New technology is slowly rolling across the globe that will not only make cashless gaming system more secure, but also add features that will improve the customer experience in casinos – provided casinos are willing to pay the extra cost.
The technology is the smart card which, already being used in casinos in Europe and elsewhere, and has begun to appear in North America, goes one better the magstripe cards still used in many casinos worldwide.
The main difference between the two cards is how they store information. Mag-stripe cards maintain customer information on a back-end computer, with which the card must link in order to make a transaction 먹튀
. Smart Cards have an embedded microchip in which all data is stored and thus can facilitate transactions even when there is no link to a back-end computer.
The initial use of Smart Card technology in U.S. casinos will be in player tracking cards. While enabling customers to play slot machines and other games in a cashless environment, the smart player cards also will store information about the guest – including his favorite games and wagering patterns – which casinos can use to promote future visits.
Such a card is currently being introduced in the U.S. market by IGT Network Systems, Las Vegas.
IGT, which brought TITO (Ticket-In/Ticket-Out systems) to the gaming floor a decade ago with its EZ Pay System, recently expanded the line to include the EZ Pay Smart Card, on which all cash values are stored on a microchip embedded in the card. When this card is plugged into a slot machine, the stored cash value is instantly altered with each play, deducting cash value with each loss and adding sums with each win. This eliminates the need to take winnings on TITO tickets for cashing at teller stations or automated kiosks, he noted.
A new game starts with the “come-out roll” (i.e., the first roll of a new game). Before the come-out roll, you must decide whether you want to bet “with” the dice or “against” them. Betting with the dice means you want the come-out roll to show a 7 or 11. It also means if a point is established on the come-out, then you want the shooter to roll the point number again before rolling a 7. Betting against the dice means you want the come-out roll to produce a 2 or 3 (a 12 on the come-out is a push). It also means if a point is established on the come-out, then you want the shooter to roll a 7 before rolling the point number. Prior to the come-out roll and the start of a new game, you bet with the dice by making a Pass Line bet, or you bet against the dice by making a Don’t Pass bet.
As we learned in my previous article, Fundamental Premise of the Game, the come-out roll can produce one of three possible outcomes: 1) The game immediately ends if a 2, 3, 7, 11, or 12 appears; or 2) If the shooter establishes a point, the game ends when the shooter rolls the point number again before rolling a 7; or 3) If the shooter establishes a point, the game ends when the shooter rolls a 7 before rolling the point number.
If you bet the Pass Line, you immediately win if the come-out roll shows a 7 or 11. You immediately lose if the come-out shows a 2, 3, or 12. The Don’t Pass bet is almost the exact opposite of the Pass Line bet. If you bet the Don’t Pass, you immediately win if the come-out shows a 2 or 3, and tie if a 12 shows. You immediately lose if the come-out shows a 7 or 11.
Regardless of whether you bet the Pass Line or Don’t Pass, if the shooter rolls a point number on the come-out (i.e., 4, 5, 6, 8, 9, or 10), the game continues and the shooter keeps rolling until she rolls either the point number again or a 7. In terms of the Pass Line and Don’t Pass, all other numbers are meaningless for that game. If you bet the Pass Line and the shooter establishes a point on the come-out, then you win if the shooter rolls the point number again before rolling a 7; whereas, you lose if the shooter rolls a 7 before the point number. The Don’t Pass is the exact opposite. If you bet the Don’t Pass and the shooter establishes a point on the come-out, then you win if the shooter rolls a 7 before rolling the point number; whereas, you lose if the shooter rolls the point number before a 7.