Game Play Clause Samples
The 'Game Play' clause defines the rules and procedures governing how a game is conducted. It typically outlines the sequence of actions, player responsibilities, and any specific mechanics or restrictions that apply during play, such as turn order, scoring methods, or permissible moves. By clearly establishing these guidelines, the clause ensures fair and consistent gameplay, preventing disputes and confusion among participants.
Game Play. Upon power-up, the machine is ready for play. Players select their game and options using the on screen menus.
Game Play. The initial state of a Mahjong game is initialized by the game server. The game state keeps changing by player's game actions until the game reaches its end. Thus, the game play management on client side has two basic functions. First, it provides client logic to show game state changes; and the second it offers easy ways for players to take game actions. The game status management includes the following functionality, it: · Provides data structure to represent game elements, including players, seats, Mahjong tiles, dice and avatars. · Imparts data structure to maintain game state. The game state consists of the status of all game elements. · Maps game server message contents to game element status. · Updates game element status on receiving server messages. · Implements visual representations for each game element and their status. · Provides game client logic that understands Mahjong game table layout, game element positions, Mahjong tile orientations, and the relationships among different game elements. · Provides game client logic that maps game status change to visual game element rendering. · By entering the game, players engage to play the game to the end. If the player leaves the game, either through disconnection, client machine failure or,Fas a willful act, the player's drawn tile will be automatically discarded. The player cannot win or draw an offered discarded tile. The timeout depends on various room settings.
Game Play a. Player inserts coin, paper currency or other representative of value into an electronic gaming device, which entitles the player to participate in one or more games.
b. Player selects the amount to be wagered or the price of the electronic pull-tab ticket.
Game Play. The results of the game from the server and displayed at the client. Prize Table Primary prize table for the entire system. Each game is numbered and therefore each game will get a different set of BINGO patterns based on the buy in level, lines played, etc. There will be a number of patterns that the server has to select from. Exact number not provided. Progressive Prize This is tied to the prize table. For example all machines playing “game one” will contribute to the “game one” progressive jackpot. Map Table Used to map BINGO results to slot results. Part of database it works in conjunction with Base Game, and game id (“game one” example). BINGO Card Container for BINGO numbers that are drawn at server and sent down and displayed in card grid at client. Card Deck BINGO Ten (10) decks of 250 cards this is a static set of cards that is initiated at the boot of the server. Players are not dealt cards sequentially but each player will be given a different card with a different number from a different deck. Ball Draw Container at client with results of balls drawn at server. Information originates at the server. Result Scan The process of taking the card being played and the balls drawn and looking for matches between the two on the BINGO card. Bonus Rounds Will be demonstrated in various reel movements — no specifics provided. Note: Player Interactive Bonus Game Rounds and Player Interactive Bonus-type Game features will not be included in the Spectre release of the software. Software Specifications: Description Player: Container for player data, player ID and credits to be played (or played). Player types can be anonymous cash player (who is a player that has inserted cash into the machine without having a player card initiated). This player will be assigned a player / user id by the system automatically at the start of the game. The numbers are assigned using the “next number” feature of the database. Once the number has been used it will never be used again. In the case of a player card being initiated, this player id number is assigned by the same means described above (from the same source). Player Info: Container for contact-type information on the player. Anonymous cash players have a null pointer for this container as information (contact) is not collected on them. Player Status: Tracks the activities of all players - further details have yet to be determined. Scenario: Player (cash) starts game, all game activity is tracked, available at server lev...
