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Craps odds

no comment Posted by Nicolae

The rules vary slightly from one casino to another, but the expected value of several bets is only slightly negative (the most favorable bets with the most favorable rules offer a house advantage of as little as 0.18%). All bets have a negative expectation except for the “free odds” bet that the player is allowed to make after a point is established on a flat (line) bet (this bet has a long-term expected value of 0). However, the “free odds” bet cannot be made independently, so the expected value of the entire bet, including odds, is still negative. Since there is no correlation between die rolls, there is no possible long-term winning strategy. While experienced blackjack players who learn to count cards can gain a small mathematical advantage over extended playing sessions by diligent study, there is no comparable strategy for craps.

Occasionally, players win several bets in a row; such players are said to be “on a roll.” Those who increase their bets during a winning series can rapidly win substantial sums. On the other hand, money can be lost back just as quickly, as there is no statistical likelihood of a “hot streak” continuing for any given duration. To counter this, experienced players take full advantage of “free odds” — bets on which there is zero house advantage. Maximizing the size of your odds bet in relation to your line bet will minimize but never eliminate the house edge. Many casinos have limitation on how large the odds bet can be in relation to the flat bet, with single, double, and five times odds common. Some casinos offer 3-4-5 odds, referring to the maximum multiple of the line bet a player can place in odds for the points of 4 and 10, 5 and 9, and 6 and 8, respectively. During promotional periods, a casino may even offer 100x odds bets, which renders the house edge to almost nothing but dramatically increases volatility. Horseshoe Casino founder Benny Binion once quipped that if every player took the 100x odds, the house “wouldn’t be able to keep the lights on,” referring to the overhead required to run casino games.

The only casino currently in Las Vegas to offer 100x odds is the Casino Royale located next to Harrah’s on the strip. The Stratosphere offers 10x odds and most of the other casinos such as MGM and Bellagio offer 3x4x5. Some casinos such as the Riviera, Orleans and Gold Coast offer 2x odds which is considered an anathema to craps players, in equal footing with 6:5 payouts on single-deck blackjack. Most downtown casinos offer 5x (Binions) or 10x odds (Plaza and Main Street Station, with the Golden Nugget offering the unusual 6x8x10 odds), while a handful of downtown casinos offer the horrible 2x odds (Sam Boyd’s Fremont).

There are numerous middle market casinos whose income from gaming is negligible due to minimal chip size, and whose business model focuses on generating revenue primarily through the sale of alcohol. At such institutions, craps will often be rigged mildly in favor of guests, allowing the house to serve drinks to the large number of onlookers a winning table generates. Low limit Craps is also known to be used as a loss leader via the same odds to give the impression that a casino which derives its profits from gambling (almost all in Las Vegas) is full of winners and fun place to be, causing guests to play other, house favored games.

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

Published under Craps guidesend this post
August 15th, 2010

Rugby

no comment Posted by Nicolae

Rugby football refers to sports descended from a common form of football developed at Rugby School in England. The two major sports are rugby league and rugby union. American football and Canadian football also originated from Rugby football.

Games descended from Rugby School rules

  • Rugby football
    • Rugby League
    • Rugby Union
    • Rugby Sevens
    • Touch Rugby — a variant of rugby league replacing tackles with a touch. Also call Touch Football or Touch Footy.
      • Tag Rugby — a form of non-contact rugby league using a velcro tag to indicate a tackle.
        • OzTag — a form of Tag Rugby played in Australia.
    • Wheelchair Rugby, also Wheelchair power tag rugby and Wheelchair rugby league
  • American football — called “football” in the United States, and “gridiron” or “gridiron football” in Australasia.
    • Arena football — an indoor version of American football
    • Touch football — non-tackle American football.
      • Flag football — non-tackle American football, like touch football using a token to indicate a tackle.
  • Canadian football — called simply “football” in Canada.
    • Canadian flag football — non-tackle Canadian football.

(Australian rules football was based partly on Rugby football, and partly on several other codes of football.)

Links

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

Published under Rugbysend this post
May 8th, 2010

Chicago poker

no comment Posted by Nicolae

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.

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

February 23rd, 2010

Golf

no comment Posted by Nicolae

Tee for the first hole at The Links at Spanish Bay

Golf (gowf in Scots) is a sport where individual players or teams hit a ball into a hole using various clubs, and is one of the few ball games that does not use a fixed standard playing area. It is defined in the Rules of Golf as “playing a ball with a club from the teeing ground into the hole by a stroke or successive strokes in accordance with the Rules.”

Golf originated in Scotland and has been played for at least five centuries in the British Isles. The oldest course in the world is The Old Links at Musselburgh. Golf, in essentially the form we know it today, has been played on Scotland’s Musselburgh Links since 1672, and earlier versions of the game had been played in the British Isles and the low-countries of Northern Europe for several centuries before that. Although often viewed as an elite pastime, golf is an increasingly popular sport that can be played for one’s entire life.

Etymology

The word Golf is first mentioned in 1457 in a Scottish statute on forbidden games as Gouf, which may be related to Dutch kolf, “bat, club”. A folk etymology also suggests golf refers to “Gentlemen Only Ladies Forbidden”.

Golf Movies

A Gentlemen’s Game
Happy Gilmore
The Greatest Game Ever Played
The Legend of Bagger Vance
Tin Cup
Caddyshack

Links

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

Published under Golfsend this post
January 4th, 2010

Texas Hold’em Bonus Poker

no comment Posted by Nicolae

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.

Links

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

Published under Texas hold 'emsend this post
January 2nd, 2010

Craps rules related to casino security

1 comment Posted by Nicolae

dice

  • Players are not supposed to handle the dice with more than one hand, pass them directly from hand to hand, nor take the dice past the edge of the table. The only way to change hands when throwing dice, if permitted at all, is to set the dice on the table, let go, then take them with the other hand.
  • When throwing the dice, the player is expected to hit the farthest wall at the opposite end of the table. The dice may not be slid across the table and must be tossed. They may not be thrown higher than the eye level of the dealers.
  • The dice must not land in the boxman’s bank or on any of the dealers’ working stacks of money.
  • When either of the dice land on chips or markers not in the boxman’s bank or the dealers’ working stacks, the number that would be on top if the object the die is leaning on were removed, is the number that is used to make the call.
  • If a die hits a player or dealer and rolls back onto the table, the roll counts as long as the person being hit did not interfere with the die.
  • In most cases the shooter may “set” the dice to a particular configuration, but if they do, they must be quick about it so as not to delay the game. Some casinos have “no setting” rules, and the player must throw the dice as given to him.
  • Do not try to place money in the dealer’s hand or expect the dealers to hand you chips. Dealers are not allowed to touch the players at any time. Players are expected to place cash on the layout and announce “change only” or a specific bet and amount. The dealer will then place chips on the layout or in front of the players.
  • Many crap table layouts state “NO CALL BETS”. This means a player is not allowed to call out a bet without having at least the bet amount of chips on the table. If the chips exceed the bet, for example a $100 chip is placed and bets called out of “$25 on five and nine”, the dealer will say “it’s a bet” and return $50 change to the player. The dealer doesn’t have to actually place the bet in the proper place on the table to constitute a valid bet. This method is consistent with the fast action of the game, allowing a player to make a last-second bet while the dice are about to be thrown. The NO CALL BET rule may exist to prevent confusion on the amount bet, possibly going back to the days of 25 cent tables. For example “three fifty” could mean $3.50 or $350. If the dealer is not clear about the intention of the player he may state “no bet” and push the chips back to the player.

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

Published under Craps guidesend this post
October 17th, 2009

Twist

no comment Posted by Nicolae

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.

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

Published under Stud pokersend this post
October 11th, 2009

Jai alai

1 comment Posted by Nicolae

Chistera

Jai-Alai (pronounced hi-lie in English and hi-ah-lie in Basque) means “Merry Festival” in the Basque language. The term is used to denote a fronton (or open-walled arena) used to play a variety of Pelota called Cesta Punta, and, more broadly, to the game itself. The game is characterized by the fast pace of play, in which a 125g ball covered with parchment skin can travel faster than 180 mph. The ball is placed into play and volleyed by players wearing a wicker basket glove approximately 63 to 70 cm long.

The glove, known as a Cesta-punta (in Spanish) or xistera (Basque), was invented by the French Basque Gantchiqui Diturbide (also Gantxiki Iturbide) in the 19th century.

Rules and Play

The court (or fronton) for Jai Alai consists of 3 walls (front, back, and left), and the floor between them in play. If the ball touches the floor outside these walls, it is considered out of bounds. Similarly, there is also a border going about 3ft inside the front wall that is also out of bounds. The ceiling on the court is very high, so the ball has a more predictable path.

The court is divided by 15 lines going horizontally across the court, with line 1 closest to the front wall and line 15 the back wall. When serving, the server must bounce the ball behind the serving line, then with the basket hurl it towards the front wall so it bounces between lines 4 and 7 on the rebound.

The goal in Jai Alai is to score 7 points, thus winning the game. Points are scored by the other team dropping, missing, juggling, bobbling or sending the ball out of bounds. The game is played in a round-robin format, switching teams every point, where the team to score a point stays up and the opposing team rotating out into the end of the list of opponents.

Geographic distribution

In countries such as France, Spain and Mexico the game of jai-alai is popular; in some regions, the game is played in almost every town and city.

In the United States, jai-alai enjoyed some popularity as a gambling alternative to horse racing and remains popular in Florida, where the game is used as a basis for parimutuel gambling.

By contrast, jai-alai’s popularity in the north-eastern and western United States waned as other gambling options became available. Frontons in the Connecticut towns of Hartford and Milford permanently closed, while the fronton in Bridgeport was converted to a Greyhound race track. A fronton in Newport, Rhode Island has been converted to a general gaming facility.

Jai-alai enjoyed a brief and popular stint in Las Vegas, Nevada with the opening of a fronton at the MGM Grand Casino and Hotel; however, by the early 1980s the fronton was losing money and was closed by MGM Grand owner Kirk Kerkorian.

In an effort to prevent the closure of frontons in Florida, the Florida State Legislature passed HB 1059, a bill that changed the rules regarding the operation and wagering of poker in a Pari-Mutuel facility such as a jai-alai fronton and a greyhound and horseracing track. The bill became law on August 6, 2003.

The United Auto Workers Local 8868 is the recognized bargaining agent for jai-alai players and fronton employees in Florida. The union also represented jai-alai players and fronton employees in Connecticut until its three frontons permanently closed, and in Rhode Island where at the behest of the gaming facility owners, the Rhode Island State Legislature abolished legalized jai-alai in favour of video lottery terminals.

Links

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

October 10th, 2009

Piquet rules

1 comment Posted by Nicolae

Piquet is played with a 32 card deck. Start with a standard 52 card deck and remove all of the 2′s through the 6′s. This leaves all of the 7′s through the 10′s, the face cards, and the aces.

Each game consists of a partie of six deals (partie meaning part in French). The player scoring the most points wins (see the scoring section for further details).

The Cut

The player who draws the highest card on the initial cut may choose to deal the first hand. The deal alternates for each hand in the partie. It is preferable to deal first so as not to deal the last hand. Dealing puts a player at a disadvantage.

The Deal

Cards are dealt 12 to each player, with the remaining eight forming the talon, which is placed face-down between the players. The talon may be split by the dealer into two piles of five and three cards, respectively.

The dealer is referred to as the Younger hand and the non-dealer, the Elder hand.

Carte Blanche

After the deal, players sort their cards in their hands. If a player has no face cards in their hand, then they may declare Carte Blanche, which is worth 10 points. This done by quickly showing their hand to the opponent while saying “Carte Blanche”.

A hand of this type is fairly rare, and often scores poorly, so it is usually advantageous to declare it, despite the tactical disadvantage of giving information to the opponent.

Carte Blanche must be declared prior to exchanging cards. Only one player may declare Carte Blanche. The Elder hand exchanges their cards first, so they have the advantage here. The Younger hand must wait until the Elder exchanges their cards. If the Elder has not declared Carte Blanche, then the younger may.

Exchanging Cards

The goal of exchanging cards is to improve your hand before the declaration and the play.

The Elder hand exchanges first. This is done by taking one to five cards from the hand and placing them face down. An equal number is then drawn from the talon. The player must state how many cards they intend to exchange if fewer than the maximum. If the Elder chooses to take fewer than the maximum, they may then look at the remainder if they like (which are the first ones that the Younger will take).

The Younger hand exchanges next. Again, at least one card must be exchanged. The younger may also exchange up to five cards, depending on how many the Elder exchanged. If the Elder exchanged all five, then obviously the Younger may only exchange up to three.

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

Published under Card gamessend this post
October 3rd, 2009

Two-up

no comment Posted by Nicolae

Two-up (also known as swei or swy) is a gambling game, and one of Australia’s many contributions to the world of gambling (another being the totalisator).

Rules of the Game

The game is conducted in a flat circle of approximately 20 feet (6 metres) or larger. The only equipment required (aside from materials for tracking bets) is two coins (by tradition pre-decimal pennies), and a flat piece of wood called the “kip” approximately 8 inches in length which has holes carved in it to fit the coins neatly but loosely enough for the coins to come out when tossed.

The game is run by a “boxer”, who calls the first “spinner” (one of the players around the circle) in to toss the coins. The spinner wagers an amount of their choice on either “heads” or “tails”. Other players around the ring can then also bet on either “heads” or “tails”.

Once all bets are taken, the boxer calls “no more bets”, and the player tosses the coins in the air using the kip. To be a valid throw, they must go above the head height of the spinner, be rotating sufficiently and land entirely in the ring – if they do not the boxer calls “barred” and the throw is retaken. Ideally the call must occur before the coins settle.

If the coins land both on the same face, the round ends and non-spinning player’s bets are paid off, with people who bet on the same face as that landed winning. A new round of non-spinner bets is then taken before the spinner throws again.

If the coins come up with one tail and one head, the spinner spins again. If 5 “odds” come up, all players lose and a new spinner is selected.

If the spinner throws his nominated face three times before either 5 “odds” being thrown in a row, or a spin with both coins being the opposite face, the spinner wins and is paid at 7.5 to 1 (in most modern games).

Links

References:

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

Published under Gambling variantssend this post
May 2nd, 2009

Types of craps bets

no comment Posted by Nicolae

The fundamental bet in craps is the pass line bet, in which one bets that the dice will pass (that is, roll the point number before rolling a 7). A pass line bet is also won if the come-out roll is a 7 or 11. The following discussion assumes that the shooter, as is usually the case, is betting on the pass line.

If a 4,5,6,8,9, or 10 is thrown on the come-out roll (i.e., if a point is set), most casinos allow pass line bettors to take odds by placing from one to five times (and at some casinos, up to 100 times) the pass line bet behind the line. This additional bet wins if the point is rolled again before a 7 is rolled (the point is made) and pays at the true odds, 2-to-1 if 4 or 10 is the point, 3-to-2 if 5 or 9 is the point, and 6-to-5 if 6 or 8 is the point. While the house has a small (1.4%) advantage on pass line bets, the house has no advantage at all on odds bets. Therefore, taking the maximum odds (which vary by casino) can lower the house percentage for any given bet down to as low as 0.5%.

Odds bets in craps are one of the few bets offered at a casino that are completely free of any house advantage. Another such bet is the “double-up” option offered to the player in some forms of video poker after winning a hand.

Let’s see why that is. There are 36 possible permutations (ways to roll a pair of 6-sided dice):

          1-1              = 1 way to make a 2
        1-2 2-1            = 2 ways to make a 3
      1-3 2-2 3-1          = 3 ways to make a 4, true odds pays 2-1
    1-4 2-3 3-2 4-1        = 4 ways to make a 5, true odds pays 3-2
  1-5 2-4 3-3 4-2 5-1      = 5 ways to make a 6, true odds pays 6-5
1-6 2-5 3-4 4-3 5-2 6-1    = 6 ways to make a 7
  2-6 3-5 4-4 5-3 6-2      = 5 ways to make an 8, true odds pays 6-5
    3-6 4-5 5-4 6-3        = 4 ways to make a 9, true odds pays 3-2
      4-6 5-5 6-4          = 3 ways to make a 10, true odds pays 2-1
        5-6 6-5            = 2 ways to make an 11
          6-6              = 1 way to make a 12

There are a total of 36 possible combinations. So on the come-out roll there are 8 ways to win, 4 ways to lose and (36-12=) 24 ways to start a point.

The odds of making the point are the ratio of the number of ways to make a 7 to the number of ways to make the point. For example, there are five ways to make a 6 or 8, so the odds of making a point of 6 or 8 are 6-5. Therefore an odds bet of $5 on 6 or 8 pays out $6.

Many experienced craps players only make pass line and odds bets since the odds are much more favorable to the player than any other bets in craps, and in fact most casino games. The pass line and odds bet is one of the best wagers you can make in gambling, and a lot of the excitement and fortunes of craps can be experienced with this simple bet.

The rules for the come wagers are the same as for the pass line except that they can only be made after the come-out roll. Effectively, they represent starting a new game using the same stream of numbers being generated by the existing (pass line) game.

Because of the come bet, if the shooter makes their point, a player can find themselves in the situation where they have a come bet with odds on it, and yet be rooting for the shooter to roll a 7 on their next come-out roll. Because of this, it is usual that odds bets on come wagers are presumed to be not working. That means that if the shooter rolls a 7 on the come-out roll, any players with active come bets lose their initial wager but will have their odds money returned to them, unless they tell the dealer that they want their odds working. Conversely, if the shooter rolls a number that matches an active come bet, the original bet is paid off at even money and the odds money is returned to the player (unless they told the dealer that they wanted their odds working, in which case they are paid at the true odds).

There is also a don’t come box in which one can place bets that the dice will not pass on the next sequence starting with the immediate roll as a virtual come-out roll; even the shooter may bet that he or she will miss out. Don’t pass and don’t come bets are basically the opposite of pass and come bets; the player is betting that a 7 will be rolled before the point. On the come-out roll a 7 or an 11 is a loss, whereas a 2, 3, or 12 is a win. Casino craps layouts bar either 2 or 12 on the don’t pass and don’t come bets. This means that if 2 is barred and the shooter rolls a 2 on the come-out roll, the wager is a stand off and the player’s money is returned.

When betting against the shooter, the bettor must put up the long side of the bet. Thus a don’t pass bettor who bets $10 when the point is a 4 could place an odds bet of $20 behind the line. If the shooter rolls a 7 before achieving their point, the bettor would receive $10 for the don’t pass bet plus $10 for their odds bet. Even though the house advantage on the don’t pass and don’t come bets are almost identical to the pass line and come bets, for most players the disadvantage of putting up the long side of the bet makes the don’t pass line less desirable. Additionally, many craps players consider don’t pass and don’t come bets to be in poor taste, or even “taboo”.

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

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Published under Craps guidesend this post
April 27th, 2009

Five-card draw

1 comment Posted by Nicolae

draw-poker-table

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.

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April 12th, 2009

Positions and structures in basketball

no comment Posted by Nicolae

250px-basketball_positions Basketball positions in the offensive zone

Although the rules do not specify any positions whatsoever, they have evolved as part of basketball. During the first five decades of basketball’s evolution, two guards, two forwards, and one center were used. Since the 1980s, more specific positions have evolved, namely:

  1. point guard: organizes the team’s offense by controlling the ball and making sure that it gets to the right player at the right time
  2. shooting guard: creates a high volume of shots on offense; guards the opponent’s best perimeter player on defense
  3. small forward: often primarily responsible for scoring points via cuts to the basket and dribble penetration; on defense seeks rebounds and steals, but sometimes plays more actively than that
  4. power forward: plays offensively often with his back to the basket; on defense, plays under the basket (in a zone defense) or against the opposing power forward (in man-to-man defense)
  5. center: uses size, either to score (on offense) or to protect the basket closely (on defense)

The above descriptions are flexible. On some occasions, teams will choose to use a three guard offense, replacing one of the forwards or the center with a third guard. The most commonly interchanged positions are point guard and shooting guard, especially if both players have good leadership and ball handling skills.

There are two main defensive strategies: zone defense and man-to-man defense. Zone defense involves players in defensive positions guarding whichever opponent is in their zone. In man-to-man defense, each defensive player guards a specific opponent and tries to prevent him from taking action. Variations of these two main structures are also used.

Offensive plays are more varied, normally involving planned passes and movement by players without the ball. A quick movement by an offensive player without the ball to gain an advantageous position is a cut. A legal attempt by an offensive player to stop an opponent from guarding a teammate, by standing in the defender’s way such that the teammate cuts next to him, is a screen or pick. The two plays are combined in the pick and roll, in which a player sets a pick and then “rolls” away from the pick towards the basket. Screens and cuts are very important in offensive plays; these allow the quick passes and teamwork which can lead to a successful basket. Teams almost always have several offensive plays planned to ensure their movement is not predictable. On court, the point guard is usually responsible for indicating which play will occur.

Defensive and offensive structures, and positions, are more emphasized in higher levels in basketball; it is these that a coach normally requests a time-out to discuss.

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Video: NBA highlights From March 26th

Published under Basketball Guidesend this post
March 28th, 2009

Caribbean Stud Poker in the United Kingdom

1 comment Posted by Nicolae

Caribbean Stud Poker differs slightly in the United Kingdom, and most parts of Europe, from the US. The game is officially known as “Casino Five Card Stud Poker”, and not all casinos have the jackpot prize. Those which do have the prize, usually the large chain groups, officially call the game “Casino Jackpot Five Card Stud Poker”. In both instances, the game is commonly referred to as “Casino Stud Poker”.

The basic rules are the same in the UK as the US, although the payouts differ – the maximum bet is generally £100 on the ante and £200 on the raise, and all payouts are paid on the raise, meaning the maximum payout can potentially be £10,000 (a Royal Flush pays at the same odds, 50:1, as a Straight Flush).

Casinos offering the jackpot generally have the card shuffled by a card shuffling machine – the cards are then removed and dealt out by the dealer, or croupier. Independent and small casinos generally have the croupier shuffle the cards by hand.

British casinos do not use the chip dropper system; instead, a £1 chip is placed on a small plastic circle on the table, which lights up. The croupier then presses a button on a panel infront of them, which keeps the lights lit up once the chips are removed. The dealer removes the chips, and can then tell which players are playing the jackpot game and which are not.

If the dealer does not show an Ace/King, hands playing the jackpot must be turned over, face up, and shown to the dealer and table. If the player is not playing the jackpot prize, the cards are not shown.

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March 23rd, 2009

Hand evaluation in badugi poker

no comment Posted by Nicolae

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).

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March 21st, 2009

Chicago poker

2 comments Posted by Nicolae

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.

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March 17th, 2009

Caribbean Stud Poker in the United Kingdom

3 comments Posted by Nicolae

Caribbean Stud Poker differs slightly in the United Kingdom, and most parts of Europe, from the US. The game is officially known as “Casino Five Card Stud Poker”, and not all casinos have the jackpot prize. Those which do have the prize, usually the large chain groups, officially call the game “Casino Jackpot Five Card Stud Poker”. In both instances, the game is commonly referred to as “Casino Stud Poker”.

The basic rules are the same in the UK as the US, although the payouts differ – the maximum bet is generally £100 on the ante and £200 on the raise, and all payouts are paid on the raise, meaning the maximum payout can potentially be £10,000 (a Royal Flush pays at the same odds, 50:1, as a Straight Flush).

Casinos offering the jackpot generally have the card shuffled by a card shuffling machine – the cards are then removed and dealt out by the dealer, or croupier. Independent and small casinos generally have the croupier shuffle the cards by hand.

British casinos do not use the chip dropper system; instead, a £1 chip is placed on a small plastic circle on the table, which lights up. The croupier then presses a button on a panel infront of them, which keeps the lights lit up once the chips are removed. The dealer removes the chips, and can then tell which players are playing the jackpot game and which are not.

If the dealer does not show an Ace/King, hands playing the jackpot must be turned over, face up, and shown to the dealer and table. If the player is not playing the jackpot prize, the cards are not shown.

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

Published under Uncategorizedsend this post
March 11th, 2009

Community card poker

2 comments Posted by Nicolae

texas_hold_em_turn

About the time of World War II, many modern poker games used community cards (also called “shared cards” or “window cards”), which are cards dealt face up to the center of the table and shared by all players. In these games, each player is dealt privately an incomplete hand (“hole cards”), which is then combined with the community cards to make a complete hand. The set of community cards is called the “board”, and may be dealt in a simple line or arranged in a special pattern. Rules of each game determine how they may be combined with each player’s private hand. The most popular community card game today is Texas hold ‘em, originating sometime in the 1920s.

In home games, it is typical to use antes, while casinos typically use only blinds for these games. Fixed limit games are most common in casinos, while spread limit games are more common in home games. No limit and pot limit games are less common. Later betting rounds often have a higher limit than earlier betting rounds. Each betting round begins with the player to the dealer’s left (when blinds are used, the first round begins with the player after the big blind), so community card games are generally positional games.

Most community card games do not play well with lowball hand values, though some do play very well at high-low split, especially with ace-to-five low values, making it possible to win both halves of a pot. When played high-low split, there is generally a minimum qualifying hand for low (often 8-high), and it is played cards speak.

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

March 2nd, 2009

Caribbean stud poker

1 comment Posted by Nicolae

Caribbean stud poker is a casino table game with rules similar to five card stud poker. However, unlike standard poker games, Caribbean stud is played against the house rather than against other players (and, like most such games, it cannot be beaten in the long run). There is no bluffing or other deception. For these reasons, most poker players do not consider it to be a form of poker. (They do not necessarily feel that it should not be called poker, but means merely that they will not refer to it as simply “poker”. For instance, a gambler might say “I played poker” if he played seven card stud, but probably would not if he played Caribbean stud.)

The following rules are typical of U.S. casinos, but some of the details (the payouts and limits) vary from casino to casino.

To play, every player places his ante on the layout where indicated; all ante wagers must be placed prior to the dealer announcing “No more bets“. Each player and the dealer will then receive 5 cards, face down. The dealer will turn over one of his cards, then push the cards toward the players, after which the players may look at their cards. They may only look at their own cards, and may not discuss what they have with any other player at the table.

Players have the option to play or fold; if they choose to play, they place their bets (twice the amount of their respective ante) in the bet box. If they choose to fold, they forfeit their ante. After all the players have made their decisions, the dealer reveals his hole cards. The dealer only plays with an ace/king or higher; he then compares his cards to the players’ cards (individually, right to left), and the best poker hand wins.

There are some major rules in Caribbean Stud Poker that must be observed at all times while playing:

  • Only one hand per player. Players cannot hold or wager on multiple hands at the table.
  • Players choosing to play the Progressive Payout feature are responsible for ensuring their $1 wager has been inserted into slot and the “Indicator Light” is ON.
  • Players may not exchange or communicate information regarding their hands to other players or the dealer. Player violation will result in a dead hand and forfeiture of all wagers.
  • Incorrect amount of cards to the player constitutes a dead hand (or push) for that player only.
  • The decision of the table/casino supervisor is final.
  • If the dealer is dealt four cards of the five-card hand, the dealer shall deal an additional card to complete the hand. Any other misdeal to the dealer shall result in all hands being void and the cards shall be reshuffled.
  • Each player shall be required to keep the five cards in full view of the dealer at all times. Once each player has examined his or her cards and placed them face down on the layout, they may not touch the cards again.
  • If a hole card is exposed prior to the dealer announcing No More Bets, all hands shall be void.

If a player’s cards beat the dealer’s cards, the player will receive even money (1-1) on the ante, and the following on his bet (with a maximum payout of $5,000 U.S. Dollars per hand on each bet wager):

Royal flush 100 to 1
Straight flush 50 to 1
Four of a kind 20 to 1
Full house 7 to 1
Flush 5 to 1
Straight 4 to 1
Three of a kind 3 to 1
Two pair 2 to 1
One pair or less 1 to 1

If the dealer does not have at least ace/king, all bet wagers will be void, and players will receive even money on their ante bet only. If the dealer’s cards beat a player’s cards, the dealer collects both the ante and bet.

In addition, in Caribbean stud poker, players can also bet on their poker hands and win the “progressive feature”; this is done by dropping a 1.00 dollar gaming chip into the chip acceptor on the table after placing the ante. Players with a flush or higher win, regardless of the outcome of their table bets:

Royal Flush 100% of Progressive Meter
Straight Flush 10% of Progressive Meter
Four-of-a-Kind $500
Full House $100
Flush $50

Winning progressive payout hands are paid in accordance with the amount on the meter when it is the player’s turn to be paid. However, if more than one player at a table has a royal flush progressive payout hand, each player shares equally in the amount on the meter when the first player with a royal flush is to be paid.

Player Strategy

Using optimal strategy the house edge is 5.224% of the player’s ante bet. This strategy can be complicated and does not lend itself to practical use in a casino. Using a strategy of raising with Ace/King/Jack/8/3 or better the house edge is 5.316%, very close to the optimal strategy house edge.

Knowledge of what other players hold can decrease the house edge. It has been estimated with the knowledge of 6 other player’s hands (30 cards) and associated optimal strategy the player can gain an edge of 2.3%. Given that sharing information is against the rules and that a computer would be needed to calculate the appropriate strategy it is unlikely this could ever be achieved in a real life casino.

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

Video: Poker Games : How to Play Caribbean Stud Poker

February 23rd, 2009

Pai Gow rules

no comment Posted by Nicolae

The set-up

Tiles are randomized on the table, and are stacked into eight stacks of four tiles each. This assembly is known as the woodpile. Various ritualistic “shuffles” are made, rearranging the tiles in the woodpile in standard ways that result in a new woodpile. Bets are then made.

Next, each player (including the dealer) is given four tiles with which to make two hands of two tiles each. The hand with the lower value is called the front hand, and the hand with the higher value is called the rear hand. If a player’s front hand beats the dealer’s front hand, and the player’s rear hand beats the dealer’s rear hand, then that player wins the bet. If a player’s front and rear hands both lose to the dealer’s respective hands, the player loses the bet. If one hand wins and the other loses, the player is said to push, and gets back only the money he or she bet. Generally seven players will play, and each player’s hands are compared only against the dealer’s hands.

pai_gow_example_1 Evaluations of three basic hands.

Basic scoring

The name “Pai Gow” is loosely translated as “Make Nine” or “Card Nine”. This reflects the fact that, with a few high-scoring exceptions, the best a hand can score is nine. To find the value of a hand, simply add the total number of pips on the two tiles, and drop the tens place. So for instance, a 1-3 tile (a tile with one pip on one end and three pips on the other, for a total of four pips) used with a 2-3 tile (with five total pips) will score nine, since four plus five is nine. A 2-3 tile with a 5-6 tile will score six, and not sixteen, because you drop the 1. And a 5-5 tile with a 4-6 tile will score zero, since ten plus ten is twenty, and twenty reduces to zero when you drop the tens place.

pai_gow_example_2 A Day tile (left) and a Teen tile (right}

Gongs and Wongs

There are special ways in which a hand can score more than nine points. The double-one tiles and double-six tiles are known as the Day and Teen tiles, respectively. If a Day or Teen tile is used with an eight, the pair is worth ten instead of the usual zero. (This is called a Gong.) If a Day or Teen tile is used with a nine, the hand is worth eleven instead of one. (This is called a Wong.) But a Day or Teen tile used with a ten is only worth two, not twelve; this is because only eights and nines can be combined with Days or Teens for higher values. (In other words, when Day or Teen tiles are combined with tiles other than an eight or nine, follow the normal scoring rules.)

The Gee Joon tiles

The 1-2 and the 2-4 tiles are called Gee Joon tiles (or sometimes called wildcards). Either tile can count as 3 or 6, whichever scores more. So a 1-2 tile can be used with a 5-6 tile to make a hand worth seven points, rather than four.

Pairs

pai_gow_example_3 The matching pair of eights (left) is worth more than the non-matching pair of eights (right). If a hand contained one of the tiles on the left and one of the tiles on the right, these would not form a pair at all, since the tiles that make pairs are defined by tradition.

The 32 tiles in a Chinese Dominoes set can be arranged into 16 pairs, as shown in the picture at the top of this article. Eleven of these pairs have identical tiles, and five of these pairs are made up of two tiles that score the same, but look different. (The latter group includes the Gee Joon tiles, which can score the same, whether as three or six.) If a hand is made up of a pair, it always scores higher than a non-pair, no matter what the value of the pips are. (Pairs are often thought of as being worth 14 points each.)

When two pairs are compared, the higher-valued pair wins. This is not determined by the sum of their pips, but by aesthetics. It must be memorized which pairs score more than other pairs. The highest pairs are the Gee Joon tiles, the Teens, the Days, and the red eights. The lowest scoring pairs are the mismatched nines, eights, sevens, and fives. But even the lowest-scoring pair will beat any non-pair.

Ties

When one of a player’s hands is compared to one of the dealer’s hands, it sometimes happens that both will have the same score. For instance, a player may have a front hand worth one point, consisting of a 3-4 tile and a 2-2 tile, and the dealer may have a front hand also worth one point, made up of a 5-6 tile and a 5-5 tile. In these cases, determine which tile in each hand has a higher value, as determined by the pair rankings mentioned above. In this case, the 2-2 tile is in a higher-ranking pair than the 3-4 tile, and the 5-5 tile is in a higher-ranking pair than the 5-6 tile. (Again, the rankings of the pairs follows no obvious pattern and must be memorized.) Since the 5-5 pair outranks the 2-2 pair, the dealer would win this front hand. In the unusual case of a true tie, where the dealer’s high tile would be in the same pair as the player’s high tile, the dealer wins the tie.

There are two exceptions to the method described above. First, although the Gee Joon tiles form the highest-ranking pair, they are considered to have no value when evaluating ties. Second, any zero-zero tie is won by the dealer, regardless of the tiles in the hand.

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

Published under Pai Gowsend this post
February 15th, 2009
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