Rules   

Click on the name of the game below to play.

Click here to learn about the two-sided cards.

 

TRACS Arcade - Straight, Wild and Booty are under "Games" on the gray menu (on top of game screen)

Straight TRACS - The Basic Game

The object is to turn tracks (black shapes) to match treads (colors). To start the game, click the deck and three cards will be dealt to a field showing track - tread - track. Click a track (left or right), trying to match the tread (color) in the middle. The track will turn to reveal its tread. The turn is scored as either a "save" (match) or a "strike" (mismatch). Click anywhere to continue and the trick (pair of treads) is moved to a stack below the field, one stack for saves (on the left) and one stack for strikes (on the right). The remaining track is turned and moved to the middle of the field where it becomes the tread (color) to match on the next turn. Two new tracks are dealt to the field. Click a track (left or right), etc. The sequence continues until all but the last two cards (which do not count) have been paired. There are 11 turns per game. Par for the trip is 4 strikes (fewer is better).

You win if you get 4 or less strikes (7 or more saves).

 

Wild TRACS - The Options Game
The object is to finish a trip through the deck with no strikes. To start the game, click "Wild TRACS" under "Games" on the gray menu (on top of game screen). Follow the rules of Straight TRACS, but use the four Wild cards (shown below the deck) as tokens to play "options". Click a Wild card - before turning a track - to play a "spare" or a "dare". A spare is like passing: the resulting trick (match or mismatch) is moved to the save stack. A dare is like betting double or nothing: if the turn is a match (save) then a previous strike is reversed; but if the turn is a mismatch (strike) then a previous save is reversed (like doubling the current strike). 

You win if you finish with zero strikes. 

 

Booty TRACS - The Betting Game
The object is to finish with the most Booty. To start the game, click "Booty TRACS" under "Games" on the gray menu (on top of game screen). Follow the rules of Straight TRACS, but bet tricks (pairs) to get tricks, starting with one trick in your Booty (shown below the field, on the left). On the first turn you can pass or bet one trick. If you bet and turn a strike, then the strike and your bet go to Pot (shown below the field, on the right) - and the game ends because you lost all your Booty. If you bet and turn a save, then the save and your bet go to Booty (making two tricks in Booty). If you pass, then the trick (save or strike) goes to Pot. On subsequent turns, you can bet more tricks per turn, but the bet is limited by the size of your Booty (you cannot borrow) and the Pot (since you cannot win more than that). 

You win if you finish with 6 or more tricks in Booty (bigger is better).  

 

TRACS Casino - Slot, Black and Poker each have their own game screen
Slot TRACS - The Payoff Game  
The object is to win coins by spinning and picking rare flushes. A flush is a set of three cards that are all the same color. The payoff for a spin is determined by the "rareness" of a flush, as illustrated by the chart shown on front of the slot machine. The machine has four "wheels" showing cards through four "windows". Each wheel contains a full deck (24 cards) and each window shows the random outcome of a spin. To start, click a game button (0-Up, 1-Up, 2-Up or 3-Up) to pick how many cards you want dealt face up. The cost of playing is: 

0-Up: 8 coins
1-Up: 10 coins
2-Up: 18 coins
3-Up: 20 coins

Click the arm to ante your coins and spin the wheels. After the spin, click any three cards (face up or face down). Any face down cards you click will turn face up, and any face up cards will stay face up. The three cards you click will be scored according to the payoff chart (with no payoff for a non-flush). Click the arm to play the same game again. Click a game button (0-Up, 1-Up, 2-Up or 3-Up) before clicking the arm to change the number of cards dealt face up. A bonus equal to the game ante is paid at random, on average every 8 turns. 

 

Black TRACS - The Counting Game  
The object is to win bets while playing against a dealer. You win when you match colors (of two cards) or make a flush (of three cards) if the dealer busts with a mismatch or non-flush. You can count cards and adjust your card-turning and chip-betting strategy, but the dealer (who makes no bets) is forced to always play the same card-turning strategy. The dealer's strategy is based on the "full deck" odds of making a match, even though the real odds change as the deck is depleted. The deck of 24 cards is depleted in play and renewed every 4 hands. Each hand involves up to three rounds of betting chips and turning cards. 

Click the deck to ante and deal. Three cards are dealt face down (showing tracks) to the player and to the dealer. For round one: click to make your bet (either 1, 2 or 3 chips) and then click a card to turn. The dealer will follow by turning one of his cards. For round 2: click to add 1, 2 or 3 more chips to you bet and then click a second card to turn, trying to match the color of the first card you turned. If you bust (mismatch) then the hand is over and you lose your bet. If you make a match then the dealer turns a second one of his cards. If the dealer busts (mismatch) then you win a payoff equal to your bet (plus you get your bet returned) and the hand is over. If the dealer makes a match then the game continues to round three. For round 3: click to add 1, 2 or 3 more chips to your bet and then click a third card. If you bust (non-flush) then you lose your bet and the hand is over. If you make a flush then the dealer turns his third card. If the dealer busts (non-flush) then you win a payoff equal to your bet (plus you get your bet returned). If the dealer makes a flush then the game is a draw so you win nothing and lose nothing (your bet is returned).

 

Poker TRACS - The Bluffing Game  
The object is to win pots by drawing cards and making bets against other players (who are computer agents). The deck of 24 cards is shuffled after each deal, and each deal is followed by several rounds of betting and drawing in the following alternating sequence: bet, draw, bet, draw, bet. A hand is made of three cards (not five like standard Poker). The hands are ranked by rareness (like standard Poker) and there are 10 ranks (like standard Poker's Flush, Straight, etc.), but in Poker TRACS...

A hand is either a "flush" (three cards of the same color) or a "non-flush" (which is the lowest rank). There are 9 different flushes of each color and these flushes are ranked by rareness (see details in picture below).

Click the deck to start. Three cards will be dealt to each player and one chip from each player will be anted to the pot. You will see your own treads and other players' tracks. In each round, players make bets (in turn) according to the options shown on the betting menu near their cards and chips. Click a betting option when the gold frame is around your cards. [Hint: You should bet or raise when you have a rare flush or when you think you are likely to draw one.] If no player has made a bet in the round then the options are "check" (pass) or "bet" (one chip), but once any player makes a bet then the options for the rest of that betting round (for all players) change to "fold", "call" or "raise". In each drawing round players discard and draw one card (in turn). Click a card in your hand to discard it (or click the green table if you don't want to draw) when the white frame is around your cards. When you discard you will be dealt  the top card from the deck and you will then have a new three-card hand. 

The object is to win the pot either by getting all other players to fold their hands or by winning a showdown against all players who have not folded. For showdowns, the winning hand is the rarest flush - where "rareness" is determined as discussed below (similar to the payoff for Slot TRACS, see above). 

To compute the rareness of a flush: Each card is assigned a number value of 1, 2 or 3 (smaller is rarer) as illustrated by the Red and Blue tread designs shown on the fronts of the cards: Red square = 1, Red circle = 2, Red triangle = 3; Blue triangle = 1, Blue circle = 2, Blue square = 3. The card values are then multiplied to get a hand value, where smaller numbers are rarer flushes. For example, a hand of Blue triangle, Blue circle, Blue square (1*2*3=6) beats a hand of Red circle, Red triangle, Red triangle (2*3*3=18). There are 10 possible hand values, ranked from best (rarest) to worst as follows: 2, 3, 4, 6, 8, 9, 12, 18, 27 and non-flush. 

 

 

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