Player releases a short jump shot, while her defender is either knocked down, or trying to “take a charge.”
Shooting is the act of attempting to score points throwing the ball through the basket. While methods can vary with players and situations, the most common technique can be outlined here.
The player should be positioned facing the basket with feet about shoulder-width apart, knees slightly bent, and back straight. The player holds the ball to rest in the dominant hand’s fingertips (the shooting arm) slightly above the head, with the other hand on the side of the ball. To aim the ball, the player’s elbow should be aligned vertically, with the forearm facing in the direction of the basket. The ball is shot by bending and extending the knees and extending the shooting arm to become straight; the ball rolls off the finger tips while the wrist completes a full downward flex motion. When the shooting arm is stationary for a moment after the ball released, it is known as a follow-through; it is incorporated to maintain accuracy. Generally, the non-shooting arm is used only to guide the shot, not to power it.
Players often try to put a steady backspin on the ball to deaden its impact with the rim. The ideal trajectory of the shot is somewhat arguable, but generally coaches will profess proper arch. Most players shoot directly into the basket, but shooters may use the backboard to redirect the ball into the basket.
The two most common shots that use the above described set up are the set shot and the jump shot. The set shot is taken from a standing position, with neither foot leaving the floor, typically used for free throws. The jump shot is taken while in mid-air, near the top of the jump. This provides much greater power and range, and it also allows the player to elevate over the defender. Failure to release the ball before returning the feet to the ground is a traveling violation.
Another common shot is called the layup. This shot requires the player to be in motion toward the basket, and to “lay” the ball “up” and into the basket, typically off the backboard (the backboard-free, underhand version is called a finger roll). The most crowd-pleasing, and typically highest-percentage accuracy shot is the slam dunk, in which the player jumps very high, and throws the ball downward, straight through the hoop.
A missed shot that misses the basket completely is referred to as an air ball.
The best shooters combine great dedication, coordination, and confidence. Practice is essential to shoot at a high level. Getting open is also crucial; at the pro level, top shooters rarely miss when given an unguarded look at the basket.
WinHoldEm is an online Texas hold ‘em bot, created by Ray Bornert. Bots of this kind can sometimes be used in online poker play, but this is considered cheating by poker rooms, and grounds for account termination. The bot is loaded, and will play in lieu of a real human, calculating pot odds and making betting decisions based on these calculations. There is no way to accurately estimate the extent to which these bots are used.
The bot works through installing client software on your machine which interfaces with the poker room, i.e. it is able to read what cards have been dealt, what bets have been made, etc. The bot’s ‘intelligence’ ends there. Whether the bot wins, or no
A batter squares to bunt, moving his hands up the barrel of the bat to increase his control and deaden the ball on impact.
The ultimate goal of the team at bat is to score runs. To accomplish this feat, the team at bat successively (in a predetermined order called a lineup or batting order) sends its nine players to the batter’s box (adjacent to home plate) where they become batters. (Each team sets its batting lineup at the beginning of the game. Changes to the lineup are tightly limited by the rules of baseball and must be communicated to the umpires, who have the substitutions announced for the opposing team and fans.
A batter’s turn at the plate is called a plate appearance or an “at-bat.” Batters advance to the bases in a variety of ways: hits, walks, hit-by-pitch, and a few others. When the batter hits a fair ball, he must run to first base, and may continue or stop at any base unless he is put out. A successful hit occurs when the batter reaches a base: reaching only first base is a single; reaching second base, a double; third base, a triple; and a hit that allows the batter to touch all bases in order on the same play is a home run, whether or not the ball is hit over the fence. Once a runner is held to a base, he may attempt to advance at any time, but is not required to do so unless the batter or another runner displaces him (called a force play). A batter always drops his bat when running the bases— otherwise, the bat would slow him down and could give rise to a call of fielder to catch it on its descent. A line drive is like a fly ball, but the ball is hit with such force that its trajectory seems level to the ground. A batted ball which is not hit into the air, and which touches the ground within the infield before it can be caught, is called a ground ball. When a ball is hit outside the foul line, it is a foul ball, requiring the batter and all runners to return to their respective bases.
Once the batter and any existing runners have all stopped at a base or been put out, the ball is returned to the pitcher, and the next batter comes to the plate. After the opposing team bats in its own order and three more outs are recorded, the first team’s batting order will continue again from where it left off.
When a runner reaches home plate, he scores a run and is no longer a base runner. He must leave the playing area until his spot in the order comes up again. A runner may only circle the bases once per plate appearance and thus can score no more than a single run.
In the game of poker, opens and raises are considered aggressive plays, while calls and checks are considered passive (though a check-raise would be considered a very aggressive play). It is said that “aggression has its own value”, meaning that often aggressive plays can make money with weak hands because of bluff value. Aggressive plays also tend to give the opponents more opportunities to make mistakes.
While it is true that aggressive play is generally superior to passive play, using any play exclusively can lead to predictability, and being too predictable is far worse than being too passive. A player who is constantly aggressive and plays many inferior hands is called a “maniac”, and skilled players will take advantage of him by calling him more often, using isolation plays, and by other means.
If a player is not aggressive with his weaker hands, the opponents can safely fold whenever the player does bet or raise. The appropriate amount of aggression can be computed using game theory, and depends on the game being played and the tendencies of the opponents.
A cricket match in progress. The lighter strip is the cricket pitch. The men wearing black trousers on the far right are the umpires.
Cricket is a team sport played between two teams of eleven players on each side. It is a bat-and-ball game played on a roughly elliptical grass field, in the centre of which is a flat strip of ground 22 yards (20.12 m) long, called a pitch. At each end of the pitch is a set of wooden stumps, called a wicket. A player from the fielding team (the bowler) propels a hard, fist-sized leather ball from one wicket towards the other, where a player from the opposing team (the batsman) defends the wicket from the ball with a wooden cricket bat. Another batsman (the “non-striker”) stands in an inactive role near the bowler’s wicket.
Generally, the batsman attempts to strike the ball with the bat, and run to the other end, exchanging places with his partner, scoring a run. However, he can attempt to run without hitting the ball, and vice versa. While the batting team scores as many runs as it can, the bowling team returns the ball back to either wicket. If the ball strikes a wicket before the batsman nearer to that wicket has reached safety then the batsman is out, or “dismissed”. The batsman can also be out by failing to stop the bowled ball from hitting the wicket, or if a fielder catches the ball before it touches the ground. Once the batsmen are not attempting to score any more runs, the ball is “dead” and is bowled again.
Once out, a batsman is replaced by the next batsman in the team. As there must always be two batsmen on the field, the team’s innings ends when ten batsmen are out, and the teams exchange roles. The number of innings, and possible restrictions on the number of balls in each, depend on the type of game played. At the end of the match – of which there are several definitions – the team that has scored more runs wins. In first-class cricket, a draw can result if the team to bat last fails to match the required total before a time limit is reached. This can add interest to one-sided games by giving the team in the worse position an incentive to play for a draw. This is distinct from a tie, which results if scores are level at the completion of both teams’ innings.
Cricket has been an established team sport for several centuries. It originated in its modern form in England and is popular mainly in the present and former members of the Commonwealth. In some countries in South Asia, including India, Pakistan, Bangladesh, and Sri Lanka, cricket is by far the most popular sport. Cricket is also a major sport in England and Wales, Australia, New Zealand, South Africa, Zimbabwe and the English-speaking countries of the Caribbean, which are collectively known in cricketing parlance as the West Indies. There are also well established amateur club competitions in countries as diverse as the Netherlands, Kenya, Nepal, and Argentina (see also: International Cricket Council).
The length of the game — a match can last six or more hours a day for up to five days in one form of the game — the numerous intervals for lunch and tea, and the rich terminology are notable aspects that can often confuse those not familiar with the sport. For its fans, the sport and the intense rivalries between top cricketing nations provide passionate entertainment and outstanding sporting achievements. It has even occasionally given rise to diplomatic outrage, the most notorious being the Bodyline series played between England and Australia in the early 1930s, or the 1981 underarm bowling incident involving Australia and New Zealand..
References
Sir Don Bradman (1990). The Art of cricket. Hodder & Stoughton. ISBN 1875892540.
The playing position to the direct left of the blinds in Texas hold ‘em or Omaha . The player who is under the gun must act first on the first round of betting.
underfull
In a community card game, a full house that is one of the lowest full houses possible. For example: in Texas hold ‘em, a player holding a pair of deuces with a final board of 2A33Q holds an underfull (Deuces full of Treys). The highest possible full house is Aces full of Treys. Also “underboat”.
up
When used with a card rank to describe a poker hand, refers to two pair with the named card being the higher pair. For example, a hand of QQ885 might be called “queens up”.
upcard
See upcard.
up the ante
Increase the stake. Also commonly used outside the context of poker.
Tee for the first hole at The Links at Spanish Bay
Golf (gowf in Scots) is a sport where individual players or teams hit a ball into a hole using various clubs, and is one of the few ball games that does not use a fixed standard playing area. It is defined in the Rules of Golf as “playing a ball with a club from the teeing ground into the hole by a stroke or successive strokes in accordance with the Rules.”
Golf originated in Scotland and has been played for at least five centuries in the British Isles. The oldest course in the world is The Old Links at Musselburgh. Golf, in essentially the form we know it today, has been played on Scotland’s Musselburgh Links since 1672, and earlier versions of the game had been played in the British Isles and the low-countries of Northern Europe for several centuries before that. Although often viewed as an elite pastime, golf is an increasingly popular sport that can be played for one’s entire life.
Etymology
The word Golf is first mentioned in 1457 in a Scottish statute on forbidden games as Gouf, which may be related to Dutch kolf, “bat, club”. A folk etymology also suggests golf refers to “Gentlemen Only Ladies Forbidden”.
Golf Movies
A Gentlemen’s Game
Happy Gilmore
The Greatest Game Ever Played
The Legend of Bagger Vance
Tin Cup
Caddyshack
Texas Hold’em Bonus Poker is a gambling card game is owned and licensed by Mikohn Gaming/Progressive Gaming International Corporation. The game is based on traditional multi-player Texas Hold’em poker.
Rules
The game is played with a standard 52 card deck.
Each player makes an ante bet of 1 unit and may make an optional bonus bet.
The player and dealer are both delt 2 cards (face down).
After checking his/her cards, the player may decide to fold with no further play losing the ante bet or make a flop bet of 2 units.
cards are then dealt to the board.
The player may decide to check or make a turn bet of 1 unit.
Another card is dealt to the board (making 4 cards in total on the board).
The player may decide to check to make a river bet of 1 unit.
One more card is dealt to the board(making 5 in total).
The player and dealer make their best 5 card poker hand from their own hand and 5 board cards.
If the dealer’s hand is better than the player’s hand the player loses all bets.
If the dealer’s hand is equal to the player’s hand, all bets are a push.
If the player’s hand is better than the dealer’s hand, the player wins even money on the flop, turn and river bets. The player also wins even money on the ante bet if his best hand is a straight or better, otherwise the ante bet pushes.
If a players hole cards are a pair, A-K, A-Q, or A-J, the player wins the bonus bet according to the paytable. This bet pays even if the player does not beat the dealers hand.
Player Strategy
The optimal strategy for the flop bet is to call all hands except for 2-3 offsuit, 2-4 offsuit, 2-5 offsuit, 2-6 offsuit and 2-7 offsuit.
Because of the large number and variety of combinations, it is impossible to list a basic strategy for the turn and river bets.
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A player who gets up from his seat in a cash game, after two other players are already away from the table, is referred to as the “third man walking”. In a casino with a “third man walking rule”, this player may be required to return to his seat within 10 minutes, or one rotation of the deal around the table, or else his seat in the game will be forfeited if there is a waiting list for the game.
throwing a party
A player who is playing like a fool and gambling all of their money away is said to be throwing a party.
trey
A 3-spot card. Casino personnel refer to the 3♣ as the “trey of clubs”.
2-way straight draw
A hand in draw poker such as 6♥ 7♥(Joker) 9♣, in which any of twelve cards (4 fives, 4 eights, 4 tens) can fill a straight.
In the declaration phase, the players ascertain who has the better hand in each of three categories. This is done in an oblique sort of way that leads to some of the intrigue of Piquet. Elder hand declares first, with Younger responding.
In each part of the declaration, the Younger hand may choose to contest the Elder’s claim. By doing so, the Younger may reveal information that would be useful during the trick-taking phase, called the play. Likewise, the Elder may choose not to reveal information in one or more parts of the declaration.
The Point
If the Elder has at least four cards in a suit, they may make a declaration. For example, “Point of four”.
The Younger would then respond indicating that they had more, fewer, or the same number of cards in a suit. This is done by saying “Good” (the Elder has more and wins the point), “Not good” (the Elder has fewer), or by saying “Making?” or “How many?”, indicating that the Younger has the same number of cards in a suit, which requires clarification.
If both players have the same number of cards in a suit, then they must tally the value of the cards. The values of the cards are: ace = 11, face cards = 10, and face value for the rest.
After adding the values of the cards, the Elder calls out the number. The Younger may then say “Good”, if the Elder’s value is greater, or “Not good” and the number that wins the point. For example: “Not good: 39″ or “Not good, I have 39″. If the values are the same, Younger says “Equal”.
The player with the better point scores the number of cards in the suit, not their value. If the values are the same, neither player scores. Note that Younger does not actually score for any declarations until Elder has led to the first trick in the play (see below).
The Sequence
The next part of the declaration is the sequence, in which the longest consecutive run of cards is valued. A sequence must have at least three cards and they must all be in the same suit.
Again, the Elder hand starts. For example, “Run of three” or “Sequence of four”. The Younger then responds with “Good” or “Not good”, in the same way as before, or by contesting. To contest, the Younger says “How high?”, to which the Elder responds with the highest card in the sequence. For example, “To the queen”. Younger replies with “Good”, “Not good” or “Equal”.
In keeping with the game’s ancestry, one may utilize the historical names for sequences in this part of the declaration, instead of the prosaic “Run of three”, for example. The following are the proper names and their associated values:
3, tierces (pronounced tier-s) are worth 3 points
4, quarts (carts) are worth 4 points
5, quints (cants) are worth 15 points
6, sixieme (seize yem) are worth 16 points
7, septieme (set yem) are worth 17 points
8, huitieme (wheet yem) are worth 18 points
The person winning the sequence may declare any additional sequences that he has, if desired. If both players’ best sequences are equal then neither player may score for any sequences.
The Set
A set is three or four of a kind, ten or greater (7′s, 8′s, and 9′s don’t count). Sets of three are called trios (tree ohz) and are worth 3 points, and sets of four, quatorzes (cat orz), are worth 14 points. The declarations take place in the same manner as Point and Sequence, with Elder stating his best set (for example, “Three Kings”), to which Younger replies “Good” or “Not good”.
The person with the best set may declare any additional sets that he has, if desired.
Repique and Pique
If a player scores 30 points in the declaration phase and his opponent scores nothing, including Carte Blanche, and if neither point nor sequence were equal, that player gains a repique, which is worth an additional 60 points.
If Elder scores 30 points in declarations and play combined, before Younger scores any, then Elder gains a pique and scores an additional 30 points. Note that Younger cannot gain a pique because Elder always scores one point for leading to the first trick (see below).
By the end of the declaration, each player will have a pretty good idea of the other’s hand (to the degree that each chose to claim their points).
There is a way to compute the Skalansky Malmuth table for those people who have trouble memorizing. The results are almost identical to those generated using the Chen Point Count.[1] To compute the point count the following formula should apply:
Take the high card and score it. A=10,K=8,Q=7,J=6,T-2 = 1/2 value shown.
If the 2nd card pairs the first the value is either twice the high card point or 5 which ever is greater.
If they are not paired then calculate the gap for the lower card and subtract off a gap penalty:.
For a 0 gapper subtract 0,
For a 1 gapper subtract 1
For a 2 gapper subtract 2
For a 3 gapper subtract 4
For a 4 gapper or more subtract 5 (includes A2,A3,A4).
If the cards are of the same suit apply a flush bonus of +2 pts.
If the cards are a 0 or 1 gap and the top card is a J or lower apply a +1 straight bonus
Round 1/2 point up
Then 12 – Chen Point Count in general is the SM hand grouping. Examples:
8♣ 8♠: 4 pts for the first 8, double for the pair is 8 Chen points. This puts it in S&M group 4.
9♣ 7♣: 4.5 points for the 9, -1 for the 1 gapper, +2 for the same suit and +1 for the straight bonus. Round up to 7 Chen points which is in S&M group 5.
The following hands are the exceptions (off by 1): 55, AQs, A9, AX, 96s, 32s, 98, 97, 76.
Notes
^ Lou Krieger, Hold’em Excellence, ch Power Rating ISBN 1886070148
A tournament in which the prize is a free entrance to another (larger) tournament.
scare card
A card that comes that may have improved an opponent’s hand. The Jack of spades on the turn was a scare card because it put both flush and straight possibilities on the board.
scoop
In high-low split games, to win both the high and the low half of the pot.
set
Three of a kind, esp. the situation where two of the cards are concealed in the player’s hole cards.
set-up
A deck that has been ordered, usually King to Ace by suit (spades, hearts, clubs and diamonds). In casinos, it is customary to use a set-up deck when introducing a new deck to the table. The set-up is spread face up for the players to demonstrate that all of the cards are present before the first shuffle. Also called to “spade the deck”.
shootout
A poker tournament format where the last remaining player of a table goes on to play the remaining players of other tables. Each table plays independently of the others; that is, there is no balancing as players are eliminated. This format is particularly common in European televised poker programs, including Late Night Poker.
side pot
A separate pot created to deal with the situation of one player going “all in”.
-way straight draw
A hand in draw poker such as 6♥ 7♥8♠ (Joker), in which any of sixteen cards (4 fours, 4 fives, 4 nines, 4 tens) can fill a straight.
slow roll
To delay or avoid showing one’s hand at showdown, forcing other players to expose their hands first. When done while holding a good hand likely to be the winner, it is considered poor etiquette, because it often gives other players “false hope” that their hands might win before the slow-roller’s is exposed.
small blind special
A situation in which (assuming no raising) a player is dealt weak hole cards in the small blind, but ends up making the best hand because they got to see a relatively inexpensive flop.
smooth call
A “flat call”.
speeding
To play very loose with no identifiable pattern, or to bluff frequently. Also known as speeding around.
spike
When a flop is spread out, if the first card revealed is the card an underdog needs, they spike that card. More loosely, if any of the flop cards help you, then you spike it. I had Q9 to my opponent’s pocket jacks, but I spiked a queen on the flop to take the lead.
splash the pot
To throw one’s chips in the pot in a disorderly fashion. Not typically allowed, because the dealer can’t tell how much has been bet.
spread
The range between a table’s minimum and maximum bets.
stack
A collection of 20 poker chips of the same denomination, usually arranged in an orderly column.
stakes
The definition of the amount one buys in for and can bet. For example, a “low stakes” game might be a $10 buy-in with a $1 maximum raise.
stand pat
In draw poker, playing the original hand using no draws, either as a bluff or in the belief it is the best hand.
steam
Act of playing recklessly when one is frustrated.
stop ‘n go
When a player bets into another player who has previously raised or otherwise shown aggression. Example: On the flop, Bill bets into Tom, Tom raises, and Bill just calls. On the turn, Bill bets into Tom again. Bill has just pulled a stop ‘n go.
straight
Poker hand
When used with an amount, indicates that the speaker is referring to the total bet, versus the amount being raised. Alice bets twenty. Bob raises to fifty straight.
strategy card
A wallet sized card that is commonly used to help with poker strategies in online and casino games.
string bet
To call with one motion and raise with another, or to reach for more chips in the middle of laying a bet/raise without stating the intended amount. String bets are prohibited in public cardroom rules.
stuck
Having lost money. I’m stuck $300 right now.
stud
A variant of poker.
A card dealt face up in Stud poker.
suck out
To draw a winning hand despite poor odds.
sucker straight
In community card poker variants, a straight completed on the low end of the possible straight on the board.
suited
Having the same suit. See card suits.
super satellite
A multi-table poker tournament in which the prize is a free entrance to a satellite tournament or a tournament in which all the top finishers gain entrance to a larger tournament.
Sports betting systems refers to a set of events that when combined for a particular game for a particular sport represents a profitable betting scenario. Since sports betting involves humans, there is no deterministic edge to the house or the gambler. Systems allow the gambler to have an edge.
Sportsbooks use systems in their analysis to set more accurate odds. Therefore the novice gambler may believe that using a system will always work, it is the general consensus that at some point, the oddsmakers will have adjusted for the system to make it no longer profitable. Very short-lived systems are called trends. Any single event that estimates a selection to have a higher likelihood of winning is called an angle as they are meant to be used in conjunction with other angles and trends to produce systems.
Betting on systems
Systems can be deceiving. Any sample space can be constrained enough with meaningless criteria to create the illusion of a profitable betting system. For example, a coin can be flipped with heads being home teams and tails being road teams. Heads and tails each have a 50% probability of landing but if the amount of flips is limited to a small number, it is conceivable to create the illusion of predicting heads will come up 75% of the time.
That, in conjunction with the fact that sportsbooks adjust their odds according to the systems makes it difficult to follow systems indefinitely. The sportsbooks are slower to adjust the odds in some sports versus other sports depending on the number of games played and the amount of money they take in from bettors.
Determining systems
Determining systems is a matter of using computer analysis tools and extracting all the possible games that meet a bettor’s criteria. Then the bettor analyzes the results of those games to make a determination if one team is favored over the other.
David Sklansky and Mason Malmuth [1] assigned each hand to a group, and proposed all hands in the group could normally be played similarly. Stronger starting hands are identified by a lower number. Hands without a number are the weakest starting hands.
Pre-Flop Basic Strategy
A
K
Q
J
T
A
3
3
7
7
8
8
8
8
8
8
K
3
7
7
7
Q
3
4
3
8
J
3
4
4
3
T
4
7
8
7
6
9
8
7
3
6
8
8
4
6
7
4
6
6
5
8
5
5
4
5
3
5
2
5
Note: Unsuited on the bottom left, suited on the top right.
Chen Point Count
There is a way to compute the Skalansky Malmuth table for those people who have trouble memorizing. The results are almost identical to those generated using the Chen Point Count.[2] To compute the point count the following formula should apply:
Take the high card and score it. A=10,K=8,Q=7,J=6,T-2 = 1/2 value shown.
If the 2nd card pairs the first the value is either twice the high card point or 5 which ever is greater.
If they are not paired then calculate the gap for the lower card and subtract off a gap penalty:.
For a 0 gapper subtract 0,
For a 1 gapper subtract 1
For a 2 gapper subtract 2
For a 3 gapper subtract 4
For a 4 gapper or more subtract 5 (includes A2,A3,A4).
If the cards are of the same suit apply a flush bonus of +2 pts.
If the cards are a 0 or 1 gap and the top card is a J or lower apply a +1 straight bonus
Round 1/2 point up
Then 12 – Chen Point Count in general is the SM hand grouping. Examples:
8♣ 8♠: 4 pts for the first 8, double for the pair is 8 Chen points. This puts it in S&M group 4.
9♣ 7♣: 4.5 points for the 9, -1 for the 1 gapper, +2 for the same suit and +1 for the straight bonus. Round up to 7 Chen points which is in S&M group 5.
The following hands are the exceptions (off by 1): 55, AQs, A9, AX, 96s, 32s, 98, 97, 76.
Notes
^ David Sklansky and Mason Malmuth (1999). Hold ‘em Poker for Advanced Players. Two Plus Two Publications. ISBN 1880685221
^ Lou Krieger, Hold’em Excellence, ch Power Rating ISBN 1886070148
Players are not supposed to handle the dice with more than one hand, pass them directly from hand to hand, nor take the dice past the edge of the table. The only way to change hands when throwing dice, if permitted at all, is to set the dice on the table, let go, then take them with the other hand.
When throwing the dice, the player is expected to hit the farthest wall at the opposite end of the table. The dice may not be slid across the table and must be tossed. They may not be thrown higher than the eye level of the dealers.
The dice must not land in the boxman’s bank or on any of the dealers’ working stacks of money.
When either of the dice land on chips or markers not in the boxman’s bank or the dealers’ working stacks, the number that would be on top if the object the die is leaning on were removed, is the number that is used to make the call.
If a die hits a player or dealer and rolls back onto the table, the roll counts as long as the person being hit did not interfere with the die.
In most cases the shooter may “set” the dice to a particular configuration, but if they do, they must be quick about it so as not to delay the game. Some casinos have “no setting” rules, and the player must throw the dice as given to him.
Do not try to place money in the dealer’s hand or expect the dealers to hand you chips. Dealers are not allowed to touch the players at any time. Players are expected to place cash on the layout and announce “change only” or a specific bet and amount. The dealer will then place chips on the layout or in front of the players.
Many crap table layouts state “NO CALL BETS”. This means a player is not allowed to call out a bet without having at least the bet amount of chips on the table. If the chips exceed the bet, for example a $100 chip is placed and bets called out of “$25 on five and nine”, the dealer will say “it’s a bet” and return $50 change to the player. The dealer doesn’t have to actually place the bet in the proper place on the table to constitute a valid bet. This method is consistent with the fast action of the game, allowing a player to make a last-second bet while the dice are about to be thrown. The NO CALL BET rule may exist to prevent confusion on the amount bet, possibly going back to the days of 25 cent tables. For example “three fifty” could mean $3.50 or $350. If the dealer is not clear about the intention of the player he may state “no bet” and push the chips back to the player.
Twist is poker jargon for a round with specific rules which is sometimes used in the poker variant stud poker.
One can replace any round of (or add a round to) a stud poker game with a twist round, in which each player is offered the option to replace exactly one card in his hand with a new one from the remaining deck stub. This is similar to the draw phase of draw poker, differing in the following way: if the player chooses to replace a downcard, he discards it and is dealt a replacement card also face down; if he wishes to replace an upcard, he discards it and receives the replacement face up. On a twist round, players make the decision of which card to replace in turn starting with the player who bet first on the preceding round (usually the player whose upcards make the best hand), discarding the card they choose to replace, if any. After everyone has made their decision, the replacement cards are dealt starting at the dealer’s left as usual.
Sometimes replacement cards are “bought” by requiring a player to add a fixed amount to the pot to be able to get a replacement.
Jai-Alai (pronounced hi-lie in English and hi-ah-lie in Basque) means “Merry Festival” in the Basque language. The term is used to denote a fronton (or open-walled arena) used to play a variety of Pelota called Cesta Punta, and, more broadly, to the game itself. The game is characterized by the fast pace of play, in which a 125g ball covered with parchment skin can travel faster than 180 mph. The ball is placed into play and volleyed by players wearing a wicker basket glove approximately 63 to 70 cm long.
The glove, known as a Cesta-punta (in Spanish) or xistera (Basque), was invented by the French Basque Gantchiqui Diturbide (also Gantxiki Iturbide) in the 19th century.
Rules and Play
The court (or fronton) for Jai Alai consists of 3 walls (front, back, and left), and the floor between them in play. If the ball touches the floor outside these walls, it is considered out of bounds. Similarly, there is also a border going about 3ft inside the front wall that is also out of bounds. The ceiling on the court is very high, so the ball has a more predictable path.
The court is divided by 15 lines going horizontally across the court, with line 1 closest to the front wall and line 15 the back wall. When serving, the server must bounce the ball behind the serving line, then with the basket hurl it towards the front wall so it bounces between lines 4 and 7 on the rebound.
The goal in Jai Alai is to score 7 points, thus winning the game. Points are scored by the other team dropping, missing, juggling, bobbling or sending the ball out of bounds. The game is played in a round-robin format, switching teams every point, where the team to score a point stays up and the opposing team rotating out into the end of the list of opponents.
Geographic distribution
In countries such as France, Spain and Mexico the game of jai-alai is popular; in some regions, the game is played in almost every town and city.
In the United States, jai-alai enjoyed some popularity as a gambling alternative to horse racing and remains popular in Florida, where the game is used as a basis for parimutuel gambling.
By contrast, jai-alai’s popularity in the north-eastern and western United States waned as other gambling options became available. Frontons in the Connecticut towns of Hartford and Milford permanently closed, while the fronton in Bridgeport was converted to a Greyhound race track. A fronton in Newport, Rhode Island has been converted to a general gaming facility.
Jai-alai enjoyed a brief and popular stint in Las Vegas, Nevada with the opening of a fronton at the MGM Grand Casino and Hotel; however, by the early 1980s the fronton was losing money and was closed by MGM Grand owner Kirk Kerkorian.
In an effort to prevent the closure of frontons in Florida, the Florida State Legislature passed HB 1059, a bill that changed the rules regarding the operation and wagering of poker in a Pari-Mutuel facility such as a jai-alai fronton and a greyhound and horseracing track. The bill became law on August 6, 2003.
The United Auto Workers Local 8868 is the recognized bargaining agent for jai-alai players and fronton employees in Florida. The union also represented jai-alai players and fronton employees in Connecticut until its three frontons permanently closed, and in Rhode Island where at the behest of the gaming facility owners, the Rhode Island State Legislature abolished legalized jai-alai in favour of video lottery terminals.
After a hand is over, a rabbit hunt means to reveal the last card that would have come up in a community card game with a fixed number of cards. Such activity is usually prohibited in casinos.
rack
. A collection of 100 chips of the same denomination, usually arranged in 5 stacks in a plastic tray.
. A plastic tray used for storing a rack of chips.
rags
Worthless (or apparently worthless) cards. Most often refers to small cards in high-hand games, while high cards in low games are more often called “bricks” or “bombs”. Also “blank”.
rail
The rail is the sideline at a poker table – the (often imaginary) rail separating spectators from the field of play. Watching from the rail means watching a poker game as a spectator. People on the rail are sometimes called railbirds.
rainbow
Three or four cards of different suits, especially said of a flop.
rakeback
Rebate/repayment to a player of a portion the rake paid by the player, normally from a non-cardroom, third-party source such as an affiliate. Applies only to online poker.
ram and jam
To aggressively bet, raise, and reraise.
ratholing
To “go south”.
rebuy
An amount of chips purchased after the buy-in.
redeal
To deal a hand again, possibly after a misdeal.
redraw
To make one hand and have a draw for a better hand. Ted made a straight on the turn with a redraw for a flush on the river..
Second or later draws in a draw game with multiple draws.
reraise
Raise after one has been raised. Also coming “over the top”.
river rat
A player whose hand was dominated from the start, but improves his hand on the river to win the pot.
rock
A very tight player (plays very few hands and only continues with strong hands).
A bundle of chips held together with a rubber band, or other token signifying an obligatory live straddle. If the player under the gun has the rock, he must use it to post a live straddle. The winner of the pot collects the rock and is obligated to use it in turn.
rolled-up trips
In seven-card stud, three of a kind dealt in the first three cards.
runner
A tournament entrant, a contestant.
runner-runner
A hand made by hitting two consecutive cards on the turn and river. Also “backdoor”.
rush
Winning streak. A player who has won several big pots recently is said to be on a rush.
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