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Non-examples for gambler’s fallacy

no comment Posted by Nicolae

There are many scenarios where the gambler’s fallacy might superficially seem to apply, where it in fact does not.

  • When the probability of different events is not independent, the probability of future events can change based on the outcome of past events. An example of this is cards drawn without replacement. It’s true that once a jack is removed from the deck, the next draw is less likely to be a jack and more likely to be of another rank. Thus, the odds for drawing a jack, assuming that it was the first card drawn and that there are no jokers, have decreased from 4/52 (7.69%) to 3/51 (5.88%), while the odds for any other card have increased from 4/52 (7.69%) to 4/51 (7.84%).
  • When the probability of each event is not even, such as with a loaded die, a number which has come up more often in the past may very well continue to do so, if that number is favored by the weighting of the dice. This has been dubbed Nerd’s Gullibility Fallacy — assuming the coin indeed is fair and the gamblers are honest when it isn’t the case. This is an example of Hume’s principle: twenty tails in a row indicates that it is far more likely that the coin is loaded than that the coin is fair and the next toss will be fifty-fifty heads or tails.
  • The outcome of future events can be affected if external factors are allowed to change the probability of the events (e.g. changes in the rules of a game affecting a sports team’s performance levels). Additionally, a rookie sports player’s success may decrease after opposing teams discover his or her weaknesses and exploit them. The player must then attempt to compensate and randomize his strategy, ultimately resulting in Game Theory.
  • Many riddles trick the reader into believing that they are an example of Gambler’s Fallacy, such as the Monty Hall problem. Similarly, if I flip a coin twice and tell you that at least one (i.e. one or both) of the flips was heads, and ask what the probability is that they both came up heads, you might answer, that it is 50/50 (or 50%). This is incorrect: if I tell you that one of the two flips was heads then I am removing the tails-tails outcome only, leaving the following possible outcomes: heads-heads, heads-tails, and tails-heads. These are equally likely, so heads-heads happens 1 time in 3 or 33% of the time. If I had specified that the first flip was heads, then the chances the second flip was heads too is 50%.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

February 25th, 2009

Poker starting hand

2 comments Posted by Nicolae

In poker, the starting hand is the initial set of cards dealt to each player before any voluntary betting takes place. For example, in Seven-card stud this is two downcards and one upcard; in Texas hold’em it is two downcards; in Five-card draw it is five cards.The one decision made by every poker player on every deal of every game is whether to continue playing that hand after seeing that first set of cards. Since making this decision correctly will lead to the most long-run profit for a skilled player, players often put considerable study into what the appropriate starting hand “standards” are for the game being played.

Optimal starting hand standards can be very sensitive to factors such as the betting structure of a game, position, and the character of the other players, as well as the rules of the game being played.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

January 25th, 2009

Seven twenty-seven

no comment Posted by Nicolae

Spade

Seven Twenty-Seven is a vying game similar in some respects to poker, and often played as a “dealer’s choice” variant at home poker games. It uses the same equipment and betting system, but the value of hands does not use traditional poker hand rankings, either high or low. Rather, only the sum of the cards is used to calculate the worth of a hand. The game is somewhat of a cross between blackjack hands and poker bluffing.The game play proceeds like this:

  • Each player is dealt a downcard and an upcard.
  • A betting round begins with the player on the dealer’s left, and proceeds exactly as in poker: all players must either equal the largest bet or drop out.
  • After the betting, each player may draw a card, face up, in turn from the dealer’s left. If all players pass on their opportunity to draw, there is one more round of betting, followed by a poker-style showdown. Otherwise the game continues with another betting round (often beginning to the left of the player who began the previous round) and another draw, so there can be as few as two betting rounds in the game, but more often three or four.

Numbered cards are scored at face value; face cards count for one-half a point. Aces count for one and eleven, so a hand with a five and two aces scores 7 and 27 at the same time.

On showdown, the pot is split in half, with the hand(s) valued closest to 7 and the hand(s) valued closest to 27 each winning one half of the pot. If there is a tie where two players are off by the same amount, but in different directions (6 to 8), the lower hand wins. If there is an exact tie, that half-pot is split again among the tied players. Ties are common. The same player may contest for both high and low, usually because of aces. A player with a five and two aces can win the whole pot.

There are a few variations in rules that complicate things somewhat: first, the rule about ties in different directions varies; also, some players play with a declaration, while others play cards speak.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

January 24th, 2009

Modern keno

1 comment Posted by Nicolae

Keno

Keno, in its modern form, is like a lottery or bingo in that it is a numbers game. Unlike bingo, the keno player picks the numbers for his or her ticket(s). Keno cards have 80 numbers; the keno player can pick as many (or as few) numbers as desired. This is done by circling or otherwise marking them with a pencil. Once the player has picked his or her numbers, he must bring his or her card back to the clerk at the keno booth. The clerk will then issue a receipt after recording the player’s numbers.

After picking numbers and recording them at the keno booth, the player will then watch either a “big board” in which winning keno numbers will light up or on a video monitor showing the selected numbers. As the winning numbers light up, the player usually marks them on his or her card with a bright-colored marker. The amount of numbers the player originally picked that match winning numbers of a particular drawing will determine if any money is won and, if so, how much. The winning ticket needs to be taken to the keno booth immediately if it is an individual game ticket, as drawings usually take place every five minutes. If the player tries to redeem a winning ticket when the next drawing starts, it is void and no money is paid out.

To avoid having a void ticket, a keno player can purchase a “multi-race” ticket with the same picked numbers on anywhere from 2 to 20 tickets. When the maximum number of games (matching the number of tickets) is finished, the player can then redeem any winnings and avoid the peril of a void ticket. Another option is the “stray and play” ticket, which is usually a number of games greater than 30. Unlike standard keno tickets, the “stray and play” doesn’t have to be redeemed immediately and is often good for up to a year after purchase.

Lottery versions of Keno are now used in many National Lotteries or state licensed Lotteries around the world. The games have different formulas depending on the wanted price structure and whether the game is slow (daily or weekly), or if it is a fast game with just minutes between the draws. The drawn numbers are typically published on TV for the slow games and on monitors at the point of sale for the fast games.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Video: Video Keno at 32Red Casino

Published under Bingo Guidesend this post
January 24th, 2009

Drawing hand

no comment Posted by Nicolae

 In poker, a drawing hand is a hand that is not yet “complete”; that is, one which does not yet rank highly, but which may later, depending on what cards a player receives. This contrasts with a made hand - a hand which is already somewhat strong.An illustrative example from Texas Hold ‘em: if Alice holds A♣ K♣, Bob holds ♦ 7♦, and the flop comes ♠ 8♠ K♥, then Alice has a fairly strong “made hand” (a pair of Kings, with an Ace kicker), while Bob has a drawing hand: an open-ended straight draw. If allowed to see the final two community cards, Bob can expect to catch a  or a 

 (thus completing his straight and winning) about a third of the time.

Whether to continue with a drawing hand is usually a function of pot odds. Typically, if a player with a strong “made hand” suspects another player of being “on a draw”, the player with the made hand will make a strong bet, so that it is mathematically incorrect for the other player to “chase”.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

November 18th, 2008

Double Exposure Blackjack

5 comments Posted by Nicolae

http://www.gamblingweblog.com/wp-content/uploads/2008/11/bj-iphone.jpg

Double Exposure Blackjack is a variant of blackjack in which both the dealer’s cards are revealed to players at the start of the hand. Knowing the dealer’s hand provides significant information, and without rules modifications would be advantageous to the player.The main rules changes to provide the casino with the advantage are even money payouts on blackjack (compared to 3:2 at normal tables) and ties losing (compared to pushing in standard blackjack).

Other rules changes also exist to the detriment of players. Certain tables restrict doubling down and splitting, and do not allow doubles after splits.

The game was invented by Bob Stupak, former owner of Vegas World and Stratosphere casinos.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Video: 21 PRO – iPhone BlackJack

November 2nd, 2008

Griffin Book

1 comment Posted by Nicolae

The Griffin Book is a listing of known or suspected gambling cheaters and advantage players published by Griffin Investigations, a firm that monitors casinos. Those listed may be anyone perceived as a threat to the casino’s profits, including card counters, people who mark cards and those who try to cheat slot machines. The book keeps pictures either obtained from a photo of the individual when caught or from surveillance photos.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Published under Casino Guide, Casinossend this post
October 27th, 2008

Basset

3 comments Posted by Nicolae

Player

The game of Basset (in French Bassette, from Italian Bassetta) was considered one of the most polite games with cards, and only fit for persons of the highest rank to play at, on account of the great losses or gains that might accrue on one side or the other.The sums of money lost in France at this game were so considerable that the princes of the blood were in danger of being undone; and after many persons of distinction were ruined the court of France thought fit to forbid Basset. Then faro was invented; and both were soon introduced into England, and after three or four years’ play here, they impoverished so many families, that Parliament enacted a suppression of both games, with severe penalties. The two games are, therefore, of historical interest, and deserve an explanation.

Basset was a sort of lottery. The dealer who kept the bank at Basset, having the sole disposal of the first and last card, and other considerable privileges in dealing the cards, had a much greater prospect of gaining than those who played. This was a truth so acknowledged in France that the king, by public edict, ordered that the privilege of a talliere, or banker at Basset, should only be allowed to the ‘chief cadets,’ or sons of noblemen — supposing that whoever kept the bank must, in a very short time, acquire a considerable fortune.

In this game there was:

  1. The Talliere, the banker, who laid down a sum of money to answer every winning card which might turn up.
  2. The Croupiere, the assistant of the former, standing by to supervise the losing cards, — so that when there were many at play he might not lose by overlooking anything which might turn up to his profit.
  3. The Punter, or every player
  4. The Fasse, that is, the first card turned up by the talliere, by which he gained half the value of the money laid upon every card of that sort by the punters or players.
  5. The Couch, which was the first stake that every punter laid upon each card — every player having a book of 13 cards before him, upon which he must lay his money, more or less, according to his fancy.
  6. The Paroli: in this, whoever won the couch, and intended to go on for another advantage, crooked the corner of his card, letting his money lie, without being paid the value by the talliere.
  7. The Masse, which was, when those who had won the couch, would venture more money on the same card.
  8. The Pay, which was when the player had won the couch, and, being doubtful of making the paroli, left off; for by going the pay, if the card turned up wrong, he lost nothing, having won the couch before; but if by this adventure fortune favoured him, he won double the money he had staked.
  9. The Alpieu was when the couch was won by turning up, or crooking, the corner of the winning card.
  10. The Sept-et-le-va was the first great chance that showed the advantages of the game, namely, if the player had won the couch, and then made a paroli by crooking the corner of his card, and going on to a second chance, if his winning card turned up again it became a sept-et-le-va, which was seven times as much as he had laid upon his card.
  11. Quinze-et-le-va, was attending the player’s humour, who, perhaps, was resolved to follow his fancy, and still lay his money upon the same card, which was done by crooking the third corner of his card: if this card came up by the dealing of the talliere, it made him win fifteen times as much money as he staked.
  12. Trent-et-le-va was marked by the lucky player by crooking the end of the fourth corner of his card, which, coming up, made him win thirty-three times as much money as he staked.
  13. Soissante-et-le-va was the highest chance that could happen in the game, for it paid sixty-seven times as much money as was staked. It was seldom won except by some player who resolved to push his good fortune to the utmost.

The players sat round a table, the talliere in the midst of them, with the bank of gold before him, and the punters or players each having a book of 13 cards, laying down one, two, three, or more, as they pleased, with money upon them, as stakes; then the talliere took the pack in his hand and turned them up — the bottom card appearing being called the fasse; he then paid half the value of the stakes laid down by the punters upon any card of that sort.

After the fasse was turned up, and the talliere and croupiere had looked round the cards on the table, and taken advantage of the money laid on them, the former proceeded with his deal; and the next card appearing, whether the king, queen, ace, or whatever it might be, won for the player, the latter might receive it, or making paroli, as before said, go on to sept-et-le-va. The card after that won for the talliere, who took money from each player’s card of that sort, and brought it into his bank — obviously a prodigious advantage in the talliere over the players.

The talliere, if the winning card was a king, and the next after it was a ten, said (showing the cards all round), ‘King wins, ten loses,’ paying the money to such cards as are of the winning sort, and taking the money from those who lost, added it to his bank. This done, he went on with the deal, it might be after this fashion — ‘Ace wins, five loses; ‘Knave wins, seven loses;’ and so on, every other card alternately winning and losing, till all the pack was dealt but the last card.

The last card turned up was, by the rules of the game, for the advantage of the talliere; although a player might have one of the same sort, still it was allowed to him as one of the dues of his office, and he paid nothing on it.

The bold player who was lucky and adventurous, and could push on his couch with a considerable stake to sept-et-le-va, quinze-et-le-va, trente-et-le-va, &c., must in a wonderful manner have multiplied his couch, or first stake; but this was seldom done; and the loss of the players, by the very nature of the game, invariably exceeded that of the bank; in fact, this game was altogether in favour of the bank; and yet it is evident that — in spite of this obvious conviction — the game must have been one of the most tempting and fascinating that was ever invented.

Our English adventurers made this game very different to what it was in France, for there, by royal edict, the public at large were not allowed to play at more than a franc or ten-penny bank, — and the losses or gains could not bring desolation to a family; but in England our punters could do as they liked — staking from one guinea to one hundred guineas and more, upon a card, ‘as was often seen at court,’ says the old author, my informant. When the couch was alpieued, parolied, to sept-et-le-va, quinze-et-le-va, trente-et-le-va, &c., the punter’s gains were prodigious, miraculous; and if fortune befriended him so as to bring his stake to soissante-et-le-va, he was very likely to break the bank, by gaining a sum which no talliere could pay after such tremendous multiplication. But this rarely happened. The general advantage was with the bank — as must be quite evident from the explanation of the game — besides the standing rule that no two cards of the same sort turning up could win for the players; the second always won for the bank. In addition to this there were other ‘privileges’ which operated vastly in favour of the banker.

However, it was ‘of so bewitching a nature,’ says our old writer, ‘by reason of the several multiplications and advantages which it seemingly offered to the unwary punter, that a great many like it so well that they would play at small game rather than give out; and rather than not play at all would punt at six-penny, three-penny, nay, a twopenny bank, — so much did the hope of winning the quinze-et-le-va and the trente-et-le-va intoxicate them.’

Of course there were frauds practised at Basset by the talliere, or banker, in addition to his prescriptive advantages. The cards might be dealt so as not to allow the punter any winning throughout the pack; and it was in the power of the dealer to let the punter have as many winnings as he thought convenient, and no more!

It is said that Basset was invented by a noble Venetian, who was punished with exile for the contrivance. The game was prohibited by Louis XIV, in 1691, and soon after fell into oblivion in France, although flourishing in England. It was also called Barbacole and Hocca.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

October 22nd, 2008

Baccarat Banque

3 comments Posted by Nicolae

Venetian Macau

In Baccarat Chemin de Fer, it will have been noticed that a given bank only continues so long as the banker wins. So soon as he loses, it passes to another player. In Baccarat Banque the position of banker is much more permanent. Three packs of cards are shuffled together. (The number is not absolute, sometimes four packs, sometimes two only, being used; but three is the more usual number.) The banker (unless he retires either of his own free will or by reason of the exhaustion of his finances) holds office until all these cards have been dealt.

The bank is at the outset put up to auction, i.e. belongs to the player who will undertake to risk the largest amount. In some circles, the person who has first set down his name on the list of players has the right to hold the first bank, risking such amount as he may think proper.

The right to begin having been ascertained, the banker takes his place midway down one of the sides of an oval table, the croupier facing him, with the waste-basket between. On either side the banker are the punters (ten such constituting a full table). Any other persons desiring to take part remain standing, and can only play in the event of the amount in the bank for the time being not being covered by the seated players.

The croupier, having shuffled the cards, hands them for the same purpose to the players to the right and left of him, the banker being entitled to shuffle them last, and to select the person by whom they shall be cut. Each punter having made his stake, the banker deals three cards, the first to the player on his right, the second to the player on his left, and the third to himself; then three more in like manner. The five punters on the right (and any bystanders staking with them) win or lose by the cards dealt to that side; the five others by the cards dealt to the left side. The rules as to turning up with eight or nine, offering and accepting cards, and so on, are the same as at Baccarat Chemin de Fer.

Each punter continues to hold the cards for his side so long as he wins. If he loses, the next hand is dealt to the player next following him in rotation.

Any player may “go bank,” the first claim to do so belonging to the punter immediately on the right of the banker; the next to the player on his left, and so on alternatively in regular order. If two players on opposite sides desire to “go bank,” they go half shares.

A player going bank may either do so on a single hand, in the ordinary course, or a cheval, i.e. on two hands separately, one-half of the stake being played upon each hand. A player going bank and losing may, again go bank; and if he again loses, may go bank a third time, but not further.

A player undertaking to hold the bank must play out one hand, but may retire at anytime afterwards. On retiring, he is bound to state the amount with which he retires. It is then open to any other player (in order of rotation) to continue the bank, starting with the same amount, and dealing from the remainder of the pack, used by his predecessor. The outgoing banker takes the place previously occupied by his successor.

The breaking of the bank does not deprive the banker of the right to continue, provided that he has funds with which to replenish it, up to the agreed minimum.

Should the stakes of the punters exceed the amount for, the time being in the bank, the banker is not responsible for the amount of such excess. In the event of his losing, the croupier pays the punters in order of rotation, so far as the funds in the bank will extend; beyond this, they have no claim. The banker, may, however, in such a case, instead of resting on his right, declare the stakes accepted, forthwith putting up the needful funds to meet them. In such event the bank thenceforth becomes unlimited, and the banker must hold all stakes (to whatever amount) offered on any subsequent hand, or give up the bank.

The laws of baccarat are complicated and no one code is accepted as authoritative, the different clubs making their own rules.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Video: Baccarat Revealed 2

September 26th, 2008

Ace invaders

3 comments Posted by Nicolae

Ace Invaders

Ace Invaders is a three line video poker game produced by International Gaming Technology. The game plays like other multi line video poker games except the bottom line is a Bonus Poker game, while the top two lines are both stud poker based games. The pay schedule for the Bonus Poker game on the bottom line offers a greater than 200% payout percentage (if one plays all three lines), but this is compensated for by the lower payout percentage on the stud poker games on the top two lines.Another feature unique to the Ace Invaders game is the gameplay. The bottom line is dealt and played as a draw poker hand, just like in a standard Jacks or Better game, and the player chooses which cards to keep and discard. Then the game deals the replacement cards, but unlike other video poker games, Ace Invaders doesn’t pay immediately. First the game checks the top line for a paying combination, then pays out for that. Then, if any of the cards in the top line are aces or would help create a royal flush in the second line, they drop down and become part of the hand on the second line. This process repeats itself on the second line, paying out, then checking to see if the cards would help complete a royal flush on the first line, and then drops those cards down again before finally paying out on the first line.

Links

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

September 25th, 2008

Blind

24 comments Posted by Nicolae

Holdem Table

The blinds is a term used to describe the two forced bets posted by players to the left of the dealer in flop-style poker games.

The blinds exist because Omaha and Texas hold ‘em are generally played without antes, allowing a player to fold his hand without placing a bet. The blind bets introduce a regular cost to partake in the game, thus inducing a player enter pots in an attempt to compensate for the expense.

Generally, the “big blind” is equal to the minimum bet, and is twice as much as the “small blind”. The small blind is posted by the player to the left of the dealer button while the big blind is posted by the player two to the left of the dealer button. After the cards are dealt, the player to the left of the big blind is the first to act during the first betting round.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

September 21st, 2008

Casino games

4 comments Posted by Nicolae

http://www.gamblingweblog.com/wp-content/uploads/2008/09/strip.jpg

Games available in most casinos are commonly called casino games. In a casino game, the players gamble casino chips on various possible random outcomes or combinations of outcomes. Casino games are available in online casinos, where permitted by law. Casino games can also be played outside of casinos for entertainment purposes, some on machines that simulate gambling.

House advantage

Casino games generally provide a predictable long-term advantage to the casino, or “house”, while offering the player the possibility of a large short-term payout. Casino games often include an illusion of control, in which the player must make choices. However, in most cases it is not mathematically possible for a player to eliminate his or her inherent long-term disadvantage (the house advantage) in a casino game.

The player’s disadvantage is a result of the casino not paying winning wagers according to the game’s “true odds”, which are the payouts that would be expected considering the odds of a wager either winning or losing. For example, if a game is played by wagering on the number that would result from the roll of one die, true odds would be 6 times the amount wagered since there is a 1 in 6 chance of any single number appearing. However, the casino may only pay 5 times the amount wagered for a winning wager.

Categories of casino games

There are three general categories of casino games:

Table games

Table games are played on a large table covered with a printed felt layout and may contain seating locations for players, with a dealer and other casino employees located on one side of the table (known as the “pit”) and players located on the opposite side. Table games may be played with cards, dice, or other gaming equipment.

Gaming machines

Gaming machines, such as slot machines, are usually played by one player at a time and do not require the involvement of casino employees to play.

Random number games

Random number games are based upon the selection of random numbers, either from a computerized random number generator or from other gaming equipment. Random number games may be played at a table, such as Roulette, or through the purchase of paper tickets or cards, such as Keno or Bingo.

Common table games

Cards

Asian stud
Baccarat
Blackjack
Casino war
Caribbean Stud Poker
Chinese poker
Faro
Four card poker
Let It Ride
Mambo stud
Pai gow poker
Red dog
Spanish 21
Texas Hold’em Bonus Poker
Three card poker
Two-up

Dice / Tiles

Craps
Pai Gow
Sic bo
Chuck-a-luck

Random numbers

Big Six wheel
Roulette

Common random number games (non-table)

Bingo
Keno

Common gaming machines

Slot machine
Video Lottery Terminal
Video poker

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

September 9th, 2008

Baccarat Chemin de Fer

5 comments Posted by Nicolae

Albert Guillaume, A baccarat party

Six full packs of cards of the same pattern are used, shuffled together. The players seat themselves round the table. In the centre is a basket for the reception of the used cards. If there is any question as to the relative positions of the players, it is decided by lot. The person who draws the first place seats himself next on the right hand of the croupier, and the rest follow in succession.

The croupier shuffles the cards, and then passes them on, each player having the right to shuffle in turn. When they have made the circuit of the table, the croupier again shuffles, and, having done so, offers the cards to the player on his left, who cuts. The croupier places the cards before him, and, taking a manageable quantity from the top, hands it to the player on his right, who for the time being is dealer, or “banker.” The other players are punters.

The dealer places before him the amount he is disposed to risk, and the players “make their stakes.” Any punter, beginning with the player on the immediate right of the dealer, is entitled to say “Banco”, meaning to “go bank,” to play against the whole of the banker’s stake. If no one does so, each player places his stake before him. If the total so staked by the seated players is not equal to the amount for the time being in the bank, other persons standing round may stake in addition. If it is more than equal to the amount in the bank, the punters nearest in order to the banker have the preference up to such amount, the banker having the right to decline any stake in excess of that limit.

The banker proceeds to deal four cards face downwards: the first, for the punters, to the right; the second to himself; the third for the punters, the fourth to himself. The player who has the highest stake represents the punters. If two punters are equal in this respect, the player first in rotation has the preference. Each then looks at his cards. If he finds that they make either nine, the highest point at Baccarat, or eight, the next highest, he turns them up, announcing the number aloud, and the hand is at an end. If the banker’s point is the better, the stakes of the punter become the property of the bank. If the punters’ point is the better, the banker (or the croupier for him) pays each punter the amount of his stake.

The stakes are made afresh, and the game proceeds. If the banker has been the winner, he deals again. If otherwise, the cards are passed to the player next in order, who thereupon becomes banker in his turn.

If neither party turns up his cards, this is an admission that neither has eight or nine. In this case the banker is bound to offer a third card. If the point of the punter is baccarat (i.e. cards together amounting to ten or twenty, = 0), one, two, three, or four, he accepts as a matter of course, replying, “Yes,” or “Card.” A third card is then given to him, face upwards. If his point if already six or seven, he will, equally as a matter of course, REFUSE the offered card. To accept a card with six or seven, or refuse with baccarat, one, two, three, or four (known in either case as a “false draw”), is a breach of the established procedure of the game, and brings down upon the head of the offender the wrath of his fellow-punters; indeed, in some circles he is made liable for any loss they may incur thereby, and in others is punishable by a fine. At the point of five, and no other, is it optional to the punter whether to take a card or not; nobody has the right to advise him, or to remark upon his decision.

The banker has now to decide whether he himself will draw a card, being guided in his decision partly by the cards he already holds, partly by the card (if any) drawn by the punter, and partly by what he may know or guess of the latter’s mode of play. If he has hesitated over his decision, the banker may be pretty certain (unless such hesitation was an intentional blind) that his original point was five, and as the third card (if any) is exposed, his present point becomes equally a matter of certainty. The banker, having drawn or not drawn, as he may elect, exposes his cards, and receives or pays as the case may be. Ties neither win nor lose, but the stakes remain for the next hand.

The banker is not permitted to withdraw any part of his winnings, which go to increase the amount in the bank. Should he at any given moment, desire to retire, he says, “I pass the deal.” In such case each of the other players, in rotation, has the option of taking it, but he must start the bank with the same amount at which it stood when the last banker retired. Should no one present care to risk that high a figure, the deal passes to the player next on the right hand of the retiring banker, who is in such case at liberty to start the bank with such amount as he thinks fit, the late banker now being regarded as last in order of rotation, though the respective priorities are not otherwise affected.

A player who has “gone bank,” and lost, is entitled to do so again on the next hand, notwithstanding that the deal may have “passed” to another player.

When the first supply of cards is exhausted, the croupier takes a fresh handful from the heap before him, has them cut by the player on his left, and hands them to the banker. To constitute a valid deal, there must be not less than seven cards left in the dealer’s hand. Should the cards in hand fall below this number, they are thrown into the wastebasket, and the banker takes a fresh supply as above mentioned.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

September 8th, 2008

Blind Hookey

no comment Posted by Nicolae

Playing cards

Blind Hookey is a card game played with a full pack of cards, sometimes used for the purpose of gambling.The players, of whom there may be any number, cut for deal, the lowest having the preference. The pack is then shuffled by the player on the dealer’s right hand, and afterwards, if he so please, by the dealer himself, after which it is cut by the right-hand player. The two halves are then re-united, and the pack is passed to the player on the left of the dealer, who cuts from the top a small quantity of cards (not less than four, nor more than his due proportion of the pack). The pack is then passed to the next player, who cuts a similar portion, and so on round the circle, the cards left belonging to the dealer. No one looks at his cards, but makes his stake on pure speculation; hence the name “blind” hookey. The dealer then turns up his cards, and shows the bottom one; the other players do the same. Each player holding a higher card than that of the dealer receives the amount of his stake; all below or equal pay the dealer. This is repeated until a hand occurs in which the dealer is a loser all round, when the deal is at an end, and the next player deals.

Alternative method

The cards are shuffled and cut, before the dealer cuts them into three portions. Two of these are for the company, the third for himself. The other players place their stakes on whichever two packets they please, the rejected packet being taken by the dealer.

The stakes having been made, the cards are turned up, and the players receive or pay as the bottom cards of their packets prove to be higher or lower than that of the dealer.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Published under Lottery Guide, gamessend this post
July 13th, 2008

The card game of bingo

no comment Posted by Nicolae

Bingo is a gambling card game named by analogy to the game bingo. Each player is dealt X cards and Y cards are dealt face down in common. The value of each hand is the sum of the values of each card, where the cards have blackjack values. The cards on the board are gradually revealed with opportunities to bet along the way. Bingo is usually played high-low with the pot being split between the players with the highest and lowest point totals. The exception would be if one player loses all his cards he takes the entire pot.

One example of play is “Sixty Six Bingo”. Each player gets six cards and there are six common cards. In this case there would be rounds of betting before any common cards are turned over, after the first two cards are turned over, after the third and fourth cards are turned over and after the fifth and sixth cards are turned over.

While similar to the game bingo, the card game should not be confused with bingo cards, which are used to play bingo or housie.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Published under Bingo, Bingo Guide, gamessend this post
July 8th, 2008

Card games

no comment Posted by Nicolae

B 3 unknown game card

A card game is any game using playing cards, either traditional or game-specific.

The deck or pack

A card game is played with a deck (common in the US), or pack (common in the UK), of cards intended for that game. The deck consists of a fixed number of pieces of printed cardboard known as cards. The cards in a deck are identical in size and shape. Each card has two sides, the face and the back. The backs of the cards in a deck are indistinguishable. The faces of the cards in a deck may all be unique, or may include duplicates, depending on the game. In either case, any card is readily identifiable by its face. The set of cards that make up the deck are known to all of the players using that deck.

Although many games have special decks of cards, the 52 card pack is known as the standard deck, and is used in a wide variety of games. It consists of 52 cards, each card having a suit (one of spades, hearts, diamonds and clubs) and a rank (a number between 2 and 10, or one of jack, queen, king and ace). For any combination of one suit and one rank, there is exactly one card in the standard deck having that suit and rank. In addition to games that use the standard deck, there are also games that use some modification of the standard deck, for example excluding all cards of rank lower than some rank (e.g., a pinochle deck), or adding a special card, joker, to the standard deck. Many European regions have their own variants of the standard deck having different names and imagery for suits, or having a different set of ranks in the cards.

There are also some card games that require multiple standard decks. In this scenario, a “deck” refers to a set of 52 cards or a single deck, while a “pack” or “shoe” (Blackjack) refers to the collection of “decks” as a whole.

The deal

Dealing is done either clockwise or counterclockwise. If this is omitted from the rules, then it should be assumed to be:

  • clockwise for games from North America, North and West Europe and Russia;
  • counterclockwise for South and East Europe and Asia, also for Swiss games and all Tarot games.

A player is chosen to deal. That person takes all of the cards in the pack, stacks them together so that they are all the same way up and the same way round, and shuffles them. There are various techniques of shuffling, all intended to put the cards into a random order. During the shuffle, dealer holds the cards so that he or she and the other players cannot see any of their faces.

Shuffling should continue until the chance of a card remaining next to the one that was originally next to is small. In practice, many dealers do not shuffle for long enough to achieve this.

After the shuffle, the dealer offers the deck to another player to cut the deck. If the deal is clockwise, this is the player on her right; if counter-clockwise, it is the player on her left. The invitation to cut is made by placing the pack, face downward, on the table near the player who is to cut: who then lifts the upper portion of the pack clear of the lower portion and places it alongside. The formerly lower portion is then replaced on top of the formerly upper portion.

The dealer then deals the cards. This is done by dealer holding the pack, face-down, in one hand, and removing cards from the top of it with her other hand to distribute to the players, placing them face-down on the table in front of the players to whom they are dealt. The rules of the game will specify the details of the deal. It normally starts with the players next to the dealer in the direction of play (left in a clockwise game; right in an anticlockwise one), and continues in the same direction around the table. The cards may be dealt one at a time, or in groups. Unless the rules specify otherwise, assume that the cards are dealt one at a time. Unless the rules specify otherwise, assume that all the cards are dealt out; but in many games, some remain undealt, and are left face down in the middle of the table, forming the talon, skat, or stock. The player who received the first card from the deal may be known as eldest hand, or as forehand.

The set of cards dealt to a player is known as his or her hand.

Throughout the shuffle, cut, and deal, the dealer should arrange that the players are unable to see the faces of any of the cards. The players should not try to see any of the faces. Should a card accidentally become exposed (visible to all), then normally any player can demand a redeal – that is, all the cards are gathered up, and the shuffle, cut and deal are repeated. Should a player accidentally see a card (other than one dealt to herself) she should admit this.

It is dishonest to try to see cards as they are dealt, or to take advantage of having seen a card accidentally.

When the deal is complete, all players pick up their cards and hold them in such a way that the faces can be seen by the holder of the cards but not the other players. It is helpful to fan one’s cards out so that (if they have corner indices) all their values can be seen at once. In most games it is also useful to sort one’s hand, rearranging the cards in a way appropriate to the game. For example in a trick taking game it is easier to have all one’s cards of the same suit together, whereas in a rummy game one might sort them by rank or by potential combinations.

The rules

A new card game starts in a small way, either as someone’s invention, or as a modification of an existing game. Those playing it may agree to change the rules as they wish. The rules that they agree on become the “house rules” under which they play the game. A set of house rules may be accepted as valid by a group of players wherever they play. It may also be accepted as governing all play within a particular house, café, or club.

When a game becomes sufficiently popular, so that people often play it with strangers, there is a need for a generally accepted set of rules. This is often met by a particular set of house rules becoming generally recognised. For example, when whist became popular in 18th-century England, players in the Portland Club agreed on a set of house rules for use on its premises. Players in some other clubs then agreed to follow the “Portland Club” rules, rather than go to the trouble of codifying and printing their own sets of rules. The Portland Club rules eventually became generally accepted throughout England.

There is nothing “official” about this process. If you decide to play whist seriously, it would be sensible to learn the Portland Club rules, so that you can play with other people who already know these rules. But if you only play whist with your family, you are likely to ignore these rules, and just use what rules you choose. And if you play whist seriously with a group of friends, you are still perfectly free to devise your own set of rules, should you want to.

It is sometimes said that the “official” or “correct” sets of rules governing a card game are those “in Hoyle”. Edmond Hoyle was an 18th-century Englishman who published a number of books about card games. His books were popular, especially his treatise on how to become a good whist player. After (and even before) his death, many publishers have taken advantage of his popularity by placing his name on their books of rules. The presence of his name on a rule book has no significance at all. The rules given in the book may be no more than the opinion of the author.

If there is a sense in which a card game can have an “official” set of rules, it is when that card game has an “official” governing body. For example, the rules of tournament bridge are governed by the World Bridge Federation, and by local bodies in various countries such as the ACBL in the USA, and the EBU in England. The rules of skat in Germany are governed by the Deutsche Skatverband which publishes the Skatordnung. The rules of French tarot are governed by the Fédération Française de Tarot. But there is no compulsion to follow the rules put out by these organisations. If you and your friends decide to play a game by a set of rules unknown to the game’s official body, you are doing nothing illegal.

Many widely-played card games have no official regulating body. An example is Canasta.

Rule infractions

An infraction is any action which is against the rules of the game, such as playing a card when it is not one’s turn to play and the accidental exposure of a card.

In many official sets of rules for card games, the rules specifying the penalties for various infractions occupy more pages than the rules specifying how to play correctly. This is tedious, but necessary for games that are played seriously. Players who intend to play a card game at a high level generally ensure before beginning that all agree on the penalties to be used. When playing privately, this will normally be a question of agreeing house rules. In a tournament there will probably be a tournament director who will enforce the rules when required and arbitrate in cases of doubt.

If a player breaks the rules of a game deliberately, this is cheating. Most card players would refuse to play cards with a known cheat. The rest of this section is therefore about accidental infractions, caused by ignorance, clumsiness, inattention, etc.

As the same game is played repeatedly among a group of players, precedents build up about how a particular infraction of the rules should be handled. E.G. “Sheila just led a card when it wasn’t her turn. Last week when Jo did that, we agreed … etc.”. Sets of such precedents tend to become established among groups of players, and to be regarded as part of the house rules. Sets of house rules become formalised, as described in the previous section. Therefore, for some games, there is a “proper” way of handling infractions of the rules. But for many games, without governing bodies, there is no standard way of handling infractions.

In many circumstances, there is no need for special rules dealing with what happens after an infraction. As a general principle, the person who broke a rule should not benefit by it, and the other players should not lose by it. An exception to this may be made in games with fixed partnerships, in which it may be felt that the partner(s) of the person who broke a rule should also not benefit. The penalty for an accidental infraction should be as mild as reasonable, consistent with there being no possible benefit to the person responsible.

Links

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Published under Card games, gamessend this post
June 22nd, 2008

Poker hands

no comment Posted by Nicolae

Poker hand

A hand in poker can mean any of the following:

  1. A unit of play consisting of a deal, one or more rounds of betting, and possibly a showdown.
  2. A set of five cards with a certain value. For example, the hand A♥ 10♥ 9♥ 5♥ 3♥ is a “flush”, a hand that is valuable because each card is of the same suit.
  3. A player’s set of non-communal cards.

The second and third definitions are often used interchangeably. For example, in Texas hold ‘em, a player holding A♣ K♠, with a board of A♥ K♣ K♦ 7♠ 3♦, might say, “my hand is ace-king”. However, his best 5-card hand (the portion of the hand which determines value) is the kings-over-aces full house.

General rules

The following general rules apply to evaluating poker hands, whatever set of hand values are used.

  • Individual cards are ranked A (high), K, Q, J, 0, , , , , , , , (low).
Individual card ranks are often used to evaluate hands that contain no pairs or other special combinations, or to rank the kickers of otherwise equal hands. The Ace is ranked low in ace-to-five and ace-to-six lowball games.
  • Suits have no value.
The suits of the cards are mainly used in determining whether a hand fits a certain category (specifically the Flush and Straight flush hands). In most variants, if two players have hands that are identical except for suit, then they are tied and split the pot. Sometimes a ranking called high card by suit is used for randomly selecting a player to deal.
  • A hand always consists of five cards.
In games where more than five cards are available to each player, hands are ranked by choosing some five-card subset according to the rules of the game, and comparing that five-card hand against the five-card hands of the other players. Whatever cards remain after choosing the five to be played are of no consequence in determining the winner. (For example, when comparing identical full houses, there are no “kickers”.)
  • Hands are ranked first by category, then by individual card ranks.
That is, even the minimum qualifying hand in a certain category defeats all hands in all lower categories. The smallest Two pair hand, for example, defeats all hands with just One pair or No pair. Only between two hands in the same category are card ranks used to break ties. The highest single card in each flush or straight is used to break ties (the Ace-through-five straight is the lowest straight, the Ace being a low card in this context). Within two Two pair hands, the higher pairs are first compared. If they tie, then the secondary pairs are compared, and then finally the kicker.
  • For ease of explanation, hands are shown here neatly arranged, but a poker hand has the same value no matter what order the cards are received in.

Ranking of hands

The standard ranking of poker hands are:

  • Royal flush: Five cards in sequence and of the same suit, starting from the Ace down to the 10. Example: A♠ K♠ Q♠ J♠ 10♠ (Note: A Royal Flush is not a category of hand in and of itself, it is simply the highest-valued straight flush, and thus also the highest-valued hand. Since it is mentioned often in the context of hand rankings, it is worth noting in this list.)
  • Straight flush: Any five cards in sequence and of the same suit. Example: Q♦ J♦ 10♦ 9♦ 8♦
  • Four of a kind: A hand with four cards of the same rank. Example:♦ 4♥ 4♠
  • Full house: A hand with three cards of one rank and two of another. Example:
  • ♦ 8♠ K♥ K♠ (Often described as the three-of-a-kind rank full of the pair rank. The example is eights full of kings)
  • Flush: Five cards of the same suit. Example: K♠ J♠ 8♠ 4♠ 3♠
  • Straight: Five cards in sequence. (The ace can be considered higher than the king or lower than the two.) Example: ♦ 4♥ 3♠ ♦ A♦
  • Three of a kind: Three cards of the same rank. Example:
  • ♥ 7♠ K♦ 2♠
  • Two pair: Two cards of one rank, two of another. Example: A♣ A♦ 8♥ 8♠ Q♠
  • One pair: Two cards of the same rank. Example: ♥ 9♠ A♣ J♠
  • High card: Also known as a “no pair” hand. The following example is considered “Ace high.” Example: A♦ 10♦ 9♠ 5♣ 4♣

The hands are ranked in this order because of their relative probabilities, with rarer hands ranking above more common hands. In addition, all 5 card poker hands can be collapsed down to 7,462 distinct equivalence classes. For example, there are 24 different ways to create an Aces over Kings Full House hand, but since they all hold the same poker ranking value, they can be collapsed into the same equivalence class. In this way, all 2,598,960 unique five card poker hands can be shrunk down to just 7,462 distinct classes of hands.

Variations

Some games called lowball or low poker are played where players strive not for the highest ranking of the above combinations but for the lowest ranking hand. There are three methods of ranking low hands, called Ace-to-five low, Deuce-to-seven low, and Ace-to-six low. The ace-to-five method is most common. A sub-variant within this category is high-low poker, in which the highest and lowest hands split the pot (with the highest hand taking any odd chips if the pot does not divide equally). Sometimes straights and/or flushes count in determining which hand is highest but not in determining which hand is lowest (being reckoned as a no-pair hand in the latter instance), so that a player with such a holding can win both ways and thus take the entire pot.

Certain variants use hands of only three cards, either high or low. Three-card low hands can be ranked by any of the three methods above, although with three cards they become ace-to-three (rather than ace-to-five), deuce-to-five, and ace-to-four. The ace-to-three method is the most common, just as the ace-to-five method is most common method for five cards. Three-card high hands are ranked in one of two ways: either with or without straights and flushes. Without them (which is the most common, and used such games as Chinese poker), the hands are simply no pair, one pair, and three of a kind. If you add straights and flushes, the order of hands should be changed to reflect the correct probabilities: no pair, one pair, flush, straight, three of a kind, straight flush. This order is used, for example, in Mambo stud.

Some poker games are played with a deck that has been stripped of certain cards, usually low-ranking ones. For example, the Australian game of Manila uses a 32-card deck in which all cards below the rank of 7 are removed, and Mexican stud removes the s, s, and 0s. In both of these games, a flush ranks above a full house, because having fewer cards of each suit available makes flushes rarer.

Some games add one or more non-standard poker hands, bugs, wild cards, or have other exceptions to the standard rules above. For example, in the game of Pai gow poker as played in Nevada, a wheel (-4-3-2-A) ranks above a king-high straight, but below an ace-high straight.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

June 14th, 2008

Poker

no comment Posted by Nicolae

http://www.gamblingweblog.com/wp-content/gallery/gambling-guide/250px-casino_poker.jpg Poker Room at the Trump Taj Mahal, Atlantic City, New Jersey

Poker is a card game, the most popular of a class of games called vying games, in which players with fully or partially concealed cards make wagers into a central pot, which is awarded to the player or players with the best combination of cards or to the player who makes an uncalled bet. Poker can also refer to video poker, a single-player game seen in casinos much like a slot machine, or to other games that use poker hand rankings.

Game play

Poker is played in hundreds of variations, but most follow the same basic pattern of play.

The right to deal each hand typically rotates among the players and is marked by a token called a button or buck. In a casino a house dealer handles the cards for each hand, but a button (typically a white plastic disk) is rotated among the players to indicate a nominal dealer to determine the order of betting.

For each hand, one or more players are required to make forced bets to create an initial stake for which the players will contest. The dealer shuffles the cards, he or another player cuts, and the appropriate number of cards are dealt to the players one at a time. After the initial deal, the first of what may be several betting rounds begins. Between rounds, the players’ hands develop in some way, often by being dealt additional cards or replacing cards previously dealt. At the end of each round, all bets are gathered into the central pot.

At any time during a betting round, if a player makes a bet, opponents are required to match it or to surrender their cards and forfeit their interest in the pot. If one player bets and no opponents choose to match the bet, the deal ends immediately, the bettor is awarded the pot, no cards are required to be shown, and the next deal begins. The ability to win a pot without showing a hand makes bluffing possible. Bluffing is a primary feature of poker, one that distinguishes it from other vying games and from other games that make use of poker hand rankings.

At the end of the last betting round, if more than one player remains, there is a showdown, in which the players reveal their previously hidden cards and evaluate their hands. The player with the best hand according to the poker variant being played wins the pot.

Most popular poker variants can be loosely classified as draw poker, stud poker, or community card poker; miscellaneous poker games exist. The most commonly played games in these categories are five-card draw, seven-card stud, and Texas hold ‘em, respectively.

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

Published under Poker, Poker Guidesend this post
June 12th, 2008

Poker room general rules

2 comments Posted by Nicolae

Poker room

The most popular poker games offered in casinos:

  • Texas hold ‘em
  • Seven-card stud
  • Omaha hold ‘em,

in ring game (cash game or live-action game) and tournament formats.

For the poker table seating, most casinos apply the rule first-come, first-served. Some poker rooms allow the use of the phone to ask to be placed on a list. If there is a break at a poker table, the players can inform the manager and their places will be held until they will be back.

The usual currency for the games are the chips, that can be purchased from the casino dealer, from cashiers, or from chip runners. Some will allow players to buy chips from each other at the table, and some allow to play with cash.

Usually there is a fee charge for conducting the game. The rake is the scaled commission fees taken by a casino operating a poker game. This fee structure is common in low-stakes cash games. For ring games, it is generally 5-10% of each poker hand, up to a predetermined maximum amount. This fee is sometimes referred to as the “drop” since the dealer will drop the rake into a container at the table.

  • In mid or high stakes games, there is sometimes used an hourly charge for renting a seat. It might be sometimes combined with a rake.
  • The usual fee for tournaments is 10% of the buy-in.

Some common rules in U.S. public cardrooms wrote by Bob Ciaffone in his book Robert’s Rules of Poker:

  • Players must protect their hands, either by holding their cards or placing a chip or other object on top of their cards. An unprotected hand may be mucked by the dealer in turn.
  • Players must act in turn. Players should not telegraph or otherwise indicate intentions to act prior to their turn to act.
  • In the event of an action out-of-turn, the action may be binding if there is no bet, call or raise between the out-of-turn action and the player’s proper turn.
  • Verbal declarations are binding and take precedence over non-verbal actions.
  • Betting actions without a verbal declaration must be made in a single motion or gesture (“no string bet” rule).
  • Knocking or tapping the table is a check. Tossing or pushing cards away is a fold.
  • In the absence of a verbal declaration of “Raise,” if a player puts in chips equal to 50 percent or more of the minimum raise, he will be required to make a full minimum raise. Otherwise, the action is deemed a call and the excess chips should be returned to the player.
  • In limit games, an oversized chip will be constituted to be a call if the player does not announce a raise. In no-limit, an oversized chip before the flop is a call; after the flop, an oversized chip by the initial bettor put in the pot will constitute the size of the bet. In pot-limit and no-limit, if a player states raise and throws in an oversized chip, the raise will be the maximum amount allowable up to the size of that chip.
  • Bets should be placed in front of the player’s cards. Chips should not be thrown (splashed) into the pot.
  • Wagers must be at least the size of the previous bet or raise in that round, unless a player is going all-in.
  • “Show one, show all” – Hole cards, including folded hands, should not be revealed to other players until showdown. If a player reveals his hole cards to another player active in the current hand, all players have the right to also see the hole cards. Also, if an uncalled winning hand is shown to only one player, then any other player at the table has a right to see the winning hand. Note that, contrary to a common misinterpretation, “show one, show all” does not refer to the number of cards in the hole – an uncalled winning hand may expose a single hole card without revealing the other hole card.
  • Players may not verbally disclose the contents of their hand.
  • Players may not advise other players how to play a hand (“One player to a hand” rule).
  • Cards may not be removed or held below the table or otherwise concealed from view.
  • Players in hands cannot reveal their hole cards to convince other players to fold; if so, the player’s cards are considered a dead hand.
  • Players must keep their highest denomination chips visible at all times.
  • Except for small denominations used to tip for food or drinks, players may not remove a portion of their chips from the table (called going south or ratholing) unless they cash out and leave the game. Players must not sell or share chips with another player at the table.
  • Cards speak for themselves and prevail if a player misstates the value of his hand at the showdown.
  • Speaking in foreign languages at the table is prohibited.
  • Players should not discuss or otherwise influence the hand-in-progress after folding.
  • Cell-phone use at the table is prohibited.
  • Profanity is prohibited.

In U.S., some local laws may limit the type or nature of poker games offered in public cardrooms. For example,

  • North Dakota has a limitation of $25 per individual hand, game or event.
  • In Montana the maximum size of a won pot is $300.
  • In San Jose, California, no single bet may exceed $200.
    San Jose cardrooms have “spread-limit” games to finesse this rule.
  • Florida requires that in limit games, all bets be no more than $5, while in no-limit games the maximum buyin is $100.
    In Florida, poker tournaments are exempted from the betting structure rules and may use any betting structure the cardroom wishes. Tournament formats are used to circumvent gambling rules in other states as well. Unlike some other forms of gambling, tribal gaming may be subject to state laws governing poker.

For a more details on public cardrooms, see http://www.pokergame2play.com.

Online poker rooms:

Online poker room

Typically, online poker rooms generate the bulk of their revenue via four methods:

  • The rake. Rake is collected from most real money ring game pots. The rake is normally calculated as a percentage of the pot based on a sliding scale and capped at some maximum fee. Each online poker room determines its own rake structure.
  • Pre-scheduled multi-table and impromptu sit-and-go tournaments are not raked, but rather an entry fee around ten percent of the tournament entry fee is added to the cost of the tournament.
  • Some online poker sites also offer games like black jack or side bets on poker hands where the player plays against “the house” for real money. The odds are in the house’s favor in these games, thus producing a profit for the house.
  • Online poker sites invest the money that players deposit. Since the sites do not have to pay interest on players’ bankrolls, this method can be a significant source of revenue.

Many online poker sites offer incentives to players in the form of bonuses. Usually the bonuses are given after a certain number of raked hands are played.

In addition, several online cardrooms employ VIP Managers to develop VIP programs to reward regular players and additional bonuses exist for players who wish to top-up their accounts. These are known as reload bonuses.

For more details on online poker rooms, see http://www.onlinepoker2play.com.

(Compiled from Wikipedia articles)

May 23rd, 2008