NeuralPlay · Rules & Help
Pitch Help
Learn bidding and play, explore popular variations, and match your preferred rules.
Pitch Rules
Pitch is played with 4 players. The default rules are described here. See Rule Options for the many supported variations.
Pitch uses a standard 52-card deck. You form a team with the player sitting across from you. The game is played as a series of hands, with each team accumulating points from hand to hand. Under the default rules, up to 4 points are available in each hand.
Each hand consists of four stages: dealing, bidding, playing, and scoring.
Dealing
At the start of the game, the dealer is chosen randomly. The deal then rotates clockwise after each hand. Each player is dealt 6 cards. The remaining 28 cards are not used in that hand.
Bidding
The player who makes the highest bid wins the bidding and becomes the maker, also called the pitcher. The maker chooses the trump suit and leads the first trick. The maker's team must capture at least the number of points bid.
Bidding begins with the player to the dealer's left and proceeds clockwise. Each player bids the number of points they expect their team to capture in the hand, or passes. The first bidder may bid the minimum of 2 or pass. Each later player must make a higher bid or pass. If the first three players pass, the dealer must make a non-pass bid.
Play
The hand consists of 6 tricks. Each trick contains 4 cards, 1 card from each player. The player who plays the first card is the leader, and the suit of that card is the suit led. The highest card of the suit led wins the trick unless a trump card is played; in that case, the highest trump wins.
Cards rank from low to high as follows.
2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, and A.
The maker leads the first trick and must lead a trump card. Play proceeds clockwise, with each player playing one card. A player who holds the suit led may play either that suit or trump. A player who does not hold the suit led may play any card.
After each player has played a card on the trick, the winning player takes the trick and places it aside until the scoring stage. This player is the leader of the next trick. Play continues until players have no cards left in their hands.
Scoring
After all tricks have been played, the captured cards determine the score. Under the default rules, 4 points are available.
- High. 1 point for capturing the highest trump in play.
- Low. 1 point for capturing the lowest trump in play.
- Jack. 1 point for capturing the jack of trump.
- Game. 1 point for capturing the most game points. On a tie, the game point is not awarded.
Game points are counted as follows.
- Ace. 4 points
- King. 3 points
- Queen. 2 points
- Jack. 1 point
- Ten. 10 points
Because 28 cards are not dealt, some scoring cards may be out of play. For example, if the jack of trump was not dealt, the jack point is not awarded.
If the maker's team captures at least the number of points bid, they score all the points they captured. If they capture fewer points than they bid, they are set and lose the number of points bid. In either case, the defenders score the points they captured.
The first team to reach 11 points wins the game.
Web Links
There are many helpful websites discussing Pitch. Here are a few we found especially useful.
Preset Game Rules
Pitch can be played with many different rule options. We have included some preset rules to show some of the variety. See Rule Options to customize the rules.
Preset options are included for the following game rules.
- Team auction. The standard Pitch rules with teams and bidding. Points are awarded for capturing high, low, jack and game.
- Team auction II. Like team auction except that the low point is awarded to the original owner of the low trump card.
- Solo auction. The standard Pitch rules with bidding and each player competing individually. Points are awarded for capturing high, low, jack, and game.
- Team. The standard Pitch rules with teams but without bidding. Points are awarded for capturing high, low, jack, and game.
- Solo. The standard Pitch rules without teams or bidding. Points are awarded for capturing high, low, jack, and game.
- Team auction (5 point). The standard Pitch rules with teams and bidding. The off-jack (jack of the same color as trump) becomes trump and ranks below the jack of trump. Points are awarded for capturing high, low, jack, off-jack, and game.
- Team auction (6 point). The standard Pitch rules with teams and bidding. The off-jack becomes trump and ranks below the jack of trump. A joker is added to the deck and ranks between the 10 and off-jack. Points are awarded for capturing high, low, jack, off-jack, joker, and game.
- Team auction (7 point). The off-jack becomes trump and ranks below the jack of trump. Two jokers are added to the deck. Nine cards are initially dealt and players must discard all nontrump cards after the bidding. Players are dealt additional cards to give them six cards in the hand before play. The minimum bid is 3 and the game ends at 21 points. The winning team must take the final bid to win. Points are awarded for capturing high, low, jack, off-jack, jokers, and the ten of trump.
- Team auction (9 point). The five of trump is valued at 5 points. Nine cards are initially dealt and players must discard all nontrump cards after the bidding. Players are dealt additional cards to give them six cards in the hand before play. The minimum bid is 3 and the game ends at 31 points. Points are awarded for capturing high, low, jack, game, and the five of trump.
- Team auction (10 point). The off-jack becomes trump and ranks below the jack of trump. Two jokers are added to the deck. The three of trump is valued at 3 points and the ten of trump is valued at 1 point instead of game. Nine cards are initially dealt and players must discard all nontrump cards after the bidding. Players are dealt additional cards to give them six cards in the hand before play. The low point goes to the player who plays the card, rather than the player who captures it. The minimum bid is 5 and the game ends at 32 points. The winning team must take the final bid to win. Points are awarded for capturing high, low, jack, off-jack, jokers, three of trump, and ten of trump.
- Team auction (11 point). The off-jack becomes trump and ranks below the jack of trump. Two jokers are added to the deck. The three of trump is valued at 3 points and the ten of trump is valued at 1 point instead of game. The off-ace becomes trump and ranks below the ace of trump. Nine cards are initially dealt and players must discard all nontrump cards after the bidding. Players are dealt additional cards to give them six cards in the hand before play. The low point goes to the player who plays the card, rather than the player who captures it. The minimum bid is 5 and the game ends at 52 points. The winning team must take the final bid to win. Points are awarded for capturing high, low, jack, off-jack, jokers, off-ace, three of trump, and ten of trump.
- Team auction (13 point). The off-jack becomes trump and ranks below the jack of trump. Two jokers are added to the deck. The three of trump is valued at 3 points and the ten of trump is valued at 1 point instead of game. The off-three is worth 3 points, becomes trump, and ranks below the three of trump. Nine cards are initially dealt and players must discard all nontrump cards after the bidding. Players are dealt additional cards to give them six cards in the hand before play. The low point goes to the player who plays the card, rather than the player who captures it. The minimum bid is 5 and the game ends at 52 points. The winning team must take the final bid to win. Points are awarded for capturing high, low, jack, off-jack, jokers, three of trump, off-three, and ten of trump.
- Arizona 29-card (5 point). Played with a 29-card deck consisting of a joker and ranks 6, 9, 10, J, Q, K, A. The joker ranks between the ten and jack of trump. Points are awarded for low, high, jack, joker, and game. The game ends at 11 points. When both teams reach 11 points, the last declaring team wins.
- Smear (4 point, teams). Played with a 32-card deck consisting of ranks 7 to A. 6 cards are dealt to each player, and 3 cards are dealt to a kitty. The low point goes to the original owner of low. Game over at 15 points.
- Smear (5 point, teams). Played with a 28-card deck consisting of ranks 2, 9, 10, J, Q, K, and A. 6 cards are dealt to each player. Points are awarded for low, high, jack, off-jack, and game. The off-jack ranks between the ten and jack of trump. The low point goes to the original owner of low. Bidding continues until three players have passed, there may be multiple rounds of bidding. Once a player has passed, the player may not reenter the bidding. The game is over at 12 points.
- Smear (10 point, teams). Ten cards are initially dealt. Except for the maker, players must discard all nontrump cards after the bidding, their hands are then refilled to 6 cards from the stock. The maker then receives all the cards remaining in the stock and discards down to 6 cards. There are 10 points in a round: high (ace), low (two), jack, game, off-jack, two jokers, and the three of trump (worth 3 points). The low point goes to the player who plays the card, rather than the player who captures it. The minimum bid is 4. The game ends at 52 points.
- Nine-five (18 point). Nine cards are initially dealt. The minimum bid is 4. Except for the dealer, players must discard all nontrump cards after the bidding, their hands are then refilled to 6 cards from the stock. The dealer then receives all the cards remaining in the stock and discards down to 6 cards. There are 18 points in a round: high (ace), low (two), jack, game, the five of trump, and the nine of trump. The 9 and 5 of trump are worth 9 and 5 points respectively. The low point goes to the player who plays the card. The game ends at 100 points.
- Nine-five (Connecticut). Based on the Nine-five rules above. The differences are: 6 cards are initially dealt; players discard all nontrump and refill to 6 cards; the dealer does not receive the stock; the minimum bid is 9; a player holding the 9 in a suit containing at least 2 cards must bid 9 or more when no other player has bid; and the player to the left of the maker leads initially and may lead any suit.
- Pedro (14 point, teams). Nine cards are initially dealt. Except for the dealer, players must discard all nontrump cards after the bidding, their hands are then refilled to 6 cards from the stock. The dealer then receives all the cards remaining in the stock and discards down to 6 cards. There are 14 points in a round: high (ace), low (two), jack, ten of trump, five of trump, and the off-five (same color as trump, ranks just below the five of trump). The 5 and off-5 are worth 5 points each. The low point goes to the player who plays the card, rather than the player who captures it. The minimum bid is 6. On the initial lead, any suit may be led. The game ends at 62 points.
- Pidro (14 point, teams). Like Pedro, but only trump cards are played. A player that runs out of trump sits out and does not participate in the play.
- King Pedro (44 point, teams). There are 44 points in a round. The high, low (goes to the original owner), jack, and ten are worth 1 point each. The 5 and off-5 are worth 5 points each. The king is worth 30 points. 12 cards are initially dealt. The minimum bid is 30. The player to the left of the dealer begins the bidding and the bidding proceeds clockwise until all players have passed. Once a player has passed, the player may not reenter the bidding. The winning bidder receives the kitty. All players discard nontrump cards down to 6 cards. The winning bidder leads and may lead any suit. The game ends at 200 points, the winning team must make the last bid to win.
- Lipton Pedro (35 point, teams). The Lipton Pedro variation is also known as the Canadian prairies variation. Points are awarded for high, low, jack, off-jack, ten, five (5 points), off-5 (5 points) and the king (20 points). The 3, 4, 6, 7, and 8 ranks are removed from the deck. 7 cards are dealt to each player, with a 4 card kitty. The minimum bid is 15 and the maximum bid is 35. The winning bidder receives the kitty. All cards will be in play. Game over at 105 points.
- California Pedro (16 point, teams). Points are awarded for high, low (to original owner), jack (3 points), ten, five (5 points), and off-5 (5 points). 9 cards are dealt. Discard all nontrump. Dealer receives the stock. Any card may be led anytime. Shooting the moon is worth 32 points, failure is minus 32 points. Must bid to win. Game over at 52 points.
- Sixty-three (63 point, teams). There are 63 points in a round. The high, low (goes to the capturer), jack, and ten are worth 1 point each. The king is worth 25 points; the 3 is worth 15 points; the 9 is worth 9 points; and the 5 and off-5 are each worth 5 points. 9 cards are initially dealt. The minimum bid is 30. The player to the left of the dealer begins the bidding and the bidding proceeds clockwise until all players have passed. Once a player has passed, the player may not reenter the bidding. All players except the dealer discard nontrump cards down to 6 cards. The dealer receives the stock and discards nontrump cards down to 6 cards. The winning bidder leads and may lead any suit. The game ends at 152 points.
- Eighty-three (83 point, teams). There are 83 points in a round. The high, low (goes to the capturer), jack, and ten are worth 1 point each. The king is worth 25 points; queen is 20 points; the 3 is 15 points; the 9 is 9 points; and the 5 and off-5 are each worth 5 points. 12 cards are initially dealt and the remaining cards are placed in the kitty. The minimum bid is 30. The player to the left of the dealer begins the bidding and the bidding proceeds clockwise until all players have passed. Once a player has passed, the player may not reenter the bidding. The winning bidder receives the kitty, then declares trump. All players discard nontrump cards down to 6 cards. The winning bidder leads and may lead any suit. The game ends at 200 points.
- High Nine (25 point, teams). Nine cards are dealt to each player. The 9 and off-9 are each worth 9 points. The high, low, jack, off-jack, ten, and two jokers are worth one point each. Bidding continues until three players have passed. Once a player has passed, the player may not reenter the bidding. A player may bid to shoot the moon; failure results in the loss of the game. The winning bidder declares trump. Other than the bidder, the players discard all nontrump and their hands are refilled up to 6 cards. The bidder receives the remaining stock and discards down to 6 cards. The bidder begins the play by leading any card. Players must follow suit, when they do not have the suit led, any card may be played. The game ends at 52 points.
Learning Features
NeuralPlay Pitch offers many features to help you learn and improve your play. These features may be enabled, disabled, or adjusted in Settings. The features include the following.
- Hints. By default, the AI shows a hint when you ask for one. In Settings, you may ask the AI to always show a hint, or ask the AI to check your bid or play and show a hint only when its choice differs from yours.
- AI points estimate. When enabled, the AI shows the estimated number of points that will be scored for each legal play. This is an expected value averaged across many simulations. The AI-suggested play may differ from the play with the highest estimate because of strategy or simulation noise.
- Card counter. When enabled, a counter shows which cards have been played.
- Analyze bid. When enabled, an "Analyze" button appears during bidding. Tap it and enter a proposed bid to estimate the chance of making that bid.
- Competitive mode. Enable competitive mode to play without assistance. Hints, undo, viewing all hands, analyze bid, and other learning aids are disabled.
Rule Options
Many variations of Pitch are played around the world. The default variation offered by NeuralPlay Pitch is also known as Auction Pitch.
NeuralPlay Pitch offers many popular rule options so you can customize the game to your liking. Options include the following.
Dealing
- Remove cards. Optionally remove some cards to make a smaller deck. Many options are supported. Options range from removing cards of ranks 2-8, cards of ranks 3-4, or just cards of rank 10.
- Number of cards. Choose to deal from 5 to 13 cards initially to each player.
- Kitty size. Play without a kitty, or with a kitty of 2 to 6 cards that goes to the maker.
Bidding
- Bidding. By default bidding is a single round where each player, starting from the left of the dealer bids once. When bidding is disabled, the player to the left of the dealer will choose the trump suit. You may also choose to allow multiple rounds of bidding. In this case, bidding continues until all players have passed. Once a player passed, the player may not reenter the bidding.
- Stick the dealer. Choose to make the dealer bid when all other players have passed. Optionally allow the dealer to take a set for the minimum bid instead of bidding.
- Dealer can steal. Choose whether the dealer may bid the same as the current bid to steal the bid. If the dealer may steal, choose whether this applies to all bids or only the maximum bid.
- Minimum bid. Choose the minimum bid allowed.
- Need suit to choose it. Require a player to hold a card of the suit they choose as trump.
- Misdeal. Choose to allow a player to declare a misdeal when dealt only low ranked cards. The cards will be redealt. Options for low ranked include: ranks 2-10, ranks 2-9, ranks 3-8, ranks 3-9, and ranks 4-9.
- Shoot the moon. Shooting the moon comes in several variants.
- An extra point is awarded for taking all the tricks and all points (known as a smudge bid). In 4-point Pitch, the maximum bid becomes 5, and bidding 5 is an attempt to shoot the moon.
- Shooting the moon may be an instant win (when the shooter's score is not negative). The player must bid and make the maximum bid but not necessarily take all the tricks. When the shooter's score is negative the bid points will be added to the score and play will continue.
- Shooting the moon may be worth the selected game-over point total. Success awards that many points. With the minus-points failure option, failure subtracts that many points. The player must bid and make the maximum bid but not necessarily take all the tricks.
- Shooting the moon may be worth twice the maximum number of points available. Success awards twice the maximum. With the minus-points failure option, failure subtracts the same amount. The player must bid and make the maximum bid but not necessarily take all the tricks.
- Shoot the moon bid. When shooting the moon is enabled, the shoot-the-moon bid may be either the maximum bid or a separate bid above the maximum bid. When playing with an extra point awarded, the shooting the moon bid is always the maximum bid.
- Shoot the moon discarding allowed. When shooting the moon is enabled and the rules allow discarding, choose whether a player shooting the moon may discard.
- Shoot the moon failure. When shooting the moon is enabled, choose whether failure loses the game immediately or subtracts the shoot-the-moon value from the shooter's score.
- Dealer can run it. When it is the dealer's turn to bid, the dealer has the option to run it. Choose whether this is always allowed, allowed only after three passes, or not allowed. When run it is chosen, 3 more cards are dealt to each player and the bidding continues for another round, starting with the player to the left of the dealer. Players must bid higher than the previous bid or pass, except for the dealer. The dealer may not pass if all other players pass.
- Suit with 2+ cards and a 9 minimum bid 9. When a player holds the 9 in a suit containing at least 2 cards, the player's minimum bid is 9. The player does not have to bid if the bidding has already reached 9. The 9 of trump must be valued at 9 points to enable this option. This rule is used for some nine-five game variations.
Discarding
- Discarding. Choose whether players may discard cards after trump is
determined. Discarded cards are replaced with new cards from the deck as
necessary to give all players a full six-card hand.
Cards are dealt clockwise, the left of the dealer receiving cards first. In the
rare case that the remaining cards in the deck are not enough to replace all
discarded cards, the discarded cards will be shuffled and dealt. When discarding
is permitted, choose from the following.
- Must discard all nontrump cards.
- May choose from nontrump cards.
- May choose from all cards.
- May choose from nontrump cards discarding down to 6 cards, when a player has more than 6 trump cards, trump may be discarded.
- Refilling. The default is to refill to 6 cards after all players discard. Instead of all players discarding and refilling, choose to have either the dealer or the maker receive all cards from the stock and discard down to 6 cards after the other players have discarded and refilled.
- Discarding trump point cards. Choose whether trump cards that are worth points may be discarded.
- Reveal discarded trump. Choose whether discarded trump cards are shown face up to the other players.
- Maximum allowed discards. Allow any number of discards, or limit how many cards each player may discard.
Playing
- Initial leader. The maker (pitcher) most commonly makes the initial lead. Optionally have the player to the left of the maker lead initially.
- Leading. Choose from: the initial lead must be trump; any suit may be led anytime; and trump may not be led until broken.
- Following. Choose from:
- One may follow with the suit led or trump, and may play any card when void.
- One may follow with the suit led or trump, and must trump when void, else may play any card.
- One must follow with the suit led, and may play any card when void.
- One must follow with the suit led, must trump when void, else may play any card.
- Play with trump only. Players must lead and follow with trump. A player that runs out of trump sits out and does not participate in the play for the rest of the hand. The hand will finish when all trump have been played.
- First joker played is high. By default, the red joker is higher than the black joker. When first joker played is high is enabled, the jokers are the same rank. The first joker played on the trick is higher than the second joker.
- Finish hand early when all points taken. Skip the remaining tricks once every available point has been taken and the hand's score is determined.
Scoring
- Partnership. Choose whether to play in a team with the player across from you.
- Junk points. Choose whether the defending team also scores the points it takes.
- Maker scores bid only. The maker receives only the bid points when the bid is made. Points taken over the bid will not be received.
- Low point. Choose whether the point for low trump goes to the capturer or the player who played the low trump.
- Jokers. You may play with zero, one, or two jokers in the deck. Jokers are trump ranked below the jack. Jokers are worth one point each. The red joker is ranked higher than the black joker. When playing with one joker, you may choose to have it ranked below the two in the trump suit. It counts as a point but is ignored when determining the low point.
- Off-jack. Choose whether to make the off-jack trump and worth one point. The off-jack is the jack of the same color as the trump suit (if trump is diamonds, the jack of hearts is the off-jack). When trump, the off-jack is placed in the trump suit and ranks just below the jack of trump.
- Game or 10. Award 1 point for game with no point on a tie, award the game point to the bidder on a tie, award 1 point for the 10 of trump instead of game, or award neither point. Without bidding, the game point is not awarded on a tie.
- 3 of trump. Assign the 3 of trump a value of 0, 3, or 15 points.
- 5 of trump. Assign the 5 of trump a value of 0 or 5 points.
- 9 of trump. Assign the 9 of trump a value of 0 or 9 points.
- J of trump. Assign the jack of trump a value of 1 or 3 points.
- Q of trump. Assign the queen of trump a value of 0 or 20 points.
- K of trump. Assign the king of trump a value of 0, 20, 25, or 30 points.
- Off-ace. Choose whether to make the off-ace trump and worth one point. The off-ace is the ace of the same color as the trump suit (if trump is diamonds, the ace of hearts is the off-ace). When trump, the off-ace is placed in the trump suit and ranks just below the ace of trump.
- Off-three. Choose whether to make the off-three trump and worth 3 points. The off-3 is the 3 of the same color as the trump suit (if trump is diamonds, the 3 of hearts is the off-3). When trump, the off-3 is placed in the trump suit and ranks just below the 3 of trump.
- Off-five. Choose whether to make the off-five trump and worth 5 points. The off-5 is the 5 of the same color as the trump suit (if trump is diamonds, the 5 of hearts is the off-5). When trump, the off-5 is placed in the trump suit and ranks just below the 5 of trump.
- Off-nine. Choose whether to make the off-nine trump and worth 9 points. The off-9 is the 9 of the same color as the trump suit (if trump is diamonds, the 9 of hearts is the off-9). When trump, the off-9 is placed in the trump suit and ranks just below the 9 of trump.
- Last trick. Choose whether a point is awarded for the last trick.
- Take all tricks opponents get −1 points. Give the opponents −1 point when a team or player takes all the tricks.
- On failure to make bid. Subtract the bid from the maker's score, or subtract twice the bid.
Game Over
- Game over at. Choose whether the game ends at a predetermined number of points or after a certain number of hands.
- Points to game over. Choose the number of points required to win the game.
- Hands to game over. Choose the number of hands to play.
- On reaching game over. Choose from the following.
- Highest score wins. When multiple players reach the game over score, there may be a tie.
- Must bid to win. The winner must make the last bid of the game in addition to reaching winning points.
- Must bid or set to win. The winner must make the last bid of the game or set an opponent in addition to reaching winning points.
- Must bid to win, no junk points. Junk points are scored up to the game score minus one. Suppose game over is 11 and a team has 7. If the team bids 2 and scores 4, the team total score becomes 10. Defenders also score junk points only up to game minus one.
- Both over: bidders win. For team games, when both teams reach the game score, the team that bid last wins. The winning team may have the lower score and win.
- Ties: bidders win. For team games, when both teams reach the game score and there is a tie, the team that bid last wins.
- Score points in order. To resolve ties, the points are awarded in the order: maker, high, low, etc. The points are awarded in order while checking for the game score. The first player or team to reach game over points wins.
- Must win by two points. The winner must be ahead by two points in addition to reaching winning points.
- Set limit to game over. Disable this limit, or end the game when a team is set 2, 3, 4, or 5 times. The team that reaches the set limit loses regardless of the score.
Computer Players
NeuralPlay computer players offer 6 levels of play. Level 1 is reasonably easy and good for beginners. Level 3 should be fun for most players. Level 6 is the most challenging.
The computer players use different AI methods depending on the level. Levels 1 and 2 use simple methods designed for beginners.
Level 3 uses a rule-based AI. Its rules include examples such as "In third seat, do not trump partner's high card" and "In fourth seat, play just high enough to take the trick when an opponent is winning." These rules provide consistent, logical play.
Levels 4 through 6 use Monte Carlo simulation to determine the best play. The AI deals the unknown cards randomly, tries each legal play, and plays the hand to the end to get a result. This is repeated for many possible deals. The average result for each legal play is computed, and the play with the best average result is chosen.
Levels 4 through 6 differ in how many possible deals they simulate. In general, more simulations produce more accurate estimates and better play. The tradeoff is that more simulations take more time, so level 6 may play more slowly than level 4, depending on the device.
Because levels 4 through 6 do not follow a fixed set of rules, you may observe either surprisingly good plays or odd mistakes that do not appear logical. Overall, our tests show that these levels play better than the rule-based level 3. The randomness also makes the computer players feel more human and less predictable.
If you prefer more consistent, logical, and predictable computer partners or opponents, level 3 may be best.
Whichever level you choose, you may adjust bidding aggressiveness. For individual control, choose Custom, which provides separate settings for North, East, South, and West. For each seat, you may adjust play thinking, bid thinking, and bidding aggressiveness. South's custom settings control the strength of the hints you receive.
We are continuing to research and develop improvements to the computer players.
Frequently Asked Questions
How do I change the hand sorting?
See Settings → Hand Sorting. You can change the rank order and suit order, and choose to alternate red and black suits.
How do I reset my game settings to the defaults?
Go to the main screen and choose Menu → Reset.
What are North, South, East, and West (and N, S, E, and W)?
These are the player positions around the table. You are always South. In partnership games, North is your partner and West and East are your opponents.
What does "claim" mean?
Claiming means that you or your team expect to take all the remaining tricks. When your hand is clearly high, you may claim to speed up play. The AI checks the claim; if it succeeds, the remaining tricks are awarded and the hand ends.
How do I contact NeuralPlay with suggestions and feedback?
Please contact us at support@neuralplay.com.