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Old 08-07-2008, 10:41 AM
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Angry Carbon Poker 4.4

Hello everyone,

I think you recieved the August newsletter too. When I read it I got so happy about the new features.


"In a few weeks the new software client – Version 4.4 will be released for you to play on. Currently this is undergoing extensive beta testing to iron out any bugs, ensure stability. Version 4.4 has been in the works for quite a while and will have the same look and feel that you've come to know and trust, but will also include a host of new features to make your online poker experience even better.
Lobby :
4.4 will introduce a new lobby layout and design. While it still retains its familiarity, the design has been slightly reworked for a better user experience and ease of navigation. Includes upgraded player contacts features, and new game filters.
Timebank :
The Timebank is a new introduction in 4.4. It essentially allows a player to accumulate extra time for when they are pressed with those hard decisions and the normal 15 seconds just isn't enough.
Betting Buttons :
In game there will be several new betting buttons allowing for you to quickly and accurately size and place your bets in 1/4, 1/3, 1/2 and pot size amounts in addition to multiples of the big blind.
Software Stability :
The new software will be more stable and free from bugs, all will provide for a more secure smoother gaming environment.
NEW side game:

Euchre Players and Object

Euchre is a trick based game for four players in fixed partnerships, partners sitting opposite. Each player places a card in the center. The highest card wins the trick.
Just 5 cards are dealt to each player and the object is to win at least three of the five tricks - with an extra bonus for winning all five.
Rank of Cards

A pack of 24 cards is used consisting of A K Q J 10 9 in each of the four suits: hearts, diamonds, clubs and spades.
The trump suit has 7 cards ranking from highest to lowest as follows:
Right Bower (the jack of the trump suit)
Left Bower (the other jack of the same colour as the trump suit)
Ace
King
Queen
Ten
Nine
The other suits have 6 or 5 cards ranking as normal: A K Q (J) 10 9.
Note that Left Bower count for all purposes as belonging to the trump suit. For example if hearts are trumps, the jack of diamonds is a heart not a diamond. It can be played to a heart lead and if it is led, hearts must be followed.
The Deal

The first dealer is selected at random. The dealer turn then rotates clockwise throughout the game.
Five cards are dealt to each player.
The dealer then turns the next card in the pack face up. This "upcard" is used as a basis for selecting the trump suit. The remaining three cards are left face-down and are not used.
Making trump

This process determines the trump suit and which team are the makers - that is the team which undertakes to win three tricks. First each player in turn, beginning with the player to the dealer's left, has the option of accepting up-card's suit as the trump suit or passing. Specifically:
  • The player to dealer's left may either "Pass", "Order Up" or "Go Alone".
  • If the first player passes, the dealer's partner may either "Pass", "Order Up" or "Go Alone".
  • If the first two players pass, the player to dealer's right may either"Pass", "Order Up" or "Go Alone".
  • If all three other players pass, the dealer may either "Pass", "Order Up" or "Go Alone".
Order Up

If any of the players choose "Order Up" that player and their partner become the makers and need to win 3 tricks. The upcard's suit is trumps. The dealer must pick up the upcard and then discard a card from their hand.
Going Alone

If a player selects "Go Alone", the partner of a lone player puts their cards face-down and takes no part in the play. The player then win without help from their partner. In the first round, the dealer must still pick up the upcard and discard a card from their hand.
Second Round Bidding

If all four players pass, the up-card is turned face-down, and there is a second round in which players have the option to make any suit trump, other than the suit of the up-card. Again the player to dealer's left goes first and may either pass again or select a suit. If the first player passes the second may select a suit or pass, and so on. If all four players pass a second time the cards are thrown in and the next player deals. Each player also has the option of going alone with their selected suit.
Note that the trump making process ends as soon as someone accepts or makes trump (rather than passing). That player's side are the makers and the other side are the defenders.
The Play

If all four players are in the game, the play begins with the player to the dealer's left leading to the first trick.
Any card may be led, and each player in clockwise order must follow suit by playing a card of the same suit as the card led if possible. A player who cannot follow suit may play any card including a trump.
Remember that, for purposes of following suit, the Left Bower is considered to belong to the trump suit and not to any other suit.
The trick is won by whoever played the highest card of the suit led, unless a trump was played in which case the highest trump wins. The winner of each trick leads the next one.
Scoring

If all four players are playing then the scores are as follows:
  • If the makers win 3 or 4 tricks they score one point.
  • If the makers win all 5 tricks they score two points.
  • If the makers take fewer than three tricks they are said to be euchred, and the defenders score two points.
If a member of the makers' team is playing alone and wins all 5 tricks, the team scores 4 points instead of 2 - otherwise the scores are as above.
The game is played to 10 points - that is, the team who first reach 10 or more points over several deals win the game.
Buy-ins and Reserves

When you register for the Euchre game, a buy-in, entry fee and an amount equal to both the buy-in and entry fee will be taken from your balance (2x(buy-in + fee)). This second buy-in + fee is a "reserve".
When a player times out, they and their partner are considered to have lost, so the prize pool (ie the total of the buy-ins) is distributed between the two other players. The player who timed out has the "reserve" amount credited to their partner's balance.
E.g.
Buy-in = $1.00, Fee= $0.10
4 players = $4 prize pool
Each player pays $2.20 to enter ($1.10 for entry and $1.10 for reserve)

Player 1 and 2 are partners
Player 3 and 4 are partners
If the game is played out to the end and players 3 and 4 win, they will both receive $2 in winnings (total of $4 = prize pool) and also receive their reserve of $1.10 each back (total $3.10). Players 1 and 2 will only receive their reserve back ($1.10).
If player 1 doesn't respond in time, players 1 and 2 will lose the game. Players 3 and 4 will both receive $2 in winnings and also receive their reserve of $1.10 back (total $3.10). Player 1 will not receive anything back but player 2 will receive their reserve of $1.10 back plus player 1's reserve of $1.10 (total of $2.20 which is the buy-in + reserve that player 2 paid to enter the game).
This means that players are penalised for timing out but their partners are not affected by the timeout.
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