CRIBBAGE TWISTS


121 OR 61 LOWBALL


Set table to either 121 or 61. Play to lose, don't keep good hands or try to peg,1st to either loses the game.

69 SLIME


Set table to 121 play reg and 1st to hit or pass 69 wins.

91 SLIME


as above but 1st to hit or pass 91 wins.

61 REG 2/3 N/S


Set table for single 61 Reg game and keep count of your wins,need to win 2 61 Reg games to advance.

BLACK AND RED


Game is 121 Regular BUT...If you are in the black seat (if you have the black peg) you must throw ALL black 5's to the crib If you are in red seat (if you have the red peg) you must throw ALL red 5's to the crib IF IT IS YOUR CRIB, AND YOU WANT TO THROW ANY ADDITIONAL 5'S TO THE CRIB YOU CAN..BUT YOU MUST THROW THE APPROPRIATE COLORED 5'S TO CRIB EVEN IF ITS YOUR CRIB Please declare after the cut card is shown, and by declaring we mean: If you are sitting in the red seat and you throw one red five you would say "5ic"ic means "in crib" If you didn't throw anything (if you didnt have the appropriate cards) you would say NIC Nic means "Nothing in crib"Failure to throw the appropriate 5 will cause you to be disqualified If you have any questions about the gameplay please call the TD to the table

THROWS TO THE CRIB


eg... 121 Reg with 5's to crib, whatever the throw card/cards is you must throw them to crib, both your crib and opponents crib or be dq'ed.

SEX IN THE CRIB


means you must throw 6 n 9's to crib.

RANDOM PAIRS 61 REG 2/3


you will be randomly paired with a partner, you play with that person for the whole tourney. Either play sets table 61 Reg, this game you allow watchers to see hands, so your partner can see your cards. One player sits and the partner watches, after 1st game, 1st player stands and partner plays. If game is tied at 1 -1 then a decider is played, either player can play, up to you both.

GO FISH


The crib holder requests 2 cards to be thrown to their crib,if you have those cards you must throw them, failing to do so will result in DQ.

CRAZY JACKS


Set and play reg if a Jack is cut you change to lowball,each time a Jack is cut the game changes between Reg and Low.

RED/BLACK


the color seat you sit determines what you throw to crib,Red seat throws red cards, Black seat throws black cards.

TD HUNT


always 121 Reg Regular Swiss, you are gifted 50 bux if you beat a TD in any round.

DOMINOES TWISTS


REVERSE


You try Not to win, 1st person to reach game called loses.

NO 5'S:UNCHECK 5's


No scoring on the table. Score only if you go out, you get the points in your opponents hand.

ADD'EM UP:


Play 2 games, Highest Total Score from both games,Wins the match.

69 RULE


Land Exactly on 69 during match you win.

POP


Land on a double digit ie: 11,22,33,44,etc. You win or lose.

TARGET


The host will pick a target area ie: 82-89.If you score ON or IN that target area you win.However, if you go over the target area, you may lose.

TABLE #:


Land on your table number, you win.

250 WITH SLAM DUNK RULES (check or uncheck)


Set table to 250 Play to 250 or Slam Dunk. Slam Dunk is being 100 points ahead of your opponents score.

100 DUNGEONS AND DRAGONS (check or uncheck)


Set table to 100 Play to 100 or ESCAPE thru the tunnels 54 & 56 are the Escape tunnels out of the dungeons WATCH OUT FOR THE DRAGONS 55 is the Dragon, land on that and you are caught and you lose

125 U-TURN ( check or uncheck) (aka: Forward/Reverse - Turnabout)


Set table for 250. Start playing the game to 125 check ONCE BOTH players cross 75 then you switch to REVERSE Once playing in reverse the first to 125 loses.No sand bagging because if your opponent hits 125 before you get to 75 then you automatically lose.

100 AVOID THE QUICKSAND (check or Uncheck)


The Quicksand is 61-62-63-64-65-66-67-68-69-70 Land in the quicksand and you lose.

SWISS TOUR -- NAME THE GAME


After each round is complete the Host says REFRESH all members that want to play along will refresh and first one back types the game they want to play, then everyone will play that game All games should have a 20 min time limit ENFORCE THIS SO GAMES DO NOT DRAG

FORTUNE BINGO TWISTS

LUCKY BINGO


Call Bingo On The Lucky # Chosen By The Host And Win The Pot!The Pot Starts At 100 bux. If It Isn't Hit During The Tour The Pot Goes Up For Next Lucky # Bingo Tour!

CHAOS BINGO


***HERE ARE THE RULES FOR CHAOS BINGO***WE WILL PLAY 4 GAMES PER ROUND GAME 1 PLEASE REPORT SPIN TOTALS ONLY GAME 2 PLEASE REPORT DAUBED NUMBER TOTALS ONLY GAME 3 PLEASE REPORT TOTAL SCORES BACKWARDS GAME 4 REPORT TOTAL SCORES INCLUDING BINGOS AND SPINS ANY QUESTIONS?

HIGH STAKES POOL TWISTS



SCRATCH RULES


8 OR 9 BALL MADE ON BREAK IS AN AUTO WIN UNLESS YOU SCRATCH THEN IT'S A LOSS SCRATCH ON 8 OR 9 BALL AS LAST BALL THEN IT'S A LOSS SCRATCH ON 9 IN NORMAL PLAY THEN GAME CONTINUES

HALF & HALF


Side pockets are off limits.Each player will be assigned a left side or a right side.You can only call shots on your assigned half. Any shooting into opponents side is a loss turn.Shooting into your opponents side by calling the pocket is a loss.

FULLPOWER


All shots must be full power shots.9 ball is optional.If you slip or fail to make it a full power shot it is a loss.It must go to full power, to end, just in the red is NOT considered full power.If you slip or lag it is a loss.

HOTPOCKETS


All balls must be called to one of the four corners only.Called shots into side pockets is a forfeit.Accidental balls dropping into side pockets is still a fair game EXCEPTION IS THE 8 BALL MUST FALL INTO A CORNER POCKET If your corner called pocket ball drops and the 8 ball falls into a side pocket it is a LOSS.

LAST POCKET


You must sink the 8 ball into the last pocket of your last shot.
PICK POCKET


The td or the players pick the pocket the 8 ball will be
shot into prior to match.

EVEN THE ODDS


Odd balls 1-3-5-7-9 go to corner pockets only Even balls 2-4-6-8 go to side pockets only. Or visa versa TD Calls it!

JUNGLE GIN TWISTS

7-UP


YOUR HAND MUST NOT CONTAIN ANY CARDS LOWER THAN A 7.NO ACES, 2, 3, 4, 5, OR 6'S WHEN YOU KNOCK OR GIN

~~~7 N 7 N/K~~~


FIRST PERSON CALLED IN PAIRING MUST PLAY 7 ~ UP ALL CARDS IN MUST BE 7 AND UP SECOND PERSON CALLED IN PAIRING MUST PLAY 7 ~ DOWN ALL CARDS MUST BE 7 AND DOWN FIRST PERSON TO 100 POINTS WINS!

BLACK MAGIC


WHEN YOU KNOCK OR GIN YOU MAY ONLY HAVE 1 BLACK RUN.REST OF YOUR HAND CAN BE SETS OR RUNS. ONE BLACK RUN IS THE ONLY CATCH.

BROKEN HEARTS


WHEN YOU GIN OR KNOCK DISCARD MUST BE A HEART.

~~CAVEMAN ANTICS~~


NO KNOCK CAVEMAN ANTICS TO 100 POINTS.YOU MUST DISCARD A CLUB WHEN YOU GIN OR YOU LOSE ANY OTHER SUITS

CHECK MATE


IF YOU GIN WITH ALL FOUR K'S IN YOUR HAND, YOU WIN AUTOMATICALLY.OTHERWISE YOU PLAY TO THE SCORE SET BY THE HOST.

DOUBLE TROUBLE IS THE NAME OF THE GAME


THIS WILL OKLAHOMA GIN TOURNEY FIRST PERSON TO 100 PONITS IS THE WINNER WITH THE FOLLOW EXCEPTIONS IF YOU SCORE 11 33 55 77 OR 99 POINTS.....YOU LOSE THE MATCH.....BUT.....IF YOU SCORE 22 44 66 OR 88 POINTS.....YOU WIN THE MATCH

FACELESS


NO KNOCK FACELESS TO 100 POINTS YOU CAN NOT HAVE ANY FACE CARDS (J,Q OR K)IN YOUR HAND WHEN YOU GIN.YOU MAY DISCARD FACE CARDS AT ANYTIME BUT NO FACE CARDS ARE ALLOWED IN YOUR HAND WHEN YOU GIN OR YOU LOSE

FORBIDDEN N/K


THE FIRST CARD TURNED UP AT THE BEGINNING OF EACH HAND DETERMINES THE FORBIDDEN SUIT. YOU MAY NOT USE ANY CARDS IN THE FORBIDDEN SUIT TO GIN. IF YOU HAVE EVEN ONE OF THE FORBIDDEN SUIT CARDS IN YOUR HAND WHEN YOU GIN IT IS A DQ. PLEASE REPORT AT THE BIGINNING OF EACH HAND THE FORBBIDDIN SUIT IN THE CHAT BOX .

GIN FREEZE


YOU MAY NOT PICK UP FROM THE DISCARD PILE.

GIN SHOTS (ONE HAND ONLY)


FIRST PERSON TO GIN WINS AND MOVES ON.

~~~HOT POTATO- 7 OF HEARTS~~~


IF YOU DRAW OR ARE DEALT THE HOT POTATO CARD YOU CANNOT DISCARD IT OR YOU LOSE! THIS GAME IS TO 100

HOT TATERS

THE FIRST CARD UP DETERMINES THE HOT TATOR CARD.YOU CANNOT AT ANY TIME DISCARD THE HOT TATOR CARD.IF YOU DO YOUR DQ'D.

ICEY HEARTS


YOU MAY NOT GIN OR KNOCK WITH ANY HEARTS IN YOUR HAND

JOKERS WILD


IF YOU GIN WITH ALL 4 JACKS IN YOUR HAND, YOU WIN.OTHERWISE, YOU PLAY TO THE SCORE SET BY THE HOST.

LADIES FIRST


IF YOU HAVE ALL FOUR QUEENS IN YOUR HAND WHEN YOU GIN YOU WIN...ALL FOUR QUEENS NEED TO BE IN SET FORM (QQQQ).

~~~NAUGHTY NICKELS TO 100~~~


IF YOU DRAW OR ARE DEALT ***ANY 5s*** YOU MUST KEEP THEM IF YOU DISCARD THEM YOU LOSE! YOU MAY KNOCK WITH A *5* IN YOUR HAND BUT YOU MAY NOT DISCARD A *5* FIRST PLAYER TO REACH 100 POINTS WINS!

NIGHT CLUB

AT NO TIME CAN YOU PICK UP A CLUB FROM THE DISCARD PILE.THEY MAY BE USED IN SETS/RUNS. EXAMPE (SETS A SET IS 3 OR 4 OF A KIND. (333,7777) (RUNS A RUN IS (3,4,5,6,FOR EXAMPLE)NOT 3 OR FOUR OF A KIND, AND MUST BE SAME SUIT

NO KNOCK STRAIGHTS


YOU MUST HAVE ALL STRAIGHTS FOR EXAMPLE: 234, 78910, JQK)IN YOUR HAND WHEN YOU GO GIN,IF YOU DON'T THEN YOU LOSE

~~~NO MEN ALLOWED N/K~~~


YOU CANNOT HAVE ANY JACKS OR KINGS IN YOUR HAND WHEN YOU WIN.

NO MIDDLEMEN


NO 6'S, 7'S, AND 8'S CAN BE IN YOUR HAND WHEN YOU GIN OR KNOCK.

~~~OKLAHOMA TO 100~~~

PLEASE SET TABLE AS FOLLOWS: CHECK OKLAHOMA. THIS GAME TO 100

PROGESSIVE


USUALLY USED IN SWISS TOURNEYS ROUND 1 50 PTS. ROUND 2 75 PTS.ROUND 3 100 PTS. ROUND 4 100 PTS.(Host Choice) OR CAN BE 50,50,75, 100. Hosts Discretion.

~~~QUARTERS OKLAHOMA~~~


IF YOUR SCORE LANDS ON 25..50 ..OR 75 AT ANYTIME DURING THE GAME YOU WIN. IF NOT U PLAY TO 100

RED HOT


YOU CANNOT PICK UP ANY RED CARDS FROM THE DISCARD PILE.

~~~SETTERS CHOICE~~~



FIRST PERSON CALLED TO SET THE TABLE CHOSES THE GAME.NO KNOCK... KNOCK... OR OKLAHOMA. YOU MUST CALL IT IN THE LOBBY BEFORE SETTING... SET TABLE ACCORDING TO THAT GAME.FIRST PERSON TO GET TO 100 WINS.

~~~SETS ONLY N/K~~~


YOU MUST HAVE ALL SETS IN YOUR HAND WHEN YOU GO GIN IF YOU DONT THEN YOU LOSE!(333 KKKK 555) THIS GAME IS TO 100


STORM WARNING


1 RED RUN AND 1 BLACK RUN, REST OF HAND CAN BE ANOTHER RUN OR SETS.

~~~ TWIST OF FATE TO 100~~~


IF THE FIRST UPCARD IS BLACK YOU PLAY KNOCK ONLY . IF THE FIRST UPCARD IS RED YOU PLAY GIN ONLY N/K. THIS APPLYS TO EACH HAND. MAKE SURE EACH PLAYER KNOWS WHAT THE UP CARD WAS BEFORE BEGINNING EACH HAND. EACH PLAYER TYPE THE GAME IN THE ROOM BEFORE BEGINNING EACH HAND.THE FIRST PERSON TO 100 POINTS WINS!

LOTTSO TWISTS

THIS WILL BE LOTTSO WITH A TWIST
*** 3 Team Cards ~ AUTO WIN ***


YOU WILL PLAY 10 ROUNDS STARTING WITH ROUND 1 OF THE GAME WITH THE FOLLOWING EXCEPTIONS IF AT ANY TIME DURING ONE OF THE ROUNDS YOU GET 3 TEAM CARDS FULL ~ IT IS AN AUTOMATIC WIN IF YOU DON'T GET 3 TEAMS CARDS FULL ~ THEN PLAY ALL 10 ROUNDS

CALL LOTTSO


YOU WILL PLAY 10 ROUNDS STARTING WITH ROUND 1 OF THE GAME WITH THE FOLLOWING EXCEPTIONS IF AT ANYTIME DURING YOUR MATCH YOU ARE THE FIRST PLAYER TO CALL OUT ***LOTTSO*** IN THE LOBBY ~IT IS AN AUTOMATIC WIN PLAYER WITH THE HIGHEST SCORE AT THE END OF 10 ROUNDS WINS THE GAME

CHARITY LOTTSO


YOU WILL PLAY 10 ROUNDS STARTING WITH ROUND 1 OF THE GAME WITH THE FOLLOWING EXCEPTIONS IF AT ANYTIME DURING YOUR MATCH YOU GIVE THE HOST CHARITY ITS AN AUTO WIN ~ THE HOST WILL PLAY
TO WIN ! !

DON'T CALL LOTTSO


YOU WILL PLAY 10 ROUNDS STARTING WITH ROUND 1 OF THE GAME WITH THE FOLLOWING EXCEPTIONS IF AT ANYTIME DURING YOUR MATCH YOU USE YOUR LOTTSO CARD ~ YOU LOSE PLAYER WITH THE HIGHEST SCORE AT THE END OF 10 ROUNDS WINS THE GAME

USE CHARITY AND LOSE


YOU WILL PLAY 10 ROUNDS STARTING WITH ROUND 1 OF THE GAME WITH THE FOLLOWING EXCEPTIONS IF AT ANY TIME DURING THE 10 ROUNDS YOU USE A CHARITY CARD ~ YOU LOSE IF YOU DON'T USE A CHARITY CARD, THEN YOU PLAY THE FULL 10 ROUNDS PLAYER WITH THE HIGHEST SCORE AT THE END OF 10 ROUNDS WINS THE GAME

RACE TO THE SPIN


FIRST TO 3000 ON LADDER BOARD POINTS PLZ POST IN LOBBY (SPIN)YOU WIN:)IF NEITHER MAKES 3000 POINT AFTER 10 RND:) YOU WILL BOTH POST SCORES IN LOBBY:)THEN YOU WILL RACE A SECOND GAME:)IF NIETHER MAKE 3000 ON LADDER BOARD TO POST (SPIN) ON SECOND GAME:)YOU BOTH WILL POST SCORES AGAIN AND HOST WILL ADD THEM UP FROM RACE 1 AND RACE 2 :) THE HIGHER SCORE WILL WIN:)

LOTTSO RACES


ALL REGISTERED MEMBERS IN THIS TOURNEY RACE TO CALL LOTTSO EACH LIVE GAME BUX ARE AWARDED EACH LIVE GAME TO FIRST 3 REGISTERED MEMBERS TO CALL LOTTSO. WINNERS WILL BE DETERMINED BY THE RESULTS BOARD FIRST TO CALL LOTTSO RECEIVES 100 BUX SECOND RECEIVES 75 BUX AND THIRD RECEIVES 50 BUXS

PAW TO PAW


IF YOUR STANDING AT THE END OF GAME IS ONLY ONE NUMBER FROM YOUR OPPONENT, YOU EACH WIN 50 BUXS Example: Your standing is 5 and opp is 6 or 4 u both win 50 bux

TEAM TABOO


IN THIS TOURNEY ALL REGISTERED MEMBER MUST WAIT TIL 6TH ROUND OF GAME TO ACTIVATE A TEAM CARD IF THE RESULTS BOARD SHOWS YOU ACTIVATED A TEAM CARD DURING ROUND 1-5 YOU AUTOMATICALLY LOSE THE ROUND TO YOUR OPPONENT

POGO BOWL TWISTS



69’er


Game plays from frame one to frame ten.First person to score 69 points wins.If both opponents get 69 points at the same time,then play for highest score. Gutter balls/0’s are an auto loss. No rematches unless there is a tie in final score. Please announce winner//loser each round.

BASEBALL


Game plays from frame one to frame ten.Highest final score wins. Get three strikes and your out! If both opponents get three strikes at the same time, then play for highest score.No rematches unless there is a tie in final score. Please announce winner//loser each round.

CHICKEN


Game plays from frame one to frame ten.Get three spares in and row, announce “Chicken”and automatically win. If both opponents get a Chicken at the same time, then play for highest score.No rematches unless there is a tie in final score.

CLUSTER FLUCKED


Game plays from frame one to frame ten.Chain together a spare, strike, spare,strike in that order, announce “Cluster Flucked!” and automatically win. If both opponents get Cluster Flucked at the same time, then play to highest score. No rematches unless there is a tie in final score.

FLUSTER CLUCKED


Game plays from frame one to frame ten.Chain together a strike, spare, strike, spare in that order, announce “Fluster Clucked!” and automatically win. If both opponents get Fluster Clucked at the same time, then play to highest score. No rematches unless there is a tie in final score.

GOBBLE GOBBLE


Game plays from frame one to frame ten.Get a Turkey (three strikes in a row), announce “Gobble Gobble!”and automatically win. If both opponents get a Turkey at the same time, then play to highest score. No rematches unless there is a tie in final score.

HEART BREAKER


Game plays from frame one to frame ten.Get a 7-10 Split, announce “Heart Breaker!”and automatically win. If both opponents get a 7-10 Split at the same time, then play to highest score.No rematches unless there is a tie in final score.

LEG OPENER


Game plays from frame one to frame ten.Each frame must contain either a Strike or a Spare.Any open frames are an automatic loss. You must bowl each frame. If both opponents open at the same time, then play to highest score. No rematches unless there is a tie in final score.

LOW BALL


Game plays from frame one to frame ten.The person who scores closest to, including 154 points,automatically wins. You must bowl each frame.Gutterballs and 0’s are an automatic loss.If both opponents go over 154 points, then the person closest to 154 wins. No rematches unless there is a tie in final score.

ONE BALL


Game plays from frame one to frame ten.Players only throw one ball per frame (no Spares). If you throw a second ball, the player is disqualified.Remember in the 10th frame, if you throw a strike you can continue bowling your 10th frame. Highest final score wins. No rematches unless there is a tie in final score.

SCREWED


Game plays from frame one to frame ten.Chain together a Strike, Spare, 7-10 Split,announce “Screwed!” and automatically win.If both opponents get Screwed at the same time (they’re having sex), then play to highest score.No rematches unless there is a tie in final score.

SKIPPED


Game plays from frame one to frame ten.Players must not bowl every 2nd frame (frames #2, 4, 6, 8)but are allowed to bowl out in frame ten.Highest final score wins. No rematches unless there is a tie in final score.

SPARELESS


Game plays from frame one to frame ten.No Spares allowed. Getting a Spare, gutterballs or 0’s is an automatic loss. You must bowl every frame. Highest final score wins. If both opponents get a Spare at the same time,then play to highest score.No rematches unless there is a tie in final score.

SPARE ME


Game plays from frame one to frame ten.Highest Spare count wins. You must announce your Spares (S1, S2, etc.) Spares from a previous frame not called do not count. If both opponents get the same Spare count, then play to highest score. No rematches unless there is a tie in final score.

SPLITSVILLE


Game plays from frame one to frame ten.Highest 7-10 Split count wins. You must announce your Splits (S1, S2, etc.) Splits from a previous frame not called do not count. If both opponents get the same Split count, then play to highest score. No rematches unless there is a tie in final score.

SPLIT YOUR PANTS


Game plays from frame one to frame ten.Get a 7-10 Split, announce “Split!” and automatically lose. If both opponents get a Split at the same time,then play to highest score. No rematches unless there is a tie in final score.

STRIKE OUT


Game plays from frame one to frame ten.No Strikes allowed. Getting a Strike, gutterballs or 0’s is an automatic loss. You must bowl every frame. Highest final score wins. If both opponents get a Strike at the same time, then play to highest score. No rematches unless there is a tie in final score.

THE QUICKIE


Game plays from frame one to frame five only!Highest final score wins. If there is a tie in score,then highest score in tenth frame wins. No rematches unless there is a tie in high score.

XXX


Game plays from frame one to frame ten.Highest Strike count wins. You must announce your Strike (S1, S2, etc.) Strikes from a previous frame not called do not count. If both opponents get the same Strike count, then play to highest score. No rematches unless there is a tie in final score.

PINOCHLE TWISTS



BOTS BID ONLY (ALWAYS A 1V1 GAME)


YOU WILL ALWAYS USE THE BOT OR TINMAN FOR YOUR PARTNER AND ONLY THE BOT MAY BID...IF YOU BID, YOU LOSE,COME OFF AND REPORT MAKE PRIVATE PW..........kitty
BACKWARDS DUMP:


FIRST PERSON MUST BID 50. ALL OTHER PLAYERS MAY NOT BID BUT PASS.

>b>LEAP OF FAITH 53:


THIS GAME WILL BE PLAYED AS REGULAR PINOCHLE. HOWEVER FIRST PERSON MUST BID 53, WITH OR WITHOUT MARRIAGE.ALL OTHER PLAYERS MUST PASS.

QWERTY TWISTS


BAD CONNECTION


You must not make a connection. Make a connection and you forfeit the match.

BLANKETY BLANK


The Blanks may only be used as a letter the TD specifies at the start of the match.

DEADLY ESSES


There must be no words on the board ending in the letter S.

TWO LETTER TROUBLE


There must be no 2 letter words on the board.

STAR HOPPING


You must not use the stars. Use a star and you forfeit the match.

TWO, THREE, FOUR


You may only play 2, 3, or 4 tiles per turn.

ALPHABET GAME


All words on the board must begin with the letter the host specifies at the start of the game.

LAST LETTER FIRST


First person plays a word, any word, any length.The last letter of that word is put in the chat box.The next word played MUST start with that letter.This includes *every* word created by that turn.After each word played, the player who played the word,places the last letter of the word they played in the chat box.The next word played MUST start with that letter.Continue this pattern each play of the game.Two letter words are ok ONLY if all words begin with letterin the chat box.If more than one word is created by the turn,the next word may start with the last letter of any legal words created.Creating a word that does not begin with the letter in the chat box is DQ.This includes all incidental creations by 'stacking' or 'layering' words.You may exchange your letters as many times as needed

SHUFFLE BUMP TWIST


BBQ


First player to burn their opponent’s puck wins.If no pucks can be burnt, then highest score wins.Please announce winner//loser each round.

MURDER MYSTERY


This is a special game variant tournament. The host draws up a list of members in the tournament and classifies them as the victims. The host then designates a member as the murderer (whom does not need to be playing in the tournament and cannot be the host). If the tournament is multi-day,then the murderer cannot be changed daily. When the tournament starts the murderer will Private Chat (PC) their victims one at a time, the victim must then announce publicly that they have been murdered. Giving away the identity of the Murderer is unsportsmanlike and will result in disqualification from tournament. The remaining victims may guess the Murderers identity once per round. If a member guesses the Murderers identity correctly they are given 200 bux. If the Murderer is not known by the end of the tournament then the Murderer gets 300 bux and they must announce themselves. This cannot be played in table rooms. Registration entry is 50 bux.The members in the tournament are classified as victims. One of the members will be designated as the murderer.When the tournament starts the murderer will Private Chat (PC) their victims one at a time, the victim must then announce publicly that they have been murdered.Giving away the identity of the Murderer is unsportsmanlike and will result in an automatic win for the murderer.The remaining victims may guess the Murderers identity once per round. If a member guesses the Murderers identity correctly they are given 200 bux.If the Murderer is not known by the end of the tournament then the Murderer gets 300 bux and they must announce themselves.