are even some progressive jackpot table games such as European Roulette Progressive and Deuces Wild Progressive.
However, progressive jackpot slots are and always will be more popular than progressive table games. Casino Sieger features some amazing titles like the Mega Moolah series (all the existing titles), CashSplash saga, Treasure Nile and Imperial Riches. There are also some less popular titles like jungle-themed Tanzamunni, enchanting Wild Spells, as well as Jackpot Rango, Basic Instinct and Rambo, all based on hit movie titles. The only Drops and Wins slot in this category was Wolf Gold, a Pragmatic Play title that features only one payline, in the special field at the bottom of reels. However, there are more Drops and Wins titles available, and you can find them by using the Pragmatic Play provider filter.

Live Casino

Live casino games in this establishment are provided by Pragmatic Play and Net Ent, two reputable software companies that thrill players across the globe with vibrant slots and luxurious live casino games. There are seven variants of roulette, 18 types of blackjack, five types of baccarat and sic bo, which indicates this live casino is on the smaller side. Still, this makes it perfect for beginners who can’t handle a great variety of games and variants all crowded on a single platform.
If we had to mention some titles that were fun for us, it would definitely be Roulette Macau. The minimum bet is €0.50 and the maximum bet is €2,000, but what surprised us the most is the live chat feature where you can talk to your peers all across the globe. Talk about authentic casino experience! This casino lacks only one type of live gaming - gaming shows that are most common at Evolution Gaming live casinos. Adding a few popular titles would further diversify their portfolio and be a popular choice among punters who like dynamic yet lighthearted types of gambling that don’t require a lot of attention, skill or knowledge.
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The minimum deposit at Casino Sieger is €10, while the minimum withdrawal is set at €20. You can make the payment via several popular methods: Sofort, AstroPay Card, Visa, MasterCard, SafetyPay, ecoPayz, Skrill, Neteller, PaySafeCard, PassNgo, Zimpler, Trustly and many more. And while some of these payment methods might be restricted in certain countries, there is always more than plenty to choose from. All payouts are processed within two working days, and you might even have to verify your identity, but trust us, this step is essential for safe and smooth transactions. It takes up to four working days for the money to get to your bank account.
If you don’t want to verify your account, keep in mind you can withdraw only up to €2,000. Per week you can withdraw up to €1,000, and there is a limit on €2,500 in withdrawals per month. Of course, there are some exceptions to this rule so make sure to read T&C carefully. Furthermore, the company reserves the right to charge a 10% fee on withdrawals which can be considered quite pricey.

Verifying your Casino Sieger account

As already mentioned, all players who want to enjoy their winnings to the fullest must verify their account. The entire process is quite simple and takes just a little bit of effort. You have to prove your:
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In some cases, the casino might request a notarized copy of the documents mentioned above.
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Casino Sieger is owned and operated by Condor Malta Limited. It is also regulated and licensed by the Malta Gaming Authority. In addition to that, the company holds NetEnt and BetSoft RNG certificates which prove all players have a fair chance of winning, as no results and outcomes are rigged. You can find the PDFs of these certificates on the website if you are interested. Their Privacy Policy is detailed and provides a great insight into how your data is handled, stored and used.
In conclusion, Casino Sieger seems like a fair and reliable online casino. Players will definitely appreciate the fact it is a regulated establishment and not some shady joint from the dark corners of the web, with no license and zero customer protection. All bonus requirements are explained to the last detail and available to you even before you register, which is something to appreciate. This casino has nothing to hide!

Usability

Casino Sieger is the ultimate winner when it comes to a user-friendly interface; let’s take it step by step. First, the casino looks sleek, elegant and professional thanks to an attractive combination of black, silver and gold. All buttons are easily visible, and even users of the older generation won’t have any difficulties navigating it. Second, games are well organized in their respective categories, and there is also a search bar that works without mistake. Do you need to know more about bonuses? Bonus terms are easily accessible and published for everyone to read, so there is no guessing game when it comes to playing the wagering requirement.
Furthermore, almost all games feature a demo mode, which means you can play virtual money before your real deposit. That way you don’t risk any real money, but still manage to learn all the rules and features. Overall, it was a pleasure to play in this casino.

Mobile Casino

Casino Sieger mobile platform follows the same design concept as the desktop platform, with some minor adjustments for more pleasant mobile gaming. One of those adjustments is a slightly different games menu, but we have to admit it doesn’t affect the playing experience in a negative way. On the contrary, it makes more sense to navigate vertical tabs than horizontal ones while playing on the phone.
The mobile gaming interface is instant and supported by all modern browsers that can be set up on Android and Apple phones. There are no downloads and updates involved, and your mobile storage space won’t be affected by mobile gaming. This advanced approach towards mobile gaming allows you to play whenever and wherever; just make sure you have a reliable internet connection, and a solid WiFi or mobile data plan with your operator. All games load pretty fast, and work without any delays or buffering.
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Casino Sieger Help and Support

Feel free to contact their customer support via live chat. Agents respond quickly, and even though you might have to wait a minute or two to get your answer, the service is simply superb so we can’t complain. Before starting the chat, you will have to provide your name and email, as well as type the question you have for the support. Alternatively, you can contact them via email.
These are the main categories in the Casino Sieger FAQ:
  • About
  • Account
  • Contact
  • Bonus
  • Financial queries
  • Games
  • Sportsbooks
In addition to FAQ, there are also game guides that provide basic rules on how to play certain gaming titles.
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Winners Magic Casino 100 no deposit free spins bonus

Winners Magic Casino 100 no deposit free spins bonus

Winners Magic Casino Free Spins and Welcome Bonus
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Winners Magic Full Review

Introduction

Winners Magic Casino is a relatively new online casino that introduces a unique playing experience to casino users. It extends the limits of the average player by delivering daily game thrills across live, video, table and Winner slots categories. If you are hooked on mobile casino games and if you want to play high-quality games from top-performing providers like Play’n GO, NetEnt and IGT, Winner's Magic Casino is the place to try your luck.

Exciting Slots and Games

To keep players engaged, entertained and thrilled, Winners Magic Casino offers a big variation of games sorted across seven categories, i.e. featured games, new games, video slots, classic games, scratch cards, and all games. Among Winner’s Magic popular slots are:
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  • Gonzo’s Quest Slot
  • Bonanza Slot
  • Golden Goddess Slot
They offer a great selection of games from casino game providers such as NeoGames, Microgaming, NetEnt, Rabcat, Pragmatic Play, and Pariplay. These include:
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From exciting video poker games to popular online casino games hosted by real life dealers, Winner Casino is guaranteed to deliver a nice gaming experience.
Players can also enjoy traditional table games like Blackjack, Roulette and Poker, with low table limits and high table limits, that satisfy everyone’s taste and budget.
The video slot category has over 400 games, including some of the most popular slot machine games like “Book of Dead”, “Fruity Friends”, “Wolf Riches” and “Aztec Gold”.
This category also includes jackpot games like “Bonanza”, “Royal Seven XXL” and “Aztec Gold – MEGAWAYS”. The casino games category includes around 70 games, where players can also play online casino games with professional dealers and tables with real players from all over the world. The scratch cards category offers over 60 games, featuring “Hit The Bank”, “Wizard of all”, “Bingo”, and “Scratch N’ Roll”.
No matter which game you choose, the Winners Magic Casino wins will certainly make you happy.
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Mobile Experience

The rise of mobile gaming affected the standards of the online casino industry. Winner’s Magic interface is primarily designed for mobile devices, and all mobile casino features, games and promotions, as well as banking methods, customer support, etc. are clearly stated on the mobile website.
Winner’s Magic Casino’s mobile version is supported by iOS and Android platforms. Players don’t need to download an app as the casino loads on compatible mobile browsers. Regarding usability and functionality, the different website sections are easily navigated, and all the menus are clearly accessible.

Loyalty Program

The best part about Winners Magic Casino loyalty program is that the more you play the bigger rewards you get. The VIP-program has 7 levels, each level unlocking something special. For example, “Silver Member” players get 10 Free Games on Sunday, can take part in VIP live tournaments, and will also receive a birthday bonus. What makes this loyalty program exciting are the two top levels “Premium VIP” and “Prestige VIP” which can only be unlocked with an exclusive invitation, and will then be granted higher deposits and higher cash out limits. Getting to the highest level is your Winners loyalty card that will bring you prizes, money and lots of fun.

Promotional Offers at Winner’s Magic Casino

The higher you get, the ranking system offers you better perks and rewards, including birthday bonuses, faster cash out times, and much more. Always make sure to read the terms and conditions before signing up and claiming a promotion. Winner’s Magic gives a fair and honest online casino experience by offering fantastic casino bonuses and promotion to boost their customers’ entertainment.
  • Brand new players receive a welcome bonus of up to €200 and 100 free spins to their account over the course of three days to play on all casino games.
  • All new players of Winner’s Magic Casino are greeted with a match-up bonus and a total of 100 free spins.
  • The player must make a first deposit of a minimum of €10 to receive the match up bonus.
  • The Free Spins must be used on the day they are received.
  • Upon completing the deposit of €20, players will receive 20 spins, followed by 40 more on the second and third day. for the match bonus and a minimum deposit of €20 for the free spins.
In addition, there is a wagering requirement which amounts to 35 times the value of the casino bonus. So, if you claim the full €200 bonus, you will need to wager €7,000 before you can withdraw it.
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Payment Methods

Deposit / Withdrawal Methods: Bank Transfer, Visa, MasterCard, Bank Transfer, Klarna, Trustly, Skrill, Skrill 1-Tap, Neteller, ecoPayz, PayPal, Rapid transfer, Giropay, Interac, EasyEFT, AstroPay card, Much Better, Euteller, Zimpler, EPS, paysafecard, Instadebit
Withdrawal Duration:
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  • Slowest: bank check - 8-10 business days
  • Withdrawal Limit: 7000€ per month

Conclusion

The verdict in our Winner review is that Winners Magic Casino is set up with a winning recipe and players can instantly feel some real magic. It is a simple, user-friendly website with a fine selection of games that keeps players coming back for more. One of our favorite things about Winner’s Magic is that the casino is stacked with games in different categories and from different game providers. There are Magic slot machines, video games, live casino games, and scratch cards. Winner’s Magic Casino is a thrilling and exciting place for any type of player to try their luck.
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