BINGO
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BINGO
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Radio Bingo - Roeselare
Radio Bingo - Roeselare
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Sponsor Bingo Loterij - Een jaar lang ELKE WERKDAG een AUTO!
BLACK JACK
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BLACK JACK
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GOK KASTEN
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DOUBLE DUTCH
The DoubleDutch Exists of 4 different gameparts, the Basic game, the 5-game, the 10-game and the 20-game.
When you start the game you wil start with the Basic game by default. Four or more credits can be added to the credit meter with the 'Take Win'-button or moved to one of the 5 save meters with the 'Save'-button. Two won credits will always be gambled, so will be doubled or lost.
In het basisspel speel je op 1 winlijn, met uitzondering van het ster-symbool, dat kriskras telt. Een autoholdfunctie is ingebouwd om gunstige combinaties vast te zetten, met de 'Reset'-toets kun je vastgezette rollen weer vrijgeven.
Wanneer je vier of meer punten op 1 of meer van de 4 meters hebt, dan kun je het 5-spel spelen. Hiervoor wordt ook 1 credit van je creditmeter gehaald.
Deze credit wordt dan toegevoegd aan de meter met het laagste puntenaantal.
Voor het 5-spel worden altijd 5 credits van de meters gehaald. Gewonnen credits in het 5-spel worden evenredig naar de inzet per meter verdeeld over de meters. Wanneer er 200 credits op een spaarmeter zijn verzameld dan verhuizen deze automatisch naar de creditmeter. Gewonnen punten die het aantal van 200 overschrijden gaan verloren. Staan er minder dan 4 credits op de meters. dan is het mogelijk om middels de startknop credits van je creditmeter naar de spaarmeters te verplaatsen om zodoende het 5-spel te vervolgen. Met de 'Choose Game'-toets kun je echter ook weer kiezen voor het Basisspel. Het 10-spel en het 20-spel is in principe gelijk aan het 5-spel, echter bedraagt de inzet per spelronde geen 5 maar respectievelijk 10 of 20 punten.
Het 5-, 10- en 20 spel bestaat uit een standaard wintabel waarbij diverse kriskras combinaties een aantrekkelijke speelwinst kunnen opleveren. Veel meer is echter te verdienen in het Diamond-spel. Telkens wanneer je dit deel van het spel speelt verhoogt een Double Diamond symbool beurtelings de beide bonusmeters boven in beeld met 10 punten. Die meters staan bij aanvang van het spel altijd minimaal op 400 punten. Telkens wanneer een veelvoud van 200 punten wordt bereikt dan wordt de bijbehorende Games-meter verhoogd. Dit tot maximaal 5 (1000 punten). Heb je 3 Double Diamond symbolen op de winlijn (5-spel) of op 1 van de 5 winlijnen (10-spel) of kriskras (20-spel), dan start het Diamond-spel. De Bonusmeter met de hoogste score bepaald hoe vaak je het Diamond-spel kunt spelen. Telkens wanneer je dit speelt maak je kans op de prijzen zoals op de diamant staat aangegeven. Alle vlakken beginnen te knipperen en met de starttoets stop je op 1 van de vlakken met een getal. Het is echter mogelijk dat ook het vlak met de tekst 'Change' oplicht. In dat geval verhuis je van de blauwe naar de gele diamant waarop nog meer punten zijn te verdienen.
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HI-LOW
Hi-Lo Cash is a 4-wheel slot machine with the hi-low card game feature. Its 4 wheels are used for both basic and feature games and contain hi-lo cash symbols with some - having a joker or the card symbol attached to it. Basic game offers a single win line without criss-cross combinations. However, having 3 or 4 hi-lo cash symbols in line give a mystery payout. Won credits are automatically moved to the club meter but it's always possible to move 10 credits (single button press) or a complete win (keeping button pressed) to the credits meter.
Top game is played when betting 5 or 10 credits per spin and starts automatically when a club meter gets enough credits on it. When playing bet 5 or bet 10, 1 credit is taken from the credits meter and the rest - from the club meter. Switching between bet 5 and 10, as well as getting back to the basic game is done with Select Bet button. Bet 5 enables playing on 3 first wheels with 5 win lines active. Selecting Bet 10 enables all 4 wheels with 10 win lines active. There's a special payout table dedicated to both games offering really good payouts, especially considering multiple winnings with several win lines, but there's a chance to get even more playing the card feature game. This game is started when there are 3 or 4 hi-lo cash symbols on the win line. In addition, having 4 hi-lo cash symbols on a win line when playing Bet 10 enables a so called 'shot on ladder' that eventually advances your starting position on the ladder to move on further with the feature. If any of the hi-lo cash symbols contain a Joker or Other Card on top of it, those become available during the feature game - you may notice corresponding buttons on top of the machine turning on after that.
Each '?' sign on the ladder may bring a mystery payout between 10 and 100 credits. The way for player to successfully advance on the ladder is by making correct guess for the next card to come up - either of higher or lower value compared to the current. Whenever a player advances to position labeled as Save, all credits won up to this point are saved, but not yet seen until the game is over. With next card being of the same value as the previous one, player's guess is considered as correct.
If there's one or more Joker available, using those will result in making the next step a guaranteed success and further advancing on the ladder. Using Other Card just brings another card for the next guess to make, but doesn't advance player further on the ladder. With card game lost or completed, unused Jokers and Other Cards are gone.
Once the card game is over, the game displays the total payout and transfers it to the credits meter. Player gets paid if he completed the ladder or has reached at least one Save point. If a player looses the game somewhere in the middle, he gets paid only the steps preceding the last Save point. Club meter has no limitations on the amount applied.
Hi-Lo Cash is a 4-wheel slot machine with the hi-low card game feature. Its 4 wheels are used for both basic and feature games and contain hi-lo cash symbols with some - having a joker or the card symbol attached to it. Basic game offers a single win line without criss-cross combinations. However, having 3 or 4 hi-lo cash symbols in line give a mystery payout. Won credits are automatically moved to the club meter but it's always possible to move 10 credits (single button press) or a complete win (keeping button pressed) to the credits meter.
Top game is played when betting 5 or 10 credits per spin and starts automatically when a club meter gets enough credits on it. When playing bet 5 or bet 10, 1 credit is taken from the credits meter and the rest - from the club meter. Switching between bet 5 and 10, as well as getting back to the basic game is done with Select Bet button. Bet 5 enables playing on 3 first wheels with 5 win lines active. Selecting Bet 10 enables all 4 wheels with 10 win lines active. There's a special payout table dedicated to both games offering really good payouts, especially considering multiple winnings with several win lines, but there's a chance to get even more playing the card feature game. This game is started when there are 3 or 4 hi-lo cash symbols on the win line. In addition, having 4 hi-lo cash symbols on a win line when playing Bet 10 enables a so called 'shot on ladder' that eventually advances your starting position on the ladder to move on further with the feature. If any of the hi-lo cash symbols contain a Joker or Other Card on top of it, those become available during the feature game - you may notice corresponding buttons on top of the machine turning on after that.
Each '?' sign on the ladder may bring a mystery payout between 10 and 100 credits. The way for player to successfully advance on the ladder is by making correct guess for the next card to come up - either of higher or lower value compared to the current. Whenever a player advances to position labeled as Save, all credits won up to this point are saved, but not yet seen until the game is over. With next card being of the same value as the previous one, player's guess is considered as correct.
If there's one or more Joker available, using those will result in making the next step a guaranteed success and further advancing on the ladder. Using Other Card just brings another card for the next guess to make, but doesn't advance player further on the ladder. With card game lost or completed, unused Jokers and Other Cards are gone.
Once the card game is over, the game displays the total payout and transfers it to the credits meter. Player gets paid if he completed the ladder or has reached at least one Save point. If a player looses the game somewhere in the middle, he gets paid only the steps preceding the last Save point. Club meter has no limitations on the amount applied.
Hi-Lo Cash is a 4-wheel slot machine with the hi-low card game feature. Its 4 wheels are used for both basic and feature games and contain hi-lo cash symbols with some - having a joker or the card symbol attached to it. Basic game offers a single win line without criss-cross combinations. However, having 3 or 4 hi-lo cash symbols in line give a mystery payout. Won credits are automatically moved to the club meter but it's always possible to move 10 credits (single button press) or a complete win (keeping button pressed) to the credits meter.
Top game is played when betting 5 or 10 credits per spin and starts automatically when a club meter gets enough credits on it. When playing bet 5 or bet 10, 1 credit is taken from the credits meter and the rest - from the club meter. Switching between bet 5 and 10, as well as getting back to the basic game is done with Select Bet button. Bet 5 enables playing on 3 first wheels with 5 win lines active. Selecting Bet 10 enables all 4 wheels with 10 win lines active. There's a special payout table dedicated to both games offering really good payouts, especially considering multiple winnings with several win lines, but there's a chance to get even more playing the card feature game. This game is started when there are 3 or 4 hi-lo cash symbols on the win line. In addition, having 4 hi-lo cash symbols on a win line when playing Bet 10 enables a so called 'shot on ladder' that eventually advances your starting position on the ladder to move on further with the feature. If any of the hi-lo cash symbols contain a Joker or Other Card on top of it, those become available during the feature game - you may notice corresponding buttons on top of the machine turning on after that.
Each '?' sign on the ladder may bring a mystery payout between 10 and 100 credits. The way for player to successfully advance on the ladder is by making correct guess for the next card to come up - either of higher or lower value compared to the current. Whenever a player advances to position labeled as Save, all credits won up to this point are saved, but not yet seen until the game is over. With next card being of the same value as the previous one, player's guess is considered as correct.
If there's one or more Joker available, using those will result in making the next step a guaranteed success and further advancing on the ladder. Using Other Card just brings another card for the next guess to make, but doesn't advance player further on the ladder. With card game lost or completed, unused Jokers and Other Cards are gone.
Once the card game is over, the game displays the total payout and transfers it to the credits meter. Player gets paid if he completed the ladder or has reached at least one Save point. If a player looses the game somewhere in the middle, he gets paid only the steps preceding the last Save point. Club meter has no limitations on the amount applied.
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HOLD TIMER
The name of this slot machine says it all: it has a specific hold-feature, which is available in the Top game. The Basic game of the Holdtimer is identical to those from the StepTimer and the TwinTimer.
The Top game allows you to bet 5 or 10 credits per spin. With a bet of 10 the hold-function becomes active and attractive combinations are held automatically. Credits exceeding 200 are not lost in the Top game, but auto-transferred to the Credit-meter.
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HOT SHOT
The Hotshot has a Basic and Top games.
When you start playing the game you always begin with the Basic game. Two or more won credits can be transferred either to the Credit-meter with the 'Collect' button or to 1 of the 8 Bank-meters with the 'Save' button. Using the 'Gamble' button you can double your win until you have more than 100 credits. 200 credits are automatically transferred to the Credit-meter. Credits from the different banks (Bank-meters) can be always selected with the 'Choose bank' button and transferred to the Credit-meter by pressing the 'Collect' button.
During the Basic game winning combination appear on a single winline only, except for the 'Crown' symbol that counts criss-cross. There is also a built-in auto-hold function that holds certain combinations automatically. You can cancel it and release held wheels with 'Reset' button.
If you have at least 4 credits on 1 or more of the 4 Bank-meters, you can play the Top game. When playing the Top game, 1 credit from the Credit-meter is taken to the Bank-meter with the lowest amount of credits (from right to left). When switching manually to the Top game with the 'Choose game' button, you are able to control transfer of credits to the Bank-meters. In the Top game, you can bet 5, 10 or 20 credits per spin. The higher bet you make, the higher payout on a winning combination you get.
The bets of 5, 10 or 20 credits in the Top game are always taken from the Bank-meters, starting from the one with higher amount on it. Credits you win in the Top game are proportionally transferred to the Bank-meters depending on the bet you made. Once you have 200 or more credits on the Bank-meter, those are automatically transferred to the Credit-meter. There isn't a limitation for 200 credits so the credits above this amount aren't taken away. Should you have a total of up to 100 credits on the Bank-meters and wish to get back to the Basic game, just press the 'Choose Game' button at any moment.
The most attractive game element in the Top game is the shot-feature. Depending on the bet amount and the criss-cross combination of the 'Hotshot' symbols, you can shoot up to three times for payouts. Shots are made with the 'Start' button.
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LOTUS
The Lotus slot machine has the Basic and the Top games.
The Basic game is made in a traditional way, offering a single (centre) winline and a special 'Cup' symbol which counts criss-cross and gives a mystery payout of up to 200 credits if appeared on the wheels 1 and 2, or on all three wheels.
After you earn 4 or more credits in the Basic game, the Top game becomes available. Here you can choose between 4 or 8 credits per spin and use such bet as far as your balance on the Club-meter allows it.
All winning combinations in the Top game counts criss-cross; the payouts from multiple winning combinations are accumulated on the top transitional counter first forming a total amount which is transferred then to the Club-meter.
The Club-meter limit is 200 credits; those are transferred to the Credit-meter automatically. Credits exceeding this amount are lost.
The Hold-feature is available for both Basic and Top games. However, you cannot keep a combination held after a 4-credits spin if you're going to make next spin with 8 credits bet. Holding a combination that appeared after 8-credits bet is nevertheless possible if you switch then to 4-credits bet.
Any combination can be held only once, i.e. after making a hold it becomes unavailable until the next spin. After you got a winning combination, at least one round should be played to have the Hold-feature enabled again.
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MAD TIMER
The MadTimer offers 3 different games: the Basic game, the 1/0-game and the Top game (or 5-game).
You always start playing with the Basic game. 4 or more won credits can be transferred either to the Credit-meter with the 'Collect' button or to 1 of the 4 meters with the 'Start/Save' button. Two credits (berries on the first wheel) are always auto-gambled, eventually doubled or lost.
Winning combinations during the Basic game are available on a single (centre) winline only, except for the 'STAR' symbol which counts criss-cross.
There's a built-in auto-hold feature to hold certain combinations; you can cancel those held combinations with the 'Reset' button.
After you've collected 4 or more credits on 1 or more of the 4 Bank-meters, the Top game becomes available. The credits for this type of game are taken from both those Bank-meters and the Credit-meter. 1 credit taken from the Credit-meter is played with the 1/0-game first, with 99,9% chance to keep it and play the Top game and 0,1% chance to lose it. Taking into consideration those chances, you will almost never lose that credit. After the 1/0-game, this credit is added to the Bank-meter with the lowest amount of credits. 2 of 5 credits are always taken from Bank-meters with higher amount compared to others. Credits you win in the Top game are proportionally transferred to the Bank-meters depending on the bet you made.
Winnings of 200 or more credits are automatically transferred to the Credit-meter. Won credits above 200 are lost. If the total amount on the Bank-meters is less than 4 credits you're able to transfer credits from the Credit-meter to those 4 Bank-meters with 1/0-game to continue the Top game. Alternatively, you can return to the Basic game with the 'Choose Game' button.
When you take 1 credit from one of the Bank-meters to the Credit-meter, it will be gambled automatically, being either Quadrupled (20% probability) or lost (80% probability).
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POST POKER
This is the most popular version of Video Poker. Basically, you need to get a pair of jacks or better in order to get paid (hence the name).
To start the game, you should make your bet, which may be from 1 to 5 credits. To do this, hit 'Bet one' or 'Bet max' buttons. Continious hitting of 'Bet one' button would increase your bet for 1 credit accordingly (1-2-3-4-5-1-2…), while 'Bet max' makes maximum allowed bet and starts the game automatically. In other cases, the game starts after you hit 'Deal' button which also acts as a rebet option, repeating your last bet and starting the game.
Depending on the size of your bet, you get the payouts increased accordingly. The payouts are shown in the paytable in the upper right corner of the machine. When you make a bet, the corresponding payouts are shown in the paytable with different colour.
The computer will deal you five cards face up. At this point you should decide which cards to keep and which ones to throw. Should these cards have a winning combination, it will be flashing in the paytable for a short time. To keep a card just click on the card you want to keep or on the hold button. Once you are finished picking the cards to be discarded click on the deal button and the computer will deal your new cards. Depending on how many cards you throw, the same number of new cards will be dealt back into your hand so you end up with five. Whether you win or lose is determined by how good a poker hand you have.
This videopoker game is played with a standard 52-card deck. The cards are ranked according to the value of the number on the card or the value of the face. The ranking, from highest to lowest, goes as such: Ace (A), King (K), Queen (Q), Jack (J), 10, 9, 8, 7, 6, 5, 4, 3, 2. The ace can also be used to complete a low straight; A, 2, 3, 4, 5. As well as numbers and faces there are 4 different types of suits which are used to determine the value of a poker hand. These are: Spades (S), Clubs (C), Diamonds (D), Hearts (H). Poker hand is valued based on its five card ranking. These rankings are explained below:
1. Royal Flush
- A, K, Q, J, 10 of same suit
(example: 10S, JS, QS, KS, AS)
2. Straight Flush
- Five cards of same suit in sequence
(example: 4D, 5D, 6D, 7D, 8D)
3. 4 of a Kind
- Four cards of the same rank
(example: 7S, 7C, 7D, 7H)
4. Full House
- Three of a kind plus a pair
(example: 3D, 3S, 3C, KS, KH)
5. Flush
- Five cards of the same suit
(example: 3H, 7H, 10H, QH, AH)
6. Straight
- Five cards in sequence
(example: 5C, 6D, 7C, 8H, 9S)
7. 3 of a Kind
- Three cards of the same rank
(example: JH, JS, JD)
8. 2 pair
- Two pairs of different rank
(example: 5H, 5S, 9C, 9S)
9. 1 pair / Jacks or Better
- Two cards of the same rank
(example: AS, AD).
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RANDOM RUNNER
The RandomRunner slot machine offers the Basic and the Top games.
When the game starts you begin with the Basic game. Won points can be added to the Credit-meter or to the Win-meter. 200 credits in the Basic game (3 stars) are transferred automatically to the Credit-meter. A 'Cherry' symbol on the first wheel gives 2 credits, which are gambled automatically, doubled or lost.
During the Basic game winning combination appear on a single winline only (centre), except for the 'Star' symbol that counts criss-cross.
RandomRunner has a built-in auto-hold function that holds certain combinations automatically. You can cancel it and release held wheels with 'Reset' button.
When you have four or more credits on the Win-meter, the Top game starts automatically. When playing the Top game, 1 credit is always taken from the Credit-meter; altogether 5 credits are taken for a spin from both meters. Neither Credit-meter nor Win-meter has any limit. If you ran out of credits on the Credit-meter while still having some on the Win-meter, you can transfer credits to the Credit- meter to continue the Top game, 4 credits at a time. Should you transfer all credits from the Win-meter to the Credit-meter, you can continue playing the Basic game.
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STEP TIMER
The StepTimer offers 3 different games: the Basic game, the 5-game and the 40-game.
You always start the game with the Basic game. When you win 4 or more credits you can transfer them either to the Credit-meter with the 'Collect' button or to 1 of the 4 meters with the 'Save' button. Two credits (cherry on the first wheel) are always auto-gambled, eventually doubled or lost.
Winning combinations during the Basic game are available on a single winline only, except for the 'STAR' symbol which counts criss-cross.
There's a built-in auto-hold feature to hold certain combinations; you can cancel those held combinations with the 'Reset' button.
After you've collected 4 or more credits on 1 or more of the 4 meters, the 5-game becomes available. The credits for this type of game are taken from both those meters and the Credit-meter. The credit taken from the Credit-meter is then added to the meter with the lowest amount of credits. 2 of 5 credits are always taken from those meters that have the higher amount compared to others.
Winnings of 200 or more credits are automatically transferred to the Credit-meter. Credits exceeding 200 are never lost in this game. If the total amount on the meters is less than 4 credits you're able to transfer credits from the Credit-meter to those 4 meters with the 'Start' button to continue the 5-game. Alternatively, you can return to the Basic game with the 'Choose Game' button.
The 40-game is basically very similar to the 5-game, however it is the bet per spin which differs: 40 credits instead of 5. The major difference is in the nudge-function though. Nudges are used for a step-by-step move of the top wheels after the spin- if there's a winning combination within the reach of 3 steps you'll get it using this feature.
If you wish to continue the game while having in total less than 39 credits on the meters, you can add more credits on to them from the Credit-meter by pressing the 'Start' button. Alternatively, you can switch back to the Basic game or the 5-game with the 'Choose Game' button.
When you take 1 credit from one of the top-meters to the Credit-meter, it will be gambled automatically, being either Quadrupled (20% probability) or lost (80% probability).
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SUPAFLUSH
The SupaFlush slotmachine is a 4-reel machine with cardgame. The 4 reels are used for the basic game en contain, apart from the usual symbols, some figures. Those numbers will start, in case the total exceeds 3 points on the winline, certain features in the card game.
In the basic game a bet is 1 credit. Won credits of 100 and less can be doubled with the 'wheel-of-fortune', won credits till 120 credits can be multiplied by 1,5. The amount of credits to bet with however determines whether multiplication by 1.5 is possible, the outcome should be dividable by 4 or it will not be made available in the wheel-feature.
The 'wheel-of-fortune' is used in both basic and cardgame to offer the possibility to increase the won credits. By default the wheel starts to offer the multiply by 2 option, after a couple of seconds you can select one of the next multiplication options, however, selecting a higher factor than 2 results in canceling of the build up features in the cardgame. The same will happen after a succesfull multiplication of your won credits. By pressing the 'Start/Gamble-button' you initiate the stopping of the wheel.
In the cardgame you are supposed to collect as manu cards in a row as possible to gain more winnings, multiple series are all counted seperately. With the extra figures on the reels in the basic game you can start or gather the features on the 'ladder'. At 4 points you get a bonus spin (start with 'bonus-spin-button'). It offers the possibility to climb a little further on the 'ladder' and start additional features. At 5 or 6 points the cardsgame starts en 2 random cards are selected by the reels and added to the range of cards above it. At 7 points the 'shuffle-card-button' becomes active. With this feature you get a single chance to shuffle the cards to try and increase the winnings. This function can be used at any time as long as it remains active, the shuffling can be stopped with the 'stop-button'. At 8 points the Joker becomes active. It can be used to add a card at any unlit position to increase the winnings. Feature starts with pressing the 'Joker-button' and stopped by pressing the 'Stop-button'. At 9 points all won credits in the cardgame are doubled. At 10 and 11 credits the Superflush function starts. With this a random number of times (1-5) the cardgame is started and will most certainly increase the number of lit cards. When reaching 200 credits, same as when collecting 12 points on the 'ladder', those are autotransfered to the creditmeter. Winnings can be collecte at any time wqith the 'take-feature-button' and if wished so, be betted in the 'wheel-of-fortune'.
An autoplay-function is available in both basic and cardgame.
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SUPATRON
The Supertron offers a Basic game with 3 wheels and a Top game with 4 wheels. Up to 100 won credits can be doubled with the 'Head or Tail' game. If you have less than 100 credits, those can be transferred either to the Super-meter in the Top game by pressing the 'Select/Bet' button or to the Credit-meter instead. If you have collected more than 100 credits in the Basic game, those are automatically transferred to the Credit-meter.
Playing the Top game you can bet 4, 8 or 16 credits per spin. One specific feature of this slot machine is that if you bet 16 credits, the same winning combinations are available both on wheels 1, 2 and 4 and on wheels 1, 3 and 4.
Credits exceeding 200 on the Super-meter are also not lost in this game, but if you have 200 or more credits on the Super-meter, these are automatically transferred to the Credit-meter while you return to the Basic game.
De Supertron heeft een basisspel met 3 rollen en een bovenspel met 4 rollen. Gewonnen punten tot en met 100 kunnen in het basisspel verdubbeld worden met het 'Kop/Munt'-spel. Puntenaantallen tot en met 100 kunnen met de 'Select Bet'-knop naar de Supermeter in het bovenspel worden gebracht of worden toegevoegd aan de creditmeter. Een puntenaantal van meer dan 100 in het basisspel verhuist automatisch naar de creditmeter.
In het bovenspel kan met een inzet van 4, 8 of 16 punten worden gespeeld. Bijzonder aan deze automaat is dat bij een inzet van 16 punten ook winnende combinaties vallen op de rollen 1, 2 en 4 alsook op de rollen 1,3 en 4.
Punten boven de 200 op de Supermeter gaan ook bij dit spel niet verloren, wel worden puntenaantallen van 200 of meer automatisch op de creditmeter bijgeteld en keert de speler terug naar het basisspel.
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TOPDECK
playhotel,games,gokkasten
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TOPSHOT
The Topshot represents a 4-wheel slot machine with a good variety of additional game elements. In addition to the Basic game, there are the Symbol Bonus game, the Pinball game that included the Streak and the Bumper games, the Topshot Bonus game and finally, the Super Gamble game.
Basic game
After pressing the 'Start' button the Basic game begins, where you can collect winnings from the centre winline. You can possibly raise any payout you get, except for the 200 credits payout, by gambling it (with the 'Start/Gamble' button) and / or by playing the Super Gamble (with 'Ball Shot/Stop' button).
Pinball-game
If you don't have a winning combination but there is a total of 4 or more points on the winline, you're offered to play the Pinball game. It will be also available if you do have a winning combination worth of 4 or more points and you lost trying to gamble it. This doesn't work when you play Super Gamble or collect a payout.
The Pinball-game has the following features:
Ballshot (4 point) – make your shot for a higher number with the 'Ball Shot/Stop' button.
Symbol Bonus (5 or 6 points) - all symbols displayed in the Symbol Bonus screen that match the same symbols visible on the wheels (and their positions) are lit. Those symbols remain turned on until a payout for a winning combination is collected or after the Super Gamble is played.
Double Bonus (7 points) – all Symbol Bonus game payouts are doubled. A Double Bonus remains available until a payout for a winning combination is taken, first gamble is won or a Super Gamble is played.
Extrahold (8 points) – a maximum of 3 extra holds can be earned here. Those can be used whenever desired with regard to the general rules of using Hold-feature which apply here too. This means you cannot use it after a winning combination appears, when there are 8 or more points on the winline or you hit up to 8 or higher with a BallShot.
Winstreak (9 points) – the next time you press the 'Start' button each wheel spins in random direction and finally stops so you get a certain winning combination. Won credits are transferred to the Streak-meter while you get the chance for another Winstreak when pressing the 'Start' button again. When you reach 200 credits points or more on the Streak-meter, those are transferred automatically to the Credit-meter.
Topshot Bonus (10 or 11 points) – there is a word 'Topshot' in the upper right corner which is dark at the beginning. When you hit the Topshot Bonus, the next letter lights up. When you light up all of the letters, the Bumper game starts. The payout you get depends on a moment when you hit the 'Stop' button. You may try to increase your payout (if it is less than 200 credits) with Gamble / Super Gamble games.
Topstreak (12 points) – the same as the Winstreak; the only difference is a minimum payout of 20 credits.
Supergamble
Super Gamble is a challenging addition to the gambling. It allows to skip a number of steps when gambling for a higher payout at a price of decreasing your chances for success.
If you close the game window or switch to another game, your current game progress will not be restored when you start it again. All lit symbols and characters in the Symbol bonus game, Double Bonus and Topshot Bonus games will be lost. The values of all supplementary meters will added to your balance on the Credit-meter.
nederlands
De Topshot automaat is een vier-rollenspel met een hoog gehalte aan spelelementen. Naast het Basisspel is er het Symboolbonusspel, het Pinballspel incl. Streakspel en Bumperspel, het Topshotbonusspel en het Supergamblespel. Basisspel Na het indrukken van de 'Start'-knop begint het Basisspel en maak je kans om op de middelste winlijn met de juiste combinatie van symbolen credits te winnen. Met uitzondering van een prijs van 200 punten, kun je met de 'Gamble'-knop, al dan niet in combinatie met de 'Supergamble'-knop je prijs verhogen. Pinballspel Wanneer je geen winnende combinatie hebt maar wel 4 of meer punten in totaal op de winlijn, dan speel je het Pinballspel. Dit Pinball-spel speel je bovendien wanneer je naast een winnende combinatie 4 of meer punten hebt en je gokt de eerste keer mis bij het Gamble-spel. Dit geldt overigens niet wanneer je Supergamble speelt of wanneer je een gewonnen prijs incasseert. Het Pinballspel kent de volgende functies: Ballshot (4) - met de 'Ball Shot/Stop'-knop kun je naar een hoger cijfer schieten. Symboolbonus (5 of 6) - alle symbolen die in het Symboolbonus-spel staan en die op de rollen op een zichtbare positie staan worden verlicht. Een volle verticale of horizontale lijn geeft recht op 10 of 20 bonuspunten. Alle symbolen blijven verlicht totdat een prijs op een rolcombinatie wordt genomen of na een eerste Gamble wordt verhoogd of met Supergamble wordt gespeeld. Double Bonus (7) - alle prijzen van het Symboolbonusspel worden verdubbeld. Het recht op Double Bonus bestaat totdat een prijs op een rolcombinatie wordt genomen of na een eerste gamble wordt verhoogd of met Supergamble wordt gespeeld. Extrahold (8) - maximaal 3 extra holds kunnen hier worden verzameld en op een gunstig moment worden ingezet. Een extrahold kan alleen worden ingezet wanneer normaal gesproken de holdfunctie ook zou werken. Dus niet bij een winnende combinatie en ook niet bij 8 of meer punten op de winlijn of een positie 8 of hoger na Ballshot. Winstreak (9) - na het drukken op de 'Start'-knop draaien de rollen naar een willekeurige winnende combinatie en worden de punten op de Streakmeter geplaatst en maak je door het drukken op de 'Start'-knop kans op nog een Winstreak. Bij 200 punten of meer op de Streakmeter verhuizen deze automatisch naar de Creditmeter. Topshot Bonus (10 en 11) - een volgende letter van het woord Topshot licht op. Wanneer de laatste letter oplicht dan start het Bumperspel. Bepaal met de 'Stop'-knop de prijs door op het juiste moment te drukken. Gewonnen punten kunnen met de 'Gamble/Supergamble'-knoppen worden verhoogd indien lager dan 200. Topstreak (12) - het verschil met de Winstreak is dat door het drukken op de 'Start'-knop naar een winnende combinatie wordt gedraaid met minimaal 20 punten. De holdoptie, voor zover aanwezig, vervalt bij positie 8 of hoger. Supergamble Met Supergamble kun je een aantal stappen overslaan om naar een hogere prijs te gokken. De kans op een hogere prijs is gelijk aan het produkt van de tussenliggende kansen. Bij het sluiten van het spelvenster of het overschakelen naar een ander spel vervallen verlichte symbolen in het symboolbonusspel, dubbelbonus en verlichte letters in het topshotbonusspel. Credits van de verschillende creditmeters worden bij elkaar opgeteld en komen als totaal terug op de creditmeter.
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