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GAMES AT
THE
FLAMING
O
TABLE GAMES
PROCEDURE MANUAL
TABLE OF CONTENTS
JOB DESCRIPTION ........................................................................2
EXPECTATIONS..................................................................................................................... 2
BASIC REQUIREMENTS......................................................................................................... 3
GENERAL POLICIES........................................................................ 3
DEALERS RULES.................................................................................................................. 3
CUSTOMER SERVICE......................................................................5
SPOTLIGHT ON SERVICE BEHAVIORS...................................................................................5
MINIMUM SERVICE STANDARDS........................................................................................... 5
TOKES.......................................................................................... 7
GENERAL............................................................................................................................. 7
CREDIT PLAY............................................................................... 12
ISSUING MARKERS............................................................................................................. 12
MARKER PAYBACKS............................................................................................................ 13
VOIDED MARKERS.............................................................................................................. 14
CALL BETS
................................................................................................................ 14
BLACKJACK.................................................................................21
SHUFFLE PROCEDURE ....................................................................................................... 22
NEW CARDS GENERAL
...................................................................................................................................... 22
NEW CARDS - TABLE GAMES SUPERVISOR.....................................................................22
NEW CARDS DEALER................................................................................................... 22
PRE - SHUFFLE............................................................................................................... 22
SHUFFLE - SHOE............................................................................................................ 22
SHOE CUT...................................................................................................................... 23
WHEN OPENING SEVERAL GAMES..................................................................................24
WHEN TO SHUFFLE........................................................................................................ 24
GAME PROCEDURES.......................................................................................................... 25
GAME PROTECTION........................................................................................................ 26
PLAYER'S BLACKJACK..................................................................................................... 27
INSURANCE.................................................................................................................... 27
DOUBLING DOWN.......................................................................................................... 27
BUSTED HANDS............................................................................................................. 28
LEAVING THE GAME....................................................................................................... 28
CONVERTING PAYOFFS ................................................................................................. 28
CORRECTING MISTAKES..................................................................................................... 29
BACKING UP HANDS...................................................................................................... 29
DEALER HAS INCORRECT NUMBER OF CARDS...............................................................29
PLAYER HAS INCORRECT NUMBER OF CARDS................................................................29
PLAYER DOES NOT GET HIT CARD.................................................................................30
PLAYER FAILS TO DECLARE BLACKJACK.........................................................................30
DEALER FAILS TO NOTICE OR DECLARE BLACKJACK......................................................30
MISCELLANEOUS PROBLEMS ........................................................................................ 30
WAGER PROCEDURES........................................................................................................ 31
GENERAL....................................................................................................................... 31
BETTING MULTIPLE SPOTS............................................................................................. 32
SURRENDER................................................................................................................... 32
21 PLUS 3................................................................................... 38
OVERVIEW......................................................................................................................... 38
PROCEDURE....................................................................................................................... 38
CRAPS........................................................................................ 39
CRAPS PROCEDURES......................................................................................................... 39
GENERAL....................................................................................................................... 39
CHANGING POSITIONS................................................................................................... 40
BETTING POLICY............................................................................................................ 40
PAYING BETS...................................................................................................................... 41
STICK PERSON................................................................................................................... 43
GENERAL....................................................................................................................... 43
CALLING THE GAME....................................................................................................... 43
HANDLING THE STICK.................................................................................................... 44
DICE HANDLING - SHOOTER.............................................................................................. 45
GENERAL....................................................................................................................... 45
FLAMINGO HOUSE LIMITS..................................................................................................46
FLAMINGO POOL PIT HOUSE LIMITS...................................................................................48
VIGORISH TABLE................................................................................................................ 49
FIRE BET..................................................................................... 58
DESCRIPTION ............................................................................................................... 58
GENERAL INFORMATION ................................................................................................... 58
BETTING PROCEDURES.................................................................................................. 58
PAYOFF PROCEDURES.................................................................................................... 58
GAME PROTECTION........................................................................................................ 59
ROULETTE..................................................................................59
GENERAL........................................................................................................................... 59
THE BALL....................................................................................................................... 60
WHILE THE BALL IS SPINNING........................................................................................ 60
WHEN THE BALL DROPS................................................................................................ 60
AFTER THE BALL DROPS................................................................................................ 60
PAYOFF PROCEDURES.................................................................................................... 61
BETS.............................................................................................................................. 61
NO SPIN CALLS........................................................................................................... 62
MUCKERS........................................................................................................................... 62
MUCKERS DUTIES......................................................................................................... 62
RAPID ROULETTE........................................................................62
OPENING THE GAME.......................................................................................................... 62
BUY IN PROCEDURES..................................................................................................... 63
STARTING THE GAME..................................................................................................... 63
CASH OUT PROCEDURES............................................................................................... 63
CLOSING THE GAME.......................................................................................................... 63
RAPID ROULETTE TIP PROCEDURES...............................................................................63
MINI/MIDI BACCARAT...................................................................64
SHUFFLE PROCEDURE........................................................................................................ 64
NEW CARDS - GENERAL ................................................................................................ 64
NEW CARDS -SHUFFLE MACHINE- SUPERVISOR.............................................................64
NEW CARDS HAND-SHUFFLED SUPERVISOR.............................................................64
NEW CARDS - SHUFFLE MACHINE - DEALER...................................................................65
Flamingo Las Vegas Procedure Manual
Revised 2/17/2014
BIG 6.......................................................................................... 79
GAME PROCEDURES.......................................................................................................... 79
GENERAL....................................................................................................................... 79
LET IT RIDE................................................................................. 89
DESCRIPTION OF THE GAME AND THE PLAY.......................................................................89
OPENING THE GAME...................................................................................................... 89
DEALING PROCEDURES...................................................................................................... 90
BETS AND PAYOUTS....................................................................................................... 91
PAYTABLES..................................................................................................................... 91
MAIN GAME PAYTABLE................................................................................................... 91
$1 BONUS BET PAYTABLE ............................................................................................. 92
3 CARD BONUS (LET IT RIDE)............................................................................................. 92
3 CARD POKER PAYTABLE.............................................................................................. 93
6 CARD BONUS (LET IT RIDE)............................................................................................. 93
HOUSE RULES................................................................................................................ 94
CORRECTING MISTAKES..................................................................................................... 95
WRONG NUMBER OF CARDS.......................................................................................... 95
DEALER'S CARDS EXPOSED........................................................................................... 95
SHUFFLER MALFUNCTIONS............................................................................................ 96
MANUAL PROCEDURES.................................................................................................. 96
PAYING A STRAIGHT FLUSH OR ROYAL FLUSH................................................................96
CRAZY 4 POKER..........................................................................96
DESCRIPTION OF THE GAME AND THE PLAY.......................................................................96
INTRODUCTION.............................................................................................................. 96
OPENING THE GAME...................................................................................................... 96
RULES OF PLAY.................................................................................................................. 97
PAYTABLES..................................................................................................................... 98
DEALING PROCEDURES...................................................................................................... 98
6 CARD BONUS (CRAZY 4 POKER)....................................................................................100
MISCELLANEOUS.......................................................................................................... 101
HOUSE RULES.............................................................................................................. 101
CORRECTING MISTAKES................................................................................................... 102
WRONG NUMBER OF CARDS........................................................................................ 102
SHUFFLER MALFUNCTIONS.......................................................................................... 102
MANUAL PROCEDURES................................................................................................ 102
MISSISSIPPI STUD.....................................................................109
DESCRIPTION OF THE GAME AND THE PLAY.....................................................................109
OPENING THE GAME.................................................................................................... 110
DEALING PROCEDURES ................................................................................................... 110
BET AND PAYOUTS....................................................................................................... 111
PAYTABLE (Main Game)............................................................................................... 112
PAYTABLE (Three Card Bonus).....................................................................................112
6 CARD BONUS (MISSISSIPPI STUD).................................................................................112
HOUSE RULES.............................................................................................................. 114
CORRECTING MISTAKES................................................................................................... 115
WRONG NUMBER OF CARDS........................................................................................ 115
SHUFFLER MALFUNCTIONS.......................................................................................... 115
MANUAL PROCEDURES................................................................................................ 115
PAYING A ROYAL FLUSH............................................................................................... 115
JOB DESCRIPTION
EXPECTATIONS
1. To deal in a courteous and friendly manner to all guests by consistently demonstrating the
Spotlight on Service behaviors.
2. Remain approachable at all times to both guests and other employees.
3. Deal a neat and accurate game as described in this manual.
4. Deal a well-paced game meeting our hands per hour requirements.
5. Maintain the security of the game.
6. Keep the Table Games Supervisor informed as necessary while you are on the game and
when you get relieved.
7. Assist customers.
BASIC REQUIREMENTS
1. High school graduate or equivalent.
2. Minimum one-year dealing experience or completion of the in-house dealing school with
sufficient experience.
GENERAL POLICIES
DEALERS RULES
1. All dealers must wear an authorized apron, name badge and have a registered Gaming
card on file.
2. While coming from or going on a break, dealers are not to stop and watch live games.
3. Let a player know that the casino is not responsible for their chips if they want to leave
the game temporarily. Notify the Supervisor.
4. Do not loan money to or borrow money from a guest.
5. If a player is intoxicated, using abusive language or behaving in an abusive manner
(towards the dealer or other players) notify the Table Games Supervisor.
6. If cards or money fall on the floor, call a Table Games Supervisor; recount. The dealer
will pick up the cards/money while the Supervisor watches the rack.
7. All pit employees must enter and exit the pit through the designated areas.
8. When being relieved by another dealer, talking will be kept to business only.
9. Never correct a mistake or back up cards without first notifying the Table Games
Supervisor. Failure to notify a Supervisor will result in discipline up to and
including termination.
10. No smoking, eating, chewing gum or using cell phones on any game or in public areas.
11. No cross-firing on live games.
12. Boy/girlfriends, close friends, roommates or relatives of a dealer are not allowed to play
at the dealers table.
13. Face the front of your game at all times (except while on stick in dice on a dead game).
14. Call-ins for first break requests will be considered as being late.
15. No-call, no-show may result in dismissal.
16. Sick call see established policies in the handbook.
17. Off property dining- employees are permitted to order food from any property restaurant
or order food off property provided: they bring it back to the EDR and they remain in full
uniform.
18. Dealers may straighten the rack on a dead game after notifying a Table Games
Supervisor.
19. Dealers on dead games should make eye contact and invite guests to play.
20. Racks should be organized for the count and maintained routinely.
21. Dealers must clear their hands before leaving the game or touching their body.
22. When guests request cocktails or cigarettes, notify the Table Games Supervisor.
23. Dealers should make every attempt to see to guests needs.
24. Whenever a problem occurs on the game, call the Table Games Supervisor.
25. Dealers may not play table games at their place of employment.
Flamingo Las Vegas Procedure Manual
Revised 2/17/2014
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26. Changes in telephone number or mailing address must be reported to Human Resources
and the Table Games office.
27. Notify a Supervisor IMMEDIATELY if blood is on a player or the layout. STOP
DEALING.
28. All dealers are required to read the Table Games Procedure Manual.
CUSTOMER SERVICE
SPOTLIGHT ON SERVICE BEHAVIORS
Dealers are consistently evaluated on the following 4 behavior standards.
1. Welcome
Initiates conversation with a friendly (smile & eye contact) verbal greeting
2. Upbeat and Positive Attitude
Enthusiastic & energetic: uses tone (volume & inflection), facial expressions
(smile & eye contact) & gestures to convey positive energy
3. Delight the Guest
Delivers service needed and chooses one or more of the following to exceed
expectations:
a. Learns or uses guest name and/or introduces self
b. Proactively offers additional products and services (e.g. amenities,
gaming products, restaurants, entertainment, promotions or Total
Rewards benefits)
c. Builds relationship by initiating genuine conversation (asks open
ended questions or makes statements that encourage two-way
conversation beyond transaction or service need)
4. Farewell
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2. Standing dealers After clearing their hands, Dealers must remain square to the table
keeping their hands either:
STANDING GAMES
1. Request permission from the supervisor before adjusting any chips or stacks of chips in the
rack
2. Hands must be away from all parts of the rack unless a supervisor grants permission.
3. Under no circumstance should a dealer have their hands covering any part of the rack or have
hands folded on the rail behind the rack.
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TOKES
GENERAL
1. If the guest does not stipulate whether a toke is to be played or not played, the dealer
must politely take the toke and lock it up.
2. Dealers are not allowed to suggest how their tokes are played. If a player directly asks a
dealer, the dealer is allowed to answer in a polite manner.
3. Dealers should drop tokes in the toke box. If a player is consistently tipping, it is
acceptable to accumulate tokes behind the discard. Do not go more than 10 high;
coloring up tokes is a call out. Be sure to notify the Supervisor before coloring tokes.
4. If a player is betting the table max, the player may bet an additional 10% over the posted
max for the dealers. The player must be betting the table max for this rule to apply.
Otherwise, the players wager and the toke bet may not exceed the posted max.
5. Hustling of tokes is prohibited and is subject to progressive discipline, up to and
including termination.
6. Deliberate failure to remove a losing toke bet from the layout will be considered
dishonesty and grounds for immediate termination.
7. Permission must be obtained from a Table Game Supervisor before dropping black chips.
8. Insuring a toke bet (with an Ace up) is optional for the player.
9. If a player does not put up extra money for the dealer when doubling or splitting, the
original dealers bet plays on the first hand.
10. No promotional items, tickets, prizes or gifts may be accepted as a toke.
11. When a bet for the dealers is won, the dealer must take the winnings plus the bet, unless
the guest instructs otherwise. The Table Games Supervisor must be informed when a
player makes this request.
12. A dealer must never imply to a player that a toke is not enough or not appreciated.
13. On Let-It-Ride, a player does not have to bet all 3 spots for the dealer. If a player does
bet less than all three spots for the dealer, at least one of the spots must be on the money
spot ($).
14. On Three Card Poker, toke bets may be placed on the Ante, Pair Plus, 6 Card Bonus, or
all three. (Players may wager on the Play bet for dealers but this is not mandatory).
Flamingo Las Vegas Procedure Manual
Revised 2/17/2014
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15. The maximum tip on any poker-derivative game, inclusive of Fortune Pai-Gow Poker, is
$1,000 payout, per wager, per round.
16. On Texas Holdem, players may bet for dealer on the Bonus and on the base game. Base
game bets are to be placed to the left of the Flop spot.
5. When changing $100.00 bills, count them out to $2500.00. Arrange the groups into one
pile. Place this money to the side and count the rest of the money. If there is another unit
of $2500.00, count it like the first group and cross the second pile on top of the first pile.
(See example) If the second pile is less than $2500.00, leave it spread on the table and
complete making the change.
15
= $2500
=$5000
=$7500
=$10,000
6. The same procedure applies to $20.00 bills. A group of five twenties equals $100.00. Five
groups of $20.00 bills equal $500.00. Cross these in piles of $500.00.
7. $50.00 bills are the only bills to be in groups of four. Arrange five groups of four
$50.00 bills into one pile. This pile will equal $1,000.00. If there is another group of
$1,000.00, count it like the first group and cross the second pile on top of the first pile. If
the second pile is less than $1,000.00, leave it spread on the table and complete making
the change.
8. Bills of different denominations are to be arranged from the largest to the smallest (left to
right).
9. All currency must be unfolded and spread in a manner so the denomination can be seen.
10. Make sure bills are placed neatly so all concerned can understand the transactions.
11. Money coming in stays to the left side of the layout while money going out is on the right
side of the layout.
12. All currency is dropped in the drop box immediately after the completion of making
change. Diaper large amounts.
13. When handing off change, stack it up, wish the player, Good Luck and place it on the
layout in front of the guest. Never palm the chips. Always hand off chips with your index
finger on top of the stack.
14. When a player comes to the table with chips from another casino, verify whether we are
accepting those foreign chips with the Table Games Supervisor. $100 chips and above
must be redeemed at the cage (we will accept up to $1000 in black from our sister
properties on the game: with Supervisor approval).
15. Never throw or flick change at the guest.
16. Foreign currency, travelers checks and personal checks cannot be accepted at the tables.
Direct these players to the cashiers cage. If the player is a V.I.P., the Supervisor will call
a Host or Manager to complete the transaction for the guest.
17. A player is not allowed to play cash wagers.
16
18. Supervisor approval is required when coloring in or out $500or more; the first time a
player bets $500 or more; $500 buy-ins.
19. Give only red for $100 buy-ins; give only green for $500 buy-ins. The exception is on
games that require dollars for a bonus bet.
COLORING CHIPS
1. A Table Games Supervisors approval must be given before color is brought in for
amounts of $500 or more. When color is coming in for less than $500, the announcement
must still be made.
2. Money (color) coming in should be rundown on the left side of the layout. Money
(color) going out should be on the right side of the layout.
3. Cut $5 chips in stacks of five.
4. Cut $25 chips in stacks of four.
5. Cut $100 chips in stacks of five.
6. Cut $500 chips in stacks of four.
7. Cut $1000 chips in stacks of five.
8. Cut $5000 chips in stacks of five.
9. Color is to the next highest denomination unless instructed to do otherwise by the
Table Games Supervisor or requested by the player.
10. The last stack is proven by splashing the checks.
11. Dealers offer to color-up when a player is leaving the table.
FOREIGN CHIPS
1. Check with the Table Games Supervisor before taking any foreign chips.
2. All foreign chips accepted must be exchanged. Foreign chips cannot be played.
3. Inspect foreign chips for authenticity.
4. Drop all foreign chips immediately.
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5. Foreign chip change not to exceed $1000 total at the table (send to the cage).
6. We will take up to $1000 in $100 Harrahs city-wide properties chips on the table.
Supervisor approval is required when coloring in/out $500 or more and on $500 buy-ins.
a. Before running down color, ensure your working stack is no more than 20 high.
b. Color is to the next highest denomination unless instructed to do otherwise by the
Table Games Supervisor or requested by the player.
c. The last stack is proven by splashing the checks.
d. If the supervisor is not present, be sure to have the Stickperson verify all color.
On color of $300 or more you must wait for the Supervisor.
18
CREDIT PLAY
ISSUING MARKERS
1. When a customer requests a marker, the dealer will notify the Table Games Supervisor.
2. The Table Games Supervisor will verify and approve the players credit status in CMS.
On all games except Big Baccarat, the Supervisor will place lammers equal to the amount
of the requested marker on the layout. In Big Baccarat, the Table Games Supervisor will
instruct the dealer to put the lammer(s) on the front line of the appropriate commission
box. Surveillance and an ACM are notified of markers for $5,000 or more. *Active
lammers are placed in front of the rack to the right on BJ style games (this includes
all poker derivatives, Pai-Gow etc). On roulette the lammers are placed on the
wheel head. On dice the lammers are placed to the side of the drop paddle receiving
the marker.
3. The dealer will cut the chips and prove them for the designated amount.
4. The dealer will obtain verification from the Table Games Supervisor.
5. The chips will then be sent to the player.
6. The Table Games Supervisor will verify that the marker is correct by saying, for example,
$500, Mr. Smith as Mr. Smith is signing.
7. The Table Games Supervisor will place the marker issue slip on the table for the dealer to
verify and sign.
8. The dealer will verify that the following information is correct on the marker issue slip,
sign (first name, last name and last 6 of 800#) the issue slip, then drop the issue slip in the
drop box.
a. Table Number
b. Date
c. Amount
d. Player Name
e. Supervisors Signature
f. Employee number
g. Bold number with black magic-marker representing the marker amount. (The
Table Games Supervisor will write on the lower, middle portion of the marker, the
dollar amount in decimal form. i.e. $500 would be .5, $1000 would be 1.0).
9. Never issue credit of any kind without authorization from the Table Games Supervisor.
Flamingo Las Vegas Procedure Manual
Revised 2/17/2014
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10. The dealer shows the issuance slip with their printed name, signature and last 6 of 800#
to the Supervisor and then will drop it.
11. The dealer moves the lammers and the pen to behind the discard rack for the Supervisor
(dealers should never hand anything directly to the Supervisor).
MARKER PAYBACKS
1. When a customer wants to payback a marker, ask for the amount and then notify the Table
Games Supervisor you have a buyback request.
2. A Pit Clerk will call Surveillance on all marker buybacks. Pit Clerks will buy back marker in
CMS.
3. The dealer will run down the marker payback for verification by the player and the Table
Games Supervisor. The marker buy-back lammer will be placed on top of the payment in
front of the rack to the right of the dealer.
4. If the marker payment includes both cash and chips, run the cash down first.
5. If the marker payment is all chips, run down the chips and prove them according to house
procedures. Color up if directed by the TGS.
6. If the marker payment is all cash, count down the cash and record as is.
7. Supervisors must call the Pit Clerk to bring out the marker docket, and then sign the docket
verifying the correct marker numbers.
8. Check the marker payment slip for correctness and completeness including but not limited to
the amount, cash or checks, name, time, date, table number, and bold dollar amount.
9. Sign the marker payment slip legibly (first name, last name and last 6 of 800#) and drop the
marker payment slip in the drop box.
10. Put the chips in the rack and/or put the cash in the box.
VOIDED MARKERS
If a marker needs to be voided, the Table Games Supervisor will notify a Pit Clerk. After the Pit
Clerk voids the marker in the CMS system, the Pit Clerk and the Table Games Supervisor will
sign (first name, last name and last 6 of 800#), state the reason for the void, and the pit clerk will
keep in Marker Drawer. (Note: if the Issue slip was dropped the entire voided marker gets
dropped on the game by the dealer: the dealer does not sign the marker prior to dropping it.)
Flamingo Las Vegas Procedure Manual
Revised 2/17/2014
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CALL BETS
1. When a player requests a call bet, the dealer should notify the Table Games Supervisor.
2. When the Table Games Supervisor approves a call bet, they will instruct the dealer to cut
out the requested amount. Lammers and/or chips will be used to mark up a call bet.
3. The dealer will cut out the requested amount in chips.
4. Place the call bet amount in chips where the player wants to bet.
5. Place the lammers and/or chips in front of the discard rack, bankroll, or corresponding
commission box.
6. If the player wins, pay in rotation.
a. Finish all the business of that hand.
b. Collect the call bet amount from the player before continuing.
c. Verify the amount of the payback to the lammers and/or chips.
d. Call out call bet down or Marker down and obtain verification from the Table
Games Supervisor.
7. If the player loses the bet, finish all the business of that hand.
a. Collect the call bet amount from the player.
b. Verify the amount of the payback to the lammers and/or chips.
c. Call out call bet down and obtain verification from the Table Games Supervisor.
8. If the player pushes, finish all the business of that hand.
a. Collect the call bet amount from the player.
b. Verify the amount of the payback to the lammers and/or chips.
c. Call out call bet down and obtain verification from the Table Games Supervisor.
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CREDITS
1. When a Table Games Supervisor orders a credit they will notify Surveillance of the
amount and denomination(s) of the credit, game type and game number.
2. When the Security Officer arrives to the table the Dealer will verify the amount of the
order for credit with the Security Officer and the Table Games Supervisor. The dealer will
run down the chips placing them into chip racks to be taken to the cage by Security.
3. The Security Officer will sign the credit request slip at the table and take the original
white copy to the cage leaving the yellow copy.
4. The Table Games Supervisor will verify the accuracy of the credit slip, sign it (first name,
last name and last 6 of 800#), then give the credit slip to the dealer.
5.
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6. The dealer will verify the accuracy of the credit slip, sign it (first name, last name and last
6 of 800#), show the signed credit slip to the Table Games Supervisor then leave it on the
table, in a safe area out of play, close to the discard rack.
7.
8. Prior to the chips leaving the table with the security guard, the supervisor will place an
equivalent amount of Lammer buttons on top of the yellow copy indicating the amount of
the credit. If amount is not an even hundred write the additional amount on a small
(3"X5") piece of paper and place the paper under the lammers in a safe area out of play,
close to the discard rack.
9.
10. The yellow credit request slip and lammers should be placed on the table as the credit is
being removed, not before.
11. When the cage calls and verifies the accuracy of the credit, the TGS will confirm in it
Table Manager, and remove the lammers from the table.
12. The TGS will instruct the dealer to drop the yellow copy in the drop box completing the
credit.
13. Never sign a credit slip if it is not correct.
14.
DICE FILLS
1.
When a fill is brought to the game, the dealer will finish all the business of that hand.
2. When instructed by the Table Games Supervisor, the Security Officer will put the fill on the
table.
3. The base dealers will unload the chips with the highest denomination closest to the rack, and
then run the chips down starting with the highest denomination first.
4. Prove each color, purple and above, by sizing into the other stacks of the same color, then,
running down one stack from that color. Fills consisting of black and under will be proven
with one stack of the highest denomination only. The base Dealer will splash the checks to
prove them.
5. The stickperson and Table Games Supervisor must verify all fills and credits for correctness.
6. The stickperson will sign the fill slip legibly where it says sign (first name or initial, last
name and last 6 of 800#). Show the signed fill slip to the Table Games Supervisor.
7. The base Dealers will put the fill in the rack/bankroll.
8. One of the base dealers will verify that the fill slip is properly signed with all necessary
signatures and drop the fill slip in the table drop box.
Flamingo Las Vegas Procedure Manual
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Note: One base dealer (least busy) will run down the chips; the stickperson will sign the fill slip.
However, both base dealers may assist in putting the fill into the bankroll.
DICE CREDITS
1. When a Table Games Supervisor orders a credit they will notify Surveillance of the
amount and denomination(s) of the credit, game type and game number.
2. When the Security Officer arrives to the table the stickperson will verify the amount of
the order for credit with the Security Officer and the Table Games Supervisor. One base
dealer (least busy) will run down the chips placing them into chip racks to be taken to the
cage by Security.
3. The Security Officer will sign the credit request slip at the table and take the original
white copy to the cage leaving the yellow copy.
4. The Table Games Supervisor will verify the accuracy of the credit slip, sign it (first name,
last name and last 6 of 800#), then give the credit slip to the stickperson.
5.
6. The stickperson will verify the accuracy of the credit slip, sign it (first name, last name
and last 6 of 800#), show the signed credit slip to the Table Games Supervisor then leave
it on the table, in a safe area out of play, close to the discard rack.
7.
8. Prior to the chips leaving the table with the security guard, the supervisor will place an
equivalent amount of Lammer buttons on top of the yellow copy indicating the amount of
the credit. If amount is not an even hundred write the additional amount on a small (3" x
5") piece of paper and place the paper under the lammers in a safe area out of play, close
to the discard rack.
9.
10. The yellow credit request slip and lammers should be placed on the table as the credit is
being removed, not before.
11. When the cage calls and verifies the accuracy of the credit, the TGS will confirm in it
Table Manager, and remove the lammers from the table.
12. The TGS will instruct the one of the base dealers to drop the yellow copy in the drop box
completing the credit.
13. Never sign a credit slip if it is not correct.
14.
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CLOSING GAMES
1. Managers will instruct Table Games Supervisors when to close games.
2. The Supervisor or Manager will ask the Dealer to bring up the lid and place it on top of
the rack / bankroll. (In Roulette only, the lid will be placed on the layout and does not
need to be placed on top of the bankroll.)
3. The Dealer will not make any adjustments to the rack / bankroll until the
Supervisor is present at the table.
4. While closing games, the Table Games Supervisor should attempt to maintain adequate
vision of other games in their assigned area.
5. Once the Supervisor is present at the table, they will instruct the Dealer to remove the lid
and straighten the rack. NOTE: At this time the Floor Supervisor will remove and
cancel the cards.
6. After the Dealer has organized the rack, the Supervisor will instruct the Dealer to remove
the highest denomination chips, $500 and higher, cutting down one the full stack of each
to prove that the full stacks are complete and that any short stacks are broken down and
spaced correctly in the rack with spacers. If the rack cannot be lined up adequately, an
additional full tube of the next highest denomination chip should be cut down and proven
so that the rest of the full tubes of chips in the rack can be lined up to prove that all stacks
are complete and are not over or short.
NOTE: (ALL games): In addition to the above procedure, ALL full stacks and short
stacks of $500, $1000, and $5000 chips must be removed from the rack. The Dealer
will cut down one stack each of the highest denomination chips, prove the stack to
the Supervisor and size into the remaining full stacks of chips before being counted
and recorded on the Table Inventory slip. (If the chips on any game appear worn
and do not line up properly, one stack of each denomination should be cut down
to insure that an accurate count is obtained.)
7. In Dice, the dealer must remove ALL $500, $1000, and $5000 chips and inspect the
stacks on each side ($100 chips) of the removed stacks looking for dirty stacks. The
dealer will cut down one stack of the highest denomination chip, prove the stack to the
Supervisor and size into the remaining full stacks of chips proving that all denominations
are not over or short before being counted and recorded on the Table Inventory slip. Once
counted, return all of the removed chips to the center of the rack and leave any short
stacks broken down clearly either in front or on top of each corresponding denomination
so that the closing inventory is clearly visible to the count team through the chip tray
cover.
8. In Roulette only, the Supervisor will instruct the Dealer to pull out ALL $100, $500,
$1000, and $5000 chips. The Dealer will cut down one stack of the highest denomination
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chip, prove the stack to the Supervisor and size into the remaining full stacks of chips
proving that all denominations are not over or short before being counted and recorded on
the Table Inventory slip. Once counted, return all of the removed chips to the rack and
leave any short stacks broken down clearly either in front or on top of each corresponding
denomination so that the closing inventory is clearly visible to the count team through the
chip tray cover.
NOTE: THE ABOVE PROCEDURES MUST ALSO BE FOLLOWED ON ALL
LIVE GAMES BEING COUNTED DOWN AT THE END OF THE 24-HOUR
GAMING DAY (GRAVEYARD)
9. The Table Games Supervisor may request the Dealer to prove any and all additional chips
at any time.
10. The Table Games Supervisor will list, in ink, the date, game, table number, and time
(with AM, PM, or 24 hour format) on the game closure slip.
11. The Table Games Supervisor will count the bankroll on the table recording the total of
each denomination of chips.
12. The Table Games Supervisor will sign (first name, last name and last 6 of 800#) the game
closure slip.
13. The Dealer will verify the amounts recorded by the Supervisor and sign (first name, last
name and last 6 of 800#) the game closure slip.
14. The Dealer will place the game closure slip face up on the gaming tokens to the far left
side of the rack and place the lid on the chip tray. Make sure that the amount of chips
listed on the game closure slip can be seen through the lid when locked and that the
Supervisor and Dealer have legibly signed the closure slip and included their employee
numbers.
15. The Table Games Supervisor will lock the lid. The Dealer will pull lightly on the lid to
verify that it has been locked properly.
16. The Table Games Supervisor will secure the shoe, remove limit signs, disconnect power
to shufflers and limit signs, and clean the table area (Dealer assists) when closing a game.
PRE-SHUFFLED CARDS
1.
The Table Games Supervisor will call surveillance (ext. 3289) to inform them that a
game or pit is about to be opened with Pre-Shuffled cards.
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2.
The Table Games Supervisor will remove one sealed box of eight deck Pre-Shuffled
cards from the locked card inventory drawer for each table to be opened (two boxes
for tables with automatic shufflers).
3.
The Table Games Supervisor will deliver the sealed card box or boxes of Pre-Shuffled
cards to each table.
4.
The Table Games Supervisor will remove the plastic wrapper and security seal from
the card box.
5.
The Table Games Supervisor will remove the cards from the box.
6.
7.
Table Games Supervisor will complete delivery of all pre-shuffled cards to all
games to be opened.
8.
9.
10.
The Dealer will then place all of the cards in a single stack face down in the center of
the layout.
11.
The Dealer will now divide stack into two equal stacks and place one stack to the
right and one stack to the left of the Dealer in the Dealers working area.
12.
The Dealer will place the cut card on the layout centered between the two stacks.
13.
The Dealer will take approximately two-thirds of a deck from each side, riffle once,
but NOT square it, i.e., push cards only partially through leaving at least inch
of the riffle showing (the riffle MUST show). The Dealer will continue this
procedure until all the cards have been riffled and placed in one pile in the center on
top of the cut card.
14.
The Dealer, while holding all decks in one stack with both hands, will gently tip the
cards forward on their side lengthwise. The Dealer will then bring the shoe forward
towards the middle of the Dealers work area with his left hand. With his right hand,
he will place the un-squared, riffled stack of cards alongside the right side of the shoe.
The Dealer must then use his left hand to hold both the shoe and the stack of cards.
15.
The Dealer must then announce, Cut and WAIT for the Floor Supervisors
verification to proceed. Once verified by the Supervisor, the Dealer will then
straighten the cards using the shoe as a guide.
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16.
The Dealer will then offer the cards for the cut.
17.
When using a shuffler that requires two eight deck boxes of Pre-Shuffled cards the
first eight deck unit will be placed directly in the shuffler once the Table Games
Supervisor has remove them from the box.
GRANDFATHERING PROCEDURES
ALL GAMES
1. Players should be informed that the table limit is changing at shuffle time, not during the
middle of a shoe or the middle of a hand.
2. On a $25 or higher table, EVERYONE is grandfathered.
BY GAME TYPE
Blackjack ... Shoe . Two Shoes
Hand Held...
30 Minutes
Next shooter
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BLACKJACK
SHUFFLE PROCEDURE
NEW CARDS GENERAL
Change cards every 24 hours on shoe games, every 2 hours on single/double decks and
every four hours on games with an automatic shuffler.
1. New decks may be put on the game at the discretion of a Table Games Supervisor. (TGS)
2. If a player asks for new decks, the decision will be left up to the Table Games Supervisor.
30
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(C) between stacks A and B. Now take approximately 2/3 of a deck off A and C, shuffle
and place on C, now 2/3 off B and C, shuffle and place on C, repeat- A and C, B and C,
etc. continuing until all the cards are in one stack (C).
6. Break the stack (C) into 2 stacks (A & B) again and cut the right stack. Place a cut card
where stack C will be created again. Take approximately 2/3 of a deck off stack (A&B),
shuffle and lace into stack C. Repeat this process until all the cards have been laced in
stack C.
7. The shuffle time for a six-deck shoe is 90 seconds or less; for an 8-deck shoe, 105
seconds or less.
8. Call out "Rolling". If the Table Games Supervisor is busy, wait a few seconds, call
"Rolling" again, wait a few seconds then roll. Upon approval from the Table Games
Supervisor, roll the cards over and square them up against the side of the shoe.
SHOE CUT
1. The dealer will hold the decks out to be cut, with the logos facing the players. The decks
should not be brought past the Insurance line.
2. Once the cut card has been inserted by the player, (at least one deck) the dealer will take
all cards in front of the cut card and place to the back of the stack after which the dealer
shall remove the cut card.
3. Take the cut card and cut one (1) deck from the back.
4. Place the cards in the shoe.
5. Burn one card if the game is live; if the game is dead wait to burn a card until a player
arrives at the table. Do not expose burn card.
6. The dealer must get permission from the TGS to let someone who is not playing cut the
cards.
7. Give all the players the opportunity to cut the cards in rotation.
8. The TGS must approve dealer cuts.
9. The dealer must never cut the cards before offering the cut to the players first.
10. If the cut is unsatisfactory in any way, the dealer must have the cards cut again.
11. Inform the TGS of any guest who attempts to violate these procedures or who handles the
cards in a suspicious manner.
12. If at any time during cut procedure the cards should tumble, contact TGS, repeat the lace
portion of shuffle procedure and repeat cut procedure.
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GAME PROCEDURES
1. A player may split any cards of equal value. When splitting, the original wager must be
matched. The player must hit each hand at least once, with the exception of Aces, which
are dealt only one card each.
2. The dealer checks underneath all ten value cards and aces by sliding (not lifting) the
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cards into the peeker before allowing any player to make a decision on their hand.
3. After splitting any cards of equal value, if the first hit card on either hand is of the same
value, the cards may be split again (except for aces, they may only be split once). No
more than 4 hands may develop from the original hand. Always complete the first hand
before acting on the second hand.
4. All hit cards must be placed full face to the left of the previous card, exposing the center
pip of the bottom card.
5. Aces can only be split once and will receive 1 hit card face up, placed horizontally, on
each ace. Should an Ace be hit with an Ace, the player cannot split again. If the Ace is hit
with a 10, it is 21, not Blackjack.
6. If a player turns up a pair of 4's, 5's, or Aces and doubles his bet, always ask if they are
splitting or doubling and obtain the appropriate hand signal.
7. On double deck, after splitting hands, the player may not double down.
8. During the take and pay sequence of split hands, if one hand loses and one wins, the
dealer may tap the felt indicating a "push" between the two hands. If tokes are involved,
the dealer must take and pay accordingly.
9. Losing bets cannot be picked up with the cards.
10. All shoe games are dealt face up. The first hand is always dealt with the left hand.
11. Supervisor approval is needed for cards requested to be dealt face down and all doubling
down on totals of "hard" twelve and higher and must be dealt face up.
12. Multi-color bets will be broken down before being paid.
13. The dealer must take the chips on a losing hand prior to picking up the cards.
14. Players may play two hands at 2x'x the table minimum or $100 per spot, whichever is
less. Players may play three hands at five times the table minimum or $100 per spot,
whichever is less.
15. Dealers tapping in on a live shoe game do not burn a card.
16. At the end of a round, the cards are picked up from third base to first base. The dealer's
cards are picked up last between the forefinger and the thumb. The dealer's hand will be
picked up right to left by sliding the remaining three fingers along the layout gathering
the cards, releasing the players cards on top of the dealers cards to form one stack and
placing them in the discard rack the dealers hand will be first off the top in the case of a
reconstructed hand.
17. No hand shall be reconstructed without a supervisor's approval and presence on the game.
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18. Inserting the Hole Card - This procedure will be for all hand held decks:
a. The dealer's first (top) card will be placed face up on or near the insurance
line so the second (hole) card can be directly placed below the first card.
b. The dealer's second (hole) card will be placed face down behind the first
(top) card. The dealer will bring their deck hand down to the table when
placing the dealer's second card to ensure no one can see the card.
c. The dealer will use their pitch hand to bring the first (top) card down to
cover the second (hole) card.
d. The deck hand will be immediately brought up to a 45-degree angle to
protect the deck.
GAME PROTECTION
1. The dealer must be aware of the condition of the shoe at all times. If the dealer is
suspicious of the appearance of the shoe, a Table Games Supervisor should be informed.
2. At the first opportunity after pushing in on a game (before shuffling), the dealer will
check the condition of the cards. The dealer will check the cards looking for crimps,
nicks, markings, waves, discoloration of any type, unusual daubs, shadings, glossy or dull
areas.
3. The dealer must also check the condition of the cards by watching to see that the cards lie
flat on the table.
4. Be aware of any player who tries to handle the cards (all shoe games are dealt face up).
Cards must be in full view and over the table at all times. Discreetly inform a Table
Games Supervisor of any suspicious play.
5. Be aware of any unusual betting or hitting patterns and discreetly inform the Table
Games Supervisor if you suspect any.
6. Whenever possible, "walk" your game.
7. Pay special attention to the amounts bet on first and third base.
8. Always obtain permission from the Table Games Supervisor before fixing the rack or
leaving to straighten chairs on your table only.
PLAYER'S BLACKJACK
1. Players' blackjacks will be paid in order of the hitting sequence. Cards will be picked up
and placed in the discard rack after payoff.
2. Break down all multi-color bets and prove the Blackjack payoff in front of the rack
before sending it out to the player.
3. If the blackjack bet consists of an even number of units (6 or more) the dealer may cut the
bet in half and size into 1 stack 3 times.
35
If the dealer has blackjack, take and pay the insured bets in the normal sequence.
7. If the dealer does not have blackjack, take all the insurance bets and complete the hand in
the normal take and pay sequence. If the player bets more than half the amount of his
original bet on insurance change is given after the dealers hand is checked.
8. The TGS should be informed every time a Blackjack is paid even money.
DOUBLING DOWN
1. A player may double down on their original 2 cards or after splitting (except Ace's) on all
shoe and single deck games. The player must give the appropriate hand signal. Players
may not double down after splitting on all double deck games.
2. The double down card is placed horizontally, face-up, across the bottom of the second
card, unless the player requests the card be placed facedown. On a single or Double
Deck, the double down card will be dealt face down, delivered behind the player's bet
(except when doubling a bust hand).
3. The player's chips must be in the betting area before the double down card is dealt.
4. When paying a double down bet, size into each stack separately or, if necessary, stack all
the chips up, run them down, and then total the bet.
5. It is permissible to convert, provided the dealer does not run the player out of chips (a
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player should have approximately 2 stacks of the color they are betting before
converting).
6. A player may double down for any amount up to the amount of the original wager. The
double down wager will always be placed to the dealer's right side of the original bet.
7. If the player doubles down for less, the dealer will announce "doubling down for less." If
a player doubles down on a "hard twelve" or higher, the Supervisor must be notified. The
"hit" card is delivered face-up.
BUSTED HANDS
1. On double deck games, players who have busted must turn their cards over immediately.
The dealer must spread the player's cards face up, verify that the player has busted, and
then lock up the losing bet and cards. Always take the money first.
2. When the dealer breaks on double deck games, the dealer should check all players' hands
to make certain that players have not also broken.
3. In the event that all players break, the dealer's hand will not be hit. The dealer will turn
the hole card normally and then pick up both cards placing them in the discard holder.
LEAVING THE GAME
1. Dealers usually work 80 minutes on, 20 minutes off.
2. If a dealer gets a break in less than 80 minutes, it will be that dealer's responsibility to
report to the Table Games Supervisor in that pit.
3. A dealer may not turn over a game to another dealer until all the work has been
completed for a given hand, shuffle, cut, change, etc.
4. If a dealer is working over 80 minutes, they should continue to deal and quietly inform
the TGS. Although this is not common, sometimes you may be called on to do so.
5. When being relieved from the game, the outgoing dealer will clear their hands, both
palms up.
6. The outgoing dealer will introduce the new incoming dealer and provide a farewell
consistent with our spotlight behaviors.
7. The incoming dealer enters from the left. The outgoing dealer leaves to the right.
8. On a Single or Double Deck the deck is spread face down and on a shoe, the shoe is
brought to the center of the table in front of the tray. On shoe games the incoming
dealer will not burn a card.
CONVERTING PAYOFFS
1. When converting a winning wager during the take and pay sequence (i.e., red to green),
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CORRECTING MISTAKES
BACKING UP HANDS
1. Call a Table Games Supervisor.
2. When so instructed, the dealer will pull the cards from the discard rack starting with the
dealer's hand, which should always be on top.
3. The TGS makes the final decision on whether or not to pay a disputed hand.
4. A dealer should never back up a hand without first notifying the TGS.
5. When picking up hands it is important to pick them up in order so that if a dispute
happens the dealer will be able to run the cards back accurately.
DEALER HAS INCORRECT NUMBER OF CARDS
1. Call a Table Games Supervisor.
2. When the dealer has no cards at all the TGS will instruct the dealer to take the next two
cards out of the shoe, one up and one down as a hole card. The Table Games Supervisor
will give each player the option of calling their hand dead or playing out the hand.
3. When the dealer has more than 2 cards on the original deal, the hand is dead.
4. When the dealer has no hole card, he will be instructed to take the missing hole card and
give each player the option of calling their hand dead or playing out the hand.
PLAYER HAS INCORRECT NUMBER OF CARDS
1. Call a Table Games Supervisor.
2. When more than two cards are dealt to a player's hand, the player's hand is dead and
those cards will be burned. Other players will be given the option to call their hands dead
or play out the hand.
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3. When only one card is dealt to a player's hand, each player will be given the option to
play or fold. The player with one card will be given the next card if they does not fold.
4. When no cards are dealt to a player's hand it is considered no hand and that player will be
included in the next deal. The TGS may also give anyone who desires a chance to back
out of that hand.
PLAYER DOES NOT GET HIT CARD
1. Call a Table Games Supervisor.
2. Play the missed hit card hand out after the other players have completed their hands but
before the dealer plays out their hand. The TGS may elect to offer all players an
opportunity to call their hand dead before the dealer finishes their hand.
3. The dealer's hand should not be hit until all guests' hands have been completed.
4. If the dealer's hand has already received a hit card when the missed hand is discovered,
then the dealer's hand must be completed before all the players are given their options.
5. Under no circumstances are the cards to be backed up from one player's hand to another
player's hand.
PLAYER FAILS TO DECLARE BLACKJACK
1. Call a Table Games Supervisor.
2. When a player fails to notice a blackjack they will not be penalized and will be paid the
correct odds.
DEALER FAILS TO NOTICE OR DECLARE BLACKJACK
1. Call a Table Games Supervisor.
2. Players who have hit into "21" will push with the dealer.
3. Players who have Blackjack will push the dealer.
4. Only the original bet on double down hands will lose if the double down hand is not "21".
5. In the event a player has split their hand, all split hands drawn to "21", will push. If any
one of the split hands does not draw to "21", only the original bet will lose.
6. All insurance wagers will be returned and paid at a rate of 2 to 1. In this case, the player's
original wager will be considered a loser, even if the player hits into a "21". If the player
had a blackjack and took insurance, the blackjack payoff must be returned and the
insurance wager will be paid 2 to 1.
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MISCELLANEOUS PROBLEMS
In all of the following cases a Table Games Supervisor must be called. Never correct a
mistake of any kind by yourself. Correcting your own mistake will result progressive
discipline starting with a Written Warning.
1. In the event a hole card is exposed, play the hand as usual.
2. If the dealer takes a hit card by mistake the card will be burned and the dealer will stand
on the original hand.
3. All hit cards exposed in error will be burned. In this instance, all active players will be
given the option to call their hand dead before proceeding. The Supervisor must always
be called to the game to handle this issue.
4. If a guest plays more than the maximum table limit a TGS must be called. The maximum
table limit will apply. Whether the guest wins or loses the bet must be counted down and
only the maximum table limit will be paid or taken.
5. If a guest plays less than the minimum bet, pay or take the amount actually bet and notify
the player of the table minimum.
WAGER PROCEDURES
GENERAL
1. Under certain circumstances, the maximum limit may be raised at the discretion of the
Casino Manager.
2. The maximum mid-shoe entry is $500.
3. A player may bet up to three hands unless special permission is given by the Casino
Manager to play more than three hands.
4. When dealing to limit play on any game, cheques are to be proven to make sure they do
not exceed the table max. It is not necessary to run the chips down again when paying or
taking unless the wager was handled again by anyone after the initial rundown.
5. Losing wagers will be proven in front of the tray, any amount over the limit will be
returned. On winning wagers cheques will be cut out in front of the tray to the table
maximum and sized into bet. "Cheques Play" must be called when bet is increased by
five units
6. "Cheques Play" must be approved for bets that are $300 or more and/or when a bet has
been increased considerably, e.g., from $10 to $100.
7. "Color coming in" must be called out before the color comes in. Color coming in or out
in the amount of $500 or more must be approved before the change is made. All color
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coming in or out less than $500 must be called out, but no approval is necessary. Always
place COLOR-IN on the left and COLOR-OUT on the right.
8. All buy-ins $500 or more must be approved before the checks go out. All buy-ins less
than $500 must be called out, but no approval is necessary.
9. Limit bets must be brought to the attention of a Supervisor before dealing the hand.
10. Players may alter their bets until the first card is dealt to the first player. Once the first
card is dealt to the first player, no bets may be altered.
11. Wagers should remain in full view at all times (bets should never be hidden by the cards
or hands).
12. There is a five hundred ($500) maximum aggregate bet on a mid-shoe or mid-deck entry.
If someone should insist, call your Supervisor. The Supervisor may allow the wager,
depending on prior history or the Casino Managers approval.
13. Surrender is offered on all Blackjack shoe games.
BETTING MULTIPLE SPOTS
Blackjack:
The rules to play more than one spot are:
$5 to $20 minimum games; 1 spot at the table minimum, 2 spots at TWO times the table
minimum, 3 spots at FIVE times the table minimum.
$25 to $100 minimum games; 1 spot at the table minimum, 2 spots at TWO times the table
minimum or when a player reaches $100 they may bet up to 2 spots at $100 per spot, 3 spots at
$100 minimum per spot.
$100 minimum table; players may bet up to 3 spots at $100 per spot.
SURRENDER
1. Process where customer forfeits of wager and calls hand dead.
2. Offered on any shoe game.
3. Late Surrender Only (meaning the house will check the hole card when an Ace or 10
value card is showing, prior to allowing the guest to surrender. No surrender offered
against a dealer Blackjack.)
4. Surrender is addressed in the natural progression of the hand during the hit/stay sequence.
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d.
a. QUICK STRIP (2-3 MOVES) THE BOTTOM 1/3 ABOVE THE REST
OF THE DECK*
b. TURN ONE HALF
c. SHUFFLE
QUICK STRIP (2 to 3 moves) THE ENTIRE DECK
e. SHUFFLE
f. BOX**
g. SHUFFLE
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*Bring 1/3 of the cards from the bottom to slightly above the rest of the deck and
strip only that portion of the cards twice. The strip is very low and parallel to
the rest of the cards, ensuring that the players will not be able to see the faces of
the cards.
** Box: Bring 1/3 of the cards from the bottom; place them on the top of the rest
of the cards.
5. The shuffle on a live game:
6. The un-dealt portion of the deck is turned 180 degrees and placed on top of the discards.
d.
a. QUICK STRIP (2-3 MOVES) THE BOTTOM 1/3 ABOVE THE REST
OF THE DECK*
b. TURN ONE HALF
c. SHUFFLE
QUICK STRIP (2 to 3 moves) THE ENTIRE DECK
e. SHUFFLE
f. BOX**
g. SHUFFLE
*Bring 1/3 of the cards from the bottom to slightly above the rest of the deck and
strip only that portion of the cards twice. The strip is very low and parallel to
the rest of the cards, ensuring that the players will not be able to see the faces of
the cards.
** Box: Bring 1/3 of the cards from the bottom; place them on the top of the rest
of the cards.
43
Example: If 3 spots are being played (6-3=3) you can deal three hands before shuffling.
The only exception is if all spots are being played. When all spots are being played you
can deal two rounds before shuffling.
2. A dealer will shuffle when the Table Games Supervisor brings new decks to the game.
(On single decks, this is approximately every 2 hours, or as directed by the Table Games
Supervisor.)
3. When a player comes to a previously dead game.
4. After dealing to the inserted cut card.
5. Whenever the deck has been dropped or otherwise mishandled. If the decks or any
portion are dropped, the cards will be recounted.
6. Whenever requested to do so by a Table Games Supervisor.
7. When tapping into a live game, the outgoing dealer will spread the cards and the
incoming dealer will shuffle.
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5. The player may split (for the full amount of the original wager) all equal valued cards,
except Aces which may only be split once, three times (making up to four hands). The
player will be dealt one card on each Ace only.
6. The insurance bet is always a separate side bet, paying 2 to 1. The player cannot get even
money with a blackjack.
7. The dealer must hit soft 17.
8. Players may play a maximum of 3 hands.
9. The maximum mid-deck entry is $500.
10. All other blackjack rules apply.
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10. After completion of the cutting procedure, take the second cut card and cut approximately
40 cards from the bottom of the deck.
11. Dealers should deal to the cut card, and then shuffle.
12. If the dealer is in the process of dealing a hand when they come to the first cut card, the
dealer will complete that hand then shuffle.
13. One card is burned from the top of the deck before dealing.
PRE-SHUFFLE
1. Cards will be changed every two hours on double deck games.
2. Check the front and back of both decks as described in the shoe shuffle procedures.
3. Shuffle each deck twice, wash both decks together, and proceed with the standard shuffle.
WHEN TO SHUFFLE
1. A dealer will shuffle when the Table Games Supervisor brings new decks to the game.
(On double decks, this is approximately every 2 hours, or as directed by the Table Games
Supervisor.)
2. When a player comes to a previously dead game.
3. After dealing to the inserted cut card.
4. Whenever the deck has been dropped or otherwise mishandled. If the decks or any
portion are dropped, the cards will be recounted.
5. Whenever requested to do so by a Table Games Supervisor.
6. When tapping into a live game, the outgoing dealer will spread the cards and the
incoming dealer will shuffle.
DOUBLE DECK MISCELLANEOUS ISSUES
1. Shuffle time for double decks is 45 seconds or less.
2. The dealer must make every effort to maintain the integrity of the decks at all times.
3. If a player is doubling down, the dealer will put that player's double down card behind
that player's bet, not in front of the player's bet.
4. The dealer must never let a player motion for a hit card with the cards held in front of the
players bet.
46
5. If a player is playing two or more hands they must play the first hand before looking at
the second hand and so on. The player will not be allowed to go back to their previous
hand after starting on their subsequent hand.
6. When dealing to two or more hands, the cards are pitched to the first hand only and
tucked slightly under the front of the bet on the remaining hands.
7. The Dealer hits on all "Soft" 17's on Double Deck games. This is printed on the layouts.
8. When the game goes dead, spread the cards face down in front of the rack.
9. The maximum mid-deck entry is $500.
10. Players may not double after splitting on double deck games.
21 PLUS 3
OVERVIEW
21+3 is an optional proposition wager on the game of blackjack and is based on a 3 card hand
using the dealer's one (1) up card and the player's two (2) initial up cards to form a 3 card poker
hand. Winning hands of a Straight Flush, 3 of a Kind, Straight, and Flush are paid according to
the posted paytable.
PROCEDURE
1. Player must place a blackjack bet in order to play the 21+3 bet.
2. If a player chooses to participate, an additional $5 - $100 bet is to be placed in the
designated area on the layout.
3. Only the player controlling the blackjack wager may participate in this option.
4. All bets are placed prior to the cards being dealt.
5. Once all cards are dealt, and prior to any draws being made, the dealer will check to see if
any players have received a 21+3 win.
a. Working from right to left, any players who placed a 21+3 bet and won or loss
will be paid or taken accordingly.
b. In the event the dealer's up card is an Ace, the dealer will reconcile all 21+3
wagers prior to asking for Insurance or checking their hand for BJ.
c. All winning or losing bets will be removed immediately before regular blackjack
play begins.
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6. Player is only entitled to one payout per round (the highest win) from the 21+3 paytable.
21+3 Paytable
Straight Flush
Three of a Kind
Straight
Flush
30 to 1
20 to 1
10 to 1
5 to 1
NOTE: On FACE DOWN games (Double Deck) when guest are playing multiple hands, the 21
+ 3 wager will be acted on individually in the normal rotation of the game.
CRAPS
CRAPS PROCEDURES
GENERAL
1. Deal to the Table Games Supervisor and Surveillance.
2. Craps dealers will maintain an alert and courteous attitude whenever on a game.
3. No cross firing is allowed on live games. Communication pertaining to the game and/or
involving the players is allowed and encouraged.
4. Do not play with the equipment at any time (live or dead games).
5. Do not hawk the dice. When in a dealing position on a live game, dealers must pay close
attention to their respective areas of the layout. Gazing around the casino or becoming
otherwise distracted from the layout is strictly prohibited.
48
6. The dealers must clear their hands, palms up and fingers spread before touching any part
of the their bodies for any reason.
7. Base dealers must never turn their backs to a live or dead game.
8. Dealers must not handle customer or house money unnecessarily.
9. Craps dealers must provide protection for the game's bankroll and any wagers on the
layout at all times.
10. Handling or carrying players' money and house money in the same hand is strictly
prohibited.
11. Base dealers may reach into the bank for working stacks of singles, nickels, quarters, and
blacks. Purple and above should be used with the direction of the Supervisor.
12. Proper posture should always be maintained on a Craps game. Deal with both hands.
Never lean on the table with one hand to make payoffs with the other hand. When not in
action, the base dealer's hands should rest on the lower area of the rail in front of them.
13. Always look approachable on a dead game. Invite guests to play.
14. Winning proposition bets for the dealers are cut out in the Come dropped in the toke box
at the instruction of the Supervisor.
15. When a die is thrown off the table, a Supervisor must check it before being put back on
the table.
16. Conversations with acquaintances must be kept to a minimum on dead games and is
prohibited on live games.
17. It is the responsibility of all three dealers on a game to verify proper marking of a point
on all come-out rolls. The stick person verifies first and then each base dealer should
verify the opposite end has the same number marked before the dice are pushed from the
center of the table for the next roll.
49
CHANGING POSITIONS
1. The dealer will only "push out" when the dice are in the center of the game.
2. Dealers must complete all transactions on their end before changing positions.
3. The stick person will not leave their position until all work on the inside is complete.
4. The dealer being relieved will turn towards the center of the table, clear their hands and
leave the game with palms up and fingers spread.
5. The outgoing dealer will relay all pertinent game-related information to the incoming
dealer before leaving the table.
BETTING POLICY
1. Answer questions and explain the game to customers in a friendly and informative
manner.
2. Offer to teach the game but never tell the customers how to bet their money.
3. Cut all transactions out on the "Come" line in such a manner that everyone can clearly
read them.
4. It is the dealer's responsibility to be aware of the amount bet and to whom they belong; be
particularly aware of bets made on the "Don't Pass" line.
5. Make sure that the Line bet and odds are properly separated.
6. On any bet that appears to be over the limit, if timing doesnt allow you to immediately
prove the bet, call out "chips play up to the limit" and then prove bet at first opportunity.
Make certain that the Supervisor is aware of the bet.
7. In any situation on the base when "On" or "Off" buttons are used, the dealer must notify
the Supervisor.
8. Make every effort to ensure proper placement of the bets and be able to identify who
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made them.
9. All Hard Way bets that are not working on any given roll should be marked with an "Off"
button.
10. If the dealer does not understand a bet, they will call out loud and clear "no bet, this roll".
"No bet" should be called in extreme circumstances only.
11. Bets made by the customer will be placed on the table and not directly into the dealer's
hand, unless the Supervisor gives permission. Before taking anything out of a player's
hand (this includes but is not limited to dice and "Total Rewards" cards) dealers are
required to first show clean hands.
12. If a customer has less than the minimum bet, bring it to the customer's attention as soon
as possible. If it is noticed after a winning roll, pay the amount of the bet wagered and
notify the customer of the table minimum.
13. If a customer bets over the table maximum on odds and it is not noticed until a winning
roll, inform the customer of the table limit and pay the excess as a place bet. Note: Make
certain that the Supervisor is aware of the situation. If a bet over the table maximum on
odds loses, the overage will be locked up. Take the whole bet.
14. In order to eliminate bet claiming, customers should be instructed in the proper placement
of their bets on the table. All bets will be stacked neatly with the smaller denomination
chips on top.
15. Wagers should be made before the dice are thrown, but occasionally a bet may be made
after the dice leave the shooter's hand if the dealer or supervisor has time to verbally
repeat the bet before the dice come to rest. This should not be a common practice. Players
after doing so should be instructed to place their wagers before the dice leave the center
of the table.
16. When a customer states a bet and hands in money/chips that cannot immediately be
determined, it will be brought into the middle, run down and the bet will be put up with
clean money.
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17. The dealer will either use all customers' money or all house money to set up bets. Never
use part customer's money and part house money.
18. With the exception of a "Pass Line bet" and "Come bet", wagers made on any bet may be
removed or reduced at any time prior to a roll that decides the outcome of such wager.
"Pass Line bets" and "Come bets" shall not be removed or reduced after a come out point
or come point is established with respect to such bet.
19. The dealer should not pay any questionable bet without approval from a Supervisor.
20. All bets, including Horn and Horn-High bets, should be placed appropriately with respect
to a player's position.
21. Dealer Prop bets (not player controlled bets) always work excluding Hard ways.
PAYING BETS
1. Take-Pay-Place: Always take losing bets before paying or placing.
2. There are three exceptions to the Take-Pay-Place rule: (1) Place bets shall be paid after
Come and Don't Come bets have been positioned. (2) Don't Come Bets shall be placed
before Come Bets are paid. (3) On a "seven-out", the losing bets in the Come boxes shall
not be picked up until all winning Come Bets, Don't Come Bets and Lay Bets have been
paid.
3. Field, Pass and Don't Pass bets will be paid from the base towards the stick person.
4. Always pay the first line bet with the outside hand.
5. The odds and the flat bet should be paid separately, using the appropriate amount of chips
to avoid going back to the bankroll.
6. Do not total the wager except for the purpose of conserving chips or at the customer's
request.
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7. Totals will be verbalized for the supervisor's benefit as well as the guest's. Totals will be
heeled.
8. All other bets shall be paid from the inside out starting with the player closest to the stick
and working toward the base.
9. Always use clean chips to pay bets.
10. Never slide or toss chips to the players.
11. Place chips on the apron of the layout with the outside hand (not in a betting area).
12. All change, place bets, and proposition bets are to be cut out in the come area with the
largest denomination check cut out on the inside.
13. The customer must tell the dealer if he wants their bet pressed.
14. Come bets should be paid in the Come in front of the player.
15. Unlike Place bets, a Come bet payoff should not be handed off. Only if a player tells the
dealer how much he wants coming will the dealer make a bet for the player and set off
the difference.
16. Don't Come and Lay bets should be paid, stacked up and placed in front of the player on
the outside of the apron.
17. On Seven (7), a winner, come bets with odds that were not working should be placed on
the Come in front of the number(s) from which they came and then picked up by the
dealer and returned to the player.
18. No proposition payoff should be paid to a player unless the dealer is told to do so by the
stick person. Proposition bets will be paid from base to stick. Always pay proposition
bets last.
19. On any sizable payoff, the dealer making the payoff must call out the amount being paid
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so that the stick person and Supervisor may correct, if needed, any mistakes before the
payoff is completed.
20. All payoffs must be made so that they are visible to all parties.
21. Do not pick up the customer's bets with chips in your hands (unless a 7 out).
STICK PERSON
GENERAL
1.
The incoming stick person will observe one role of the dice to identify the shooter. In
the event of multiple or high action proposition bets, wait for the point to be established.
2. The stick person is responsible for observing the payoffs made by the dealer on the end of
the table where the dice landed.
3. The stick person is responsible for removing all losing proposition bets and placing green
cheques and higher between the bankroll and the Fire Bet positions, towards either Base
for cleanup by the Base dealer.
4. Always pay proposition bets last. (Base to Stick)
5. The stick person authorizes and directs the inside dealers to make payoffs on the
proposition bets from Stick to Base and observes that the customer gets paid. The payoff
is to be cut out in the Come by the Base dealer using their inside hand and then passed to
the customer with their outside hand.
6. The stick person should never make a payoff.
7. Payoffs will be placed in front of the customer, unless the Supervisor gives permission to
place chips in the rack. Do not place chips in the customer's hand.
8. If two customers claim the same bet, and the dealer is unable to resolve the conflict, let
the Supervisor handle the situation. Keep close watch to avoid a reoccurrence.
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55
14. Call the game according to the action. Calls should be used to bring attention to the Base
Dealer of action they may have missed (i.e. "down behind, no Field").
15. Call a neutral game, do not "root" outwardly for either the "Do" or the "Don't" side.
16. Once there is a point and the dice are in the middle, advertise, "Field bets, Proposition
bets, Come bets and Hard Ways" each and every roll.
17. When sending dice out, always mention the point.
18. Use the calls that the players can understand. "Coming out" or "nine was" are correct
ways to remind the base dealers to pay the "Don't" or unmark the point.
19. "Winner" is an unacceptable call. The winning number must be included in the call.
"Winner 7, Front Line Winner 7," "Winner 5, Front Line Winner 5," "Winner Hard (or
Easy), Front Line Winner 8"
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7. If one or both dice land in an area inaccessible to the stick person, they should request the
inside dealer to move them to an area that can be reached after the number has been
properly called by the stickperson.
8. When not in use, the stick is held in a vertical position or laid horizontally on the table
next to the dice bowl.
9. The stick may also be used to indicate the customer to whom the dice are to be given or
to who a payoff is to be made, but never directly toward the person's face.
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8. The dice must roll down the table. They must not slide or spin down the layout.
9. If a player does not know the proper way to throw the dice, the stick person or the dealer
on that base should instruct the player in a courteous manner.
10. Watch the dice at all times when they go in and out of the shooter's hand.
11. Do not give the shooter the dice with craps showing on the Come Out roll or with a
"Seven" showing when there is a point. Players shooting from the "Don't Pass" should
never be given the dice with a seven showing on the Come Out roll, or the point after the
Come Out roll.
12. A roll of the dice shall be invalid or "no roll" when:
a. One or both dice go off the table.
b. One or both dice land on top of the bankroll; the dealer's working stacks are not
part of the bankroll.
c. One or both dice land in the dice bowl.
d. The wrong player picks up and throws the dice.
e. Three dice on the table at the same time, for any reason.
f. For any other reason the Dealer or Supervisor considers the throw to be improper.
g. The dice are stacked on top of each other.
h. In "No Roll" situations, the dealer should make every effort to grab at least
one die with their hand to eliminate a total of the dice being seen by the
players.
13. The dice should be stopped only on rare occasions with utmost discretion.
14. Study the shooter; many players do not know the correct way to roll the dice.
Diplomatically correct players who do not know the proper way to roll the dice.
15. The stick person may set the stick down while the dice are in the center of the table and
use both hands to clean up their area of the table or place new bets when there is heavy
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59
$300
$600
HORN BET
$1200
60
$50
$25
$25
$30
$15
VIGORISH TABLE
Buy-Bet
Amount
$ 20.00
$ 25.00
$ 30.00
$ 35.00
$ 40.00
$ 45.00
$ 50.00
$ 55.00
$ 60.00
$ 65.00
$ 70.00
$ 75.00
$ 80.00
$ 85.00
$ 90.00
$ 95.00
$ 100.00
$ 125.00
$ 150.00
$ 175.00
$ 200.00
Vigorish
To
charge
$ 1.00
$ 1.00
$ 2.00
$ 2.00
$ 2.00
$ 2.00
$ 2.00
$ 3.00
$ 3.00
$ 3.00
$ 4.00
$ 4.00
$ 4.00
$ 4.00
$ 5.00
$ 5.00
$ 5.00
$ 6.00
$ 8.00
$ 9.00
$ 10.00
5%
Of Bet
Lay-Bet
To Win
Vigorish 5%
To charge Of Win
$ 1.00
$ 1.25
$ 1.50
$ 1.75
$ 2.00
$ 2.25
$ 2.50
$ 2.75
$ 3.00
$ 3.25
$ 3.50
$ 3.75
$ 4.00
$ 4.25
$ 4.50
$ 4.75
$ 5.00
$ 6.25
$ 7.50
$ 8.75
$ 10.00
$ 20.00
$ 25.00
$ 30.00
$ 35.00
$ 40.00
$ 45.00
$ 50.00
$ 55.00
$ 60.00
$ 65.00
$ 70.00
$ 75.00
$ 80.00
$ 85.00
$ 90.00
$ 95.00
$ 100.00
$ 125.00
$ 150.00
$ 175.00
$ 200.00
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
$
61
1.00
1.00
2.00
2.00
2.00
2.00
2.00
3.00
3.00
3.00
3.00
4.00
4.00
4.00
4.00
5.00
5.00
6.00
8.00
9.00
10.00
$ 1.00
$ 1.25
$ 1.50
$ 1.75
$ 2.00
$ 2.25
$ 2.50
$ 2.75
$ 3.00
$ 3.25
$ 3.50
$ 3.75
$ 4.00
$ 4.25
$ 4.50
$ 4.75
$ 5.00
$ 6.25
$ 7.50
$ 8.75
$ 10.00
Remaining bets
should be paid when
the bet wins 4 AND
10 ONLY
IF COMMISSION IS
49 CENTS AND
BELOW ROUND IT
DOWN.
IF COMMISSION IS
50 CENTS AND
ABOVE ROUND IT
UP.
FIRE BET
DESCRIPTION
A Fire Bet is a side wager that can be made in conjunction with the operation of a standard
casino Craps game. NOTE: All casino policies, procedures and house rules will remain the
same.
GENERAL INFORMATION
1. The player can only make a wager on this side bet, before the shooter establishes their
1st point.
2. Fire Bet Limits: Only $1.00 - $10.00 wagers will be accepted.
3. Dealer bet maximum is $10. Anything more than $10 will be locked up as a hand in.
4. A Fire Bet cannot be taken down or called off, once the shooter has established their
initial point.
5. If the guest must leave the game before a Fire Bet decision is reached, the guest will
surrender the bet to the house. NOTE: Guests are not permitted to leave the rights to
their bet to other players or dealers.
6. This side bet shall be paid according to the number of INDIVIDUAL
POINTS the shooter successfully makes before sevening out.
Note: The term INDIVIDUAL POINTS shall mean, when a point is successfully made
from the pool of possible points (4, 5, 6, 8, 9, or 10) more than once, it shall neither
advance nor subtract from the players goal of reaching a Fire Bet payoff threshold.
Duplicate points do not count.
7. Points DO NOT HAVE TO BE IN ANY SPECIFIC ORDER.
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8. Winning or losing on the Come Out roll will not affect this side bet. Only sevening
out or successfully making all (6) Individual Points, will terminate the bet.
9. Lammers shall be used to keep track of each Individual Point that the shooter has
successfully made.
10. As this is a multi-level payoff structure, ONLY THE HIGHEST PAYOFF LEVEL
MET, WILL BE PAID. Example: If (5) Individual Points are successfully made,
ONLY the (5) point payoff will be made and not the lesser payoff threshold met. Note:
With a $1.00 Fire Bet wager, the player would be paid $250.00 and down and not
$275.00 ($250.00 + $25.00).
BETTING PROCEDURES
1. Players making a wager on this side bet must place their wager on the appropriate
numerically marked Fire Bet circle on the layout directly below their gaming position.
(See Game Layout)
2. There are (16) numeric betting spaces located around the rim of the Layout, beginning
with #1 to the left of third base and proceeding clockwise to #8 next to the Stick;
continuing on the opposite side of the Stick with #9 around to Second base
concluding with #16. (See Game Layout)
3. Once a wager is made, the base dealer will be instructed by the Supervisor/Stickperson to
bring the bet in, so that it can be placed in the coordinating numerical betting circle
located in front of the Supervisor at the top of the proposition box. (See Game Layout)
4. Fire Bet wagers will remain in these numeric betting circles, until the bet is lost or paid.
5. Players should be reminded that they must place a Fire Bet wager in the circle below
their betting position, and not throw them into the stickperson.
PAYOFF PROCEDURES
PAYOFF TABLE
4 Individual Points.... 25 for 1
5 Individual Points.. 250 for 1
6 Individual Points.... 1000 for 1
EXAMPLES
When the Player has bet $2.00 and (4) Individual Points are successfully made, and
then a Seven-out occurs, the payoff will be $50.00 and the Fire Bet wager will be
taken down (25 for 1).
Note: While cleaning up the layout after the Seven-Out, be sure not to remove the
Fire Bet pucks until the Fire Bet payoffs have been made.
63
When the Player has bet $2.00 and (5) Individual Points are successfully made, and
then a Seven-out occurs, the payoff will be $500.00 and the Fire Bet wager will be
taken down (250 for 1).
When the Player has bet $2.00 and all (6) Individual Points are successfully made, the
payoff will be $2,000.00 and the Fire Bet wager is taken down (1,000 for 1). NOTE: Its
important to note that when (6) Individual Points have been made, the bets are paid and
taken down and NO NEW Fire Bets can be made until after that shooter has Sevened
Out.
Bets will be paid in numerical order in conjunction with a players betting position after
all usual take and pay procedures (After all other prop bets are paid).
NOTE: When six points have been made a W2G must be filled out for any winning wager.
Refer to the Jackpot manual located in each podium for assistance.
GAME PROTECTION
1. A Casino Supervisor will be notified after (5) Individual Points have been made.
2. The Casino Supervisor will retrieve the 5th and 6th Individual Point markers, from the
Pit podium.
3. Surveillance will also be notified after the 5th Individual Point has been made, so as to
be able to scrutinize any additional points made.
4. Prior to the 5th and 6th Individual Point Payoffs being made, Surveillance should
review to see that the total number of payoffs equals the total number of FIRE BET
wagers made before that shooters original point was established and notify the pit
immediately upon verification. Any discrepancies should be reported to the Casino
Manager immediately.
5. The Casino Manager must be notified before any adjustments or corrections, of the
placement of any Individual Point markers are made.
ROULETTE
GENERAL
1. Do not allow any transactions to take place over the wheel head.
64
2. Be alert to anyone hovering about the wheel head and/or distractions from the game
to avoid being past-posted.
3. Only one color cheque may be issued to a player.
4. On five and ten dollar games, full stack buy-ins should be encouraged but not necessary.
5. Automatically give a player a color for nickel-chip buy-ins.
6. Nickel cheques cannot be sent directly from the bankroll. One full stack must always be
proven.
7. The value of the chips will be dependent upon the number indicated on the lammer. The
lammers indicate the price of a full stack of chips.
8. The dealer is responsible for all lammers on the rim. The placement of the lammers
should correspond to the seat of the player, the first spot matching the player next to the
wheel head, etc.
9. A dealer being relieved must alert the incoming dealer as to cheque values, any change in
the table minimum or other things of importance concerning the game. Dealers must
always be aware of the table minimum.
10. A dealer may not be relieved while the ball is spinning or while in process of taking and
paying bets.
11. Never leave a game unattended. If a chip falls or the mat needs adjusting ask your
Supervisor to watch the layout.
12. Beverage servers tips should be Handled by the Supervisor and should be spread on the
felt to be proven.
13. Lammers for markers should go on the rim of the wheel head away from the bankroll.
THE BALL
1. Time the spin of the ball to the play. Timing is of the utmost importance in all phases of
dealing Roulette. If timed correctly, the players should be able to complete the placement of
bets by the time the dealer announces No More Bets", waves their arm over the layout
indicating no more bets, and the ball is ready to drop into a number. Also, the players should
not be waiting too long for the ball to drop after they have made all their wagers. A slow spin
should be used on a small game.
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2. The wheel head should move at a reasonable rate of speed so that the players may read the
numbers.
3. Change the speed of the wheel head or ball each roll.
4. If a floater should occur, alert the Supervisor in an audible voice and pick the ball up while
announcing No spin. A ball is considered a floater if it hangs on the rim for more than
three spins. Generally, this only happens when the wheel head is moving too fast. Allow
customers to change, add, or remove bets before spinning again.
5. Should the ball bounce out of the wheel, notify a supervisor immediately. Announce "No
spin". Use the other ball while the first ball is retrieved and inspected. Allow customers to
change, add, or remove bets before spinning again.
6. Anytime a player handles the ball; the Supervisor must check it before it is put back in
action.
7. When the ball is about to drop DO NOT conduct any transactions.
8. Dealers may make change when the ball is spinning with discretion. For example, for a
quick stack of 20 chips or a $5.00 chip. It is never allowed after No more bets has been
announced.
9. When there is a question about a bet, announce No action audibly and notify the
Supervisor.
10. The ball must make three (3) revolutions before it drops to be a legal spin. If the ball does
not complete the three revolutions announce "No spin", notify the Supervisor while grabbing
the ball and spin again.
WHILE THE BALL IS SPINNING
1. The foremost responsibility of the wheel dealer while the ball is spinning is to maintain
visual contact of the layout at all times. This is the best time to case the layout for
misplaced bets and questionable minimum or maximum amounts.
2. Approximately three spins before the ball drops, the dealer will then run their hand above
and over the layout from the bottom to the top of the table and announce, "No more bets,
please". Any bets made after this will be returned to the players.
3. When waving off no more bets, on a right handed wheel your left arm should be
extended over the layout, with your body positioned so you are facing the entire layout.
On a left handed wheel your left arm should be extended over the layout, with your
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67
PAYOFF PROCEDURES
1. Be considerate of game pace.
2. After clearing the layout, all outside bets (columns, even money and section bets) will be
paid from the bottom of the layout toward the wheel head. (3rd 12 after odd, 2nd 12 after
red/black, 1st 12 after even)
3. Pay the inside bets from the top to the bottom and the outside to the inside.
6 numbers (5 to 1)
3 numbers (11 to 1)
Corners (8 to 1)
Splits (17 to 1)
Straight up (35 to 1)
4. All bets of the same color should be totaled and paid at the same time. Exception: Use
discretion with $25 chips and higher.
5. On buy-ins or cash-outs, $25 chips should be cut out in stacks of four. When paying off a
bet, they should be cut out in stacks of five.
6. Dealers should total payoffs, however good judgment should be used.
7. Any payouts paid out of order must be announced.
8. When making payoffs, gaming cheques will never be placed under the roulette cheques.
Gaming cheques will be placed on top as the payoff goes to the player. Always use as
many gaming cheques as possible unless requested otherwise by the player or your
Supervisor. If a higher denomination is required, use the lowest denomination possible,
keeping in mind we want to keep them in action. For example, use four quarters instead
of one black cheque.
9. Payoffs should be made in front of the dealer in between the first and second dozen areas
and away from loose cheques. Value cheques should go to the dealers right. This will
allow Surveillance a clear view of all payoffs.
10. Use the left hand to pay any bet from the second dozen down.
11. If there is a stack with 13 or less chips on a payoff, stack it on top of the other (at least
two) full stacks. If there is a stack of 14 or more chips, do not stack it on top of the other
full stacks (unless pushing 10 stacks in a triangle. Supervisor should alert Surveillance).
12. If a winning bet is left on the layout when a player has left the game, do not remove the
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cheques. If they win on the next spin, pay as normal and pass to the appropriate spot. If
an even-money bet or a 2-1 bet is unclaimed, let it ride once. After checking with the
players after it wins, put the total cheques off to the side and alert a supervisor.
BETS
1. If a player plays less than the minimum bet and the dealer does not notice, pay on amount
actually bet and notify the player of the minimum that must be placed.
2. If a player plays more than the maximum table limit and the dealer is not aware of it, the
maximum table limit will apply. Contact the Supervisor before handing any overage back to
the player.
3. The dealer must obtain approval from the Table Games Supervisor for any pay off that
includes gaming cheques of $100 or higher.
4. When two or more people are playing at the game and one bankroll is being used, each
player will be allowed their own bets provided the maximum table limit per bankroll is not
exceeded.
5. Should any question arise on a table limit bet the dealer will announce, "All bets play to the
table maximum.
6. Each player is responsible for the positioning of his or her own bet, regardless of whether the
dealer helped place the bet. If the player cannot reach a bet, verify what the player wishes to
bet and place it for them as time allows.
7. No bets should be picked up until the marker is removed.
8. Do not stack bets that ride once.
9. Toke bets are offset from the guests bet on the inside and next to the guests bets on the
outside. When paying the toke bet on the inside, pay the guests first, then yourself. When
paying on the outside, pay the guest first and then pay the toke bet. Always notify the
Supervisor of a winning toke bet.
10. A player may toke the dealer up to 10% over the table maximum. Dealer tokes are paid last.
11. The extra ball should be placed in the spindle at all times so surveillance can track the
location of both balls.
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NO SPIN CALLS
1. If the ball goes out of the wheel
2. When the ball is called a floater (hung up on the wheel head for more than 3 revolutions)
3. If the ball spins less than three revolutions
4. Foreign object(s) end up in the wheel head
5. More than one ball in the wheel head
MUCKERS
MUCKERS DUTIES
1. Provide game security, to include: Be alert to any questionable bets, check that the
correct number was marked, and ensure the layout was cleared correctly before getting
payoff stacks ready.
2. Provide game assistance to the Roulette dealer by sorting and stacking game cheques.
3. Muckers will provide the dealer with full stacks. The dealer will determine the payoff.
4. The Mucker may not stack value cheques.
5.
Only the dealer may handle tokes. The Mucker may never handle tokes.
6. Conversations with the dealer not related to the game are prohibited.
7. Muckers should not call out the winning number or play with the chips.
RAPID ROULETTE
OPENING THE GAME
1. Dealers & Supervisors follow standard procedures outlined in the Table Games
Procedures manual to open the actual roulette table.
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2. Supervisors log on to the table with the Rapid Roulette Supervisors card and swipe it
through the magnetic card reader to access the Streamline Game Controller (SGC)
3. Opening the Table command is used to initialize the Rapid Roulette game system, and to
start a new game session. From the Options menu, select the Open Table button. You
will be asked to swipe the Supervisor Card and confirm that you wish to open the table.
When confirmation is received and authorization granted, the table will be opened and
you will be advised to check the Gaming Day date.
4. Check the Gaming Date from the Options menu. Check that the date associated to
Gaming Day is correct. If incorrect, go to Admin screen; select the Table Config button
to view the gaming date screen. Press clear, change the date and select Confirm.
5. Confirmation of any changes will require Table Games Supervisor authorization.
BUY IN PROCEDURES
1. Players may buy in for Cash, Cheques or Credit. The dealer goes to the Automated
Transaction Station (ATS) at which the player is seated and collects the players money
on a clip board (do not take the money out of the players hand). The dealers will go to
the roulette table and count out the cash or cheques on the table as prescribed in the Table
Game Procedure manual. The dealer should always be in a position so that the player can
see the entire transaction.
2. Once the money is counted down select the ATS (on the main gaming screen) that the
player intends to play on. Select the ATS Data Box, and then select the Buy In option.
Credit the player with the buy-in amount by entering the amount in the appropriate boxes,
and then confirm the action. Buy-ins over $500 will require Supervisor authorization.
When confirmed, the ATS terminal will display the balance for the player.
3. After the information is inputted into SGC drop the money in the cash box.
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confirmed spin result is now relayed to all active ATSs, which completes a gaming cycle.
Note: When the winning number has been confirmed and relayed to the ATSs, the
Winning Number box on the SGC is grayed out and the New Game button is reenabled for the next gaming cycle.
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MINI/MIDI BACCARAT
SHUFFLE PROCEDURE
NEW CARDS - GENERAL
1. New decks may be put on a game, at any time, at the discretion of a Table Games
Supervisor.
2. Surveillance must be called whenever the cards are changed.
3. Mini and Midi Baccarat uses 8 to 16 boxes of standard Baccarat cards on a table
depending on whether the game is using a shuffle machine or the game is hand-shuffled.
4. The Supervisor may remove the cellophane at the podium, but the seals on the boxes
must be broken by the Supervisor at the table in front of the dealer and players.
NEW CARDS -SHUFFLE MACHINE- SUPERVISOR
1. New cards will be put on the game at the game is opened.
2. When the first 8 decks have been removed from the shuffle machine, verify that all cards
have been removed, and cancel by marking two opposite sides of the cards with a black
magic marker and completing a card control sheet.
3. Repeat with the second set of used cards from the discard rack.
4. Place 8 new decks of standard Baccarat cards on the table in front of the rack.
5. The dealer will begin the NEW CARDS - DEALER portion of the shuffle.
6. On a dead game, the Supervisor will cut the cards.
7. Repeat steps 4-6 using 8 new decks of a different color.
NEW CARDS HAND-SHUFFLED SUPERVISOR
1. Call surveillance anytime a hand shuffle is used.
2. Approve shuffle procedure when announced.
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3. The Table Games Supervisors remove the 8 used decks, and cancels them by marking
two opposite sides of the cards with a black magic marker and completing a card control
sheet.
4. The 8 new decks of standard Baccarat cards will be placed on the layout in front of the
rack.
5. The dealer will begin the NEW CARDS-DEALER portion of the shuffle and spread 8
decks face up including the jokers.
6. The Supervisor will check the new cards for completeness and accuracy, watch the
entire shuffle, and approve the roll when requested. After the cards are checked, the
supervisor will count and box the jokers.
7. On a dead game, the Supervisor will cut the cards.
NEW CARDS - SHUFFLE MACHINE - DEALER
1. Remove 8 decks of cards from the boxes and separate the jokers. Spread the jokers in
groups of four at the end of each spread deck of cards to be easily read by the TGS and
Surveillance. The Supervisor will count and box the Jokers.
2. Place the cards in the discard holder in a crisscross manner and neatly place the empty
boxes and jokers behind the discard holder.
3. Spread all 8 decks on the layout face up to check for missing cards, marks and any other
irregularities.
4. Upon acknowledgement of the Supervisor, check the backs for matching color, marks,
and any other irregularities, and place each deck in front the rack.
5. Shuffle each deck twice and toss gently into the middle of the table. Wash 4 decks at a
time, and then all 8 decks together before loading into the shuffle machine.
6. Press the green button to begin that portion of the shuffle sequence.
7. Repeat this process for the 8 decks of a different color.
NEW CARDS HAND-SHUFFLED DEALER
1. Remove 8 decks of cards from the boxes and separate the jokers. Spread the jokers in
groups of four at the end of each spread deck of cards to be easily read by the TGS and
Surveillance. The Supervisor will count and box the Jokers.
2. Spread all 8 decks on the layout face up to check for missing cards, marks and any other
irregularities.
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3. Upon acknowledgement of the Supervisor, check the backs for matching color, marks,
and any other irregularities, and place each deck in front of the rack.
4. Shuffle each deck twice and toss gently into the middle of the table. Wash and restack
into one pile. Verify that no cards fell to the floor or were left under scorecards.
5. Check for cards turned face-up approximately two decks at a time.
6. Make two equal stacks (A and B), turn the right side and begin the standard ABC shuffle.
a. Take approximately 2/3 of a deck off each stack (A & B), shuffle and place in a
new stack (C) between stacks A and B. Now take approximately 2/3 of a deck off
A and C, shuffle and place on C, now 2/3 off B and C, shuffle and place on C,
repeat- A and C, B and C, etc. continuing until all the cards are in one stack (C).
b. Break the stack (C) into 2 stacks (A and B) again and cut the right stack. Place a
cut card where stack C will be created again. Take approximately 2/3 of a deck
off each stack (A&B), shuffle and lace into stack C. Repeat this process until all
the cards have been shuffled and left laced in stack C.
7. Announce the roll, wait for acknowledgement and square the cards against the shoe.
8. Offer the cut to a player. If there are no players, the Supervisor will cut the cards.
9. With the cards again squared against the shoe, the dealer will use the cut card to shave at
least 1 Full Deck from the front, spreading them facedown from right to left.
10. Fourteen (14) cards are cut and put in the back of the stack. The shoe is then loaded.
11. The first card is drawn from the shoe, facedown, and placed under the tip of the shoe
until a player arrives. If a player is present, the card is turned up, indicating the number
of cards to be burned.
SHUFFLE - GAMES WITH SHUFFLE MACHINES
1. After the last hand of the shoe, announce, Shuffling.
2. After authorization from the Table Games Supervisor, remove the remainder of the cards
from the shoe and place them in the discard rack on top of the other cards.
3. Take 1/3 of the cards from the discard rack at a time, fan to check for overturned cards,
and place them into the shuffle machine. Repeat this process until all the cards are in the
shuffle machine.
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4. Remove the other set of cards that have been shuffled and waiting in the shuffle machine.
Always keep your eyes on the game and the rack.
SHUFFLE - GAMES WITHOUT SHUFFLE MACHINES
1. After the last hand of the shoe, announce shuffling.
2. After authorization from the Table Games Supervisor, remove the remainder of the cards
from the shoe and place them in the discard rack on top of the other cards.
3. Check for cards turned face-up approximately two decks at a time.
4. Make two equal stacks. Turn the right side and begin the ABC shuffle.
a. Take approximately 2/3 of a deck off each stack (A & B), shuffle and place in a
new stack (C) between stacks A and B. Now take approximately 2/3 of a deck off
A and C, shuffle and place on C, now 2/3 off B and C, shuffle and place on C,
repeat- A and C, B and C, etc. continuing until all the cards are in one stack (C).
b. Break the stack (C) into 2 stacks (A and B) again and cut the right stack. Place a
cut card where stack C will be created again. Take approximately 2/3 of a deck
off each stack (A&B), shuffle and lace into stack C. Repeat this process until all
the cards have been shuffled and left laced in stack C.
5. Announce the roll, wait for acknowledgement and square the cards against the shoe.
THE CUT
1. Offer the cut to the first player. On successive shuffles, the cut is to be rotated to the next
player. If there are no players the Supervisor will cut the cards. When the cards are
offered for the cut, the last card in the stack should face the dealer.
2. A player must cut at least a deck from either end.
3. With the cards again squared against the shoe, the dealer will use the cut card to shave at
least 1 deck from the front, spreading them facedown from right to left.
4. Cut card is placed 14 cards counting from right to left. This group of cards is then placed
to the rear of the shoe and the shoe is then loaded.
5. The first card is drawn from the shoe, facedown, and placed under the tip of the shoe
until a player arrives. If a player is present, the card is turned up, indicating the number
of cards to be burned.
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3. Four cards are then dealt from the shoe face down, the first and third cards dealt will be
the Player's hand, the second and fourth cards will be the Bank's hand.
4. The dealer will pass the Player hand to the customer with the highest wager on the Player
side, leaving the Bank hand tucked under the shoe.
5. After the Player hand is returned to the dealer and announced, the dealer will then pass
the Bank hand to the customer with the highest wager on the Bank side.
6. After this hand is returned and announced, if a third card is required, the dealer will pass
the Player card to the customer with the highest wager on the Player side. After the
customer looks at the card and returns the card to the dealer, the dealer will place the card
horizontal to the first two cards, announcing the total.
7. If a third card is required for the Bank side, repeat as above for the customer with the
highest wager on the Bank side.
8. The dealer must call the hands loud enough to be heard by everyone, including the
Supervisor.
9. After the winner is determined, slightly advance the winning hand forward and collect all
losing bets starting from the right side of the table. Bets over five cheques high must be
broken down, restacked and offset. All payouts must be announced and proven.
10. Pick up losing bets from the outside in. Losing Player or Bank bets should be picked up
first before any Tie bets or Dragon bets.
11. All losing bets should be placed on the layout, in front of the rack until all winning bets
have been paid. After all winning bets have been paid; the losing bets shall be placed in
the rack.
12. Unlimited free hands for customers are permitted upon request.
TIE BETS
1. The minimum Tie Bet is $5. Tie bets are to be in increments of $5 provided the
minimum bet of the table is met on a traditional Baccarat wager. A customer may bet the
Tie only, provided they meet the Table Minimum for the primary wager. For instance, if
the table minimum is $25, the customer must wager at least $25 if they are only betting
the Tie.
2. Winning Tie bets are to be tapped to the bet and paid to the customer beyond the betting
area.
DRAGON BONUS
1. Players must make the Dragon Bonus wager before the dealer reveals any cards.
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2. The dealer will then deal the traditional baccarat hand according to our house procedures.
3. When the hand is over, the dealer will reconcile the hands according to our house
procedures. As per our house policy take all losers first, and then pay the winners then
Dragon Bonus by position.
Notes on naturals:
a. Natural winners pay even-money on the Dragon Bonus
b. In the event of a natural that ties, the Dragon Bonus pushes.
c. Dragon Bonus $5-$100.
d. Players do not have to make a traditional baccarat wager, but if betting only the
Dragon Bonus, they must meet the table minimum.
e. Players may hedge their bets. They may for example, make a traditional wager on
Player and a Dragon Bonus on Banker. They may also make a wager on both the
Player and Banker Dragon Bonus, or any combination of Player, Banker, Tie,
Dragon Player and Dragon Banker.
f. The maximum toke payout on the Dragon Bonus is $1000 per wager per round.
COMMISSION
1. A 5% commission will be charged, immediately, on all winning Bank bets, in units of .
25 cents ($5.00 = .25 cents).
2. The bet should be paid first, before charging for the commission.
MISCELLANEOUS
1. If the game goes dead, the dealer may stand.
2. If a card is exposed accidentally, the Supervisor must be called. The Supervisor will
instruct the dealer to deal one free hand.
3. One complete hand will be dealt after the first green cut card comes out.
4. If the green cut card appears in the shoe window before a new hand is dealt, two
complete hands will be dealt.
5. Standard game language must be adhered to.
6. The dealer should cover the shoe window with the left hand as much as the game allows.
7. The dealer should case the layout, making sure all bets are down and clearly defined
before cards are dealt.
8. The dealer should always have their eyes on the cards passed to the customer.
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9. On Midi, extra attention is necessary to ensure that the customer is given the correct
hand.
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11. Leave all Envy qualifying hands spread on the table until the end of the round.
12. Leave all Envy lammers in position until the completion of the hand.
BONUS
8000 to 1
2000 to 1
1000 to 1
400 to 1
150 to 1
50 to 1
25 to 1
5 to 1
4 to 1
3 to 1
2 to 1
ENVY BONUS
$5000
$1000
$500
$250
$50
$20
$5
*Royal Flush (with or without Joker) with an additional two cards of a suited King and Queen.
$50,000 MAXIMUM PAYOUT PER PLAYER
$50,000 AGGREGATE WIN PER ROUND
(Envy Bonus Bet Excluded)
SHUFFLE PROCEDURE
NEW CARDS GENERAL
1. New decks may be put on a game at any time at the discretion of the Table Games
Supervisor.
2. Cards will be changed every four hours starting at the beginning and end of the shift on
the games with shuffle machines.
3. Cards will be changed every two hours starting at the beginning and end of the shift on
games that are hand shuffled.
4. Pai Gow Poker uses 53 cards. One Joker stays with the deck.
NEW CARDS - TABLE GAMES SUPERVISOR
1. The Table Games Supervisor may remove the cellophane at the podium, but the seals on
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the boxes must be broken at the table in front of the dealer and any players.
2. Pai Gow Poker uses two decks with the shuffle machine, each a different color.
3. Remove one old deck from the discard rack and the other deck from the shuffle machine.
4. Spread each deck, one at a time, face up, in front of the dealer and inspect for any
irregularities.
NEW CARDS - DEALER - SHUFFLE MACHINE
1. Inspect individually, each deck in front of the rack and check for missing cards, marks,
scratches, irregularities, etc.
2. After checking the front of the cards and upon Supervisor approval, check the backs of
the cards.
3. Place one deck in the discard rack and wash the other deck.
4. Place the washed deck in the back of the shuffler and press the shuffle button. (Wash &
Load)
5. After washing the second deck, wait for the shuffler to finish shuffling the first deck.
6. Press the green button on the shuffler to deliver the first (now completely shuffled) deck
of cards ready for play to the front of the shuffler.
7. Place the second deck of cards in the back of the shuffler to be shuffled.
8. Between each round, the cards are to be stripped, riffled once before being placed into the
shuffler. (Strip, Riffle, & Load)
NEW CARDS DEALER, HAND-SHUFFLED
1. Spread the deck face up in front of the rack and check for missing cards, marks,
scratches, irregularities etc.
2. After checking the front of the cards turn them over and check the backs.
3. The shuffle shall proceed as follows:
d.
a. QUICK STRIP (2-3 MOVES) THE BOTTOM 1/3 ABOVE THE REST
OF THE DECK*
b. TURN ONE HALF
c. SHUFFLE
QUICK STRIP (2 to 3 moves) THE ENTIRE DECK
e. SHUFFLE
f. BOX**
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g. SHUFFLE
*Bring 1/3 of the cards from the bottom to slightly above the rest of the deck and
strip only that portion of the cards twice. The strip is very low and parallel to
the rest of the cards, ensuring that the players will not be able to see the faces of
the cards.
** Box: Bring 1/3 of the cards from the bottom; place them on the top of the rest
of the cards.
4. Upon completion of the shuffle, the dealer will utilize a poker style cut.
DEAD GAME POLICY
Spread (1) one deck on the layout, and put other deck in the back of the machine READY to
shuffle.
GAME PROCEDURES
DEALER SHUFFLE MACHINE
1. When a shuffle is complete the green button is pressed again (cards will automatically
unload onto tray).
2. Last call will be made and all bets will be final before cards unload onto the tray.
3. The dealer cannot be relieved once the first hand is delivered.
4. As the cards unload, a random number will appear on the display in the center of the
table. This number will determine which seat receives the first hand. The bank counts as
one and rotation is counter-clockwise.
5. Hands will be delivered to corresponding seats until all players, including the dealer, have
a hand. Any remaining dead hands may be directly discarded. Dead hands must not be
exposed.
6. The remaining four cards should be spread face down to check integrity of deck.
7. Players will not pick up their cards until the green light goes off indicating the shuffler
was unloaded successfully. If the red light comes on notify your supervisor.
8. Other than four cards remaining will result in a miss-deal. Re-deal with the next deck
and take a new random number.
9. Players hands with plus or minus seven cards will be void if the integrity of the deck is
found to be valid (four cards remain).
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10. A miss-deal will always be called if the bank hand is plus or minus seven cards.
11. To resume play, press the green button; strip, riffle and load the deck that was spread.
12. Players must be seated to play the hand.
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8. If a die is cocked (cocked dice result when a die leans against another die rather than
resting flat on the surface of the bottom of the cup), call the natural fall of the die (the
way the die would have fallen if the object were not present).
9. If the dice land with one on top of the other it will not be counted. Dice will be shaken
again.
10. Players may change the amount of their bets prior to the shaking of the dice cup after
which all bets are set.
BANK ROTATION
1. The dealer will always bank the first game.
2. The bank is rotated counter clockwise and alternated between the players (active spots)
and dealer after each game.
3. A bank marker will be used to indicate whose turn it is to bank.
4. The house will bank for those players who choose to pass the bank.
5. The house will always bank after a player bank. For example, if player in seat #3 banks,
the house will bank the next game, before the bank is offered to the next player.
6. The dealer should not encourage players to bank. The dealer should just give the players
the option.
7. A particular player can only bank once during a rotation. (A player who changes seats
will not get a second opportunity to bank).
8. A new player must first wait for the dealer to bank before they are allowed to bank.
DEALER - BANK PROCEDURES
1. After all cards have been delivered, the dealer will place the bank marker on top of their
cards. The dealers hand will always be set last.
2. Players will arrange their cards setting the two-card hand in front and the five-card hand
in back. The five-card hand (back hand) must be of higher rank than the front hand. **In
the event that a patron sets a fouled-hand (two-card hand is of higher ranking than the
five-card hand), the supervisor is to be called and after their approval, a one-time
courtesy will be given to the patron to reset the hand according to the house ways, the
dealer then acts on the hand (win, lose, or push). Patrons will not be allowed to make
changes to a non-fouled hand after the house hand has been exposed.
3. Do not contradict or discuss the manner in which players set their hand. Do not offer
advice if you are not asked.
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4. If a player requests advice from the dealer, the dealer will show the player the House
Way. The dealer will administer the advice in a manner in which game protection can be
maintained; with proper body positioning to the game, and all bets and cards in view. If
game security cannot be maintained, set the hand after all other player hands are set.
5. If a player requests advice from another player, the player giving the advice must have
first set their hand.
6. Never allow players to remove or hold cards outside the rim of the table.
7. After all players' hands are set, the dealer will turn their hand face up on the table and
arrange it according to the House Way. The dealer sets their hand with the five-card hand
closest to the chip tray and the two card front hand closer to the betting circles.
8. The dealer will expose and spread the players' hands beginning with seat #1 (on dealer's
right).
NOTE: When picking up cards, first collect the 2 card hand and then the 5 card hand
so the 2 card hand is on top when placed in the discard rack.
9. The dealer's hand must be set the House Way, without exception.
10. If the dealers hand is played wrong and it is discovered during play, the money and cards
will be backed up and hand reset. THE TABLE GAME SUPERVISOR MUST BE
NOTIFIED.
11. The banker cannot set an automatic loser. If the paying and taking process is taking place,
the hand must be correctly set, the table games supervisor notified, and all transactions
corrected.
12. Player-banker has the option to not set the hand the house way.
13. No hands will be backed up to make corrections in payoffs or procedures until notifying a
Table Games Supervisor.
14. Hands are ranked according to traditional poker rankings except A-2-3-4-5, which is the
second highest straight.
15. Hands are compared front hand to front hand and back hand to back hand.
16. The dealer announces all decisions verbally.
17. The Dealer pays one player at a time, starting from third base, acting on the Fortune bet
first.
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18. If the Fortune bet loses, the dealer will place it in the rack immediately, not on the layout
as with the regular Pai Gow Poker Bet.
19. If the Fortune bet wins, the dealer will cut out the payoff in front of the chip tray, stack it
up, and then push it towards the player.
20. The dealer will then act on the regular Pai Gow Poker hand.
21. If the Fortune bet wins $200 or more, authorization is required from the Table Game
Supervisor before the bet is paid.
22. If the Fortune pay-off is 300 to 1 or greater, and at least $600, the Table Games
Supervisor or a manager will need to fill out a W-2G or other appropriate tax form. In this
case, skip paying the Fortune portion of the bet, and continue as normal. Then return to
that player and follow the Table Games Supervisors instructions for paying the bet.
23. If both of the players hands win, the player is paid and the cards placed into the discard
tray.
24. If both of the players hands lose, move the bet to the center of the table, and put the
cards in the discard tray.
NOTE: When picking up cards, first collect the 2 card hand and then the 5 card hand
so the 2 card hand is on top when placed in the discard rack.
25. When one of the players hands wins and the other loses, the dealer will announce a push
and place the cards in the discard tray.
26. In the case of an exact tie on a given hand, the banker hand wins.
27. If a player pushes or loses with a 4 of a kind or better, leave the players hand out
because this constitutes a winning hand for the Envy Bonus.
28. All Envy Bonuses will be paid at the end of the round prior to collecting the
qualifying hand.
29. The losing bets will be moved from the center of the table to the chip tray before paying
the winning bets. Be careful to keep the cards and bets in order in case hands must be
backed up (hand set incorrectly).
30. Acting on each hand individually, winning bets are paid and a 5% commission is
collected.
31. Cards are placed in the discard tray.
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32. When a player surrenders their hand, spread and count the cards face down before taking
the bet.
PLAYER - BANK PROCEDURES
1. When a player wishes to bank, the player banker must have sufficient bankroll on the
table to cover all bets. Place the bank marker in that players betting circle. If the playerbanker wants to bank from a spot other than the spot of his last wager, verbally confirm
with the player that they are playing a different spot than the last hand and that the
different spot is the spot they would like to bank from.
2. The dealer will act as a player and place a bet up to the amount of the player-bankers last
bet (single highest if more than one hand was played) plus 10%. A player playing two
hands cannot combine the amount of both hands to bank. The bet cannot exceed the table
maximum, but can be less than the player-bankers last bet.
3. A player-banker cannot look at their cards until all other players, except the dealer, have
set their hands. If there are no players to player-bankers immediate right or left, or if
players on the right and left have set their hands, the player-banker may set their hand at
the same time as the other players. The dealer, as always, sets their hand last.
4. Player-banker's hand is now exposed and compared with the dealer's hand:
a. If the dealer's hand wins the cards are left face up, moved to the right with the bet
placed on top.
b. If the dealers hand loses, the same procedure is followed except the cards are
turned face down.
c. In the case of a push, the dealer will return their bet to the chip tray and place the
cards in the discard tray.
5. The player-banker's hand is now moved to the center of the layout. The dealer will
expose and act on all other players hands beginning with seat next to the banker and
continuing counter-clockwise.
6. Keep the player-bankers hand as set by the player. Do not reset the House Way.
7. The Fortune bet for the player-banker will be paid or taken as appropriate.
8. As each hand is determined in rotation, the Fortune bet will be paid from the house
bankroll. Winning Fortune bets will be stacked up and handed off to the player.
9. All losing Fortune Bonus bets go to the house and are put in the chip tray immediately.
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10. All winning player hands will be paid and the cards placed into the discard tray.
11. All losing or push hands will be collected and placed in the discard rack.
12. Bring all losing player bets on the same side of the table as the banker.
13. Winning bets will be paid color for color. A 5% commission will be collected on all
winning player bets.
14. A player-banker pays commission on their net wins. Break down checks in front of the
player-banker's betting circle to determine the commission to be collected.
15. If a player-banker is a net loser, request the additional amount needed from the playerbanker.
16. Return any difference to the player-banker after all winning bets are paid.
17. Dealer-player partnership banks will not be allowed.
18. The bank (player or dealer) can never set an automatic loser. The hand will be reset.
19. When there is only one player at the game and that player is banking it is not necessary to
move the bankers hand to the center.
20. The bankers hand (both dealer and player) will always go in the discard rack last.
COMMISSIONS
1. The dealer will collect a 5% commission on all winning bets.
2. The dealer, in front of the chip rack, must prove all commissions.
3. Commissions are to be rounded up in increments of $5. A $6 bet will be rounded up to
$10 and .50 cents commission will be collected.
4. Commissions are collected from the player-banker on their net win.
5. Commission will not be collected on wagers bet for the dealer.
MULTIPLE BETS
1. A maximum of three players will be allowed to bet in one betting circle.
2. The original or seated player will bet first. Table limits will apply to the total amount
wagered in one betting circle.
3. Multiple bets are made only with the consent of the seated player.
90
4. Only the seated player can handle the cards. Discussion of the hand is allowed among
players betting in same circle. The seated player has the final decision on how the hand is
set.
5. Each player is responsible for their own bet and commission.
6. The dealer will act on each bet separately.
7. Seated players can make up to two side bets. These bets can be the table minimum and do
not have to be next to each other.
8. Players who are making side bets only can make up to three bets.
91
Use the Highest card in the High hand. Use the second and third Highest cards in the
Low hand.
ONE PAIR
Always use the pair as the High hand and use the next Highest-ranking cards in the Low
hand.
TWO PAIR
With no Ace, always split and place the lowest pair in the Low hand.
If the hand contains an odd Ace (or Joker), keep the two pair together in the High hand
and play the odd Ace (or Joker) in the Low hand.
THREE PAIR
THREE OF A KIND
Always keep the three of a kind in the High hand except when the hand contains three
Aces.
When the hand contains three Aces, split the Aces keeping a pair of aces in the High hand
and one ace in the Low hand.
FULL HOUSE
The exception is when the Low pair is a pair of 2s, and the hand also contains an
Ace/King in it. Play the Ace/King in the Low hand.
FOUR OF A KIND
92
6s thru Kings: Split unless an Ace can be played in the Low hand, then keep the four of a
kind in the High hand.
Aces: Always split unless with a pair of Kings, then keep the four Aces in the High hand.
With No Pair: When given the choice to play either a straight, flush or straight flush, play
the hand which will allow the Highest two cards to be played in the Low hand.
With One Pair: Play the pair in the Low hand only if a straight, flush or straight flush can
be preserved in the High hand.
FIVE ACES
Split to use a pair of Aces in the Low hand. Keep together only when the hand contains a
pair of Kings.
93
The Assistant Casino Manager and/or Supervisor will complete the required tax forms.
3. The deck of cards that are in use when a 7-Card Straight Flush (Joker or No Joker) or a
Royal Flush Plus Royal Match is dealt will be sent to surveillance according to our Poker
Derivative jackpot procedure.
94
BIG 6
GAME PROCEDURES
GENERAL
1. Always use good judgment in allowing the customers ample time to place their bets.
2. When the game goes dead, be sure to keep the wheel spinning at regular intervals to
attract potential players.
3. Alternate the direction of the spin each time.
4. All winning numbers should be called out in a clear voice.
5. The Table minimum is $2.00. The maximum is $1000. The max payout is $1000.
6. All bets must be placed before spinning the wheel.
7. Bets should be placed in a location corresponding to where the player is standing.
8. Spin the wheel from a low, middle and high position with enough force to make at least
three complete revolutions. Avoid spinning the wheel too hard. Three to five revolutions
are sufficient.
9. As you begin to spin the wheel say, no more bets please to indicate to the players that
no more betting will be allowed on that spin.
10. All losing bets must be taken before paying any winning bets.
11. Always face the layout. Use the mirror on the table to see where the indicator stops.
12. Never allow anyone to stand behind, stand beside or touch the wheel at any time.
13. Never use the brass pins to spin the wheel.
14. Call your Supervisor if assistance is needed.
15. If the indicator stops between two numbers, the winning number will be the last number
passed.
95
96
k.
h. QUICK STRIP (2-3 MOVES) THE BOTTOM 1/3 ABOVE THE REST
OF THE DECK*
i. TURN ONE HALF
j. SHUFFLE
QUICK STRIP (2 to 3 moves) THE ENTIRE DECK
l. SHUFFLE
m. BOX**
n. SHUFFLE
*Bring 1/3 of the cards from the bottom to slightly above the rest of the deck and
strip only that portion of the cards twice. The strip is very low and parallel to
the rest of the cards, ensuring that the players will not be able to see the faces of
the cards.
** Box: Bring 1/3 of the cards from the bottom; place them on the top of the rest
of the cards.
3. Upon completion of the shuffle, take the green cut card and place it in front of the deck on
the table. Take the top half of the shuffled deck and place it on top of the green cut card.
Next, place the other half of the deck, on top of the first half.
97
1.
Spread (1) one deck on the layout, and put other deck in the back of the machine READY to
shuffle.
HOUSE RULES
1. No showing or discussing of hands between players.
2. One hand per player.
3. No late bets.
4. No shoulder bets.
5. Players must be seated when playing and cards must remain over the layout.
6. Cards may be handled by players with two hands but must remain openly visible at all times.
7. All bets are in $5.00 increments unless otherwise noted.
8. Cash wagers are not allowed.
9. The maximum tip on any poker-derivative game, inclusive of Fortune Pai-Gow Poker, is
$1,000 payout, per wager, per round.
10. Strip, riffle and load between each round of play.
11. One hand per player unless approved otherwise by a Manager. Exception: on Three Card
Poker players may play up to two (2) hands at the table minimum.
98
99
4. Bet Ante, Pair Plus, and 6-Card Bonus bet. The 6 Card bonus, Pair Plus, and Ante
amounts are unrelated provided they meet the table minimum on the Ante and Pair Plus. The
6-Card Bonus wager minimum is $5 (regardless of the table minimum) and maximum is
$100. All bets must be in $5 increments.
5. The Ante and Pair Plus bets may be different amounts.
6. The Ante and Pair Plus bets must be placed before the cards are dealt.
7. Players may play up to two (2) hands at table minimum
ACTION
1. Each player and the dealer receive 3 cards. Cards are distributed from left to right.
2. Players will not touch their cards until the green light goes off indicating the shuffler was
unloaded successfully. If the red light comes on notify your supervisor immediately.
3. A player with an Ante bet will either: Fold and forfeit the Ante or Place a Play bet
equal to the Ante bet.
4. Both the Ante and the Play bets are against the dealer.
5. The dealer will expose and set their hand.
6. The dealer qualifies with a Queen-high or better.
7. Starting from right to left, the dealer will compare their hand to the players hands. If the
player wins, the dealer will pay according to the PLAY PAYOFFS chart.
8. The Dealer will pick up each players cards and discard them before going to the next player.
9. If a player loses, the dealer will pick up the players money first, then the cards.
10. Each players bet will be resolved at one time (pick and pay), before the dealer moves on to
the next players hand.
11. Pick up losing bets from back bet to front bet.
12. As with all poker derivative games, strip, riffle, and load the deck between rounds.
13. Be extra careful not to expose the dealers bottom card when lifting the cards off the
shufflers discard tray (use your left hand to shield the front of the dealers cards while
removing from the machine).
14. When placing the dealers hand on the table, be sure to keep the cards aligned so the backside
of only one card is exposed. This protects the house in the event of a marked deck.
100
1x1
4x1
5x1
PAIR PLUS
Pair plus is always paid as follows regardless of the dealers hand.
High card (none of below)
Pair (2 of same kind)
Flush (3 in same suit)
Straight (3 in sequence unsuited)
Three of a kind (3 same kind)
Straight flush (3 in sequence suited)
0
1 to 1
3 to 1
6 to 1
30 to 1
40 to 1
RANKS
1. Straight ranks higher than Flush.
2. Three-of-a-Kind ranks higher than a Straight.
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101
3. Ace is always high, except in 32A sequence. This sequence is the lowest Straight and
Straight Flush.
PLAY STRATEGY
RULES
1. When a player has a winning Pair Plus bet and an Ante bet, a Play bet must be
placed to stay in the game.
2. The best strategy for a player is to play with a Queen-high or better.
3. The dealer should never tell a player that it is better to play every hand.
4. A dealer should never tell a player that it is better to play with a King-high, but not
with a Queen-high.
5. A dealer should never tell a player that it is better to bet Pair Plus only.
6. All bets are in $5.00 increments.
Dealer bet will be paid as a Royal Flush on 6 card Super Royal hand ($1,000 max
payout).
6. Players must make the wager before any cards are dealt.
7. The 6 Card Bonus is based on the Players 3 Cards and the Dealers 3 Cards combined to
make the best 5 card or 6 card hand.
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8. If the guest has a qualifying hand (3 of a kind or better), the dealer will pay according to
the pay table.
9. If the guests hand does not qualify, the dealer will collect the wager when settling the
hand.
10. The guest can win the 6 Card Bonus even if they choose to fold the hand. In this
case, you take the Play, Ante and Pair Plus wagers and then tuck the cards under
the 6 Card Bonus and settle that wager in sequence after exposing your hand.
11. The Millionaire Maker cards must be turned over and exposed to the players,
Supervisor, and Surveillance even if there were no Millionaire Maker wagers.
12. There is no aggregate payout.
Hand
6 card Super Royal Flush Diamonds
6 card Super Royal Flush Hearts/Spades/Clubs
5 card Royal Flush
5 card Straight Flush
Four of a Kind
Full House
Flush
Straight
Three of a Kind
$1,000,000
$100,000
1,000 to 1
200 to 1
50 to 1
20 to 1
15 to 1
10 to 1
5 to 1
HOUSE RULES
1. No showing or discussing of hands between players.
2. One hand per player.
3. No late bets.
4. No shoulder bets.
103
5. Players must be seated when playing and cards must remain over the layout.
6. Cards may be handled by players with two hands but must remain openly visible at all
times.
7. All bets are in $5.00 increments unless otherwise noted.
8. Cash wagers are not allowed.
9. The maximum tip on any poker-derivative game, inclusive of Fortune Pai-Gow Poker, is
$1,000 payout, per wager, per round.
10. Strip, riffle and load between each round of play.
11. Players may play up to two (2) hands at the table minimum.
CORRECTING MISTAKES
WRONG NUMBER OF CARDS
If any player or the dealer is dealt an incorrect number of cards or the incorrect
number of Millionaire Maker cards is dealt, it is a misdeal. The Dealer will:
Announce a misdeal.
Notify a supervisor.
Collect all cards
Verify that the deck has 52 cards. If necessary, replace the deck.
SHUFFLER MALFUNCTIONS
1. Refer to the troubleshooting guide on the back of the shuffler. If the shuffler continues to
malfunction:
104
2. If the dealer, or any player, receives an incorrect number of cards, the entire round is void.
MANUAL PROCEDURES
In the event the shuffle machine malfunctions and no spare is available the game will need to be closed
until a shuffle machine can be used. Under no circumstances can a Millionaire Maker game be dealt
by hand.
LET IT RIDE
105
7. The player may ask for their second bet back or may Let It Ride.
8. The dealer's second card is then turned up.
9. The dealer then pays all winning hands according to the payout schedule.
OPENING THE GAME
1. The shuffle machine must be used to deal Let It Ride.
2. Turn the power on.
3. Choose the Let It Ride Millionaire Maker setting from the games menu.
4. Make sure the card recognition option is ON in the shuffler.
DEALING PROCEDURES
1. The dealer waits for players to place their bets. They must have a bet on the $, 1, 2 spots
to play. The 3 Card Bonus bet is optional. The $1 bonus bet is optional. The Millionaire
Maker bet is optional, but to play the bet they must have a 3 Card Bonus bet AND a $1
bonus bet.
2. The dealer takes the deck from the shufflers discard rack and strips, riffles once and then
loads the deck into the shuffler. This signals the shuffler to deal out the first hand. No
more bets are allowed at this time.
3. The dealer will place the first 3 cards out of the shuffler on the Millionaire Maker spot
and covers them with the button. Be extra careful not to expose the bottom card when
lifting the cards off the shufflers discard tray (use your left hand to shield the front of the
cards while removing from the machine).
4. The dealers 2 cards are the next cards out of the shuffler. Be extra careful not to expose
the dealers bottom card when lifting the cards off the shufflers discard tray (use your
left hand to shield the front of the dealers cards while removing from the machine).
Place the cards in the box on the right and slide the top card over the left box.
5. After the dealer gets their cards, the players each receive 3 cards going left to right.
6. Press the green button on the shuffler ejecting all cards from the shuffler. Do not allow
players to touch their cards until the green light goes off indicating the shuffler was
unloaded successfully. If red light comes on notify your supervisor immediately.
106
7. Beginning with the player on the dealer's left, each player signals whether to have their
first bet returned or to Let It Ride.
8. After the players make their first decision, the dealer turns over the card in the left box.
9. Players now make their decision on the second bet and are instructed to tuck their cards
under their Millionaire Maker bet if they have one or in the MM betting spot.
10. The card in the right box is now turned face up. The cards that are face up in front of the
dealer are community cards.
11. Starting with the player to the dealer's right, spread the player's cards to the left and at a
downward diagonal of the players betting spots to determine if it is a winning hand.
12. The dealer will settle the bets from back to front. The LIR bets will be settled, then the 3
Card Bonus bets, and then the $1 bonus bets. Any winning money will be stacked up by
the dealer and handed off behind the players betting spots.
13. The dealer will pay all regular bets according to the pay schedule. Notify Table Games
Supervisor before paying a Straight or better.
14. If a player has a winning $1 Bonus bet pay the bonus bet according to the pay schedule
and take the original $1 Bonus bet, win or lose.
15. Place the player's cards in the shufflers discard rack and proceed to the next player if they
do not have a Millionaire Maker bet.
16. If they have a Millionaire Maker bet then leave the cards spread on the layout and move
on to the next hand.
17. When all hands are decided and only the Millionaire Maker bets are left we will pick up
the dealers cards, put them in the discard rack. Then open and expose the Millionaire
Maker cards. Spread the cards out in front of the dealer. Pay and take from right to left.
18. Pick up all the cards and place in the shuffler discard rack.
19. Pick up the Millionaire Maker cards and place in the shuffle discard rack.
20. At the completion of each hand: strip, riffle and load the shuffle machine to commence
the next round.
BETS AND PAYOUTS
1. Players must make 3 equal bets in $5.00 increments.
2. Each bet will be paid individually.
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107
PAYTABLES
MAIN GAME PAYTABLE
ROYAL
STRAIGHT FLUSH
FOUR OF A KIND
FULL HOUSE
FLUSH
STRAIGHT
3 OF A KIND
TWO PAIR
PAIR OF 10'S OR BETTER
1000
200
50
11
8
5
3
2
1
to 1
to 1
to 1
to 1
to 1
to 1
to 1
to 1
to 1
$ 20,000
$ 2,000
$
300
$
150
$
50
$
25
$
5
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109
4. 6 Card Bonus wager minimum is $5 (regardless of the table minimum) and maximum is
$100 and the bets must be in $5 increments.
5.
Dealer bet will be paid as a Royal Flush on 6 card Super Royal hand ($1,000 max
payout).
6. Players must make the wager before any cards are dealt.
7. The 6 Card Bonus is based on the Players 3 Cards and the Millionaire Maker 3 Cards
combined to make the best 5 card or 6 card hand.
8. If the guest has a qualifying hand (3 of a kind or better), the dealer will pay according to
the pay table.
9. If the guests hand does not qualify, the dealer will collect the wager when settling the
hand.
10. The guest can win the 6 Card Bonus even if they choose to fold the hand. In this
case, you take the $, 1, 2 bets, 3 Card bonus, and $1 bonus wagers and then tuck the
cards under the 6 Card Bonus and settle that wager in sequence after exposing your
hand.
11. The Millionaire Maker cards must be turned over and exposed to the players,
Supervisor, and Surveillance even if there were no Millionaire Maker wagers.
12. There is no aggregate payout.
Hand
6 card Super Royal Flush Diamonds
6 card Super Royal Flush Hearts/Spades/Clubs
5 card Royal Flush
5 card Straight Flush
Four of a Kind
Full House
Flush
Straight
Three of a Kind
$1,000,000
$100,000
1,000 to 1
200 to 1
50 to 1
20 to 1
15 to 1
10 to 1
5 to 1
110
HOUSE RULES
1. No showing or discussing of hands between players.
2. One hand per player.
3. No late bets.
4. No shoulder bets.
5. Players must be seated when playing and cards must remain over the layout.
6. Cards may be handled by players with two hands but must remain openly visible at all
times.
7. All bets are in $5.00 increments unless otherwise noted.
8. Cash wagers are not allowed.
9. The maximum tip on any poker-derivative game, inclusive of Fortune Pai-Gow Poker, is
$1,000 payout, per wager, per round.
10. Strip, riffle and load between each round of play.
CORRECTING MISTAKES
WRONG NUMBER OF CARDS
If any player or the dealer is dealt an incorrect number of cards or the incorrect
number of Millionaire Maker cards is dealt, it is a misdeal. The Dealer will:
Announce a misdeal.
Notify a supervisor.
Collect all cards
Verify that the deck has 52 cards. If necessary, replace the deck.
111
2. If the dealer, or any player, receives an incorrect number of cards, the entire round is
void.
MANUAL PROCEDURES
In the event the shuffle machine malfunctions and no spare is available the game will
need to be closed until a shuffle machine can be used. Under no circumstances can a
Millionaire Maker game be dealt by hand.
PAYING A STRAIGHT FLUSH OR ROYAL FLUSH
1. The Table Games Supervisor will notify the Assistant Casino Manager and Surveillance.
2. The Assistant Casino Manager and/or Supervisor will complete the required tax forms.
3. The deck of cards that are in use when a Straight Flush or Royal Flush is dealt will be
sent to surveillance according to our Poker Derivative jackpot procedure.
112
CRAZY 4 POKER
DESCRIPTION OF THE GAME AND THE PLAY
INTRODUCTION
Crazy 4 Poker uses a standard 52-card deck. The game features head-to-head play against the
dealer and two bonus betsone mandatory, the other optional. Since only four cards are used
to make poker hands, a four-card Straight is a Straight; a four-card Flush is a Flush; and a
four-card Straight Flush is a Straight Flush.
OPENING THE GAME
1. The shuffle machine must be used to deal Crazy 4 Poker.
2. Turn the power on.
3. Choose the Crazy 4 Poker Millionaire Maker setting from the games menu.
4. Make sure the card recognition option is ON in the shuffler.
RANKING OF HANDS
Hands are ranked from highest to lowest as follows:
FOUR OF A KIND
STRAIGHT FLUSH (four suited and sequential cards)
THREE OF A KIND
FLUSH (four suited cards)
STRAIGHT (four sequential cards)
TWO PAIR
PAIR
HIGH CARD
Note: Ace is high except in 4-3-2-Ace sequence.
MANDATORY BETS: ANTE AND SUPER BONUS
The mandatory ANTE and SUPER BONUS bets facilitate head-to-head play against the
dealer. To begin the game, players place two equal wagers: an ANTE wager and a SUPER
BONUS wager. After looking at their hands, players may either fold (or lose both wagers), or
they may stay in the game by making the PLAY wager. The PLAY wager must equal the
ANTE wager, unless the player has a pair of Aces or better. With a pair of Aces or better, the
PLAY may be up to three times the ANTE (even with table max bet; i.e. $100 on ANTE may
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113
RULES OF PLAY
Player folds
1. SUPER BONUS wins when the player gets a Straight or greater. However, failure to
get at least a Straight does not result in an automatic loss of the SUPER BONUS.
This bet pushes when the player gets less than a Straight, but beats or ties the dealer
or the dealer fails to qualify.
2. Hands of Straights or better always receive SUPER BONUS payouts. When the
player has a Straight or better but loses to the dealers qualifying hand, he still
receives SUPER BONUS payouts and the original wager stays on the layout.
3. While the ANTE and SUPER BONUS wagers are mandatory, the QUEENS UP and 6
Card Bonus bets are optional. However, players may make the QUEENS UP and 6
Card Bonus wagers in any $5 increment within posted maximum. Players may bet
more on the QUEENS UP and 6 Card Bonus bet than they bet on the ANTE and
SUPER BONUS.
4. The QUEENS UP side bet wins when the player receives a pair of Queens or greater.
The bet loses when the player fails to get at least a pair of Queens.
PAYTABLES
SUPER BONUS:
4 Aces
4 of a Kind
Straight Flush
3 of a Kind
Flush
Straight
QUEENS UP
4 of a kind
50 to 1
Straight Flush
40 to 1
3 of a Kind
7 to 1
Flush
4 to 1
Straight
3 to 1
2 Pair
2 to 1
Pair of Queens or Better 1 to 1
200 to 1
30 to 1
15 to 1
2 to 1
3 to 2
1 to 1
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DEALING PROCEDURES
1. Each player makes a wager as indicated below, according to posted table limits.
2. Mandatory wagersANTE and SUPER BONUS in equal amounts.
3. Optional wagersthe QUEENS UP and 6 Card Bonus side bets ($5-$100). They must
bet the Ante, Super Bonus, and Queens Up to bet the 6 Card Bonus.
4. Players may make these bets in $5 increments within table limits.
5. The dealer takes the deck from the shufflers discard rack and strips, riffles once and then
loads the deck into the shuffler. This signals the shuffler to deal out the first hand. No
more bets are allowed at this time
6. The dealer will place the first card out of the shuffler on the Millionaire Maker spot and
covers them with the button. Be extra careful not to expose the bottom card when lifting
the cards off the shufflers discard tray (use your left hand to shield the front of the
dealers cards while removing from the machine).
7. The dealers 5 cards are the next cards out of the shuffler. Be extra careful not to expose
the dealers bottom card when lifting the cards off the shufflers discard tray (use your
left hand to shield the front of the dealers cards while removing from the machine).
8. After the dealer gets their cards, the players each receive 5 cards going left to right.
9. Press the green button on the shuffler ejecting all cards from the shuffler. Do not allow
players to touch their cards until the green light goes off indicating the shuffler was
unloaded successfully. If red light comes on notify your supervisor immediately.
10. When all players have either folded (if the player folds and has a 6 Card Bonus wager,
take the losing bets and tuck the cards under the 6 Card Bonus bet) or made PLAY
wagers, the dealer will turn over their five cards and make their best four-card hand. The
dealer will arrange their four-card hand in accordance with house rules.
11. The dealer will then reconcile the hands of those players who have not folded.
12. When the dealer does not qualify (with King-high or better): Starting with the player on
the dealers right, bring the players hand into the working area above the dealers hand
and reveal the players cards spreading them thoroughly.
13. Pay all PLAY bets even money and push all ANTE bets. Resolve QUEENS UP and
SUPER BONUS bets as usual.
14. Handle the bets in this order: PLAY, ANTE, QUEENS UP and SUPER BONUS.
115
15. When the dealer qualifies (with King-high or better): Starting with the player on the
dealers right, bring the players hand into the working area above the dealers hand
and reveal the players cards by spreading them thoroughly.
16.
If the players hand is higher than the dealers, the PLAY and ANTE bets are paid even
money. Reconcile the QUEENS UP and SUPER BONUS as normal.
17.
Place the player's cards in the shufflers discard rack and proceed to the next player if they
do not have a Millionaire Maker bet.
18.
If they have a Millionaire Maker bet then leave the cards spread on the layout and move
on to the next hand.
19.
When all hands are decided and only the Millionaire Maker bets are left we will pick up
the dealers cards, put them in the discard rack. Then open and expose the Millionaire Maker
card. Put the card out in front of the dealer. Pay and take from right to left.
20.
Pick up all the cards and place in the shuffler discard rack.
21.
Pick up the Millionaire Maker cards and place in the shuffle discard rack.
22.
At the completion of each hand: strip, riffle and load the shuffle machine to commence
the next round.
116
19. The 6 Card Bonus is based on the Players 5 Cards and the Millionaire Maker 1 card
combined to make the best 5 card or 6 card hand.
20. If the guest has a qualifying hand (3 of a kind or better), the dealer will pay according to
the pay table.
21. If the guests hand does not qualify, the dealer will collect the wager when settling the
hand.
22. The guest can win the 6 Card Bonus even if they choose to fold the hand. In this
case, you take the Ante, Super Bonus, and Queens Up wagers. The cards are then
tucked under the 6 Card Bonus and settle that wager in sequence after exposing
your hand
23. There is no aggregate payout.
Hand
6 card Super Royal Flush Diamonds
6 card Super Royal Flush Hearts/Spades/Clubs
5 card Royal Flush
5 card Straight Flush
Four of a Kind
Full House
Flush
Straight
Three of a Kind
$1,000,000
$100,000
1,000 to 1
200 to 1
50 to 1
20 to 1
15 to 1
10 to 1
5 to 1
MISCELLANEOUS
1.
The supervisor must notify surveillance on any individual payoffs of $2000 or more.
2.
The ANTE and PLAY bets push in the event of a tie. NEVER use the fifth card as a
tiebreaker.
3.
The player may make a wager for the dealer on the QUEENS UP bet or on BOTH the ANTE
and the SUPER BONUS. (The PLAY wager is not a mandatory wager for a toke as long as the
player makes a PLAY wager for himself)
HOUSE RULES
1. No showing or discussing of hands between players.
2. One hand per player.
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117
3. No late bets.
4. No shoulder bets.
5. Players must be seated when playing and cards must remain over the layout.
6. Cards may be handled by players with two hands but must remain openly visible at all
times.
7. All bets are in $5.00 increments unless otherwise noted.
8. Cash wagers are not allowed.
9. The maximum tip on any poker-derivative game, inclusive of Fortune Pai-Gow Poker, is
$1,000 payout, per wager, per round.
10. Strip, riffle and load between each round of play.
CORRECTING MISTAKES
WRONG NUMBER OF CARDS
If any player or the dealer is dealt an incorrect number of cards or the incorrect
number of Millionaire Maker cards is dealt, it is a misdeal. The Dealer will:
Announce a misdeal.
Notify a supervisor.
Collect all cards
Verify that the deck has 52 cards. If necessary, replace the deck.
SHUFFLER MALFUNCTIONS
4. Refer to the troubleshooting guide on the back of the shuffler. If the shuffler continues to
malfunction:
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2. If the dealer, or any player, receives an incorrect number of cards, the entire round is
void.
MANUAL PROCEDURES
In the event the shuffle machine malfunctions and no spare is available the game will
need to be closed until a shuffle machine can be used. Under no circumstances can a
Millionaire Maker game be dealt by hand.
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GAME PROCEDURE
INITIAL WAGERS
1. Player begins by placing a wager in the spot marked ANTE. This wager is required in
order to receive a two-card hand (hole cards).
a. At the same time, players have an option to place a side wager. The side bet plays
against the posted pay table and is separate from player/dealer decisions. The
BONUS wager has a range of $5 to $50 and may be higher than the ANTE.
b. The player also has the option to place a side wager on the 6 Card Bonus. The
player must have an Ante and Bonus wager to bet the 6 Card Bonus bet.
2. All bets, ANTE, FLOP, TURN, RIVER, BONUS, and 6 Card Bonus must be in $5
increments.
3. A player may lose the base game wager and still collect on the side BONUS bet and 6
Card Bonus bet.
4. Players may play blind and bet early but their cards must remain in tucked under
the 6 Card Bonus bet for the duration of the hand all bets are locked in.
5. Players may only play one spot.
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lifting the cards off the shufflers discard tray (use your left hand to shield the front of the
dealers cards while removing from the machine).
4. The 5 community cards are the next cards out of the shuffler. Be extra careful not to
expose the dealers bottom card when lifting the cards off the shufflers discard tray (use
your left hand to shield the front of the dealers cards while removing from the machine).
Spread cards from left to right.
5. The dealers 2 cards are the next cards out of the shuffler. Be extra careful not to expose
the dealers bottom card when lifting the cards off the shufflers discard tray (use your
left hand to shield the front of the dealers cards while removing from the machine).
Place the cards in the box on the right and slide the top card over to the left box.
6. After the dealer gets their cards, the players each receive 2 cards going left to right.
7. Press the green button on the shuffler ejecting all cards from the shuffler. Do not allow
players to touch their cards until the green light goes off indicating the shuffler was
unloaded successfully. If red light comes on notify your supervisor immediately.
BET OR FOLD
The dealer will announce BET or FOLD.
Players review their two-card hand and decide to do one of the following, without conferring
with the other players:
1. FOLD by discarding their two cards and forfeiting the ANTE wager. If a player elects to
fold and has a Bonus and 6 Card Bonus wager, the ANTE is collected and the players
cards are placed facedown under the 6 Card Bonus bet.
2. BET by placing a wager 2X the ANTE on the FLOP spot.
THE FLOP
1. The dealer turns over the first three cards of the community cards. These community
cards become the three-card flop. The three-card flop remains in the center of the table
for all to view and use to complete their hands.
2. Upon revealing the flop, the dealer will announce BET or CHECK. The dealer will go
around in a clockwise fashion addressing each player in order. The player may check
(not wager) by giving a hand signal or the player may bet by making a wager = to the
ANTE on the TURN spot.
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THE TURN
1. After all players have decided, the dealer turns over one card and reveals the TURN card.
The TURN card is placed on the TURN spot in the center of the layout for all to view and
use.
2. Upon revealing the TURN card, the dealer will announce BET or CHECK. As with the
TURN, the dealer will go around in a clockwise fashion addressing each player in order.
Each player now has the option to check (no wager) by giving a hand signal or to bet by
placing a wager = ANTE on the RIVER spot. Once the final decisions are made, the
dealer will bring the players cards up and tuck them under the 6 Card Bonus spot.
Do not permit the guest to come over their wagers.
THE RIVER
1. The dealer now turns over and reveals the last community card (the river card). The
RIVER is placed in the center of the table for all to view and use.
SETTLING THE HANDS
1. The dealer will first reveal the dealer hole cards. The dealer will evaluate the hand and
the best five-card hand will be used. The dealer is to offset the five cards they are using,
by moving them forward, for simplified viewing.
2. Starting to the dealers right (Blackjack style), the dealer turns over the first players twocard hand. The next step is to evaluate the players best possible five-card hand using
zero, one or both of the players hole cards. Work back to front. Settle the Ante, Flop,
Turn, and River wagers. Then settle the Bonus wager. The winning Ante, street bets, and
Bonus bets will be stacked up and handed off to the guest.
3. Place the player's cards in the shufflers discard rack and proceed to the next player if they
do not have Millionaire Maker bet.
4. If they have a Millionaire Maker bet then leave the cards spread on the layout and move
on to the next hand.
5. When all hands are decided and only the Millionaire Maker bets are left we will pick up
the community cards, put them in the discard rack. Then we will pick up the dealers
cards, put them in the discard rack. Then open and expose the Millionaire Maker cards.
Spread the cards out in front of the dealer. Pay and take from right to left.
6. Pick up all the cards and place in the shuffler discard rack.
7. Pick up the Millionaire Maker cards and place in the shuffle discard rack.
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8. At the completion of each hand: strip, riffle and load the shuffle machine to commence
the next round.
DECISIONS
1. If the players hand is lesser value than the dealers hand, the dealer takes the players
ANTE, FLOP, TURN and RIVER wagers and places then in the bankroll.
2. If the players hand value and the dealers hand value are equal, the dealer will indicate a
Push.
3. AT NO TIME IS A SIXTH CARD USED TO BREAK A TIE.
4. If the players hand is of greater value than the dealers hand, the FLOP, TURN and
RIVER are paid even money.
5. When a player beats the dealer, the ANTE is a push unless the players hand is a
Straight or higher. In this case, the player wins even money on the ANTE.
OUTCOME
PAYS (X To 1)
1000
A-A
30
A-K (suited)
25
20
A-K (unsuited)
15
10
Nothing
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Dealer bet will be paid as a Royal Flush on 6 card Super Royal hand ($1,000 max
payout).
6. Players must make the wager before any cards are dealt.
7. The 6 Card Bonus is based on the Players 2 Cards and the Millionaire Maker 4 Cards
combined to make the best 5 card or 6 card hand.
8. If the guest has a qualifying hand (3 of a kind or better), the dealer will pay according to
the pay table.
9. If the guests hand does not qualify, the dealer will collect the wager when settling the
hand.
10. The guest can win the 6 Card Bonus even if they choose to fold the hand. In this
case, you take the Ante wager. The Bonus bet stays and is settled when the dealer
exposes their cards. The cards are then tucked under the 6 Card Bonus and settle
that wager in sequence after exposing your hand.
11. The Millionaire Maker cards must be turned over and exposed to the players,
Supervisor, and Surveillance even if there were no Millionaire Maker wagers.
12. There is no aggregate payout.
Hand
6 card Super Royal Flush Diamonds
6 card Super Royal Flush Hearts/Spades/Clubs
5 card Royal Flush
5 card Straight Flush
Four of a Kind
Full House
Flush
Straight
Three of a Kind
$1,000,000
$100,000
1,000 to 1
200 to 1
50 to 1
20 to 1
15 to 1
10 to 1
5 to 1
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HOUSE RULES
1. No showing or discussing of hands between players.
2. One hand per player.
3. No late bets.
4. No shoulder bets.
5. Players must be seated when playing and cards must remain over the layout.
6. Cards may be handled by players with two hands but must remain openly visible at all
times.
7. All bets are in $5.00 increments unless otherwise noted.
8. Cash wagers are not allowed.
9. The maximum tip on any poker-derivative game, inclusive of Fortune Pai-Gow Poker, is
$1,000 payout, per wager, per round.
10. Strip, riffle and load between each round of play.
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DEALER TOKES
1. Dealer toke bets can be played on the BONUS wager or on the base game. Toke bets on
the base game are placed next to the FLOP wager and win if the player wins and lose if
the player loses. All toke wagers must be made before any cards are dealt.
2. A toke bet for the dealer cannot be played on the ANTE, TURN or RIVER wagers.
3. The dealer pays according to the posted pay table. All winning bets receive the same
odds as the payouts. $1,000 max payout for tokes.
IRREGULARITIES
1. If one or both of the dealers hole cards are exposed, the hand is void. The exception
shall be if a player has a winning BONUS wager. The BONUS wager will be settled in
accordance with the pay table.
2. A card drawn in error without its face being exposed shall be used as though it was the
next card from the deck.
3. If an incorrect number of cards are dealt to either a player or the dealer all hands shall be
void.
4. A card exposed to a player does not cause a misdeal. The player must keep that card.
CORRECTING MISTAKES
WRONG NUMBER OF CARDS
If any player or the dealer is dealt an incorrect number of cards or the incorrect
number of Millionaire Maker cards is dealt, it is a misdeal. The Dealer will:
Announce a misdeal.
Notify a supervisor.
Collect all cards
Verify that the deck has 52 cards. If necessary, replace the deck.
SHUFFLER MALFUNCTIONS
1. Refer to the troubleshooting guide on the back of the shuffler. If the shuffler continues to
malfunction:
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2. If the dealer, or any player, receives an incorrect number of cards, the entire round
is void.
MANUAL PROCEDURES
In the event the shuffle machine malfunctions and no spare is available the game will need to be
closed until a shuffle machine can be used. Under no circumstances can a Millionaire Maker
game be dealt by hand.
PAYING THE 1000-1 BONUS BET (A-A in the Player's hand & A-A in the Dealer's hand)
1. The Table Games Supervisor will notify the Casino Manager and Surveillance.
2. The Casino Manager and/or Supervisor will complete the required tax forms.
3. The deck of cards that are in use when THE 1000-1 Bonus Bet is dealt will be sent to
surveillance according to our Poker Derivative jackpot procedure.
MISSISSIPPI STUD
DESCRIPTION OF THE GAME AND THE PLAY
1. Mississippi Stud is a five-card poker game. Players compete against a pay table, not
against the dealer or other players.
2. Each Player makes an ante wager and an optional 3 Card Bonus and 6 Card Bonus side
bet. They then receive two cards. The players will combine their two cards with three
community cards to make a five card poker hand. They either fold or buy the first
community card (betting 1x to 3x their ante). When that card is revealed, they either fold
or buy the second community card (1x to 3x their ante). After that card is revealed, they
either fold or buy the third and final community card (1x to 3x their ante).
127
3. Players need a pair of 6s or better to push and a pair of Jacks or better to win. Odds
printed on layout. All bets receive odds including ante.
OPENING THE GAME
1. The shuffle machine must be used to deal Mississippi Stud.
2. Turn the power on.
3. Choose the Mississippi Stud Millionaire Maker setting from the games menu.
4. Make sure the card recognition option is ON in the shuffler.
DEALING PROCEDURES
1. The dealer waits for players to place their bets. They must have a bet on the Ante spot to
play. The 3 Card Bonus bet is optional. The Millionaire Maker bet is optional, but to play
the bet they must have an Ante bet and a 3 Card Bonus bet.
2. The dealer takes the deck from the shufflers discard rack and strips, riffles once and then
loads the deck into the shuffler. This signals the shuffler to deal out the first hand. No
more bets are allowed at this time.
3. The dealer will place the first 4 cards out of the shuffler on the Millionaire Maker spot
and covers them with the button. Be extra careful not to expose the bottom card when
lifting the cards off the shufflers discard tray (use your left hand to shield the front of the
dealers cards while removing from the machine).
4. The dealers 3 cards are the next cards out of the shuffler. Be extra careful not to expose
the dealers bottom card when lifting the cards off the shufflers discard tray (use your
left hand to shield the front of the dealers cards while removing from the machine).
Place the cards in the box on the right and slide the top card over the left box and the
middle card to the middle box.
5. After the dealer gets their cards, the players each receive 2 cards going left to right.
6. Press the green button on the shuffler ejecting all cards from the shuffler. Do not allow
players to touch their cards until the green light goes off indicating the shuffler was
unloaded successfully. If red light comes on notify your supervisor immediately.
7. After looking at their two cards, players have a choice:
a. Fold** and surrender their ante (If a 6 Card Bonus bet was made, the cards
should be tucked under the 6 Card Bonus Wager)
b. Make a 3rd street bet of 1x to 3x their ante.
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129
19. When all hands are decided and only the Millionaire Maker bets are left we will pick up
the dealers cards, put them in the discard rack. Then open and expose the Millionaire
Maker cards. Spread the cards out in front of the dealer. Pay and take from right to left.
20. Pick up all the cards and place in the shuffler discard rack.
21. Pick up the Millionaire Maker cards and place in the shuffle discard rack.
22. At the completion of each hand: strip, riffle and load the shuffle machine to commence
the next round.
BET AND PAYOUTS
1. Players must make all bets in $5.00 increments.
2. Bets paid at 3 to 1 or less will be paid by sizing into each bet. Bets may be totaled with
a Supervisors approval.
3. Toke bets for the dealers may be made on all of the betting spots. With a $1 to $5
maximum on the ante wager. An ante wager is required in order for the player to make
any additional toke wagers. Once a toke wager has been placed on the ante the player has
the option to place any additional toke wagers but is not required to do so. 3rd, 4th, and 5th
street toke wagers may be 1 to 3 times the ante. These bets will be paid at the full
scheduled rate with a limit of $1,000 per spot. Dealers bets are subject to house policy.
4. The dealer pays according to the posted pay table. All winning bets receive the same odds
payouts, including the ante.
PAYTABLES
PAYTABLE (Main Game)
Royal Flush
Straight Flush
Four-of-a-kind
Full House
Flush
Straight
Three-of-a-kind
Two Pair
Jacks or Better
Pair of 6s to 10s
500-1
100-1
40-1
10-1
6-1
4-1
3-1
2-1
1-1
Push
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The 3 Card Bonus side bet is based on the three community cards ONLY. The 3 Card
Bonus will receive action regardless if the player folds their hand. If the player has placed
a wager on the 3 Card Bonus side bet and folds, the dealer will remove the original MS
Stud wager/s, and tuck the folded cards under the players 3 Card Bonus side bet. The
Three Card Bonus bet hand is still exposed and decided in turn at the conclusion of the
hand. Players win with at least pair or better. See paytable for odds. The 3 Card Bonus
side bet limits are $5-$100, increments of $5.
PAYTABLE (Three Card Bonus)
Straight Flush
3 of a Kind
Straight
Flush
Pair
40-1
30-1
6-1
3-1
1-1
Dealer bet will be paid as a Royal Flush on 6 card Super Royal hand ($1,000 max
payout).
6. Players must make the wager before any cards are dealt.
7. The 6 Card Bonus is based on the Players 2 Cards and the Millionaire Maker 4 Cards
combined to make the best 5 card or 6 card hand.
8. If the guest has a qualifying hand (3 of a kind or better), the dealer will pay according to
the pay table.
9. If the guests hand does not qualify, the dealer will collect the wager when settling the
hand.
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10. The guest can win the 6 Card Bonus even if they choose to fold the hand. In this
case, you take the Ante wager. The 3 Card bonus bet stays and is settled when the
dealer exposes their cards. The cards are then tucked under the 6 Card Bonus and
settle that wager in sequence after exposing your hand.
11. The Millionaire Maker cards must be turned over and exposed to the players,
Supervisor, and Surveillance even if there were no Millionaire Maker wagers.
12. There is no aggregate payout.
Hand
6 card Super Royal Flush Diamonds
6 card Super Royal Flush Hearts/Spades/Clubs
5 card Royal Flush
5 card Straight Flush
Four of a Kind
Full House
Flush
Straight
Three of a Kind
$1,000,000
$100,000
1,000 to 1
200 to 1
50 to 1
20 to 1
15 to 1
10 to 1
5 to 1
HOUSE RULES
1. No showing or discussing of hands between players.
2. One hand per player.
3. No late bets.
4. No shoulder bets.
5. Players must be seated when playing and cards must remain over the layout.
6. Cards may be handled by players with two hands but must remain openly visible at all
times.
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CORRECTING MISTAKES
WRONG NUMBER OF CARDS
If any player or the dealer is dealt an incorrect number of cards or the incorrect
number of Millionaire Maker cards is dealt, it is a misdeal. The Dealer will:
Announce a misdeal.
Notify a supervisor.
Collect all cards
Verify that the deck has 52 cards. If necessary, replace the deck.
SHUFFLER MALFUNCTIONS
1. Refer to the troubleshooting guide on the back of the shuffler. If the shuffler continues to
malfunction:
2. If the dealer, or any player, receives an incorrect number of cards, the entire round is void.
MANUAL PROCEDURES
In the event the shuffle machine malfunctions and no spare is available the game will
need to be closed until a shuffle machine can be used. Under no circumstances can a
Millionaire Maker game be dealt by hand.
PAYING A ROYAL FLUSH
1. The Table Games Supervisor will notify the Casino Manager and Surveillance.
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133
2. The Casino Manager and/or Supervisor will complete the required tax forms.
3. The deck of cards that are in use when a Royal Flush is dealt will be sent to surveillance
according to our Poker Derivative jackpot procedure.
DEALING PROCEDURES
8. To begin the game, players must make equal bets on the Ante and Blind. They may also
make a Trips bet, this is an optional wager that must be made before the players
receive any cards. All bets must be in $5 increments. Players are only allowed to bet one
spot.
9. The dealer will shuffle using our standard single deck shuffle procedure. The cards are
cut poker style. The dealer will place the shuffled deck in front of themselves with the
deck flat on the table. Cut the deck and with the deck remaining flat, place the bottom
portion of the cut deck on top leaving the cut card at the bottom of the deck with the cut
card remaining at the bottom of the deck. Then each player including the Dealer is dealt
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134
two cards Blackjack-style, one card at a time, in a clockwise manner, starting to the
dealers left. Cards may not be picked up by the players until the dealers two cards have
been delivered.
10. Players now have a choice:
a. Check (do nothing); or
Note: When checking, the dealer must obtain a clear hand signal from
the player by knocking on the table.
b. Make a Play bet of 3x or 4x their Ante.
i. Once players bet, they cannot bet again and they cannot change their
bet. Their cards should be tucked under the Blind wager and they
may not look at their cards again until the hand is turned by the
Dealer.
11. The dealer then burns a card and places the first three community cards (the flop) face-up
on the layout.
12. Players that have not yet made a Play bet have a choice:
a. Check (do nothing); or
b. Make a Play bet of 2x their Ante.
i. Once players bet, they cannot bet again and they cannot change their bet.
Their cards should be tucked under the Blind wager and they may not look
at their cards again until the hand is turned by the Dealer.
13. The dealer then burns a card and places the final two community cards (the turn and
river) face-up on the layout.
14. Players that have not yet made a Play bet have a choice:
a. Fold; or
b. Make a Play bet of 1x their Ante.
i. Once players bet, they cannot bet again and they cannot change their bet.
Their cards should be tucked under the Blind wager and they may not look
at their cards again until the hand is turned by the Dealer.
15. The dealer then reveals his two hole cards and announces his five-card hand.
16. The dealer needs a pair or better to qualify.
a. Caution: Ultimate Texas Holdem handles qualifying differently than other
games. When the dealer doesnt qualify, its not an automatic win for the
player.
WHEN THE DEALER QUALIFIES
17. Working from right to left, the dealer combines each players hole cards with the
community cards to make the best five-card hand.
a. If the players hand beats the dealers, the Play and Ante bets win even money.
b. If the players hand loses to the dealer, the Play, Ante and Blind bets lose. All
losing bets should be picked up from back (closest to the player) to front.
c. When the hands tie, the Play, Ante and Blind bets push.
d. The Blind bet wins when the player beats the dealers hand with a straight or
higher. See Pay Table for odds.
e. If the player beats the dealers hand with less than a straight the Blind pushes.
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f. The Trips bet wins if the player has three of a kind or better. See Pay Table for
odds.
WHEN THE DEALER DOESNT QUALIFY
18. The dealer, working from right to left, refunds each players Ante bet by pushing it back
behind all betting areas. The Dealer does this before looking at any of the players
hands.
19. Then, again working right to left, resolves the action normally (see above).
Note: If the player has three of a kind or better, the trips bet always wins; even if the player
folds.
PAYTABLES
TRIPS
Royal Flush
Straight Flush
Quads (4 of a kind)
Full House
Flush
Straight
Trips (3 of a kind)
50 to 1
40 to 1
30 to 1
9 to 1
7 to 1
4 to 1
3 to 1
BLIND
Royal Flush
Straight Flush
Quads (4 of a kind)
Full House
Flush
Straight
Other Hands
*Must beat Dealer
Tie Dealer
Lose to Dealer
500 to 1*
50 to 1*
10 to 1*
3 to 1*
3 to 2*
1 to 1*
Push*
Push
Loss
CONDITIONS
1. If the players hand value and the dealers hand value are equal the dealer indicates a Tie.
2. AT NO TIME DOES A SIXTH CARD OR SUIT OF A CARD CHANGE A TIE.
136
3. The dealer compares each players combination hand (two card hand with some or all the
five community cards) to arrive at the best possible five card poker hand.
4. When a players winning hand is Trips (Three of a Kind) or higher, they are paid on
their Trips bet even if their hand losses to the dealers.
5. When checking, the dealer must obtain a clear hand signal by knocking on the table, from
the player.
DEALERS TOKES
Dealers toke bets can be played on the Trips, Ante and Blind wager before any cards are dealt
out. A toke bet for the dealer cannot be played on the Play wager.
IRREGULARITIES
1. If any card dealt to the dealer in Ultimate Texas Holdem is exposed prior to each player
having either folded or placed in a Trips, Ante, or Blind wager, all hands shall be void. A
card exposed to a player doesnt cause a misdeal; the player must keep that card.
2. A card drawn in error without its face being exposed shall be used as though it was the
next card from the deck.
3. If an incorrect number of cards are dealt to either a player or the dealer all hands shall be
void.
HOUSE RULES
1. No showing or discussing of hands between players.
2. One hand per player.
3. No late bets.
4. No shoulder bets.
5. Players must be seated when playing and cards must remain over the layout.
6. Cards may be handled by players with two hands but must remain openly visible at all
times.
7. All bets are in $5.00 increments unless otherwise noted.
8. Cash wagers are not allowed.
137
9. The maximum tip on any poker-derivative game, inclusive of Fortune Pai-Gow Poker, is
$1,000 payout, per wager, per round.
10. Strip, riffle and load between each round of play.
CORRECTING MISTAKES
WRONG NUMBER OF CARDS
If any player or the dealer is dealt an incorrect number of cards or the incorrect
number of Millionaire Maker cards is dealt, it is a misdeal. The Dealer will:
Announce a misdeal.
Notify a supervisor.
Collect all cards
Verify that the deck has 52 cards. If necessary, replace the deck.
SHUFFLER MALFUNCTIONS
5. Refer to the troubleshooting guide on the back of the shuffler. If the shuffler continues to
malfunction:
6. If the dealer, or any player, receives an incorrect number of cards, the entire round
is void.
MANUAL PROCEDURES
In the event the shuffle machine malfunctions and no spare is available the game will need to be
closed until a shuffle machine can be used. Under no circumstances can a Millionaire Maker
game be dealt by hand.
PAYING A ROYAL FLUSH
1. The Table Games Supervisor will notify the Casino Manager and Surveillance.
138
2. The Casino Manager and/or Supervisor will complete the required tax forms.
3. The deck of cards that are in use when a Royal Flush is dealt will be sent to surveillance
according to our Poker Derivative jackpot procedure.
DEALING PROCEDURES
1. To begin the game, players must make a mandatory Ante bet. The Flush and Straight
Flush Bonus bets are optional. All bets must adhere to the posted table limits.
2. The shuffler will deal packets of seven cards. Dealing left to right the dealer will deliver
seven cards to each player with a wager and deliver one packet of seven to themselves
and then press the green button on the shuffler.
3. The players will not touch their cards until the green light goes off indicating the shuffler
was unloaded successfully. If the red light comes on notify your supervisor immediately.
4. After reviewing their cards each player then decides upon one of the following options:
a. Fold, and surrender the Ante.
139
b. Raise, placing a second bet at one to three times the Ante. The maximum amount of
the Raise wager depends on the rank of the players hand:
i.
With a two-, three- or four-card flush, the maximum Raise wager is equal to
the Ante wager.
ii. With a five-card flush, the maximum Raise wager is two times the Ante
wager.
iii.
With a six- or seven-card flush, the maximum Raise wager is three times the
Ante wager.
5. Players deciding to place a raise wager will place their cards in the designated raise area
placing their wager on top of their cards. Cards not being used in their hand will be
discarded, facedown, to the right of their Ante.
6. The dealer will then pick up the folded wagers and cards, fanning the cards to show that
seven cards are being returned.
7. The dealer will wait until all players have placed their discards to the right of their Ante
and then pick up all discard piles from left to right and place them in the shuffler.
NOTE: Once the dealer picks up the discards they can no longer be brought back
into the game.
8. Once all discards have been picked up and placed in the shuffler, the dealer turns over
their seven cards and evaluates to get the highest flush.
9. Hands are evaluated in the following fashion:
a. The object is to have more cards of the same suit (a flush) than the dealer,
regardless of suit. In the event both the Dealer and the Player have the same
number of cards in their flush, the winning hand is determined by the highest
ranking card (Ace 2) of the flush in each hand. If the highest ranking card is the
same in both hands, the second highest card is the determining factor. If the
highest and second highest ranking cards are the same in both hands, the third
highest card is the determining factor and so on. This same rule follows until a
winner or a tie is determined. Successive cards of the same suit (a straight
flush) has no significance (as it does in standard poker) when determining the
Ante and Raise wagers.
10. The dealer qualifies with a three card, nine high flush or better.
11. The dealer will push forward the highest flush and announce the number of cards in the
flush along with the highest card in the flush. Example: four-card, king-high flush or
three-card, six-high flush, dealer does not qualify.
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12. If the dealers does not qualify, all remaining players will receive even-money on their
Ante wager and their Raise wager results in a push. Bonus bets will still be paid. (see
Bonus Bets)
13. If the dealer qualifies with a three-card, nine-high flush or better, his hand is compared to
all remaining players.
a. All players with a higher-ranking hand win, and have their Ante and Raise wages
paid at even money.
b. All players with a lower-ranking hand lose, and have their Ante and Raise wagers
collected.
c. Players with the exact same ranking hand as the dealer push both their Ante and
Raise wagers. At no time will a next card or suit of a card be used to determine
a winner.
PAYTABLES
FLUSH BONUS PAYTABLE
7 CARD FLUSH300 to 1
6 CARD FLUSH100 to 1
5 CARD FLUSH..10 to 1
4 CARD FLUSH1 to 1
HIGHEST PAYOUT ONLY
STRAIGHT FLUSH BONUS PAYTABLE
7 CARD STRAIGHT FLUSH8000 to 1
6 CARD STRAIGHT FLUSH1000 to 1
5 CARD STRAIGHT FLUSH..100 to 1
4 CARD STRAIGHT FLUSH60 to 1
3 CARD STRAIGHT FLUSH..7 to 1
HIGHEST PAYOUT ONLY
AGGREGATE
$50,000 MAXIMUM PAYOUT PER PLAYER
$50,000 AGGREGATE WIN PER ROUND
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NOTES
1. Bonus Bets will be paid according to the corresponding Bonus Paytable whether the
player folds or places a raise wager.
2. An Ace may be used as either the lowest or highest rank of the suit.
3. The Flush Bonus Bet and Straight Flush Bonus Bet are independent of each other. The
player will win both bets if they have a hand that qualifies for both.
Example: The following hand contains a six-card flush, but also included in the same six
cards is a four-card straight flush. Both the six-card flush and the four-card straight flush
will be paid. 100 to 1 for the six-card flush and 60 to 1 for the four-card straight flush. 34-5-6-10-king of spades will be paid for a six-card Flush Bonus Bet and the 3-4-5-6
of spades will be paid for a winning four-card straight flush.
4. Only the highest qualifying hand is paid. Should a player's seven-card hand consist of
more than one Straight Flush, only the highest ranking Straight Flush will be paid.
5. If the players cards contain a low ranking, three-card straight flush, the player will fold
the entire hand by discarding their cards to the right of the ante bet, but will place cards
of the straight flush face up indicating the winning Straight Flush Bonus bet. The
player will forfeit their folded wagers and be paid on the Straight Flush Bonus bet
according to the pay table.
6. If the players cards contain a low ranking, three-card straight flush, as well as a four-card
flush in a different suit, the player will play the stronger four-card flush against the
dealers hand in the Raise section and discard the three-card straight flush face up
indicating the winning Straight Flush Bonus bet. The player will be paid on the
Straight Flush Bonus bet according to the pay table and the cards will be placed in the
discards.
HOUSE RULES
1. No showing or discussing of hands between players.
2. One hand per player.
3. No late bets.
4. No shoulder bets.
5. Players must be seated when playing and cards must remain over the layout.
6. Cards may be handled by players with two hands but must remain openly visible at all
times.
Flamingo Las Vegas Procedure Manual
Revised 2/17/2014
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CORRECTING MISTAKES
WRONG NUMBER OF CARDS
If the player or dealer has more or less than seven cards it will be a misdeal. The dealer will:
a)
b)
c)
d)
PAYING A SIX OR SEVEN CARD STRAIGHT FLUSH AND SEVEN CARD FULSH
1. The Table Games Supervisor will notify the Casino Manager and Surveillance.
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2. The Casino Manager and/or Supervisor will complete the required tax forms.
3. The deck of cards that are in use when a Seven Card Straight Flush is dealt will be sent to
surveillance according to our Poker Derivative jackpot procedure.
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