Rules (Page 2 of 4)ROUND 2 -- Featuring Five-Card Risk: To start, each player receives another CY$500 to play with and, much like before, is given a chance to earn more at the true or false board.
This time, the true or false board resembles a three-by-three slot machine grid. Inside each of the nine slots are three different symbols. Before the host spins the board, each player will select either the left, center or right column -- or the top, middle or bottom row -- to determine the value of each of three questions (s)he will play. More than one player may end up selecting the same row or column. After the spin, if the player's selected row or column has...
...in an attempt at equality, the spin of the slots is guaranteed to have at least one row or column with three different symbols, at least another row or column with a pair of the same symbol and at least another row or column with three of a kind.
- three different symbols, (s)he will be asked three questions worth CY$250 each.
- a pair of a particular symbol, (s)he will be asked three questions worth CY$500 each.
- three of the same symbol, (s)he will be asked three questions worth CY$1000 each.
After the one spin of the slot machine, the player in last place will be asked the first three questions of the round, the second place player the next three and the leader the last three questions. Any ties before questions are asked are determined by player positioning.
After a total of nine questions have been played, five cards from a pre-shuffled 54-card deck (with two Jokers, which are wild, but always represent losing cards) are placed and hidden on the Five-Card Risk board and the theme of the Five-Card Risk game is revealed. The theme of the game references which cards win and which cards lose.After the theme of the game is revealed, each player wagers at least CY$500 and no more than all of his/her score in CY$50 increments on the first card. Then, the first card on the board is revealed. If it is a winning card, the cyber-money at risk is doubled (for example, if a player wagers CY$500, the cyber-cash doubles to CY$1000).
Before the second card is revealed, each player is asked if (s)he wants to freeze and collect his/her winnings or risk the cyber-cash on at least one more turn of a card (staying with the above example, the player may stop and take CY$1000 or try and double it for CY$2000).
The round ends when a losing card is revealed, all players freeze or all cards turn up winners (still staying with this example, a CY$500 wager will return CY$16,000 -- and post a net gain of CY$15,500 -- if the player can "blitz" by risking on every card and not lose any bet in the round; anytime a losing card appears, the player loses any cyber-cash gained and posts a net loss of the original CY$500 wager).
One of these Five-Card Risk games will be played...
Any Face Loses: Winning cards are all Aces and those lower than a Jack ; if a King, Queen or Jack is exposed, that's a losing card.
Any Pair Loses: A card from a special 13-card deck -- Ace through 2 with no duplicates -- is drawn. The rank of the card is considered a losing rank. When a new card from the regulation 52-card deck is turned face up, that new card is a winner as long as it does not match, in rank, another card anywhere else on the board. The moment any pair appears anywhere on the board, it counts as a loss.
Any Spade Loses: Winning cards are all cards of Hearts, Clubs and Diamonds.
Hi-Lo: Winning cards are ranked higher than a 9 and lower than a 7; if a 7, 8 or 9 is exposed, that's a losing card.
In-Between: Winning cards are ranked in-between a 4 and King inclusive; if a 2, 3 or Ace is exposed, that's a losing card.
- Three-Five-Seven (357): Any 3, 5 or 7 is a losing card.