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poker [2025/09/01 12:03] tkbletscpoker [2025/09/01 12:34] (current) tkbletsc
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 ====== Normal people poker ====== ====== Normal people poker ======
  
-If you're new to poker, here's a quick primer. In almost all these games, you're trying to make your best 5 card hand. See diagram to right for hand rankings.+If you're new to poker, here's a quick primer. In almost all these games, you're trying to make your best 5 card hand. Hand rankings
 + 
 +{{:poker_hands-crop.png?direct&300|}} 
  
 Most common games: Most common games:
-{{ :poker_hands-crop.png?direct&200|}} 
   * **Five card draw**:   * **Five card draw**:
       * **Deal**: Everyone gets 5 cards.       * **Deal**: Everyone gets 5 cards.
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       * Bet phase.       * Bet phase.
       * **Showdown**.       * **Showdown**.
 +
 +Betting:
 +  * **Check/bet**: Bets occur in turns. Initially, you may **check** (bet zero) or **bet** (bet non-zero, and others must match to stay in). People will often knock the table as short-hand for "check"
 +  * **Call/raise/fold**: If someone before you has bet, then you may **call** (match the bet), **raise** (increase the bet, which others must match to stay in), or **fold** (abandon the game, forfeiting prior bets). 
 +  * **Square and push**: Bets are placed in front of you, then when all bets are matched, we are "square" and everyone pushes their bets into the pot at once. This helps us keep track.
 +  * **Side-pots**: Sometimes, you may want to stay in a hand even after a large bet you don't have the funds to match. In this case, you can do a side-pot, where you're not eligible to win the money you couldn't cover in the bet. Don't worry, just find the soberest math brain and have them handle that crap. 
 +
 +Very specific hand ranking rules that usually don't come up:
 +  * **Hand type**: First, compare five-card hands by the standard ordering above. Only //five// cards may be considered (so, e.g., having three pairs isn't a thing).
 +  * **Card rank**: Next, go by the rank of the cards (highest card in a straight/flush, most prevalent in a full house/pair/triple, etc.)
 +  * **Kicker**: Next, go by the "kicker", the card(s) not actually in the listed hand. So 5-5-5-K-2 would beat 5-5-5-J-9. This can go on to the kicker's kicker, so 5-5-5-K-7 beats 5-5-5-K-3.
 +  * **Most natural**: Finally, go by "most natural", i.e., the hand that requires the fewest wilds to make.
 +  * If two hands match in ALL of the above, then it's a tie. Split the pot. 
  
 ====== Our crazy poker games ====== ====== Our crazy poker games ======
- 
-Note: "Draw tax" for us means, in 5 card draw, that on the draw you must pay a nickel for each card past the first. 
  
 ===== Classics ===== ===== Classics =====
  
-**Guts**: [[http://en.wikipedia.org/wiki/Guts_(card_game)|Standard game]] (we play 3-card Guts)+**Guts**: [[http://en.wikipedia.org/wiki/Guts_(card_game)|Standard game]]. We play 3-card guts: 
 +  * **Deal**: Everyone gets 3 cards. 
 +  * **Words**: From left of dealer, players announce "guts" (asserting they can win) or "pass". Once someone declares, everyone gets a chance to "challenge" (asserting they can beat the guts-er) or "pass"; even people who passed the chance to guts.  
 +  * **Showdown**: Guts-er and challengers show. Only possible hands are high card, pair, and three of a kind.  
 +    * If the guts-er wins, they take the pot, and all losing challengers must match what was in it. 
 +    * If the guts-er loses to any challenger, the winning challenger(stake the pot (splitting if there's multiple), and the guts-er must double what was in the pot. 
 +  * **Everyone passsed?** If everyone passes, then it's a re-deal, with deal passing. 
 +  * **Repeat**. Then another hand of guts is dealt, with deal passing. The overall game ends when someone gutses and nobody challenges.  
 +  * Optional rules: 
 +    * **The Gooch**: A non-player controlled hand dealt into the middle each round, typically protected under some totem object. If someone gutses and nobody challenges, they must beat each stored gooch in order. If they fail to beat the first one, no winnings, and guts continues. If they fail to beat any subsequent one, they take half the pot, and guts continues. Guts ends when all gooches are defeated, then the whole pot is won. 
 +    * **Gooch-zilla** AKA **Super Gooch**: Same as the Gooch, but four cards instead of three.  
 +    * **Coward tax**: If everyone passes, everyone shows, and whoever //would// have won pays the tax, usually a quarter. 
 +    * **Coward tariff**: If everyone passes, //everyone// pays the tariff, usually a quarter.
  
 **Gruts**: Same as Guts, but you must say "gruts" instead of "guts" and "chawawenge" instead of "challenge". Violators of this rule pay a quarter per infraction. Intended to be played drunk. **Gruts**: Same as Guts, but you must say "gruts" instead of "guts" and "chawawenge" instead of "challenge". Violators of this rule pay a quarter per infraction. Intended to be played drunk.
   * Only penalized if said *as your action*. So you can ask someone "guts or pass?" and then ding them if they answer "guts".   * Only penalized if said *as your action*. So you can ask someone "guts or pass?" and then ding them if they answer "guts".
   * Infractions during the current round are placed in a sidepot, so they do not change the stakes of the current bet (so if someone has gruts'd, and a chawawenger makes infractions, the grutser is not on the hook for the unanticipated pot growth). After the round is resolved between grutsers/chawawengers, the infraction sidepot is added into to pot for the next round.   * Infractions during the current round are placed in a sidepot, so they do not change the stakes of the current bet (so if someone has gruts'd, and a chawawenger makes infractions, the grutser is not on the hook for the unanticipated pot growth). After the round is resolved between grutsers/chawawengers, the infraction sidepot is added into to pot for the next round.
- 
  
 **Plus Node**: **Plus Node**:
- 
   * 5 card draw.   * 5 card draw.
   * After deal, place four cards face down in the shape of a plus (+) and four in a line in the shape of a minus (-).   * After deal, place four cards face down in the shape of a plus (+) and four in a line in the shape of a minus (-).
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 **Midnight baseball**: Deal 7 cards, //don't look at your cards!//  Each player in turn reveals cards until they have the winning hand, then they bet. 3s and 9s are wild (like in baseball), and a black 6 //kills your immediately//. When you turn up a 4, you have the option to buy a card for a quarter. Optional rules: **Midnight baseball**: Deal 7 cards, //don't look at your cards!//  Each player in turn reveals cards until they have the winning hand, then they bet. 3s and 9s are wild (like in baseball), and a black 6 //kills your immediately//. When you turn up a 4, you have the option to buy a card for a quarter. Optional rules:
- 
   * **Wild tax**: If you reveal a 3 or 9, it's not wild til you pay a quarter. Rotate the card or otherwise move it to mark that it's wild.   * **Wild tax**: If you reveal a 3 or 9, it's not wild til you pay a quarter. Rotate the card or otherwise move it to mark that it's wild.
   * **Rainout**: If the 7 of diamonds is revealed, it's rainout. Collect all cards and redeal hand. Folded people stay out.   * **Rainout**: If the 7 of diamonds is revealed, it's rainout. Collect all cards and redeal hand. Folded people stay out.
   * **Daytime**  (normal Baseball): Dealt as a normal stud (2 down, 1 up, 2 down, 1 up, 1up). If doing wild tax or rainout, these happen for "down" cards at the showdown when all cards are revealed.   * **Daytime**  (normal Baseball): Dealt as a normal stud (2 down, 1 up, 2 down, 1 up, 1up). If doing wild tax or rainout, these happen for "down" cards at the showdown when all cards are revealed.
-**Five card double draw, draw tax, primes are wild**: Self explanatory. 
  
 **Indian Midnight Baseball**: Same as midnight baseball (above), but YOU don't see your own cards, only everyone else's. For each player to play, the other players will tell them simply "stop" or "go". "Stop" means either "you are winning, so you can stop revealing cards" or "you have a black six and thus lose". "Go" means "more cards are needed to become winning". Revelation of a 4 leads others to simply say "option to buy", which works as above, then after that's decided, you "stop"/"go" as directed. **Indian Midnight Baseball**: Same as midnight baseball (above), but YOU don't see your own cards, only everyone else's. For each player to play, the other players will tell them simply "stop" or "go". "Stop" means either "you are winning, so you can stop revealing cards" or "you have a black six and thus lose". "Go" means "more cards are needed to become winning". Revelation of a 4 leads others to simply say "option to buy", which works as above, then after that's decided, you "stop"/"go" as directed.
 +
 +**Five card double draw, draw tax, primes are wild**: Five card draw, but with two draw phases, and prime numbers are wild (2,3,5,7). For the draw phase, there's a draw tax: each card past the first one costs a nickel. 
  
 **Phone Home**: **Phone Home**:
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 **Monte carlo**: 5 card draw with the following sequence: **Monte carlo**: 5 card draw with the following sequence:
- 
   * Deal 5 cards   * Deal 5 cards
   * Someone must declare they have at least a pair of jacks, else redeal   * Someone must declare they have at least a pair of jacks, else redeal
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 **Tiramisu cake game**: 7 card stud: 2 down, 2 up, 2 down, 1 up and made communally wild. **Tiramisu cake game**: 7 card stud: 2 down, 2 up, 2 down, 1 up and made communally wild.
- 
-**Salt and pepper**: 6 cards dealt, trade left, bet, trade right, bet, show. 
- 
-**Secret Squirrel**: 5 card draw, but deal two extra cards in the center face down at the start. After the draw phase and bet, reveal them - they're wild for everyone. Then final bet. 
- 
-**Fish Node**: 
- 
-  * A 5 card draw (typically with 1 wild) Plus Node variant, but there are no node cards laid out on the table. 
-  * After the draw phase, there is a fish node phase where players (1 at a time) reveal 1 card from their hand as bait (declared either plus or minus) and lay it in front of them. Everyone with this card, including the player who placed it, will lose it (minus) or keep it (plus, laid in front of them) and receive a random additional card. 
-  * Place final bets, then showdown. 
-  * //Optional bonus phase: Fish Flop//  - For every bait card revealed, a random card is dealt into the "fish"; sideways for minus, vertically for plus. After the fish node phase and bet phase, the "fish" pile flops (is turned over). If there were more minus cards in the pile, the whole pile is positive, and vice versa for more plus cards (ties go negative). All cards revealed take effect immediately as plus or minus node cards. Final bets, then showdown on this mess. 
- 
-**Contact Hold'em**: 
-  * Like Texas Hold'em everyone gets two cards face down, but there are no communal cards in the middle. Instead, everyone is dealt two cards face down and two face up, and you make your hands out of your own 4 cards and the 2 face up cards of the people sitting to your left and right. So it's a 5 card hand out of an 8 card pool that changes based on your neighbors. Deal is 2 down, 1 up, 1 up. 
-  * //Foald blood rule//: When someone folds, their face up cards are canceled and you neighbor becomes the next nearest player still in the game. If only two players are left, they only count as 1 neighbor each (their card pool is only 6). If this rule is not in effect, you must deal face up cards to folded players. 
-  * //Optional bonus phase//: Face-up cards may be traded after each round of face-up cards is dealt. You can't trade with your neighbors. 
  
 ===== New/experimental ===== ===== New/experimental =====
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 ===== Games of seemingly waning popularity ===== ===== Games of seemingly waning popularity =====
 +
 +**Salt and pepper**: 6 cards dealt, trade left, bet, trade right, bet, show.
 +
 +**Secret Squirrel**: 5 card draw, but deal two extra cards in the center face down at the start. After the draw phase and bet, reveal them - they're wild for everyone. Then final bet.
 +
 +**Fish Node**:
 +  * A 5 card draw (typically with 1 wild) Plus Node variant, but there are no node cards laid out on the table.
 +  * After the draw phase, there is a fish node phase where players (1 at a time) reveal 1 card from their hand as bait (declared either plus or minus) and lay it in front of them. Everyone with this card, including the player who placed it, will lose it (minus) or keep it (plus, laid in front of them) and receive a random additional card.
 +  * Place final bets, then showdown.
 +  * //Optional bonus phase: Fish Flop//  - For every bait card revealed, a random card is dealt into the "fish"; sideways for minus, vertically for plus. After the fish node phase and bet phase, the "fish" pile flops (is turned over). If there were more minus cards in the pile, the whole pile is positive, and vice versa for more plus cards (ties go negative). All cards revealed take effect immediately as plus or minus node cards. Final bets, then showdown on this mess.
 +
 +
 +**Contact Hold'em**:
 +  * Like Texas Hold'em everyone gets two cards face down, but there are no communal cards in the middle. Instead, everyone is dealt two cards face down and two face up, and you make your hands out of your own 4 cards and the 2 face up cards of the people sitting to your left and right. So it's a 5 card hand out of an 8 card pool that changes based on your neighbors. Deal is 2 down, 1 up, 1 up.
 +  * //Foald blood rule//: When someone folds, their face up cards are canceled and you neighbor becomes the next nearest player still in the game. If only two players are left, they only count as 1 neighbor each (their card pool is only 6). If this rule is not in effect, you must deal face up cards to folded players.
 +  * //Optional bonus phase//: Face-up cards may be traded after each round of face-up cards is dealt. You can't trade with your neighbors.
  
 **Zap (revised)**: **Zap (revised)**:
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   * //Chaos Unleashed//: Players now have their modified hands after the chaos rounds. A regular betting round occurs, but the chaos cards, swapped cards, and the revealed community wild cards remain in play, continuing to influence the game. (so this is just a bet phase)   * //Chaos Unleashed//: Players now have their modified hands after the chaos rounds. A regular betting round occurs, but the chaos cards, swapped cards, and the revealed community wild cards remain in play, continuing to influence the game. (so this is just a bet phase)
   * //Wild Transformation//: One final card is drawn from the deck and revealed face up. This card becomes the last wild card for everyone.   * //Wild Transformation//: One final card is drawn from the deck and revealed face up. This card becomes the last wild card for everyone.
-**Bat Ladders**: ???? 
- 
- 
  
 ===== Old/obsolete/confusing ===== ===== Old/obsolete/confusing =====
 +
 +**Bat Ladders**: ????
  
 **Zap (old)**: **Zap (old)**:
- 
   * Start with 5 cards each, face down. Bet.   * Start with 5 cards each, face down. Bet.
   * Zap phase: In turn, each player is dealt a card face up, which calls down lightning. The lightning chains through each player to the left, a number of times equal to the face value of the card revealed (1 time for a face card). Each person zapped along the way must pay a nickel. The player at the end of the chain is struck and gets a new card face up in front of them.   * Zap phase: In turn, each player is dealt a card face up, which calls down lightning. The lightning chains through each player to the left, a number of times equal to the face value of the card revealed (1 time for a face card). Each person zapped along the way must pay a nickel. The player at the end of the chain is struck and gets a new card face up in front of them.
poker.1756753406.txt.gz · Last modified: by tkbletsc

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