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Gambling Games: Casino Games
Gambling Games: Casino Games
Gambling Games: Casino Games
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Gambling Games: Casino Games

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This guide for beginners is part of three books dedicated to the gambling, the other two being ”Poker Games Guide - Texas Poker” and ”Gaming Guide for Beginners - Gambling in Europe”.

It is an introduction in the theory of games, general gambling strategies, casino rules, and a short description and rules of the major gambling games, including sport games and sports betting.

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LanguageEnglish
Release dateMay 2, 2016
ISBN9781310177699
Gambling Games: Casino Games
Author

Nicolae Sfetcu

Owner and manager with MultiMedia SRL and MultiMedia Publishing House. Project Coordinator for European Teleworking Development Romania (ETD) Member of Rotary Club Bucuresti Atheneum Cofounder and ex-president of the Mehedinti Branch of Romanian Association for Electronic Industry and Software Initiator, cofounder and president of Romanian Association for Telework and Teleactivities Member of Internet Society Initiator, cofounder and ex-president of Romanian Teleworking Society Cofounder and ex-president of the Mehedinti Branch of the General Association of Engineers in Romania Physicist engineer - Bachelor of Science (Physics, Major Nuclear Physics). Master of Philosophy.

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    Book preview

    Gambling Games - Nicolae Sfetcu

    Gambling games - Casino games

    Nicolae Sfetcu

    Published by MultiMedia Publishing

    Copyright 2018 Nicolae Sfetcu

    Published by MultiMedia Publishing, https://www.telework.ro/en/publishing/

    ISBN: 978-606-9041-69-7

    Source: Telework, translation and adaptation Nicolae Sfetcu, CC BY-SA 3.0. CC BY-SA 3.0 text license

    For poker game, see the book "Poker Games Guide - Texas Hold 'em Poker" by the same author

    For gambling in Europe, see the book "Gaming Guide - Gambling in Europe by the same author

    Foto cover: Matthew Field (http://www.photography.mattfield.com), https://en.wikipedia.org/wiki/File:Las_Vegas_Strip_panorama.jpg, licensed under the Creative Commons Attribution 2.5 Generic license.

    DISCLAIMER:

    The author and publisher are providing this book and its contents on an as is basis and make no representations or warranties of any kind with respect to this book or its contents. The author and publisher disclaim all such representations and warranties for a particular purpose. In addition, the author and publisher do not represent or warrant that the information accessible via this book is accurate, complete or current.

    Except as specifically stated in this book, neither the author or publisher, nor any authors, contributors, or other representatives will be liable for damages arising out of or in connection with the use of this book. This is a comprehensive limitation of liability that applies to all damages of any kind, including (without limitation) compensatory; direct, indirect or consequential damages, including for third parties.

    You understand that this book is not intended as a substitute for consultation with a licensed, educational, legal or finance professional. Before you use it in any way, you will consult a licensed professional to ensure that you are doing what’s best for your situation.

    This book provides content related to educational topics. As such, use of this book implies your acceptance of this disclaimer.

    Games

    We can define the game as a physical or mental leisure activity, subject to conventional rules, to which engages for entertainment, get pleasure and fun.

    Cooperation and competition

    Whether in the form of two symmetrical teams or in a relationship of every man for himself, most games based on direct competition.

    There are also, mainly in traditional games, other mechanisms. For example, players can switch teams during the game, it is the case of convergent games like ball hunter where players will gradually move from a situation one against all to all against one.

    The principle of the paradoxical games is even more rich in interactions: There are games where the opponent is also a potential partner. The simplest situation is paradoxical when three teams are triangular relationship: The players of Team A can eliminate players from Team B, Team B those players of Team C and those of the C team players of team A. This provision implies that if Team A removes too many members of team B, no one can protect the team C. This principle is used for example by the game hen fox snake or by Atreus, a board game created in 1994 by Gauthier Fourcade. But there are games like the seated ball causing much more complex paradoxical situations.

    The relational structure of the games can be an ideological issue. For example, in the book Cooperative games to build peace (1988), Mildred Masheder offers fun activities that can be carried out by solidarity and cooperation among all players. These educational games trying to marginalize the competition, saying it is a source of violence.

    RPGs are games of cooperation by excellence, players are asked to help each other to achieve common goals.

    Rules

    To play together, first you need a minimum agreement on the part of the game: the rules. The rules of the game was originally a universal value: fair play. Without rules, a number of public would not play. To institute it is putting a frame; put a frame is to associate different wills. Especially since we know we can order anyone to play!

    Chance

    A game fulfills its purpose (of pleasure or drive to a mental or physical activity) to the extent that it contains sufficient unpredictability to the player hand. To ensure this unpredictability, chance is an important component of many games. It was then an accepted component (dice, oval ball that may bounce unpredictably, ...).

    Meanwhile, a too much chance prevents recognition of the technical merits of the players. The chance will be fought by very strict and deterministic rules, as in chess, checkers, orfootball, or neutralized by an increase in parts or strokes before designating the winner, as in tennis, 421, poker, this being able to cause aberrant behaviors such as pathological gambling.

    The random component is particularly important in gambling, which have an indisputable criterion to determine the best (that is, the one who wins the most), and can therefore afford a larger share of randomness.

    Sports and games

    The distinction between sports and games is an issue that is not subject to a general agreement.

    Sports are more natural and real, the games are rather mentally and symbolic (virtual). But this distinction does not seem fundamentally enough,. Games like chess, Scrabble or even some video games have acquired a real sporting dimension, with training, tournaments, champions, entertainment, money, physical fatigue, etc. While at the same reverse a sport like running may only be practiced only as a game without competitive spirit.

    Another item to mention is the element of chance: Sports, unpredictability is provided by the number of players and the extent of their abilities (which characterizes their mastery of the game). They are usually less random. But this element does not seem discriminatory.

    It seems that instead look towards the motivation of the player: when acting for his own pleasure in the action or to practice, we rather talk about the game while it is in a match, his pleasure in terms of results, it is a sport. If the distinction is at this level, it becomes difficult to be sure of the fact that we are in a playful or sporting, but also because the sport is fun, while the player is a part of his pleasure in the result.

    An item can still be added, whether or not collective sport, the sport remains elitist. It favors some and excludes others, beginners who do not have strong physical abilities find their place either on the ground or in the locker room, while the game takes into account each player: It promotes integration, highlighting issues such as sacrifice, taking risk for another, protection ... that have real positive impact on the dynamics of a group.

    Types of games

    Gambling

    Most gambling games appeal to chance: pure gambling (lottery, roulette ...) reasoned gambling practiced with cards like poker, or dice as backgammon.

    In pure gambling, strategies that attempt to increase the chances are called martingales. People who engage in these games of chance and gambling can develop a strong dependence on them. This is called psychopathology (addiction), pathological gambling or excessive play.

    In some countries, governments derive a significant portion of their gaming revenues held across the country: national lottery or lotto, urban mutuel betting, etc. United States wants to keep their residents to play on foreign-based sites. They were sentenced to the WTO and further strengthened their law in the name of morality. Then they have legislated so that the WTO rules no longer apply to online gambling.

    Also, illegal gambling vary in relative importance in different countries.

    Casinos and gambling halls host traditional games like roulette, ball game or slot machines. You can practice card games like baccarat or blackjack.

    Pathological gambling is similar to addiction to alcohol and drugs. Through play, the person with a gambling problem maintains a set of behaviors that jeopardize their personal, family and work and that of his entourage.

    Board games

    This family is very large and there gives you all sorts of varieties of games: puzzle games, games of chance or pure reasoned games, net games, word games, knowledge games, etc.

    Some games, became very important, bring together communities of players who devote almost exclusively.

    This is for example the case for very classic games such as chess, bridge or scrabble. But this is also the case for newer games like simulation games, where the rules are intended to describe certain situations so thin and, in particular, role playing and war games, especially miniatures games.

    Solitary games

    Among the games that are practiced alone, we find all the puzzle like the Rubik's Cube, the tangram puzzle or multi-pyramid. Some games require only paper and pencil as puzzles, crosswords or sudoku that typically are found in newspapers.

    Card games that are practiced alone are called patience.

    The puzzle is played in one principle, but it is not uncommon for several people quickly engage together in this fun game, and puzzle becomes a real game of cooperation.

    Games of chance

    A game of chance is a game whose outcomes are partly or wholly subject to chance. It may be from a drawing or a distribution of cards, a die roll, etc. When the game is totally subject to chance, we talk about game of pure chance. When the player must determine its action based on past or future random events and probabilities, it more readily speak of rational gambling.

    The term also refers to gambling, as for ex. slot machines. Most of these are pure or reasoned gambling.

    The study of strategic issues in games has created a mathematical theory: the theory of games.

    Gambling interests

    The introduction of chance in games is often sought, however, games of chance, like all games, can become addictive for some players.

    Purpose of chance in games

    The main aim of the game is to get a leisure activity or physical or psychic training. The presence of random in the game adds an element of unpredictability. The expectation of a trump card in a card game, pending stabilization (random) of the ball in the game of roulette .or rebound (random) of rugby ball, increase the feeling of desire.

    The presence of chance in some games allows to reduce the influence of the technical merits of the players. One possible goal is to play more fairly between players of unequal technical merit as adults and children. For example, the game of chess that has no chance, is used to measure the intellectual abilities of the players (or even human player against computer player), unlike pure gambling as the game of heads or tails, that is completely fair to the players.

    Chance can be considered as the opponent in the game. For example in the cooperative game Knights of the Round Table, players play together against the difficulties of the game given by randomly drawn cards or dice thrown . In some games like blackjack, the player plays against the bank that has a completely random play. In the event that such games are reasoned chance, the player's goal is to find a technique to beat the chance. Game theory is a mathematical approach to such policy issues.

    In some games, chance is simply the goal to achieve a result or answer to a question in a totally random way. The game of heads or tails is used in football to decide which team starts the game.

    Addiction

    People who engage in games of chance and gambling can develop a strong dependence on them. This is called psychopathology (addiction) of pathological gambling. According to psychoanalyst Edmund Bergler, there are six characteristics of pathological gamblers:

    He must play regularly: the issue here is to know from when the subject performs too much.

    The game takes precedence over all other interests.

    There is optimism in the player that is not initiated by repeated experiences of failure.

    The player never stops until he wins.

    Despite the precautions that he originally promised  he ends up taking too many risks.

    There is in him a subjective experience of thrill (a shivering sensation, excitement, tension, both painful and pleasant) during the phases of play.

    Main types

    The games that will appeal to any choice of the players are called games of pure chance. Many of these games (battle, board game, etc.) are children's games since you have to know the rules and each player has the same chance of winning. Other games of chance, called reasoned games of chance, contain a random process (like mixing boards, flip a coin, roll one or more dice, etc) but the players have a choice of techniques

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