World Poker Tour Rulesheet


#1

Below is a list of all the features of World Poker Tour. Values for some features are a work in progress, as are the features that may change in competition/tournament mode. The order of features listed is somewhat organized by the frequency that they will be seen.

First, the physical features of the game:

Playfield Shots - Left to right, along with the associated feature names. (see feature description for more info).
There are 6 major shots each marked with a Red Arrow and the features listed:

  • Left Orbit - Chip Trick, Main Pot Spinner
  • Left Ramp - Flop, Turn, River, Chip Trick
  • VUK - Cut the Cards, Extra Ball, Lock
  • Scoop - Chip Trick, Spin a Card, Poker Corner, Lock
  • Right Ramp - Flop, Turn, River, Chip Trick
  • Right Orbit - Chip Trick, Main Pot Spinner

Mini-playfield - from left to right

  • Re-light Mystery
  • White Stand up
  • White Stand up
  • Ace in the Hole
  • White Stand up
  • Exit to the pops

Below the mini-playfield are thre e pop bumpers, and four red stand-up targets. Then there are 16 drop targets in three banks (8 on the left, 4 in the center, 4 on the right).

Skill Shots - The skill shot light cycles before plunging the ball, new balls are plunged for each ball of play and after physically locking a ball in the Ace in the Hole jail mechanism. Advance Hold 'Em is locked on for your first plunge of the game (to give you your initial hole cards).

  • Advance Hold Em - progresses your hold 'em hand.
  • Mystery - Awards a mystery award (see Cut the Cards)
  • Skill Flip - Shoot the left-most shot on the Mini-PF quickly and without hitting any other switch for 1M (+1M per up to 5M)

Hold 'Em Hands
Shown in the large DMD in the center of the playfield. Progress through hold 'em hands (Flop>Turn>River) by hitting ramp shots, the Advance Hold 'Em skill shot or by getting All-in Multiball (see description below). Completing hands lights Poker Corner (see below) and progresses tournaments (see below). The award for completing a hold 'em hand is the value of the main pot (see description for All In MB) multiplied by the strength of the hand (high card: x .5; pair: x 1; two pair: x 2; three of a kind: x 3; straight: x 4; flush: x 5; full house: x 6)

Tournaments
Shown by the red inserts between the sling shots. Winning your first tournament requires completing one hold 'em hand, and awards 1M points. Winning your second tournament requires two hands, awards 1.5M. Third tournament three hands, 2M points (Subsequent tournaments award +500k each and require 4 completed hands). Extra ball is lit after winning your 2nd and 6th tournament.

Poker Corner Modes (Points details to come)
Poker Corner is lit after completing a hold 'em hand, and can be stacked (if you finish two hands you can play two modes in a row – you cannot play two modes at the same time).
Steal the Blind - Pop bumpers change lit shot, hit lit shot for big blind award (??? points), unlit shots award small blind (??? points).
Play the Button - Hit lit shots for award (/?? points). subsequent shots award more points.
Know your outs - Hit 16 drop targets, targets do not reset, awards ??? points
A Chip and a Chair - Hit 20 drop targets, targets reset, awards ??? points
Spot the Tell - DMD shows six faces corresponding to the six major shots, a face will occasionally show a tell. Hitting the corresponding Tell shot awards 1M + 500k per, No tell awards 250k + 100k per.
Change Gears - Hit shots on the lower and upper playfield for ?? points, points decrease as you hit consecutive shots on the same playfield, so switching playfields will be award more points.

Multiballs - Side pots are collected by hitting the orbits during a multiball. Extra ball is lit after 10 side pots.

Ace in the Hole - Hit the jail on the mini-playfield to open the bars, then lock a ball, then hit the jail 3 times to start Ace in the Hole, which releases the captive ball for a two ball multi-ball. (If you quickly lock the ball in the jail again for 1M points “Instant re-lock”, and another ball will be added.) If either ball drops leaves the mini-playfield the jail bars will lower. Get jackpots by hitting the ramps or the jail. Hitting 3 jackpots will re-open the jail, the first time, so you can lock another ball for the add-a-ball. You can then release the ball with 4 hits and re-open the jail with another 4. Jackpots start at 200k, and are awarded from ramp shots and hitting the jail. As you progress they increase to 400k and then 500k. A super jackpot becomes available after like 10 jackpots and is worth 1.5M If you have a ball in the jail when your other balls drain, the jail will open and release the ball into single-ball play. AITH can be started while in a Poker Corner mode, and during other multiballs.

All In - The spinners at the left and right orbit raise the value of the main pot. When the main pot reaches the All In value (shown on the DMD, starts at 750k by default) your multiball will begin. Jackpots are on the main shots, excluding orbits, and have a starting award of 150K, spinners increase the jackpot, and I do not believe there are any super jackpots.

No Limits - Hit the stand up Lock target three times, then lock three balls at either the VUK or the scoop. You can stack lit locks for your first No Limits, the second No Limits requires lighting then locking, and repeating. Left ramp lights for 1M jackpot, and then you can relight the jackpot by completing a drop target bank, with the left bank lighting 3X jackpot, the center for 1X or the right for 2X. If you have two balls locked, and third lock and poker corner are both lit, you can start No Limits and Poker Corner by hitting the scoop.

Poker Hands - Light all the poker hands shown on the playfield (see Drop Target Poker) to start a four ball multi ball. This can be started during other multiballs. Jackpots start at 1M, spinners raise jackpot, after 9 jackpots Super Jackpot is lit for 5M.

Drop Target Poker - Poker Hands are shown on the inserts in the playfield below the center drop target bank. Light an insert by hitting the drop targets to make that hand (hit two Qs to light One Pair, etc). Each drop is worth 10k to begin, gaining an additional 1K . You are awarded 100k multiplied by the position of the insert (100k for one pair, 200k for two pair, etc except Royal Flush which scores 1M base) plus 100k per unlit insert below it. So, completing Straight first will award 400k+300k. You can also complete higher hands that may include a lower hand by hitting the drop targets before the award is shown, i.e. you can complete Three of a Kind before completing One Pair if you hit the second and third targets in quick succession.

Triple Scoring -
After completing a drop target poker hand, triple scoring will be lit on an inlane. You can switch which inlane is lit with the flipper button. Triple scoring applies to all shots that award points, and counts as triple progress towards super jackpots (in applicable multiballs).

Chip Trick
These are the shot combos in the game. Chip tricks are available on all the major shots except the VUK. Left Orbit and Left Ramp chip tricks flash when the ball goes through the right inlane, and the right side chip tricks flash when you the ball goes through the left inlane. Hitting a chip trick shot will light that insert and award 35K, 50K, or 85K (I think this is random). Subsequent chip tricks award higher points and comboing them will award 2X, 3X etc the value. Upon lighting all five chip tricks you start Super Trick. which gives you 10 seconds to hit more chip trick shots, starting at 1M points. Extra Ball is lit after hitting two (I think) shots during Super Trick.

Cut the Cards - This is the mystery award. (Longest shot in pinball?) VUK hanging off the back of the playfield, sends the ball up to the mini-playfield. Mystery awards include: small points, medium points, large points, double hurry up, increase bumper value, add 2x/3x/4x bonus, add bonus points, increase drop target value, increase side pot, light triple scoring, raise bars (opens AITH jail). During multi-ball this will usually award an add-a-ball, while during a mode it will award more time. Cut the Cards is re-lit by hitting the left-most shot on the mini playfield.

Spin a Card - The scoop will spot a random drop target to add to your drop target poker hand. Relight by going through the left inlane.

Hurry Up - Hitting any of the white stand up targets on the mini-playfield three times will begin a hurry up, starting at 1M and decreasing. Hitting the white targets while the hurrry-up is running will increase the value. Complete the hurry up by hitting the right slot that exits to the pops.

Red stand up tagrets - These are there in place of the usual rollover lanes, light all four targets by hitting them (cycle them with the flipper buttons) to increase bumper value or add bonus multiplier. (I’m not sure what triggers one or the other).

Wizard Modes

Poker Wizard - Play all 6 modes

WPT World Championship - Win 6 tournaments

Keefer Invitational - This has a lot of requirements that are mostly listed in the status report.

Please feel free to contribute any additional info. I know the multi-balls are missing some info, and I haven’t gotten to any of the Wizard Modes yet so I can’t add any info about those.