Trente Et Quarante

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  1. Trente Et Quarante
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Posted on 2018-02-16 | Comments (0)


Trente et Quarante (French for '30 and 40'), also known as Rouge et Noir Sd card bootable software. ('Red and Black'), is a gambling game of French origin. From a player's standpoint, it's very similar to Baccarat—two hands are dealt out, and the only decision the player must make is which hand will win. Once popular in casinos throughout Europe, Trente et Quarante is now mostly found in France, Italy, and Monte Carlo.

Object of Trente et Quarante

The object of Trente et Quarante is to successfully predict whether the rouge (red) or noir (black) hand will have the lower score after each of them have been dealt cards totaling at least 31 points.

Setup

In order to play Trente et Quarante, you'll need six standard 52-card decks of playing cards (such as Denexa 100% Plastic Playing Cards). Since you're going to be managing 312 cards at a time, it might be a good idea to find a dealing shoe and discard holder, like those used in Baccarat. You'll also need something to bet with, such as chips.

Winstar jackpot winners. Like most casino games, Trente et Quarante is played on a printed felt layout, which is divvied up into various regions corresponding to the different bets available. The image at right shows the traditional layout. Clipsy 1 5.

Trente et quarante definition, rouge et noir. Trente et Quarante Introduction Trente et Quarante is French for 'thirty and forty.' It is an old European casino game still found in Monte Carlo and other major French casinos. When I went to Monte Carlo, I didn't knowingly see the game, but I wasn't specifically looking for it either. The game can be most closely compared to baccarat. Definition of trente-et-quarante in the Definitions.net dictionary. Meaning of trente-et-quarante. What does trente-et-quarante mean? Information and translations of trente-et-quarante in the most comprehensive dictionary definitions resource on the web.

Shuffle the cards (using the multiple-deck shuffling technique if needed). Square the deck up, then roll it forward. The back of the cards should be facing the players and the cut card on the bottom of the deck should be facing you. Give the spare cut card to any player and have them insert it into the deck wherever they wish. Complete the cut by sliding the bottom part of the deck behind the cut card away and putting it on the top (far side) of the deck. Remove the cut card that was on the bottom, and is now in the middle, of the deck, and place it into the deck near the bottom (usually about one deck from the end of the shoe). When this card is reached, the cards will need to be shuffled. Place the cards into the shoe.

Game play

Trente Et Quarante

Basic bets

Before any cards are dealt, players may wager on any of the following bets:

  1. TRENTE-ET-QUARANTE 'TRENTE-ET-QUARANTE' is a 16 letter word starting with T and ending with E Synonyms, crossword answers and other related words for TRENTE-ET-QUARANTE. We hope that the following list of synonyms for the word trente-et-quarante will help you to finish your crossword today.
  2. NiWin Trente et Quarante make the game more dynamic, adding very simple bets to play. In this case we have two sidebets. FIND OUT HOW TO PLAY. Let's Build Something Great Together. I authorize the use of my personal data pursuant to Regulation (EU) 2016/679 of the European Parliament Read the extended privacy policy.
  • Noir: A bet that the noir (black) hand will win.
  • Rouge: A bet that the rouge (red) hand will win.
  • Couleur: A bet that the hand of the same color as the first card dealt will win. That is, if the first card dealt on that hand is a black card, it is a bet that black will win; if the first card dealt is a red card, it is a bet that red will win.
  • Inverse: A bet that the hand of the opposite color as the first card dealt will win. It is the opposite of the couleur bet; it always wins when couleur loses, and vice versa.

Play of the hand

The dealer begins by dealing a row of cards representing the black hand. A running total of the hand's value is tallied as the cards are dealt. Aces are worth one point, face cards ten, and all other cards their pip value. When the hand's value reaches 31 or greater, no more cards are dealt to it. (The highest score possible is 40, achieved by drawing a ten-value card when the count is 30.) Then, the red hand is dealt on a second row, following the same procedure.

Whichever hand has the lower total (that is, closest to 31) is the winner. The dealer pays out all winning bets at even money and collects the losing bets. The cards are then discarded in preparation for the next hand.

When the two hands tie, it is called a refait. A refait on a score of 32 to 40 is simply a push—bets neither win nor lose. On a refait of exactly 31, however, all bets on the board are imprisoned. They must remain where they are until the next hand. If an imprisoned bet wins on the next hand, it is returned to the player with no payout. If the bet loses, it is collected as normal. (In some games, a player may choose to immediately surrender half their bet rather than have it imprisoned.)

Insurance

A player may place an insurance bet on any other bet they have on the board. This bet can be no more than 1% of the amount of the main wager. If the bet that it is tied to wins or loses, the insurance bet loses and is collected. If the bet pushes, the insurance bet also pushes. The only time that the insurance bet wins is on a refait of 31. Winning insurance bets pay out 49 to 1.

Posted in France, Game Rules | Tags: betting games, card games, casino games, gambling games, rouge et noir, trente et quarante

Trente Et Quarante Layout

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Quarante

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Introduction

Trente et Quarante is French for 'thirty and forty.' It is an old European casino game still found in Monte Carlo and other major French casinos. When I went to Monte Carlo, I didn't knowingly see the game, but I wasn't specifically looking for it either.

The game can be most closely compared to baccarat. There are two hands, and players bet on which one will have the better score. In this case, the lower the score the better.

Rules

  1. Six 52-card decks are used.
  2. Aces are valued as one point, 2s to 10s according to pip value, and face cards as 10 points.
  3. There are four bets available: Black, Red, Color, and Inverse. In addition, an Insurance wager is available on each of these four bets.
  4. After players have made their wagers, the dealer will deal cards to determine the value of the 'black' hand. A running total will start at 0 and go up as the cards are dealt from the shoe. The dealer will stop when the total points is 31 or more. The maximum possible score is 40.
  5. Next, the dealer will do the same thing but for the 'red' hand.
  6. The Black wager shall win if the black hand has fewer points than the red hand. If the red hand has fewer points, then the result is a loss. If there is a tie at 32 to 40 points, then the result is a push. If there is a tie at 31 points, then the player may choose to lose half, or 'imprison' his bet, which I explain below.
  7. The Red wager is the opposite of the Black wager, winning if the red hand is less and losing if it is more. The tie rules are the same.
  8. The Color wager acts like a Black wager if the first card dealt to the black hand is black, and like a Red wager if that first card is red.
  9. The Inverse wager is the opposite of the Color wager, acting like a Black wager if the first card is red, and a Red wager if the first card is black.
  10. The player may take out Insurance on the Black, Red, Color, or Inverse wagers. The Insurance wager must equal 1% of the primary wager and pays the loss if the outcome is a 31 tie. If the primary wager wins or loses the full amount, then the Insurance wager loses. A 32-40 tie results in an Insurance tie. In other words, Insurance pays 49 to 1 on a 31 tie, pushes on any other tie, and otherwise loses.
  11. If the player imprisons a wager after a 31 tie, then it is blocked off somehow. Then the next hand is played out. If that next hand results in a win for the blocked off wager, then it is returned to the player. If the next hand results in a loss for the blocked off wager, then it is lost. Any tie, including on 31, results in the blocked off wager remaining on the table until there is a win or loss to resolve it.

Odds

The following table shows the probability of each number of points for each hand.

Points Distribution

PointsProbability
310.148177
320.137900
330.127618
340.116876
350.106136
360.094963
370.083814
380.072255
390.060751
400.051510
Total1.000000

The next table shows the probability of each possible outcome between the Black and Red hands.

Points Distribution

EventProbability
Black wins0.445184
Red wins0.445184
Tie (32-40)0.087705
Tie (31)0.021927
Total1.000000

The next table shows the return table for the Black, Red, Color, and Inverse bets. The lower right cell shows a house edge of 1.10%.

Return Table for Black, Red, Color, and Inverse

EventPaysProbabilityReturn
Win10.4451840.445184
Push00.0877050.000000
Lose half-0.50.021927-0.010964
Lose all-10.445184-0.445184
Total1.000000-0.010964

The next table shows the return table for Insurance, assuming the player chooses to lose half on a 31 tie. The lower right cell shows a player advantage of 18.41%!.

Return Table for Insurance

EventPaysProbabilityReturn
Win490.0219271.074436
Lose-10.890367-0.890367
Push00.0877050.000000
Total1.0000000.184069

The above Insurance table shows that Insurance is indeed a great bet. Aside from some Super Bowl proposition wagers, the best bet I've ever known. Unfortunately, as stated in the rules, Insurance is limited to 1% of the primary wager. The next table shows the combined effect of betting 100 units on Black, Red, Color, or Inverse and 1 unit on Insurance. The lower right cell shows an expected loss of 0.912295 units. The combined expected value between the two bets is thus -0.912295/101 = -0.00903262.

Combined Return Table on 101 Units Wagered

Primary Wager EventPrimary Wager PaysInsurance PaysTotal WinProbabilityReturn
Win100-1990.44518444.073184
Push0000.0877050.000000
Lose half-5049-10.021927-0.021927
Lose all-100-1-1010.445184-44.963551
Total1.000000-0.912295

Strategy

  • It doesn't matter what you bet on between Black, Red, Color, and Inverse.
  • Always take insurance.
  • The odds between losing half and imprisoning a bet after a 31 tie are the same.

In other words, do whatever you want, as long as you take Insurance.

Methodology

This analysis was based on a random simulation of over 26 billion hands. A cut card was used in the simulation, placed after 271 cards.

Links

  • montecarlocasinos.com has a page on the game rules.
  • The Doctrine of Chances: Probabilistic Aspects of Gambling by Stewart N. Ethier. This book has a chapter on Trente et Quarante. My house edge for the game is 0.000018 higher than Ethier's. I believe this is due to cut card effect, which would not have played a role in Ethier's method of an exact combinatorial analysis.

Trente Et Quarante


Written by:Michael Shackleford



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