A. PLATFORM RULES
The platform includes two games.
The popular game Mpirimpa / Buraco in two variants (the simple and the most complicated) and Tic Tac Toe.
Mpirimpa / Buraco can be played by two opponents or two opposing pairs while Tic Tac Toe can only be played by two players (one against each other).
For players to participate in a game they must bet the minimum amount of 200 chips each; winners get the chips that their opponents lose minus the chips the platform gets; the platform percentage starts at 40% but decreases as the bet goes up.
2. FREE CHIPS
Each player gets several free chips as soon as they join the platform and wins chips if they successfully invite a friend
(and the friend registers on the platform).
Free Chips are given through a free lottery ticket which has a minimum guaranteed profit.
This lottery ticket is given at frequent intervals.
Each player can get free chips through inviting friends to the platform via
Facebook, Email, Whatsapp, Viber, Telegram και Twitter.
In case of successful registration both the player and the friend get free chips.
Players can buy chips from the store.
They can also buy avatars that can be used instead of their own photo as well as virtual items that they can offer to their teammates while playing games.
Avatars can be bought when players enter their profile while virtual items can be purchased while they participate in a game.
5. LOTTERΥ TICKETS
The platform has several lotteries of different value through which they can win many chips.
6. RATING SYSTEM
Each player’s score is based on the international ELO rating system.
All players start with a rating of 1,500 and then points are added or deducted based on the score of each player with whom they compete.
In case of achieving equal points in a game, the winner is the one with the lowest ELO (i.e. the player who is theoretically weaker). In this case s/he gets half of the points for a win.
If a player leaves a game after the first round his opponent wins the points for the ELO while also recorded as a win (in addition to the chips).
Each player has two kinds of ratings. The general rating is determined by all the games in which it participates (the general ELO).
The rating in the Ranking Table which starts each time from the same point for all contestants.
All players can win additional chips by participating in the Leaderboards which have a specific duration (weekly, monthly etc).
To win any of the prizes, each player must participate in a minimum number of games specified by the platform.
8. TOURNAMENTS / COMPETITIONS
The Competitions have a predetermined duration and participation price and can be for 2 or 4 players.
All features of the game are defined from the beginning and do not change afterwards.
With each entry players are entitled to play a certain number of games.
There are two kinds of competitions.
The first type takes into account the total games of each player while the second type takes into account his x best games (the number is determined from the beginning).
The prize of each competition is determined at the beginning while some competitions pay an increasing prize based on the number of entries.
This means that the more players involved, the higher the prizes they can win.
B. MPIRIMPA PRO / MPIRIMPA (BURACO PRO/BURACO)
1. GAME OBJECTIVE
Mpirimpa is a card game for 2 players or 2 pairs of players.
Your objective is to create combination with 3 or more cards to achieve more points than your opponents.
The ultimate goal of the game is for the player (or the respective pair) to collect as many points as possible in order to reach (or exceed) the predetermined number of points that will determine the final winner or winners.
Each player must close or throw out of his hands all the cards that have been dealt to him.
The faster he achieves this, creating combinations that give him/her the maximum number of points,
the more chances he has to win.
The game is played with two deck of cards including Jokers (wildcards).
Games can be played from 505 to 5005 points per game.
The game is very popular in Greece and Cyprus, but also Italy, Brazil etc with some variations in rules.
On our platform we have two versions of Mpirimpa, which differ in two rules which are explained below.
2. HOW TO PLAY
Each player is dealt 11 cards. Two piles of 11 cards each are also left on the table (for each player or pair). These piles are called the ‘Pot’. The other cards are the deck from which players collect cards.
The first player must take a card from the deck and try to make combinations to place them in the game area (at least 3 consecutive cards of the same suit – see below for acceptable combinations). Players can create as many combinations as they like.
When finished, the player must throw a card and place it in the pile at the table (discarded cards).
At the beginning of each round, each player has the option to take a card off the deck or get all the accumulated cards in the pile to make combinations.
Difference 1 between Mpirimpa Pro / Mpirimpa
In the case of Mpirimpa Pro in order to have the option to take all accumulated cards from the pile you must ‘justify’ this by placing at least one new combination in the game area or insert cards in the combinations you have already placed. If you cannot do that you only have the option to take a card from the deck.
Cards with a 2 and Jokers have the wildcard function and can be used in any combination.
You can only have one wildcard in a combination.
You can have two if one of them is a Joker and the other one is a 2 in its normal position.
It is possible to replace a joker with the corresponding card.
• In the case of a 2 that acts as a joker, if it is the same suit as the rest of the combination and can replace 2 (it will no longer act as a joker to replace 2).
• If not possible, it will continue to act as a joker at the right end of the sequence (where the highest cards are placed).
• If not possible, it will continue to act as a joker on the left edge (with the lower cards).
• If the sequence is complete (from ace to ace), the joker cannot be replaced.
Mpirimpa is formed when a combination of 7 or more consecutive cards is achieved.
Each Mpirimpa gives additional points to players .
Depending on how they are formed, there are different types of Mpirimpas:
• Dirty: It includes at least one wild card.
• Clean: No use of wildcard.
• Complete Pure Mpirimpa:
Formed when it is possible to form a clean sequence from Ace to King.
Note: Dirty Mpirimpa can be made clear when the 2 used as a joker can be moved to the position of 2. If this is not possible (for example, if the combination has a joker), it can never be a clean Mpirimpa.
On one side of the table, two stacks of 11 cards are held corresponding to each player (or pair of players). These stacks are called “POT”. When one of the players has no cards, he/she catches one of the piles of stock. Each partner can use only one of the Pots in a game.
It is required that a Mpirimpa is achieved and placed at a table to be able to ‘close’ and get a Pot. When pairs play, only one player can close and get a “Pot”, while the other player in the team must continue with his cards.
A player “closes” when he has no more cards in his hand.
There are different ways to “close”:
• Immediate: When a player places his last card over his game area, takes the Pot and continues to place combinations in the same game.
• Indirect: When a player throws his last card into the pile and cannot use the Pot until the next round.
• Finally: When a player throws the last of his cards and can no longer pick up from the cards in the pile (discarded cards), having at least one biriba in the game area.
Note: To close,it is necessary to throw a card in the pile.
Allowable card combinations can be card sequences (example A-2-3 or 10-J-Q-K-A of the same suit e.g. mugs), or (in a game variation) of the same cards (example J-J-J or 4-4-4-4), called columns or males.
As mentioned above Mpirimpa is done when we have at least 7 consecutive cards or 7 same cards.
If it doesn’t contain a wildcard, it’s called “clean” and if it contains “dirty” wildcards.
The Thousand points or Full Mpirimpa consists of all the cards of a suit (e.g. mugs) from Ace to King.
If it doesn’t contain a wildcard, it’s called “clean” and if it contains “dirty” wildcards.
Difference number 2 between Mpirimpa Pro / Mpirimpa
In the case of Mpirimpa there are two variants
– In the first variant by selecting the option Columns (check box) you can create combinations with the same cards of different suit (at least three).
– In the second variant you can only create combinations with consecutive cards of the same suit (at least three).
In the case of Mpirimpa Pro you can create combinations only with consecutive cards of the same suit.
4. POINTS / SCORING
Each card has the following value (regardless of color):
• Joker and 2: 20 points
• Ace (A): 15 points
• K, Q, J, 10, 9, 8 : 10 points
• 7, 6, 5, 4, 3: 5 points
After they have been added (or subtracted in the case of the players that lost), the points on each card are added to the total score.
If a player closes (in case they play pairs, one of the pair) manages to discard all his cards from the biriba, then he gets another 100 points and the game ends.
The remaining players (or pairs) subtract the value of the cards they have in their hand from their overall score. It is much easier to count cards as follows:
• Joker and 2 for 2 points
• A for 1.5 point • K, Q, J, 10, 9, 8 for one point
• 7, 6, 5, 4 & 3 for 0.5 point
And after you find the sum of the points, multiply by 10.
Each Biriba gives additional points to players (except the above)::
• If the biriba is clean, then it’s worth 200 points.
• If the biriba is dirty, then it’s worth 100 points.
• If the biriba is 7 cards and does not contain wildcards, then it is worth 200 points,
• If the biriba is 7 cards and contains wildcards, then it is worth 100 points.
• Thousand or full / five hundred:
• Without a wild card, it’s worth 500 points.
• As long as there’s a wild card, it counts 100 points.
The color of the first discarded sheet determines the color of trumps.
– A trump biriba, if it’s clean, is worth 500 points.
– A trump biriba, if it’s dirty, is worth 300 points.
– The full trump biriba is worth 1,000 points when it’s clean.
– The full trump biriba is worth 300 points when it’s dirty.
Depending on the variation of the game, points can be set differently.
1. GAME OBJECTIVE
The game is played by pairs of two partners with the players of each team sitting opposite one another. The game is traditionally run counter-clockwise. During the game, the partners try to help each other score points and gain the lead. The game is played over several hands with the goal to be the first team to score a total of 1000 points (or less if agreed among the players).
2. HOW TO PLAY
- The objective is to get rid of all your cards while at the same time collect most points. The Game finishes when 3 out of the 4 players or one of the couples exit the game first (by getting rid of all their cards).
- The Game utilizes the 52 standard cards plus four special cards.
- Each player is dealt 14 cards in two stages. During the first stage they get the fist eight cards after which they can declare Grand Tichu (basically claim that they will exit the game first. The second six cards after which they can declare Tichu before they deal their first card.
- After the 14 cards are dealt each player exchanges one card with each of the other three players (simultaneously).
- The Mah Jong. The player with the Mah Jong leads the opening trick, but is not required to play Mah Jong in the trick. The Mah Jong may be played as a 1, either by itself or in a MJ2345+ straight. When the Mah Jong is played, you may make a Wish (request a card number 2-A). The wish remains active until it is fulfilled. Each player who can fulfill the Wished card must play it, if possible, until it is played once—if the wished card requires you playing four of them as a Bomb (i.e. to beat the straight, above), you must. If the Mah Jong opens a trick as a straight, the next player must play a straight containing the wished value, if possible. If a straight can only be constructed with the Phoenix (as wild card, not the wished value), you must play it. Remember: if you can, you must.
- The Dog has no numeric value, and cannot be played in a trick. The Dog must be played as the lead card, and passes the lead to your partner. If your partner is out, play passes to the active player after your partner’s position. It is not possible to steal the lead in any way, as such, bombing the dog is not allowed.
- The Phoenix may be played alone as .5 higher than the previous card played (i.e. after A, Phoenix is played as A.5), or as a wild card in a combination (with a value from 2-A). The declared value of a Phoenix in a straight doesn’t satisfy the Mah Jong’s wish, above. The Phoenix cannot be included as a wild card in a bomb, is not a wild card as a single play, has only a value of 1.5 when played as lead, and it doesn’t count as .5 higher when used in a straight. The Phoenix is sometimes also referred to as the Nexus.
- The Dragon is the strongest card and may only be played in a single card trick. The player wins the trick, unless the Dragon is bombed. If the trick is won with the Dragon, the trick is given to your opponent (you choose which one). Furthermore, if the dragon is bombed, the player who played the largest bomb on the trick takes the entire trick for themselves (which includes the dragon). Furthermore, it is impossible to use the dragon in order to win the dog.
The player with the Mah Jong leads the first trick. In Tichu, playable card combinations are generally based on Poker hands, with some exceptions. A player may pass on a trick with the option to play in later (essentially checking in Poker), and a trick is completed if it is passed three times in a row.
Cards are ranked 23456789TJQKA
Playable card combinations include: a single card; any pair; two or more “stairs” (consecutive pairs; for example, 55667788. Non-consecutive pairs may not be played); three of a kind; straights of at least five cards in length, regardless of suit/color (so 56789TJQ is playable); and full houses (three of a kind & a pair).
Players must play the combination that is played by the player who starts the trick (with the exemption of a bomb described below).
Four of a kind or a straight flush of at least five cards is a bomb which beats any card combination with the exception of a bigger bomb. Bombs may be played at any time (even out of turn) to end a trick, with every player given a chance to play bigger bombs before the trick is taken.
An example of “bombing”: 10< K< D< 8888< AAAA< ♦9♦10♦J♦Q♦K< ♠2♠3♠4♠5♠6♠7.
3. POINTS / SCORING
- The total points in a round are 100 points.
- Teams gain or deduct extra points for Grand Tichu (±200 points) and/or Tichu (±100 points) calls. As an example: player A declared Grand Tichu and lost to D’s Tichu. A&C lose 200 points and B&D gain 100 points.
- If both players on a team get rid of all their cards before either player on the opposing team is out of cards, the winning team scores 200 points and there is no card scoring this round.
- The last player out gives their remaining cards to the opposing team, and gives all the tricks they have won this round to the first player out.
- Points are scored based on the cards in the tricks won by each team.
- Kings and tens are worth ten points each, fives are worth five points, the Dragon is worth 25 points, and the Phoenix is worth negative 25. All other cards score zero.
D. TIC TAC TOE
1. Game Objective
The objective of the game is to manage to make a continuous line of Xs.
This line can be vertical, horizontal, or diagonal.
2. How to play
When you create a game, you choose the number of squares you want.
If the number is
– 3 x 3 then you must achieve three consecutive X
– 4 Χ 4 then you must achieve four consecutive X
– 5 Χ 5 then you must achieve four consecutive X