Spades

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Contents

Spades

Introduction

Spades is a card game for 4 or 8 players. Played without Jokers, the game is played in rounds with each round consisting of 13 tricks. A trick is one card played from each player (4 or 8 cards). The game is played with mandatory partners. The player sitting directly across from you is your partner. The objective is for you and your partner to catch as many of the 13 tricks each round as you can, preventing the other team(s) from catching any if possible. At the end of the round, each team is scored on the amount of tricks they they caught versus how many they claimed they could catch at the start of the round.

House Rules

Most K.R. Engineering games have a variety of options or "house rules" that can be turned on and off by the game owner to change how the game plays. These options can include changing the winning criteria for a game, adding new rules or disabling other rules, or just placing time limits on how long you can be away before the game skips you. It is often helpful to know what house rules you are playing with when you sit down at a game. To that end, you can touch the game logo on any K.R. Engineering game to see a list of which options are enabled and which are not.

For owners/administrators wishing to change these options, please see the ADMINISTRATION section.

Getting Started

If you are new to owning a K.R. Engineering game or have upgraded from an older game version, then this is the section for you! Here we will try to address some common stumbling blocks that people encounter when they're new.

Where is my game?

If you just purchased a new game, you may be wondering where the actual game is. Our new system uses a rezzer, and the games are all inside the rezzer! You should find the item in your inventory that is called "K.R. Engineering Game System" and rez that into the world. Once you've got that, simply click and hold your mouse button on it for a few seconds, and a menu should appear. Choose "Games" and select the game you want to play. For more information, see the Game Rezzer System section.

Why does my game say it does not have a license?

If you have activated a game on your rezzer and it will not play because of a lack of license, then there are a couple possibilities.

  • You may not own a license for that game! Game rezzer systems come with all K.R. Engineering Games, but they do not include a license for all games! You only have licenses that you have purchased from the K.R. Engineering store. If you purchase Greedy Greedy for example, it will come with a game rezzer system that includes all other games, but you will only be able to play Greedy Greedy until you purchase additional licenses.
  • If you are sure you own a license, then you may have improperly shutdown a previous copy of the game, or left a copy of the game loaded somewhere else in Second Life. A license only allows you to run 1 copy of that game at any time. If you want to run more copies, you need to own multiple licenses for the same game. In either of these cases, you can still play your game by touching the Gaming.SL Logo on the table, and choosing "G.SL Force." This will tell the server that you wish to use your license on THIS copy of the game, even if it is already in use elsewhere! If you do this, any copy of the game elsewhere in Second Life that was using that license will cease to be playable as the license is taken away and given to the new copy of the game.

Can I use my license with other rezzers?

Yes! Your game licenses can be used on any K.R. Engineering game rezzer system that is purchased from our store. There are many styles to choose from and more added on a regular basis! The game comes with a standard table to play on, but you can purchase other rezzer systems to use as well.

Purchasing

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

Click here to visit our store.

Most of our products can also be purchased through the web on the Second Life Marketplace.

Click here to browse our products on the Marketplace.

Joining The Game

Most K.R. Engineering games can be played simply by right-clicking on a chair and choosing "Play."

K.R. Engineering games can be played on a variety of themed furniture objects, and the "chairs" may not always look like chairs. For example, on the Chess theme, the "chairs" are the giant chess pieces. If you are unsure what is a chair and what isn't on a particular, that's okay! You can right-click and select 'Play' on any part of a theme and it will automatically place you in an available chair, even if you didn't click on a chair specifically.

Important: K.R. Engineering games use a rezzing system. This means that the GAME (buttons, dice, cards, game boards, etc) is a separate object from the furniture/rezzer/theme. You must right-click on the THEME to play, not the game itself, as you cannot sit on the game pieces (such as dice, game boards, cards, etc). You must sit on the furniture around the game to play, not the game pieces.

While MOST game themes are furniture that you can sit on, there may be some exceptions. The Pocket theme for example cannot be sat on, as it has no chairs. Instead, you can join a game on a Pocket theme by clicking the MENU button on the game.

Game Play

Important: To play Spades, you must be wearing the Spades HUD. To get a HUD, press the 'HUD' button on the table. You will be given an object called Spades Game HUD. Find this under your Objects folder and wear it.

The object of Spades is simple: Catch as many of the 13 tricks each round as you possibly can. The person sitting across the table from you is your partner, so you do not need to beat them, their tricks count as your tricks as well. If they are winning a trick, let them win it, it will be good for both of you and saves your high cards for later tricks.

Spades can be played in Solo mode where every player plays for themselves, or in Team mode where you are paired up with another player. To play in Solo mode, you must have between 2 and 8 players present. To play in Team mode, you must have 4, 6, or 8 players playing. An even number of players is required in Team mode in order to pair them up and not leave anyone on their own against other teams.

Before each round begins, all players must make a bid on the upcoming 13 tricks to be played by pressing the BID button on the game table. This is a boast on your part about how good your hand is, making a claim about how many of the upcoming 13 tricks you feel confident that you can "catch." If you bid too high and fail to catch what you bid, then you will lose points at the end of the round. If you bid too low, then you will gain less points than you would have with a more accurate bid. In general, underbidding is less damaging than overbidding. Your bid is combined with your partner's bid for scoring at the end of the round. If you fail to catch all of the tricks you said you could, but your partner catches more than they said they could, then their extra tricks will count as your tricks.

BLIND NIL: To bid Blind Nil, you must press the bid button while the cards are being dealt and have not yet been revealed.

When bidding, remember that there are only 13 possible tricks to catch. If all players' bids add up to more than 13, then it is guaranteed at least one person will not make their bid at the end of the round.

Once all bids have been placed, the first trick begins. The player who holds the 2 of Clubs begins the round by playing a card of their choice. Each player after them then plays one card of their own, until all players have placed down 1 card. This is called a "trick." The trick is awarded to one of the players and that player must then start the next trick by placing down a card of their choosing.

Rules for playing cards:

  • The first card played in a trick determines the trick's suit. If the 2 of Clubs leads, then Clubs is the suit for this trick. All players after the first card has been played must follow the suit of the first card if they can. If they have no cards of that suit, they may "slough" a card (pronounced SLUFF) of their choosing. Sloughing a Club, Diamond or Heart has no effect, it is not possible to win a trick by sloughing a card of these three suits, it is simply thrown away. Sloughing a Spade, however, counts as trumping the trick. If a Spade is played, it automatically becomes the suit of the trick, beating out all previous non-spades. A 2 of Spades will win over an Ace of any other suit. However, trump cards can be further trumped by higher Spades.
    • Example: The Jack of Clubs is played, followed by the Ace of Clubs, followed by the 4 of Spades, and finally a 7 of Spades. The trick started out being Clubs, player two took the trick with the Ace of Clubs, but was then trumped by the 4 of Spades. Player 4 must continue to play Clubs if they have any, if not, they are free to play an even higher Spade, in this case a 7 of Spades, ultimately winning the trick.
  • The winner of the trick is the person who played the highest card that follows suit if no Spades are played, or the highest trump card if one or more Spades are played.
  • Spade cards may not be lead with (played as the first card of a trick) until they are "broken." Spades are considered broken the first time a Spade is used to trump another suit (in other words, is sloughed off).
    • Exception: If you ONLY have Spades in your hand, you may break them by leading.

At the end of each round (when all players have played all of their cards, for a total of 13 tricks) the players are scored based on their bids from the beginning of the round. The cards are then reshuffled and redealt for a new hand.

How scoring works:

  • If you successfully catch all of the tricks that you claimed you could, your team receives 10 points for each trick.
    • Example: You bid that you could catch 3 tricks, and caught exactly 3 tricks. Your team now receives 30 points.
  • If you catch MORE tricks than you said you could, your team receives 10 points for each trick you claimed you could catch, and 1 point for every trick you didn't claim you could catch.
    • Example: You bid that you could catch 2 tricks, and managed to catch 3 tricks instead. Your team will receive 21 points. This is where underbidding can hurt your team.
  • If you catch LESS tricks than you said you could, your team loses 10 points for each trick you claimed you could catch.
    • Example: You bid 4 at the beginning of the round, but only managed to catch 3 tricks. Your team now loses 40 points. Overbidding is much worse than underbidding.

Special scoring:

  • If you bid NIL, then you must not catch ANY tricks for the entire round. If you do not catch any tricks, your team gains 100 points. If you catch even a single trick, your team loses 100 points on a NIL bid. NIL bids can be declared after looking at your cards.
  • If you bid BLIND NIL, then you must not catch ANY tricks for the entire round. If you do not catch any tricks, your team gains 200 points. If you catch even a single trick, your team loses 200 points on a NIL bid. BLIND NIL bids must be made before the cards are dealt at the beginning of the round, so you do not know what your hand will look like before you bid. This is an EXTREMELY risky bid, but with tremendous payoff if it works.

The game is won when a team goes over 500 points. At this point, the team with the HIGHEST score is declared the winner.

Sandbagging

Sandbagging occurs when you consistently underbid each round. A "bag" is any trick you catch over the amount you said you would. If you bid 3, but caught 4 tricks, then you collected 1 bag. When you accumulate 10 bags, you get penalized 100 points for sandbagging. This can optionally be disabled from the administration menu.

Nil Passing

When Nil Passing is enabled, teams where one or both of the team members has bid Nil (or Blind Nil) can pass 2 cards across the table before the hand starts. This allows the Nil bidder the opportunity to pass high cards or trumps (Spades) to his partner to increase his chances of not catching anything. In turn, the non-Nil partner will often pass their lowest cards or non-trumps to the Nil bidder.

Solo Mode

When Solo mode is enabled, the game is no longer player with teams. Every player must bid for and catch all of their own tricks, and is scored independently of every other player. In normal (or Team) mode, players catch tricks and bid in cooperation with the player sitting across the table from them and share a score with that player. In normal (Team) mode, you should never try to catch a trick that your partner across the table is already likely to win. In Solo mode, you should instead always try to catch tricks whenever possible, as every player is your rival.

Game Rezzer System

Overview

The latest versions of K.R. Engineering games use an on-demand rezzing system for playing. Rather than rezzing a game directly, you rez one or more themed game rezzers. These themed game rezzers may be tables, hot tubs, or any other mesh furniture objects that are capable of rezzing games.

All game licenses come with a free copy of the standard game rezzer system, a wooden Octagon-shaped gaming table. It is not necessary to purchase any additional rezzers, but many are available if you wish to have a different piece of furniture to play your games upon.

To use a themed rezzer you must own a license for each game you wish to play. For example, if you wish to play Greedy Greedy then you must purchase a Greedy Greedy license. A license grants you the right to have 1 copy of Greedy Greedy rezzed and in use at any given time, on any compatible rezzer, at any location. If you wish to play Greedy Greedy at another location, you can shut down the running version of Greedy and then run it at another location. Since the license transfers in this case, all scores, addons, settings, and other features of the previous game transfer with it.

If you wish to run more than 1 copy of the same game at the same time, you are able to purchase additional licenses. For example, 2 licenses allows you to have 2 of the game running at the same time.

Both the themed game rezzers and the games themselves are copyable, so it is not a big deal if you delete them. Games that are deleted rather than shut down properly will not save their settings, but you will not lose your license or the game. Licenses that were improperly shut down will automatically unload after 1 hour. You can also force a license reload sooner than an hour if you wish by loading a new instance of the same game on a rezzer.

How to Use

For players, the themed rezzer system will be indistinguishable from a standalone game. Players can simply sit on the furniture that comprises the themed game rezzer and play the game as normal.

For game owners, all controls over the themed rezzing system (including loading and unloading games) are accessed from the Administration Menu of the rezzer.

Rezzer Administration

To access the rezzer's administrative menu, simply click and hold your mouse button down on any part of it for 2 seconds and 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.)

If you have a game already active on the rezzer, you may accidentally open the GAME's administrative menu instead of the REZZER's administrative menu, depending on where you clicked. This is okay! If you are in the GAME's admin menu, you can switch directly over to the REZZER's admin menu by pressing the "↙ Rezzer" button. Likewise if you open the REZZER menu by mistake, and wish to switch over to the GAME menu, you can simply press the "Game ↗" button.

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

There are too many options to fit in a standard dialog window, so the window has been divided into pages. You can use the <<< and >>> buttons at the bottom of the admin menu to change which page of options you are currently viewing. If you don't see the option you want then it is on another page!

Owner-Only Options

  • Add Admin: Use this button to add a single Second Life avatar to the list of approved administrative users. This person will have most of the same control as the owner does over the rezzer AND any active games.
  • Rem Admin: Remove an administrative user from the rezzer and any games run by this rezzer.
  • Admins: See a list of current administrative users.
  • Update: Request the latest version of the game rezzer from the server.
  • Branding: Set a custom branding image to be displayed beneath games when in use. Optionally includes a custom normal and specular map.
  • Theme: Change texture and color options for this themed game rezzer.
  • Short Hold: Admin menu opens after clicking and holding for at least 2 seconds.
  • Long Hold: Admin menu opens after clicking and holding for at least 4 seconds.
  • G.Admin On: Enable Group Admin setting. This allows anyone who is in the same group as the rezzer to be considered an administrative user. This also applies to any active game on this rezzer.
  • G.Admin Off: Disable Group Admin setting. This also applies to any active game on this rezzer.

Administrative User Options

  • Games: Load or unload a game on this rezzer. If you load a game that you don't have a license for, it will appear, but it won't be playable.
  • Gaming.SL: Access the Gaming.SL menu.
  • Key: Get the rezzer's Second Life UUID, if for some reason you need it. This is NOT a Gaming.SL license key, just the SLUUID assigned to it at rez.
  • Volume High: Set volume to 100%. This will also apply to any active game on this rezzer.
  • Volume Low: Set volume to 50%. This will also apply to any active game on this rezzer.
  • Volume Off: Set volume to 0%. This will also apply to any active game on this rezzer.
  • G.Play On: Restrict non-group members from playing at this rezzer.
  • G.Play Off: Allow anyone to play at this rezzer, whether they are in the rezzer's group or not.
  • Restore On: Defaults to on. When players sit at this rezzer, they will return to the same pose they had last time they were seated.
  • Restore Off: Players will always start with the default pose.
  • Game ↗: If you have a game currently active on the rezzer, this button will open the game's administrative menu instead of the rezzer's menu.
  • Align: If you have a game currently active, pressing this button will cause the active game to snap back into place with the rezzer if you have accidentally moved them apart.

Theme Specifics

While many features of themed gaming rezzers are universal, some themes may have additional features or options.

Bug Fixes & Upgrades

Owners of K.R. Engineering games are entitled to free upgrades to newer versions of the game. See the Frequently Asked Questions section for your game for instructions on how to update. If a new update is available, then following the updating instructions for your game will result in a new copy 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 instant message Karsten Rutledge in Second Life or 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 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.
  4. 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.
  5. 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

K.R. Engineering games use a rezzer system to play games on-demand. These rezzer systems ARE the themes! If you want to use a different theme/rezzer, simply visit our store in Second Life or on the Second Life Marketplace and purchase another themed rezzer. Any game licenses that you already own will work on any newly purchased rezzer, you do not need to buy additional licenses to change which theme you are running them on! See the Purchasing section for links to our stores.

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.

These options most frequently include camera and animation controls, but may also include other features that are theme specific. To access these features at any time you can click on the chair you are seated in, OR press the MENU button if a game is loaded on the theme.

Persistence

Our themes will store your custom settings on our web server, so that the next time you sit down to play on the same themed game system it will automatically restore your previous settings. Your avatar seating position, your camera settings, your last chosen animation, etc. will be saved and reloaded.

This applies to all instances of the same theme. If you sit down at a Hot Tub theme and choose a new animation, then stand up and move to a different Hot Tub theme in a different region, it will still remember your settings!

Animations

The animations available will vary from theme to theme and are shown in the menu. Press the numbered button that corresponds to the animation you wish to use.

There may be more animations than can fit on a single 'page' of the menu. Use the >>> and <<< buttons to turn pages and see more animation options.

If you are using a couples animation and your animation becomes out of sync, you can press the SYNC button to try and get them back together. This can happen because animations in Second Life are played CLIENT-SIDE and sometimes they do not start playing at the same time or speed depending on internet connection and computer hardware.

Seating Position

From the animation menu, you can press the ADJUST button to change your avatar's seating position, including scooting forward, back, up, or down. Press RESET to restore to the default seating position.

Camera View

From the animation menu, press the CAMERA button to change your camera view. There are multiple settings here with different effects.

  • Save Default: If you are the theme owner, you can press this button to save your current camera settings as the default that all players will start with until they change it.
  • Disable: Turn off control over your camera. The game will not attempt to control the position of your camera in any way.
  • Third: Use a third-person perspective of the game, looking over your shoulder.
  • Birdseye: Use a top-down perspective of the game.
  • Persp. On: Enabled perspective-based camera. By default, the camera always appears from the perspective of "player 1" on the game, so everyone sees the same game perspective, which is generally the most readable and functional way to view many games. However, if you turn this on then the camera will be rotated so that you're looking at the game from the position your avatar is seated at, instead of the player 1 position. If you are seated opposite of player 1, this may make the game appear "upside down."
  • Persp. Off: Disable perspective-based camera. When off, the game will always be viewed from the perspective of Player 1, and not your own seating location.
  • Zoom In: Move your camera view closer to the game.
  • Zoom Out: Move your camera view farther from the game.

It is important to note that your camera can be overridden at any time by you. If you decide to move your camera, the game will always let go. If you are pressing camera buttons and nothing seems to be working then your camera may have been 'taken away from' the game at some point. To fix this, simply press the ESC key on your keyboard a couple times. This will cancel any manual control over your camera that you have done and let the game control it again.

Gaming.SL Live Integration

Gaming.SL Live (also known as Gaming.SL or G.SL) is gaming platform and services system developed by K.R. Engineering and brings a variety of enhanced features to games in Second Life that are not possible with Second Life alone.

Leaderboards

Gaming.SL connected games have a grid-wide top score database that allows players to compete and have a pervasive record of their high scores. These high scores can be viewed by using a Top Scores display board in Second Life or by accessing the Top Scores page on the Gaming.SL website. Scores can be filtered down by region, specific game tables, dates, and other criteria.

In addition to recording high scores, games keep a running tally of the total number of times players have won on a game. This information can be viewed on a Top Winners display board in Second Life or by accessing the Top Winners page on the Gaming.SL website. Winners can likewise be filtered by region and other criteria to see a more specific list of winners.

On supported games, players will also be assigned a rank that compares their performance to other players who have played the same game. Players can improve this rank by playing well against other players. Rank information can be viewed on a Top Ranked display board in Second Life or by accessing the Top Ranked page on the Gaming.SL website.

Achievements

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. Players can check their own achievements by visiting the Achievements page on the Gaming.SL website.

Jackpots

Gaming.SL supports the option to have ongoing recurring Jackpots where players can win cash prizes just for playing, no purchase necessary! Visit the Jackpots page on the Gaming.SL website 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.

Licensing

Gaming.SL connected games utilize a licensing system that allows scores, ranks, winners, and other attributes to persist between rezzes of the same game, regardless of location in Second Life. This licensing system also allows games to have COPY permissions while still offering instancing control.

Public Games

Games that use Gaming.SL Live can also optionally be specified as a PUBLIC game by the game's owner. This will display the game on the Gaming.SL Live Games page, including game status, options, and location, and a button to let a user teleport straight to the game to play. All games default to PRIVATE unless explicitly changed by the owner of the game.

Privacy

See the Gaming.SL Live page for more details on the Gaming.SL Live system as well as our comprehensive Privacy Policy detailing the information we collect and how we use it.

Administration

To access the game's administrative menu, simply click and hold your mouse button down on any part of it for 2 seconds and 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.)

It's likely that you may accidentally open the THEME/REZZER's administrative menu instead of the GAME's administrative menu, depending on where you clicked. This is okay! If you are in the THEME/REZZER's admin menu, you can switch directly over to the GAME's admin menu by pressing the "Game ↗" button. Likewise if you open the GAME menu by mistake, and wish to switch over to the THEME/REZZER menu, you can simply press the "↙ Rezzer" button.

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

There are too many options to fit in a standard dialog window, so the window has been divided into pages. You can use the <<< and >>> buttons at the bottom of the admin menu to change which page of options you are currently viewing. If you don't see the option you want then it is on another page!

Rezzer Options

Many options that were formerly in the game admin menu have been moved to the rezzer admin menu! These are options that are game-independent, such as admin users, branding, sound volume, and updating. These options are now set on the rezzer/theme and apply automatically to whatever game is being played on that rezzer. For details on accessing the rezzer admin menu and what options are in it, please see the Game Rezzer System section.

Owner-Only Options

  • 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.
  • Cards: Access the card customization menu. See the 'CUSTOM CARDS' section below for more information.

Administrative User Options

  • ↙ Rezzer: This button will directly open the rezzer's administrative menu instead of the game's menu.
  • Players: Access the player management menu to skip or evict players from the game.
  • Abandoned: Select this button to change the number of seconds the table waits to reset an abandoned game after all players have left.
  • 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.
  • Fast ON: Enable fast game, requiring only 300 points to win instead of 500.
  • Fast OFF: Disable fast game, requiring the full 500 points to win.
  • Solo ON: Enables Solo Mode gameplay. See the Solo Mode section.
  • Solo OFF: Disables Solo Mode, returning to team-based play.
  • NilPass ON: Enable nil passing, explained in the Nil Passing section.
  • NilPass OFF: Disable nil passing.
  • Low Nil ON: Makes Nil/Blind Nil worth 75/150 points instead of the default 100/200.
  • Low Nil OFF: Restores Nil/Blind Nil to default point value of 100/200.
  • Bags ON: Enable sandbagging penalty, explained in the Sandbagging section.
  • Bags OFF: Disable sandbagging penalty.
  • Board ON: Enable the "Board" house rule. With this enabled, teams must bid a minimum of 4 tricks each.
  • Board OFF: Disable the "Board" house rule.
  • Boston ON: Enable the "Boston" house rule. When enabled, a team that bids for all 13 tricks in a hand and successfully catches them wins the game instantly.
  • Boston OFF: Disable the "Boston" house rule.
  • 10-4-2 ON: Enable the "10-4-2" house rule. Also known as "10-for-200", with this rule enabled, bidding for at least ten tricks and catching at least ten tricks counts for 200 points.
  • 10-4-2 OFF: Disable the "10-4-2" house rule.
  • Deuce ON: Enable the "Deuce Start" house rule. When enabled, the 2 of Clubs must be led on the first trick of every hand.
  • Deuce OFF: Disable the "Deuce Start" house rule.
  • Play Left: Game play passes to your left (clockwise) around the table.
  • Play Right: Game play passes to your right (counter-clockwise) around the table.
  • Text On: Enable hover text for player scores.
  • Text Off: Disable hover text for player scores.

Custom Cards

Click image to download full size card set template.
Click image to download full size card back template.

K.R. Engineering card games that use a standard playing card deck (and some that use non-standard decks) will allow you to change the cards to be anything that you want if you're willing to make your own textures for them. This section of the wiki assumes that you are making a standard card deck, but it works the same for non-standard card decks as well, just with different suits/card colors.

To create your own unique and custom card themes, first you must create and upload the textures for them. This will require that you have some knowledge of Photoshop, GIMP, or other graphics program outside of Second Life.

The card textures for each suit should be a 4x4 grid, where the top row is (from left to right) Ace, Two, Three, Four. The second row is Five, Six, Seven, Eight. The third row is Nine, Ten, Jack, Queen. The fourth row is King, Joker, (unused), (unused). See table below.

A 2 3 4
5 6 7 8
9 10 J Q
K *

The * represents the Joker. Not all games will use a Joker card, but it is a good idea to include it in your deck in case you want to use it on a game in the future that needs it.

To proceed, you you should have one:

  • A 4x4 texture of Hearts suit cards.
  • A 4x4 texture of Spades suit cards.
  • A 4x4 texture of Diamonds suit cards.
  • A 4x4 texture of Clubs suit cards.
  • A 1x1 texture of the back of the cards.

Once you have all of these textures created and uploaded into Second Life, you can load them into your game by accessing the Cards menu. The Cards menu is accessed by pressing the Cards button in your game's Administration menu. See the Administration section for more information if you are not familiar with changing the settings on your game.

In the Cards menu, you will click Custom to load your custom textures. You will be prompted to enter the UUIDs of your textures in your chat window. You must be near the game for this to work, as chat only works at a limited distance.

To get the UUIDs of textures you have uploaded, simply find them in your Second Life inventory window, right-click on the texture, and choose "Copy Asset UUID." This will copy the texture's 36-character unique UUID to your computer's clipboard, allowing you to then paste it into the chat box or other text editor.

The game will require that you enter the card textures in a specific order, separated by colons (:) and for games that use a standard card deck this will be a consistent order across games. Games that do not use a standard card deck may have different requirements, and you should pay attention to what the game asks for in your chat window when you click the Custom button.

For standard card deck games, the required order is

card_back_UUID:spades_suit_UUID:hearts_suit_UUID:clubs_suit_UUID:diamonds_suit_UUID

An example of how this might look (using the Default card deck textures) is

a6572e16-9fca-d03b-1c80-df56b9ade5cb:7d2ebf80-6e7d-1b39-7371-8eaa5a05eb60:f7b272a2-114b-ef15-5a44-43d65a974534:3f6072bc-b729-0b0c-3c72-42688cc12d6d:30fd0c59-dd9d-6156-933e-8fd1f365cf2c

Once you enter your texture UUIDs, the game will begin using your card deck immediately. If you shut down your game and load it again later, it will remember this custom card deck and continue using it.

If you wish to only customize the card back on your game, you can also do this. Just chat only card back UUID when you press custom, and it will replace the card back on whatever deck you are currently using, while keeping all the suit cards the same.

Addons: Cards

K.R. Engineering games support addons. Addons do not require updating the table, you merely buy the new addon and then install it into your game and you can instantly use it.

Playing card addons are available for the following games:

  • Euchre
  • Spades
  • Hearts
  • Shalosh
  • Poker

IMPORTANT

Addons are NOT OBJECTS. You will only receive a notecard containing the information on this page when purchasing an addon. When you purchase addon it is entered automatically into our database and becomes instantly available to any compatible games you have. Simply follow the installation instructions below.

Compatibility

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

Usability

Addons only have to be purchased once to work with all compatible games. If you have two or more Gaming.SL enabled games from K.R. Engineering that both support addons, then you only have to buy an addon once and it will install onto both games.

Installation

  • After purchasing a playing card addon set 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 game will do this automatically every time it is rezzed, as well.
    • The table will inform you that it has installed new addons after syncing if it has not already installed them before.
  • Now simply access your Cards menu (available through the Admin Menu on your game) and select the playing card set you wish to use.

Branding

K.R. Engineering games allow you to put your own image or logo on your game systems. This custom image will appear on the game playing surface (the octagon that has the game elements on it, such as dice, cards, game boards, etc). Your image may be partially obscured by the game pieces, and how much is visible will vary depending on which game is being played.

By default, this game area is controlled by the theme system and can appear differently depending on which theme you are using. There may be options to customize the game area from within the THEME menu as well. To override the theme and supply your own image instead, you will need to use the BRANDING button within the rezzer's admin menu. For information on using the admin menu, please see the Game Rezzer System section.

After pressing the BRANDING button, you will be prompted to supply a texture UUID by speaking it on your chat channel. You must be near the game for this to work. UUIDs can be obtained from any texture or snapshot in your inventory that you have full permissions on (a texture that you uploaded, or a snapshot that you took, for example). Simply right-click on the texture and choose "Copy Asset UUID." This will copy the texture's UUID to your computer's clipboard, and you can paste it your Second Life chat box.

Advanced Branding

In addition to supplying your own texture, you can also supply your own normal map and specular map if you wish. To do this, simply chat all three at once, separated by the pipe (|) character. For example:

TEXTURE_UUID|NORMAL_MAP_UUID|SPECULAR_MAP_UUID

All three textures will have repeats of 1x1 with no offsets. There are also some optional extra parameters you can include along with each UUID by separating them with semi-colons (;).

TEXTURE_UUID;<vector_tint_color>

Tint color will default to white (no tint) if not supplied.

SPECULAR_MAP_UUID;<vector_specular_color>;specular_glossiness;specular_environment

Specular color will default to white if not supplied. Specular glossiness will default to 50 if not supplied. Specular environment will default to 20 (low reflection) if not supplied.

There are no extra options for the normal map at this time.

All of this options must be supplied at the same time, and can be combined as desired. For example:

TEXTURE_UUID;<tint_color>|NORMAL_MAP_UUID|SPECULAR_MAP_UUID;<specular_color>;gloss;environment

Colors are expressed in the form of a vector of <R, G, B> including the angle brackets (< and >). R, G, and B are values between 0.0 (0%) and 1.0 (100%).

Leaderboards

K.R. Engineering games that are connected to Gaming.SL Live and have a scoring system as part of their normal gameplay will have Top Scores leaderboards included with them. All games will have Top Winners leaderboards included even if they have no scoring mechanic, as these simply show the number of games won. There may also be Top Ranked leaderboards on some games that shows the best ranked players for a particular game.

These devices allow you to view the top leaderboards for the game with varying levels of resolution.

External API

All of the types of Leaderboards default to having their External API disabled. If you turn this on, the leaderboards will use extra sim resources, but there are some cool benefits.

Leaderboards will auto-refresh themselves after a game ends with the External API turned on, otherwise they will refresh at set intervals throughout the day.

With External API turned on, leaderboards can optionally auto-switch between the game they are showing based on what your game rezzer is doing. If you have a game rezzer in the region, AND you have External API enabled on your leaderboard, AND the leaderboard is unlocked, AND the leaderboard is not showing scores only for a specific license, then the leaderboard will switch games automatically when the rezzer loads a new game. If you are playing Greedy, the leaderboards will show Greedy scores/ranks/wins. If you then unload Greedy and load Simopolis instead, the boards will switch to showing Simopolis scores/ranks/wins.

Top Scores

Click to download high-res template.

Top Scores boards display the current top scores for the game. Depending on the game, this may either be the lowest scores (e.g. Aught) or highest scores (e.g. Greedy Greedy).

Top Scores boards 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 Top Scores board.

Top Scores Option Menu

  • Cancel: This button does nothing except close the menu.
  • Help: The leaderboard will give you a notecard full of helpful information about itself.
  • Refresh: The leaderboards will refresh the information they show every 12 hours, or immediately when a nearby game is completed if ExtAPI is enabled. Using this button, you can force a refresh immediately, whenever you want.
  • Change: Change the game type that the leaderboard is showing. This lets you switch between, for example, Greedy Greedy and Simopolis.
  • Lock: Prevent the leaderboard from automatically changing game types when rezzers in the region load a new game.
  • Unlock: Allow the leaderboard to automatically changing game types when rezzers in the region load a new game.
  • ExtAPI ON: Enable the leaderboard to listen to API calls from nearby games. This defaults to OFF to reduce sim resource usage (listeners). ExtAPI will also neeed to be enabled on the game for this to work.
  • ExtAPI OFF: Disable the leaderboard from listening to API calls from games. Reduces sim resource usage.
  • Reset: This will reset all information on the leaderboard. (In practice, at least. What this actually does is causes the leaderboard to only show games finished after the time you reset it.)
  • Parcel Only: This will narrow the information on the leaderboard to only showing games that were completed on the same parcel that the leaderboard occupies. It is based off of the parcel's UUID, so even if the parcel name changes it should still load the correct scores. If you chop up a parcel then the parcel UUID may change.
  • Regional: This will set the leaderboard to show information on all games completed in the same region as the leaderboard, regardless of parcel lines.
  • Unique OFF: By default, the leaderboard will only show one entry per player, their highest score.
  • Unique ON: This will make the leaderboard 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 leaderboard to ignore games where only 1 player was playing when it was completed.
  • Solo ON: Tells the leaderboard to show all games, even if only a single player was playing when they were completed.
  • Brand: Although the leaderboards are modifiable, many people are not comfortable with editing prims. This option allows them to place a logo or other graphic on the leaderboard without having to use the prim editor interface.
  • One Game: This option allows you to focus the leaderboard on a specific game license, rather than showing scores for a region or parcel. To use this feature, you will need to provide the leaderboard with the Gaming.SL License ID for the game 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 leaderboard needs. UUIDs (or Keys) in Second Life 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. Using the One Game feature will automatically lock the leaderboard from changing game types.
  • All Games: This reverts the leaderboard back to showing information for all games on the parcel/region.
  • One Rezzer: This option allows you to specify a specific rezzer (or "game system") that the leaderboard will listen to for the purposes of changing the game it is displaying.
  • All Rezzers: Clear the "One Rezzer" option.

Top Winners

Click to download high-res template.

Top Winners boards 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.

Top Winners boards 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 Top Winners board.

Top Winners Option Menu

  • Cancel: This button does nothing except close the menu.
  • Help: The leaderboard will give you a notecard full of helpful information about itself.
  • Refresh: The leaderboards will refresh the information they show every 12 hours, or immediately when a nearby game is completed if ExtAPI is enabled. Using this button, you can force a refresh immediately, whenever you want.
  • Change: Change the game type that the leaderboard is showing. This lets you switch between, for example, Greedy Greedy and Simopolis.
  • Lock: Prevent the leaderboard from automatically changing game types when rezzers in the region load a new game.
  • Unlock: Allow the leaderboard to automatically changing game types when rezzers in the region load a new game.
  • ExtAPI ON: Enable the leaderboard to listen to API calls from nearby games. This defaults to OFF to reduce sim resource usage (listeners). ExtAPI will also neeed to be enabled on the game for this to work.
  • ExtAPI OFF: Disable the leaderboard from listening to API calls from games. Reduces sim resource usage.
  • Reset: This will reset all information on the leaderboard. (In practice, at least. What this actually does is causes the leaderboard to only show games finished after the time you reset it.)
  • Parcel Only: This will narrow the information on the leaderboard to only showing games that were completed on the same parcel that the leaderboard occupies. It is based off of the parcel's UUID, so even if the parcel name changes it should still load the correct scores. If you chop up a parcel then the parcel UUID may change.
  • Regional: This will set the leaderboard to show information on all games completed in the same region as the leaderboard, regardless of parcel lines.
  • Solo OFF: Tells the leaderboard to ignore games where only 1 player was playing when it was completed.
  • Solo ON: Tells the leaderboard to show all games, even if only a single player was playing when they were completed.
  • Brand: Although the leaderboards are modifiable, many people are not comfortable with editing prims. This option allows them to place a logo or other graphic on the leaderboard without having to use the prim editor interface.
  • One Game: This option allows you to focus the leaderboard on a specific game license, rather than showing scores for a region or parcel. To use this feature, you will need to provide the leaderboard with the Gaming.SL License ID for the game 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 leaderboard needs. UUIDs (or Keys) in Second Life 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. Using the One Game feature will automatically lock the leaderboard from changing game types.
  • All Games: This reverts the leaderboard back to showing information for all games on the parcel/region.
  • One Rezzer: This option allows you to specify a specific rezzer (or "game system") that the leaderboard will listen to for the purposes of changing the game it is displaying.
  • All Rezzers: Clear the "One Rezzer" option.

Top Ranked

Click to download high-res template.

Top Ranked boards display the current top ranked players for the game. Top Ranked players are players who are consistently playing the game at the highest level of difficulty against opponents who are similarly skilled.

Top Ranked boards 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 Top Ranked board.

Top Ranked Option Menu

  • Cancel: This button does nothing except close the menu.
  • Help: The leaderboard will give you a notecard full of helpful information about itself.
  • Refresh: The leaderboards will refresh the information they show every 12 hours, or immediately when a nearby game is completed if ExtAPI is enabled. Using this button, you can force a refresh immediately, whenever you want.
  • Change: Change the game type that the leaderboard is showing. This lets you switch between, for example, Greedy Greedy and Simopolis.
  • Lock: Prevent the leaderboard from automatically changing game types when rezzers in the region load a new game.
  • Unlock: Allow the leaderboard to automatically changing game types when rezzers in the region load a new game.
  • ExtAPI ON: Enable the leaderboard to listen to API calls from nearby games. This defaults to OFF to reduce sim resource usage (listeners). ExtAPI will also neeed to be enabled on the game for this to work.
  • ExtAPI OFF: Disable the leaderboard from listening to API calls from games. Reduces sim resource usage.
  • Parcel Only: This will narrow the information on the leaderboard to only showing games that were completed on the same parcel that the leaderboard occupies. It is based off of the parcel's UUID, so even if the parcel name changes it should still load the correct scores. If you chop up a parcel then the parcel UUID may change.
  • Regional: This will set the leaderboard to show information on all games completed in the same region as the leaderboard, regardless of parcel lines.
  • Brand: Although the leaderboards are modifiable, many people are not comfortable with editing prims. This option allows them to place a logo or other graphic on the leaderboard without having to use the prim editor interface.
  • One Game: This option allows you to focus the leaderboard on a specific game license, rather than showing scores for a region or parcel. To use this feature, you will need to provide the leaderboard with the Gaming.SL License ID for the game 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 leaderboard needs. UUIDs (or Keys) in Second Life 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. Using the One Game feature will automatically lock the leaderboard from changing game types.
  • All Games: This reverts the leaderboard back to showing information for all games on the parcel/region.
  • One Rezzer: This option allows you to specify a specific rezzer (or "game system") that the leaderboard will listen to for the purposes of changing the game it is displaying.
  • All Rezzers: Clear the "One Rezzer" option.

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. As a result, K.R. Engineering games do not accept or facilitate any Linden Dollar money transactions.

See the Skill Gaming page for full details.

Frequently Asked Questions (FAQ)

Spades

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

  • Yes, upgrades are available for ALL versions.

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

  • If your table is v2.0.0 or later, you cannot update the game directly! Instead, you should update any themes that you own. Updated themes include the latest version of all games supported by that theme.
    • Click and hold your mouse button on part of the theme 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.
    • If you cannot find an "Update" button, you may have opened the GAME's admin menu instead of the THEME's Admin menu. You can switch between these with the "Game ?" and "? Rezzer" buttons.
    • A new, updated theme should be sent to you from our update servers within a few minutes. If it's not, please try again. If you are unable to get an update, please contact us for assistance.
  • If your table is older than v2.0.0, 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 My object is missing and I don't know what happened to it. Can I get a replacement?

  • First, you should verify that the item is actually missing! This seems obvious, but sometimes people look in the wrong places. Here are some common mistakes people make when looking for lost items:
    • If you are using the inventory search bar at the top of your inventory window, make sure you are searching by the product name and not the brand name. For example, if you're trying to find your Greedy table, make sure you search for Greedy, do not search for any variation of K.R. Engineering, because the brand name is not in the name. The objects are named "Greedy Greedy Table v2.75" and NOT "K.R. Engineering Greedy Greedy Table v2.75" so they will not show up when searching for brand.
    • Do not rely on the "Recent" tab in your inventory window, as this will often not show items that you expect to be 'recent', such as newly purchased items. To verify your object is actually missing, always go to correct folder in your main "Inventory" tab.
    • Verify that you are not looking in an old folder or box. Each time you update your Greedy game, for example, you will have a new folder with a new game in it, and if you haven't deleted your old folders (from before the update) then you may find yourself having multiple folders all called "K.R. Engineering Greedy Greedy (boxed)."
  • When an object actually goes "missing" in Second Life, the next thing you should do is clear your inventory cache. There are two versions of your inventory; the one that the server knows about and the one that your computer knows about. Sometimes these can be end up being different due to communication errors between the server and your computer, and clearing your inventory cache forces your computer to update what it thinks is in your inventory to be the same as what the server thinks is in your inventory. Very often objects will reappear after doing this, especially objects that were lost due to 'failed to rez' errors.
  • If you still can't find your missing object, there's a good chance that it was returned to you at some point by the owner of the land you last rezzed it on or even by Second Life itself, such as when a parcel goes over prim limits. In this case, your object should be in your Lost and Found folder and just needs to be moved back to its normal folder, BUT it may be hidden! This is a feature of Second Life, and you can read about it in our FAQ on returned objects.
  • 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 Can I get a discount if I buy a lot of something?

  • Rather than a bulk discount, our vendors now offer a rewards bonus for each purchase in the form of store credit. This reward bonus can be used towards the purchase of other items in the store. To see how much store credit you currently have just touch the CREDIT sign in the store, or view the "My Credit" page on the Gaming.SL Live website.

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 1.0 [October 2010]:
    • Initial release.
  • Version 1.01 [January 2011]:
    • Fixed a bug where players could play out of turn by removing and reattaching their HUD, thereby messing up the game.
    • Fixed a bug that wouldn't let players play a spade even if all they had was spades.
    • Fixed a typo that said Hearts instead of Spades.
  • Version 1.02 [February 2011]:
    • Fixed an issue that occured when simulators, especially homesteads, were grossly overloaded (4000 or more scripts). The result was that some of the subscripts in the game could not execute fast enough to keep up with the main game script, since Second Life imposes a queue limit on the number of instructions that a script can be waiting to process while it is busy. The effect of this was that players were sometimes dealt what appeared to be incomplete hands of less than 13 cards.
  • Version 1.1 [January 2012]:
    • Reduced prim count from 50 to 43.
    • Fixed a bug in the Fast Game feature that prevented the game from being played to 500 instead of 300.
    • Added Boston house rule. When enabled, catching 13 tricks is an instant victory.
    • Added Board house rule. When enabled, teams must be a bid a minimum of 4 tricks each hand (2 for each player). NIL or Double NIL counts as meeting the minimum bid.
    • Added 10-4-2 house rule. When enabled, catching 10 or more tricks is worth 200 points instead of 100. Sandbagging still applies.
    • Added Deuce Start house rule. When enabled, the 2 of Clubs must lead on the first trick of every hand.
    • Fixed a bug where if you were playing in a heavily overloaded sim, and had a really low framerate on your viewer, and you were playing on a trick where you did not have any cards in the lead suit, and you double-clicked on the "Submit" button on the card HUD really fast, then the card you played would appear and immediately disappear off of the table, thus stalling the game.
    • Admin users can now access the administrative menu, but do not have all the options that owners do.
    • Added new Group Admin option, defaults to off, allowing anyone in the same group as the table to be considered admins without having to be added manually.
    • Updated sculpted prims on wooden chairs, to give them more realistic leg-bracing.
    • New textures for wooden table.
    • 9 new colors for the old style (post-modern) table. Gold, silver, bronze and 6 pearl (pastel) colors.
    • Added a Glass toggle in the color menu for the old style table. This turns the black ring on the table into glass or back to opaque. Some really old game tables had this glass feature and it has been requested to make a come back. Some games will not work well with it, as their game elements may alpha-fight with the glass texture, but the choice to use it is up to the table owner. Defaults to opaque.
    • Updated to support the Display Names feature on newer Second Life viewers.
    • Game now has OPTIONAL internal prize server with buyin and betting options that give games more control over how these events occur. External prize servers are still fully functional and now receive more information than before. Internal prize server now responsible for communicating with external prize servers. External API can be enabled/disabled independently of internal prize server features.
    • Two new poses in each seat.
    • Compensated for a bug in SL where when you sit down, SL sends random keystrokes to the game, even if you pressed nothing. This was relatively harmless, but resulted in the animation menu randomly coming up, or your camera view not defaulting to birdseye when it should.
    • No longer required to reset between games, displacing all the players. Once a game has ended, simply press ROLL again to start a new game with everyone seated.
    • Changed the "tintable" branding preset to something less hideous.
    • Added option to put table into Group Play mode, where only members of the same group as the table are allowed to play it. Must have group tag active to work.
  • Version 1.2 [May 2013]:
    • Switched Spades over to using Convex Hull physics, reducing the prim count from 43 to 29 PE.
    • Made extensive use of the new llRegionSayTo function to reduce chat spam by directing error messages at the specific person they are intended for.
    • Fixed names showing up as ??? when Linden Lab's Display Name server was under heavy loads and not returning correct names. Now defaults back to llKey2Name in this case.
    • Minor modifications to the way the HUD hands unused cards to reduce some instances of alpha fighting between the cards.
    • Instructions notecard erroneously made mention of a "Maps" button in the admin menu. Sometimes I get hasty in copy/pasting from other games.
    • Fixed a bug preventing BLIND NIL bids from being made.
    • Implemented optional "Nil Passing" rule (defaults to off), allowing teams who bid Nil to pass 2 cards to each other.
    • Added "Low Nil" option (defaults to off) to make Nils worth 75 and Blind Nils worth 150 instead of 100/200.
    • Added a "Solo Mode" option (defaults to off) that eradicates teams. Every player plays for themselves instead of cooperating with the player across the table from them.
  • Version 1.21 [November 2013]:
    • Opt Out button in Gaming.SL menu is now Opt Out|In for clarity. Also spawns an ARE YOU SURE confirmation dialog with more information.
    • Added ambient sound support to Gaming.SL addon themes. When a theme has an active sound, a Sound ON|OFF button appears in the Modify submenu.
    • Table owners can now set the color and/or texture of seats individually on their table. This is retroactive for all themes.
    • Table owners can now set the color and/or texture of other parts of the table more discretely where they were not able to before, such as cushions/lights/other accents.
    • Changed theme menu to (almost) always have a Close button present, instead of having to click Back multiple times to return to the parent menu before closing. More user friendly.
  • Version 1.3 [August 2014]:
    • Color button added in Admin Menu that brings up the same menu as pressing Color on the table top.
    • Chairs should no longer get messed up if you rotate the table while it is in the process of changing themes.
    • Theme engine updated to allow themes to adjust the physics shape of individual pieces, on a per-theme basis. This may cause minor fluctuations in prim count when changing themes.
    • Script count reduced by 15 on the Table version, now only 13 scripts for entire game.
    • ALL PRIZE FUNCTIONS HAVE BEEN REMOVED to comply with the new Skill Gaming policy from Linden Lab. As a result, table no longer requests debit permissions on rez.
    • Changed the way games fetch addons from the server to reduce the number of HTTP requests being made, since LL is throttling them.
    • Added new option for themes to specify whether they are normal sitting, ground sitting or laying down themes, and added 4 new poses.
    • Game will now attempt to restore previous settings on new table from before an update.
    • Camera and poses no longer controlled by keyboard, now accessed through "POSE" button on table top. Table no longer takes over your controls at all.
    • New Indicators admin menu option for changing the color of the turn indicators.
    • Table reduced from 29 prims to 25 PE.
    • Added option for game to play clockwise instead of counter-clockwise.
    • Players now all have different colors when playing in Solo mode instead of team colors.
  • Version 1.31 [September 2014]:
    • Fixed a bug preventing the Branding menu from opening.
  • Version 1.32 [September 2014]:
    • Fixed a bug that made the HELP button give copies of the playing card themes as well as the instructions.
  • Version 1.4 [January 2015]:
    • Added support for specular and normal maps to theme engine. Also includes alpha mode support.
    • Themes that include specular information will now use this for Shiny On/Off options in themes, instead of old style shiny.
    • New Theme Engine is backwards compatible with non-materials addons. Material addons are not backwards compatible with old tables.
    • Added the ability for table owners to save new default camera settings from the Pose/Camera menus.
  • Version 1.41 [May 2015]:
    • Fixed a bug where adding a custom card deck to the game would delete all the animations and HUD from the game's root prim. Don't ask.
    • SUPER EXCITING: FIXED ALPHA FIGHTING ON CARD HUD. Using a combination of a tailor cut Mesh card prim and alpha mode blending, I was able to finally solve alpha sorting glitches on the HUD.
  • Version 1.5 [February 2016]:
    • Updated Gaming.SL API code to latest version.
    • Converted all game elements to full mesh.
    • Increased hang time after tricks are played from 1 to 2 seconds.
    • Played cards on the table are now 30% larger.
  • Version 1.51 [February 2016]:
    • Fixed a bug with cards on the table showing up in the wrong order on the new mesh interface.
  • Version 2.0.0 [June 2018]
    • Changed to a new multipoint versioning system, so industry standard!
    • Changed permissions from no-copy/transfer to copy/no-transfer!
    • Converted from a Sculpted prim addon theme system to a Mesh themed game rezzer system.
    • New Mesh themes mean that themes can have custom scripting and unique animations in each theme.
    • Games are no longer 'objects' and instead are now 'licenses' that work on any compatible themed game rezzer.
    • Older 'object' based games can be converted to licenses for free by using the migration system in the store.
    • Switched from old Gaming.SL website/backend to entirely new Gaming.SL LIVE website/backend.
    • Addons, achievements, games, and scores can be migrated from old Gaming.SL to new Gaming.SL Live if desired.
    • Entirely new External API system for external/third-party game addons. External API defaults to OFF.
    • Many game settings have been moved from the games to the rezzers now.
    • Updating is now a function of the rezzers, not the games. Updating a rezzer updates all compatible games inside it.
    • New Gaming.SL Live now allows players to log in to the website and change their profiles and view/control their purchased products.
    • New redelivery system available in store and on the website, since games are copy/no-transfer permissions now.
    • Games can now be made PUBLIC and will show up on the website's LIVE page. All games default to PRIVATE.
    • Updated backend means that all games can have top winners boards even if they have no scoring system, and these wins no longer expire off.
    • New Top Ranked system ranks how well you play against other people based on the game performance of all participants.
    • Games no longer have a 'hard reset' where they eject all sitting players. Players can still be ejected from the admin menu if desired.
    • Tournaments are not curently supported on Gaming.SL Live, as nobody used it on the old system. An entirely new in-world based tournament system is being planned.
    • Players are not prevented from sitting down even if they are not allowed to play. They will be added on the next game instead.
    • Spades can now be played with 2-8 players in solo mode, and players can sit anywhere they like. In team mode players must be seated across from each other.
  • Version 2.0.1 [July 2018]
    • Fixed a bug where a table might say "Admin menu is currently in use." to people who click on the table while playing.
    • Added support for external Leaderboards to lock onto specific game rezzers rather than just specific games.
  • Version 2.0.2 [July 2018]
    • Fixed a bug that could cause issues with determining a game winner in solo mode.