World Poker Tour

Stern, 2006 — shot-by-shot rules and strategy guide.

Open World Poker Tour in the Pinball Genie app →

World Poker Tour hides a deep ruleset behind a layout that looks simple. Six red-arrow shots run across the lower playfield, sixteen drop targets sit in three banks, and a full second deck floats above it all. Understand this before anything else: the game runs two economies at once — the poker hand you build with the ramps, and the pot you build with the spinners — and your payout is one multiplied by the other.

The layout

Left to right: left orbit, left ramp, the VUK, the scoop, right ramp, right orbit. Each orbit carries a spinner. The VUK is the longest shot on the machine, firing the ball off the back of the playfield and up onto the mini-playfield, where a second pair of flippers takes over. Up there sit the Ace in the Hole jail and its captive ball, three white standups, a re-light target on the far left, and an exit slot that drops you into the pop bumpers.

Hands and the pot

Either ramp advances your hold 'em hand through Flop, Turn and River. Completing a hand pays the main pot multiplied by the strength of the hand you were dealt, and that multiplier is the whole ballgame — a high card halves the pot, a royal flush pays it nine times over. In tournament play hands arrive in ascending strength, starting with a pair.

The pot opens at 250,000 and grows 25,000 for every hand you finish. Spinner rotations add 5,000 apiece, and that per-spin figure grows by 500 per completed hand. Build the pot before you close a strong hand, never after. When it climbs past the All In figure — 750,000 the first time, 250,000 higher after each one — All In Multiball starts by itself and hands you a free completed hand plus the pot's base value.

The four multiballs

Poker Corner

Every completed hand lights one mode at the scoop, and the relights do not stack — skip a mode and you have burned a hand. Each runs thirty seconds with one goal worth a Trophy, and each Trophy is a million points and raises the Poker Wizard payout later. Learn the goals ahead of time: two Big Blinds, three button shots, sixteen drops, twenty drops, two tells, or eight shots across both decks. In competition the two drop target modes are better ignored than fought, and Change Gears is worth holding until you have a multiball ready.

Chip tricks and triple scoring

Chip tricks are the combo system, and they live on every major shot except the VUK. The left orbit and right inlane flash the left-side tricks; the right orbit and left inlane flash the right-side ones. Chaining flashing shots pays double and triple the base, and your fifth spotted trick starts Super Trick — a rolling ten-second window worth roughly 200,000, then 300,000, then 400,000. Clear every flashing trick during it and an extra ball lights, but it will not carry to your next ball. Separately, completing a poker hand off the drops lights triple scoring on an inlane for three seconds — and it counts as triple progress toward super jackpots, not just triple points.

The wizard ladder

Three modes sit at the top. Poker Wizard opens at the scoop once you have played all six Poker Corner modes, and pays by Trophies earned — 1.6 million a jackpot with two, up to 3.1 million with four. Winning your sixth tournament starts the WPT World Championship, a ramp grind for ten million that pays another ten on completion. Above that is the Keefer Invitational: the Championship plus twenty-five million banked in each of six categories, then one more mystery award to open the door.

A working game plan

Goals in World Poker Tour

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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