Chief's Fortune

April 6th, 2012

 Slots Review: Chief’s Fortune 

Chief’s Fortune is a three reel, one payline, and three coin slot machine, with:

A wild symbol.
A Chief’s bonus game.

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Wild  Symbol

The Chief’s Head symbol is a wild symbol. This symbol:

Does not substitute for the Magic Arrow symbol.
Creates its own winning combination when multiple symbols appear in a line on an enabled payline.

Chief’s Fortune  Bonus Game

A Magic Arrow symbol displayed on the payline with three coins bet, awards you one magic arrow. Collect five magic arrows to activate the Chief’s Fortune bonus game.

In this game:

You can win up to 600 credits in the bonus game.
You win the total of all the bonus win amounts revealed.
There is no payout for any Magic Arrow symbol combination.
You do not lose the magic arrows you have collected when you exit the game.

Chief’s Fortune Online Video Slots

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Dolphin Paradise Pachinko

March 26th, 2012

Dolphin Paradise Pachinko

This is a Pachinko game. It is played continuously from the moment you click Play, until you click Stop.

When the Pachinko machine is running, balls are continuously launched at the top and fall down through the obstacles. If a ball falls to the bottom of the machine, you do not win anything. If it falls into the chucker – the opening that has Start written on it – you win four balls. When a ball falls into the chucker, it also starts a spin of the reels in the middle of the machine. If a ball falls into the chucker while the reels are spinning (or a mini-game is running), the reel spin trigger is remembered by the machine. Once the current mini-game is finished, the next spin will start. Up to 10 such triggers can be remembered.

There are three possible win lines on the reels: vertically down the center, or diagonally both ways. The top and bottom reels stop first. If they form two identical numbers on a win line (meaning that there is a possibility of a win), the middle number is determined by a mini-game. If all three numbers on a win line match, the Open chute at the bottom of the machines opens to catch all balls. For each of the next 15 balls that are caught by the chute, you win 100 balls. Thus, a mini-game win amounts to 1500 balls.

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The following mini-games are used:

  • Reel Spin – the middle reel spins again.
  • Pass Circle – the dolphin jumps through the circle three times, each time producing a number. The last of them is the number that will complete the win line.
  • Dive – the dolphin and the girl dive into the pool three times, each time producing a number. The last of them is the number that will complete the win line.
  • Attack Numbers – the dolphin jumps across the screen and bumps a ball with a number. This is repeated three times, each time producing a number. The last of them is the number that will complete the win line.
  • Push Ball – the dolphin jumps out of the pool and hits a ball three times, each time producing a number. The last of them is the number that will complete the win line.
  • Dolphin Race – two dolphins race a shark. Each of them carries a number. The number of the creature that crosses the finish line first is the number that will complete the win line.

On the right side of the machine are a few fields, plus the ball pool. The fields show the following information:

  • Ball value – the price of each ball, in units of your currency. Each ball launched deducts that amount from your balance, and each ball won adds the same amount to your balance. Your balance in the Dolphin Paradise window is updated continuously while the machine is running, while your balance in other open windows (including the casino lobby) is updated approximately every 10 ball launches. See the “Balance update” section below for further information.
  • Reel spin – how many times you have made the reels spin since you opened this game window.
  • Normal win – the amount of balls you’ve won on a reel spin, where the winning number was an even number.
  • Kakuhen win – the amount of balls you’ve won on a reel spin where the winning number was an odd number.

Under these fields is the ball pool. The balls that you’ve won come out of the dispenser and land in the pool.

To the left of the pool is the Play/Stop button, and around it is the power adjustment knob. Click the button to start or stop the machine. Turn the knob to change the force with which the balls are launched.

Balance update

When a game of Dolphin Paradise is started, it reserves part of your balance equivalent to the value of ten balls. The balance shown in the game window decreases by the value of each ball launched. When the reserve is depleted, it is reset for the value of another ten balls.

Because of this, the balance displayed in the Dolphin Paradise window may sometimes be higher than the balance shown in other games, or the lobby window. The difference will never be more than 20x the ball value.

Once you close the Dolphin Paradise window, any reserved amount will be returned to your balance.

Shortcut keys

If you wish, you can press the following keys on your keyboard instead of clicking on the buttons on the screen.

Press this key To do this
TAB Highlight the next button on the screen.
ENTER Select the button that is currently highlighted (equal to clicking on it).
ESC Exit the game and go back to the lobby.

The lower edge of the game window holds the casino toolbar. It contains the following:

  • Current balance

Your account balance. This is the money you can use to play the casino games.

  • Cashier

Clicking this button opens the Cashier window, where you can make deposits and withdrawals, see your transaction history, etc.

  • Play for Real Money

This button appears only in Fun or Offline Mode. Clicking it will take you to the Real Money account creation page. If you already have a Real Money account, it will take you to the Play for Real Money login screen.

  • Menu

Some popular functions are united under the Menu.

Clicking History (unavailable in Offline mode) will open the game history window, where you can see the details of recent game rounds.

Options allows you to change audio quality and various gameplay settings, and Help opens the help article that you are reading right now.

Online Support lets you contact a customer support specialist, if one is online.

  • Close

This button is available only in the download version of the game.

Clicking this button closes the game window and takes you back to the Lobby.

Note on malfunctions: A malfunction voids all pays and plays.

Note on disconnections: If you are disconnected from the Internet in the middle of a game while playing for Real Money, please re-establish your Internet connection and log back into the casino. You will be automatically directed to the game that was interrupted so you can continue playing.

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Filled Under: Playtech Casino Games

Japanese Solo Mahjong

March 26th, 2012

Japanese Solo Mahjong

This is the single-player version of the classic Chinese game, played according to Japanese rules (Tenwa). You start out with a ready hand (one tile away from a win) and must find the right tile in the wall to complete it.

The wall is a set of 24 face-down tiles. Click on a tile to pick it. You have three chances per round to find the right tile. The number of picks left is displayed under the wall.

Below the wall is your hand. The space to the right of it holds the last picked tile, and the space just above it holds the discarded tiles. If you picked a tile from the wall and it hasn’t completed your hand, “No hand” will blink and the tile will be discarded automatically. You can also click on the tile to discard it yourself. After that, you can pick another tile. If you’ve picked three tiles and none of them have completed your hand, the round is over.

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Please note: In standard Mahjong, discarded tiles can be used to complete a hand. In Solo Mahjong, this is not the case. Discarded tiles do not participate in the game in any way. (See Solo Mahjong Rules for more.)

If the picked tile completed your hand, the win screen will open. There you can see all the sets in your hand, and how many points each set is worth. Game points are converted into the score, which determines how much money you’ve won. The score is calculated from the game point total using a traditional, complex algorithm. In the win screen, you can click on Continue to review the end state of the round, or you can click on the New Game button to immediately start the next round.

To the right of the wall is the Hand Information area that displays the random actions or bonuses associated with the current game round. The hand information parameters are representing a scenario that would happen at the end of a true Mahjong game. The final score of the winning hand is based also on the hand information parameters:

  • Action is a Mahjong hand that is applied as a bonus. If you win, this hand’s points are added to your total. See Solo Mahjong Rules for the description of the hands and how many points they give. Pleasenote: If Action is Response, you get no bonus points.
  • Reach specifies whether the Reach or Early Reach hand applies. (See Solo Mahjong Rules for more.)
  • The Seat Wind and Quarter Wind indicators. A set of wind tiles matching either the seat or quarter wind makes a special hand and increases your score. (See Solo Mahjong Rules for more.)
  • The Dora tile. Each tile in your hand matching the Dora gives you an extra game point. (See Solo Mahjong Rules for more.)

Below your hand are the following:

  • Bet – your bet per round. Use the arrow buttons to change the bet amount.
  • Win – your win amount in the last round (if you won).
  • The Paytable button opens a screen where you can see how much you win given the score as well as the names of tiles. Click the Close button to close the paytable..
  • The New Game button starts a new game round.

Shortcut keys

If you wish, you can press the following keys on your keyboard instead of clicking on the buttons on the screen.

Press this key To do this
TAB Highlight the next button on the screen.
ENTER Select the button that is currently highlighted (equal to clicking on it).
ESC Exit the game and go back to the lobby.

The lower edge of the game window holds the casino toolbar. It contains the following:

  • Current balance

Your account balance. This is the money you can use to play the casino games.

  • Cashier

Clicking this button opens the Cashier window, where you can make deposits and withdrawals, see your transaction history, etc.

  • Play for Real Money

This button appears only in Fun or Offline Mode. Clicking it will take you to the Real Money account creation page. If you already have a Real Money account, it will take you to the Play for Real Money login screen.

  • Menu

Some popular functions are united under the Menu.

Clicking History (unavailable in Offline mode) will open the game history window, where you can see the details of recent game rounds.

Options allows you to change audio quality and various gameplay settings, and Help opens the help article that you are reading right now.

Online Support lets you contact a customer support specialist, if one is online.

  • Close

This button is available only in the download version of the game.

Clicking this button closes the game window and takes you back to the Lobby.

Note on malfunctions: A malfunction voids all pays and plays.

Note on disconnections: If you are disconnected from the Internet in the middle of a game while playing for Real Money, please re-establish your Internet connection and log back into the casino. You will be automatically directed to the game that was interrupted so you can continue playing.

Solo Mahjong Rules

A winning Mahjong hand consists of 14 tiles. However, at the start of a game round, after discarding a tile, you have a ready hand – 13 tiles, just one short of winning. The tiles in your hand are arranged into sets by suit and number.

Suits

There are five suits in Mahjong – three Numeral suits and two Letter suits. The Numeral suits are the Bars, Wons and Dots. These suits contain nine tiles each, marked with numbers 1 through 9.

The letter suits are the Winds and Dragons. The Wind suit contains four tiles, for the North, South, East and West winds. The Dragon suit contains three tiles, for the Red, Green and White dragons. All these cards are marked with letters – N, S, E and W for Winds; R, G and Wh for Dragons.

In addition, the 1 st and 9 th tiles of each Number suit (Edges), together with the letter tiles, make up the Honors suit. Sets made of honor tiles are worth more than sets made of Middle tiles (the 2 nd through 8 th tiles of number suits).

A standard game of Mahjong has 4 of each suit (for a total of 136 tiles). For the simplified Solo Mahjong game, this means that there can be up to four identical tiles in the hand and wall together.

Sets

The 14 tiles of a winning Mahjong hand are arranged into several sets. To qualify as a winning hand, your hand must be full, meaning that each tile in the hand must be part of some set. The following sets are available:

  • Pong – a set of three tiles of identical suit and value.
  • Kong – a set of four tiles of identical suit and value. Please note: when counting the number of tiles in a hand, the Kong blocks count as 3 tiles.
  • Chee – a set of three tiles of identical suit and sequential value.
  • Pair – a set of two tiles of identical suit and value. This set does not give you any points, but is necessary to complete a winning Mahjong hand.

In standard Mahjong, certain circumstances may require a player to call a set (declare to other players that he has it). In this case the set is put on the table, and spaced apart from the other tiles. In Solo Mahjong, your ready hand may already contain called sets.

There are two types of called Kong: Open Kong and Hidden Kong.

  • The Open Kong set is displayed as three face-up tiles with one face-down tile on top of them;
  • The Hidden Kong set is displayed as three face-down tiles with one face-up tile on top of them.

A hand that contains no called sets, or only a called Hidden Kong, is called a clean hand. This is important because you may be deducted game points if your hand is not clean.

The above sets can be mixed and matched to produce a possible winning (i.e., full) hand. For example, you can have:

  • A pair and four Pongs
  • A pair, three Pongs and a Chee

But note that there are also special hands (e.g., Nine Treasure Lamps) that award points for specific tile combinations that do not conform to the above rules.

Points

To win a round of Mahjong, you need to get a score of at least 700. Points are awarded for specific sets, their combinations, and actions. Game points are converted into the score, which determines how much money you’ve won. The score is calculated from the game point total using a traditional, complex algorithm. The more points you get, the bigger your final score and your win amount is.

Below is a list of hands and actions, explanations, and game point values. The values of all applicable hands are added up to form your game point total for the round. You cannot get more than 20 game points. If your point total adds up to more than 20 game points, it is rounded down.

Hand/Action Description Value
Basic Bonus Awarded to any winning hand. 2
Self-draw In standard Mahjong, picking a tile from the wall. In Solo Mahjong, this is one of the Actions (see the description in the Hand Information area) that is assigned to your hand randomly. 1
Reach In standard Mahjong, a hand that is both Clean and can be completed by a tile discarded by another player. A Reach must be declared by the player before picking up the tile. In Solo Mahjong, this is one of the Actions (see the description in the Hand Information area) that is assigned to your hand randomly. 1
Seat Wind The hand contains a Pong or Kong of Winds matching the Seat Wind indicator. 1
Quarter Wind The hand contains a Pong or Kong of Winds matching the Quarter Wind indicator. 1
Dora The hand contains a tile matching the Dora indicator. (A game point is awarded for each Dora.) 1
White Dragons The hand contains a Pong or Kong of White Dragons. 1
Green Dragons The hand contains a Pong or Kong of Green Dragons. 1
Red Dragons The hand contains a Pong or Kong of Red Dragons. 1
Picking Up a Supplement In standard Mahjong, the player calls a Kong, and then picks a tile from the bottom of the wall that completes the hand. In Solo Mahjong, this is one of the Actions (see the description in the Hand Information area) that is assigned to your hand randomly. 1
Robbing a Kong In standard Mahjong, the hand is completed using a tile that another player has just used to call a Kong. In Solo Mahjong, this is one of the Actions (see the description in the Hand Information area) that is assigned to your hand randomly. 1
Response on Last In standard Mahjong, the hand is completed using a discarded tile when there are no tiles left in the wall. In Solo Mahjong, this is one of the Actions (see the description in the Hand Information area) that is assigned to your hand randomly 1
Picking Up Last In standard Mahjong, the hand is completed by picking the last tile in the wall. In Solo Mahjong, this is one of the Actions (see the description in the Hand Information area) that is assigned to your hand randomly. 1
All Middles The hand does not contain any tiles from the Honors suit. 1
One Twin The hand contains two Chees identical in suit and value. 1
All Chees The hand is made up of four Chees and a pair of Numeral tiles. 1
Linked to Honors All sets in the hand contain at least one tile from the Honors suit. Value is deducted by 1 game point if the hand contains called sets (except Hidden Kong) 2
Sequence of Nine The hand contains all nine tiles of a Numeral suit. Value is deducted by 1 game point if the hand contains called sets (except Hidden Kong) 2
Three Sisters The hand contains three sets made up of Numeral tiles, with the same numbers but different suits. Value is deducted by 1 game point if the hand contains any called sets other than a Hidden Kong. 2
Three Brothers The hand contains three Numeral Pongs, with the same numbers but different suits. 2
Three Hidden Pongs The hand contains three Pongs, none of which are called. 2
Three Kongs The hand contains three Kongs. They can be called, but do not have to be. 2
All Pongs All sets in a hand, except the pair, are either Pongs or Kongs. (The name comes from the fact that a Kong contains a Pong.) 2
Seven Eyes The hand is made up of seven pairs. 2
Early Reach In standard Mahjong, an Early Reach is a Reach called in the first turn of a round. In Solo Mahjong, this is one of the Actions (see the description in the Hand Information area) that is assigned to your hand randomly. 2
Mixed One Numerals The hand contains Numeral tiles of only one suit, plus any Letter tiles. Value is deducted by 1 game point if the hand contains any called sets other than a Hidden Kong. 3
Double Twins The hand contains two blocks of two Chees each, and the Chees in each block are identical in suit and value. (A called Chee cannot be part of Double Twins.) 3
Linked to Edges All sets in the hand contain at least one Edge tile. Value is deducted by 1 game point if the hand contains any called sets other than a Hidden Kong. 3
Mixed Edges The hand is made up of only Edge and Letter tiles. 4
Small Dragons The hand contains two Pongs or Kongs of Dragons, and a pair of different Dragons. 4
One Numerals The hand is made up entirely of Numerals identical in suit. Value is deducted by 1 game point if the hand contains any called sets other than a Hidden Kong. 6
Small Winds The hand contains three Pongs or Kongs of Winds, and a pair of a different Wind. The Seat Wind and Quarter Wind hands are not counted along with this hand. 12
Full Dragons The hand contains three Pongs or Kongs of Dragons. 12
All Hidden Pongs The hand contains four Pongs (including those that are part of Kongs), none of which are called (but Hidden Kong is allowed). 12
All Kongs The hand contains four Kongs. The All Pongs hand is not counted along with this hand. 12
All Greens The hand is made up of tiles that only have green markings on them. 12
All Letters The hand is made up entirely of Letter tiles. 12
Heaven Hand In standard Mahjong, this is a hand that is completed with the first Self-draw in a round (before anybody has called a Kong, Pong or Chee). In Solo Mahjong, this is one of the Actions (see the description in the Hand Information area) that is assigned to your hand randomly. 15
All Edges The hand is made up entirely of Edge tiles. 15
Thirteen Honors The hand is made up of twelve Honor tiles of different suits and values, plus a pair of Honor tiles of a different suit and value from any others. 15
Full Winds The hand contains four Pongs or Kongs of Winds. 20
Nine Treasure Lamps The hand is made up entirely of Numerals identical in suit, and tiles 1 through 9 are arranged in sequence within the ready hand’s 13 tiles. 20
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