In poker, a bad beat occurs when a hand, which was at one time a big favourite to win, loses. Typically the term is only applied in this way when the player holding the eventual winning hand misplayed it spectacularly.
Alternatively, the term is also applied when a particularly strong hand loses to an even stronger one. In some casinos there is a “bad beat jackpot” awarded whenever a player suffers a particular beat.
A typical example of the first type of bad beat, in No Limit Texas hold ‘em:
Alice (the hero) holds A♦ A♣ – pocket aces, the strongest possible starting hand.
Bob (the villain) holds Q♣ 8♥ – a weak hand.
The players have the same amount of chips. Before the flop, Alice raises to 15 times the big blind, placing a fifth of her stack in the pot, and only Bob calls. The flop comes A♥ 8♠ 7♠. Although Alice has the nuts at this point, making 3 aces, she is concerned about possible draws to a straight or flush, and goes all-in with a bet that is twice the size of the pot. Bizarrely, Bob, who has only middle-pair, calls.
At this point, Bob’s chances of winning are precisely 1 in 990. [1] He can only win if both the turn card and the river card are eights. Since this is a bad beat story, the turn and river naturally bring precisely that, and Bob scoops the pot, leaving Alice cursing Bob’s appalling play – he should not have called such a big bet before the flop, nor on the flop.
Reacting to bad beats
Bad beats can be infuriating, but mathematically “Alice” actually wants “Bob” to play in this manner. Bob took a gamble that should not have worked; his odds were 989-to-1 against. It worked this time, but if he continues to play in such a careless manner, he will almost certainly lose more than he wins. He is essentially giving away his money—and if Alice is careful, it will all go to her. Thus, the more stoic poker players accept bad beats as an unpleasant but necessary drawback to a tactic that works the vast majority of the time (989 of 990 instances, in this case). Nevertheless, a bad beat is often a profound psychological blow, and can easily lead to a player going on tilt. Professional player Phil Hellmuth, among others, is notorious for his pronounced reactions to bad beats.
In online poker rooms, bad beats often lead to accusations that the random number generator is “rigged”, even though such beats occur in offline games.
Bad beat jackpot
A bad beat jackpot is a prize that is paid when a sufficiently strong hand is shown down and loses to an even stronger hand held by another player. Not all poker games offer bad beat jackpots, and those that do have specific requirements for how strong a losing hand must be to qualify for the jackpot. For example, the losing hand may be required to be four-of-a-kind or better. There may be additional requirements as well. For example, in Texas hold ‘em there is usually a requirement that both hole cards play in both the losing and winning hands. These rules vary from one cardroom to the next.
Bad beat jackpots are usually progressive, often with a small rake being taken out of each pot to fund the jackpot (in addition to the regular rake). When the jackpot is won, it is usually split among all players sitting at the table at the time of the bad beat, including players that folded their hands (usually a 25% share), with the largest shares of the jackpot going to the players holding the winning (usually 25%) and losing hand (usually 50%). Because such bad beats are rare, jackpots can grow to be quite large, sometimes reaching hundreds of thousands of dollars.
The poker game called Chicago is one of the most popular card games in Sweden today. Relying on the keeping of score instead of the placing of bets, it is suitable even for environments such as schools, where gambling is often prohibited. The game exists in countless versions, so here a (somewhat arbitrarily chosen) basic game will be followed by a number of possible variations.
Hand scores
The backbone of the game is that each poker hand has its own point value, as given in this table:
One pair – 1 point.
Two pair – 2 points.
Three of a kind – 3 points.
Straight – 4 points.
Flush – 5 points.
Full House – 6 points.
Four of a kind – 7 points (but see Variations below).
Straight flush – 8 points (but see Variations below).
Basic rules
Chicago is played with a standard 52-card deck. Each player is dealt five cards. The objective is to reach 52 points.
Exchanges and hand scoring
The players are allowed to exchange any number of their cards. If a player chooses to exchange one card only, he may choose “one up”, meaning that he is dealt one card faced up, which he can either accept, or instead take the next card unseen. After the exchanges, the player with the best hand (and only one player) gets points for his hand. Then follows another round of exchanges, but no hand scoring.
The game
Now, the first player begins by playing one card. Ordinary whist rules apply, but the players keep their cards collected by themselves. The player who wins the last trick gets 5 points. Also, the player with the best hand (whether it is the same player or not) gets points for his hand.
Chicago
After the second exchange, any player can choose to play Chicago. In this case, he pledges himself to win all the tricks of the game. If he does, he is awarded 15 points, but if he fails, the penalty is just as harsh: -15 points.
Variations
Sometimes, a player given five cards below ten (either inclusive or exclusive) is allowed to replace them before the exchanges begin.
Some play with 3 exchanges instead of 2. Then of course, scoring for hands will be made after both the first and the second exchange.
Some do not use the “one up” rule.
Often, one wants to give higher rewards than 7 or 8 points for Four of a kind and Straight flush respectively. There are several ways to achieve this, most notably by elevating the player immediately to 52 points, or lowering either all players or one player of the holder’s choice to 0 points, or a combination of these. Holding a Royal flush usually means immediate victory.
The confusion is great as to what scores are appointed in the case of Chicago. Some will argue that no player will get any points at all besides the +15 or -15, whilst others will allow almost any points. The +5 for the game, however, can never be stacked with the +15 for Chicago.
Some prescribe that any player with 45 points or more is not allowed to replace any cards.
Some require that after (and not in the same hand as) a player reaches 52 points, he must win the game once more before he actually wins. This handles the possibility that more than one player reach 52 points in the same hand.
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.
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.
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.
You can win a lot of great things at the game of poker for minimal work. Especially online poker, sitting at your desk chair at home, in front of the computer. On the train with your wireless connected to your laptop. On an air plane again with your wireless, you can access your gaming software and continue that nail biting pot limit Texas Holdem game you had gone before they called the final boarding for your flight.
Whatever the case, there are some online poker rooms that continuously stand out amongst the rest. Some have the service to back the marketing that they promote. Triple 8 poker is one of the big names, and for good reason. People do like its user friendly interfaces, great generous welcome and mid playing bonuses, flash games for practice and a no download version also gets those internet hesitant types going. Australian online poker is a great up and comer to keep those poker eyes on.
So, what are you waiting for, there really is no excuse to have not started playing yet!
Some forms of poker, often called lowball, sometimes called “low poker,” reward poor poker hands (in the traditional sense). There are three common variations on this idea, differing in whether aces are treated as high cards or low cards, and whether or not straights and flushes are used. The methods are:
Ace-to-five low: The lowest possible hand is -4-3-2-A, called a wheel. Aces are low and straights and flushes are ignored. This is the most common method.
Ace-to-six low: Also called 6-4 low, since the lowest possible hand is
-4-3-2-A. Aces are low and straights and flushes count as high hands.
Deuce-to-six low: The other, mostly unused, possibility would be 6-5 low. Aces are high, straights and flushes are ignored.
Some games are played high-low split, where the player with the best traditional poker hand (called the “high hand”) splits the pot with the best low hand. The low hand is decided by one of the methods above. According to Official Rules of Card Games by Albert Morehead[1], the low hand in high-low is generally the deuce-to-seven low, although many on-line casinos use ace-to-five low, with a qualifier, e.g., no card higher than an 8. Low hands tie more frequently than high hands, especially in community card games, so it is not uncommon for such a hand to win a small fraction of a poker pot. For example, if one player has the high hand on showdown, and two other players tie for the best low hand, the high hand wins half of the pot and each low hand wins only a quarter of the pot. Playing ace-to-five high-low greatly increases the chances of the “scoop”–winning both hands–because a low flush or straight may count for both high and low.
References
^ Albert H. Morehead (1996). Official Rules of Card Games. Ballantine Books. ISBN 0449911586.
Five-card draw is often the first poker variant learned by most players, and is very common in home games although it is now rare in casino and tournament play. The lowball variations make more interesting games and are more commonly played in casinos. Two to eight players can play.
The descriptions below assume that you are familiar with the general game play of poker, and with hand values. They also make no assumptions about what betting structure is used. In casino play, it is common to use blinds; the first betting round thus begins with the player to the left of the big blind, and subsequent rounds begin with the player to the dealer’s left. In home games, it is typical to use an ante; the first betting round begins with the player to the dealer’s left, and the second round begins with the player who opened the first round.
Play begins with each player being dealt five cards, one at a time, all face down. The remaining deck stub is placed aside, often protected by placing a chip or other marker on it. Players pick up the cards and hold them in their hands, being careful to keep them concealed from the other players. The first “before the draw” betting round occurs at this point, starting with the player to the dealer’s left (or to the left of the big blind if blinds are used).
If more than one player remains after the first round, the “draw” phase begins. Each player specifies how many of his cards he wishes to replace, and discards that many from his hand. The deck stub is retrieved, and after a burn card is dealt, each player in turn beginning at the dealer’s left is dealt from the stub the same number of cards he discarded, so that each player again has five cards. It is important that each player discards the cards he wishes to replace before he takes any replacements, and that he take the same number of replacements as he discarded.
A second “after the draw” betting round occurs after the draw phase, beginning with the player to the dealers left or else beginning with the player who opened the first round (the latter is common when antes are used instead of blinds). This is followed by a showdown if more than one player remains, in which the player with the best hand wins the pot.
A common “house rule” in some places is that a player may not replace more than three cards, unless he draws four cards while keeping an ace (or wild card). This rule is only needed for low-stakes social games where many players will stay for the draw, and will help avoid depletion of the deck stub. In more serious games such as those played in casinos it is unnecessary and generally not used. A rule that is used by many casinos is that a player is not allowed to draw five consecutive cards from the deck stub. In this case, if a player wishes to replace all five of his cards, he is given four of them in turn, the other players are given their draws, and then the dealer returns to that player to give him his fifth replacement (if no later player drew, it is necessary to deal a burn card first).
Another common house rule is that the bottom card of the deck is never given as a replacement, to avoid the possibility of someone who might have seen it during the deal using that information. If the deck stub is depleted during the draw before all players have received their replacements, the last players can receive cards chosen randomly from among those discarded by previous players. For example, if the last player to draw wants three replacements but there are only two cards remaining in the deck stub, the dealer gives the player the one top card he can give, then shuffles together the bottom card of the deck, the burn card, and the earlier players’ discards (but not the player’s own discards!), and finally deals two more replacements to the last player.
Sample deal
The sample deal below assumes that a game is being played by four players: Alice, who is dealing in the examples; Bob, who is sitting to her left; Carol to his left; and David to Carol’s left.
All four players ante $.25. Alice deals five cards to each player and places the deck stub aside. Bob opens the betting round by betting $1. Carol folds, David calls, and Alice calls, closing the betting round. Bob now declares that he wishes to replace three of his cards, so he removes those three cards from his hand and discards them. Alice retrieves the deck stub, deals a burn card, then deals three cards directly to Bob, who puts them in his hand. David discards one card, and Alice deals one card to him from the deck stub. Alice now discards three of her own cards, and replaces them with three from the top of the deck stub (Note: in a player-dealt casino game there is often a rule that the dealer must discard before picking up the deck stub, but this is a home game so we won’t worry about such details). Now a second betting round begins. Bob checks, David bets $3, Alice calls, and Bob folds, ending the second betting round. David shows a flush, and Alice shows two pair, so David takes the pot.
Here is a sample deal involving our four players. The players’ individual hands will not be revealed until the showdown, to give a better sense of what happens during play:
Compulsory bets: Alice is the dealer. Bob, to Alice’s left, posts a small blind of $1, and Carol posts a big blind of $2.
First betting round: Alice deals four cards face down to each player, beginning with Bob and ending with herself. Ted must act first because he is the first player after the big blind. He cannot check, since the $2 big blind plays as a bet, so he folds. Alice calls the $2. Bob adds an additional $1 to his $1 small blind to call the $2 total. Carol’s blind is “live”, so she has the option to raise here, but she checks instead, ending the first betting round. The pot now contains $6, $2 from each of three players.
First draw: Each player may now opt to draw up to four cards in an attempt to improve their hands. Bob, who is to the dealers immediate left, is given the first chance to draw. Bob discards two cards and receives two replacement cards from the top of the deck. Bob’s discarded cards are not added to the deck, but removed from play. Carol now chooses to also draw two. Finally, Alice chooses to draw one.
Second betting round: Since there are no forced bets in later betting rounds, Bob is now first to act. He chooses to check, remaining in the hand without betting. Carol bets, adding $2 to the pot. Alice and Bob both call, each adding $2 to the pot. The pot now contains $12.
Second draw: Bob draws one. Carol opts not to draw any cards, keeping the four she has (known as standing pat). Alice draws one.
Third betting round: Bob checks again and Carol bets $4. Alice, this round, raises making the total bet $8. Bob folds and Carol calls the additional $4. The pot now contains $20.
Third draw: Since Bob has folded Carol is now first to act, she opts to draw one. Alice stands pat (does not draw).
Last betting round: Carol checks and Alice bets $4. Carol calls.
Showdown: Alice shows 2♠4♣6♦9♥ for a nine-high badugi (or four card hand). Carol has 3♠5♦7♣8♥, an eight-high badugi. Carol wins the $28 pot.
Badugi has a different ranking of hands than traditional poker. Although every player has four cards to use, the rules of the game require that certain cards be removed to construct a one, two, three or four card badugi hand. At the showdown (after all betting has concluded), a player is forced to remove the higher of any two suited cards and any paired cards from the four. This generates a badugi hand of one to four cards. Any four card badugi hand beats a three card badugi hand, three card badugi hands beat a two card badugi hand, and two card badugi hands beats a one card badugi hand. A four card badugi hand is often referred to simply as a “badugi”.
Two badugi hands containing the same number of cards are evaluated by comparing the highest card in each hand (where ace is low). As in lowball, the hand with the lower card is superior. If there is a tie for the highest card, the second highest card (if there is one) is compared. If the ranks of all the cards in the badugi hand are the same the two hands tie. As with standard poker games, suits are irrelevant in comparison of two hands.
Here are a few examples:
2♠4♣5♦6♥ beats A♠2♣3♦7♥ (both are four card hands) since the highest card is compared first and the 6♥ is smaller than 7♥.
4♠5♣6♦K♥ beats 2♠3♠4♦7♥ the former is a four card hand and the second is a three card hand (the 3♠ must be discarded making the hand 2♠4♦7♥).
2♠3♠4♦7♥ beats 4♠5♠6♦K♥ both are three card hands, the highest in the first is the 7♥ while the highest in the second is the K♥.
5♦7♣K♣K♥ beats 2♠3♦K♠K♦ the former is a three card hand (made by discarding the K♣) the later is a two card hand (made by discarding the two Kings).
The poker game called Chicago is one of the most popular card games in Sweden today. Relying on the keeping of score instead of the placing of bets, it is suitable even for environments such as schools, where gambling is often prohibited. The game exists in countless versions, so here a (somewhat arbitrarily chosen) basic game will be followed by a number of possible variations.
Hand scores
The backbone of the game is that each poker hand has its own point value, as given in this table:
One pair – 1 point.
Two pair – 2 points.
Three of a kind – 3 points.
Straight – 4 points.
Flush – 5 points.
Full House – 6 points.
Four of a kind – 7 points (but see Variations below).
Straight flush – 8 points (but see Variations below).
Basic rules
Chicago is played with a standard 52-card deck. Each player is dealt five cards. The objective is to reach 52 points.
Exchanges and hand scoring
The players are allowed to exchange any number of their cards. If a player chooses to exchange one card only, he may choose “one up”, meaning that he is dealt one card faced up, which he can either accept, or instead take the next card unseen. After the exchanges, the player with the best hand (and only one player) gets points for his hand. Then follows another round of exchanges, but no hand scoring.
The game
Now, the first player begins by playing one card. Ordinary whist rules apply, but the players keep their cards collected by themselves. The player who wins the last trick gets 5 points. Also, the player with the best hand (whether it is the same player or not) gets points for his hand.
Chicago
After the second exchange, any player can choose to play Chicago. In this case, he pledges himself to win all the tricks of the game. If he does, he is awarded 15 points, but if he fails, the penalty is just as harsh: -15 points.
Variations
Sometimes, a player given five cards below ten (either inclusive or exclusive) is allowed to replace them before the exchanges begin.
Some play with 3 exchanges instead of 2. Then of course, scoring for hands will be made after both the first and the second exchange.
Some do not use the “one up” rule.
Often, one wants to give higher rewards than 7 or 8 points for Four of a kind and Straight flush respectively. There are several ways to achieve this, most notably by elevating the player immediately to 52 points, or lowering either all players or one player of the holder’s choice to 0 points, or a combination of these. Holding a Royal flush usually means immediate victory.
The confusion is great as to what scores are appointed in the case of Chicago. Some will argue that no player will get any points at all besides the +15 or -15, whilst others will allow almost any points. The +5 for the game, however, can never be stacked with the +15 for Chicago.
Some prescribe that any player with 45 points or more is not allowed to replace any cards.
Some require that after (and not in the same hand as) a player reaches 52 points, he must win the game once more before he actually wins. This handles the possibility that more than one player reach 52 points in the same hand.
Kuhn poker is a simplifed form of poker developed by Dr. Harold W. Kuhn, it is a zero sum two player game. The deck includes only three playing cards, for example a King, Queen, and Jack. One card is dealt to each player, then the first player must bet or pass then the second player may bet or pass. If any player chooses to bet the opposing player must bet as well (“call”) in order to stay in the round. After both players pass or bet the player with the highest card wins the pot. Kuhn demonstrated that there are many game theoretic optimal strategies for the first player this game, but only one for the second player, and that played optimally the first player should expect to lose at a rate of −1/18 per hand.In more conventional poker terms:
Each player antes 1
Each player is dealt one of the three cards, and the third is put aside unseen
Player One can check or raise 1
If Player One checks then Player Two can check or raise 1
If Player Two checks there is a showdown for the pot of 2
If Player Two raises then Player One can fold or call
If Player One folds then Player Two takes the pot of 3
If Player One calls there is a showdown for the pot of 4
If Player One raises then Player Two can fold or call
If Player Two folds then Player One takes the pot of 3
If Player Two calls there is a showdown for the pot of 4
References
H. W. Kuhn, Simplified Two-Person Poker; in H. W. Kuhn and A. W. Tucker (editors), Contributions to the Theory of Games, volume 1, pages 97-103, Princeton University Press, 1950.
Racino is a portmanteau for a combined race track and casino. In some cases, the gambling is limited to slot machines, but many locations are beginning to include table games such as blackjack, poker, and roulette.In 2003, Joe Bob Briggs described the economic motivation of race track owners to convert into racinos:
Horse racing and dog racing have been in a slow decline for almost 20 years now….the only tracks that have really thrived are the ones that have slot machines. In many cases their live handle (the daily amount bet at the track by live customers) has continued to decline, but their revenues have shot up so fast that they’re able to offer the biggest purses and thereby attract the best horses. Tracks like Delaware Park and West Virginia’s Mountaineer Park, once considered places where local degenerates bet on broken-down nags in claiming races, are now among the wealthiest tracks around, with the best races. Fabled tracks like Churchill Downs and Pimlico, on the other hand, sometimes have trouble making ends meet.
USA Today noted in a June 2003 article that receipts from slot machines are divided about evenly in four ways:
Payment of the operating costs and payouts to lucky gamblers,
State taxes,
Prize money (the purse) offered to jockeys and horse owners, and
Profit for the racino operator.
According to Focus on the Family, as of 2003 racinos are legal in at least eight states: Delaware (since 1995), Iowa, Louisiana, Maine, New Mexico, New York, Rhode Island (since 1992), and West Virginia (since 1990). West Virginia pioneered the concept when MTR Gaming Group was allowed to introduce video lottery terminals (VLTs) to Mountaineer Race Track & Gaming Resort in Chester.
While VLTs were somewhat successful, a November 2003 article from the Global Gaming Insider noted the real financial success story was the introduction of reel spinning slot machines in Iowa:
In 1994, Iowa voters authorized reel spinning slot machines at Iowa racetracks (including Greyhound tracks). Polk County, the owner of a brand new, bankrupt horse track, Prairie Meadows, spent $26 million to convert the clubhouse into a casino and install 1,100 slot machines. The racino opened for business on April 1, 1995. Reel-spinning slots proved to be much more popular than video poker. In the twelve months ended March 31, 1996 machine revenues totaled $119.3 million, enabling Polk County to pay off the $27 million bond issue that paid for the clubhouse casino conversion and retire the track’s initial $38.8 million bond issue 17 years early.
With Prairie Meadows the racino came of age. The rapid transformation of a failed Iowa horse track into a highly profitable horse racing/slot gaming business was the defining moment in the marriage of pari-mutuel betting and machine gaming. For racing returned to Prairie Meadows in reinvigorated form. Purses, subsidized by revenues from slot machines, increased by a factor of six, from about $20,000 per day prior to slots to a planned $126,000 per day over the 1997 racing season. Higher purses attracted higher quality horses. This higher-quality racing was in turn exported by Prairie Meadows to other racetracks and simulcast facilities throughout North America, a high margin, profitable business. Less visibly, slot machines had a positive impact on Iowa horse breeding, a development with long-term consequences for the evolution of Iowa gambling law.
The Global Gaming Insider article also noted that the creation of the racino has lead to onsolidation in the ownership of racetracks, with Magna Entertainment Corporation and Churchill Downs Incorporated the largest.
In November 2004, Florida voters amended their state constitution to allow slot machies at parimutuel facilities.
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.
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.
In poker, the nut hand, or just the nuts, is the strongest hand possible in any particular situation. The term applies mostly to community card poker games to mean the individual holding that makes the strongest hand possible with the given board of community cards. By extension, the term is used more loosely to refer to any very strong hand.For example in Texas hold ‘em, if the board is ♠ 6♠ A♣ 9♠ 5♥, a player holding
♠ 8♠ has the nuts (a -high straight flush in spades), and cannot lose. Sometimes it is useful to know that your hand is the second or third best possible. On this same board, the hand ♣ 5♦ would be the second-nut hand, four fives; and the third-nut hand would be any pair of the remaining three aces, making a full house A-A-A-5-5.
In high-low split games one often speaks of “nut low” and “nut high” hands separately. With an Omaha board identical to the one above, any hand with
-3 makes the nut low -5-3-2-A, while -4 is the second-nut low (the nut high hands remain the same).
Finally, one also hears terms such as “nut flush” or “nut full house” to mean the highest hand possible in that particular category in the circumstances, even though that may not be strictly the nut hand. For example, a pair of aces with the above board could be called the “nut full house”, even though there are two higher (but very unlikely) hands possible.
The phrase originates from the historical poker games in the colonial west of America. If one bet to the sum of everything he possessed, he would place the “nuts” of his wagon wheels on the table. Most likely, this was to ensure that, should the wagerer lose the hand, he would be unable to flee and would have to make good on the bet. Obviously, to make such a bet one would need to be sure that he has the best possible hand.
There is also a possibility of having a nut losing hand (a hand that will lose to anything). For example, this occurs when the board has four of a kind and a deuce. In this situation, if you hold pocket 2′s, there is no possibility of this hand winning a showdown with any other hand, as any opponent must have a better kicker than you.
Non-standard poker hands are hands which are not recognized by official poker rules but are created by house rules. Non-standard hands usually appear in games using wild cards or bugs. Other terms for nonstandard hands are special hands or freak hands. Because the hands are defined by house rules, the composition and ranking of these hands is subject to variation. Any player participating in a game with non-standard hands should be sure to determine the exact rules of the game before play begins.The usual hierarchy of poker hands from highest to lowest runs as follows (standard poker hands are in italics):
Five of a kind: Five cards of the same rank, only possible using one or more wild cards.
Skeet flush: The same cards as a skeet and all in the same suit.
Straight flush: The highest straight flush, A-K-Q-J-10 suited, is also called a royal flush.
Four of a kind: Between two equal sets of four of a kind (possible in wild card and community card poker games), the kicker determines the winner.
Big bobtail: A four card straight flush (four cards of the same suit in consecutive order).
Full house
Flush: When wild cards are used, a wild card contained in a flush is considered to be of the highest rank not already present in the hand. For example, in the hand (Wild) 10♥ 8♥ 5♥ 4♥, the wild card plays as the A♥, but in the hand A♣ K♣ (Wild) 9♣ 6♣, it plays as the Q♣. A variation is the double-ace flush rule, in which a wild card in a flush always plays as an ace, even if one is already present. In such a game, the hand A♠ (Wild) 9♠ 5♠ 2♠ would defeat A♦ K♦ Q♦ 10♦ 8♦ (the wild card playing as an imaginary second A♠), whereas by the standard rules it would lose (because even with the wild card playing as a K♠, the latter hand’s Q♦ outranks the former’s ♠).
Big cat: See cats and dogs below.
Little cat: See cats and dogs below.
Big dog: See cats and dogs below.
Little dog: See cats and dogs below.
Straight: When wild cards are used, the wild card becomes whichever rank is necessary to complete the straight. If two different ranks would complete a straight, it becomes the higher. For example, in the hand J♦ 10♠ 9♣ (Wild) 7♠, the wild card plays as an (of any suit; it doesn’t matter). In the hand (Wild) 6♥ 5♦ 4♥ 3♦, it plays as a
(even though a would also make a straight).
Wheel: The sequence 5-4-3-2-A. This could technically be considered a round-the-corner straight, but is frequently played even if other round-the-corner straights are not allowed, particularly in pai gow poker. When wheels are recognized as distinct from round-the-corner straights, they are ranked as straights: in most games they are considered five-high, and thus the lowest possible straights, but in pai gow poker they rank between king-high and ace-high straights.
Wrap-around straight: Also called round-the-corner straight. Consecutive cards including an ace which counts as both the high and low card. (Example Q-K-A-2-3).
Skip straight: Also called alternate straight, Dutch straight, or skipper. Cards are in consecutive order, skipping every other card. (Example 3-5-7-9-J).
Five and dime: All cards are fives, sixes, sevens, eights, nines, or tens with no pair.
Skeet: Also called pelter or bracket. A hand with a deuce; a three or a four; a five; a six, a seven, or an eight; and a nine.
Three of a kind
Little bobtail: A three card straight flush (three cards of the same suit in consecutive order).
Flash: One card of each suit plus a joker.
Blaze: Also called blazer. All cards are jacks, queens, or kings.
Two pair
Russ: Five cards of the same color.
Bobtail flush: Also called four flush. Four cards of the same suit.
Flush house: Three cards of one suit and two cards of another.
Bobtail straight: Also called four straight. Four cards in consecutive order.
One pair
High card
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 s. In both of these games, a flush ranks above a full house, because having fewer cards of each suit available makes full houses more common.
Cats and dogs
“Cats” (or “tigers”) and “dogs” are types of no-pair hands defined by their highest and lowest cards. The remaining three cards are kickers. Dogs and cats rank above straights and below flushes. Usually, when cats and dogs are played, they are the only unconventional hands allowed.
Little dog: Seven high, two low (for example, 7-6-4-3-2). It ranks just above a straight, and below a flush or any other cat or dog.
Big dog: Ace high, nine low (for example, A-K-J-10-9). Ranks above a straight or little dog, and below a flush or cat.
Little cat (or little tiger): Eight high, three low. Ranks above a straight or any dog, but below a flush or big cat.
Big cat (or big tiger): King high, eight low. It ranks just below a flush, and above a straight or any other cat or dog.
Some play that dog or cat flushes beat a straight flush, under the reasoning that a plain dog or cat beats a plain straight. This makes the big cat flush the highest hand in the game.
Kilters
A Kilter, also called Kelter, is a generic term for a number of different non-standard hands. Depending on house rules, a Kilter may be a Skeet, a Little Cat, a Skip Straight, or some variation of one of these hands.
In poker, a made hand is one that does not need improvement to win, in contrast to a drawing hand. For example in Draw poker, if you have two pair, and your opponent is drawing for a straight or flush, you are said to have a made hand because even though you will be drawing a card just as he will, you can win even if you don’t draw a card that improves your hand, while he cannot win unless he improves
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”.
In gambling terminology a crimp is a bend that has been intentionally made on the corner(s) of a playing card to facilitate identification.A card cheat will typically bend some of the important cards during the game. Below are just several of the most popular examples.
In poker, for instance, a cheat may crimp one of the cards to mark off the exact location where he wishes his secret conspirator to cut the deck. Similarly, if the card cheat is not working with a confederate, he may bend one or more cards to force a cut upon an unsuspecting victim. In either case the deck will most likely be cut at the exact predetermined spot in the same way an old book always tends to open at the same page.
Another poker scenario (also popular in numerous other games) is to crimp some of the high-value cards during the early rounds. On subsequent rounds the cheat will be able to identify some of those cards during the deal. This enables the cheat to employ a second deal and deal some of those cards to the desired hand, or simply to identify some of the cards held by other players. In any event, the cheat has a mathematical edge over the other players.
In casino blackjack a crossroader may crimp all the 10-value cards. this will enable the cheat to sometimes identify the dealer’s hole card (the dealer has one card face up, called the up card, and one card face down, called the hole card). In those instances the cheat(s) will know the dealer’s total and play their hand(s) accordingly.
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