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poker [2025/09/01 12:25] tkbletscpoker [2025/11/16 17:09] (current) tkbletsc
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 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: 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|}} +{{:poker_hands-crop.png?direct&300}}
  
 Most common games: Most common games:
 +
   * **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**.
-  * **Seven card stud**:  +  * **Seven card stud**: 
-    * You get a mix of public (face up) and private (face down) cards in waves, with bets in between. The exact number/mix can vary.  +      * You get a mix of public (face up) and private (face down) cards in waves, with bets in between. The exact number/mix can vary. 
-    * Our most common sequence is: 2 down, 1 up, 2 down, 1 up, 1 up.+      * Our most common sequence is: 2 down, 1 up, 2 down, 1 up, 1 up.
   * **Texas Hold Them**:   * **Texas Hold Them**:
       * **Deal**: Everyone gets 2 cards.       * **Deal**: Everyone gets 2 cards.
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       * Bet phase.       * Bet phase.
       * **Showdown**.       * **Showdown**.
- 
 Betting: 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). +  * **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.   * **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. +  * **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 ======
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 **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.   * **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.  +  * **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.  +  * **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 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(s) take the pot (splitting if there's multiple), and the guts-er must double what was in the pot. +      * If the guts-er loses to any challenger, the winning challenger(s) take 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. +  * **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. +  * **Repeat**. Then another hand of guts is dealt, with deal passing. The overall game ends when someone gutses and nobody challenges.
   * Optional rules:   * 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. +      * **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.  +      * **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 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. +      * **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**: 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.  
- 
 **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**:
 +
   * 5 card draw.   * 5 card draw.
   * Deal, bet, //phone home//, bet, //phone home//, bet, //phone home//, bet, show.   * Deal, bet, //phone home//, bet, //phone home//, bet, //phone home//, bet, show.
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 **Acey Deucey**: [[http://en.wikipedia.org/wiki/Acey_Deucey_(card_game)|Standard game]]. Dealer reveals two cards: left and right. Player makes a bet between nickel and pot that the next card revealed in the middle is between the two ranks, exclusive. So revealing a 3 and 6 would only win on a 4 or 5. If you win, you take the specified amount from the pot, else you add it. Game continues until someone bets pot and wins. Optional addons: **Acey Deucey**: [[http://en.wikipedia.org/wiki/Acey_Deucey_(card_game)|Standard game]]. Dealer reveals two cards: left and right. Player makes a bet between nickel and pot that the next card revealed in the middle is between the two ranks, exclusive. So revealing a 3 and 6 would only win on a 4 or 5. If you win, you take the specified amount from the pot, else you add it. Game continues until someone bets pot and wins. Optional addons:
-  * **Palansky**: Can't call pot on first go around. If two //matching// cards are dealt, then you actually play two rounds, one for the left card and an even left-er card, and one for the right card and an even right-er card. 
-  * **Escape chance**: Can't call pot on first go around. When faced with a no-win scenario (cards are equal or differ by one), instead of betting and losing, the player may pay a quarter to replace the card of their choice with another, then bet normally. If the replacement card is also a no-win scenario, this maneuver can be repeated. 
  
 +  * **Palansky**: Can't call pot on first go around. If two //matching//  cards are dealt, then you actually play two rounds, one for the left card and an even left-er card, and one for the right card and an even right-er card.
 +  * **Escape chance**: Can't call pot on first go around. When faced with a no-win scenario (cards are equal or differ by one), instead of betting and losing, the player may pay a quarter to replace the card of their choice with another, then bet normally. If the replacement card is also a no-win scenario, this maneuver can be repeated.
 **Queen and what follows**: 7 card stud, queens are wild, as is the card most recently placed face up following a queen. **Queen and what follows**: 7 card stud, queens are wild, as is the card most recently placed face up following a queen.
  
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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
   * Bet, draw, bet, show   * Bet, draw, bet, show
   * If nobody has at least 3 of a kind, nobody can win, pot stays, re-ante, re-deal and start again   * If nobody has at least 3 of a kind, nobody can win, pot stays, re-ante, re-deal and start again
- 
-**Tiramisu cake game**: 7 card stud: 2 down, 2 up, 2 down, 1 up and made communally wild. 
  
 ===== New/experimental ===== ===== New/experimental =====
  
 **Exclusive war**. Seven card stud, dealt {1up+1down, 1 up, 1up+1down, 1 up, 1up}. Deuces wild. Odd number of sixes kills you at showdown, even number takes all. **Exclusive war**. Seven card stud, dealt {1up+1down, 1 up, 1up+1down, 1 up, 1up}. Deuces wild. Odd number of sixes kills you at showdown, even number takes all.
 +
 +**Pineapple**: same as Texas hold 'em, but you start with three cards, and discard one before the flop. This serves to increase regret/sorrow, but also gives a little extra information too.
 +
 +===== Games of seemingly waning popularity =====
  
 **Ferengi Chicken**: **Ferengi Chicken**:
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   * If at least one person bought a card at the last ferengi phase AND everyone //could//  have afforded to buy a card, go back to the ferengi phase, else it's the showdown   * If at least one person bought a card at the last ferengi phase AND everyone //could//  have afforded to buy a card, go back to the ferengi phase, else it's the showdown
  
-**Pineapple**: same as Texas hold 'embut you start with three cardsand discard one before the flop. This serves to increase regret/sorrowbut also gives a little extra information too. +**Tiramisu cake game**: 7 card stud: 2 down2 up2 down1 up and made communally wild.
- +
- +
-===== Games of seemingly waning popularity =====+
  
 **Salt and pepper**: 6 cards dealt, trade left, bet, trade right, bet, show. **Salt and pepper**: 6 cards dealt, trade left, bet, trade right, bet, show.
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 **Fish Node**: **Fish Node**:
 +
   * A 5 card draw (typically with 1 wild) Plus Node variant, but there are no node cards laid out on the table.   * 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.   * 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.   * 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.   * //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**: **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.   * 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.   * //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.   * //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)**:
 +
   * Deal 5 cards each, face down. Do not declare a wild, one will emerge later. Choose [Greased lightning] or [Gooey lightning] mode (Faster game vs Longer with more card exchanges).   * Deal 5 cards each, face down. Do not declare a wild, one will emerge later. Choose [Greased lightning] or [Gooey lightning] mode (Faster game vs Longer with more card exchanges).
   * Bet.   * Bet.
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   * Whoever holds the highest diamond splits the pot at the showdown, regardless of the winning hand. No diamonds thrown → no pot split.   * Whoever holds the highest diamond splits the pot at the showdown, regardless of the winning hand. No diamonds thrown → no pot split.
       * Variant - **Stealth high diamonds**: Only the diamonds dealt face down are part of this potential split (UNTESTED)       * Variant - **Stealth high diamonds**: Only the diamonds dealt face down are part of this potential split (UNTESTED)
- 
  
 **Chaos Wilds Poker**: Designed in part by ChatGPT. **Chaos Wilds Poker**: Designed in part by ChatGPT.
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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.
- 
 ===== Old/obsolete/confusing ===== ===== Old/obsolete/confusing =====
  
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 **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.1756754713.txt.gz · Last modified: by tkbletsc

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