About Seka ( Trinka )
The goal of the game is to win a full pot, forcing all opponents to fold their cards into the deck using bets and autopsies.
The game uses a deck of 36 cards from sixes to aces. Cards from six to ten have a value at face value (for example, six - six points, seven - 7 points, ..., ten - 10 points), jack, queen and king - 10 points, ace - 11 points. If three cards of the same rank fall out, the sum of points is equal to the sum of all the cards (for example, 777 - 21 points, QQQ - 30 points, AAA - 33 points, etc.). This is the scoring of the ranks. An exception is a combination of three sherkes with a maximum score of 34. The total of the points of any combination of cards that includes two aces is always 22, regardless of the suit of the aces.
In other cases, points are counted by summing cards of the same colors and choosing the largest amount. This is the scoring of the suits.
There is a joker in the game. His role is played by the club of seven. When calculating points by ranks, the joker replaces the missing card of the required rank. When calculating points for suits, the joker has a value of 11 points. The game starts with a mandatory bet of all players. After, players are dealt 3 cards each. All participants see only their cards. Decoding of the player's own combination is displayed on the control panel.
Bargaining
When moving to the player, he takes part in the bidding. Depending on the mode of the game selected by the player and the remainder of the chips on his account, some of these actions become available to him:
1. Fall - to drop cards into the deck, thereby voluntarily stopping their participation in the current game.
2. Raise - make a higher bet than the previous player.
3. Reveal - compare your cards to the previous player's cards. This action is not available in the first round of betting. When this action is carried out, the player makes a bet equal to the bet of the previous player.
4. To support - to make a bet equivalent to the bet of the previous player and thus to continue his participation in the current game.
5. Watch - see your cards, thus leaving the game mode "into the dark" (described below). This action is only available to dark players.
Each action, except for the actions "Fall" and "Watch", is accompanied by a bet to the bank. The bet in the game is determined by the player independently, but it can not be less than the previous player's bet. From above the rate is limited by the maximum value (ceiling). During the game, the player needs to monitor the number of his chips, so that there is no situation when they will not be enough to maintain the previous player's bet. In this case, the player automatically drops out of the current game (saving seat at the table) and loses all the chips put. The winner of the game is the player who has the strongest combination of opponents, or the one who stayed in the game alone, ousting the rest of the players with the help of bets.
Game "in the dark"
The essence of the game in the dark is that the dark players do not see their cards until they continue to darken. Advantage of the game "in the dark" is that the obscure player forces non-dark players (players who know their cards) to pay twice as much as their bet. The dark players compensate for the ignorance of cards with a material equivalent. Players who know their cards, if they want to bring down the game "into the dark" it's enough to bet on 1 more than the rate of the last obscure player. In this case, all the dark players will automatically see their cards and continue the game in the normal mode (not dark). During his turn, a dark player can look at his cards, switching to a normal game mode.
Svara
After the first round of betting, players can open - During this action, the cards of the opening player are not visible to the opponent, and the computer automatically compares his glasses with the opponent's points and leaves the player with a stronger combination in the game.