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MAN ON A MISSION - ANDY LEE WINS 2018 SYDNEY CHAMPIONSHIPS 6 MAX EVENT

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QVH Jackpot hits 00!
The jackpot at the QVH has now hit 00 ! Win any game for your change to draw from a face-down deck. Pick the lucky card and you win 00. Each week a card is removed from the deck so your chances of winning are getting better while the jackpot grows. Read Full Article...
29 Jan 2014 - 01:58 by James Kruss - QueenSix Sydney Poker (play poker in Sydney) QueenSix Sydney Poker News |
JACKPOTS UP FOR GRABS
With the Concourse Bar jackpot standing at 0 and the Queen Victoria Hotel jackpot at 0 it's a great time to come along for a fun poker game and a chance to win big. We also have a Royal Flush Jackpot and even an IPod up for grabs at QVH. This week there will be a jackpot chance for winners regardless of player numbers!! Come to Concourse Bar tonight for free pizza for poker players, jackpot chance for the winner, and as always a great group of people to play poker with. QVH tomorrow night, always a fun game, come 4th and win a kebab. Visit our website or our Facebook page for more information. Read Full Article...
3 Jul 2013 - 04:05 by James Kruss - QueenSix Sydney Poker (play poker in Sydney) QueenSix Sydney Poker News |
Jackpot goes off!!
George won 0 last Wednesday when he won the event and picked the Queen of Spades at the QVH! He is our first jackpot winner. Congrats George. Jackpot for QVH resets to 0 this week, while Concourse Bar jackpot currently stands at 0. Get to the game tonight. Read Full Article...
3 Oct 2012 - 04:08 by James Kruss - QueenSix Sydney Poker (play poker in Sydney) QueenSix Sydney Poker News |
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Caribbean Stud Poker

The game is based on Five-card Stud Poker, where you play individually against the house, therefore, one deck of 52 cards is used.

For an initial stake or Ante, players receive five cards face down whilst the dealer receives four cards face down and one card face up.

You have two options: If you do not think you can beat the dealer’s hand you may fold and forfeit your Ante. If you think you can beat the dealer’s hand and elect to continue, you are required to have an additional bet, which must be twice your Ante. The dealer requires an Ace and King (which is the smallest possible hand of play), or a pair or higher to make a hand or to open. The dealer then compares their hand against each individual players and the highest poker hand wins.

Winning hands receive a payment of even money on the Ante and payments will be made as per the payout odds on the Bet. If the dealer does not open, all remaining Ante bets are paid even money and each additional Bet is void.

Progressive jackpot

Caribbean Stud Poker also has a jackpot bet which can be placed by the players. Before each game and prior to the dealing of any cards you have the opportunity to participate in the displayed jackpot prize. To do this, place your jackpot wager onto the jackpot betting area adjacent to the regular betting boxes.

This makes you eligible for a jackpot prize, in addition to the regular payment made to a winning bet. You receive a jackpot payout on a qualifying hand regardless of whether the dealer opens or not.

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    Regret Matching.

    Regret matching (RM) is an algorithm that seeks to minimise regret about its decisions at each step/move of a game. As the name suggests, it learns from past behaviours to inform future decisions by favouring the action it regretted not having taken previously.

    In this model, there is both positive regret and negative regret. Where negative regret is defined as you would expect; the regret of having taken a particular action in a particular situation. It means the agent would have done better had it not chosen this action in this situation.

    Garry Kasparov realises his mistake against Viswanathan Anand.

    Positive regret is also as you would expect; it is a mechanism by which the agent tracks actions that resulted in a positive outcome. (I personally think it should be called something else, but whatever.)

    After each game that the Agent plays against itself, the negative and positive regrets that it just experienced in the latest game are added to the summed totals across all other games it has played and it’s new strategy is computed.

    To put it in simple terms, via probabilities, it favours actions that in the past have resulted in positive outcomes and avoids actions that have resulted in negative ones.

    Alongside other learning mechanisms, human beings learn through regret — we will attempt something and if it fails and incurs a negative emotional response, we’ll track this regret and avoid the attempt next time. Using the game of ‘Scissors-Paper-Rock(SPR)’ as an example, if we presented Rock when the opponent’s gesture is Paper, we regret not having chosen Scissor.

    This model moves toward a Nash Equilibrium in a Zero-Sum Game, which for those not versed in game theory is just game where each agent’s win or loss is exactly balanced by the loss or win of the other agent. For example, Scissors, Paper, Rock, is a Zero-Sum Game. When you beat your opponent, you win 1, they lose -1, which totals Zero.

    In the following section, we formalise SPR as a mathematical problem, then we explain the Regret Matching while walking through a Python program that finds Nash Equilibrium strategy in SPR by RM. Regret Matching is not the holistic algorithm currently beating Professional Poker Players, but it is the foundation of that Algorithm.

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Gambling is a staple of fantasy roleplaying, from elaborate games of chance in a glittering high-end casino in the wealthy part of the city to a dangerous high-stakes card game in a tavern’s back room. RPG rules aside, the players and the Gamemaster can play a gambling game between themselves, without the interference of wildly disparate levels and skill modifiers—just get some dice or cards, and play.

However, no one coming to your house for an RPG session is going to be satisfied if you just play croupier all night long. You need to make your players’ trip to the Gold Goblin Gaming House rich in fantasy if you’re going to have a successful gaming experience, in both senses of the word “gaming.”

Creating the Right Atmosphere

Characters don’t walk into gambling halls for the thrill of a slightly worse-than-average chance of breaking even. They come in for the camaraderie, the tasty beverages, and the much smaller-than-average chance of winning very big. Thus, your gambling environments should be fun and rich in character. A high-end casino can have elven dancing maidens on stage, specialty dwarven drinks, and rich patrons sitting at the tables offering wild adventures. A low-end gaming hall can be wall-to-wall with reprobates, staffed with ogre bouncers, and carry the ever-present threat of a table-tipping bar brawl.

When the player characters walk in, describe the action. Have the house wizard cast detect magic as they enter, allknowingly wagging a finger at the PC with the crystal ball in her backpack. Show a halfling noble leaping with joy as he hits the jackpot at 3-crown imperial poker. Let them see a goblin tableboy chucked out the window for smuggling players’ winnings out between his pointy teeth. Make the characters want to be there.

When they sit down to play, make sure it’s something they can win. Long slogs are fine at the nickel slots, but they’re no fun in an RPG. Play something with wild swings, chances of devastating losses, and the occasional powerhouse victory.

In the end, offer them an adventure no matter how it turns out. If they lose big, have the club owner give them a chance to win back what they’ve lost by taking out the kobolds in the nearby sewer. If they win big, have some half-orcs attempt to jack their winnings in the alley. There are many types of gambles in the world.

Types of Gambling Games

There are thousands of gambling games, but all of them fall into a few basic categories or types. Many games combine elements of these types. Different players like different kinds of games, so it’s a good idea to have a wide array available.

Beat-the-bank: In games like baccarat, the house determines a certain result for itself, and the player must endeavor to beat it. Sometimes a judgment call must be made, such as in blackjack, where both the player and the bank could go above a 21 and fail.

Wizard Of Odds Games

Bluffing: The only true skill on this list, bluffing requires a player to guess what another player has, and judge whether he should try to beat it. Poker is a bluffing game, and thus is not a gambling game in the true sense. Luck is important, but in the long run, skill is much more significant.

Lottery: Each player buys one or more stakes in a large pool. Randomly, one stake is determined the winner, and most of the wagered money goes to the owner(s) of that stake.

Match game: The player wins when certain preset patterns appear, such as on a slot machine. Some may be more valuable than others, so in a game where 3d6 are rolled and the goal is to hit triples, 1-1-1 may be less valuable than 6-6-6.

Pick-a-number: In a game such as roulette or keno, each player picks one or more target numbers, and then a result number is determined. If the result is the same as a player’s target number, the player wins; otherwise, the player loses.

Poker

Proposition betting: Prop bets are bets on the outcomes of events for which one has imperfect knowledge. Sports bets are the best known of these types of bets. The house sets a line on which it believes half the bettors will pick one side and half will pick the other. The proposition then happens, and the people who picked correctly are paid off.

Gambling and Skill Checks

There is a reason you don’t see the word “Gambling” in the Pathfinder RPG skill list, and that’s because gambling is not a skill. With the exception of mislabeled skill games such as poker, a gambling game is by its very definition based on seeing what lucks brings you. You cannot bring your own luck, unless you cheat. And since the house always has an edge, you cannot make money gambling against the house. There is, however, the Profession (gambler) skill. Like all Profession skills, this Wisdom-based skill is about making money over the course of a week, not about winning a particular spin of a roulette wheel. It’s about figuring out where to play, when to play, and whom to play with. A character with high ranks in this skill is playing a lot, minimizing his losses, and probably using many other skills.

In a hand of a skill game like poker, you can use a player’s Profession (gambler) skill to adjudicate it, in the same way a character’s Profession (fisherman) skill might be used to catch a fish for dinner. However, it need not be the only skill a player could use. Bluff, Intimidate, Sense Motive, and (for cheating) Sleight of Hand can all be used to win a single hand of cards. These rolls, along with some roleplaying, can make a card showdown into an interesting encounter.

Games of Chance

In games of pure chance, luck should rule the day. Neither the player nor the house is in control—the dice are, and no ranks in Profession (gambler) will help a character win. But this is as it should be. Players don’t want to win at craps because their characters have high Dexterity scores—they want to win because the dice are hot tonight.

Of course, cheating is the only way to change your luck in a game of chance. If someone at the table wants to cheat, Sleight of Hand is the most useful skill, but Disable Device might also be allowed. In addition, magic can be quite useful for cheating. Spells like mage hand, silent image, and modify memory can turn bad results into good results. Getting caught, however, can turn these good results into much, much worse outcomes.

Designing a Gambling Game

A gambling game has five distinct elements: the house, the equipment, the mechanic, the odds, and the payout.

House: The house is the source of the game, and determines the game’s style. A “tight” house runs games where the house edge is higher, and where player influence is minimized. A “loose” house wants much more gambling to occur, and is willing to maximize its risks so that players will bet more. The standard deviation of loss or gain is higher if the house is loose. As long as the house has an advantage in all games, the other important number the house must care about is its exposure, which is how much it can lose if everyone suddenly wins at once. A house that can’t cover all its bets won’t be successful for long.

Equipment: This is what you need to play the game. It’s not just dice or cards—you often need markers, coins, and even miniatures. You should also determine how many people are necessary to run the game. Usually it’s just one dealer, but a game like craps requires four people to run it: a boxman, two base dealers, and a stickman.

Mechanic: The mechanic is how the game is played. A mechanic should be simple and easy to grasp: place a chip on the board and roll a pair of dice, choose a number and spin a wheel, use some of your hole cards and some of the ones on the table. However, the variation of results can be much less simple; the sheer number of possible places to put your money on a craps table is dazzling.

Odds: The odds are the percentage chances that a player will win money. A player’s percentage chance of winning should be somewhat less than 50 percent for the house to make money. In any casino, the house will retain some “edge,” which is the profit the house will make on a long series of bets. So if a player plays a game where he wins 9 silver pieces for every gold piece he gives the house, the house edge is 10 percent.

Payout: The payout is the rate of return a player gets when he wins, usually double the odds. It’s important to understand that for a game of pure chance, all choices must lead to the same payouts over time. Think of the roulette board. A straight-up bet on a single number has a 37-to-1 chance of hitting, and pays 35-to-1. A bet on all of the numbers 1–12 has a 2.167-to-1 chance of hitting, and pays 2-to-1. A bet on red has a 1.111-to-1 chance of hitting, and pays 1-to-1. Doing the math on these bets show that they all have the same rate of return: a player loses 5.3 cents for every dollar bet.