Just Deal With It! FAQs

What card games are included?

You’ll be able to play Poker, Blackjack, Crazy Eights, Hearts and Rummy with from 2 – 10 players, depending on the game.

The app also includes a single player version of Spider Solitaire.

What do I need to play this game?

Go to the App Store of your smart device and search for JustDealWithIt!. Download and install it for free.

Go to the PlayStation store on your PS4 and search for Just Deal With It! in order to buy the game.

Make sure the PlayStation and the devices you are using are connected to the same Wifi network.

Open the app on device and start the game on the PS4.  Then connect the phones to the PlayStation by pressing the big PLAY button.

How do I connect the smart device to my PlayStation?

Make sure your device is on the same network as your PlayStation®4 system and that ‘Just Deal With It!’ is running on your PS4™ system. If you are still having problems, you can turn your PS4™ system into a Wi-Fi Hotspot.

To create a Hotspot on your PS4™ system, press the OPTIONS button on your wireless controller when the game is running. Select Wi-Fi Hotspot from the menu and follow the instructions.

I am using WiFi hotspot to connect my iPhone to my PlayStation, but they won't connect?

Unfortunately iPhones 6S and earlier will not connect to the PlayStation 4 through a Wifi Hotspot. They will work just fine if they are on a Wifi Network however, so if you have these phones, this is how you need to connect.

Is it available in my country?

The game is available across Europe and North America, Australia and New Zealand, and most of South and Central America.

What languages are supported in the game?

The game is translated to English, French, Italian, German and Spanish for all the Voice Over and text.

Game Rules

Poker

AIM: In Poker your aim is to gain as many chips from your opponents as possible through a series of wagers based on who holds the best hand of cards at the end of a round. It’s just as important to learn to trick your opponents to back out of their bets as it is to know when you should back down yourself.

THE POKER TABLE: At the table you will see three ‘buttons’, one which represents the dealer, one for the small blind, and another for the big blind. This will be passed around the table in a clockwise rotation after every hand of poker. Around the table you’ll also see two cards, face down for each player, these are called your hole cards and are dealt at the beginning of each hand. During the game the center of the table will be filled with five cards, face up. These are called community cards and are placed down over three rounds of a poker hand by the dealer. At the end of a round the winner will be the player who combines these community cards with their hole cards in order to form the best five card combination.

THE PRE-FLOP: The pre-flop is the start of a round of poker, it’s how we refer to the stage of play before any community cards have been placed on the table. Every hand will start with two forced bets. The first of these is the small blind, where the player to the left of the dealer must place a small bet equal to half the minimum bet. This is followed by the big blind, the next player at the table who must place a bet equal to the minimum bet in order to play. Every other player at the table may join the round for free. The dealer will then place two cards face down in front of each player at the table. These are your hole cards. It is these combined with the community cards that will hopefully form your winning hand. Now that everyone has managed to see their cards, starting to the left of the big blind each player will decide whether to call (they’re willing to match the bet and progress), raise (they’re confident enough in their cards to raise the bet for all), or fold (they’re not happy with their cards and wish to back out of the bet). Once all players have raised, called, or folded we progress to the stage called, the flop.

THE FLOP: The dealer will now place three of the five community cards face up on the table. Combining these with your hole cards you should start to get a rough idea of how valuable your hand is likely to be. Again, to the left of the dealer another round of betting will begin, this time without any blind bets. Every player will once again have the opportunity to call, raise, or fold. Whilst no bet has been placed, players will also be able to check (they decide to stay in the round, but without the need to place a bet). TIP: If you were to have three of a kind or find yourself a card away from drawing a flush, you might be in a fairly comfortable position. Try not to let others at the table know this. If, however, you still haven’t drawn any combinations this might be the point to consider either folding or preparing to bluff your way to a win with a series of high bets.

THE RIVER: Next, your dealer will place a fourth card onto the table. This stage of the game is called the river. With a better glimpse at the odds of a victory, another round of betting will begin. TIP: If you’re holding a great hand by this point and want to lure your opponents into raising the stakes rather than folding, sometimes it’s better to gently raise the bets until the end of the game and then push for a big raise when your opponents are already invested. You can go All-In at any time, meaning you place all your chips as a bet. This is a risky and bold statement, but can be used to scare off your opponents.

THE TURN Finally in a round called the turn the last community card is placed onto the table and those remaining at your table will now face-off in a final round of wagers. Once all betting has been wrapped up we get to the showdown. This is when the last players standing reveal their cards and the best five card hand is revealed earning its owner the pot. If more than one player has the same hand then the pot is split evenly between the winning hands. The pot can also be split if one or more players have gone All-In in earlier betting round and betting has continued. All-In players may have the best hand, but can only win the portion of the pot that has been bet at the time of their All-In play. With the hand complete, the dealer, small blind, and big blind chips are passed one place to their left before the next can begin.

BLUFFING: Poker is a game that requires more than just good luck. The best poker players on Earth (and Deal) will still win on their more unfortunate days. This is usually due to a tactic called bluffing. Bluffing is the act of convincing everyone else at the table that your cards are just too good to bet against, this is usually done through high wagers that put other players off. Be warned, a bluff is a high risk move, if called out you’re likely to lose most, if not all of your chips.

YOUR TURN: If at the end of your turn time an action has not been decided then you will automatically fold.

PARTY RULES: When in teams, players may partake in Deal’s Poker party ruleset. Through party play the table will have access to their team standing tally where group scoring takes importance over individual points. Throughout a party game, objective specific missions will be sent to each team to be completed as a team. The completion of each mission will grant that group a sabotage bomb and possibly a multiplier for a short while to any winnings you may accrue.

SABOTAGE BOMBS: Sabotage bombs can be used at any point in play (though their effects aren’t always instant) to edge the faceoff in your favour. Those available in Poker are as follows: Jelly – Wipe the Jelly off your screen in order to play. Smoke – blow the smoke away to play on. Glass – Smash the glass to get back to your cards. Speeder – Your turn time is halved Protection – Shield the target from any other bomb Multiplier – Multiply your winnings for a short period of time. When you have a Sabotage Bomb, you’ll see an icon appear in the bottom left of the screen on your smart device, just tap it, and pick your target.

POKER HANDS
Hands in poker are held in the following order, higher ones are better:

  • Royal Flush – A, K, Q, J, 10, all the same suit.
  • Straight flush – Five cards in a sequence, all in the same suit.
  • Four of a kind – Four cards of the same rank.
  • Full house – Three of a kind with a pair.
  • Flush – Any five cards of the same suit, but not in a sequence.
  • Straight – Five cards in a sequence, but not of the same suit.
  • Three of a kind – Three cards of the same rank.
  • Two pair – Two different pairs.
  • One pair – Two cards of the same rank.
  • High card – When you haven’t made any of the hands above, the highest card plays.

Rummy

AIM: In Rummy the aim of the game is to release all your cards through the placement of melds which are either three or more cards of the same suit and in order, or three or more cards of identical value. The first player to lose all their cards will win points calculated by totaling all the remaining cards in the game. The first to 500 points is the winner.

THE SETUP: Depending on the amount of players involved, rummy can be played using more than one deck of cards. In a game of 2 players you’ll be dealt 10 cards each. In a game of 3-4 players you’ll be dealt 7 cards each. In a game of 5-6 players 2 decks will be used and you’ll be dealt 10 cards each. In a game of 7-8 players 2 decks will be used and you’ll be dealt 7 cards each. Remember: When more than one deck is in play duplicates cannot be used together in a meld. For example: You may not place down a meld of three Kings which contains two Kings of the same suit, nor may you later add on to a meld a suit of King that is already in the meld. To figure out who will kick off the first round of Rummy, each player at the table will draw a card. The player with the lowest card drawn will now be considered the dealer. Starting with the first player to the left of your dealer, everyone’s cards will be dealt face down, one at a time. Any cards remaining in the deck will be turned upside down and placed at the center of the table to form the stockpile. Finally, one card will be taken from the top of the stockpile and turned face up to start the discard pile.

THE GAME: Beginning with the player to the left of the now ‘dealer’ the player must initiate their turn by drawing a card from either the face down stockpile or the face up discard pile. With an extra card temporarily in their hand they may now decide to place down any melds they may have, or lay off valid cards on top of existing melds. TIP: Remember to hit that ‘sort’ button often to be sure you don’t accidentally overlook any possible card combinations you may be holding. Whether the player has managed to place down a meld or not, their turn is ended upon choosing a card in their hand to throw to the discard pile. Once the stockpile has been emptied then the next player may choose to draw from the discard pile or flip it to form a new stockpile. In doing so a card will be drawn from the top to start a new discard pile. Remember, the new Stockpile will not be shuffled.

MELDS AND LAYING OFF: As mentioned, melds are groups of three or more cards that will either all match in value (such as a meld of 5♠, 5♦, 5♣) or match in suit and be lined in order (this could be a meld of 10♥, J♥, Q♥ or 2♣, 3♣, 4♣). Laying off is just as simple. If a Meld of 6♦, 6♥, 6♠ is in play, then any player with the final suit not in the meld (the 6♣ in this case) may add to it. Likewise if a meld of 7♥, 8♥, 9♥ is in play, then players could add to the higher and/or lower end of the meld (such as a 6♥ to the bottom of the meld or a 10♥, J♥ combo to the top of it).

DECLARING RUMMY: There is normally only one reason that players may decide not to play any possible meld they have as they get them, and that would be because they intend to declare rummy. This is the act of melding all of your cards in one turn without having melded/laying off any of your cards prior. It’s a high risk move but a rummy declared victory means double points for the winner.

GOING OUT: The aim of Rummy is to be the first to reach the 500 point marker. Points are earned in Rummy by being the first player to have melded or laid off all of your cards in a hand. This is referred to as going out. Your points reward for winning a hand is the total value of all the cards remaining in the game (being held by other players), the cards are valued as listed below: Aces – 11 points Face card – 10 points Numbered cards will reward their respective values in points

TURN TIME: If your turn time is up and no action has been chosen then a card will be drawn from the stockpile and will be immediately discarded.

PARTY RULES: When in teams, players may partake in Deal’s Rummy party ruleset. Through party play the table will have access to their team standing tally where group scoring takes importance over individual points. Throughout a party game, objective specific missions will be sent to each team to be completed as a team. The completion of each mission will grant that group a sabotage bomb.

SABOTAGE BOMBS: Sabotage bombs can be used at any point in play (though their effects aren’t always instant) to help throw the game in your favour. Those available in Rummy are as follows:

  • Jelly – Wipe the Jelly off your screen in order to play.
  • Smoke – blow the smoke away to play on.
  • Glass – Smash the glass to get back to your cards.
  • Speeder – Your turn time is halved
  • Protection – Shield the target from any other bomb
  • Multiplier – Multiply your winnings for a short period of time.
  • Freeze – Freeze some cards in the target’s hand to prevent them from being played for a turn.

When you have a Sabotage Bomb, you’ll see an icon appear in the bottom left of the screen on your smart device, just tap it, and pick your target.

Blackjack

AIM: In Blackjack you will face off against the dealer to see who can draw 21 (or as close to 21 as possible). Draw any higher, you bust and lose your wager. Draw too low and the dealer will edge you to the winning hand.

THE GAME: To start off the dealer will place 2 cards to each player and themselves, 1 card at a time. Each card will be face up except the dealer’s last card which will be dealt face down. Each player will then take a turn with options to hit, stand, double down, or if you’ve drawn two of the same cards then you’ll have the added option to split. If you manage to draw both a ten/face card and an ace then you’ve drawn ‘Blackjack’, the hand that trumps all others.

HITTING AND STANDING: To hit means to take on another card, adding to your total and bringing you closer to 21. Bare in mind, if your total reaches any higher than 21, your hand will bust and the dealer wins your wager. If you choose to stand that means you’re happy to stay at the total you’ve reached and challenge the dealer to beat your draw without busting.

DOUBLE DOWN: Following the deal you’re also given the option to double your bet and draw just one more card on top of your initial pair. Whatever total the extra card gives you is the total you must stand on to face the dealer. This is only available if you can afford to do it.

SPLITTING: As stated, should you draw two of the same valued cards in your opening hand then you’ll have the added option to split. Splitting is where you separate these two identical cards and draw two more in order to form two new hands that will be treated individually as separate wagers. This is only available if you can afford to do it. You may choose to split up to three times should you continue to draw pairs of identical cards. Another point to note is that you may not hit again should you decide to split on a pair of aces. Each ace will be given one more card to form their respective hands.

INSURANCE: If the dealer’s first card has been revealed as an Ace each player may take up the option to set up a separate bet, wagering that the dealer has just drawn ‘Blackjack’. Insurance bets pay 2:1 when the dealer reveals this to be true. If you have Blackjack and insurance becomes available, taking the insurance will result in you instantly being paid out at even money and without having to put any further wager in.

THE DEALER’S TURN: After all players at the table have either busted, reached 21, or settled on a total, then the dealer will take their turn and reveal their second card. The dealer will hit repeatedly until they reach 17 or over, then they will stand or be bust.

TURN TIME: During the betting phase if the timer comes to an end and a bet has not been placed then the player will back out of the round. In the action phase of your turn if your timer runs out without an action being chosen then you will automatically stand.

PARTY FEATURES: When in teams, players may partake in Deal’s Blackjack party ruleset. Through party play the table will have access to their team standing tally where group scoring takes importance over individual points. Throughout a party game, objective specific missions will be sent to each team to be completed as a team. The completion of each mission will grant that group a sabotage bomb.

SABOTAGE BOMBS: Sabotage bombs can be used at any point in play (though their effects aren’t always instant) to help throw the game in your favour. Those available in Blackjack are as follows: Jelly – Wipe the Jelly off your screen in order to play. Smoke – blow the smoke away to play on. Glass – Smash the glass to get back to your cards. Speeder – Your turn time is halved Protection – Shield the target from any other bomb Multiplier – Multiply your winnings for a short period of time. When you have a Sabotage Bomb, you’ll see an icon appear in the bottom left of the screen on your smart device, just tap it, and pick your target.

Hearts

AIM: Unlike most games, Hearts is a game about avoiding points. It’s a game that revolves around tricks and who must pick them up. If certain cards are placed into these tricks then whoever picks them up will earn points. By the time the losing player has maxed out at 100 points it is the player with the lowest score that wins the game.

SETUP: Depending on the amount of players in game, specific cards may be put into, or taken out of play. It’s worth noting the differences in game setup below: 3 players – 17 card are dealt each. The 2♦ is removed. 4 players – 13 cards are dealt each. 5 players – 10 cards are dealt each. The 2♦ and 2♣ are removed. 6 players – 9 cards are dealt each. Two Jokers are added. 7 players (2 decks) – 14 cards are dealt each. Both 2♦’s and 2♣’s are removed. 8 players (2 decks) – 13 cards are dealt each. Remember: Jokers can be played at any time but cannot win a trick. If played to lead a trick, it is the card played by the next player that will determine the suit of that trick.

PASSING: After all cards have been dealt, the first stage of play is triggered. This is a round of passing where every player will choose the three cards in their hand they wish to hand over to another player. The passing rotation cycles every round over four rounds as follows: 1st round – passing to the left 2nd round – passing to the right 3rd round – passing across the table 4th round – no passing takes place TIP: The general rule of thumb during a passing round of Hearts is to get rid of the three cards you feel are most likely to make you pick up a trick. These tend to be any higher/royal face cards.

THE GAME: With passing completed, whoever is holding the 2♣ leads a trick by placing that card in the center. (In larger games where the 2♣ has been removed the starting player will use the 3♣). This makes the leading suit of the trick clubs. Following a clockwise rotation everyone at the table will place down any club they have. This is called a trick. The player who placed the highest card of the leading suit will pick up the trick and choose a card to start the next trick. It’s important to note that players cannot lead a trick with a heart until the hearts have been broken.

BREAKING THE HEARTS: Let’s say the next trick is led with a diamond. Most players at the table place a diamond in the trick, one player however doesn’t have any diamonds left. This player may now place any card of their choice down. This player decides to play a heart. Whoever’s played the highest diamond must pick up the trick and take the one point that comes with that one heart. Now that someone at the table has played a heart because they didn’t have any cards of the designated suit, the Hearts are considered broken. Tricks may now be started with hearts.

THE QUEEN OF SPADES: Hearts aren’t the only cards to be avoided in this game. More dangerous than a heart pickup is that of the Queen of Spades. While each heart picked up is equal to 1 point, the Queen of Spades adds a massive 13 points to the trick. TIP: If dealt the Queen of Spades or any card of higher value that could result in picking up a trick containing her, it’s often a wise decision to pass on such cards during the passing phase.

SHOOTING THE MOON: The biggest power move in a game of Hearts is known as Shooting the Moon. This is when one player manages to collect every trick containing a heart and the Queen of Spades. Pull off this high risk move and you’ll give every other player in the game twenty six points.

TURN TIME: During the passing phase of play failure to choose cards within the allotted time will result in any three cards being chosen to pass. During the trick phases of play failure to choose an action when time is up will result in any available card being played.

PARTY RULES: When in teams, players may partake in Deal’s Hearts party ruleset. Through party play the table will have access to their team standing tally where leading means holding the lowest team score. Throughout a party game, objective specific missions will be sent to each team to be completed as a team. The completion of each mission will grant that group a sabotage bomb.

SABOTAGE BOMBS: Sabotage bombs can be used at any point in play (though their effects aren’t always instant) to help throw the game in your favour. Those available in Rummy are as follows: Jelly – Wipe the Jelly off your screen in order to play. Smoke – blow the smoke away to play on. Glass – Smash the glass to get back to your cards. Speeder – Your turn time is halved Protection – Shield the target from any other bomb Multiplier – Multiply your winnings for a short period of time. When you have a Sabotage Bomb, you’ll see an icon appear in the bottom left of the screen on your smart device, just tap it, and pick your target.

Crazy Eights

AIM: In this, the more frantic of card games, your sole aim is to place all your cards into the centre of the table before anyone else. At the end of a hand, the winner earns points from all the other player’s remaining cards totalled together, with 8s scoring 50 points, court cards scoring 10 and all others their face value. The overall winner of the game is the first player to reach a specific number of points. For two players it is 100 points, three players 150, four 200, five 250, six 300 and for seven players 350 and so on.

SETUP: In games of five or fewer players a single deck of cards is used, any more than that and two decks will be put into play. 8 cards will be dealt to each player (except for when there are only 2 players in which case 7 cards will be dealt). With all cards dealt the deck will be placed face down and its top card placed face up separately to start the discard pile.

THE GAME: In any game of Crazy Eights it is the first player on the dealer’s left who must discard first. Examining the first card face up on the discard pile they must play a card that matches it, either in value, or in suit. If, however, you find yourself without a card to place down then you’ll need to pick up another from the deck which you can then try to play. Should you be unfortunate enough to pick up three cards in a row that you cannot play, then following that third pickup the turn will pass on to the next player. Remember: If you have multiple cards of the exact same value then they may all be placed into the discard pile at the same time as long as the first card played has either the same suit or the same value as the top card on the pile.

SPECIAL CARDS:

In crazy eights there’s a selection of special cards to play that’ll strategically push the game in your favour.

  • EIGHTS The game is called crazy eights for a reason. Eights can be played at any time and more importantly, playing an eight means choosing the suit you’d like the game to change to. For instance, if the J♠ has just been placed then you could play the 8♦ and change the game’s suit to clubs meaning the player following you must place a club.
  • TWO: Play a two and the next player at the table will have to pickup a pair of cards on their turn, that is unless they’re able to play another two. In that case, two is added on to the pickup total and that total is passed onto the next player. The pickups may continue to stack and circle around the table until all twos in the deck have been used.
  • QUEEN OF SPADES: Play the Queen of Spades and the player following your turn must pickup five cards. If a 2♠ has just been played then five will be added onto the total pickups collected so far and passed onto the next player. Likewise if the Queen of Spades has just been played, then the following player may play a 2♠ in order to add two onto the pickup total.
  • SEVEN: The use of a seven will skip the turn of the next player in the rotation.
  • JACK: Play a Jack and you’ll reverse the rotation of playing.

PARTY FEATURES: When in teams, players may partake in Deal’s Crazy Eights party ruleset. Through party play the table will have access to their team standing tally where group scoring takes importance over individual points. Throughout a party game, objective specific missions will be sent to each team to be completed as a team. The completion of each mission will grant that group a sabotage bomb.

SABOTAGE BOMBS: Sabotage bombs can be used at any point in play (though their effects aren’t always instant) to help throw the game in your favour. Those available in Crazy Eights are as follows: Jelly – Wipe the Jelly off your screen in order to play. Smoke – blow the smoke away to play on. Glass – Smash the glass to get back to your cards. Speeder – Your turn time is halved Protection – Shield the target from any other bomb Multiplier – Multiply your winnings for a short period of time. Freeze – Freeze some cards in the target’s hand to prevent them from being played for a turn. When you have a Sabotage Bomb, you’ll see an icon appear in the bottom left of the screen on your smart device, just tap it, and pick your target.