RummiQub

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RummiQub

RummiQub game logo.
A run of more than 5 blue tiles, truncated by the ... tile in the middle.
A run of 5 orange tiles.
A group of 1s.

Introduction

RummiQub (also known as Rummikub) is related to the Rummy family of games, but simplified and made more approachable through the use of numbered tiles rather than traditional playing cards. Players make sets (or melds) of 3 or more tiles to use up their tile collection. Players may also add to and modify existing sets, both theirs and those played by others. A player wins by using up all of their tiles.

Purchasing

To purchase any K.R. Engineering product, simply visit our virtual store in Second Life.

Click here to visit our store.

Some of our products can also be purchased through the web at the Second Life Marketplace.

Click here to browse our products on the Marketplace.

Bug Fixes & Upgrades

Owners of K.R. Engineering games are entitled to free upgrades to newer versions of the game. (See the ADMINISTRATION section in the documentation for your game) If a new update is available, then following the updating instructions for your game will result in it self-destructing, a new one of the most recent version being sent to you by the update server. This process is not automatic, you must tell the game to update itself.

If you are having problems with your game, please send email to support@karstenrutledge.com for product support. If the problem you are having has not previously been encountered, a new game version will be released with a fix as soon as possible.

DISCLAIMER: The appearance and feature set of games are subject to revision between versions as the capabilities of Second Life change over time. Please see the detailed ChangeLog for new versions before upgrading by visiting the K.R. Engineering Support Wiki at http://wiki.karstenrutledge.com/. By continuing with the update you are agreeing to accept any and all changes that have been imposed on the updated version of the game.

Bug Bounties

If you think you've found a bug in a K.R. Engineering game, you could earn a bounty by reporting it! Follow these steps to report the bug and you could earn an L$500 gift card good towards anything at K.R. Engineering! All of the criteria below must be met before you are awarded a bounty on your bug.

  1. The game with the bug must be a Gaming.SL compatible game (have the Gaming.SL logo present on the game itself).
    • If you find a bug in something other than a game, you can still report it. For example, if you find a bug in an accessory such as a scorekeeper or a prize server, you can report which game you were using it with when you encountered the bug, as long as the game you are using it with meets the above criteria.
  2. Verify that the bug exists on the latest version of the game. Click here to find the latest version numbers for all Gaming.SL games.
  3. Verify that the bug has not already been reported by another player. Click here to see bugs reported for all Gaming.SL games.
  4. Verify that the problem you are reporting is actually a bug. Not everything is a bug! It is at our discretion whether to award a bug bounty or not. There are some pretty common-sense things that will not earn you a bounty.
    • If you find a typo in the game documentation, website or the game itself, we would love to hear about it so we can correct it, but a typo is not a bug.
    • If the game behaves in a way that you think it should not, it is not necessarily a bug.
      • For example, a customer was once very cross with us because Spades progressed counter-clockwise around the table, instead of clockwise. This is not a bug, it is a design decision that you disagree with, and will not earn you a bounty.
      • Another example is that for a long time, Greedy Greedy did not allow four-of-a-kind plus two-of-a-kind (e.g. 222244) to count as three pairs when scoring. This was later added as an optional house rule, but it is not a bug, it was an intentional part of the scoring system.
      • Sometimes there are bugs that we are not able to fix because they are problems with Second Life as a whole, not with our products. One example of this is that older versions of our games sometimes display ??? in place of player names. This is a problem with Second Life giving our games bad information, not our games working incorrectly. We worked around this by reverting to old style names if we detect Second Life giving us bad information, but this is not a bug with our games.
    • Fundamentally, a bug is any feature that does not work as intended, rather than a feature that does not work as desired. You are always welcome to discuss how something works with us and offer suggestions for things like optional house rules, but there is no bounty for suggesting new functionality, only for reporting broken existing functionality. If you're not sure whether something is really a bug or not, feel free to report it anyway, and we'll follow up with you.
  5. Send an email to support@karstenrutledge.com or instant message to Karsten Rutledge about the bug. Do not send a notecard.
    • Obviously, you must tell us the game that has the bug.
    • You must also tell us how you found the bug, and what it does. If we are not able to reproduce the same bug with the same results on a table of the same version, then we can't fix the bug, and you won't get credit for it. You should tell us things like:
      • What options were enabled on your table?
      • What steps did you take to get the bug to happen (e.g. "I clicked roll, and then clicked the second dice, and then I played Sweet Home Alabama on my banjo for my pet rhesus monkey, and then I clicked roll again...")
      • What happened, versus what you expected to happen.
  6. If it turns out to be a new bug that we were previously unaware of, and we can reproduce it, then we will fix it and you will get a free L$500 gift card!
    • All of our games use common core components. For example, the script that connects the game to the Gaming.SL website is identical in all of our games. If a bug is found in this script, for example, then it is considered discovered for all games that share that identical script. You cannot report a bug as new by reporting the same bug for each game it effects, since it is the same bug and has the same effect for all of them.

How To Change Theme

To modify the theme of the table, owners may click on the Color button on the game table at any time and choose MODIFY.

To change the theme of the table (between post-modern or classical wooden, or other add-on themes), owners may click on the Color button and choose SWITCH.

Joining The Game

Game Tables

For games that are attached to a full-sized gaming table with seats around it, simply right-click on the table and choose Play from the menu.

Pocket Games

For games that are smaller and are not on a table and have no chairs, you can join the game by clicking on the Play button that is present on the game board.

Once you have joined a Pocket game, you can leave at any time by clicking the Play button again, and choosing Leave Game.

Players of a Pocket game may also choose Play at any time and select Sweep to instruct the game to scan for all players and remove any that are no longer in range of the game.

Owners of Pocket games will have additional menu options on the Play menu:

  • Sweep ON: Enable AutoSweep. The game will automatically scan for absent players and eject them from the game every couple of minutes. Absent means they are farther away from the game than the set sweep range.
  • Sweep OFF: Disable AutoSweep. Manual sweeping can still be done at any time by pressing the Sweep button.
  • Range: Set the desired Sweep range for the game. Players farther than this will not be allowed to join, and players who wander away after joining are subject to sweeping.

Game Play

RummiQub requires that you have the RummiQub HUD attached to play. If you don't have a HUD, press the HUD button on the table to get a free copy. You may want to keep this HUD for future playing as its location on your screen, orientation and relative size can be customized to your liking.

To learn what options have been set on a particular RummiQub game, just touch the RUMMIQUB logo above the game board. A popup window will tell you all of the game settings.

Starting the Game

Once all players who wish to play are seated at the game table, someone must press START to begin the game. Once the game has begun players may leave if they wish and other players may take their seat at the table, but any seat that was empty at the start of the game cannot be filled.

At the start of the game, all players will be dealt 14 tiles, visible only to them on their private RummiQub HUD. Your objective is to play out all of your tiles in order to win.

When playing with 1 to 4 players, the game will start with 104 standard tiles plus two wild tiles, for a total of 106. When playing with 5-8 players, the game will start with 208 standard tiles, plus four wild tiles, for a total of 212.

NOTE: While it is possible to start the game with only 1 player, it will be impossible to ever win. The game allows this for anyone who wishes to practice playing, but it is not possible to score points without opponents.

Terminology

It's important to understand the basic terminology used during the game before attempting to play. This will help you avoid confusion when discussing the game with other players and reading these instructions.

  • GROUP

A group is any set of 3 or more tiles where all of the tiles display the same value (number) on their face, but are different colors. For example, a group can be (Blue 3, Red 3, Black 3), but a group can NOT be (Blue 3, Blue 3, Red 3) because there are two blue tiles. Because of this, groups can only ever be 3 or 4 tiles, because there are only 4 colors of tiles in the game.

  • RUN

A run is any set of 3 or more tiles where all of the tiles are sequential AND are the same color. For example, a run can be (Blue 3, Blue 4, Blue 5), but a run can NOT be (Blue 3, Blue 4, Blue 6) because those are not sequential (the Blue 5 is missing). Additionally, a run can NOT be (Blue 3, Red 4, Blue 5) because they must all be the same color to form a valid run. Runs can be anywhere from 3 to 13 tiles in length, and can begin and end on any number as long as all of the tiles in the set are sequential.

  • SET

A set refers to any collection of tiles that forms a run or group.

  • MELD

A meld is another word for a set.

  • COLORS

The tile colors in RummiQub are Black, Blue, Red and Orange. These can be abbreviated to K (Black), B (Blue), R (Red) or O (Orange) in game menus and messages.

Using the HUD

Your HUD shows you the tiles that you currently have left to play. To play tiles onto the game, you can select them by clicking on each individual tile. A green flag will appear above (or beside, if using your HUD in vertical mode) the tile to indicate that it is currently selected. To unselect a tile, simply click it again.

A red flag on a tile indicates that the tile was harvested on the current turn, and must be played before ending your turn.

If you have a WILD tile on your HUD, it will appear with three additional control buttons. The blue arrows under a wild tile let you change the value (number) of that wild tile. Clicking on the blue, red, and orange QUB icon between the arrows will let you change the color of the wild tile. To play a wild tile, you must set the value and color that you wish it to represent before attempting to play it.

The order that you select tiles on your HUD does not matter. If you select 3, 2, 4, the game will still play this correctly as 2, 3, 4.

You may also click on the OPTIONS button on your HUD to change how your HUD appears on your screen.

  • You can resize it using the +/- percentage buttons.
  • You can change the orientation of the HUD by pressing the Vertical or Horizontal buttons.
  • You can change how many tiles get display on each row/column of the HUD by using the Tiles++ and Tiles-- buttons. When in Horizontal mode, the HUD can display between 3 and 20 tiles per row. When in Vertical mode, the HUD can display between 3 and 15 tiles per column.

The HUD also has an END TURN button and an UNDO button, these are explained in detail below, but are fairly self-explanatory.

Your Turn

When it is your turn to play you have a variety of tools at your disposal for playing new sets or altering existing sets that have already been played on the table. You can alter any set on the table, even if you did not originally play it!

Initial Meld: Optionally, the game may require an initial meld of 30 points. This option is off by default, but may be enabled by the game owner. If this option is enabled, then you must make a new set worth at least 30 points before you will be allowed to alter any of the existing sets on the board. The value of a set is determined by the value of the tiles played in it. For example, (Blue 6, Blue 7, Blue 8) is worth 21 points (6 + 7 + 8), this is not enough. A group of (Blue 11, Red 11, Black 11) would be worth 33 points, this is good! Wild tiles are scored at the value they are played. A wild tile played in the place of a (Red 10) will be worth 10. Once you have played an initial meld of 30, you are free to play as you wish.

Your Turn: Making a New Set

The most basic way of playing your tiles is to make a new run or group consisting of 3 or more tiles. See the TERMINOLOGY section above on what is and is not a valid run or group.

To make a new set, simply select the tiles you wish to use on your HUD by clicking on them.

Once you have selected all of the tiles you wish to play, click on an empty set on the table. If the tiles you have selected form a valid set, they will be played immediately. If not, then you must change your selection and try again.

Your Turn: Adding to an Existing Set

You may add 1 or more tiles to an existing set on the board so long as it still forms a valid set.

For example you could add (Blue 2, Blue 3) to a run of (Blue 4, Blue 5, Blue 6), resulting in a new larger run of (Blue 2, Blue 3, Blue 4, Blue 5, Blue 6). This is valid because it's still all sequential and the same color, making it a valid run.

Likewise, you could add a (Blue 3) to a group of (Red 3, Black 3, Orange 3) because there is not already a blue tile in that group. You could NOT add a second red tile, because there is already a red tile in that group.

To add to an existing set, select the tiles on your HUD that you wish to add and then click on the set on the board that you wish to add your tiles to and choose "Add" from the menu.

Your Turn: Shifting a Run

You may shift an existing run by adding one or more valid tiles to one side of the run, and then removing the same number of tiles from the other side.

For example, you could shift a run of (Blue 3, Blue 4, Blue 5) by adding a (Blue 6). This will make the run (Blue 4, Blue 5, Blue 6), and you will pick up the (Blue 3) and add it to your HUD.

To shift a run, select the tiles on your HUD you wish to append to either end of an existing run, and then click on the run on the board that you wish to shift and choose "Shift" from the menu. You may add tiles to the beginning or end of a run to shift it, but not both at the same time!

Your Turn: Splitting a Run

You can split an existing run on the board into two separate runs as long as both pieces form a valid run on their own.

For example, you could split a run of (Red 3, Red 4, Red 5, Red 6, Red 7) by playing a (Red 5). This will split the run into two separate runs of (Red 3, Red 4, Red 5) and (Red 5, Red 6, Red 7).

You can split a run by playing more than 1 tile as well. For example, you could split the same run of (Red 3, Red 4, Red 5, Red 6, Red 7) by playing (Red 4, Red 5), which will result in two new runs of (Red 3, Red 4, Red 5) and (Red 4, Red 5, Red 6, Red 7).

To split a run, select the tiles you wish to use to split with on your HUD, then click on the existing set on the board that you wish to split and choose "Split" from the menu.

Your Turn: Substituting a Group

You can substitute a tile out of an existing group, so long as the tile you substitute for it still leaves the group valid.

For example, you could substitute the (Orange 3) in a group of (Orange 3, Red 3, Black 3) so long as the tile you were putting in its place was a (Blue 3). In this case, the group would end up as (Blue 3, Red 3, Black 3) and you would add the (Orange 3) to your tile HUD to be played again.

To substitute a group, select the tile on your HUD that wish to substitute into a group, and then click on the group you wish to make the substitution in. The menu will ask you which tile you want to take out of the group and replace with your own. Choose the tile you want by picking the appropriate "Sub XX" option from the menu. If you wanted the Orange 3, you would pick "Sub O3".

Your Turn: Wild Substitution

You can substitute a wild tile out of an existing run by replacing it with the non-wild equivalent.

For example, in a run of (Red 2, Red 3, Red 4!, Red 5, Red 6) where the (Red 4!) is a wild tile, you can substitute in a normal non-wild (Red 4), thus allowing you to take the much more versatile wild tile as a harvested tile and re-use it during your turn in another group or run.

To substitute out a wild tile, simply select the non-wild equivalent on your HUD and then click on the run you wish to make the substitution with. If there is a wild tile in the run you have selected, the menu will have a "Wild Sub" button. If there is no wild tile in the group you have selected then this button will not be available.

Your Turn: Harvesting a Tile

You may simply take any tile from an existing run or group and add it to your HUD for your own use. This is known as harvesting a tile. Harvested tiles have a red flag next to them on your HUD, and you are required to replay any harvested tiles in your hand before ending your turn. If you do not, then you will be penalized by drawing 3 tiles!

To harvest a tile from an existing set, simply click on the set you wish to harvest from while having NO tiles selected on your HUD. If there are any tiles on your HUD with a green flag next to them, then the game will interpret this as wanting play your own tiles, rather than taking from the board. Unselect any tiles on your HUD before attempting to harvest.

If you harvest from a run, you may take the first or last tile from the run, provided there are more than 3 tiles in the run. You can not harvest from the middle of a run.

If you harvest from a group, you may take any of the tiles from the group as long as there are more than 3 tiles in the group.

Undoing Your Turn

If you decide that you messed up on your turn, you can simply press the UNDO button on your HUD to start your turn over, reverting both your tiles and the board back to the way it was when your turn started.

NOTE: The Undo feature can be disabled at the discretion of the game owner, so not all RummiQub tables may have this as an option. To check whether Undo has been disabled or not, touch the RUMMIQUB logo on the game table.

Ending Your Turn

If you are unable to play any tiles, or if you have finished playing tiles, you can end your turn by pressing the END TURN button on your HUD.

If you have not played any tiles from your HUD on your turn, you will be forced to draw 1 tile from the tile bag.

IMPORTANT: Replaying harvested tiles does not count as having played! You must play at least 1 tile that you already had in your hand at the start of your turn or you will be forced to draw at the end of your turn.

Scoring

Points are tallied up and awarded at the end of each round. A round is over when one player plays all of their tiles, or when all players have passed twice in a row with no plays being made (and the tile bag must be empty). All players passing without playing indicates to the game that nobody feels they have any valid moves left to play.

When the round ends, all players will be penalized for any tiles left on their HUD. The score penalty is equal to the face value of the tiles, with the exception of wild tiles. Wild tiles are worth a 30 point penalty when left on your HUD, so it is a good idea to play out your wild tiles and high value tiles as the round nears completion.

If the round is over because a player used all of their tiles then they are the winner for the round and are awarded points in the amount equal to all of the tiles that all of their opponents have not played.

Example:

  • Player 1 has 24 points worth of tiles remaining.
  • Player 2 has 13 points worth of tiles remaining.
  • Player 3 played all of their tiles.

In this example, Player 1 would receive a penalty of -24 points, Player 2 would receive a penalty of -13 points, and Player 3 would receive an award of +37 points (24 + 13).

Winning the Game

The game is over when a player scores enough points, regardless of the number of rounds played. The points required to win can be 25, 100, 200, or 400 as the game owner has decided. To find out how many points are required to win, you can touch the RUMMIQUB logo on the game table.

Some Helpful Tips

  • Don't get frustrated if you have a hard time playing tiles, especially at the beginning of the round. It gets much easier to play tiles as more sets are created on the board!
  • Harvesting is your friend! Do you have a Blue 3 and a Red 3? Look around on the board to see if there is a Black 3 or Orange 3 that you can take. Now you have a complete group to play!
  • Be on the lookout for tiles that have ! markings on them, these are wild tiles and can be harvested and turned into any tile you need!

House Rules

RummiQub offers a variety of small rule changes that can be enabled or disabled by the game owner or an administrative user. See the ADMINISTRATION section below for details on how to do this. This section describes what these rules do in detail.

Undo

This option defaults to ON.

The Undo feature allows players during their turn to decide that they made a mistake or miscalculated, and reset the game back to the state it was in at the beginning of their turn. Any tiles they have played will be returned to their hand. Any tiles that they have harvested will be returned to the board, and all runs/groups will be arranged back to their configuration when the player's turn first started.

Initial Meld

This option defaults to OFF.

The Initial Meld rule is a common rule used in RummiQub games around the world. It requires that players must first create their own run/group before being allowed to manipulate other players' sets that are already on the board. This first run/group must equal 30 "points" as indicated by the face value of the tiles they are playing. For example, (Blue 6, Blue 7, Blue 8) is worth 21 points (6 + 7 + 8), this is not enough. A group of (Blue 11, Red 11, Black 11) would be worth 33 points, this is good! Wild tiles are scored at the value they are played. A wild tile played in the place of a (Red 10) will be worth 10. Once you have played an initial meld of 30, you are free to play as you wish.

Proportional Dealing

This option defaults to OFF.

The Proportional Dealing rule can greatly increase the rate at which a game picks up speed. By default, all players are dealt 14 tiles at the start of each round. When playing with only 2 or 3 players, this can seem tedious to start as there will be fewer runs/groups to work with. With this option turned on, fewer players will be dealt more starting tiles. This allows more sets to be created quickly at the start of the game and can drastically shorten the time a game takes to play. Some players may also find it less frustrating to start with more tiles.

When enabled, players will be dealt:

  • 28 tiles each for 2 players.
  • 18 tiles each for 3 players.
  • 14 tiles each for 4 players.
  • 22 tiles each for 5 players.
  • 18 tiles each for 6 players.
  • 16 tiles each for 7 players.
  • 14 tiles each for 8 players.

These may seem like weird, arbitrary numbers, but they're actually not. In the "ideal" case of 4 players playing, there would be 14 x 4 tiles dealt at the start of the game, or 56 total tiles. The game will attempt to keep the same amount of tiles dealt regardless of the number of players playing. 56 divided among 3 players instead of 4 means each player gets 18. 56 divided among 2 players instead of 4 means each player gets double the normal amount, or 28. When more than 4 players are playing, the number of tiles in the tile bag is doubled from 106 to 212. The same logic is in use with 5-8 players, but the divided number of tiles is 14 x 8, or 112 tiles, twice as many as when 1-4 players are playing.

Best Possible Winner

This option defaults to ON.

The game is played in multiple "rounds" where each round, players attempt to be the first to use all of their tiles. In the event that players are unable to use all of their tiles, and the tile bag as been exhausted, the round can end with no clear winner. In this case, there is no winner of the round. Each player is penalized for the tiles in their hands and the next round begins.

When this option is enabled, however, the game will determine a round winner anyway based first on the number of unused tiles each player still possesses. In the event that there is a tie on the lowest number of unused tiles, then the game will break the tie by the lowest point value held by those players. If, miraculously, there is more than 1 player that tie for both lowest number of tiles AND lowest score of those tiles (such as if two players both have a single remaining tile, and both tiles are 2s), then the game will consider them both winners of the round and they will split the points being awarded.

This option can speed the game up tremendously, as players only GAIN points if they win a round. If this option is off, then there can be whole rounds during the game where all players only LOSE points and nobody gains any. With this option enabled, someone will always be gaining points each round.

It is important to note that a player can be a round winner, and still lose points. Points are awarded based on the total value of all unused tiles from all players when the round ends, but the winner of the round will also still lose points based on the tiles they hold at the end of the round. If the points they are deducted from their own held tiles is more than the points they're being awarded from everyone else's unused tiles, they will see a decline in their game score even though they won.

Whole Set Harvesting

This option defaults to OFF.

When this option is enabled, players may remove entire sets (runs or groups) from the game board all at once and add them to their held tiles. This allows for a much greater range of creativity and freedom when playing, in that a player can effectively rearrange the entire game board all at once if they wish. This is an advanced form of game play where the only rule is that you may not have any harvested tiles still in your HUD at the end of your turn. As long as you re-use every tile you pick up to form new valid sets, then you can alter the board as you wish.

When this option is disabled, players may only modify existing sets on the board, but not remove them from the board.

Game Length

This option defaults to 200.

The length a game takes to play depends on the score required to win the game. The game will continue to play round after round after round until this score is met by 1 or more players. If you wish to have a shorter or longer game to fit into your schedule, you can adjust the number of points required to win to 25, 100, 200 or 400 points. 25 points will be a very short game, possibly a single round in many cases. 400 points will be a very long game (unless everyone is also very bad players).

Player Experience

Introduction

At K.R. Engineering, we believe that playing games in Second Life is about more than just the game. It is about socializing and enjoying the game the way you like it. To that end, our game tables incorporate features that go beyond game mechanics. Once you are seated at one of our game tables, a number of options become available to customize your experience.

Animations

Players may press the POSE button on the table top to change the current sitting animation for their avatar. This includes animations for:

  • Couples, allowing one person to sit in the lap of an adjacent player
  • Dom/sub (or master/slave) poses where one person can kneel beside the chair of an adjacent player instead of being seated
  • and a variety of singles poses.

Not all poses may be available for all games, depending on the theme that the table is currently using.

Camera View

Players may press the POSE button on the table top and select the CAMERA option from the menu to change their camera view between Birdseye, First-Person, Third-Person and Disabled. When on Disabled, the game does not override the default Second Life camera. On the other three camera options, players may also use the same menu to adjust their zoom level, bringing the camera closer to the table, or farther away as desired.

Gaming.SL Integration

Gaming.SL is a new broadened gaming experience for players in Second Life. Gaming.SL provides a web-based connection to participating games for the purpose of storing persistent leaderboards that are searchable by region, parcel, winner, and many other options. The leaderboards can be viewed either through objects in Second Life, such as the included Scorekeepers and Gamekeepers, or by visiting the Gaming.SL website at http://Gaming.SL.

Gaming.SL also provides ongoing recurring Jackpots where players can win cash prizes just for playing, no purchase necessary! Visit the website at http://Gaming.SL to see the current jackpot standings, and who you need to defeat to win a prize. Prizes are based on ranking on a leaderboard that is erased during each jackpot period. Players must play during each period to be eligible to win during that period.

Gaming.SL includes support for Achievements in participating games, where-in you can unlock trophies by performing miraculous or mundane feats of gameplay. Achievements are awarded automatically and announced in Second Life when they are unlocked.

Many more features are coming to Gaming.SL, visit the website to stay up to date on the latest.

Players can access information about the game and their own achievements and scores on Gaming.SL by either visiting the website or by clicking the Gaming.SL logo on the table.

See the Gaming.SL page for more details.

Player Management

Owners or Administrative Users of the game may click on a player's turn indicator in front of them to access a player management menu. From this menu you may skip whoever's turn it currently is, or eject a chosen player from the game.

Administration

To access the game's administrative menu, simply click and hold your mouse button down on the table for 2 seconds, a menu will pop up on your screen displaying current settings and providing options to change them. (In slow simulators, this may take slighter longer than 2 seconds, just hold the mouse button down until you see a menu.) You can access this menu by clicking on any part of the table that is not a game element (buttons, dice, etc). You can click on the chairs or the shadow as well.

Some elements of the administration menu are accessible only by the owner of the game, while others can be accessed by anyone who is considered an administrative user, either explicitly added or implicitly through the Group Admin feature.

Owner-Only Options

  • Rem Admin: Select this option to remove a game administrator. You will be prompted to say their name.
  • Add Admin: Select this option to add a new administrative user to the game, allowing them to force resets and change game options on the table (not the admin menu, only options on the board). You will be prompted for their name. They must be within 50m of the game for this to work.
  • Admins: Select this option to see a list of current administrative users on this table.
  • Update: Select this option to make the game check for available updates and automatically upgrade if available.
  • Branding: Access the table Branding menu.
  • Phantom: Turn the table phantom (non-physical) so that you can not collide with it. (default mode)
  • Physical: Turn the table physical so that avatars will collide with it.
  • G.Admin On: Off by default, this enables the Group Admin feature. When on, all members of the table's group are considered administrative users, whether they've been explicitly added as an administrative user or not.
  • G.Admin Off: Disables the Group Admin feature.
  • Indicators: A menu for changing the color of the turn indicator lights on the game board.
  • Color: An alternate way to access the color/theme menu for the table. This is the same as pressing the Color button on the table top.
  • Tiles: A menu to change the appearance of the game tiles.

Administrative User Options

  • Timeout: Select this button to change the number of minutes the table will wait before resetting automatically after it has been abandoned.
  • Turn Timeout: Select this button to change the number of seconds the table waits for idle players to begin their turn. If they don't roll before the timeout occurs, the game will skip them for this round.
  • Quiet: Enable quiet mode, reducing the amount of chatter that the game will send to local chat.
  • Chatty: Disable quiet mode.
  • Limit Join: When on limit join, no new players may join after the first roll has been made and anyone who leaves the game has five minutes to return before the game considers them gone. When free player join is off and all players have left the game will automatically reset.
  • Free Join: Turns the game back to free join mode, anyone may join at any point during the game. The game will skip abandoned seats and automatically give any newcomers the chance to roll on the next round.
  • G.Play On: Off by default, this enables the Group Play feature. When enabled, only members of the same group may play on the table. The group of a game is the group you had active when you first rezzed it. You can change the table's group by editing it and clicking "Set.." next to Group on the General tab of the editor. Group members must have their group tag active in order to be recognized as group members by the table.
  • G.Play Off: Turn off the Group Play feature.
  • Evict On: Turn on evicting of players who are idle on their turn, as dictated by the Timeout function above.
  • Evict Off: Turn off evicting of players who are idle on their turn. Players who are idle will be skipped instead.
  • Prizes: Access the internal prize server menu. See Prizes section below.
  • Sound High: Set sound effect volume to 100%.
  • Sound Low: Set sound effect volume to 50%.
  • Sound Off: Set sound effect volume to 0%.
  • Text On: Enable hover text scores for each player.
  • Text Off: Disable hover text scores for each player.
  • Text Only: Enable hover text scores for each player and disable the on-table displays.
  • Undo On: Enable the UNDO feature.
  • Undo Off: Disable the UNDO feature.
  • Meld On: Players will be required to make an initial meld worth at least 30 points before they can play.
  • Meld Off: Players may play normally right from the start.
  • P.Deal On: Enable proprtional dealing. Players will be dealt tiles based on the number of people playing at the start of each round.
  • P.Deal Off: Disable proportional dealing. Players will always be dealt 14 tiles to start.
  • Best On: Enable best possible winner. Player with lowest number of tiles wins the round, even if nobody plays all of their tiles.
  • Best Off: Disable best possible winner. If nobody successfully plays all of their tiles, then nobody wins the round.
  • Whole On: Enable Whole Set Harvesting to allow players to pick up and re-use all of the tiles from existing sets.
  • Whole Off: Disable Whole Set Harvesting. Players may alter existing sets on the board, but not destroy them.
  • Win 25: Set required score to win at 25 points. This is effectively the "play one round" setting, it will be a very short game.
  • Win 100: Set required score to win at 100 points.
  • Win 200: Set required score to win at 200 points.
  • Win 400: Set required score to win at 400 points.

Addon Themes

New K.R. Engineering games now support addon themes. Addon themes do not require updating the table, you merely buy the new theme and then install it into your game and you can instantly switch between the builtin two themes (Classic and Postmodern) and the new themes you have purchased.

Compatibility

Addon theme support requires a recent version of your table that supports Gaming.SL. If you do not see a Gaming.SL logo on your game, then buying an addon theme will not work for you.

Usability

Addon themes only have to be purchased once to work with all compatible tables. If you have two or more Gaming.SL enabled tables from K.R. Engineering that both support addons, then you only have to buy a theme once and it will install onto both tables.

Installation

After purchasing an addon theme from the K.R. Engineering store, you can install it onto any compatible table by touching the Gaming.SL logo and selecting the "G.SL Sync" button.

  • The table will do this automatically once every 12 hours if you do not do it manually, so if it has been a long time since you purchase the theme this may have already happened.
  • The table will inform you that it has installed new themes after syncing (if it has not already installed them).
  • Now simply access your theme menu (usually the "Color" or "Appearance" buttons on the table top) and select "Switch" to switch to the newly installed theme.
  • After switching, access the theme menu again and choose "Modify" to edit the customization options available for your new theme. Most new themes will include multiple color and texture options. Some themes may also include particles or other effects.

Branding

Would you like to have your own logo or picture on the game table? If so, click and hold your mouse button down on the black octagon in the center of the game table for 2 seconds. The ADMINISTRATION menu will pop up, choose Branding to change the centerboard texture to any texture or snapshot that you have full permissions on. Simply click 'Custom' on the menu and follow the instructions in chat, or choose one of the built-in centerboard textures.

The Branding menu also allows you to turn shiny off/on, full bright (lit in the dark) off/on or tint your textures using a selection of preset colors.

Warning: Do not use textures that have alpha layers, or it will conflict with the game elements (dice, buttons, cards, etc) on the game table surface.

Scorekeepers & Gamekeepers

K.R. Engineering games that are connected to Gaming.SL and have a scoring system as part of their normal gameplay may have optional scorekeepers and gamekeepers included with them. These devices allow you to view the top leaderboards for the game with varying levels of resolution.

Scorekeepers

Scorekeepers display the current top scores for the game. Depending on the game, this may either be low scores (e.g. Aught) or high scores (e.g. Greedy Greedy).

Scorekeepers come in a "low prim" and "high prim" design. They both have exactly the same features, but the low-prim design displays information as floating text. The high-prim design displays information as letters on a prim face.

You can touch either version for an option/admin menu. This menu is only available to the owner of the scorekeeper.

Scorekeeper Option Menu

  • Cancel: This button does nothing except close the menu.
  • Refresh: The scorekeepers will refresh the information they show every 12 hours, or immediately when a nearby game is completed. Using this button, you can force a refresh immediately, whenever you want.
  • Reset: This will reset all information on the scorekeeper. (In practice, at least. What this actually does is causes the scorekeeper to only show games finished after the time you reset it.)
  • Parcel Only: This will narrow the information on the scorekeeper to only showing games that were completed on the same parcel that the scorekeeper occupies. It is based off of the parcel's name, so if there is more than one parcel with the same name in the same region, even if they are not connected, information from both parcels will show up.
  • Regional: This will set the scorekeeper to show information on all games completed in the same region as the scorekeeper, regardless of parcel lines.
  • Unique OFF: By default, the scorekeeper will only show one entry per player, their highest score.
  • Unique ON: This will make the scorekeeper show the "true" top scores for a game, which may include the same player more than once if they occupy multiple slots.
  • Solo OFF: Tells the scorekeeper to ignore games where only 1 player was playing when it was completed.
  • Solo ON: Tells the scorekeeper to show all games, even if only a single player was playing when they were completed.
  • Brand: Although the scorekeepers are modifiable, many people are not comfortable with editing prims. This option allows them to place a logo or other graphic on the scorekeeper without having to use the prim editor interface.
  • One Game: This option allows you to focus the scorekeeper on a specific game table, rather than showing scores for a region or parcel. To use this feature, you will need to provide the scorekeeper with the Gaming.SL ID for the table you wish it to track. This is separate from the game's UUID or "key." The key for your table can be found by pressing the "Key" button in the admin menu, but this is not what the scorekeeper needs. UUIDs (or Keys) in SL change every time you rez the table, which makes it unusable for tracking information about a specific game. Instead, the game is given a permanent and unique ID by Gaming.SL that stays the same between each rez. To find this permanent ID, you can touch the Gaming.SL logo on the table, and choose the "G.SL Info" button.
  • All Games: This reverts the scorekeeper back to showing information for all games on the parcel/region.

Gamekeepers

Gamekeepers display the current top wins for the game. Unlike top scores, these are not specific high scores, but rather cumulative number of wins. In other words, who has won the most number of games.

Like the scorekeepers, gamekeepers come in a "low prim" and "high prim" design. They both have exactly the same features, but the low-prim design displays information as floating text. The high-prim design displays information as letters on a prim face.

You can touch either version for an option/admin menu. This menu is only available to the owner of the gamekeeper.

Gamekeeper Option Menu

  • Cancel: This button does nothing except close the menu.
  • Refresh: The gamekeepers will refresh the information they show every 12 hours, or immediately when a nearby game is completed. Using this button, you can force a refresh immediately, whenever you want.
  • Reset: This will reset all information on the gamekeeper. (In practice, at least. What this actually does is causes the gamekeeper to only show games finished after the time you reset it.)
  • Parcel Only: This will narrow the information on the gamekeeper to only showing games that were completed on the same parcel that the gamekeeper occupies. It is based off of the parcel's name, so if there is more than one parcel with the same name in the same region, even if they are not connected, information from both parcels will show up.
  • Regional: This will set the gamekeeper to show information on all games completed in the same region as the gamekeeper, regardless of parcel lines.
  • Solo OFF: Tells the gamekeeper to ignore games where only 1 player was playing when it was completed.
  • Solo ON: Tells the gamekeeper to show all games, even if only a single player was playing when they were completed.
  • Brand: Although the scorekeepers are modifiable, many people are not comfortable with editing prims. This option allows them to place a logo or other graphic on the gamekeeper without having to use the prim editor interface.
  • One Game: This option allows you to focus the gamekeeper on a specific game table, rather than showing scores for a region or parcel. To use this feature, you will need to provide the gamekeeper with the Gaming.SL ID for the table you wish it to track. This is separate from the game's UUID or "key." The key for your table can be found by pressing the "Key" button in the admin menu, but this is not what the gamekeeper needs. UUIDs (or Keys) in SL change every time you rez the table, which makes it unusable for tracking information about a specific game. Instead, the game is given a permanent and unique ID by Gaming.SL that stays the same between each rez. To find this permanent ID, you can touch the Gaming.SL logo on the table, and choose the "G.SL Info" button.
  • All Games: This reverts the gamekeeper back to showing information for all games on the parcel/region.

Prizes

As of September 1st, 2014, it is a violation of the Second Life Terms of Service for this game to have betting or buy-in options. The Internal Prize Server menu now consists only of the option to enable/disable the External API and links to the Linden Lab policy and FAQ. For more information, please read the Skill Gaming page. The menu itself was left in to spread awareness of the policy change. This game no longer requires debit permissions from its owner, nor does it have the option to pay money to the winner of the game under any circumstances.

Frequently Asked Questions (FAQ)

RummiQub

Wiki FAQ Q Icon.png Do you offer upgrades on my version of RummiQub?

  • Yes, upgrades are available for ALL versions.

Wiki FAQ Q Icon.png How do I get my table upgraded?

  • Click and hold your mouse button on part of the table for 3 seconds until a menu appears, click 'Update.'
    • If you don't see the "Update" button, try pressing the <<< button until you see it. The admin menu has multiple pages.
    • Your table will disappear (delete itself) and you will receive a new table. Delivery of new table may take up to 5 minutes.

General

Wiki FAQ Q Icon.png Will you bring your games over to InWorldz/other OpenSim-based grids?

  • Short answer: Not for the foreseeable future, no.
  • Longer multi-part answer:
    • Most money made in Second Life comes from volume sales, it's the reason you can buy a shirt for L$200, which is the equivalent of $0.80 USD. They're called micro-transactions because despite the big numbers we throw around in Second Life (ooh, "thousands"), they're really, really tiny amounts. My games range between L$295 and L$1995, that's about $1.18 to $8.00 USD, or what you'd expect to pay for a good phone/tablet app on iPhone or Android these days. This works because like Android/iPhone app developers, Second Life developers hope to sell not merely hundreds, but thousands of copies of whatever they make, otherwise it simply is not worthwhile. This means to make developing worthwhile, you need to have a large market to sell to, because if you're lucky, 1 in 100 people will buy your product. If there's 1000 people, you might sell 10. If there's 10,000 people, you might sell 100, if there's 100,000 people, maybe you'll break the 1000 barrier. It's simple economics. Not everyone is interested in everything, so not everyone is going to buy your product. The biggest problem with InWorldz (and other even smaller grids) is that it is VERY, VERY SMALL. As of this writing, there are 2000x fewer people connected to it than Second Life. That means you can roughly expect to sell 2000x fewer of your product on InWorldz than Second Life. In order for that to be worthwhile, you'd have to sell it for 2000x the cost, but nobody would buy it for 2000x the cost. That would make Greedy Greedy $16,000 USD on InWorldz. If it were as simple as picking up my games, walking over to InWorldz and rezzing them, I might consider it, but there is a considerable time and resource investment into bringing a product like my games over to another grid, and all indications say "You will never make that money back." It's simply more worthwhile for me to develop new products for Second Life than to port old ones to a nearly empty grid.
    • Some people might argue that this is a chicken and egg problem, or more succinctly, "if you build it, they will come." InWorldz is small because of lack of content, but it has a lack of content because it is small, it's a vicious cycle! That may be true, but unfortunately doesn't change economics. I've logged into InWorldz periodically over the last few years (my name is Karsten Rutledge there also) and what I see is not a world suffering from lack of content, it's a world suffering from a poor business plan. InWorldz looks like Second Life from 4 years ago, and performs even worse. The ONLY reason anybody at all is on InWorldz is because they offered super cheap regions compared to Second Life, and then on top of that, offered 45,000 prims per region instead of 15,000. Sounds too good to be true! That's because it is.
      • Second Life regions aren't limited to 15,000 prims out of spite, they're limited that way in an effort to offer both resources and performance at a balance. This doesn't always work because people who use the regions don't understand region performance is a finite resource, but you know what works even less? Tripling the load on the regions. This doesn't just triple the load on the regions, it also triples the load on all of the viewers trying to look at that region. Instead of having to download 15,000 prims from the internet, your computer now has to download 45,000 prims from the internet, and your computer has to render those 45,000 prims on your screen. Sounds good on paper, in practice, people who run Second Life slowly run InWorldz EVEN SLOWER, if they can run it at all.
      • This 'super cheap gimmicky regions' philosophy has led to one readily foreseeable and obvious result: It's a wasteland. While I'm writing this, there are enough people connected to have 1 person for every 6 sims. Vast expanses of land with nobody in them.
      • OpenSim is a remarkable effort, but it never was up to the performance of Second Life and probably never will be. I've been standing in a nearly empty InWorldz sim just waiting for a single airplane to fully rez, and half an hour later, it still hasn't, it's just a distorted cluster of half-rezzed sculpts. This happens in every region I go to. InWorldz simply can't deliver what it promises.
    • (Update) I'm told InWorldz has Mesh now, at least in beta. Which just further illustrates that InWorldz is just treading water to keep up with Second Life, it's not offering anything new or innovative. Second Life has had mesh for years, and InWorldz is just now getting around to catching up.
    • Scripting support lags behind. For something like skins, this hardly matters, but if Second Life adds a new LSL function and InWorldz doesn't, your scripted content probably doesn't work on InWorldz anymore.
    • If you think 'copybotting' is a problem in Second Life, wait until you see OpenSims. The 'open' being the key part. Once you upload your content to an OpenSim grid, it's now "in the wild" so to speak. The one last bastion of security in Second Life is that scripts are still not accessible to copybots. If you're a skin designer, your skin is no more at risk on an OpenSim than it is in Second Life, to see a skin or other texture your computer has to download it (although new server-side avatar baking is making this much harder, thankfully, something else I believe InWorldz/OpenSim doesn't do, meaning your skins are now less safe in OpenSim than Second Life), so you are essentially passing out copies to anyone who even sees an avatar wearing your skin, much less buying it. You only see the EFFECTS of scripts though, not the scripts themselves. Therefore porting scripted content to an OpenSim grid carries a huge additional risk, because now you are making your scripts available to a much wider group of people, namely whoever has administrative access to that OpenSim grid.
    • All in all, I believe competition for Second Life is healthy and good, but InWorldz and other OpenSim grids aren't competition, they're poorly made ripoffs trying to lure people in with cheap gimmicks, and that's probably all they will ever be. If one of them manages to achieve any significant market size or, shockingly, innovates on Virtual Worlds somehow, I'll probably be keenly interested. Until then, it's not worth the time or effort.

Wiki FAQ Q Icon.png I (or someone else) does not appear on scorekeepers or gamekeepers, or on the Gaming.SL website!

  • This is because you (or they) specifically requested NOT to appear on scoreboards. You did this by touching the Gaming.SL logo on a game table and selecting the 'Opt Out' button. See the Gaming.SL page for more details about this. You can fix this by touching the Gaming.SL logo on a game table, and pressing the 'Opt Out' button AGAIN.
  • On newer game tables, this button is marked as "Opt Out|In" and spawns a warning dialog box asking ARE YOU SURE you want to do this. On older tables, it will simply tell you in local chat what it is you have done after you click on it.
  • NOTE: Opting out also prevents you from earning achievements and participating in grid-wide jackpots.

Wiki FAQ Q Icon.png Are you going to convert your games into mesh?

  • Yes, I am working on it. Unfortunately because of the limitations that Linden Lab placed on mesh in Second Life (namely that you can't change a mesh shape with a script like you can sculpt and regular prims), I can't use the existing theme system to build mesh tables. So instead, I'm going to be rebuilding all my stuff from scratch to use a completely different theme system, which also requires building the web server code that runs outside of Second Life. It is a big project, but I am moving towards that goal because I can't stand to build with sculpts anymore.

Wiki FAQ Q Icon.png I saw a game table I want to buy, but it looks different from the ones in the store. Where is the other one?

  • Our tables come with 2 basic themes or "skins" they can use. A wooden classic octagon table and a post-modern futuristic shiny table. Newer tables also can have new themes added on to them after purchase by visiting the theme showcase in our store. New themes are released regularly and cover a wide range of styles and genres. After buying the table, you can change which theme is in use at any time.
    • For newer games, that is games that show the Gaming.SL logo on the table top, this can be done by accessing the Color/Appearance menu on the table and choosing the Switch option.
    • For older games, this can be done by pressing the New Style or Old Style buttons in the game's Admin Menu.

Wiki FAQ Q Icon.png My game has been updating for a long time, it says to contact you if it persists, what do I do?

  • This happens to very old games when the Second Life network is losing packets under a heavy load. Send the game to Karsten Rutledge in a folder with your name on the folder.

Wiki FAQ Q Icon.png Where can I find/do you have a table with multiple games on one table?

  • No. I would like to do something like this, but it isn't practical in SL for many reasons, including prim limits, scripting issues, security issues and permission issues.

Troubleshooting

Wiki FAQ Q Icon.png How do I get rid of the annoying info box that pops up when I mouse over your table?

  • This is actually something your viewer is doing. The table cannot produce this info box and also cannot get rid of it. You can disable it in your viewer's preferences (usually labeled as "Hover Tips"), but it will disable it for all objects, not just the table. In most viewers, you can toggle this feature on or off by pressing CTRL+SHIFT+T on your keyboard.

Wiki FAQ Q Icon.png I think my table is broken, it wants me to pay to play, but the Pay... window is completely blank!

  • This a bug in some very old versions of a modular script that really old tables used that will cause it to blank the pay dialog if the table is picked up and rezzed again. You should really update your table.

Wiki FAQ Q Icon.png Why do I only see candles on the table?

  • On very, very old versions of the game tables you could touch the base of the table (the flat round part at the bottom) to 'hide' the game. You probably touched it by accident. Just touch it again to bring the game back. Or better yet, update it, because your table was around to see the Pharaohs.

Wiki FAQ Q Icon.png I lost the instructions card that came with my game, can I get a replacement?

  • The instructions notecard is the same card you get by pressing the HELP button on the game. Simply click it for a new card.

Wiki FAQ Q Icon.png Some of the buttons on my game don't work, what do I do?

  • Often this is because someone's invisible attachment is covering the button, such as shields and other things. To check, open the View menu and turn on 'Highlight Transparent.'

Wiki FAQ Q Icon.png My game doesn't work at all, NONE of the buttons work, what do I do?

  • First verify that you are not in a no-scripts zone.
  • Next, you should verify that the table is not obstructed. Often this issue arises because there is an invisible prim over the table, frequently from nearby foliage. Press Ctrl+Alt+T on your keyboard and this will activate "Highlight Transparent" mode on your viewer. Any prims that have alpha (transparent) will be turned red. Make sure there are no red prims covering the table that you are accidentally clicking on instead of the actual table. Press Ctrl+Alt+T again to turn off the highlighting.
  • If you're not in a no-scripts zone, then right-click on your game and choose 'Open', if there is nothing in the contents then you must have removed all the scripts from it, apparently without realizing it. There is no way to fix this, the game will have to be replaced. Send it to Karsten Rutledge in a folder with your name on it.
  • If there are scripts inside the game when you open it, the problem may be that the scripts got deactivated, possibly by the estate tools. You may have a jerk for a sim administrator. The game will have to be replaced if this is the case. Send it to Karsten Rutledge in a folder with your name on it.

Wiki FAQ Q Icon.png My game paid the winner twice (or more times), and now I lost money, what do I do?

  • As of September 1st, 2014, gambling on K.R. Engineering tables is against the Second Life Terms of Service. You should update your table to a compliant version immediately.
  • More than likely, this means you have more than one Prize Server rezzed in the same region (sim). One server works for every game in the same sim, unless you tell the prize server to only listen to a single table. See the Prize Server page for more info.

Wiki FAQ Q Icon.png My game is running very slowly, what is wrong with it?

  • The speed of objects in Second Life is based on the speed of the simulator they are rezzed in. If the simulator is running very slowly, which happens when it is overloaded, then everything in the sim will also run slowly. Void/Homestead/Openspace sims are always going to be much slower than full simulators even if they are relatively empty.

Wiki FAQ Q Icon.png My game got deeded to a group, and now I can't do anything with it, what do I do?

  • Presumably, since the table got deeded to the group that means you are either a group officer or a group owner. As such, you can simply set the table for sale for 0L and buy it back from the group. To do this:
    1. Right-click on the table and choose 'Edit...'
    2. If you have not used the building interface before, you may need to click the 'More' button to expand the window.
    3. Go to the 'General' tab on the left of the window and check "For Sale."
    4. Be sure to set the price next to this to 0.
    5. Below the For Sale box it should say 'Original', 'Copy' and 'Contents', make sure that Original is the button that is marked.
    6. Now right-click on the table again and choose 'Buy.' The table will still remain rezzed, but you should now be the owner again.

Wiki FAQ Q Icon.png Your game has texture fighting problems on the table, can you fix this?

  • Unfortunately, no. If you are seeing texture fighting (usually the black backboard and the wooden game table surface are most commonly noticeable), then you are probably at a really high altitude, such as greater than 1000 meters up. This happens because of rounding errors (such as 1.06 getting rounded to 1.0, loss of precision) in the math that the Second Life viewer does when calculating where to display each part of the game. The math gets less and less accurate the higher up you go. Before a couple years ago, we were limited to building up to 768m high for that reason, they only recently raised the cap to 4096m, but the problem is still there. For some things it doesn't matter, like nobody cares if their couch cushions aren't quite where they should be, but in the case of the games, the black backboard and the wooden table surface are both parallel and fairly close together, so the rounding error shows up on it in a big way. At that altitude, Second Life thinks that prims that were separated by a small amount are no longer separated at all, and draws them in the exact same position even though they are not. The only solution is to use the table at a lower altitude, generally less than 1000 meters, although your mileage may vary depending on your graphics settings. You can see this for yourself if you move the table down to lower altitudes. At ground level you will see the table most correctly, but the flickering will stop well before then. The only way I could "fix" this issue is by separating all the game elements much farther away from the table surface, but this would cause the game to look strange at normal altitudes instead of looking strange at high altitudes, a trade-off that's not really practical or desirable.

Wiki FAQ Q Icon.png Whenever I brand my table, some or all of the dice disappear, what am I doing wrong?

  • This happens whenever you use a texture that has an alpha layer (transparency) on the backboard. The dice are partially transparent, so you end up with the well-known issue of "texture fighting" on your board, where the viewer isn't sure whether to display the dice on top or the backboard on top. Even if your texture does not have any visible areas that are transparent, it can still have an alpha layer. If you are the original creator of the texture, try uploading it again without an alpha layer. The easiest way to do this is to save it as a .jpg (Jpeg) or a .bmp (Bitmap) file before upload. .png (Portable Network Graphics) will also work, as long as you know how to save it specifically as a 24-bit .png file (minus the 8-bit alpha layer that a 32-bit .png file has).

Wiki FAQ Q Icon.png Since I upgraded my table, I can't choose specific seats to sit at anymore, why?

  • You still can, actually. Newer tables have a new theme system that allows them to have cushions on the seats, but the cushions are not part of the seats, so if you try to sit on the cushions it is no different than trying to sit on the table itself. In these cases, Second Life will simply seat you at the next available seat in order. To choose a specific seat, try right-clicking on the chair back instead of the chair seat and choosing Play. Some themes may drastically alter the shape of the chairs, but you can always still choose a specific seat by right-clicking the correct prim.

Modifying

Wiki FAQ Q Icon.png Will you create a custom game for me/my business?

  • At this time we do not offer custom games. The tables have the ability to change their centerboard texture if you wish to brand them for your establishment or replace with a picture, etc.
  • Additionally, newer game tables have the ability to add entire new themes to them. We do not do custom themes, but we do take suggestions for future themes you would like to see available as options.
  • Perhaps most importantly, adding any amount of customization to a game, be it aesthetic or functional changes, automatically terminates the update path for that game. The updater will not be able to send you newer versions of your specifically customized game in the future, thus cutting you off from bug fixes and new features.

Wiki FAQ Q Icon.png This game is a lot of prims, will you tweak it for me to be less prims?

  • This falls under custom games also, and likewise, no. I do my best to create games with as few prims as possible. If I could reasonably reduce the prim count further I would have already done it.

Wiki FAQ Q Icon.png Can I buy a copyable version of your games?

  • No, sorry, I do not sell copyable games.

Wiki FAQ Q Icon.png Can I buy a modifiable version of your games?

  • Likewise, no, I do not sell modifiable games. The reason is because any game that is modifiable opens it up to potential abuse by the owner of the table, including manipulating the outcome of the game by inserting extra scripts into the game contents. This is bad both for my business and for anyone who owns one or more of my games. If even the possibility of a game table being rigged exists, then it damages the credibility of every one of my games in Second Life. If a dispute arises, I can say "No, the game tables can not be rigged by unscrupulous hosts." because it is true. I need that deniability and so does every honest game host on the grid. It is important that people trust the outcome of a game to be fair and based only on legitimate game actions.

Wiki FAQ Q Icon.png Can I put your games into a temp-rezzing system?

  • No, for two reasons. A temp-rezzer works by deleting and re-rezzing the object every 1 to 2 minutes. On top of being incredibly hard on the simulator (causes a LOT of lag), this means that everyone playing the game would be evicted and the game 'reset' every 1 to 2 minutes. Makes for a very unplayable game. The other reason is that the games are no-copy/transfer, and they would have to be copy/no-transfer for this to be doable.

Wiki FAQ Q Icon.png Can your games be put into a rezzing system of any kind?

  • No. Again, the games would have to be copy/no-transfer for this to work.

Money

Wiki FAQ Q Icon.png Can I gamble on this game?

  • No, you cannot. Gambling is currently a violation of the Second Life terms of service. Please see the Skill Gaming page for more information.
  • If you have an older game, it may have the option to gamble on it, but you absolutely should not. You should, in fact, update your table immediately, as you can get in trouble for having a game with payout options, even if you don't use them. See the Skill Gaming page for more information.

Wiki FAQ Q Icon.png I only want to play the game with my friends, we don't want to have to pay it, can I do that?

  • Yes, in fact, this is the only way you can play it. It is a violation of the Second Life terms of service to play a game that has betting options on it, even if you don't use those options. See the Skill Gaming page for more information.

Wiki FAQ Q Icon.png Why is my game asking to take money from me? Is it trying to steal my money? I don't understand!

  • If your game is doing this, you should update it immediately! Please see the Skill Gaming page for more information.
  • If you have an old table, debit permissions are needed for the Pay-to-Play feature to work correctly. This is because Pay-to-Play is basically a vendor, a vendor that sells a service (playing the game) rather than a product. All games in Second Life that can be bet on work this way, because it is the only option. Objects can not hold money, so money paid to a game goes to its owner instead. In order for the game to pay back to the winner, it must have permission to take the money out of the owner's account. You can safely deny this if you are feeling particularly paranoid about it. It will not break the game, it will only prevent the Pay-to-Play feature from working, which is not an issue if you intend the game to be free-to-play anyway. If you accept the debit permissions, it will never pay out more money than was taken in during a game, so you cannot lose money by enabling it.

Purchases & Replacements

Wiki FAQ Q Icon.png My object got returned, and now it is gone, it never came back! Can I get a replacement?

  • Your object is probably not actually lost, just hidden! This is a feature of Second Life. When more than one object gets returned from a parcel at the same time, then Second Life does not send them back to your inventory as individual objects. Instead, it will bundle them all together into a single package. This package/bundle will appear in your Lost and Found folder as one inventory item, even if there are 5, 10 or 100 objects actually inside of it. The bundle/package will only show the name of the FIRST item in the bundle while it is in your inventory. To see what else is inside this bundle you will have to rez it. We recommend finding a sandbox to do this in to be sure that there are enough prims available for whatever happens to be inside the bundle. Some additional things to look out for:
    • Because bundles only show the name of the FIRST item in the bundle and nothing else, this means that the inventory search bar at the top of your inventory window will not help you, as it cannot search inside of bundles.
    • Bundles should have a different icon next to them than single objects do. This is often represented as a stack of smaller boxes, rather than a single large box.
    • If you can't find your missing objects, you should try clearing your inventory cache in your viewer preferences. This is usually under the "Network & Files" or "Network & Cache" tabs in most viewers. Look for the "Clear Inventory Cache" button, not the standard "Clear Cache" button as that only clears texture caches. You will have to close and restart Second Life after clearing your inventory cache.
    • Returned objects NEVER go back to their creator, they only go back to their OWNER. This is a false rumor. Second Life simply does not work that way, nor has it ever.
    • As a general rule, you should never return anything that you want to keep. Return is for taking out the trash, it's like a bulldozer clearing a lot for new construction. It is not a tool of finesse, and is known to eat objects. Always remember to properly TAKE things that you care about, and only RETURN if you have other copies of the object or don't care if you lose it.
  • If following the above advice does not allow you to find your missing object, you can contact us to ask for a replacement. In most cases we will be able to provide a replacement as long as your table was purchased from us originally. If you bought your object used from a third-party reseller, we may have no record of it.

Wiki FAQ Q Icon.png I found someone reselling your products, is that allowed?

  • I do not have a reseller program at this time. However, many of my products are transferable and this allows anyone to resell that game to someone else, much as you would at a garage sale or flea market. Unfortunately, often times these tables are counterfeit and I cannot guarantee the same level of support on a used table as I can on a new table. You automatically assume some risk when purchasing used. For example, if there is a failed delivery, it will be up to you to resolve it with the used reseller, I won't be able to help you since it wasn't purchased from me. Likewise, old tables that are purchased used may not be able to be updated to newer versions. There's also the possibility it is a straight up scam, and you will receive nothing for your money. I cannot guarantee the legitimacy of "used" products that are sold by a third party, as I have no affiliation with them. Buyer beware.

Wiki FAQ Q Icon.png Can I get a discount if I buy a lot of something?

  • Possibly. There is a bulk vendor for games in the store that will give you a discount if you buy through that vendor rather than the individual vendors. For other products, you will have to contact me.
    • I'm just kidding, I don't have any other products.

Wiki FAQ Q Icon.png I bought something and everything is in the folder except for the actual product!

  • This can actually never happen, but there are many common reasons it might APPEAR to be that way! Here some of the most common reasons:
    1. If this is a newer version of a game you previously owned and updated, you may be looking in an old folder or box from your previous table, make sure that you don't have multiple folders/boxes and verify that you are looking in the most recent one.
    2. If you are using the search bar at the top of your inventory window, you will need to search by the product's name, not our company name. For example if you purchased Greedy Greedy, try searching for Greedy, do not search for K.R. Engineering because the object name is "Greedy Greedy Table vx.xx", there's no "K.R. Engineering" in the name of the game table like there is in the name of other things in the folder.
    3. Do not use the "Recent" tab on your inventory window. The ways of the Recent tab are mysterious and shadowy, it does not always show you everything that's been added to your inventory recently. Look for the folder in your normal Inventory tab.
    4. You may have gotten the item and then subsequently misplaced it unknowingly. This is a "feature" of Second Life. It occurs whenever you attempt to rez a folder full of objects all at once in some Second Life Viewers, by dragging the folder out of your inventory instead of individual items. When this happens, Second Life interprets this as "put this folder of stuff INSIDE whatever I dropped it on." In this case, you have everything except the game/product because it is transfer-only, and everything else in the folder is copyable. Your game/product is inside whatever prim you dropped it on, probably your floor or rug, for example.
      • This can also occur if you press the CTRL button on your keyboard when dragging and dropping just the table by itself.
      • There may be other ways to do this that are not listed here, depending on the viewer you are using, but the end result is the same.
      • Also keep in mind, it is inside the PRIM you dropped it on, not the OBJECT you dropped it on, even if you dropped it on a prim that is in a linked object. You will probably have to enable "Edit Linked Parts" in your build window to look in individual prims, rather than whole objects.
      • It is possible you put the game/product inside an object that you don't own, for example if it is a group owned object or if you have modify rights on someone else's objects (such as your significant other). If this is the case, you don't own it anymore as ownership is transferred to the person who owns the object it is inside of. You may have to ask them to retrieve it for you and return it to you.
      • If you are unable to locate the item, or are unsure how to look for it, please let us know and we will be happy to help you look for it. If we also can't find it then we can usually replace the lost table.

Changelog

  • Version 1.0b [September 2016]:
    • Beta release.
  • Version 1.01 [September 2016]:
    • Added the ability to do a Wild Sub on a run, allowing a player to replace a wild tile on the board with the non-wild equivalent no matter where it is in the run.
  • Version 1.02 [October 2016]:
    • Fixed a minor bug where the table would not revert to "nobody's turn" when the last person stood up.
    • Recently added tiles now have a purple flag above them in your HUD, to show you what's new.
    • Added a "Whole Set Harvest" option in admin menu. When enabled, you can pick up entire sets from the board and replay them as you wish.
  • Version 1.03 [December 2016]:
    • Fixed a bug where replaying a harvested WILD tile and then UNDOing could cause the game to think you had less tiles than you really did.
  • Version 1.04 [January 2017]:
    • Fixed a bug where splitting a run and then UNDOing on the same turn would cause the split run to not be removed from the board properly, thus duplicating tiles.
    • Fixed a bug where you can't UNDO if the only tiles you have played are harvested tiles.
    • Changed wild tile textures to be more obvious when played on the board.
    • On runs with more than 5 tiles, the intermediary "..." tile will now indicate as wild if any of the hidden tiles are wild.
    • Fixed a bug with updating wild tile texture on HUD that nobody but me would ever notice because it only happens on script reset.

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