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DP Tool Club 8
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CDASC08.ISO
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DRAW11.ZIP
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RULESPKR.TEX
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1993-09-08
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CONTROLS for FIVE CARD DRAW
This game was designed to be as user friendly as possible.
The only keys required to play are the LEFT AND RIGHT ARROW
KEYS for moving to a choice and the ENTER KEY for making a
choice. To discard, simply cursor to the card to throw away
and hit the ENTER KEY (choose wisely Grasshopper as what is
gone can't be brought back).
F1 toggles the sound on/off.
F2 will change the speed that the game is played at to the
next higher level and then start again from the lowest
if at the highest. The default speed is medium and the
choices are:
-> SLOW -> MEDIUM -> FAST -> SONIC ->
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<-----------------------------------<
There is no mouse support as the keys allow for
faster play.
RULES for FIVE CARD DRAW
Each player must ante up to the pot for each new game. The
deal alternates each new hand. The Dealer deals to the
opposing player first and the opposing player has the first
option to check or bet. If the opposing player checks, then
for that betting round, he cannot raise if the Dealer bets,
only call or fold. If both players check or one player
calls the others bet with no raise, then the betting round
is finished.
After the initial betting round, the players have the option
(they may keep all their cards if desired) to discard and
receive up to three new cards. No four card turn-ins
allowed on an ace! The player opposing the Dealer receives
his cards first.
After the players have received their new cards (if that
option was chosen), another betting round begins. The
player who had the last lead bet or raise from the previous
round of betting has the option to bet first.
There is a three raise limit on each betting round. A
player can only raise if he calls a bet made to him. A
player always has the option to fold on a bet or raise made
to him.
Betting is done with chips. White chips are $25, Red chips
are $50, and Blue chips are $100.
BETTING LIMITS
Ante is set at $25.
Bets and Raises are from $25 to $100, in $25 increments.
WINNING HANDS (in descending order):
1. Straight Flush *
2. Four of a Kind
3. Full House
4. Flush
5. Straight *
6. Three of a Kind
7. Two Pairs
8. One Pair
9. High Card
* Aces are always high; no low ace straights allowed!
The player with the higher hand wins. In case of a tie in
hand value
example;
Computer: two pairs (nines and fours) and an ace
Challenger: two pairs (queens and threes) and a ten
the highest card in the hand value wins. In the example,
the Challenger wins with his queens over the Computers
nines.
If both players had the same highest pair
example;
Computer: two pairs (queens and fours) and an ace
Challenger: two pairs (queens and threes) and a ten
the highest value of the second pair would win. In the
example, the Computer wins with its fours over the
Challengers threes.
If both players had the same pairs
example;
Computer: two pairs (queens and fours) and an ace
Challenger: two pairs (queens and fours) and a ten
the high card out of the hand value wins. In the example,
the Computer wins with its ace over the Challengers ten.
If both player hands match by card value all through the
hand
example;
Computer: two pairs (queens and fours) and an ace
Challenger: two pairs (queens and fours) and a ace
the game is a draw and the money remains in the pot for the
next game.
GAME OVER
The game is over whenever you feel like you've had enough.
However, Poker etiquette generally allows a bettor a chance
to win his money back in a certain amount of time (you hear
that Chris)!