Game Information & Overview:
- Manufacturer: Stern
- Release Date: February 2006
- Original Wiki Rulesheet hosted on Tilt Forums
Rules Overview:
I’ve long been meaning to write up a full rule sheet for this game, but might as well start with a brief overview and strategy.
Most people try to stack modes with multiballs, and advance Hold Em hands along the way.
The two ramps advance Hold Em hands, three shots (flop/turn/river) to get to the next hand. One or both ramps may be backhandable. There is also a skill shot option to advance it. Skill shot locks in when the ball gets to the upkicker, so release the shooter one insert before the one you want.
Completing a Hold Em hand lights mode start AKA Poker Corner, which is the scoop to the left of the right ramp. Hitting the R flipper button rotates the selected mode insert near the bottom of the play field. The 6 modes in approximately decreasing value are: TODO
Ace In the Hole multiball is probably the easiest multiball to start and the most popular. Hit the “jail” on the upper play field X times to open the bars. Shoot the ball in there to lock it. Bash that ball Y times to release it and start the multiball. Jackpots are ramps and the jail/captive ball. Collecting enough jackpots opens the jail back up to relock a ball and launches an additional ball. The relocked ball will be released after some number of jackpots but can also serve as a sort of ball save, releasing and continuing the multiball once you drain down to one other ball. To re-light Ace In the Hole, start a mode. X and Y increase each subsequent multiball.
Each multiball gives one add-a-ball at the Cut the Cards (mystery) scoop, right of the left ramp. Re-light Cut the Cards at leftmost shot of upper play field. Only Ace in the Hole allows Hold Em progression while it’s running. All other multiballs block it out. Modes can only be started when no multiball is running. Multiballs can all stack in any order (except maybe some of the mini-wizard ones).