Game in OFC Pineapple consists of several hands played on one table.

Once a game starts, no more player can join it.

The number of hands in a game equals to the number of players participating in the game, i.e. the dealer's button completes a full circle. However, depending on the following conditions the number of hands can be smaller or bigger that the number of participants:

  • if all players, except for one, have lost the entire amount of their chips, the remaining hands are not played, and the game ends;
  • if one of the players gets Fantasy Land, there is one additional hand played. At that there can be any number of Fantasy rounds in one game.

Hand play

Players one by one receives cards divided into 5 streets:

  • 1st street – 5 cards are dealt
    Each player must lay out all 5 cards in the boxes.
    Players can see other players' cards as the game is open. They can also see the course of layout during the 1st street.
    Once a player finishes laying out his cards, he clicks Ready button. But before clicking the button, he can shift any of his cards.
  • 2nd street – 3 cards are dealt
    Beginning from the 2nd street and till the moment when each player lays out all 13 cards in the boxes, the players receive 3 cards face down to take 2 of them and lay out in the boxes. The remaining card is discarded with Discard button. When the card is discarded, the rest 2 are opened.
  • 3rd street – 3 cards are dealt.
  • 4th street – 3 cards are dealt.
  • 5th street – 3 cards are dealt.


Players must lay out their cards into 3 boxes:

  • front – the upper box of 3 cards (the weakest hand)
    Possible cards combinations are: three of a kind, one pair, high card as long as stronger combinations are formed with no less than 4 cards;
  • middle – the middle box of 5 cards (medium strength hand);
  • back – the lower box of 5 cards (the strongest hand).


The rule of the boxes: The cards combination in the lower box (back hand) must be stronger than or equal to the cards combination in the middle box (middle hand) and the cards combination in the middle box must be stronger than or equal to the cards combination in the upper box (front hand). In other words, cards combinations in the boxes must be laid out in ascending order: from the weakest in the upper box to the strongest in the lower box. Combinations can be equal. If these conditions are not satisfied, the hand is considered as a dead hand, and no units are changed.

Fantasy Land:

Fantasy Land is a special bonus awarded to players that have a pair of queens (QQ) or a stronger combination and that don't have a dead hand. When Fantasy Land is achieved:

  • the game is prolonged by one hand;
  • the dealer's button is not moved, players' turn in play doesn't change;
  • in this additional hand the player who achieved Fantasy Land receives at once 14 cards face down, one of the cards being discarded once all the rest cards are being laid out. The player must at a time lay out the cards as a usual hand. Other players can not see the course of layout and wait till the player in Fantasy Land finishes laying out his cards;
  • then other players must play out the hand as a standard open face and can not see the cards of the player in Fantasy Land till the end of the round.


More than one player can achieve Fantasy Land, or even all players at a table.

If all players, except one, at a table are in Fantasy Land, these players begin to lay out their cards simultaneously:

  • players in Fantasy Land lay out at once 14 cards face down;
  • the remaining player also receives his cards face down, but in accordance to the rules — 5 cards first, then 3 etc..

The repeat of Fantasy Land

To remain in Fantasy Land while in Fantasy Land one or more of the following conditions must be met:

  • to collect three of a kind the upper box (front hand);
  • to collect a full house in the middle box (middle hand);
  • to collect four of a kind in the lower box (back hand).

Action Timeout

Players participating in a hand have equal period of time to lay out their cards in all boxes. When the first street starts, the countdown begins. Thus, in the second street players have less time by the amount of time spent during the first street etc..

If players run out of time, their cards will be laid out automatically (by the system) in accordance to the following rules:

  • cards are laid out as they are dealt, first in the lower box, then in the middle and upper boxes;
  • beginning from the second street first 2 dealt cards are laid out, and the third card is discarded.

Basic rules of scoring

Units are scored in the end of every hand. Players' hands are compared by pairs, and then units are charged. In pairs corresponding combinations are compared: back hand with back hand, middle hand with middle hand, front hand with front hand.

In case 2 players have equal combinations in one of the hands (draw situation), for example, 2 players have equal Flash combinations in the lower box, non of the players gets units.

Methods of scoring

  • 2-4 scoring
    Players get 1 unit for every hand they win, and 1 additional unit if they win 2 out of 3 or all 3 hands.
    In case of draw of one of the hands (ex., if 2 players have equal Flash combinations in the back hand) none of the players gets units. But if a player wins 2 remaining hands, he gets 3 units – one per every won hand + one additional unit (2 + 1).
  • 1-6 scoring
    Players get 1 unit for every hand they win, and additional 3 units if they win all 3 hands.

Dead hand

There is such a term as “Dead hand”:if combinations were laid out by strength not in the correct order in the boxes (ex, back hand is weaker than any of the other hands or middle hand is weaker than the front hand), such hands are declared “dead hands”. In this case all combinations of this player are considered losing to the combinations of the rest players. The player doesn't get bonuses and even pays bonuses to every opponent and a fine:

  • 6 units (1-6 scoring).
  • 4 units (2-4 scoring).

If 2 or more players have “dead hands”, these players get 0 units each when compared by pairs.


Players can also get royalties - bonuses given to players for making up particular combinations. Royalties are given apart from units given for winning, independently of the results of a hand. Royalties are optional. Royalties can be given in accordance with Russian or American rules.

Below is the table showing the difference (in bold) between Russian and American rules:

Hand Combination Russian rules American rules
Back a straight 2
a flush 4
a full house 6
four of a kind 8 10
straight flush 10 15
royal flush 15 25
Мiddle three of a kind 2
a straight 4
a flush 8
a full house 12
four of a kind 16 20
straight flush 20 30
royal flush 30 50
Front 66 1
77 2
88 3
99 4
TT 5
JJ 6
QQ 7
KK 8
AA 9
222 10
333 11
444 12
555 13
666 14
777 15
888 16
999 17
TTT 18
JJJ 19
QQQ 20
KKK 21
AAA 22


For every table there is the cost of 1 unit defined, for example, 1 play money per 1 unit. In the end of a game the settlement begins.

Players get their units summarized. The units are compared by pairs, and payments are determined.

The comparison begins with the player sitting to the left from the dealer, then proceeds to the player sitting second from the dealer, then to the player sitting third etc.. After that players' modified stacks are compared.

There can also be situation when a player loses his entire stack amount to another player, and can not pay to other players.


If in the end of a hand one player collects the entire amount of other players' chips, then:

  • this hand will be the final hand of the game;