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Game Rules

  1. General
  2. Misconduct
  3. Timeout
  4. Loss of Connection
  5. Rules Of Pilotta
  6. Rules Of Tavli
  7. Rules Of Koum-kan, Thanasis and Dynamitis

It is important that players familiarize themselves with these rules and regulations. In addition to these rules and regulations, Game Specific Rules that are found under Game Rules on the Website shall be considered as being part of these rules and regulations.

The rules and regulations are part of the agreement between you, the player and our company. Terms and Conditions shall apply and all definitions from the terms and conditions shall apply to these rules and regulations.

In the case of any dispute between the English language version of the Rules and versions in other languages, the English language version shall prevail.

General

If, for some reason, an Event occurs that is unclear or not covered by the rules and regulations including Game Specific Rules on the Game Rules pages of the Website, Betomall reserves the right to determine the outcome.

Betomall has at its absolute discretion the right to correct any obvious errors and to take the necessary actions to provide a fair service for its clients. A palpable error could be any incorrect information published in regard to a game. For example, incorrect stake or entry fee, wrong entry requirements, incorrect start times or technical errors etc. Betomall has the right to decide the outcome of each game on a case-by-case basis. Betomall reserves the right to retrospectively correct any Game or Tournament results and resulting winnings.

Errors made by players with regard to stakes or entry fees or entering the wrong game or tournament are not covered by this rule. It is the players’ responsibility to ensure that they place their bets correctly.

Betomall has the right to revise and update the rules and regulations at any time. Changes are effective upon Website posting under "Terms and Rules Update".

In case of contradictions between the rules and regulations and other parts of the Agreement for Players the following order of priority shall apply (1 overrules 2 & 3 etc.):

  1. Game Specific Rules
  2. Rules and regulations
  3. Terms and conditions

Misconduct

It is strictly prohibited to engage in the following acts during playing games:

  1. Attempt to influence the result of a game by conspiring with other players.
  2. Interfering with the program or website to undermine the normal flow of the game.
  3. Decompiling the software or develop software to interfere with the client-server communication.
  4. Use of the software for opponent profiling, player collusion or artificial intelligence. Betomall reserves the right to detect such software by reading the list of running processes on the player’s computer or profile the player’s behavior.
  5. Harassing other players or communicating with the partner in a way that creates an unfair advantage for winning the game.

Betomall reserves the right to block the account of any player determined to have engaged in misconduct and terminate their contract with them.

Timeout

Players have 30 seconds in order to complete a move otherwise the player is penalized by a move timeout. A player is allowed 4 move timeouts without being disconnected. If a fifth timeout is incured the the player is concidered disconnected and removed from the game.

If a player loses connection from the game the the allowed time to return is the total of 30 seconds for each move timeout not yet incurred. For example, if no move timeout have yet been incured the player is allowed 150 seconds (ie two and a half minutes) to return to the game in order to not become disconnected. If the player becomes disconnected when it is not their turn to play, then the time counts from the time it next becomes their turn to play. If the player returns in time then they can continued to play but are penalized one move timeout for each 30 second period they were disconnected.

Loss of Connection

Players can become disconnected in the following cases:

  1. They choose to quit the game.
  2. They become disconnected from the internet and fail to reconnect in the amount of time allowed. The allowed amount of time is found the Game Specific rules on the website.
  3. They fail to play on time and timeout. The allowed number of timeouts and the duration of each timeout can be found in the Game Specific Rules on the website
Pilotta

In the event the player becomes disconnected from the game will be replaced by a computer player and the game will proceed normally to conclusion. A player cannot be declared the winner of the game unless their remain connected until the end of the game. In the case where players have disconnected from a game before it completes then the game will be settled as follows:

  1. If all players become disconnected before the end of the game then the game is concidered void and the stakes are refunded to all players.
  2. If none of the winners is connected at the end of the game then the game is concidered void and the stakes are refunded to all players.
  3. If a disconnected player loses the game after it completes and is not voided as per the clauses above then they forfeit their stake.
  4. If a disconnected player wins the game after it completes and is not voided as per the clauses above then their stake is refunded. Their winnings are given to their still connected partner.
  5. In all cases and for any outcome the sum of money lost by the players is equal to the sum of money won. In no case does Betomall keep any of the players stake when a connection is lost.
Tavli

In the event the player becomes disconnected the game is conceded immediately and the maximum points available are awarded to the opponent.

Rules for Playing Pilotta

Pilotta (Palatisti)

Pilotta is a card game for 4 players and is played with a deck of 32 cards.

The players facing each other form the two teams. The order of player is anti-clockwise. The aim of the game is to be on the team to reach the predetermined points total first, which can vary and for the purpose of tournaments and games on Betomall depends on tournament level or stake. The target win points is displayed for each game on the website.

Trump Selection

Each player receives 8 cards. Each player in turn has the opportunity to call a trump suit. A game value and a suit must be called. If a subsequent player also wishes to call a trump, he/she must choose a higher game value. The game values start from 80 points and increase in blocks of 10 points. “Capot” can also be called. This signifies that all of the tricks have to be taken and that the game is worth 250 points. If a player does not wish to call a trump, he/she can simply pass. Once all of the remaining players have passed following a call the trump is fixed. The opponents have the choice to declare “Double” or “Contra” to double the game value. This can be countered with a call of “Redouble” or “Recontra” by the player who selected the trump and his/her partner. This once again doubles the value.

Order of Play

Following the trump selection the forehand begins the game. The next player must follow suit. If a trump is played, the players must take the trick if possible. If the player cannot follow suit then they must play trump.

The highest trump card wins the trick. If no trump is played, the highest card of the played suit wins the trick. The following ranking applies: Jack, 9, Ace, 10, King, Queen, 8, 7 (for the trump suit) and Ace, 10, King, Queen, Jack, 9, 8, 7 (for the other suits). The player, who takes the trick, begins the next.

Declarations in the game are allowed when beginning the game. During the first trick, it is possible to make a call. Players may call the value of their highest declaration. Two types of declarations are acceptable, a sequence and a “carre”. A sequence consists of at least 3 consecutive cards of the same suit. A “carre” consists of four cards of the same value.

The points from calls are added to those from the tricks. However, only the team with the highest call can score points. The following applies:

  • A carre is always higher than a sequence.
  • A higher carre beats a lower carre.

The length of the sequence decides. If the length is equal, the higher ranking sequence wins. If the rank of the sequences is equal, the sequence made up of the trump suit wins. Otherwise, no sequence wins and no points are counted.

If a player holds the trump Queen and King, he/she can call ‘Belote’. As the first of these cards is laid, the player calls "Belote". As the second is played, "Rebelote" is called. Twenty bonus points are awarded to the team.

Points

For each trick won, the total number of points within the trick is awarded.

The following applies for the trump suit:

  • Jack: 20 Points
  • 9: 14 Points
  • Ace: 11 Points
  • 10: 10 Points
  • King: 4 Points
  • Queen: 3 Points
  • 7 & 8: 0 Points

The following applies for the other suits:

  • Ace: 11 Points
  • 10: 10 Points
  • King: 4 Points
  • Queen: 3 Points
  • Jack: 2 Points
  • 7, 8 & 9: 0 Points

The following points are awarded for calls:

  • Belote-Rebelote: 20 Points
  • Sequence of 3: 20 Points
  • Sequence of 4: 50 Points
  • Sequence of 5: 100 Points
  • Four Jacks: 200 Points
  • Four 9s: 150 Points
  • Other Carre: 100 Points
Points Calculation

The points from all of the tricks are added up. Ten points are awarded for the last trick. If a team collects all tricks then it receives a total of 250 points instead. 20 points are awarded for ‘Belote-Rebelote’ and any declarations. If the team, which called the trump suit, has reached the game value points total then it also receives the points for the game value. If, however the trump-calling team failed to reach the points total, all of the points go to the other team and they receive 0. For scoring purposes the total points are divided by 10 and rounded off, so if for example the score is 287 - 43 then the score recorded for the round is 29 – 4. Only one team can round up and the other must round down. The team with the highest remainder (after division by 10) for the trick taking points rounds their points up. Since the total number of trick taking points are 162 then it is possible that both teams have a remainder of 6 in which case the team with more points (from trick taking) rounds up.

Classic Pilotta

Classic Pilotta is a card game for 4 players and is played with a deck of 32 cards.

The players facing each other form the two teams. The order of player is anti-clockwise. The aim of the game is to be on the team to reach the predetermined points total first, which can vary and for the purpose of tournaments and games on Betomall depends on tournament level or stake. The target win points is displayed for each game on the website.

Trump Selection

Each player receives 5 cards and one if turned upside up on the table. Each player in turn has the opportunity to accept the suit of the card on the table as the trump suit. If no player selects that suit as trump then the players get another chance in order to name one of the other three suits as trump. If all pass again then the round is cancelled and the cards dealt again.

Order of Play

Following the trump selection the player who selected the trump get the card on the table and two other cards and the rest of the players get 3 more cards so that all players have 8 cards each. Then the forehand begins the game. The next player must follow suit. If a trump is played, the players must take the trick if possible. If the player cannot follow suit then they must play trump.

The highest trump card wins the trick. If no trump is played, the highest card of the played suit wins the trick. The following ranking applies: Jack, 9, Ace, 10, King, Queen, 8, 7 (for the trump suit) and Ace, 10, King, Queen, Jack, 9, 8, 7 (for the other suits). The player, who takes the trick, begins the next.

Declarations in the game are allowed when beginning the game. During the first trick, it is possible to make a call. Players may call the value of their highest declaration. Two types of declarations are acceptable, a sequence and a “carre”. A sequence consists of at least 3 consecutive cards of the same suit. A “carre” consists of four cards of the same value.

The points from calls are added to those from the tricks. However, only the team with the highest call can score points. The following applies:

  • A carre is always higher than a sequence.
  • A higher carre beats a lower carre.

The length of the sequence decides. If the length is equal, the higher ranking sequence wins. If the rank of the sequences is equal, the sequence made up of the trump suit wins. Otherwise, no sequence wins and no points are counted.

If a player holds the trump Queen and King, he/she can call ‘Belote’. As the first of these cards is laid, the player calls "Belote". As the second is played, "Rebelote" is called. Twenty bonus points are awarded to the team.

Points

For each trick won, the total number of points within the trick is awarded.

The following applies for the trump suit:

  • Jack: 20 Points
  • 9: 14 Points
  • Ace: 11 Points
  • 10: 10 Points
  • King: 4 Points
  • Queen: 3 Points
  • 7 & 8: 0 Points

The following applies for the other suits:

  • Ace: 11 Points
  • 10: 10 Points
  • King: 4 Points
  • Queen: 3 Points
  • Jack: 2 Points
  • 7, 8 & 9: 0 Points

The following points are awarded for calls:

  • Belote-Rebelote: 20 Points
  • Sequence of 3: 20 Points
  • Sequence of 4: 50 Points
  • Sequence of 5: 100 Points
  • Four Jacks: 200 Points
  • Four 9s: 150 Points
  • Other Carre: 100 Points
Points Calculation

The points from all of the tricks are added up. Ten points are awarded for the last trick. If a team collects all tricks then it receives a total of 250 points instead. 20 points are awarded for ‘Belote-Rebelote’ and any declarations. If the team, which called the trump suit, has reached the game value points total then it also receives the points for the game value. If, however the trump-calling team failed to reach the points total, all of the points go to the other team and they receive 0. For scoring purposes the total points are divided by 10 and rounded off, so if for example the score is 287 - 43 then the score recorded for the round is 29 – 4. Only one team can round up and the other must round down. The team with the highest remainder (after division by 10) for the trick taking points rounds their points up. Since the total number of trick taking points are 162 then it is possible that both teams have a remainder of 6 in which case the team with more points (from trick taking) rounds up.

Classic Pilotta for 2 Players

Classic Pilotta can also be played by two players. Each player gets 6 cards and one is down on the table. Trump selection is the same as for the 4 Player version. If a player selects the suit of the card down to be trump suit and that player has the 7 of that suit the option is available to switch the 7 with the card on the table. Then each player is given 3 additional cards, discarding the card down on the table and gameplay continues with the same rules and points as in the 4 Player version.

Rules for Playing Tavli

Tavli is a board game that is played on a board of four quadrants each having six positions. Each player starts with 15 checkers on the board and the aim of the game is to move all checkers to the home quadrant and then bear all the checkers off the board. The first player to do this wins. If a player bears all checkers off before the opponent has borne off any checkers then the player wins two points instead of one.

The checkers are moved between positions according to the numbers rolled by two dice. If the two dice land on the same number then the player plays that number four times instead of two. Both or all four numbers have to be played unless there is no legal move to do this. The player has to play as many moves as is legally possible. If either of two numbers can be played but not both then the highest number has to be played.

Tavli is played mainly in Greece and is very similar to the western Backgammon. It has three variants, Portes, Plakoto and Fevga and can be played either as a single game or a combination of these variants played in succession up to a predetermined number of points.

Portes

This is almost identical to the western Backgammon game except that there is no doubling cube and only one or two points can be won, for a normal win and a gammon and there is no backgammon

In Portes a checker can only be moved to a position that is either free or occupied by that player's checkers or just a single opponent checker. If it lands in a position with a single opponent checker then that checker is moved off the board and has to start again in the opponents starting quadrant.

Plakoto

In this version all 15 checkers start in the first position of the starting quadrant. Like Portes a checker can move to a position occupied by a single opponent checker but in this case the opponent checker is not hit off the table, instead it is pinned in place and cannot move until the checker or checkers pinning move.

Fevga

In this version like Plakoto all 15 checkers start at the starting position but this time the starting position of each player is diagonally opposite and both players move in the same direction around the board. A checker cannot move to a position occupied by opponents checkers even if just one. One checker holds the position and the opponent cannot move there. Each player has to move the first checker beyond the opponents starting position before being able to move a second checker. A prime in the starting quadrant is not allowed and if a prime blocks all of an opponent's checkers then the player has to make a move to allow the other player a chance to pass through.

Rules for Playing Koum-Kan, Thanasis and Dynamitis

RECENT RULE CHANGES: Some rules have recently changed in Koumkan since the original publication:
  • When scoring the Ace gets 10 points in Koumkan and 1 point in Thanasis and Dynamitis
  • A card cannot be laid off (placed down) on another player's combinations unless the player has melded (placed down) some of their own combinations
Koum-kan

Two standard decks of 52 cards is used plus four Jokers. Cards in each suit rank, from low to high (excluding jokers):

Ace 2 3 4 5 6 7 8 9 10 Jack Queen King

The first dealer is chosen randomly, and the turn to deal alternates if there are two players, and rotates anti-clockwise if there are more than two. Ten cards are dealt to each player and one is placed face up on the table.

The object of the game is to dispose of all the cards in a player's hand. There are three ways to get rid of cards: melding, laying off, and discarding.

  • Melding is taking a combination of cards from your hand, and placing it face up on the table, where it stays. There are two kinds of combination which can be melded: sequences (also known as runs) and groups (also known as sets or books).
    • A sequence or run consists of three or more cards of the same suit in consecutive order, such as 4 of Clubs, 5 of Clubs, 6 of Clubs or 8 of Hearts, 9 of Hearts, 10 of Hearts, J of Hearts.
    • A group, set or book is three or four cards of the same rank but distinct suit, such as 7 of Diamonds, 7 of Hearts, 7 of Spade.
    • A Joker card can be used in place of any other card.
  • Laying off is adding a card or cards from your hand to a meld already on the table. The cards added to a meld must make another valid meld. For example to the 4 of Clubs, 5 of Clubs, 6 of Clubs you could add the 3 of Clubs or the 7 of Clubs. You are not permitted to rearrange the melds in the process. For example, 2 of Clubs, 2 of Hearts, 2 of Diamonds, 2 of Spades and 3 of Spades, 4 of 4 of Spades, 5 of Spades have been melded, you are not permitted to move the 2 of Spades from the group to the sequence, so as to lay off the Ace of Spades. The player can lay off a card in the place of a Joker card, for example it can lay of the 3 of Clubs in a 2 of Clubs, Joker, 4 of Clubs combination. In that case the player picks up the Joker and adds it to their hand. A Joker can be layed of on a combination where any other card would be allowed to be laid off. Laying off is not allowed if the player has not yet melded any of their own combinations.
  • Discarding is playing a card from your hand on top of the discard pile. You get rid of one card this way at the end of each turn.

Players take turns playing in anti-clockwise rotation. Each turn consists of the following parts:

  • The Draw. The Player must begin by taking one card from either the top of the Stock pile or the top card on the discard pile, and adding it to their hand. The discard pile is face up, so the player can see in advance what they are getting. The stock is face down, so if the player chooses to draw from the stock they do not see the card until after they have committed themselves to take it. If the player draws from the stock, they add the card to their hand without showing it to the other players.
  • Melding. If the player has a valid group or sequence in their hand, they may lay such combinations face up on the table. Melding is optional; Players are not obliged to meld if they do not wish to do so.
  • Laying off. This is also optional. If the player wishes, they may add cards to groups or sequences previously melded by themselves or others. There is no limit to the number of cards a player may lay off in one turn.
  • The Discard At the end of your turn, one card must be discarded from the player's hand and placed on top of the discard pile face up. The Discard is mandatory, a player cannot use all cards in melding or laying off, one card must always be kept for discarding at the end of the turn. This means that if the player holds only two cards a combination with the picked up card cannot be form because no card would be available to discard. Only laying off is possible in this case.

Players win an individual hand by either melding, laying off, or discarding all of their cards. Getting rid of the last card in one of these ways is called going out. As soon as someone goes out, play ceases. There can be no further melding or laying off, even if the other players have valid combinations in their hands.

When a player goes out, the other players add up the value of all the cards still remaining in their hands, as follows:

  • Aces and Face cards (K,Q,J) are worth 10 points each.
  • Number Cards are worth their face value - for example a six is worth 6 points, a four is 4 points, and so on.
  • Jokers are worth 25 points.

The total value of all the cards in the hands of the other players is added to the winner's cumulative score.The game continues with further deals until a player or players reach the points target that was decided before the game began. That player or players are then removed from the game, having lost the game and the game continues with the remaining players. When only one player remains with points less than the agreed up target score then that player is the winner of the game.

Thanasis

Thanasis is a game similar with Koum-kan. It has the same rules except for the following:

  • A card cannot be picked up from the discard pile, only from the stock.
  • A card is turned face up on the table next to the stock pile at the start of the hand. All cards of the same rank are then considered to be Joker cards for that particular hand. For example if the 5 of Spades turns up first on the table after the deal it is put aside and all other cards with rank 5 (seven remaining in total) are considered Jokers and can be used as any other card in any combination. If a Joker turns up it is put back in the stock and another card is turned.
  • Melding is not allowed during the hand, a player is only allowed to meld his combinations when doing so they go out, ie they have used up all their 10 cards in combinations.
  • There is no laying of due to their being no melding during the hand.
  • When a player goes out then the other player's combinations are removed before scoring so only cards that cannot be used in combinations are added up for the player's points.
  • The scoring value of an Ace not able to be used in a combination is 1 points

Dynamitis!

Dynamitis is almost identical to Thanasis with the exception that in addition to the cards being Jokers due to having the same rank as the first card turned on the table, all Twos are also Jokers, so there are in total 19 Jokers (8 Twos, 7 determined by the first turned card and 4 actual Jokers). If a Joker or a Two turns up as the first card it is put back and another card turned up.

           
Betomall Ltd is registered in Malta, company number C48099, registered address Apartment 21, Charles Court (Suite 66), St. Lukes Road, Pieta, Malta. All games are regulated under Licence MGA/CL3/592/2009 issued on 22/11/2011 and the Sportsbook is regulated under License MGA/CL2/1001/2014 issued on 04/12/2014 granted by the Malta Gaming Authority (MGA).