Has anyone done the math? For 9-6 jacks I would suspect this game is horrible as the low variance would mean you do not end up more than 16 hands behind after 150 hands very often. In order to win you must be more than 16 hands ahead. I would suspect you would be between +16 and -16 a big percentage of the time. You are gaining versus normal vp whenever you finish play more than 16 hands behind but losing whenever you are better than that. (Note that a no quad no royal run for 150 hands will average about a 13 hand deficit.) If you are lucky to get an early quad and decide to quit you have given up most of your win to the $20 insurance fee. The variance is why other game types give fewer hands.
···
----- Original Message -----
From: Harry Porter
To: vpFREE@yahoogroups.com
Sent: 12/19/2006 11:32:13 AM
Subject: [vpFREE] Re: "Guaranteed Play" Could Change VP-Very Interesting
murphyfields wrote:
I may be missing something here, but wouldn't this be profitable for
the casinos even with a good paytable?In general with a game (with no gauranteed play), the higher the ER,
the less it costs you to play. A 100% game should cost you nothing
to play in the long run. Play the same game with gauranteed play,
assuming no change in strategy, and the casino makes $20.
There's been a bid of a misleading misconception (er, a redundancy I
suppose -- are misconceptions every NOT misleading
in the phrasing
of there being a "cost" to play the game. The $20 is merely a buyin
for the standard 80 $.25 credits.
What you "pay" in exchange for the play guarantee is playing a
paytable that may be weaker than you'd otherwise accept (for John Q,
that supposition may be dubious 
What you get in exchange for the weaker paytable is the economic value
of being able to run into negative credits without additional cost and
the option to quit early if you run up a decent profit ... at which
point the guarantee has little added value and now you're simply
saddled with the drain of the inferior paytable. I estimate for a
game such as Jacks that this may likely add 3%+ to the game ER.
However, I am very curious how this will effect comps. Taking a
simple system of $1 per point and playing dollars, will you still
earn 5 points per hand even if you have a negative balance?
The suggestion in the write-ups is that this would exactly be the case
and would be an aspect that would appeal to many. However, this
benefit is entirely illusory. If the overall ER should be inferior to
a standard game, the expected earned comps over a moderately short
period of time will be inferior.
- Harry
[Non-text portions of this message have been removed]
