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-
- Archive-name: gambling-faq/poker
- URL: http://www.rgpfaq.com
-
- Updated 8 Apr 2004
- The official and up-to-date version of this page is at:
- http://www.rgpfaq.com
-
- rec.gambling.poker FAQ
- ------------------------------------------------------------------------
-
- * 1 Introduction
-
- 1.1 About the FAQ. Redistribution. How to submit updates and
- suggestions.
- 1.2 Who pays for the FAQ? How do I get the best online poker
- sign-up bonus? And why are those questions related?
- 1.3 Useful poker links.
-
- * 2 Poker games and rules
-
- * 2.1 How to play
-
- 2.1.1 What are the basic rules of poker? What are the hand
- rankings?
- 2.1.2 What happens if two players have the same hand? How do
- you divide the pot?
- 2.1.3 What should I expect the first time I play poker in a
- casino or card room? What etiquette should I follow?
- 2.1.4 What is a poker tournament? How does one work? What is
- a chip race? What is a satellite?
- 2.1.5 What are some good books about poker?
- 2.1.6 What are some good magazines about poker?
- 2.1.7 What are some good poker-related software programs?
- 2.1.8 What do all these poker terms mean? Table stakes, no
- limit, all-in, the nuts, drawing dead, and a thousand more...
-
- * 2.2 Popular poker games
-
- 2.2.1 What are some fun home poker games?
- 2.2.2 How do you play Texas Hold'em?
- 2.2.3 How do you play Omaha?
- 2.2.4 How do you play Chowaha?
- 2.2.5 How do you play no-limit seven-card stud? What is
- Mississippi Stud?
-
- * 2.3 More advanced topics
-
- 2.3.1 What does pot-limit mean?
- 2.3.2 What does half-pot-limit mean?
- 2.3.3 What is a kill pot? What is a game with a kill? What
- is a half kill?
- 2.3.4 What is a straddle bet?
- 2.3.5 What is Hi-Lo declare? What if someone declares both
- ways but ties?
- 2.3.6 What is a burn card and why is it dealt?
- 2.3.7 What happens if there aren't enough cards in the deck
- to deal the final card in 7-card stud?
-
- * 2.4 Odds and probabilities
-
- 2.4.1 Why are poker hands ranked the way they are?
- 2.4.2 What is the correct ranking for 3-card poker hands?
- 2.4.3 Why are ace-hi flushes ranked highest, when it's much
- harder to get a seven-hi flush? And similarly for two pairs?
- 2.4.4 What are my chances of sucking out on my opponent in
- Hold'em?
- 2.4.5 What are my chances of sucking out on my opponent in
- Stud?
- 2.4.6 How many fundamentally different Omaha or Omaha-8
- starting hands are there?
-
- * 2.5 Miscellaneous
-
- 2.5.1 What is the difference between a shill and a
- proposition player? What skills are needed to be one?
- 2.5.2 What is the Dead Man's Hand?
-
- * 3 Poker strategy
-
- 3.1 What skills are important for Texas Hold'em?
- 3.2 What is a good preflop strategy for limit Texas Hold'em?
- 3.3 How does tournament strategy differ from that of regular games?
- 3.4 Is "checking it down" in a tournament implicit collusion?
- 3.5 Can one overcome the rake at low limit poker games?
-
- * 4 Poker community
-
- 4.1 When can I meet and play poker with fellow r.g.pers? What
- are BARGE, FARGO, etc?
- 4.2 What the hell is Rumple Mintz?
- 4.3 What is the World Series of Poker?
- 4.4 What is IRC poker and how can I play?
-
- * 5 Online poker
-
- 5.1 Where can I play online poker against real people for real
- money? Is it legal? Is it safe?
- 5.2 What are some advantages of online poker over cardroom poker?
- 5.3 How do I find out what games are available and how many
- tables are active at each online site?
- 5.4 What is the online "cash-out curse"? Is the curse evidence
- that the sites are rigged?
-
- ------------------------------------------------------------------------
-
-
- 1 Introduction
-
-
- 1.1 About the FAQ. Redistribution. How to submit updates and
- suggestions.
-
- Author: rgpfaq.com
- Last updated: Oct 2003
- Copyright * 2004 rgpfaq.com
- The official and up-to-date version of this answer is here [4].
-
- This is the rec.gambling.poker Frequently Asked Questions (FAQ) list. It
- is officially hosted in two locations:
-
- * http://www.rgpfaq.com
- * http://www.conjelco.com/faq/poker.html
-
- A text version <single.txt> is posted to rec.gambling.poker once per
- month. There is also a single-page HTML version <single.html>.
-
- *Copying.* This document contains material copyrighted by various
- authors. If you want to redistribute or copy the FAQ, you have these
- options:
-
- 1. You may freely link to either of the URLs above.
- 2. You may copy or redistribute the FAQ in its entirety and without
- modifications, either in HTML or text form. You must retain the
- authorship and copyright notices as they are.
- 3. You may request permission to copy or redistribute a portion of
- the FAQ by writing to either info@rgpfaq.com
- <mailto:info@rgpfaq.com?subject=FAQ> or to the individual
- copyright holder.
-
- *Updates.* Changes or additions to the FAQ should be submitted to:
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ>. Include the word
- "FAQ" in the subject to avoid being lost amid the spam.
-
- Copyright * 2004 rgpfaq.com. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 1.2 Who pays for the FAQ? How do I get the best online poker
- sign-up bonus? And why are those questions related?
-
- Author: rgpfaq.com
- Last updated: Oct 2003
- Copyright * 2004 rgpfaq.com
- The official and up-to-date version of this answer is here [5].
-
- The rec.gambling.poker FAQ is a *volunteer effort*. It's a lot of work
- to update articles with fresh information, maintain old links and add
- new ones, and keep abreast of the rapidly changing world of poker. If
- you have an update or want to submit a new article, send mail to
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ>. We'll give you
- full credit for your article (you retain the copyright) and help you
- become famous among the r.g.p. community!
-
- *(Almost) no ads!* You'll notice that rgpfaq.com [6] doesn't distract
- your eye with a dozen flashing banner ads on every page. Instead we try
- to keep the site as plain as possible to make it easy for you to find
- the information you need. We figure if you wanted to be on another site
- you'd go there yourself.
-
- But there is a way you can help the FAQ financially if you are thinking
- about opening up an online poker account. By taking advantage of the
- system of *online poker sign-up bonuses*, you can receive a bonus
- deposit (usually $20 to $100) when you open a new account and help fund
- the FAQ at the same time. How's that? By using the bonus code of our
- sponsor site, who receives a referral fee from the poker site, and then
- donates many hours of volunteer time to the FAQ (and also pays for our
- web hosting bandwidth).
-
- *How do these referrals work?* When you open up an online poker account,
- you have a few choices:
-
- 1. *No bonus code or referral ID*. If you surf directly to a poker
- site by typing in their URL and then download the software, the
- account you open won't be associated with any referrer. You may
- receive some sort of sign-up bonus from the site, or not,
- depending on what promotions they happen to be running.
- 2. *Sneaky referral ID*. If you ever click on a banner ad that takes
- you to a poker site and then, perhaps much later, you download the
- software, your new account will be tagged with the referral ID of
- the site with the banner ad (unless you use a bonus code,
- explained next). You can usually see the ID in the landing page
- URL. Sometimes the referring site offers a sign-up bonus that you
- will get when you open your account, but sometimes not. In any
- case, the referring site receives credit for helping the poker
- site find you, even if you don't get a bonus.
- 3. *Sign-up bonus code*. No matter how you download the software, if
- you enter a sign-up bonus code in the account registration form
- then you will receive the bonus and the promoter of the bonus code
- will receive credit for sending a new customer. By using a bonus
- code, you can be sure of getting the best bonus currently
- available and also know who will benefit from the opening of your
- account. Rather than helping some random banner advertiser or
- spammer, you can choose a more deserving recipient.
-
- Now, there is no question that you want to receive a sign-up bonus when
- you open a new online poker account. The only decision is who you want
- to receive the referral fee. In the hope that you find this FAQ a worthy
- cause, we refer you to a constantly updated list of the best sign-up
- bonuses offered by the top sites. You can find the latest codes in the
- *bonus code center* [1].
-
- Copyright * 2004 rgpfaq.com. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 1.3 Useful poker links.
-
- Author: Michael Maurer
- Last updated: Apr 2004
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [7].
-
- *Ways to access rec.gambling.poker:*
- Usenet access [8] to rec.gambling.poker
- Google access [9] to rec.gambling.poker
- RecPoker [10] -- web gateway to rec.gambling.poker
- Live ActionPoker [11] -- web gateway to rec.gambling.poker
-
- *Web sites - r.g.p related:*
- rgpfaq.com [6] -- home of the rec.gambling.poker FAQ
- Conjelco [12] -- longtime bookstore for r.g.p. readers and hoster of
- this FAQ
- BARGE [13] -- Big Annual Rec.Gambling Excursion (details)
- World Rec.Gambling Poker Tournament [14] -- the famous annual email
- poker tournament
- IRC Poker Database [15] -- over 10 million hands recorded on the IRC
- poker server
-
- *Web sites - maintained by r.g.p individuals:*
- Poker Portal [16] -- an amazing collection of poker links
- Dan Kimberg's Poker Page [17]
- Ken Churilla's Poker Page [18]
- Jazbo's Poker Page [19]
- Abdul's Pos. E.V. Poker Page [20]
- Izmet Fekali's Playing With the Fish [21]
- Jim Geary's Poker Page [22]
- Steve Badger's PlayWinningPoker [23]
- JohnnyD Poker [24]
- Lou Krieger Online [25]
- Daniel Negreanu's Full Contact Poker [26]
- HowardLederer.com [27]
- Wolf's Poker Page [28]
- David Zanetti's Mississippi Stud Page [29]
- Andy Bloch's WPT Fan Site [30]
-
- *Non-r.g.p poker forums:*
- Two Plus Two Forums [31]
- United Poker Forum [32]
- The Poker Forum [33]
- Poker In Europe Forums [34]
- See Poker Portal [16] for more
-
- *Web sites - online poker references:*
- PokerPulse [35] -- traffic rankings for online poker sites
- The Poker Project [36] -- reviews of online poker sites
- Poker Listings [37] -- reviews of online poker sites
- Which Poker UK [38] -- reviews of online poker sites, especially in UK
- See Poker Portal [16] for many more
-
- *Web sites - other commercial:*
- Poker Pages [39] -- lots of good tournament info, articles and forums
- Poker School Online [40] -- a learning community
- Card Player Magazine [41] -- articles by top poker columnists
- Home Poker [42] -- fun variations to spice up your home game
- Home Poker Games [43] -- where to play in your neighborhood
- Learn Tournament Poker [44] -- poker tutoring services
- Poker.net [45] -- articles plus a directory of real-life cardrooms
- Poker Search [46] -- includes guide to US cardrooms
- See Poker Portal [16] for many more
-
- *Poker references:*
- Mike Caro University Library [47]
- Caro and Cooke's Rules of Real Poker [48]
- Bob Ciaffone's "Robert's Rules of Poker" [49]
- Tournament Directors Association (TDA) Rules [51]
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2 Poker games and rules
-
-
- 2.1 How to play
-
-
- 2.1.1 What are the basic rules of poker? What are the hand rankings?
-
- Author: Michael Maurer
- Last updated: Jan 2004
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [52].
-
- Most variants of poker satisfy the following definition, but in a home
- game of course you are free to modify the rules as you see fit.
-
- Poker is a card game in which players bet into a communal pot during the
- course of a hand, and in which the player holding the best hand at the
- end of the betting wins the pot. During a given betting round, each
- remaining player in turn may take one of four actions:
-
- 1. *check*, a bet of zero that does not forfeit interest in the pot
- 2. *bet* or *raise*, a nonzero bet greater than preceding bets that
- all successive players must match or exceed or else forfeit all
- interest in the pot
- 3. *call*, a nonzero bet equal to a preceding bet that maintains a
- player's interest in the pot
- 4. *fold*, a surrender of interest in the pot in response to another
- player's bet, accompanied by the loss of one's cards and previous
- bets
-
- Betting usually proceeds in a circle until each player has either called
- all bets or folded. Different poker games have various numbers of
- betting rounds interspersed with the receipt or replacement of cards.
-
- Poker is usually played with a standard 4-suit 52-card deck, but a joker
- or other wild cards may be added. The ace normally plays high, but can
- sometimes play low, as explained below. At the showdown, those players
- still remaining compare their hands according to the following rankings:
-
- 1. *Straight flush*, five cards of the same suit in sequence, such as
- 76543 of hearts. Ranked by the top card, so that AKQJT is the best
- straight flush, also called a *royal flush*. The ace can play low
- to make 5432A, the lowest straight flush.
- 2. *Four of a kind*, four cards of the same rank accompanied by a
- "kicker", like 44442. Ranked by the quads, so that 44442 beats
- 3333K, and then ranked by the side card, so that 4444A beats
- 4444K(*).
- 3. *Full house*, three cards of one rank accompanied by two of
- another, such as 777JJ. Ranked by the trips, so that 44422 beats
- 333AA, and then ranked by the pair, so that 444AA beats 444KK(*).
- 4. *Flush*, five cards of the same suit, such as AJ942 of hearts.
- Ranked by the top card, and then by the next card, and so on for
- all five cards, so that AJ942 beats AJ876. Suits are not used to
- break ties.
- 5. *Straight*, five cards in sequence, such as 76543. The ace plays
- either high or low, making AKQJT and 5432A. "Around the corner"
- straights like 32AKQ are usually not allowed.
- 6. *Three of a kind*, three cards of the same rank and two kickers of
- different ranks, such as KKK84. Ranked by the trips, so that KKK84
- beats QQQAK, and then ranked by the two kickers, so that QQQAK
- beats QQQA7(*).
- 7. *Two pair*, two cards of one rank, two cards of another rank and a
- kicker of a third rank, such as KK449. Ranked by the top pair,
- then the bottom pair and finally the kicker, so that KK449 beats
- any of QQJJA, KK22Q, and KK445.
- 8. *One pair*, two cards of one rank accompanied by three kickers of
- different ranks, such as AAK53. Ranked by the pair, followed by
- each kicker in turn, so that AAK53 beats AAK52.
- 9. *High card*, any hand that does not qualify as one of the better
- hands above, such as KJ542 of mixed suits. Ranked by the top card,
- then the second card and so on for all five cards, as for flushes.
- Suits are not used to break ties.
-
- (* Such matchups are only possible in games where there are wild cards
- or where community cards are shared, such as Texas Holdem.)
-
- Suits are not used to break ties, nor are cards beyond the fifth; only
- the best five cards in each hand are used in the comparison. In the case
- of a tie, the pot is split equally among the winning hands. For a more
- detailed explanation, see the section on splitting the pot
- <split-pot.html>.
-
- Several variations are possible when playing for low. Some games permit
- the ace to play low and ignore straights and flushes, making 5432A the
- best possible low, even if it makes a straight flush. Other games just
- reverse the order used for high hands, making 75432 of mixed suits the
- best possible low. Still others count straights and flushes against you
- but let the ace play low, making 6432A best. Note that in most games in
- which the ace plays low, a pair of aces is lower than a pair of deuces,
- just as an ace is lower than a deuce.
-
- When a joker is in play, it usually can only be used as an ace or to
- complete a straight or flush. It cannot be used as a true wild card, for
- example, as a queen to make QQ43X play as three queens. When playing for
- low, the joker becomes the lowest rank not already held, so 864AX is
- played as 8642A, with the joker used as a deuce.
-
- Although true wild cards are rarely seen in a casino, they are a popular
- way to add excitement to a home game. Wild cards introduce an additional
- hand, five of a kind, which normally ranks above a straight flush. They
- can also cause confusion when two players hold the same hand composed of
- different wild card combinations. The standard rules of poker do not
- distinguish between such hands, but some players prefer to rank hands
- using fewer wild cards above less "natural" versions of the same hand.
-
- You may find these comprehensive poker rulebooks helpful:
- Caro and Cooke's Rules of Real Poker [48]
- Bob Ciaffone's "Robert's Rules of Poker" [49]
- Tournament Directors Association (TDA) Rules [51]
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.1.2 What happens if two players have the same hand? How do you
- divide the pot?
-
- Author: Michael Maurer
- Last updated: Jan 2004
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [53].
-
- In some forms of poker it is fairly common for two or more players to
- end up with the same best hand. In that case, the players with equal
- hands split the pot equally between them. Remember that only the best
- five cards of a player's hand are considered in the showdown. If the
- best five cards yield a tie, you do not use additional cards to break
- the tie. Also, you don't look at the suits to break a tie. It's simply a
- tie. Here are some examples:
-
- * In Holdem, one player has [Ah Jc] and another player has [As Jd].
- The final board is Ad Ts 8s 4h 2d. Both players have a pair of
- aces with J-T-8 kickers. They split the pot.
- * In Holdem, one player has [Ah Jc] and another player has [As 2d].
- The final board is Ad Kc Ts Th 2c. Both players have two pair,
- aces and tens, with a king kicker. They split the pot.
- * In Holdem, one player has [Ah Ac], a second player has [8s 7s],
- and a third player has [5s 4h]. The final board is Th 9h 8d 7d 6c.
- All three players have a straight, ten high. This is called
- "playing the board". They split the pot three ways.
- * In Omaha high/low split, one player has [Ac 3d Th Td] and another
- player has [As 3s 4c 5d]. The final board is 2c 4d 8s Ts Jc.
- Remember that in Omaha, each player must play exactly two cards
- from his hand and three from the board, but can use a different
- two cards for the high and low halves of the pot. For the high
- half of the pot, the first player plays [Th Td] for three of a
- kind, tens, with J-8 kickers, while the second player plays [As
- 4c] for a pair of fours, A-J-T kickers. The first player wins all
- of the high half of the pot. For the low half of the pot, the
- first player plays [Ac 3d] for an 8-4-3-2-A low, while the second
- player plays [As 3s] for an 8-4-3-2-A low. They have the same hand
- for low, so they split the low half of the pot. All told, the
- first player wins three quarters of the pot and the second player
- wins one quarter.
- * In Seven-card Stud, one player has [Ac Ad Tc Td Js 8s 4s] and
- another player has [As Ah Ts Th 5s 5h Jd]. Both players have two
- pair, aces and tens, with a jack kicker. You don't consider the
- sixth or seventh cards. You can see this is pretty unusual for
- stud and happens mostly with straights.
-
- What about the extra chip? If you split the pot and there is an extra
- chip left over, the usual rule is to award it to the first winning
- player in the clockwise direction from the dealer.
-
- What about high-low declare? In high-low split declare games, the rules
- can be more complicated. See the special high-low declare section
- <high-low-declare.html> for more details.
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.1.3 What should I expect the first time I play poker in a casino
- or card room? What etiquette should I follow?
-
- Author: Michael Maurer
- Last updated: Sep 2003
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [54].
-
- Many people are intimidated on their first visit to a public cardroom.
- Knowing what to expect and some simple rules of etiquette will help the
- first-time visitor relax and have a good time.
-
- Any cardroom with more than a few tables will have a sign-up desk or
- board for the various games being played. Usually someone will be
- standing here to take your name if a seat is not immediately available.
- This person can explain what games are offered, the betting limits,
- special house rules and so on. This is the moment of your first
- decision: which game and for what stakes?
-
- Choosing a game is fairly easy; you already know which game is most
- familiar to you. You may be surprised to find that your favorite home
- games are not spread in public cardrooms. Most will offer one or more of
- Texas Hold'em, Seven-Card Stud, and Omaha Hold'em (usually hi/lo split,
- 8-or-better for low). Sometimes you will find California Lowball (5-card
- draw for low), Seven-Card Stud hi/lo, or Hold'em variations like
- Pineapple. You will rarely find High Draw (5-card draw for hi), and will
- never find home game pot-builders like Anaconda, Follow-the-Queen, 7-27
- or Guts. Except for the joker in draw poker, cardrooms never use wild
- cards.
-
- Choosing a betting limit is a bit harder. It is best to start playing at
- a limit so small that the money is not important to you. After all, with
- all the excitement of your first time playing poker there is no need to
- be worried about losing the nest egg to a table full of sharks. Betting
- limits are typically expressed as $1-$5 or $3-$6, and may be
- "spread-limit" or "structured-limit". A spread-limit means one can bet
- or raise any amount between the two numbers (although a raise must be at
- least as much as a previous bet or raise). For example, in $1-$5
- spread-limit, if one person bets $2 the next person is free to call the
- $2 or raise $2, $3, $4, or $5, but cannot raise just $1. On the next
- round, everything is reset and the first bettor may bet anything from $1
- to $5. In structured-limit like $3-$6 (usually recognizable by a factor
- of two between betting limits), all betting and raising on early rounds
- is in units of $3, and on later rounds is in units of $6. One only has a
- choice of *whether* to bet or raise; the amount is fixed by the limit.
- One usually doesn't have a choice between spread and structured betting
- at a given limit. Keep in mind that it is quite easy to win or lose 20
- "big bets" (the large number in the limit) in an hour of play. Also,
- since your mind will be occupied with the mechanics of the game while
- the regular players consider strategy, you are more likely to lose than
- win. In other words: choose a low limit.
-
- If the game you want is full, your name will go on a list and the person
- running the list will call you when a seat opens up. Depending on the
- cardroom, you may have trouble hearing your name called and they may be
- quick to pass you over, so be alert. Once a seat is available, the list
- person will vaguely direct you toward it, or toward a floorman who will
- show you where to sit.
-
- Now is the time for you to take out your money and for the other players
- to look you over. A good choice for this "buy-in" is ten to twenty big
- bets, but you must buy-in for at least the posted table minimum, usually
- about five big bets. Most public poker games are played "table-stakes",
- which means that you can't reach into your pocket for more money during
- the play of a hand. It also means that you can't be forced out of a pot
- because of insufficient funds. If you run out of money during a hand you
- are still in the pot (the dealer will say you are "all-in"), but further
- betting is "on the side" for an additional pot you cannot win. Between
- hands, you are free to buy as many chips as you want, but are not
- allowed to take any chips off the table unless you are leaving. This
- final rule gives opponents a chance to win back what they have lost to
- you. If you bust out, you may buy back in for at least the table minimum
- or leave.
-
- Once you have told the dealer how much money you are playing, the dealer
- may sell you chips right away or call over a chip runner to do so. You
- may want to tell the dealer that you are a first-time player. This is a
- signal to the dealer to give a little explanation when it is your turn
- to act, and to the other players to extend you a bit of courtesy when
- you slow down the game. Everyone will figure it out in a few minutes
- anyway, so don't be bashful. You may even ask to sit out a few hands
- just to see how it all works.
-
- There are three ways that pots are seeded with money at the beginning of
- the hand. The most familiar to the home player is the "ante", where each
- player tosses a small amount into the pot for the right to be dealt a
- hand. The second way, often used in conjunction with an ante, is the
- "forced bring-in". For example, in seven-card stud, after everyone antes
- and is dealt the first three cards, the player with the lowest upcard
- may be forced to bet to get things started. The third way, often used in
- games without upcards like Hold'em or Omaha, is a "forced blind bet".
- This is similar to the bring-in, but is always made by the person
- immediately after the player with the "button". The "button" is a
- plastic disk that moves around the table and indicates which player is
- acting as dealer for the hand (of course, the house dealer does the
- actual dealing of cards, but does not play). A second or even third
- blind may follow the first, usually of increasing size. Whichever seed
- method is used, note that this initial pot, small as it is, is the only
- reason to play at all.
-
- If the game has blinds, the dealer may now ask you if you want to
- "post". This means, "do you want to pay extra to see a hand now, in bad
- position, and then pay the blinds, or are you willing to sit and watch
- for a few minutes?" Answer "no, I'll wait" and watch the game until the
- dealer tells you it's time to begin, usually after the blinds pass you.
-
- Finally, it is your turn to get cards and play. Your first impression
- will probably be how fast the game seems to move. If you are playing
- stud, several upcards may be "mucked" (folded into the discards) before
- you even see them; if you are playing hold'em, it may be your turn to
- act before you have looked at your cards. After a few hands you should
- settle into the rhythm and be able to keep up. If you ever get confused,
- just ask the dealer what is going on.
-
- When playing, consider the following elements of poker etiquette:
-
-
- Acting in Turn
-
- Although you may see others fold or call out of turn, don't do it
- yourself. It is considered rude because it gives an unfair advantage to
- the players before you who have yet to act. This is especially important
- at the showdown when only three players are left. If players after you
- are acting out of turn while you decide what to do, say "Time!" to make
- it clear that you have not yet acted.
-
-
- Handling Cards
-
- You may find it awkward at first to peek at your own cards without
- exposing them to others. Note that the other players have no formal
- obligation to alert you to your clumsiness, although some will. Watch
- how the other players manage it and emulate them. Leave your cards in
- sight at all times; holding them in your lap or passing them to your
- kibitzing friend is grounds for killing your hand. Finally, if you
- intentionally show your cards to another player during the hand, both
- your hands may be declared dead. Your neighbor might want to see *you*
- declared dead :) if this happens!
-
-
- Protecting Cards
-
- In a game with "pocket cards" like Hold'em or Omaha, it is your
- responsibility to "protect your own cards". This confusing phrase really
- means "put a chip on your cards". If your cards are just sitting out in
- the open, you are subject to two possible disasters. First, the dealer
- may scoop them up in a blink because to leave one's cards unprotected is
- a signal that you are folding. Second, another player's cards may happen
- to touch yours as they fold, disqualifying your hand and your interest
- in the pot. Along the same lines, when you turn your cards face up at
- the showdown, be careful not to lose control of your cards. If one of
- them falls off the table or lands face-down among the discards your hand
- will be dead, even if that card is not used to make your hand.
-
-
- Accidentally Checking
-
- In some fast-paced games, a moment of inaction when it is your turn to
- act may be interpreted as a check. Usually, a verbal declaration or
- rapping one's hand on the table is required, but many players are
- impatient and will assume your pause is a check. If you need more than a
- second to decide what to do, call "Time!" to stop the action. While you
- decide, don't tap your fingers nervously; that is a clear check signal
- and will be considered binding.
-
-
- String Bets
-
- A "string bet" is a bet that initially looks like a call, but then turns
- out to be a raise. Once your hand has put some chips out, you may not go
- back to your stack to get more chips and increase the size of your bet,
- unless you verbally declared the size of your bet at the beginning. If
- you always declare "call" or "raise" as you bet, you will be immune to
- this problem. Note that a verbal declaration in turn is binding, so a
- verbal string bet is possible and also prohibited. That means you cannot
- say "I call your $5, and raise you another $5!" Once you have said you
- call, that's it. The rest of the sentence is irrelevant. You can't raise.
-
-
- Splashing the Pot
-
- In some home games, it is customary to throw chips directly into the
- pot. In a public cardroom, this is cause for dirty looks, a reprimand
- from the dealer, and possibly stopping the game to count down the pot.
- When you bet, place your chips directly in front of you. The dealer will
- make sure that you have the right number and sweep them into the pot.
-
-
- One Chip Rule
-
- In some cardrooms, the chip denominations and game stakes are
- incommensurate. For example, a $3-$6 game might use $1 and $5 chips,
- instead of the more sensible $3 chip. The one-chip rule says that using
- a large-denomination chip is just a call, even though the chip may be
- big enough to cover a raise. If you don't have exact change, it is best
- to verbally state your action when throwing that large chip into the
- pot. For example, suppose you are playing in a $1-$5 spread-limit game,
- the bet is $2 to you, and you have only $5 chips. Silently tossing a $5
- chip out means you call the $2 bet. If you want to raise to $4 or $5,
- you must say so *before* your chip hits the felt. Whatever your action,
- the dealer will make any required change at the end of the betting
- round. Don't make change for yourself out of the pot.
-
-
- Raising Forever
-
- In a game like Hold'em, it is possible to know that you hold "the nuts"
- and cannot be beaten. If this happens when all the cards are out and you
- get in a raising war with someone, don't stop! Raise until one of you
- runs out of chips. If there is the possibility of a tie, the rest of the
- table may clamor for you to call, since you "obviously" both have the
- same hand. Ignore the rabble. You'll be surprised how many of your
- opponents turn out to be bona fide idiots.
-
-
- The Showdown
-
- Hands end in one of three ways: one person bets and everyone else folds,
- one person bets on the final round and at least one person calls, or
- everybody checks on the final round. If everybody folds to a bet, the
- bettor need not show the winning cards and will usually toss them to the
- dealer face down. If somebody calls on the end, the person who bet or
- raised most recently is *supposed* to immediately show, or "open", their
- cards. They may delay doing so in a rude attempt to induce another
- player to show their hand in impatience, and then muck their own hand if
- it is not a winner. Don't do this yourself. Show your hand immediately
- if you get called. If you have called a bet, wait for the bettor to
- show, then show your own hand if it's better. If the final round is
- checked down, in most cardrooms everyone is supposed to open their hands
- immediately. Sometimes everyone will wait for someone else to show
- first, resulting in a time-wasting deadlock. Break the chain and show
- your cards.
-
- Most cardrooms give every player at the table the right to see all cards
- that called to a showdown, even if they are mucked as losers. (This
- helps prevent cheating by team-play.) If you are extremely curious about
- a certain hand, ask the dealer to show it to you. It is considered
- impolite to constantly ask to see losing cards. It is even more impolite
- if you hold the winning cards, and in most cardrooms you will forfeit
- the pot if the "losing" cards turn out to be better than yours.
-
- As a beginner, you may want to show your hand all the time, since you
- may have overlooked a winning hand. What you gain from one such pot will
- far outweigh any loss due to revealing how you played a particular
- losing hand. "Cards speak" at the showdown, meaning that you need not
- declare the value of your hand. The dealer will look at your cards and
- decide if you have a winner.
-
- As a final word of caution, it is best to hold on to your winning cards
- until the dealer pushes you the pot. If the dealer takes your cards and
- incorrectly "mucks" them, many cardrooms rule that you have no further
- right to the pot, even if everyone saw your winning cards.
-
-
- Raking in the Pot
-
- As you win your first pot, the excitement within you will drive you
- beyond the realm of rational behavior, and you will immediately lunge to
- scoop up the precious chips with both arms. Despite the fact that no
- other player had done this while you watched, despite the fact that you
- read here not to do it, you WILL do it. Since every dealer has a witty
- admonition prepared for this moment, maybe it's all for the best. But
- next time, let the dealer push it to you, ok?
-
-
- Touching Cards or Chips
-
- Don't. Only touch your own cards and chips. Other players' chips and
- cards, discards, board cards, the pot and everything else are
- off-limits. Only the dealer touches the cards and pot.
-
-
- Tipping
-
- Dealers make their living from tips. It is customary for the winner of
- each pot to tip the dealer 50 cents to a dollar, depending on locale and
- the stakes. Sometimes you will see players tip several dollars for a big
- pot or an extremely unlikely suckout. Sometimes you will see players
- stiff the dealer if the pot was tiny or split between two players. This
- is a personal issue, but imitating the other players is a good start.
-
-
- Correcting Mistakes
-
- Occasionally the dealer or a player may make a mistake, such as
- miscalling the winning hand at the showdown. If you are the victim of
- such a mistake, call it out immediately and do not let the game proceed.
- If your opponent is the victim, let your conscience be your guide; many
- see no ethical dilemma in remaining silent. If you are not involved in
- the pot, you must judge the texture of the game to determine whether to
- speak up. In general, the higher the stakes, the more likely you should
- keep your mouth shut.
-
-
- Taking a Break
-
- You are free to get up to stretch your legs, visit the restroom and so
- on. Ask the dealer how long you may be away from your seat; 20 or 30
- minutes is typical. It is customary to leave your chips sitting on the
- table; part of the dealer's job is to keep them safe. If you miss your
- blind(s) while away, you may have to make them up when you return, or
- you may be asked to sit out a few more hands until they reach you again.
- If several players are gone from a table, they may all be called back to
- keep the game going; those who don't return in time forfeit their seats.
-
-
- Color Change
-
- If you are in the happy situation of having too many chips, you may
- request a "color change" (except in Atlantic City). You can fill up a
- rack or two with your excess chips and will receive a few large
- denomination chips in return. These large chips are still in play, but
- at least you aren't inconvenienced by a mountain of chips in front of
- you. Remember the one chip rule when betting with them.
-
-
- Leaving
-
- Leave whenever you feel like it. You never have an obligation to stay at
- the table, even if you've won a fortune. You should definitely leave if
- you are tired, losing more than you expect, or have other reasons to
- believe you are not playing your best game. Depending on the cardroom,
- you can redeem your chips for cash with a chip-runner or floorman or at
- the cashier's cage.
-
-
- House Charges
-
- Last but not least is the matter of the house take. Somebody has to
- maintain the tastefully opulent furnishings and pay the electric bill.
- The money taken by the house is called the "drop", since it is dropped
- down a slot in the table at the end of each hand. The house will choose
- one of three ways to charge you to play.
-
- Time Charge
- A simple "time charge" is common in higher limit games and at some
- small games: seats are rented by the half hour, at rates ranging
- from $4 to $10 or so, depending on the stakes. This method charges
- all players equally.
- Rake
- Other cardrooms will "rake" a percentage of the final pot, up to
- some maximum, before awarding it to the winning player. The usual
- rake is either 5% or 10%, capped at $3 or $4. If the pot is raked,
- the dealer will remove chips from the pot as it grows, setting them
- aside until the hand is over and they are dropped into a slot in the
- table. This method favors the tight player who enters few pots but
- wins a large fraction of them.
- Button Charge
- A simpler method is to collect a fixed amount at the start of each
- hand; one player, usually the one with the dealer button, pays the
- entire amount of the drop. Depending on house rules, this "button
- charge" of $2-$4 may or may not play as a bet. If the chips do play
- as a bet, this method also favors the tighter players, but not
- nearly as much as the rake does.
-
- Regardless of the mechanism, a cardroom will try to drop about $80-$120
- per hour at a $3-$6 table. The exact amount is most dependent on the
- local cost of doing business: Nevada is low, California and Atlantic
- City are high. Since there are 7-10 players at the table, expect to pay
- somewhere from $7 to $14 per hour just to sit down. Add $2-$4 per hour
- for dealer tips and you see why most low-limit players are long-run losers.
-
- More information on cardroom play and etiquette can be found in George
- Percy's "Seven-Card Stud: The Waiting Game" and Lee Jones' "Winning
- Low-Limit Holdem [55]". Beginning players may also want to watch for
- special cardroom promotions to draw new players; many offer free lessons
- followed by a very low-stakes game with other novices. Since everyone is
- a beginner, much of the tension is relieved.
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.1.4 What is a poker tournament? How does one work? What is a
- chip race? What is a satellite?
-
- Author: Michael Maurer
- Last updated: 1998
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [56].
-
-
- Basics
-
- A poker tournament is an event in which poker players compete for all or
- part of a prize pool. Each player pays an entry fee and initial buy-in
- for a set number of tournament chips. The chips are non-negotiable,
- having no cash value except at the end of the tournament. The
- contestants play until all but one or a few are busted; the top
- finishers divide up the prize pool according to the tournament rules.
- The game's stakes increase with time to hasten the tournament's end.
-
-
- Variations
-
- Within this framework is considerable room for variation. Many
- tournaments permit "rebuys", which allow a busted player to reenter the
- tournament by immediately posting additional money to the prize pool.
- The number of rebuys may be unlimited, limited to one or a few, or
- limited to an initial period of the tournament. Rebuys may also be
- available to players with short stacks or even to all active players.
- Some tournaments allow an "add-on", a one-time opportunity for all
- active players to buy a set number of additional chips, again increasing
- the prize pool. The add-on may be available at the end of the rebuy
- period, at the beginning of the tournament, or, rarely, at any time
- during the rebuy period. The exchange rate for rebuys and add-ons may be
- better than that for the initial buy-in. A tournament with no rebuys is
- called a "freezeout". The betting structure may be limit only,
- pot-limit, no-limit, or a mixture, usually limit in the early rounds and
- no-limit later. Whatever the betting structure, the blinds or betting
- limits increase regularly, perhaps doubling every twenty minutes in a
- small tournament, or more slowly in a large one.
-
-
- The Chip Race
-
- A confusing aspect of the increasing stakes is the way in which some
- tournaments get rid of the small denomination chips. At some point in
- the tournament, the dealer may "race off" all the red $5 chips. Each
- player puts all their red chips in front of them, and the dealer
- converts them to as many green $25 chips as possible. Whatever red chips
- remain are raced off: each player receives one card for each chip, and
- the player receiving the highest card (ace, king, etc) wins everybody's
- reds and converts them to greens. Bridge suits break ties for the high
- card (spades, hearts, diamonds, clubs). In other tournaments, the red
- chips may simply be rounded to green chips. Although rounding can change
- the total amount of money in play, it is better at preserving the
- players' relative chip positions.
-
- Some tournaments use a new chip race technique that only awards one chip
- to the player with the highest card. Then that player is ineligible to
- receive more chips. If more chips remain, the player having the next
- highest card receives the next chip and becomes ineligible also, and so
- on until all chips are distributed.
-
-
- Winning
-
- The tournament usually continues until only one player remains. The
- winner may take all the money, or the top finishers may divide it up
- according to a set schedule. In most tournaments, tables are
- consolidated and seats redrawn when a certain number of players are
- eliminated, eventually resulting in a "final table" of contestants.
- Sometimes, each table plays until only one player remains, and then the
- survivors meet at a final table; this is called a "shootout". Since the
- betting stakes are large at the final table and payout schedules often
- favor first place, luck plays a major role and many players prefer
- cutting a deal to playing the tournament to its conclusion.
-
-
- Satellites
-
- A "satellite" is a tournament in which the prize is an entry to another
- tournament. Large tournaments like the $10,000 No-limit Hold'em event in
- the World Series of Poker generate a lot of satellites. Typically, the
- satellite buy-in is around 1/10 the tournament buy-in, so the top 10% of
- satellite finishers win a tournament buy-in. Sometimes a satellite will
- even have mini-satellites, in which the prize is an entry to the main
- satellite. A mini-satellite for the $10,000 event might have a $100
- buy-in and award a $1,000 buyin to a satellite that is awarding a
- $10,000 buy-in to the main event.
-
- A satellite format popular in the larger tournaments is the
- "super-satellite". This is a multi-table tournament that awards a number
- of entries into the main tournament. The buy-in to the super can be as
- little as 2% of the buy-in to the main tournament, with rebuys usually
- permitted. Depending on the number of entrants and rebuys, the top N
- finishers receive an entry into the main tournament. The strategy late
- in a super-satellite can be unusual because of the flat payout structure.
-
-
- Schedules
-
- Many small (under $100 buy-in) daily or weekly tournaments are listed in
- the back pages of Card Player magazine. Be sure to call the casino to
- see if they are having the tournament that day, since the magazine is
- sometimes out of date.
-
-
- Tournament Strategy
-
- See the special section on tournament strategy
- <tournament-strategy.html> for more information.
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.1.5 What are some good books about poker?
-
- Author: Michael Maurer
- Last updated: Dec 2002
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [57].
-
- All thinking poker players should have this book on their shelf:
-
- David Sklansky, "The Theory of Poker [58]" (formerly titled "Winning
- Poker"), Two Plus Two Publishing, 1992, $30. ISBN 1-880685-00-0.
-
- Beginners will benefit from the following:
-
- Daniel Kimberg, "Serious Poker [59]", ConJelCo, 2002, $20. ISBN:
- 1-886070-16-4
-
- Lou Krieger and Richard Harroch, "Poker for Dummies [60]", IDG Books
- Worldwide, 2000, $15. ISBN 0-764552-32-5.
-
- Mason Malmuth and Lynne Loomis, "Fundamentals of Poker [61]", Two
- Plus Two Publishing, 1992, $4. ISBN 1-880685-11-6.
-
- This classic in the field is an advanced but slightly out-of-date work
- covering a wide range of games, including an excellent section on
- no-limit Hold'em:
-
- Doyle Brunson et al., "Super/System: A Course in Poker Power [62]",
- B & G Publishing, 1978/1989, $50. ISBN 0-931444-01-4.
-
- The most recommended book for medium-limit Hold'em is
-
- David Sklansky and Mason Malmuth, "Hold'em Poker for Advanced
- Players [63]", Two Plus Two Publishing, 1988/1993, $30. ISBN
- 1-880685-01-9.
-
- These works by fellow rec.gamblers have received favorable reviews:
-
- Lee Jones, "Winning Low-Limit Holdem [55]", ConJelCo, 1994, $25.
- ISBN 1-886070-15-6.
-
- Lou Krieger, "Hold'em Excellence", ConJelCo, 2000, $20. ISBN
- 1-886070-14-8 .
-
- Beginning Seven Card Stud players must read this small spiral-bound gem:
-
- George Percy, "7 Card Stud: The Waiting Game", GBC Press, 1979, $9.
- ISBN 0-89650-903-6.
-
- More experienced stud players may benefit from
-
- David Sklansky, Mason Malmuth and Ray Zee, "Seven Card Stud for
- Advanced Players [64]", Two Plus Two Publishing, 1992, $29.95. ISBN
- 1-880685-02-7.
-
- Finally, in a different vein is the following book about reading your
- opponents and preventing them from reading you:
-
- Mike Caro, "Caro's Book of Tells - The Body Language of Poker", Mike
- Caro University Press, 2000, $30 (paperback), $40 (hardback), ISBN
- 1-880069-01-6 (paperback), ISBN 1-880069-02-4 (hardback).
-
- Many of these books are available to rec.gamblers with an Internet
- discount from ConJelCo [65].
-
- *Online reviews of poker books.* The Online Poker FAQ [66] has brief
- reviews in its essential poker readling list. See Dan Kimberg's Poker
- Reading Page [67] for some unsolicited and independent reviews that have
- appeared on the net. And I don't know where Nick Christenson finds the
- time to read the dozens of books he has reviewed to date [68].
-
- Ken's Poker Page has a comprehensive listing [69] of poker-related books.
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.1.6 What are some good magazines about poker?
-
- Author: Michael Maurer
- Last updated: Oct 2003
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [70].
-
- /Card Player/ is the best established periodical for poker players. Each
- issue has several columns specifically about poker strategy, including
- regular features by well-known poker writers. It lists schedules for
- small daily and weekly tournaments in the U.S. and Europe and reports
- large tournament results. Other sections cover gambling and the law,
- cardroom management, sports betting and general gambling news. Because
- it is financed largely by casino industry advertisements, it does not
- print unfavorable casino news and is not a good place to find a balanced
- review of a cardroom. It is available free in most cardrooms and offers
- subscriptions at first-class and bulk-mail rates.
-
- The Card Player
- 3140 S. Polaris #8
- Las Vegas, NV 89102
- (702) 871-1720
- (702) 871-2674 FAX
- http://www.cardplayer.com
-
- Ken's Poker Page has a comprehensive listing [71] of poker-related
- magazines.
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.1.7 What are some good poker-related software programs?
-
- Author: Hans Ruegg 1994; John Salmon 1996; Zbigniew 2002; Michael Maurer
- 2004
- Last updated: Apr 2004
- Copyright * 2004 Hans Ruegg 1994; John Salmon 1996; Zbigniew 2002;
- Michael Maurer 2004
- The official and up-to-date version of this answer is here [72].
-
- Editor's note: Ken's Poker Page has a comprehensive listing [73] of
- poker-related software.
-
-
- Commercial Programs
-
- There are many poker programs available but the quality of them ranges
- from terrible to fairly good. The following are worth considering:
-
- * *Poki's /Poker Academy/ [74]* This is the first commercially
- available computer program to incorporate both game theory and
- recent advancements in machine learning. Its use of game theory
- makes it a challenging heads-up opponent that is not afraid to
- bluff you with just the right frequency. The machine learning
- techniques include statistical opponent modeling that help it
- adapt to your game and exploit your weaknesses. This program is a
- strong learning tool, especially for heads-up play.
- * *Wilson Software /Turbo Series/ [75]* Separate games are available
- for Texas Holdem, 7-card stud, Omaha-8 and Omaha High. There are
- both ring-game and tournament versions. Computer players are
- driven by large tables describing each decision point. These
- tables can be modified by the user to create new players. Play
- against the computer or let the computer players play each other
- in a fast mode. Check resulting statistics for the various
- strategies.
- * *Masque /World Series of Poker Adventure/ [76]* Plays Texas
- Holdem, 7-card stud and Omaha. Also plays blackjack and other
- casino games. Runs under DOS. This is more of a fun simulation of
- playing in the World Series at Binions. Play ring games or other
- casino games to get enough money to enter a satellite. Win the
- satellite to get into the no-limit finals. Poker opponent play is
- pretty good, but not exactly World Champion level.
- * *iPoker [77]* Shareware for Macintosh, with nice graphics and GUI.
- * *Acespade [78]*.
-
-
- Exact Enumeration Calculators
-
- Several people have written software that computes exact showdown
- probabilities for poker matchups:
-
- * Steve Brecher's Hold'Em Showdown [79].
- * Andrew Prock's Pokerstove [80].
- * Janne Raevaara's Poker Calculator [81].
-
-
- Pokersource (Source Code)
-
- If you want to write some of your own poker software, a fast poker hand
- evaluator is available as part of the Pokersource [82]. package It is in
- C but uses some Gnu C extensions; it also has a Java interface. You can
- see it in action at Two Dimes Pokenum [83], which lets you enter
- multiple-hand matchups and computes exact win percentages for each hand.
-
-
- Hotpoker (formerly Netpoker)
-
- Hotpoker [84] is a suite of programs for multi-player hold'em over the
- internet. C source for Netpoker used to be available; I'm not sure about
- Hotpoker.
-
- Copyright * 2004 Hans Ruegg 1994; John Salmon 1996; Zbigniew 2002;
- Michael Maurer 2004. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 2.1.8 What do all these poker terms mean? Table stakes, no limit,
- all-in, the nuts, drawing dead, and a thousand more...
-
- Author: Michael Maurer
- Last updated: Oct 2003
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [85].
-
- Several good poker glossaries are available on the net:
-
- John Hallyburton's compendium [86], compiled with the help of several
- rec.gamblers, is the oldest.
-
- Lee Jones' book "Winning Low-Limit Holdem" includes a glossary [87].
-
- Dan Kimberg's book "Serious Poker" also includes a glossary [88].
-
- Michael Wiesenberg's incredibly thorough "The Official Dictionary of
- Poker" [89] is online and is available in print (MGI/Mike Caro
- University, ISBN: 1880069520).
-
- Bob Ciaffone's "Robert's Rules of Poker" [90] includes a glossary at the
- very end of the rulebook. This purpose of this glossary is to clarify
- the meaning of the rules, rather than be a dictionary of poker terms,
- but it's a useful reference.
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.2 Popular poker games
-
-
- 2.2.1 What are some fun home poker games?
-
- Author: Michael Maurer
- Last updated: Apr 2004
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [91].
-
- There are enough crazy home game poker variants to fill a book. You can
- find rules for games ranging from plain to insane at:
-
- * Poker Mike [92]
- * Game Report [93]
- * Home Poker [42]
-
- Poker variants differ in the amount of skill they admit. Some, like
- 7-card stud high/low with declare (no qualifier), provide skilled
- players many opportunities to gain an edge. Others are a virtual crap
- shoot. In general, the crazier games are designed to discourage folding
- and minimize the influence of skill on the outcome. They accomplish this
- through a betting structure that requires a large investment before the
- value of one's hand is known. The level playing field that results is
- ideal for many informal social groups.
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.2.2 How do you play Texas Hold'em?
-
- Author: Michael Maurer
- Last updated: Jan 2004
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [94].
-
- Texas Hold'em is a "community card" game, meaning that some cards are
- dealt face-up in the middle of the table and shared by all the players.
- Each player has two down cards that are theirs alone, and combines them
- with the five community cards to make the best possible five-card hand.
-
- Play begins by dealing two cards face down to each player; these are
- known as "hole cards" or "pocket cards". This is followed by a round of
- betting. Most hold'em games get the betting started with one or two
- "blind bets" to the left of the dealer. These are forced bets which must
- be made before seeing one's cards. Play proceeds clockwise from the
- blinds, with each player free to fold, call the blind bet, or raise.
- Usually the blinds are "live", meaning that they may raise themselves
- when the action gets back around to them.
-
- Now three cards are dealt face up in the middle of the table; this is
- called the "flop". A round of betting ensues, with action starting on
- the first blind, immediately to the dealers left. Another card is dealt
- face up (the "turn"), followed by another round of betting, again
- beginning to the dealer's left. Then the final card (the "river") is
- dealt followed by the final round of betting. In a structured-limit
- game, the bets on the turn and river are usually double the size of
- those before and on the flop.
-
- The game is usually played for high only, and each player makes the best
- five-card combination to compete for the pot. Players usually use both
- their hole cards to make their best hand, but this is not required. A
- player may even choose to "play the board" and use no hole cards at all.
- Identical five-card hands split the pot; the sixth and seventh cards are
- not used to break ties. For a more detailed explanation of ties, see the
- section on splitting the pot <split-pot.html>.
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.2.3 How do you play Omaha?
-
- Author: Michael Maurer
- Last updated: Jan 2004
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [95].
-
- The rules of Omaha are very similar to those of Texas Hold'em. There are
- only two differences:
-
- * Each player receives four hole cards, instead of two.
- * One must use *exactly* three community cards and two hole cards to
- make one's hand.
-
- The second difference is confusing for most beginners. These examples
- show how it works.
-
- Board Hole Cards Best High Hand
- ===== ========== ==============
- As Kc Qc 8d 2d Ac 2c Jd Th Jd Th makes ace-hi straight.
- As Kc Qc Jh Td Ac 2c Jd 8h Ac Jd makes ace-hi straight.
- As Kc Qc Jh Td 3c 2c Jd 8h Jd 8h makes pair of jacks. No straight
- is possible using two hole cards.
- As Ks 8h 9d 2s Qs 4h 4d 4s Qs 4s makes AKQ42 "nut" flush.
- As Ks 8s 9s 2s Qs 4h 4d Qd Qs Qd makes pair of queens. No flush is
- possible using two hole cards.
- As Ts 8s 8h 4d Td Tc Ad 9c Td Tc makes TTT88 full house.
- As Ts 8s 8h 4d Td 8c Ad 9c Ad 8c makes 888AA full house.
- As Ac 8s 8h 4d Ah 2h 3h 5h Ah 5h makes trip aces AAA85. No full
- house is possible using two hole cards.
- As Ac 8s 8h 4d Ah 2h 3h 4h Ah 4h makes full house AAA44.
-
- Omaha is often played high/low, meaning that the highest and lowest
- hands split the pot. The low hand usually must "qualify" by being at
- least an 8-low (the largest card must be 8 or lower). One can use a
- different two cards to compete for the high and low portions of the pot,
- and the game is played "cards speak" rather than "declare". Aces are
- either low or high, and straights and flushes don't count for low. Since
- everybody must use two hole cards to make a hand, the board must have
- three cards 8 or lower for a low to even be possible. Players often tie
- for low, and the low half of the pot is divided equally among them. Some
- more examples:
-
- Board Hole Cards Best Low Hand
- ===== ========== =============
- As Kc Qc 8d 2d 8c Jc Jd Th Jd Th makes the low hand JT82A, which
- does not qualify as 8-or-better.
- 3d 5h 8d Tc Ts Ac 2c Jd Th Ac 2c makes the "nut low" 8532A.
- 3d 5h 8d Tc Ts Ac 3c 4d Th Ac 4d makes 8543A.
- 3d 5h 8d Ad Ts Ac 3c 5d 8h Any two make T853A, not qualifying.
- Ac 2c 3d 4h 5s Ad 2d Th Td Ad 2d makes "nut low" 5432A.
- Ac 2c 3d 4h 5s 4d 5d Th Td 4d 5d makes "nut low" 5432A.
- 5h 7h 8d Ac 2c Ad 2d Th Td Ad 2d makes 8752A, but the nut low is
- 5432A with a 3 and 4. On the flop we
- had the best possible low, but the turn
- and river "counterfeited" us.
-
- As in all split-pot games, the real goal of playing any hand is to win
- both halves of the pot, or "scoop". Thus, hands that have a chance to
- win both ways are far superior to those that can only win one way.
-
- For more details on how to handle ties, see the section on splitting the
- pot <split-pot.html>.
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.2.4 How do you play Chowaha?
-
- Author: rgpfaq.com
- Last updated: Oct 2003
- Copyright * 2004 rgpfaq.com
- The official and up-to-date version of this answer is here [96].
-
- Wolf's poker page has a nice graphical display [97] explaining how to
- play Chowaha, the popular BARGE game.
-
- Copyright * 2004 rgpfaq.com. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 2.2.5 How do you play no-limit seven-card stud? What is
- Mississippi Stud?
-
- Author: David Zanetti
- Last updated: Mar 2000
- Copyright * 2004 David Zanetti
- The official and up-to-date version of this answer is here [98].
-
- It isn't practical to play classic seven-card stud with no-limit
- betting, but here is a game called mississippi seven card stud, which
- can. Deal the start cards as for conventional seven-card stud, two down,
- one up; then deal each active player two more upcards, then a fourth
- upcard, then a fifth upcard. In other words deal the cards 3-2-1-1
- instead of 3-1-1-1-(1).
-
- Mississippi is more suited to half-pot, pot-limit and no-limit betting
- than seven-card stud for two reasons: The four round structure is less
- crippling financially than five rounds, and the fact that only two hole
- cards out of seven are concealed means that hands as small as trips of
- the biggest card showing can be the absolute nuts at the end. Similarly,
- a straight or flush is the absolute nuts if none of your opponents have
- paired their board, and aren't showing three cards to a possible
- (bigger) straight or flush. In seven-card stud (with it's third
- hole-card) trips, straights and flushes can never be the nuts at the end
- because your opponent could have quads or a full house without showing a
- pair, or a (bigger) straight or flush if they have two cards to a
- straight or flush showing.
-
- Mississippi also plays well as a limit game. It's faster and more active
- than seven-card stud because the two card individual flop not only
- speeds up the game, it is better value than taking the cards one at a
- time, and you get more callers at every round on average as a result.
- Mississippi can be dealt with the last card down for limit betting if
- you prefer it that way.
-
- If you like mississippi, the layout also works very well with an extra
- hole-card, a form called murrumbidgee stud: the deal is the same as
- mississippi except everyone gets three hole-cards to start: only two of
- the hole cards can be used at the end. Hands like (3s,Kc,Ac)3c, have a
- lot of ways to improve: you'll make the flush 20% of the time by the
- end, and there are eight cards which give you at least kings up.
- (9s,Jc,Qc)10c will make either a straight or a flush over 40% of the
- time by the end, and if you flop Ko,8c or Kc, 8o, you have a
- twenty-three way straight and flush draw. A king or an eight on the
- flop, plus one club, gives you a twenty way straight and flush draw.
- There is plenty of action in murrumbidgee, making it an excellent
- short-handed game: it can be dealt for up to six players at time.
-
- Disclosure: the writer invented mississippi in mid 1998 and murrumbidgee
- in early 1999.
-
- Copyright * 2004 David Zanetti. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 2.3 More advanced topics
-
-
- 2.3.1 What does pot-limit mean?
-
- Author: Steve Brecher
- Last updated: 1999
- Copyright * 2004 Steve Brecher
- The official and up-to-date version of this answer is here [99].
-
- This is an explanation of bet size limits in pot limit poker.
-
- In pot limit, as in all poker, you may fold, or call the previous bet --
- which may be a forced blind, if there is no previous voluntary bet -- or
- you may raise. A raise, as in all poker, must be at least as large as
- the previous bet or raise. In pot limit, however, your raise may be no
- larger than the size of the pot after your call. If you are the opening
- bettor on a round for which no blinds are made, your bet can be no more
- than the size of the pot.
-
- Say that the pot contains p units before a previous bettor bets (or
- blinds) b units. You wish to raise the maximum. What is the total amount
- that you should bet?
-
- The size of the pot when it is your turn to act is p+b. Your action
- includes a call, making the pot p+2b, and thus the amount of your raise
- will be p+2b and your total bet will be p+3b. Therefore:
-
- If you wish to raise the previous bettor (or big blind) the maximum
- amount, your total bet will be three times the previous bet plus the
- size of the pot before the previous bet was made. If you are the first
- to act on the first round, the size of the pot before the previous bet
- is the total of the small blind(s), and the previous bet is the big blind.
-
- Sometimes the minimum betting unit is larger than the size of one or
- more blinds. E.g., it may be that only $5 chips play for betting, but
- one or more blinds are smaller than $5. In this case, the maximum
- initial bring-in is rounded to the betting unit.
-
- Some people state the general rule that the maximum initial bring-in is
- "four times the big blind." This is correct only if the total of the
- small blinds, after rounding if appropriate, is equal to the big blind,
- and this is not always the case. E.g., in a tournament when the blinds
- are $100 and $200, the maximum bring-in is $700, not $800. The correct
- rule is "three times the big blind plus the total of the small blinds,
- rounded as appropriate."
-
- Examples:
-
- * 1, 2, and 5 blinds. 3 times 5 = 15; 15 + 1 + 2 = 18. Assuming that
- the minimum betting unit is 5, the maximum initial bring-in would
- be 18 rounded up to become 20 -- a raise of 15.
- * With 1, 2, and 5 blinds, someone brings it in for 10. The maximum
- bet of the next to act would be 3 times 10 = 30, plus the total
- blinds of 7, rounded up to 40 -- a raise of 30.
- * The pot contains, say, 1 unit. Suppose each successive bettor
- wishes to raise the maximum; how fast will the bets increase?
-
- size of pot before 3 x previous bet
- previous bet previous bet + size of pot before
- previous bet
- = next bet
- 1 - 1
- 1 1 4
- 2 4 14
- 6 14 48
- 20 48 164
- 68 164 560
- 232 560 1912
-
- So, if the initial pot size were $100, the seventh maniacal raiser would
- be making a total bet of $191,200. The action can escalate quickly.
-
- Copyright * 2004 Steve Brecher. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 2.3.2 What does half-pot-limit mean?
-
- Author: David Zanetti
- Last updated: Mar 2000
- Copyright * 2004 David Zanetti
- The official and up-to-date version of this answer is here [100].
-
- In half-pot betting the maximum bet is half of whatever is in the pot.
- In a head-to-head contest, HP pots and bets double with each additional
- bet or raise, so four bets or raises increase the pot by a factor of 2 x
- 2 x 2 x 2, or sixteen times. Pot-sized bets triple the pot, giving 3 x 3
- x 3 x 3 or eighty-one times the original pot after four bets or raises,
- in a head-to-head contest.
-
- Half-pot is the smallest of the big-bet games, and like its big brothers
- pot-limit and no-limit, it provides plenty of scope for using position
- and well timed bluffs to win with inferior hands, and the pot builds
- quickly when you are betting for value. At the same time the more
- moderate bet sizes mean that half-pot games last much longer than
- pot-limit or no-limit games with a given amount of money available.
- Half-pot games are much easier to keep alive than pot-limit and no-limit
- games, and this alone makes them worthy of consideration as a big-bet
- option.
-
- Half-pot, like limit-betting, is a game which provides reasonable odds
- for a call -- 3/1 in a head to head contest, as opposed to 2/1 in
- pot-limit -- and as a result there is more action and multi-way pots
- than in pot-limit and no-limit. Because half-pot is a big-bet game, bets
- and bluffs do not decrease in effect as the hand progresses, as they do
- in limit, where a final round bet can be as little as two or three
- percent of the pot. In effect, half-pot combines the best features of
- pot-limit/no-limit, and limit-betting: it has multi-way action,
- favorable pot-odds and reasonable bankroll longevity, like
- limit-betting, and it's also an excellent bluffing form in which pots
- and bets build quickly, like PL and NL.
-
- Here is a chart comparing half-pot and pot-limit pot sizes and bets in a
- 50-100 (cents or dollars, depending on your BR) game of holdem. In this
- example the opener raises, and then bets at every round, and one player
- (other than either of the blinds) calls at every round, and then raises
- and is called at the end. The pot size at the start of each round
- includes all bets and calls for the preceding round, so the pot at the
- start of the second round in the half-pot column is 150 (blinds) + 100 +
- 125 (call and raise) + 225 (call) = 600.
-
- Half-pot Pot-limit
- Start: call 100, raise 125 call 100, raise 250
- Flop: pot 600, bet 300 pot 850, bet 850
- Turn: pot 1200, bet 600 pot 2550, bet 2550
- River: pot 2400, bet 1200 pot 7650, bet 7650
- raise 2400, final pot 9600 raise 22,950, final pot
- 68,850
-
- The rapid escalation of the bets means that a hand of PL in which there
- is serious action at every round of play is something of a rarity,
- because players with average bankrolls tap out after three or four bets.
- Four rounds of action, even multi-way action, is common in half-pot play.
-
- Pot-limit is good, but half-pot lasts longer.
-
- While it is perfectly understandable that some players will always
- prefer pot-limit to half-pot -- and if bankroll conditions and the
- players are right I like it myself -- I believe it is a mistake to
- dismiss half-pot as a big-bet game. A half-pot game can survive for
- years in a situation where a pot-limit game would quickly break many of
- the available players and revert to limit-betting. The situation in the
- USA and Canada -- where pot-limit games can be hard to find -- is a
- reflection of this tendency of limit games to push out pot-limit.
- Players who prefer big-bet poker but who spend most of their time
- playing limit because the pot-limit game folded again, (or because their
- own bankroll can't handle the big swings) might consider half-pot
- betting as an alternative, if not to pot-limit, at least to limit-betting.
-
- Copyright * 2004 David Zanetti. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 2.3.3 What is a kill pot? What is a game with a kill? What is a
- half kill?
-
- Author: Stephen Landrum
- Last updated: 1998
- Copyright * 2004 Stephen Landrum
- The official and up-to-date version of this answer is here [101].
-
- Big bet (no-limit or pot-limit) poker frequently allows a player to
- "kill the pot", by posting an amount equal to current to-go amount, and
- the amount to-go (to come into the hand, or call preflop) is now double
- the kill amount. In no-limit games, players are frequently allowed to
- kill for more than the to-go amount, but for no more than 1/2 of their
- stack. Some games allow overkills - after someone has killed the pot,
- someone else can kill it again, raising the amount to-go to double the
- new kill amount. There may be a limit to the number of kills allowed on
- a hand, even though the game is "no-limit". Killing the pot alters the
- order of action preflop/predraw. The killers act after the blinds in the
- order in which they killed the pot. After the flop or draw, action
- returns to its normal order.
-
- To kill the pot in Hold'em or other flop games, the kill must be
- announced (either verbally or by placing the amount of the kill in the
- pot) before any cards are dealt. Draw lowball games frequently allow
- players to kill the after seeing two cards - and some places even allow
- a kill in lowball after the 3rd card is dealt. No-limit draw lowball
- also frequently allows the player with the big blind to place a blind
- which is larger than the normal amount, but still smaller than the to-go
- amount, and the new to-go amount is twice the big blind.
-
- Example: In a 1-2-2, 5-to-go Hold'em game, the player on the button (who
- also has the $1 blind) decides to kill it for $5, rebuying his right to
- act last before the flop. The blinds now look like 5-2-2, and the game
- is now 10-to-go. After the player to the right of the button acts, the
- two $2 blinds act, then the killer acts.
-
- Example: In a draw-lowball game, 1-1-2 blinds, 4-to-go, the player with
- the big blind puts out $3 before cards are dealt and it is now 6-to-go.
- After two cards are dealt, the player to the right of the button kills
- the pot for $10, and it is now 20-to-go. The player after the blinds is
- first to act. After the player in front of the killer acts, the button
- and other blinds must act, and then the killer acts.
-
- Limit lowball games also frequently allow a player to kill the pot from
- any position. In this case, the killer makes a blind of the current
- limit, and the limit is doubled for that hand. As in no-limit games, the
- player who kills the pot acts last after the blinds before the draw, and
- action resumes to the normal order after the draw.
-
- In addition, some limit games are played with a kill or a half kill. In
- these games, there is some condition which if met, raises the stakes of
- the game - doubling them in the case of a kill game, or increasing them
- by 50% in the case of a half kill. In addition to the normal blinds
- posted for the game, the player who met the kill condition must post a
- blind equal to the new small bet size. This blind is instead of the
- small or big blind if the player would have been in position to have one
- of those. In some clubs the killer gets to act last after the blinds;
- but in others the killer acts in normal turn order.
-
- In a high only game, the condition is typically that someone wins two
- pots in a row. In a high-low split game, the condition is usually that
- someone takes the whole pot, and that the pot is some minimum size.
-
- For example: in a 10-20 Omaha-8 game with a half kill that I've played
- in, if someone scoops a pot with $100 in it, then they must post a $15
- blind and the next hand the game is 15-30.
-
- Copyright * 2004 Stephen Landrum. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.3.4 What is a straddle bet?
-
- Author: Stephen Landrum
- Last updated: 1998
- Copyright * 2004 Stephen Landrum
- The official and up-to-date version of this answer is here [102].
-
- In limit Hold'em and other flop games players are frequently allowed to
- make a bet called a straddle bet, sometimes known as a live blind, live
- raise, or live-<amount> where <amount> is the amount of the bet. The
- player who follows the big blind and would normally be under the gun can
- raise before cards before cards are dealt. Players that act after him
- must call the raise, fold, or raise the bet themselves. The straddler's
- raise is live - if no-one else raises, s/he has the option to reraise
- after the blinds have acted. If straddle bets are allowed, the player
- behind the straddler can also post a straddle by raising again, and so
- on until the maximum number of bets is reached.
-
- For example: In a 6-12 game, the blinds are 3 and 6, the player after
- the small blind makes it live-12 by raising before the cards are dealt,
- and the player after him can make it live-18.
-
- Copyright * 2004 Stephen Landrum. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.3.5 What is Hi-Lo declare? What if someone declares both ways
- but ties?
-
- Author: Stephen Landrum
- Last updated: Jan 2002
- Copyright * 2004 Stephen Landrum
- The official and up-to-date version of this answer is here [103].
-
- Hi-Lo declare is a popular variation in home games that can be applied
- to any game that can be played hi-lo. The betting proceeds normally to
- the end of the hand, then everyone still in the hand declares whether
- they are going high, low, or both ways.
-
- There are many variations to the rules, so it is best to make sure that
- the rules used in your game are announced in advance and that everyone
- agrees to them.
-
- There are several ways that the hand can be declared. One of the most
- popular is to declare simultaneously with chips. Each player secretly
- conceals chips in their hand; then at the same time all players open
- their hands to reveal their declaration. Common systems for chip declare
- include using number of chips (for instance, no chips means low, one
- chip means high, two chips means both ways), or using color of chips
- (for instance white chips in hand mean low, red chips mean high, both
- colors mean both ways). Another way of declaring is for the players to
- announce aloud in turn (either from dealer's left, from the high showing
- hand, or from the last bettor depending on what's been agreed upon in
- advance). This latter form of declare obviously has a huge positional
- advantage for the player who gets to declare last.
-
- After the declare, there may be another betting round, depending on the
- house rules. If there is an additional betting round, a "lock" bettor
- may be allowed to bet or raise, or may be required only to check and
- call depending on the house variation being used. A "lock" bettor is a
- player who declares one way and no-one else declares that way.
-
- After the declare and optional betting round is the showdown. At the
- showdown, the best high hand (of the hands that have been declared as
- going high) and the best low hand (of the hands that declared low) split
- the pot. If everyone has declared the same way, then the whole pot is
- awarded to the best hand that way. If more than one player has they same
- best hand in the way they've declared they split that share of the pot.
-
- If someone declares "both ways" (also called a "hogger"), things get
- more complicated. If the "both ways" player has the best high and the
- best low hand, then they win the whole pot. If they are beat in either
- direction, however, they win none of the pot. What happens if they have
- the best high but are beat low, or have the best low but are beat high
- is a matter of house rules (and can be a matter of great dispute if the
- players have not agreed beforehand). In some houses if a player declares
- both ways and has the best high hand but is beat low, the second best
- high hand is allowed to win the high share of the pot (the same
- reasoning applies if the both ways declarer has the best low but is beat
- high). In other houses, if a player declares both ways and has the best
- high but is beat low, then no-one wins the high, and the entire pot is
- awarded to the best low hand.
-
- Another important variation in the rules to know about for declaring
- both ways is whether a both ways declarer is allowed to tie on either
- side. In some houses, the both ways declarer must win both sides free
- and clear, or get none of the pot. For instance if player A declares
- both ways, and player B declares high, and they both have the same
- straight, then player A gets nothing. Other houses allow the both ways
- declarer to get shares if the pot if they tie on one side (as long as
- they win or tie on the other as well). For instance if Player A declares
- both ways, and player B declares high, and they both have they same
- straight, then A would get 3/4 of the pot (all of low and half of high),
- and B would get 1/4 (half of the high).
-
- It leads to the least complications in extremely rare situations if
- "second best" hands are allowed to win if a both ways declarer is beat
- in the other direction. If second best hands are not allowed to win,
- then situations can arise where no-one is eligible for a share of the
- pot and a long argument is likely to ensue. For instance Players A, B, C
- and D declare hi, low, both and both respectively. Player C has the best
- high hand, but player D has the best low hand, if "second best" hands
- are not allowed a share of the pot, then no-one is allowed to win. If
- "second best" hands are allowed to win, then player A wins high, and
- player B wins low. If "second best" hands are not allowed to win in your
- game, it's probably best to have a house rule to allow them to win in
- the case where no-one would otherwise be eligible for any of the pot.
-
- In the case where all players have declared both ways, but no-one wins
- both ways, it's best to treat it as if the hand had been played without
- declare, and the best high hand and the best low hand are allowed to
- split the pot.
-
- *Hi-Lo Declare Examples*
-
- Here are some showdown clarifications for Hi-Lo Declare under different
- rule sets. For illustration purposes, the game used will be 7 card stud
- (so that there can be ties on either the high or low sides), but the
- concepts apply to any game that can be played Hi-Lo.
-
- Rule variation #1 - "Both ways" must win free and clear (cannot tie),
- and 2nd best hands cannot win. This is probably the most popular rule
- set used, but needs some extra rules to settle unusual situations.
-
- Rule variation #2 - "Both ways" hands are allowed to tie, and 2nd best
- hands are allowed to win if they are only beat by hands that are
- otherwise ineligible to win. This is the most liberal set of rules, and
- is almost always clear about how the pot is divided. Even this needs
- clarification if everyone declares both ways.
-
- Rule variation #3 - "Both ways" must win free and clear, but 2nd best
- hands are allowed to win. This set is included because at least one home
- game is currently known to use it.
-
- In the cases where no-one is eligible to win, an extra rule needs to be
- invoked to handle the situation (the pot rides to the next hand, second
- best hand is allowed to win, both ways allowed to win just one way, etc.)
-
- +-------------------------+----------------+----------------+---------------
- -+
- | Declaration and hands: | Variation #1 | Variation #2 | Variation #3
- |
- +-------------------------+----------------+----------------+---------------
- -+
- | A: high with KQJT9 | A gets 1/2 the pot for high
- |
- | B: low with an 8532A | B gets 1/2 the pot for low
- |
- +-------------------------+----------------+----------------+---------------
- -+
- | A: high with KQJT9 | A gets 1/2 the pot for high
- |
- | B: low with an 7532A | B gets 1/2 the pot for low
- |
- | C: both ways with 76543 |
- |
- +-------------------------+----------------+----------------+---------------
- -+
- | A: low with an 7532A | A wins the whole pot
- |
- | B: both ways with 76543 |
- |
- +-------------------------+----------------+----------------+---------------
- -+
- | A: high with three 9s | B wins the whole pot
- |
- | B: both ways with 76543 |
- |
- | C: low with 8532A |
- |
- +-------------------------+----------------+----------------+---------------
- -+
- | A: high with flush | A gets 1/2 the pot for high
- |
- | B: both ways with 76543 | C gets 1/2 the pot for low
- |
- | C: low with 6542A |
- |
- +-------------------------+----------------+----------------+---------------
- -+
- | A: high with three 9s | C wins the pot | A gets 1/2 pot | A gets 1/2 pot
- |
- | B: both ways with 76543 | | C gets 1/2 pot | C gets 1/2 pot
- |
- | C: low with 6 low | | |
- |
- +-------------------------+----------------+----------------+---------------
- -+
- | A: high with 98765 | A wins the pot | A gets 1/4 pot | A gets 1/2 pot
- |
- | B: high with 98765 | | B gets 3/4 pot | C gets 1/2 pot
- |
- | and low with 7653A | | |
- |
- | C: low with 76542 | | |
- |
- +-------------------------+----------------+----------------+---------------
- -+
- | A: both ways with 76543 | none eligible* | A gets 1/2 pot | C wins the pot
- |
- | B: both ways with 76543 | | B gets 1/2 pot |
- |
- | C: high with KKJJ9 | | |
- |
- +-------------------------+----------------+----------------+---------------
- -+
- | A: both ways with 76543 | B wins the pot | A gets 3/4 pot | B wins the pot
- |
- | B: high with 76543 | | B gets 1/4 pot |
- |
- | C: high with KKJJ9 | | |
- |
- +-------------------------+----------------+----------------+---------------
- -+
- | A: both ways with 76543 | B wins the pot | A gets 3/4 pot | B gets 1/2 pot
- |
- | B: low with 76543 | | B gets 1/4 pot | C gets 1/2 pot
- |
- | C: high with KKJJ9 | | |
- |
- +-------------------------+----------------+----------------+---------------
- -+
- | A: both ways with 76543 | none eligible* | A gets 1/2 pot | none eligible*
- |
- | B: both ways with 76543 | | B gets 1/2 pot |
- |
- +-------------------------+----------------+----------------+---------------
- -+
- | A: both ways with 76543 | none eligible* | B wins the pot | none eligible*
- |
- | B: both ways with flush | | |
- |
- | and 76543 | | |
- |
- +-------------------------+----------------+----------------+---------------
- -+
- | A: both ways with 76543 | none eligible* | B wins the pot | C wins the pot
- |
- | B: both ways with flush | | |
- |
- | and 76543 | | |
- |
- | C: high with KKJJ9 | | |
- |
- +-------------------------+----------------+----------------+---------------
- -+
- | A: both ways with 76543 | none eligible* | none eligible* | none eligible*
- |
- | B: both ways with flush | | |
- |
- | and 8543A | | |
- |
- +-------------------------+----------------+----------------+---------------
- -+
-
- In summary, Hi-Lo declare is popular and can add fun and variety to your
- home game, but arguments are best avoided by clarifying the particular
- house rules and unusual situations in advance.
-
- Copyright * 2004 Stephen Landrum. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.3.6 What is a burn card and why is it dealt?
-
- Author: Michael Maurer
- Last updated: 1996
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [104].
-
- A burn card is a card dealt face down at the beginning of a round,
- before any other cards are dealt. This card is not used in the play of
- the hand. The main reason for this custom is to guard against marked
- cards. If the cards are marked, a player who can read the backs will
- know what the top card on the deck is. In a flop-game like Hold'em or
- Omaha, knowledge of the next board card is extremely profitable.
- Knowledge of which card it will *not* be is slightly useful, but much
- less so.
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.3.7 What happens if there aren't enough cards in the deck to
- deal the final card in 7-card stud?
-
- Author: Michael Maurer
- Last updated: 1996
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [105].
-
- The burn cards will be shuffled into the remaining deck. If there are
- still not enough cards, a single community card will be dealt face-up
- and used by all the players.
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.4 Odds and probabilities
-
-
- 2.4.1 Why are poker hands ranked the way they are?
-
- Author: Michael Maurer, Darse Billings, Roy Hashimoto
- Last updated: 1995
- Copyright * 2004 Michael Maurer, Darse Billings, Roy Hashimoto
- The official and up-to-date version of this answer is here [106].
-
- The standard poker hands are ranked based on the probability of their
- being dealt pat in 5 cards from a full 52-card deck. The following table
- lists the hands in order of increasing frequency, and shows how many
- ways each hand can be dealt in 3, 5, and 7 cards.
-
- Hand 3 cards 5 cards 7 cards
- ==== ======= ======= =======
- Straight Flush 48 40 41,584
- Four of a Kind 0 624 224,848
- Full House 0 3,744 3,473,184
- Flush 1,096 5,108 4,047,644
- Straight 720 10,200 6,180,020
- Three of a Kind 52 54,912 6,461,620
- Two Pair 0 123,552 31,433,400
- One Pair 3,744 1,098,240 58,627,800
- High Card 16,440 1,302,540 23,294,460
- =================================================================
- TOTALS 22,100 2,598,960 133,784,560
-
- Notes:
-
- 1. The standard rankings are incorrect for 3-card hands, since it is
- easier to get a flush than a straight, and easier to get a straight than
- three of a kind. See the entry on three-card rankings.
-
- 2. For 7-card hands, the numbers reflect the best possible 5-card hand
- out of the 7 cards. For instance, a hand that contains both a straight
- and three of a kind is counted as a straight.
-
- 3. For 7-card hands, only five cards need be in sequence to make a
- straight, or of the same suit to make a flush. In a 3-card hand a
- sequence of three is considered a straight, and three of the same suit a
- flush. These rules reflect standard poker practice.
-
- 4. In a 7-card hand, it is easier for one's *best* 5 cards to have one
- or two pair than no pair. (Good bar bet opportunity!) However, if we
- changed the ranking to value no pairs above two pairs, all of the one
- pair hands and most of the two pair hands would be able to qualify for
- "no pair" by choosing a different set of five cards.
-
- 5. Within each type of hand (e.g., among all flushes) the hands are
- ranked according to an arbitrary scheme, unrelated to probability. See
- the explanation of flush and two-pair rankings.
-
- Copyright * 2004 Michael Maurer, Darse Billings, Roy Hashimoto.
- Unauthorized copying prohibited. Contact info@rgpfaq.com
- <mailto:info@rgpfaq.com?subject=FAQ> for permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.4.2 What is the correct ranking for 3-card poker hands?
-
- Author: Darse Billings
- Last updated: 1995
- Copyright * 2004 Darse Billings
- The official and up-to-date version of this answer is here [107].
-
- The standard ranking of poker hands is based on their frequency of
- occurrence in a five card hand. In three card hands the relative
- frequency of hands is different, so different in fact that three of a
- kind beats a straight, and a straight beats a flush.
-
- The following is a break down of all three card poker hands. They can be
- used for certain three card games, such as Guts or 3-card-6. They can
- also be used to analyze starting hands for games like 7-Card Stud.
-
- Hand Type Kinds Each Total Cuml Rating
- --------- ----- ---- ----- ---- ------
- straight flush 12 4 48 48 0.9978
- trips 13 4 52 100 0.9955
- straight 12 60 720 820 0.9629
- flush ** 274 4 1096 1916 0.9133
- pair *** 156 24 3744 5660 0.7439
- Ace high 64 60 3840 9500 0.5701
- King high 54 60 3240 12740 0.4235
- Queen high 44 60 2640 15380 0.3041
- Jack high 35 60 2100 17480 0.2090
- Ten high 27 60 1620 19100 0.1357
- Nine high 20 60 1200 20300 0.0814
- Eight high 14 60 840 21140 0.0434
- Seven high 9 60 540 21680 0.0190
- Six high 5 60 300 21980 0.0054
- Five high 2 60 120 22100 0.0000
-
-
- ** More on Flushes
- ------------------
- High Card Kinds Percent Total Cuml Rating
- --------- ----- ------- ----- ---- ------
- Ace high 64 23.4 256 1076 0.9513
- King high 54 19.7 216 1292 0.9415
- Queen high 44 16.1 176 1468 0.9336
- Jack high 35 12.8 140 1608 0.9272
- Ten high 27 9.9 108 1716 0.9224
- Nine high 20 7.3 80 1796 0.9187
- Eight high 14 5.1 56 1852 0.9162
- Seven high 9 3.3 36 1888 0.9146
- Six high 5 1.8 20 1908 0.9137
- Five high 2 0.7 8 1916 0.9133
-
-
- *** More on Pairs
- -----------------
- Hand Type Kinds Each Total Cuml Rating
- --------- ----- ---- ----- ---- ------
- AAx 12 24 288 2204 0.9003
- KKx 12 24 288 2492 0.8872
- QQx 12 24 288 2780 0.8742
- JJx 12 24 288 3068 0.8612
- TTx 12 24 288 3356 0.8481
- 99x 12 24 288 3644 0.8351
- 88x 12 24 288 3932 0.8221
- 77x 12 24 288 4220 0.8090
- 66x 12 24 288 4508 0.7960
- 55x 12 24 288 4796 0.7830
- 44x 12 24 288 5084 0.7700
- 33x 12 24 288 5372 0.7569
- 22x 12 24 288 5660 0.7439
-
- In the preceding tables, "Kinds" refers to the number of card
- combinations in each class, while "Each" is the number of non-distinct
- hands of each Kind. The product of these two numbers gives the total
- number of hands in that class. "Cuml" is the cumulative total of all
- hands, and "Rating" is a percentile ranking of the lowest hand in the
- class.
-
- Note that "Rating" is only an estimate of the probability of beating a
- random hand. To compute the exact probability, a given hand must be
- compared to the (49 choose 3) combinations of the remaining cards in the
- deck.
-
- Copyright * 2004 Darse Billings. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.4.3 Why are ace-hi flushes ranked highest, when it's much harder
- to get a seven-hi flush? And similarly for two pairs?
-
- Author: Michael Maurer, Giancarlo DiPierro
- Last updated: 1998
- Copyright * 2004 Michael Maurer, Giancarlo DiPierro
- The official and up-to-date version of this answer is here [108].
-
- [Michael Maurer's original answer:] Only the classes themselves (flush,
- straight, etc) are ranked by the probability of getting them in five
- cards. Within each class we use an arbitrary system to rank hands of the
- same type. For example, our arbitrary system ranks four aces higher than
- four deuces, even though the hands occur with the same frequency.
- Similarly, flushes are ranked by the highest card, with the next highest
- card breaking ties, and so on down to the fifth card. This has the
- curious effect of creating many more ace-hi flushes than any other kind,
- because any flush that contains an ace is "ace-hi", regardless of the
- other cards. Thus, although 490 of the 1277 flushes in each suit contain
- a seven, only four of them are seven-hi flushes: 76542, 76532, 76432,
- and 75432. The median flush turns out to be KJT42.
-
- A similar situation occurs for two pair hands. There are twelve times as
- many ways to make two pair with aces being the high pair ("aces up") as
- there are to do it with threes as the high pair ("threes up"). While the
- aces can go with another other rank of pair, the threes must go with
- twos, or we would reverse the order and call them, for instance, "eights
- up". Note that it is fruitless to alter the relative rankings to try to
- account for this imbalance, since as soon as we do the cards will be
- reinterpreted to make the best hand under the new system. For example,
- if we decide to make "threes up" the best possible two pair hand, now
- all the hands like "eights and threes" will be interpreted as "threes
- and eights", and the population of "threes up" hands will soar
- twelve-fold. The median two pair hand turns out to be a tie between
- JJ552 and JJ44A.
-
- [Giancarlo DiPierro suggests a fresh interpretation:] You've figured it
- out. Flushes are not correctly ranked according to their mathematical
- probability. The ranking of flushes and no-pair hands by the highest
- card (hence the term "high-card" for no-pair hands) that is commonly
- used around the world today is an arbitrary system that likely dates
- back to when someone first started betting on poker hands.
-
- The correct way to rank these hands according to how hard they are be
- dealt becomes clear if you have ever played lowball or any high-low
- split game. In those games, low hands are ranked by the worst card, not
- the best card. Any 6-high low hand is ranked higher than any 7-high low
- hand because a 6-high is dealt three times less frequently than a
- 7-high. It doesn't matter if the lowest card in the 7-high hand is an
- ace and the lowest card in the 6-high hand is only a deuce, the 6-high
- wins.
-
- Applying that principle to flushes and no-pair hands in high poker, a
- 9-low hand is dealt about three times less frequently than an 8-low and
- about seven times less frequently than a 7-low. So the 9-low should
- ranked higher, even if the 7-low contains an ace and the 9-low does not.
- In any situation where unpaired cards are determining the ranking of a
- hand, whether it is a flush, no-pair, or the side cards in hands with
- trips of equal rank, the worst card -- the lowest one -- should be used
- for the ranking.
-
- This concept also applies to two pair hands -- the mathematically
- correct way of ranking them would be to use the value of the lower pair.
- Kings-under-aces is twice as rare as any queens-under hand, three times
- are rare as jacks-under, four times as rare as tens-under, and twelve
- times as rare as dueces-under -- the easiest two pair to make. The next
- time your queens-under-kings loses to a pair of aces that turns into
- aces-and-dueces on the river, you can feel justified that
- mathematically, at least, you had the better hand!
-
- Copyright * 2004 Michael Maurer, Giancarlo DiPierro. Unauthorized
- copying prohibited. Contact info@rgpfaq.com
- <mailto:info@rgpfaq.com?subject=FAQ> for permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.4.4 What are my chances of sucking out on my opponent in Hold'em?
-
- Author: Jason Steinhorn, Zbigniew
- Last updated: Oct 2003
- Copyright * 2004 Jason Steinhorn, Zbigniew
- The official and up-to-date version of this answer is here [109].
-
- The following is an extension of the probability table offered by
- Sklansky and Malmuth in their book, Hold'em Poker For Advanced Players.
- It lists the probability (%) and odds (X:1) of making any given hand on
- the turn, the river, combined turn or river (i.e., catching at least one
- of the outs on either the turn or river), and combined turn and river
- (i.e., hitting a runner-runner/backdoor draw), given the number of outs
- for the hand.
-
- Below that is a chart listing the number of outs given a particular
- drawing hand, and what hands those outs will give if made.
-
- Chances of making a hand on the turn, river, turn or river (t|r),
- turn and river (t&r):
- turn turn | river river | t|r t|r | t&r t&r
- Outs (%) (X:1) | (%) (X:1) | (%) (X:1) | (%) (X:1)
- ----------------------|----------------|----------------|--------------
- 20 42.6 1.35 | 43.5 1.30 | 67.5 0.48 | 17.6 4.69
- 19 40.4 1.47 | 41.3 1.42 | 65.0 0.54 | 15.8 5.32
- 18 38.3 1.61 | 39.1 1.56 | 62.4 0.60 | 14.2 6.07
- 17 36.2 1.76 | 37.0 1.71 | 59.8 0.67 | 12.6 6.95
- 16 34.0 1.94 | 34.8 1.88 | 57.0 0.75 | 11.1 8.01
- 15 31.9 2.13 | 32.6 2.07 | 54.1 0.85 | 9.7 9.30
- 14 29.8 2.36 | 30.4 2.29 | 51.2 0.95 | 8.4 10.88
- 13 27.7 2.62 | 28.3 2.54 | 48.1 1.08 | 7.2 12.86
- 12 25.5 2.92 | 26.1 2.83 | 45.0 1.22 | 6.1 15.38
- 11 23.4 3.27 | 23.9 3.18 | 41.7 1.40 | 5.1 18.65
- 10 21.3 3.70 | 21.7 3.60 | 38.4 1.60 | 4.2 23.02
- 9 19.1 4.22 | 19.6 4.11 | 35.0 1.86 | 3.3 29.03
- 8 17.0 4.88 | 17.4 4.75 | 31.5 2.18 | 2.6 37.61
- 7 14.9 5.71 | 15.2 5.57 | 27.8 2.59 | 1.9 50.48
- 6 12.8 6.83 | 13.0 6.67 | 24.1 3.14 | 1.4 71.07
- 5 10.6 8.40 | 10.9 8.20 | 20.4 3.91 | 0.9 107.10
- 4 8.5 10.75 | 8.7 10.50 | 16.5 5.07 | 0.6 179.17
- 3 6.4 14.67 | 6.5 14.33 | 12.5 7.01 | 0.3 359.33
- 2 4.3 22.50 | 4.3 22.00 | 8.4 10.88 | 0.1 1080.00
- 1 2.1 46.00 | 2.2 45.00 | 4.3 22.50 | 0.0 NA
-
- Number of Outs Given a Particular Hand to Improve
- Outs Given In attempt to make
- -----------------------------------------------------------------------
- 15 Open Straight Flush Draw Straight, Flush, Straight Flush
- 12 Inside Straight Flush Draw Straight, Flush, Straight Flush
- 9 Flush Draw Flush
- 8 Open Straight Draw Straight
- 4 Gut Shot Straight Straight
- 4 2 Pair Full House
- 2 1 Pair Three of a kind
- 1 Three of a Kind Four of a kind
-
- Editors note, Oct 2003: for further reference, see the following.
-
- Mike Caro has published an extensive set of probability tables [110] for
- draw, stud, holdem, and lowball.
-
- In his essay, Theory of Sucking Out According to Abdul [111], Abdul
- Jalib discusses the basic concepts of sucking out, chasing, buyin free
- cards, and semi-bluffing.
-
- Copyright * 2004 Jason Steinhorn, Zbigniew. Unauthorized copying
- prohibited. Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ>
- for permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 2.4.5 What are my chances of sucking out on my opponent in Stud?
-
- Author: Harry 026
- Last updated: Oct 2003
- Copyright * 2004 Harry 026
- The official and up-to-date version of this answer is here [112].
-
- Big Dave D wrote:
-
- > I'm trying to work out a seven stud hi-lo eight or better problem.
- > You're heads up on 4th street, drawing to a busted low, say a233.
- > You are up against an obvious high, say KK with KK in the hole.
- > What are the odds that you make a low, any low. (which would
- > obviously get you half the pot back). My mental maths says
- > about 2:1 against.
-
- The odds against getting a low are about 1.67 to 1 against, so your
- "mental maths" estimate of 2 to 1 is pretty good.
-
- Here is a chart (generated from a Markov chain) that might be helpful if
- another such question comes up. If you are hoping to get a low (in any
- seven-card game such as stud, Omaha-8, or hi-lo hold'em), a "good card"
- is any desirable low card of a rank you don't already hold, and a "bad
- card" is a card of any rank you already hold or of a rank higher than
- you want. For example, suppose you hold 24468, and you believe that you
- must get a 7-low or better to win the low half of the pot. At that point
- you hold 3 good cards and 2 bad cards. Find that row, and look below P7.
- The probability that you will make a 7-low is 0.0888. If you'd settle
- for an 8-low, then you hold 4 good and 1 bad, and the probability of
- making an 8-low is 0.5698.
-
- This chart doesn't take into account any other cards, so in your case
- (where the opposition holds 4 kings) the probability of making your low
- is somewhat better than the 0.3238 from the table (it is 0.3745, for
- odds of 1.67 to 1 against).
-
- G B P8 P7 P6 P5
- 0 0 0.1834 0.0849 0.0294 0.0058
- 1 2 0.0423 0.0181 0.0060 0.0012
- 2 1 0.1963 0.1072 0.0465 0.0125
- 2 2 0.0740 0.0370 0.0148 0.0037
- 3 0 0.4827 0.3325 0.1895 0.0715
- 3 1 0.3238 0.2091 0.1119 0.0398
- 3 2 0.1480 0.0888 0.0444 0.0148
- 4 0 0.7132 0.5872 0.4288 0.2343
- 4 1 0.5698 0.4496 0.3145 0.1647
- 4 2 0.3478 0.2609 0.1739 0.0870
-
- Editors note, Oct 2003: for further reference, see the following.
-
- Mike Caro has published an extensive set of probability tables [110] for
- draw, stud, holdem, and lowball.
-
- Copyright * 2004 Harry 026. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 2.4.6 How many fundamentally different Omaha or Omaha-8 starting
- hands are there?
-
- Author: Frank Jerome
- Last updated: Jul 2002
- Copyright * 2004 Frank Jerome
- The official and up-to-date version of this answer is here [113].
-
- Although there are C(52,4) = 270,725 different 4-card hands, many of
- them are indistinguishible as starting hands because they differ only in
- suit. For example, AhTh9c8c is equivalent to AsTs9d8d. How many distinct
- starting hands are there? A total of 16,432, as follows:
-
- 715_____C(13,4)_______all four cards in same suit
- 2860_____4*C(13,4)_____two suits (3,1), no pairs
- 2145_____3*C(13,4)_____two suits (2,2), no pairs
- 858_____13*C(12,2)____two suits (3,1), one pair
- 1716_____13*2*C(12,2)__two suits (2,2), one pair
- 78_____C(13,2)_______two suits (2,2), two pairs
- 4290_____6*C(13,4)_____three suits, no pairs
- 1716_____13*2*C(12,2)__three suits, one pair
- 78_____C(13,2)_______three suits, two pairs
- 156_____13*12_________three suits, triplets
- 715_____C(13,4)_______four suits, no pairs
- 858_____13*C(12,2)____four suits, one pair
- 78_____C(13,2)_______four suits, two pairs
- 156_____13*12_________four suits, triplets
- 13_____13____________four suits, quads
-
-
- 16432___________________total
-
- Copyright * 2004 Frank Jerome. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 2.5 Miscellaneous
-
-
- 2.5.1 What is the difference between a shill and a proposition
- player? What skills are needed to be one?
-
- Author: John Murphy
- Last updated: 1996
- Copyright * 2004 John Murphy
- The official and up-to-date version of this answer is here [114].
-
- A shill is paid by the house at an hourly rate, and plays with house
- money. A prop is paid by the house and plays with his own money. Many
- states require cardrooms to identify house players if asked, but may not
- require them to do so otherwise. Shills and props are directed to games
- by the house. This means that they may be constantly shifted to tougher
- games, as non-house players boot them out of seats in juicy games. The
- most important skill for a prop is to be able to excel in all games,
- since they may be called to play any game that the house offers, against
- players who specialize in that game. Also, be they must be prepared to
- sit and wait if all games are full.
-
- Copyright * 2004 John Murphy. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 2.5.2 What is the Dead Man's Hand?
-
- Author: Stephen Landrum
- Last updated: 1996
- Copyright * 2004 Stephen Landrum
- The official and up-to-date version of this answer is here [115].
-
- Legend holds that Wild Bill Hickok was shot to death during a poker game
- in Deadwood, South Dakota, and that the hand he held was two pair, black
- aces and black eights. On that most people agree. The fifth card is not
- known for certain. In order of credibility, the following kickers have
- been suggested:
-
- Five of Diamonds
- The actual card is supposedly on display in Deadwood, previously on
- display at the Stardust in Las Vegas.
- Nine of Diamonds
- Listed below in the glossary, this card was supposedly reported by
- first hand accounts, and is used in a recreation in Deadwood.
- Queen of Clubs
- On display at Ripley's /Believe it or Not/.
- King of Spades
- Appeared in the 1936 movie /The Plainsman/ with Gary Cooper as Hickok.
-
- Copyright * 2004 Stephen Landrum. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 3 Poker strategy
-
-
- 3.1 What skills are important for Texas Hold'em?
-
- Author: Michael Hall
- Last updated: 1995
- Copyright * 2004 Michael Hall
- The official and up-to-date version of this answer is here [116].
-
- (Hold 'em) Poker Skills in Order of Importance
-
- Disclaimer: I'm a poker novice, not an expert.
-
- 0. Table selection
- 1. Hand selection
- 2. Reading opponents' hands
- 3. Opponent assessment
- 4. Heads up play, bluffing, and semi-bluffing
- 5. Seat selection
- 6. Check-raising
- 7. Getting tells
- 8. Pot odds calculations
-
- The exact order of importance of skills varies by game type. For
- example, you cannot read your opponent when your opponent does not know
- what he has. The list above is geared towards mid-level games where some
- sanity prevails but the game is not at an expert level either.
-
-
- 0. Table Selection.
-
- By far the most important skill is table selection, so it ranks better
- than #1, it's #0. It doesn't matter how well you play if you are always
- picking the games with no fish where even an expert can't beat the rake.
- Most of your income will come from a few very bad players. If you play
- fairly well, you won't lose much to the better players, nor win much
- from the slightly inferior players; it's the fish that count.
-
-
- 1. Hand selection
-
- Now that you've found your table with a live one or two, be patient.
- More than just having the discipline to play good hands and the stomach
- for surviving the variance, you should realize that most of our income
- in Hold 'em comes from AA and KK, with notable mention to the other
- pocket pairs and AK. Your object is to not lose too much while waiting
- for these premium hands, and particularly not to lose too much to these
- hands when other players get them. At $10-$20 and below, go ahead and
- make it 3 bets if you can before the flop with your AA or KK; you'll be
- surprised at how little respect you get with people calling you all the
- way to the river even though your betting is screaming "I HAVE POCKET
- ACES!!!" And respect preflop raises done by other players, dumping a lot
- of hands you would normally play such as AT and KJ or even AJ and KQ, as
- you don't want to make top pair versus an overpair. On the flop, don't
- bet into someone who has made it three bets unless you can beat the shit
- out of AA and KK and *want* to be raised back and then just call and go
- for a check-raise on the turn.
-
-
- 2. Reading opponents' hands
-
- Now, think about the range of hands and their probabilities that your
- opponents could have. Initially, when the players receive their first
- two cards, every possible two card hand is equally probable (unless you
- start grouping them like 87 offsuit, pocket aces, etc., but you get the
- idea.) Every action a player takes gives you information that you can
- use to adjust these probabilities. It's a Bayesian inference problem.
- Unfortunately, actually applying Bayes' rule exactly is beyond any puny
- human brain's capability. So, you make a major approximation and
- essentially just keep around a set of possible hands, which you then
- prune down as action take place.
-
- Suppose a player just calls preflop in early position and the flop comes
- Q 7 2 offsuit and he suddenly goes berserk by reraising, you have to
- think about what hands are likely. The hands that make sense to reraise
- like that are AQ, KQ, Q7, 72, Q2, 77, and 22. QQ would probably be
- slow-played here instead. Now join that set with the possible hands
- before the flop. We can just look at these hands and see which are
- reasonable to just call preflop in early position. AQ and KQ are often
- raised in early position, but at least sometimes they just call, so they
- are still consistent. Q7, 72, and Q2 are not reasonable calls from early
- position. 77 and 22 are reasonable calls, though tight players would
- probably dump the 22. So that leaves AQ, KQ, 77, and 22 as his possible
- hands, which has narrowed down the field quite a bit. Be aware also of
- how other players may interpret your betting.
-
-
- 3. Opponent assessment
-
- As play goes along, give yourself a running commentary of the events,
- "she open-raises, he folds, he cold-calls...". You must make a lot of
- mental notes based on this, and you must do this even when you're not in
- a hand, because in addition to being useful during a hand, it's useful
- for later hands. You want to see the frequency with which a player sees
- the flop, the frequency with which a player defends his blinds from
- raises, and the hands a player open-raises with, raises with, reraises
- with, cold-calls with, and just calls with. This in conjunction with
- narrowing down the hands above will often give you a good idea of what's
- going on even when there is no showdown. Your goal is to stereotype each
- player, as well as to note particular idiosyncrasies of the individuals
- for use not only now but in future sessions.
-
-
- 4. Heads up play, semi-bluffing, and bluffing
-
- Especially when heads-up, you should be constantly applying pressure to
- the other player to make him fold. You may reraise when you think you're
- either beaten badly or your opponent is bluffing. It's a bit like chess
- or wargames, with attacks, feints, counterattacks, and graceful
- retreats. This is part of the "feel" of poker that's hard to put into
- words, but hopefully you get the idea. Bluffing and semi-bluffing is
- important to keep yourself unpredictable, and with since you're keeping
- track of the ranges of plausible hands, it's quite likely you'll often
- know where your opponent stands. Cold bluffing is usually restricted to
- the river, where you might bet into one or two opponents (who might
- fold) if you have no chance of winning the pot if there is a showdown.
- Semi-bluffing is betting with a hand that is not likely best but has
- some big outs. Your opponent may fold immediately, and if not, you may
- hit your out and your opponent may seriously misread you. There is an
- important balance here; you must have sufficiently tight hand selection
- criteria such that when you do bet your opponent is positively terrified
- that you may have a big hand like an overpair. Semi-bluffing is very
- powerful, because you've been so careful in choosing your starting hands
- that even if you aren't there yet you are likely to get there.
-
-
- 5. Seat selection
-
- Generally, you want the loose aggressive players to your right and the
- tight passive players to your left. This is so that you can see a raise
- coming before calling the first bet. However, if the game is tight
- enough that it is being folded around to the blinds often, then you want
- some very tight passive players in the two seats to your right, so that
- your blinds will not be stolen. This is a very important skill, and just
- because you've found a good table, doesn't mean that every seat at that
- table would be a winning seat on average for you.
-
-
- 6. Check-raising
-
- Because the nature of fixed limit Hold 'em makes calling one bet often
- correct for very weak hands, it's difficult to protect your hand. A
- major weapon you have to protect your hand is check-raising. However,
- you must be conscious of where you think the bettor will be. Typically,
- if you had a made but vulnerable hand you would check in early position
- if you thought there would be a bet in late position; you then raise and
- the players in between face two bets plus a risk of a reraise by the
- late position player, making it difficult for them to call. If you have
- an invulnerable hand that you want to make everyone pay you through the
- nose for, then you would check in early position if you thought there
- would be an early position bet, and then you would raise after everyone
- trailed in calling behind. The down side of check-raising is that you
- risk giving a free card if no one bets.
-
-
- 7. Getting tells
-
- Be aware of tells. If a player has his hands on his chips and is leaning
- forward, all ready to raise if you bet, usually this is an act intended
- to get you to just check, as the player in fact does not what to raise
- you or maybe even call a bet. Two other incredibly valuable tells are
- the "what the heck, I raise" tell (get *out*, he has a monster!) and the
- "let me check to see if I have one of that suit with three on the board"
- tell (so you know he doesn't have a flush already.) Remember that if
- they think they're being watched, players typically act the opposite of
- what they have.
-
-
- 8. Pot odds calculations
-
- Be aware of pot odds. You can count the number of "outs" you have to
- estimate if calling is a positive expected value play. You may be
- surprised that I rank this so low. Although it is a subjective opinion,
- particularly when heads up it's much more important outplay your
- opponent rather than outdraw him. In loose games, outdrawing becomes
- much more important, but then the pots are so big that you usually have
- odds for any half way reasonable draw anyway.
-
- Copyright * 2004 Michael Hall. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 3.2 What is a good preflop strategy for limit Texas Hold'em?
-
- Author: Abdul Jalib
- Last updated: 2000
- Copyright * 2004 Abdul Jalib
- The official and up-to-date version of this answer is here [117].
-
- Abdul Jalib describes a carefully thought out preflop strategy in his
- essay Hold'em Preflop Strategy According to Abdul [118].
-
- Abdul also has made a more technical study of the game-theoretical
- concept of "balancing" in preflop Holdem in Information Reduction
- through Strategy Restrictions and Balancing [119].
-
- Copyright * 2004 Abdul Jalib. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 3.3 How does tournament strategy differ from that of regular games?
-
- Author: Ramsey
- Last updated: 1998
- Copyright * 2004 Ramsey
- The official and up-to-date version of this answer is here [120].
-
- Poker tournaments offer a chance to win a large sum of money for a
- small, and known, fee and can be an enjoyable alternative to cash poker.
- However the strategy required to be successful in a tournament can
- differ significantly from that of the equivalent cash game. This section
- is therefore offered as general advice to new, or inexperienced,
- tournament players.
-
- Tournaments work by eliminating players who lose all their chips. To
- ensure that a tournament ends within a reasonable time the blinds/antes
- are increased at regular intervals. Your objective in a tournament
- should therefore be to accumulate chips whilst minimising the chance of
- being eliminated.
-
-
- Before the Tournament
-
- Before entering a tournament make sure you know the way it is organised;
- if it is a 'freezeout' then it will cost you only the initial fee. If
- the tournament allows rebuys or add-ons then you need to know the exact
- rules and costs of each of your options.
-
- In your first few tournaments it will probably be sensible to forgo all
- these options, play your best game with your starting chips, and gain as
- much experience as possible at minimum cost.
-
- As a general rule it is mathematically sound to rebuy at any stage
- providing that you are not out-classed by the opposition (and the cost
- is not a major concern). This is true even if all the other players at
- the table have far more chips than you.
-
- A good 'rule of thumb' for add-ons is to take the option if you
- currently have less than the average number of chips *and*, by taking
- the add-on you will then have an above average number of chips. The
- add-on is less sound if you have a very small stack or a large stack. Of
- course the cheaper the cost of the add-on chips the more attractive the
- option is regardless of stack size.
-
- Make sure you know how many prizes there are and whether the tournament
- is played to a finish or ends at a fixed time. The correct strategy when
- you get down to the last few players or the last few hands can lead to
- some plays which would be irrational in any other circumstances.
-
- Also check the blind/ante structure; how it changes and how frequently
- it changes during the tournament. The blinds typically double at fixed
- intervals of between 20 and 40 minutes. This information is important:
- Suppose at some point you have 1800 chips and there are currently blinds
- of 200 and 400. After you have paid your next blinds you will have 1200
- chips left or 3 times the big blind. If however the blinds are likely to
- double before you next post then, after posting, you will have 600 chips
- left which is less than the big blind of 800. Clearly the strategy you
- need to adopt will vary considerably in these two situations, in the
- first you can be reasonably conservative whilst in the latter you have
- to win a pot quickly and will need to be aggressive.
-
-
- The Early Stages
-
- In the early stages of a tournament keep the following points in mind:
-
- If it is a 'freezeout' tournament a lot of players will play tight in
- the early stages not wanting to be eliminated quickly. Some players will
- however be aggressive looking to build a big stack quickly with a fall
- back of a return to the cash games if things don't go to plan. Selective
- aggression against the tight players can be effective in this situation.
-
- If rebuys are allowed the play in the early stages will tend to be a lot
- looser. A lot of the players will be prepared, and even expect, to rebuy
- and they will play marginal hands aggressively trying to build a big
- stack early. Players who are not going to rebuy will play a lot more
- cautiously.
-
- At the start of a tournament the cost of the blinds will be relatively
- low in respect of the average stack size and will become even lower if
- rebuys are allowed. This allows you to play much more marginal hands
- than normal. It is worth risking a small part of your stack (say 5% or
- less) to see the flop with small pairs, suited connectors and other
- marginal hands to have the chance to double your stack if you hit big on
- the flop.
-
- By the same token it can be right to play good hands relatively
- conservatively preflop. If you hold AK in late position and there are
- several callers it is often better just to flat call. You know if you
- raise you will not get the other players to fold. By flat calling you
- minimise your loss if the flop is not to your liking and you have the
- benefit of disguise if you hit the flop big.
-
- If you are by nature an aggressive player then use the early stages to
- try and build a substantial stack. This risks early elimination but when
- successful it will give you sufficient chips to survive the first few
- blind increases even if the cards turn against you.
-
- If your natural game is passive or middle of the road then the best
- strategy is to try for a steady accumulation of chips. Play looser than
- normal preflop providing that the cost is small in relation to your
- stack but play slightly tighter than normal post-flop. This generally
- means not putting in that extra bet or raise when you think, but are not
- sure, that you are ahead - the saving of a bet when you lose the pot is
- worth more to you than the extra bet you could potentially win.
-
- Finally in the early stages do not be concerned with eliminating other
- players. You are too far from the prize list to worry about how many
- players are left. It is more important to concentrate on keeping your
- stack in good condition. For example a player raises and everyone else
- folds. You hold T9s and have a big stack. Your opponent is almost allin
- so the cost to you even if you lose the pot is small. Even so, fold.
- Your opponent has almost certainly a better starting hand than yours and
- even if you win it will not increase your stack by much. Having made a
- good start you need to be careful not to bleed chips unnecessarily.
-
-
- The Middle/Late Stages
-
- In the middle and later stages of a tournament the structure of the game
- gradually changes and the strategy necessary changes too:
-
- As the blinds increase they represent an increasing percentage of the
- average stack. Winning the blinds therefore becomes more significant and
- the first player into the pot will normally enter with a raise rather
- than a flat call.
-
- The converse of this is that it now costs a significant proportion of
- the average stack to call a raise. Therefore the quality of hand needed
- to call a raise increases. The result of this is that a lot of hands go
- raise, all fold and you can go several hands without even seeing a flop.
-
- As players are eliminated the game in the middle/late stages will be
- played most of the time with less than a full table. This, and the
- increasing blinds, means that unless a players is winning hands at
- regular intervals even a big stack can be quickly depleted. To counter
- this all players, regardless of their normal style, have to play very
- aggressively.
-
- So the general strategy in the middle/late stages is to increasingly
- loosen the requirements for an opening raise and to tighten up the
- requirements for calling. Your objective should be to win, on average,
- the blinds once per round. Each time you win the blinds you can, in
- effect, survive one further round of hands.... and each round of hands
- you survive increases your chance of hitting a premium hand and an
- opportunity to double your stack.
-
- A player who has an average or large stack commands respect when they
- raise and will often win the blinds unopposed. A player with a small
- stack will be called much more frequently because they do not have
- sufficient chips to seriously damage the larger stacks. There is,
- therefore, a critical stack size and it is worth a player taking extra
- risks to try and avoid falling below that point. As a rule of thumb this
- critical size is about 4 big bets in a limit game and about 6 times the
- big blind in pot and no-limit.
-
- If your stack does fall below the critical level then a change of
- strategy is required. It is no longer sensible to raise with marginal
- hands because you expect to be called. So raise if you are lucky enough
- to hit a premium hand but otherwise limp in to a pot with any reasonable
- hand. If there is no raise then you can judge the flop and fold if
- absolutely necessary. If you limp into a pot and it is then raised be
- prepared to put all your chips in and keep your fingers crossed. If
- there is a raise in front of you then you should also loosen your
- calling requirements when you are very short of chips. A hand such as Ax
- or a low pair offers a reasonable chance of doubling your stack and you
- can't afford to wait for a better opportunity.
-
- If you have a big stack (e.g. twice the average or more) then you are in
- a strong position but this can change rapidly. A big stack allows you to
- play more conservatively and wait that bit longer for better hands
- before raising however the blinds will soon eat into even a large stack
- so you have to remain aggressive. Normally it will pay to be selectively
- aggressive, that is be prepared to mix it with the smaller stacks but
- keep out of the way of the other large stacks as they can do you serious
- damage.
-
- Experienced tournament players with large stacks are likely to call a
- raise by a short stack even if they have only a moderate or poor hand.
- They are risking losing a few chips for the chance of moving one place
- closer to the prize money. There may even be several callers with good
- stacks and poor hands. It will not be unusual for these players to check
- down the hand once the short stack is all-in to maximise the chance of
- eliminating the all-in player.
-
- Whilst this is good tournament strategy it is probably best in your
- first few tournaments to call a raise only with a very good hand and
- ignore whether the raiser has many or few chips. However if you do get
- head to head with a player who is almost all-in you should force the
- other player to commit their last few chips at the first opportunity;
- certainly if you would call if they bet then you must bet to prevent
- them checking. It is a cardinal error to let a player off the hook
- because no matter how few chips a player has left they can bounce back
- to being chip leader within a few hands if they get the run of the cards!
-
- As the blinds rise a raise or a call starts to take a significant
- proportion of the average stack. The effect of this is that most players
- will continue to play aggressively on the flop if they have even a small
- part of it and quite often they will play aggressively even if the flop
- misses them completely (ie bluff). You will have to respond in kind
- especially if conceding the pot would leave you with a stack below the
- critical level. For example you hold AsQd, raise and are called by the
- big blind. The flop is Jh 8h 2c and the big blind bets. Even though this
- flop does nothing for you you should call unless you are in a strong
- chip position. The big blind is as likely to be on a draw or bluffing as
- he is to have a genuine hand.
-
-
- The Final Stage
-
- If all goes well you will survive to the point where you are down to the
- last few players and almost in the prize money.
-
- At this stage the blinds will be so high that virtually all the players
- left will have stacks at or below the critical size. In addition you
- will be playing the game increasingly short-handed which means that you
- can see fewer and fewer hands before your stack is anted away.
-
- You need at this stage to know exactly how near the prize money you are
- and how many chips each of your opponents has. If you have an average or
- large stack the correct strategy is still to be ultra aggressive in
- raising but conservative in calling. However when you have fewer than
- average chips it can be right to adopt a tighter strategy! There are two
- reasons why this may be so:
-
- Suppose there are 5 players left and there are prizes for the first 4
- only. If the player under the gun does not have enough chips to cover
- the big blind next hand then you will be probably correct to fold any
- non-premium hand and hope that utg doesn't get lucky. In general this
- extends to playing tight if you can survive longer than one or more of
- the other players left in the game. This will force them to try and win
- a pot before you have to - if they lose you are one further notch up the
- ladder whilst if they win you still have a chance to also win a pot and
- be back in the same relative position to them.
-
- Providing that you have enough chips to see the next few hands then
- playing tight also avoids the chance of immediate elimination and gives
- the other players a chance to eliminate each other or to agree to make a
- deal, either of which is to your advantage.
-
- In most tournaments the last few players are allowed to agree a deal
- sharing the prize fund in different proportions to that originally
- envisioned. A lot of tournaments will end in this way because regardless
- of how big a lead the chip leader has the blinds are so high that who
- wins will be more a matter of luck than skill or weight of chips.
-
- There are typically three types of deal:
-
- 1. A saver is agreed for all those players still in who subsequently
- get eliminated outside the original prize scale. For example if
- there are 6 players left and only 4 prizes then the players may
- agree that the next 2 players eliminated will receive $100 each
- and the prize for the eventual winner will be reduced by $200. The
- game then continues.
- 2. The whole of the prize fund is distributed amongst the remaining
- players and the game is ended at this point. The amount each
- player receives will be related to the number of chips they
- currently have but the exact amount will be subject to negotiation.
- 3. Part of the prize fund is distributed amongst the remaining
- players and then the game continues; normally on the basis of the
- winner takes all of the remaining prize money (and the trophy if
- any).
-
- If you are going to split the prize money on the basis of chips held
- then it is probably easiest to let the experienced players do the
- initial negotiating. They will ask if you would be happy to accept $x
- and it is then up to you to accept or reject the offer. If you are one
- of the chip leaders then you should expect to receive less than your
- chips are worth whereas if you have less chips than average you should
- insist on receiving more than their face value. For example with 5
- players left if you have 10% of the chips you might expect 15% of the
- prize fund; if you have 40% of the chips you might have to settle for
- 30-35% of the money.
-
- For new tournament players the important point to bear in mind is that
- any deal requires the explicit agreement of *all* the remaining players.
- If you do not like the proposed deal you do not have to accept it simply
- ask the dealer to carry on. If things continue to go your way you will
- end up with all the chips and the bulk of the prize money. Remember
- however that in these final stages luck is more important than skill and
- a sensible deal leaves everybody happy.
-
- /[Several books have been written on the subject of poker tournaments,
- but none has received universal praise from rec.gamblers. Jay
- Sipelstein's reviews of McEvoy's "Tournament Poker" [121] and Buntjer's
- "The Secret To Winning Big In Tournament Poker" [122] are in the Poker
- Book Review Archive at http://www.seriouspoker.com/reviews.html --ed.]/
-
- Copyright * 2004 Ramsey. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 3.4 Is "checking it down" in a tournament implicit collusion?
-
- Author: Randy Hudson
- Last updated: Oct 2003
- Copyright * 2004 Randy Hudson
- The official and up-to-date version of this answer is here [123].
-
- If you have one all-in player, and two other players who still have
- stacks left, is it 100% expected that the two "live" players simply
- check it down?
-
- No, but it's pretty common. The presence of a player whose hand will
- always be shown down makes bluffing generally inadvisable, and
- consequently (though less obviously) shifts the hand strength needed for
- a value bet upward. Each of these makes bets less likely, and so tends
- to promote a checked-down finish.
-
- When the players are involved in a place-paying tournament or
- supersatellite, and are near or in the money, that is compounded by the
- value of eliminating a player. Because both players benefit if either
- one eliminates the all-in player, bluffs usually have negative value,
- and the desirability of making value bets goes down even further. This
- is the situation where most players automatically check it down.
-
- Failing to participate in this "implicit collusion" will draw scorn from
- some other players. The ones no longer involved in the pot still stand
- to benefit from elimination of the all-in player, so they also want to
- see it checked down, as that maximizes the chance of an elimination.
-
- Copyright * 2004 Randy Hudson. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 3.5 Can one overcome the rake at low limit poker games?
-
- Author: Bob Dainauski
- Last updated: Aug 2000
- Copyright * 2004 Bob Dainauski
- The official and up-to-date version of this answer is here [124].
-
- In a game with no rake and no toking, there is no question that in the
- long run (with the cards breaking even) the better players will win
- money at the expense of the weaker players. The question is: Can strong
- players win enough from the weak players to more than cover the expenses
- in a game with a rake and/or toking?
-
- How much do the rake and tokes cost us? It varies, but we can calculate
- some ranges. Let's assume a 10 seat $2/$4 game dealing 40 hands per
- hour. Assume a rake of 10% to $4. As a good player, you are somewhat
- tighter than your opponents, so let's assume you win an average of 3.5
- pots per hour (4 would be your "fair share"). Your average rake expense
- ranges from a probable low of around $1.46 per pot (from TTH sims) to a
- probable high of around twice that amount (in line with the observations
- of experienced players in certain games). Add in a $1 toke per pot, and
- your average expense per hour likely falls somewhere between $8.50 and
- $14. In terms of big bets, this is 2.25 to 3.5 big bets per hour. Across
- other limits we can calculate expense ranges the same way:
-
- 10% rake to $4, $1 toke
- Est. Total Hourly
- Limit Expense (Big Bets)
- ----- -----------------
- 10-20 0.76 to 0.88
- 5-10 1.23 to 1.66
- 3-6 1.91 to 2.62
- 2-4 2.25 to 3.50
-
- Some games have lower expenses. For example, some on-line games feature
- a rake of 5% to a max of $3 with, obviously, no toking. The expenses
- here (From TTH sims) are:
-
- 5% rake to $3, $0 toke
- Est. Total Hourly
- Limit Expense (BB)
- ----- ------------
- 10-20 0.45 and up
- 5-10 0.55 and up
- 3-6 0.58 and up
- 2-4 0.53 and up
-
- Now we need to estimate the win rate for a good player in a sufficiently
- weak game. Unfortunately this resists a straightforward mathematical
- solution. Our best source of information comes from the observations of
- top theorists and experienced players. These sources have cited
- approximately 1 BB per hour (after expenses) as the approximate profit a
- strong player might expect at limits of 15-30 and up. This corresponds
- to a pre-expense win rate of about 1.5 BB / hr. (TTH sim showed a .54 BB
- expense factor for 15-30). Experienced players have reported higher win
- rates in exceptionally weak low limit games. Players in the softest of
- games report win rates as high as 3+ BB per hour after expenses So, a
- good player in a weak enough game can achieve a pre-expense win rate of
- 1.5 BB / hr and up, perhaps exceeding 4 BB / hour in extremely favorable
- circumstances.
-
- This indicates that the rake can be overcome in even the lowest limit
- games if you are sufficiently strong and your opponents sufficiently
- weak. Remember, if you're not one of the better players in a given game,
- it wouldn't matter if there were no expenses, you'd still lose.
-
- Any given poker game at a given time comprises many factors: fixed
- factors such as the rake, betting structure and rules; variable factors
- such as the talent, mood, and motivation (etc.) of you opponents; and
- personal factors such as your ability, discipline, and toking level
- (etc.). Therefore, the question we should really be asking is "Can I
- beat the players at *this* table at a rate sufficient to overcome the
- particular expenses of *this* game?" This all points back to the
- importance of skill #0, judicious table selection.
-
- Copyright * 2004 Bob Dainauski. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 4 Poker community
-
-
- 4.1 When can I meet and play poker with fellow r.g.pers? What are
- BARGE, FARGO, etc?
-
- Author: Michael Maurer
- Last updated: Apr 2004
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [125].
-
- *BARGE*
-
- Big Annual Rec.Gambling Excursion
- Las Vegas, NV
- Beginning of August [July 29 -- August 1, 2004]
- Organizers: Chuck Weinstock <weinstock@conjelco.com
- <mailto:weinstock@conjelco.com>>, Peter Secor <fpsecor@attbi.com
- <mailto:fpsecor@attbi.com>>, Michael Zimmers <mzimmers@pacbell.net
- <mailto:mzimmers@pacbell.net>>
- Web page: http://www.barge.org
- To subscribe to the BARGE mailing list, send email to:
- barge-join@barge.org <mailto:barge-join@barge.org>
- Information last updated Jan 2004.
-
- *FARGO*
-
- Foxwoods Annual Rec.Gambling Outing
- Foxwoods, CT
- Late September or October [in 2003, was September 18--21]
- Organizer: Don Perry <donaldperry@peconic.net
- <mailto:donaldperry@peconic.net>>
- Web page: http://conjelco.com/fargo/ and http://www.fargopoker.com
- Mailing list: http://mail.conjelco.com/mailman/listinfo/fargo
- Information last updated Jan 2004.
-
- *MARGE*
-
- Mississippi ARGE
- Biloxi, MS
- November [in 2003, was November 6--8 at Grand Casino Biloxi]
- Organizer: Randy "Mitch" Collack <RMITCHCOLL@aol.com
- <mailto:RMITCHCOLL@aol.com>>, Steve Jewett
- Web page: http://conjelco.com/marge.html
- Mailing list: http://mail.conjelco.com/mailman/listinfo/marge
- Information last updated Jan 2004.
-
- *SARGE*
-
- Southern ARGE
- Tunica, MS
- Late February or early March [February 26--28, 2004 at the Horseshoe]
- Organizer: Steve Jewett <sarege123@earthlink.net
- <mailto:sarege123@earthlink.net>>, Randy "Mitch" Collack
- <RMITCHCOLL@aol.com <mailto:RMITCHCOLL@aol.com>>
- Web page: http://conjelco.com/sarge.html
- Mailing list: http://mail.conjelco.com/mailman/listinfo/sarge
- Information last updated Jan 2004.
-
- *ESCARGOT*
-
- Experimental Southern California Annual Rec Gambling Outing and
- Tournament
- Los Angeles, CA
- Near MLK Weekend [in 2004, was January 15--18 at the Bicycle Casino]
- Organizers: Russ Fox, Lou Krieger, Marc Gilutin, Jerrod Ankenman,
- Steve Nissman, Chris Straghalis
- Web page: http://www.conjelco.com/escargot.html
- Information last updated Jan 2004.
-
- *ATLARGE*
-
- ATLantic City ARGE
- Atlantic City, NJ
- March [March 4--7, 2004 at the the Taj Mahal]
- Organizer: Stevan Goldman <GoldmanS@YouveGotClaims.com
- <mailto:GoldmanS@YouveGotClaims.com>>
- Web page: http://www.conjelco.com/atlarge.html
- Mailing list: http://mail.conjelco.com/mailman/listinfo/atlarge
- Previous Years' Web page: http://www.jazbo.com/atlarge
- Information last updated Jan 2004.
-
- *TARGET*
-
- The Annual Rec.Gambling Entry Tournament
- Las Vegas, NV
- First held in 1994. Usually occurs during the first week of WSOP
- (April).
- Organizer: Ken Kubey <kubey@engr.sgi.com <mailto:kubey@engr.sgi.com>>
- To join the mailing list, send email to Ken.
- Information last updated Nov 2002.
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 4.2 What the hell is Rumple Mintz?
-
- Author: Michael Maurer
- Last updated: Sep 2003
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [126].
-
- Rumple Mintz is the official rec.gambling spelling of a brand of 100
- proof peppermint schnapps called Rumple Minze, imported from the
- Scharlachberg Distillery in Germany. Best served shaken over ice for
- five seconds, then strained into a short glass. It is the official drink
- of rec.gambler poker players everywhere, and is known to increase poker
- skill dramatically. Legend has it that one rec.gambler won $4000 in a
- 50-100 Hold'em game while under its spell, lived to tell the tale in a
- trip report, and assured its eternal fame.
-
- Okay, so maybe only one rec.gambler actually drinks Rumpel Minze.
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 4.3 What is the World Series of Poker?
-
- Author: Michael Maurer
- Last updated: Apr 2004
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [132].
-
- The World Series of Poker is a yearly series of poker tournaments hosted
- by the Horseshoe Casino in Las Vegas. Amateur Chris Moneymaker's $2.5
- million win in 2003 and Jim McManus' book "Positively Fifth Street"
- introduced many non-poker players to this premiere tournament series.
- Harrah's hosts the Official WSOP Home Page [133] and Conjelco maintains
- archives for 1995 through 2000 [134]. They change the details from year
- to year, so while the information below gives you the general idea, be
- sure to check the official site for this year's particulars.
-
-
- WSOP 2004 Event Schedule
-
- The following information was announced [135] by WSOP 2004 Tournament
- Director Matt Savage. [Thanks to Terrence Chan for reformatting.] See
- also the WSOP 2004 official schedule page [136] for information on
- satellites (on schedule page 4). All events start at 12 Noon unless
- otherwise noted on the schedule.
-
- Event Date Buy-in Event Notes
- #1 Apr 22 $500.00 Casino Employee's Limit Hold'em One
- Day Event
- #2 Apr 23 $2,000.00 No-Limit Hold'em Two Day Event
- #3 Apr 24 $1,500.00 Seven Card Stud Two Day Event
- #4 Apr 25 $1,500.00 Limit Hold'em Two Day Event
- #5 Apr 26 $1,500.00 Omaha Hi-Lo Split Two Day Event
- #6 Apr 27 $1,500.00 Pot Limit Hold'em Two Day Event
- #7 Apr 28 $1,000.00 No-Limit Hold'em with Rebuys (First Two
- Hours)
- Two Day Event
- #8 Apr 29 $2,000.00 Pot Limit Omaha with Rebuys (First Two
- Hours)
- Two Day Event
- #9 Apr 30 $1,500.00 No-Limit Hold'em Two Day Event
- #10 May 1 $2,000.00 Seven Card Stud Hi-Lo Split Two Day
- Event
- #11 May 2 $2,500.00 Limit Hold'em Two Day Event
- #12 May 3 $2,000.00 H.O.R.S.E. (Hold'em, Omaha, Razz, Stud,
- Stud/
- 8) Two Day Event
- #13 May 4 $5,000.00 No-Limit Hold'em Two Day Event
- #14 May 5 $1,500.00 Seven Card Stud Hi-Lo Split Two Day
- Event
- #15 May 6 $2,000.00 Limit Hold'em Two Day Event
- #16 May 7 $5,000.00 No-Limit Deuce to Seven Draw with Rebuys
- One Day
- Event
- #17 May 7 $1,500.00 Limit Hold'em Shootout@ 2pm Two Day
- Event
- #18 May 8 $1,500.00 No-Limit Hold'em Shootout Two Day
- Event
- #19 May 9 $2,000.00 Omaha Hi-Lo Split Two Day Event
- #20 May 9 $1,000.00 Ladies Limit Hold'em @ 2pm Two Day
- Event
- #21 May 10 $2,000.00 Pot Limit Hold'em Two Day Event
- #22 May 11 $5,000.00 Omaha Hi-Lo Split World Championship Two
- Day Event
- #23 May 12 $1,500.00 No Limit Hold'em Two Day Event
- #24 May 13 $5,000.00 Seven Card Stud World Championship Two
- Day Event
- #25 May 14 $3,000.00 Pot Limit Hold'em Two Day Event
- #26 May 15 $1,500.00 Seven Card Razz Two Day Event
- #27 May 16 $1,000.00 Deuce to Seven Triple Draw with Rebuys One
- Day
- Event
- #28 May 16 $1,000.00 Seniors No-Limit Hold'em @ 2pm Two Day
- Event
- #29 May 17 $5,000.00 Limit Hold'em Two Day Event
- #30 May 18 $3,000.00 No-Limit Hold'em Two Day Event
- #31 May 19 $5,000.00 Pot Limit Omaha with Rebuys (First Two
- Hours)
- Two Day Event
- #32 May 20 $1,500.00 A-5 Draw Lowball One Day Event
- May 21 $225/ $200 4 Super Satellites 10am-3pm-7:45pm and 11pm
- Win
- your $10,000 Seat
- May 21 Media Charity No-Limit @ 6pm Media Only
- #33 May 22 $10,000.00 No Limit Hold'em World Championship Event @
- 1PM 5 Full Levels 1/2 Field
- May 23 World Championship Event- Day 2 5 Full
- Levels 1/2 Field
- May 24 World Championship Event- Day 3 4 Full
- Levels
- May 25 World Championship Event- Day 4 4 Full
- Levels
- May 26 World Championship Event- Day 5 Play to 36
- May 27 World Championship Event- Day 6 Play to 9
- May 28 World Championship Event- Day 7 Play to 1
-
-
- House Fees, Dealer and Staff Tokes
-
- House fees will be taken from the buy-in amount only. Dealer and Staff
- toke will be be taken from the prize pool amount. [Thanks to Terrence
- Chan for summarizing the fee structure.]
-
- Total Buy-in Breakdown: Prize pool plus house fee House "Percentage"
- House percentage defined as juice over buy-in Dealer/staff toke
- deducted from prize pool
- $500 $465 + $35 7.00% 7.53% 3.00%
- $1,000 $940 + $60 6.00% 6.38% 3.00%
- $1,500 $1420 + $80 5.00% 5.63% 3.00%
- $2,000 $1900 + $100 5.00% 5.26% 3.00%
- $2,500 $2375 + $125 5.00% 5.26% 3.00%
- $3,000 $2850 + $150 5.00% 5.26% 3.00%
- $5,000 $4800 + $200 4.00% 4.17% 2.00%
- $10,000 $9600 + $400 4.00% 4.17% 2.00%
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 4.4 What is IRC poker and how can I play?
-
- Author: Michael Maurer
- Last updated: 1998
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [137].
-
- Oct 2003 status: IRC poker is offline while it is in search for a new
- home. Since it looks likely to never find one, this section is here only
- for historical interest.
-
- IRC poker is a real-time network poker game that allows people from
- around the world to play poker with each other via the Internet. The
- stakes are "etherbucks", which is to say imaginary. Each player's
- imaginary bankroll is recorded from session to session, and rankings of
- both bankroll and earning rate inspire competitiveness. An automatic
- program serves as the dealer and controls the action. World Wide Web
- users can find out more about the dealer program by looking at
- http://www-2.cs.cmu.edu/People/mummert/ircbot.html.
-
- The game uses the Internet Relay Chat, or IRC, to arrange communications
- amongst the players and with the dealer. IRC is normally a sort of
- global cocktail party, with several thousand people from around the
- globe engaged in small pockets of conversation on various "channels".
- Within each channel, anything one person types appears on the screens of
- all the other people tuned in to the channel (although one person can
- also "whisper" privately to another). The poker channels are unusual in
- that an automaton is always present to supervise a poker game. However,
- the chat aspect of the channel is preserved, so that the poker games can
- become quite social.
-
- In order to play IRC poker, you must have an IRC client and access to
- the Internet. The client is a program running on your local machine that
- connects you to the IRC network. The most popular Windows interface to
- IRC poker is Greg Reynolds' Gpkr, available for free at
- http://webusers.anet-stl.com/~gregr/. Gpkr is regularly maintained and
- sure to be up to date with the latest IRC poker changes. If you get Gpkr
- you can ignore most of what follows, since the Gpkr graphical interface
- takes care of the details behind the scenes.
-
- On the Macintosh, Larry Weinberg's McPoker is the client of choice; see
- http://larry.curiouslabs.com/ghosteffects/McPoker.html.
-
- If you are on a Unix machine, try typing 'irc' to see if a client is
- already installed. If not, or if you are on a Macintosh or other system,
- you will have to obtain a client by FTP. One archive site for IRC
- clients is ftp://cs-ftp.bu.edu/pub/irc/clients. The Unix client is named
- ircII. This archive also contains a primer on using IRC. The official
- IRC FAQ is available at ftp://rtfm.mit.edu/pub/usenet/alt.irc. An
- excellent generic Windows client is mIRC, available at http://www.mirc.com.
-
- Once you have a client up and running, you need to connect to the
- special, isolated IRC poker server. In order to speed up the games, the
- poker server is not a part of the standard IRC network. The different
- clients have various ways to specify the IRC server you want to use; on
- Unix you can say
-
- irc nickname irc.poker.net
- or irc nickname 24.163.47.154
-
- where 'nickname' is the name by which you will be known to other IRC
- users. After a moment, this command should connect you to the IRC poker
- server and print a welcome message. (From this point on the instructions
- are Unix-specific, but many of the commands will work on the other
- clients as well).
-
- At this point you can find out what channels are open by typing
-
- /list
-
- which prints the topic of each channel, or you can see a more detailed
- view with
-
- /names
-
- which lists all of the people on each channel. As of May 1994, typical
- channels included #holdem, #omaha, and #nolimit. To join a particular
- channel (for instance, #holdem), type
-
- /join #holdem
-
- The action of the poker game and the ongoing conversations should now
- appear on your screen. The play of the game is governed by sending
- special messages to the dealer automaton; for example, the message
-
- p fold
-
- indicates that you wish to fold. All poker commands are prefixed with
- the letter 'p'. The command
-
- p commands
-
- gives a list of all possible commands. The most important are
-
- p join password % join the game (pick any password)
- % this starts your bankroll at $1000
- p quit % quit the game
- p fold % fold when the action gets to you
- p check % check (do not bet or fold)
- p call % call a bet
- p raise % raise the bet
-
- On the non-structured channels like #nolimit, some of these commands may
- take an argument, such as
-
- p raise 50
-
- When you join the channel you will notice the conspicuous absence of
- these 'p' commands despite the ongoing play. This is because most
- players send their messages privately to the dealer only, using a
- command like
-
- /msg hbot p raise
-
- where 'hbot' is the nickname of the dealer. (This is especially useful
- to hide your password when you join.)
-
- Because poker players are inherently lazy, most users of ircII have a
- special set of IRC macros that saves them the effort of typing all those
- characters each time they have to act. These poker macros are available
- from ftp://ftp.csua.berkeley.edu/pub/rec.gambling/poker/ircrc.poker. The
- file contains instructions for using it on a Unix machine. Although mIRC
- doesn't understand these macros, it does let you set up customized menus
- and aliases yourself.
-
- In addition, curses and X-windows based front ends have been written for
- the poker games. The curses version uses simple terminal graphics to
- draw pictures of your cards and those of the other players, helping you
- to visualize the action. When other players fold their cards are mucked,
- and the board and pot are shown in the middle. This front end can be
- used in conjunction with the IRC macros mentioned above. Both curses and
- X-windows versions of the program are available on the web in source
- code form for Unix machines at http://www.jcsw.com/poker/.
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 5 Online poker
-
-
- 5.1 Where can I play online poker against real people for real
- money? Is it legal? Is it safe?
-
- Author: Michael Maurer
- Last updated: Oct 2003
- Copyright * 2004 Michael Maurer
- The official and up-to-date version of this answer is here [138].
-
- *The basics.* There are about a dozen well-established online poker
- rooms that offer live games against real people for real money. Thanks
- to TV shows such as the World Poker Tour [30], online poker is no longer
- just for brave pioneers and has gone mainstream. It has become the main
- topic of conversation on rec.gambling.poker. Over a hundred thousand
- people from around the world play online every week!
-
- *Real money?* Yep. You can choose betting stakes of play-money,
- microscopic real-money (for example, $0.01 - $0.02 limit), or all the
- way up to $100 - $200 or more. NETeller [139] is the most popular way of
- transferring money to and from the sites.
-
- *Which site is best?* It's mostly a matter of taste. The largest sites
- have the best selection of games and have earned the trust of many
- players. For more details, see this comparison of online poker sites
- [2]. If you are thinking about opening an online poker account, be sure
- to learn about sign-up bonus codes [1] first or you may miss out on some
- lucrative cash bonuses.
-
- *Is it legal?* As of this writing, the issue is ambiguous in most U.S.
- states and at the U.S. federal level. Most of the cardroom sites are
- operated from the Caribbean or Central America, often with some presence
- in Canada. Existing laws tend to target illegal gambling operators
- rather than the players, but since the online operators are out of reach
- there is political pressure to modify this approach. In the U.S.,
- several federal bills have been proposed that regulate or forbid online
- wagers. The latest tactic is an attempt to outlaw financial transactions
- that are related to online gambling. On the other hand, in the U.K. the
- government has been moving in the direction of legalization and
- regulation. You're on your own until legal systems catch up with this
- new technology.
-
- *Is it safe?* The jury is also still out on this one. There are a number
- of risks:
-
- 1. The ease of collusion among players. The magnitude of this risk is
- a matter of ongoing debate, but it is possible for your opponents
- to communicate secretly or even be the same person.
- 2. The possibility that the cardroom will not honor a redemption
- request, that is, will stiff you when you ask for your money. (A
- few of the early sites folded holding player deposits.)
- 3. The chance that your personal financial details, such as credit
- card number or NETeller ID, are stored insecurely, allowing either
- a dishonest cardroom insider or external hacker to obtain them.
- 4. The possibility that the game technology is not secure, allowing
- others to compromise the game's or site's integrity. This could
- take any number of forms, from others knowing your cards, knowing
- what cards will be dealt next, changing what cards will be dealt
- next, or even impersonating you and withdrawing your money. (In
- the early days of online poker, a security consultant cracked the
- poor shuffling algorithm [140] of one of the poker dealing
- software packages.)
- 5. The possibility that the underlying game technology is programmed
- to deal an unfair game, for example, by failing to shuffle
- randomly. This is a popular topic among losing players; see the
- discussion on the cash-out curse <online-cashout-curse.html>.
- 6. The possibility that an insider at the cardroom will take
- advantage of existing security flaws or secretly create new ones
- to favor their accomplices during play.
- 7. The chance that a cardroom insider will compile records of your
- play and reveal them to your opponents for strategic or tactical
- analysis.
- 8. The chance that you will be found guilty of a crime in some
- jurisdiction, perhaps not even your own, simply for playing. For
- example, if your internet traffic is routed through Virginia, as
- much of it is, are your internet activities subject to Virginia law?
- 9. The chance that authorities -- somewhere -- seize your money,
- either while deposited or in transit, and then place the burden on
- you of demonstrating why they should return your funds.
- 10. The chance that opening an offshore account will bring other
- aspects of your life under the scrutiny of authorities, for
- example, by increasing the chances of an IRS tax audit.
-
- You might notice that many of these risks exist in real cardrooms. It is
- likely that some risks will be greater in the online world and that some
- will be lesser. For example, several of the online cardrooms claim to
- apply collusion detection algorithms to the database of hand histories.
- And a popular form of online poker is the heads-up game, where collusion
- is impossible. It may turn out that the cost of collusion is lower in
- the online world. In the area of game software integrity, most of the
- top online cardrooms have engaged auditing firms to provide independent
- validation of the fairness of their dealing algorithms. That's
- reassuring. But still, the legal questions are fuzzy and you have to
- judge for yourself whether you can accept the risks.
-
- Copyright * 2004 Michael Maurer. Unauthorized copying prohibited.
- Contact info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for
- permission to redistribute.
- ------------------------------------------------------------------------
-
-
- 5.2 What are some advantages of online poker over cardroom poker?
-
- Author: Jim Geary
- Last updated: May 1999
- Copyright * 2004 Jim Geary
- The official and up-to-date version of this answer is here [141].
-
- What are some of the advantages of playing poker online?
-
- * You don't have to drive to a casino.
- * You can play in your underwear.
- * You can smoke at will/breathe clean air at will.
- * You don't "have to" tip the dealer.
- * You can sing along to your headphones without disturbing anyone.
- * Internet poker often lends itself to many players who have never
- been inside a casino and thus may not be that sophisticated in
- their play.
-
- What are some of the disadvantages of playing poker online?
-
- * Your opponents may easily share information about their hands on a
- communication channel to which you are not privy.
- * Your opponents may play their hands in a collusive fashion via a
- communication channel to which you are not privy.
- * Your opponents may actually be the same person.
- * There is no way for you to know for sure that the above are
- occurring.
- * There is no way for an online poker operator to prevent these from
- occurring.
-
- If you don't care about your money, the advantages outweigh the
- disadvantages. If you do try to win money, you may have difficulty doing
- so. This is not to say that it is impossible. The games may be
- incredibly weak. The games that you land in may be completely straight.
- You may be an incredible player. However, proceed with caution.
-
- Copyright * 2004 Jim Geary. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 5.3 How do I find out what games are available and how many tables
- are active at each online site?
-
- Author: Dennis Boyko
- Last updated: Oct 2002
- Copyright * 2004 Dennis Boyko
- The official and up-to-date version of this answer is here [142].
-
- Poker Pulse, http://www.pokerpulse.com/, is an independent poker
- tracking portal showing close to real time counts of money players and
- games from many of the top online multi-player poker rooms. The Poker
- Pulse main page shows you the current real money ring game, players and
- real money tournament players at may sites. In addition to the player
- counts you can see a break down of the types of games at each site (e.g.
- number of hold'em games, number of omaha games, number of stud games and
- 1 on 1 games). There is a details page for each of the poker rooms
- covered, that shows you the current count of games with an average pot <
- $10, average pots between $10 and $30 and average pots > $30 plus other
- room specific details. Poker Pulse also features weekly chart features
- showing poker action graphically. Past chart features have included
- plots of peak and average player counts at each of the tracked rooms
- versus the hour of the day.
-
- Copyright * 2004 Dennis Boyko. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- 5.4 What is the online "cash-out curse"? Is the curse evidence
- that the sites are rigged?
-
- Author: Bob Dainauski
- Last updated: Oct 2003
- Copyright * 2004 Bob Dainauski
- The official and up-to-date version of this answer is here [143].
-
- A number of people have reported the same bad experience with online
- poker: They win for a while, but once they cash out some winnings they
- seem to run bad and bust. To some people, this is solid evidence that
- online poker must be rigged; that by cashing out some winnings, players
- incur the wrath of the online operators, who will set a switch on the
- player's account, dooming them to lose thereafter.
-
- Is the "rigged theory" the best explanation for the trends that people
- are observing?
-
- Read the rest of this article [144] (290 lines). /[Editor's warning:
- this article contains logical arguments.]/
-
- Copyright * 2004 Bob Dainauski. Unauthorized copying prohibited. Contact
- info@rgpfaq.com <mailto:info@rgpfaq.com?subject=FAQ> for permission to
- redistribute.
- ------------------------------------------------------------------------
-
-
- URL Reference
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- Tournament%20Poker
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- shosting.com
-
-