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- Archive-name: gambling-faq/general
- URL: http://www.conjelco.com/faq/general.html
-
- -----------------------
- General Frequently Asked Questions
-
- This is the General section of the rec.gambling Frequently Asked Questions
- (FAQ) list.
-
- Changes or additions to this section of the FAQ should be submitted to:
- jacobs@xmission.com.
-
- Page last modified: 12-29-94
-
- I wish to thank Frank Irwin for helping to compile much of the information that
- appears in this list. I also wish to thank those who contributed information,
- as well as those who spent countless hours running blackjack simulations in
- order to help answer many of these questions.
- ------------------------------------------------------------------------
-
-
- Table of Contents
-
- Section S: Spare us!
- S1 Martingale betting systems -- just double your bet until you win
- S2 The Inevitable Monty Hall
- S3 How much would you pay to play this game?
-
- Section G: General Gambling Topics
- G1 What casino game has the best odds?
- G2 How do you get comps?
- G3 What comps are available?
- G4 How do I get a casino credit line?
- G5 How are "markers" used?
- G6 Where can I get casino quality chips?
- G7 Are chip colors standardized?
- G8 What are matchplay chips
- G9 What are "pit critters"?
-
- ------------------------------------------------------------------------
-
-
- Section S: Spare us!
-
- These questions come up occasionally, causing a lot of heated discussions and
- wasted bandwidth. The rec.gambling regulars are pretty sick of seeing these
- questions, and they would appreciate it if you just didn't ask them. If you do
- ask, we'll probably just say "see the FAQ list".
- ------------------------------------------------------------------------
-
-
- Q:S1 Martingale betting systems -- just double your bet until you win
- A:S1 (Frank Irwin, Steve Jacobs)
-
- From: "The Eudaemonic Pie" by Thomas A. Bass
-
- The word comes from the French expression "porter les chausses a la
- martingale," which means "to wear one's pants like the natives of
- Martigue," a village in Provence where trousers are fastened at the
- rear. The expression implies that this style of dress and method of
- betting are equally ridiculous.
-
- The betting scheme merely states that you would want to double your bet after
- each loss. Beginning with one unit, you would bet two units if you lost the
- first. Then four, then eight, until you win a bet. You would then revert to a
- one unit bet. The theory is that with each win you will win all that you lost
- since the last win, plus one unit. The reality is that you will quickly come to
- a betting ceiling, governed by either your bankroll or the house limit, above
- which you may not increase your bet. After 9 straight losses (it's happened to
- me) you would be betting 512 units.
-
- In practice, a lot of people get sucked into betting this way because it gives
- the illusion of really working. This is because most of the time, you will end
- a string of bets with a win. However, on those rare occasions when you do lose,
- you will lose a lot of money. So, the end result is that you win a small amount
- almost always, but when you lose you will lose more than all of your little
- wins combined.
-
- The important point to realize is that most games simply cannot be beat in the
- long run. In games such as craps, roulette, and non-progressive slot machines,
- it is mathematically impossible to gain an advantage over the house.
- ------------------------------------------------------------------------
-
-
- Q:S2 The Inevitable Monty Hall
- A:S2 (Steve Jacobs)
-
- You are a contestant on "Let's Make A Deal", and Monty Hall offers you your
- choice of three doors. One door has a prize, and the other two doors are empty.
- Monty knows in advance where the prize is, and no matter which door you pick,
- Monty will open one of the other doors to show you that it is empty. Monty then
- offers to allow you to trade your door for the other unopened door. What should
- you do?
-
- My best advice is to grab Monty around the neck and strangle him :-)
-
- The short answer is that you should switch doors, because it increases your
- chance of winning from 1/3 to 2/3. The odds are not 50/50, because the
- probability that the prize is behind the door you originally picked is 1/3, and
- this probability never changes until the prize is revealed. This can be seen by
- considering what happens if you decide to *never* switch doors -- in this case
- you will win one time in three, since you will win only if your original pick
- is correct. So, if you *always* switch you will win 2/3 of the time, since you
- win whenever your original pick was wrong. Since Monty can (and will) always
- show an empty door, it is as if he is saying "you can keep your door, or you
- can trade it for BOTH of the other doors, and to confuse you I will show you
- that one of the other doors is empty, even though you already knew that".
-
- Some of you won't believe that this is correct. You will say "after Monty opens
- a door, there are only two choices so you have an equal chance of winning
- whether you switch or not". This is wrong. The fact that there are only two
- choices does NOT imply that the two choices have equal probability. Still not
- convinced? Suppose there are 100 doors, and only one prize. You pick a door,
- and Monty shows you 98 empty doors (he can always do this, since he knows where
- the prize is), and offers to let you switch. The chance that your original pick
- was right is 1/100. If you never switch, you will almost always lose.
- Therefore, if you always switch you will almost always win.
-
- Not convinced? Try it yourself, but try playing the role of Monty in order to
- help see how it works. Don't ask rec.gambling, because we'll know you didn't
- really try it yourself.
-
- The confusion caused by this question shows that probability problems often go
- against human intuition. This question appeared (several times) in the "Ask
- Marilyn" column of the "Parade" insert that appears in many Sunday newspapers
- in the United States. Many people with Ph.D.'s in mathematics claimed in wild
- disbelief that Marilyn's answer [2/3] was wrong, and that it was a sad
- commentary on the American education system. Indeed it is, because the
- mathematicians were wrong. [Note: there has been some discussion as to whether
- Marilyn phrased the question correctly and/or unambigously in her column. This
- report is based on (possibly flawed) memory. Slight changes in the wording of
- the question can result in much different answers, which obviously adds to the
- confusion. --SRJ]
- ------------------------------------------------------------------------
-
-
- Q:S3 How much would you pay to play this game?
- A:S3 (John P. Nelson)
-
- I flip a coin until it comes up tails. If it comes up tails the first
- time, you get $2; if the second, $4; if the third time, $8. That is,
- if I flip the coin N times, you get 2^N bucks. [How much would you
- pay to play this game?]
-
- The problem is, of course, that the "expected value" of this game is an
- infinite series that does not converge: The "expected" win appears to be
- infinite. However, in any REAL implementation of this game, there would have to
- be an upper limit to your liability: It would be unreasonable to expect you to
- really pay off a win of trillions of dollars.
-
- If you put an upper limit on the number of flips, then the expected value of
- the game converges, and it is quite easy to calculate the "break even" wager.
- If we limit the game to N flips, and you pay me $2^M if tails comes up on the
- M'th flip and if N flips occur with no tails, you pay me 2^(N+1), then the
- expected value of each game is simply N+2. (A variation on the rules: If you
- pay me 0 if N flips occur with no tails, then the expected value of the game is
- $N).
-
- This is fairly easy to calculate: On each independent trial, the chance of a
- tails is 1/2. Clearly, the chance of a tails on the second trial is 1/4 (1/2
- chance of heads on the first trial, times 1/2 chance of tails on the second
- trial). The odds of a tail occurring on the Nth flip is 1/(2^N). The payoff at
- that point is 2^N. So we have the series:
-
- 1/2 * payoff-1flip + 1/4 * payoff-2flip + 1/8 * payoff-3flip
-
- or:
-
- $2 $4 $8 $(2^N)
- -- + -- + -- ... ------
- 2 4 8 $(2^N).
-
- Given a maximum of N flips, the expected win is 1+1+1..., N times. Given a $0
- payoff on N heads in a row, that is the total expected win: N. If you pay off
- 2^(N+1) after N tails, the final term is
-
- $(2^(N+1))
- ---------- = 2
- $(2^N)
-
- Which explains where the +2 in (N+2) comes from.
- ------------------------------------------------------------------------
-
-
- Section G: General Gambling Topics
-
- ------------------------------------------------------------------------
-
-
- Q:G1 What casino game has the best odds?
- A:G1 (Steve Jacobs)
-
- In general, blackjack is the most favorable game in the casino. The house edge
- for blackjack ranges from about 0.15% to 0.45%, depending on the house rules
- and number of decks. Occasionally, single deck games can be found which give a
- slight edge to the player. The house edge for other casino games is listed
- below. In games involving skill, these numbers assume that an optimal betting
- and playing strategy is used. Note that many forms of video poker are favorable
- to the player, although these machines are often difficult to find.
-
- Video Poker (Jacks or better): 0.5% to -0.7%
- Video Poker (Deuces Wild): 4% to -1.7%
- Progressive Video Poker ("8/5" payoffs): 2.2% to -2%
- Craps line bets with single odds: 0.8%
- Craps line bets with double odds: 0.6%
- Baccarat "bank" bet: 1.06%
- Baccarat "player" bet: 1.24%
- Red Dog: 2.8%
- Roulette, double zero wheel: 5.26%
- Roulette, single zero wheel (rare): 2.7%
- Keno (estimate): 20% to 25%
- State Lottery: 50% or more
-
- ------------------------------------------------------------------------
-
-
- Q:G2 How do you get comps?
- A:G2 (Frank Irwin, Michael Hall, Dave Everett)
-
- The prerequisite for getting comped is to let the floormen/pit boss know how
- much you are betting. You can do this in two ways:
-
- In Nevada, tell the floorman that you'd like to be rated, as you sit down to
- the table. If your action (the amount you bet) is high enough, he will fill out
- a rating slip on you. Sometimes, the floorman will approach you and ask you if
- you want to be rated.
-
- In many casinos, you give the floorman a card, much like a credit card, as you
- approach the table. He will either just fill out a rating slip, as in Vegas, or
- he will swipe the card through a reader. When you leave, ask for your card
- back.
-
- The floormen will keep track of your buy-in, your initial bet, your average
- bet, and how much you leave the table with. If you decide to try to decrease
- the amount they see you leave with by squirreling chips away, be sure to do it
- well. Those dealers are much more aware than they let on.
-
- If there is only one person at the table getting green chips, and you are that
- person, the floormen will know how many you've squirreled away by subtracting
- what's in the tray from what they started with, and the difference is what you
- have. Similarly, if there are only two players getting green chips, and the
- other one has all his on the table, they can figure out what you have. And they
- do. The floormen are better at this than they let on.
-
- The amount of your comp worth is generally half of your average bet per hour.
- In most Las Vegas casinos (except places such as the Mirage and Caesars) you
- are expected to play for 4 hours/day at an average $25 bet to qualify for a
- room. A sample comp chart, from the Stardust Casino, follows.
-
- [The amount of the comp is worth some constant fraction times the average bet
- per hour, that constant depends upon the casino management's evaluation of
- their advantage per decision, and the number of decisions per hour. Half is
- high. A quarter is more likely for blackjack out of a shoe. --Dave Everett]
- ------------------------------------------------------------------------
-
-
- Q:G3 What comps are available?
- A:G3 (Frank Irwin)
-
- The following is a listing of the comp schedule for the Stardust Casino in Las
- Vegas, Nevada. This can be considered typical for a Las Vegas casino (casinos
- such as the Mirage or Caesars may require more action).
-
- Player Line or Average Hours Complimentaries
- Front Money Bet Played Extended
-
- $25 4 Comp. Room
- $50 4 Comp. Room,
- Limited F & B
-
- $5,000 $75 4 Room, Food
- & Beverage
- $100 4 RFB & $150
- Airfare Reimburse
-
- $10,000 $125 4 RFB & $250
- Airfare Reimburse
- $150 4 RFB & $400
- Airfare Reimburse
- $175 4 RFB & $575
- Airfare Reimburse
- $200 4 RFB & $750
- Airfare Reimburse
-
- $20,000 $250 4 RFB & $1000
- Airfare Reimburse
- $300 4 RFB & $1200
- Airfare Reimburse
- $400 4 RFB & $1500
- Airfare Reimburse
- $500 4 RFB & $1500
- Airfare Reimburse
-
- NOTES:
-
- A. These requirements are based on four hours play per day. Excess playing
- time reduces the average bet requirement and higher average bets reduce
- the playing time requirement. For Example: A $200 bet for 2 hours is
- equal to a $100 bet for 4 hours.
-
- B. Airfare reimbursements are based on a minimum of 12 hours playing time.
-
- C. Complimentary food and beverage are to include the player and one guest.
-
- D. Size of bet in dice is the sum of all flat, place, proposition, field,
- come and buy bets.
-
- E. Excessive RFB usage reduces airfare reimbursement amounts.
-
- F. Please let our friendly floor staff know who you are when you initiate
- play at any table.
-
- ------------------------------------------------------------------------
-
-
- Q:G4 How do I get a casino credit line?
- A:G4 (Frank Irwin)
-
- This is easy. Just call up one of the casinos and ask for a casino host. Tell
- him that you would like to set up a line of credit. Either he'll ask you some
- questions, or send you to someone who will. They just take down your name,
- address, phone, place of business, what you do, and a bank account number. You
- can ask for a particular credit line, but what they give you will depend on how
- much you have in your account. If you have a savings account that contains more
- than your checking account, give them that number.
- ------------------------------------------------------------------------
-
-
- Q:G5 How are "markers" used?
- A:G5 (Frank Irwin, Dave Everett)
-
- At the beginning of your first trip to a casino after establishing credit, you
- will be required to go to the cage to sign some papers and let them copy your
- driver's license. You will also indicate how you wish to pay for any
- outstanding markers upon your departure. If it's your first trip, they may want
- you to settle before you leave. Later, you may be able to work our some sort of
- payment plan.
-
- When you walk up to a table, ask the floorman for a marker. He'll get your name
- and go away for a little while. When he comes back, he'll give you a bank check
- to sign. This is a counter check, which is a form of bank draft, and has the
- legal force of a regular check. They may take money out of your account on this
- check. Additionally, these markers may require manual intervention and
- attention when presented to your bank for processing. If you don't want your
- banker to know where your money is going, don't leave behind a marker; pay it
- up with a regular bank check.
-
- If you win at the table (and don't squirrel chips away :-), the floorman may
- ask you to buy back your marker. This is exactly what you do; you give the
- dealer chips equal to your marker, and the floorman gives you your bank check.
- In many casinos, markers are not redeemed at the table, but the player must go
- to the cashier's cage to buy back the marker. In order for you to establish a
- credit line, Atlantic City casinos commonly have you sign a statement in which
- you agree, more or less, not to "walk" with chips when you owe them money for a
- marker. This also means that you are not supposed to convert chips to cash
- while they hold your marker. This is usually not interpreted as being on a
- daily basis, but rather on a trip basis. That is, if you've signed markers for
- $1000, and have 7 black chips in your possession, they do not want you to cash
- the 7 chips, and walk with their $700 while you owe them $1000. They want you
- to turn in the chips, and owe them $300.
- ------------------------------------------------------------------------
-
-
- Q:G6 Where can I get casino quality chips?
- A:G6 (Michael Hall)
-
- CHIP SUPPLIER CITY, STATE PHONE REGULAR PERSONALIZED
- ================= ============== ============== ============== =============
- The Poker Store Stanton, CA (714) 895-3783 ? $55/100
- Paul Son Las Vegas, NV (702) 384-2425 $.35/each $.40/each
- " ???, NJ (609) 348-8771 $.35/each $.40/each
- " Reno, NV (702) 786-2465 $35/100 $40/100
- Bud Jones Company Las Vegas, NV (702) 876-2782 ? 1 color:$25/100
- " " ? 2 color:$40/100
- Gambler's General Las Vegas, NV (800) 322-CHIP ? $40/100
- Store
-
- Note that the chip prices above are for CASINO QUALITY, which means they're
- heavy clay and thus rather expensive. The suppliers also have lighter clay
- chips and cheap-o plastic chips.
-
- One reason you might want personalized chips, other than for vanity's sake, is
- to have dollar amounts put on them. Several places said they can put your
- initials on one side and the dollar amount on the other, which is kind of neat.
- For their unpersonalized chips, you had a choice of a starburst or a horseshoe
- insignia. Paulson was the most flexible, since they'd let you order any
- quantity (not just multiples of 100) with no minimum order. All of the
- suppliers had a wide variety of colors. Bud Jones Company had solid one color
- chips as well as the two colored chips that many casinos use.
- ------------------------------------------------------------------------
-
-
- Q:G7 Are chip colors standardized?
- A:G7 (Dave "4" Everett)
-
- Yes and no.
-
- In the United States, almost all casinos use red for $5 chips,green for $25,
- and black for $100. In Las Vegas, other denomination chips can be any color
- whatsoever, though $1 chips are generally white or blue.
-
- In Atlantic City, they use the Munsel Color Code system, and is a matter of
- regulation. In addition the "inserts" or edge marks used by each casino must be
- different in color(s) than those used by all other A.C. casinos for the same
- denomination.
-
- chip value color Notes
- --------------------------------------------------------------------
- $0.50 mustard Never issued.
- $1 white
- $2.50 pink Used for paying blackjacks
- $5 red
- $20 yellow
- $25 green
- $100 black
- $500 purple
- $1000 orange larger diameter than those above
- $5000 gray same diameter as orange chips
-
- Foxwoods and Turning Stone use the same scheme, though neither uses yellow.
- ------------------------------------------------------------------------
-
-
- Q:G8 What are matchplay chips
- A:G8 (Chuck Weinstock, Dave Everett)
-
- A matchplay chip is a non-negotiable chip, usually given by the casino to
- induce play at their tables. The chips are good at any table game, but only for
- even money bets. Thus you can bet them on craps (line bets), blackjack,
- roulette (odd/even, black/red), but not, for instance, the field at craps. When
- you play a matchplay chip you must match it with a chip of your own (hence the
- name). For the Bally offer I understand the chips have a value of $5.00, so you
- must play each one with $5.00 of your own money.
-
- If you lose the bet, you lose your $5.00 and the matchplay chip. If you win
- your bet you win $5.00 on your $5.00 and $5.00 (real money) on the matchplay
- chip. However, even if you win they take the matchplay chip. (I'm not sure if
- this is universal, but it certainly is typical.) I'm not sure how they pay off
- Blackjack (which pays 3-2). [ They always take your matchplay chip, win or
- lose. Blackjack pays even money on the matchplay chip. - FAI ] [Most casinos
- don't take the match play chips on pushes and do pay even money on the match
- play portion of blackjacks. Some casinos (e.g. Four Queens) pay 3:2 on the
- match play portion of blackjacks. -- Michael Hall]
-
- If you are playing in an even expectation game, you would expect to win half of
- your bets. Thus the $200 in matchplay has an expected value of around $100. Of
- course this is only an expectation, and you could win or lose much more than
- that.
-
- There are also such things as match play coupons. They work just like match
- play chips, but they are coupons, printed on paper. It is typical for match
- play chips and/or coupons not to be allowed on games where the payout odds are
- other than 1:1. In most casinos, a bet consisting of a $5 regular chip and a $5
- match play chip will result, if it wins, with a payout of $10 and forfeiture of
- the match play chip. If a blackjack occurs, the payout will generally be $7.50
- for the regular chip and $5 (even money) for the match play chip, for a total
- of $12.50, not $15. At some casinos, they _do_ pay that blackjack as though it
- were a $10 bet, and it gets $15.
-
- Another aspect of match play chips/coupons is whether their face value counts
- toward meeting the table minimum. At some casinos it does, and at some it does
- not. At some casinos, a $5 regular chip and a $5 match play coupon played
- together will be considered a $10 bet and will qualify for play at a $10
- minimum table. At other casinos, the match play value must be played in
- addition to the table minimum in regular chips.
- ------------------------------------------------------------------------
-
-
- Q:G9 What are "pit critters"?
- A:G9 (Steve Jacobs)
-
- Casino personnel who are responsible for supervising the games and dealers are
- often "affectionately" referred to in rec.gambling as "pit critters". The
- various species of pit critters are described below:
-
- floorman
- the lowest level of pit critter, and the most likely to be encountered by
- players.
- The floorman is usually responsible for only a few tables.
-
- pit boss
- the next level of pit critter, responsible for several floormen and their
- tables.
- This pit critter supervises one "pit" in the casino.
-
- shift supervisor
- the head pit boss during a particular shift.
-
- casino manager
- the mother of all pit critters [and usually the owner's son. -- Blair
- Houghton]
-
- ------------------------------------------------------------------------
-
- Archive-name: gambling-faq/sports
- URL: http://www.conjelco.com/faq/sports.html
-
- -----------------------
- Frequently Asked Questions about Sports Betting
-
- This is the Sports Betting section of the rec.gambling Frequently Asked
- Questions (FAQ) list.
-
- Most of the information in the FAQ was taken from the Art Manteris book
- "Superbookie". Published by Contemporary Books Inc. Copyright 1991.
-
- Changes or additions to this section of the FAQ should be submitted to:
- weinstock@conjelco.com.
-
- Page last modified: 2-5-95
- ------------------------------------------------------------------------
-
-
- Table of Contents
-
- Section S: Sports Betting
- S1 Where can I bet legally on Sports?
- S2 What sports can I bet on?
- S3 What is "the spread"?
- S4 Why do I have to bet $11 to win $10?
- S5 What are all of the different types of bets?
- S6 Can I make a million dollars with one bet?
- S7 Who makes the odds?
- S8 Do I have to be over 21 to bet on sports?
- S9 What is the minimum bet that must be reported to the IRS?
- S10 Are there any good books or articles on sports gambling topics?
-
- ------------------------------------------------------------------------
-
-
- Q:S1 Where can I bet legally on Sports?
- A:S1
-
- You can bet leaglly on Sports in the United States only at a licensed
- Nevada Sports Book and in the Oregon State Lottery. If you try hard enough
- you can probably find an illegal bookie in your home town, but frequently
- their odds are worse than those can get in Nevada. In most cases, you are
- not allowed to phone in wagers to a Nevada Sports Book across state lines,
- but there are exceptions. (What they are, I'm not sure. Anyone else know?)
- ------------------------------------------------------------------------
-
-
- Q:S2 What sports can I bet on?
- A:S2
-
- You can bet on any sport the Sports Book you are wagering with covers. At
- most books, this includes professional and college football and basketball,
- professional baseball, professional hockey, and horse and dog racing. Every
- now and then Sports Books will offer proposition bets (see below) on events
- like professional golf tournaments and the Indy 500 and the like, but not
- on a regular basis for other events in those sports.
- ------------------------------------------------------------------------
-
-
- Q:S3 What is "the spread"?
- A:S3
-
- The spread is a point advantage given to a weaker team that is expected to
- lose by X number of points. This is the odds makers way of making even bets
- possible for a Sports Book. Usually if you bet against the spread you make
- an 11-10 bet. This means that you win $10 if you bet $11 for a total of $21
- if your team covers the spread.
-
- A team covers the spread if it wins the game with the score modified by the
- spread. If Dallas and Washington are playing and the spread is (Dallas -7),
- then Dallas has to win by at least 8 points to cover. Half-point spreads
- are also possible.
- ------------------------------------------------------------------------
-
-
- Q:S4 Why do I have to bet $11 to win $10?
- A:S4
-
- This is one of the many ways the Sports book makes it's money. In an ideal
- situation, the same amount of money will be bet on both sides of the line
- and the Sports Book will take it's 10% from the losing side. If $55000
- ($50000 and an addition $5000 to make the bets) was bet on Washington and
- $55000 bet on Dallas, no matter who wins the game the SB will make $5000.
- In case of a tie, all money is refunded. This is a rather simplified
- version as the spread moves when one side becomes more heavily bet on.
- ------------------------------------------------------------------------
-
-
- Q:S5 What are all of the different types of bets?
- A:S5
-
- Proposition bet
-
- A prop bet is a bet the SB offers at odds and conditions of it's choosing.
- Prop bets can be exotic bets like which team will score the most
- touchdowns, which team will shoot the most three pointers, which running
- back will rush for the most yards, etc. Most prop bets are offered at 11-10
- odds, but some of the exotics will be offered at better or worse odds,
- depending on the bet.
-
- Money Line Bets
-
- A money line bet is a bet on the straight up total of an event or the odds
- for a straight up prop bet. There are two totals given for either side on a
- money line bet. A negative and a plus side.
-
-
- Dallas -170
- Washington +150
-
- What this means is that for every $17 you bet on Dallas, you win $10 if
- they win. For every $10 you bet on Washington, you win $15 if they win.
- This is the way SB's make money off games by not giving points.
-
- Spread Bets
-
- These are the standard bets to make. Basically a proposition bet at 11-10
- odds where the conditions are you give or take points on the team you are
- betting on hoping that the modified total of your teams score beats the
- other teams straight score. Bets on the spread are often know as straight
- bets because they pay even money (minus the 10% vig).
-
-
- Tampa Bay +19 1/2
- Miami -19 1/2
-
- This means that if you bet on Miami, Miami needs to score at least 20 more
- points than Tampa to cover. If you bet on Tampa, the score must be at least
- within 19 for you to win. The bottom team is almost always the home team.
-
- Over/Under Bets
-
- These are also 11-10 bets on what the total of the game will be. If the
- total posted on a game is 39 1/2 points, then you can wager that the total
- score of both teams added together will be either over or under the posted
- total. Betting the over is known as "betting on the ball", betting under is
- known as "betting on the clock".
-
-
- Chicago -5 1/2 +130 1:00 pm
- Atlanta +5 1/2 -150 42 1/2
-
- This gives the money line, the point spread, and the total for the game. It
- also tells you that Atlanta is the home team, and the game starts at 1:00
- pm. As far as I know, this is the standard posting at mosts Books.
-
- Parlays
-
- A parlay bet is betting on the outcome of two or more events, and getting
- higher odds than betting on the outcome of both events. The drawback is
- that the odds aren't right and that you must win all of the events to win
- the parlay.
-
-
- # of plays Standard Odds True Odds
- ---------- ------------- ---------
- 2 plays 13-5 3-1
- 3 plays 6-1 7-1
- 4 plays 10-1 15-1
- 5 plays 20-1 31-1
- 6 plays 40-1 63-1
- 7 plays 80-1 127-1
-
- The more events parlayed the worse the odds shift in the casinos advantage.
- The advantage for the player for parlays lies in the fact that he can bet
- more on the same game (spread and over/under) and he can bet more on two
- teams who are playing at the same time.
-
- In order to be competitive, some casinos offer ties-win parlay cards. This
- greatly helps the player. The Las Vegas Hilton SB is one of these.
-
- Teasers
-
- A teaser bet is a bet where you can move the spread by a set amount, but
- have to pay to do it. You must bet at least two teams like a parlay and win
- both. You can move the spread by on all the games by the set amount.
-
- Football Teasers
-
-
- # of teams 6 pts 6 1/2 pts 7 pts
- ---------- ----- --------- -----
- 2 teams 11-10 5-6 5-7
- 3 teams 8-5 3-2 6-5
- 4 teams 5-2 2-1 9-5
- 5 teams 4-1 7-2 3-1
- 6 teams 6-1 5-1 4-1
-
- Basketball Teasers
-
-
- # of teams 4 pts 4 1/2 pts 5 pts
- ---------- ----- --------- -----
- 2 teams 11-10 5-6 5-7
- 3 teams 8-5 3-2 6-5
- 4 teams 5-2 2-1 9-5
- 5 teams 4-1 7-2 3-1
- 6 teams 6-1 5-1 9-2
-
-
- Buying a half point
-
- You can shift the spread a half point in your favor by laying 6-5 odds
- instead of the standard 11-10. This is called buying a half point. You
- usaully want to stay away from this bet except on three point spreads on
- football games. This is also know as "buying the hook".
- ------------------------------------------------------------------------
-
-
- Q:S6 Can I make a million dollars with one bet?
- A:S6
-
- Sure. Either bet $550,000 straight up, or go to Little Ceaser's which
- offers a $2,000,000 payoff on a $5 parlay card if you can pick 20 out of
- 20.
- ------------------------------------------------------------------------
-
-
- Q:S7 Who makes the odds?
- A:S7 (Philip Galanter)
-
- Las Vegas Sports Consultants Inc., establishes the odds for about 75% of
- the licensed Sports Books in Nevada, as well as for the Oregon State
- Lottery. It is run by Michael 'Roxy' Roxborough. He also operates as a
- consultant on gaming stratigies, management, marketing, and personnel. Most
- illegeal books in and out of Nevada draw their odds from what is posted at
- the various casinos. Transmitting gambling information across state lines
- for the purpose of placing or taking bets is illegal. News items about
- point spreads and the like can be reported for informational and
- entertainment purposes only.
- ------------------------------------------------------------------------
-
-
- Q:S8 Do I have to be over 21 to bet on sports?
- A:S8
-
- Yes.
- ------------------------------------------------------------------------
-
-
- Q:S9 What is the minimum bet that must be reported to the IRS?
- A:S9
-
- Well all gambling wins and losses are supposed to be reported to the IRS at
- the end of the year, but if you bet more than $10,000 at once, you must
- fill out some IRS paperwork at the ticket counter. All money won must be
- reported to the IRS.
- ------------------------------------------------------------------------
-
-
- Q:S10 Are there any good books or articles on sports gambling topics?
- A:S9 (Philip Galanter)
-
- Here are some sports gambling related books I've found to be useful, in
- suggested reading order for beginners. The obscure ones I've purchased from
- the Gamblers Book Club, although I don't know if they are still in print. I
- tend to like writers that are objective and more interested in your winning
- than being a fan.
-
- Orkin, Mike. "Can You Win?", W.H.Freeman and Co., 1991. IBSN 0-7167-2155-4
- (soft)
-
- Presents a general overview of gambling presenting the real odds
- of various games. It only assumes a high school level of
- mathematics understanding. The 32 page section on sports betting
- doubles as a guide to the various betting options available, and
- there is also a 16 page section on horserace betting. A brief
- treatment on Kelly betting as applied to sports gambling is
- included.
-
- An overview concentrating on the question posed by the title, the
- author concludes the sports section with the observation:
-
- "If you're going to gamble, which games should you play? I
- recommend sports betting. There are two reasons for this: 1 -
- Unlike in roulette, craps, and keno, it's impossible to prove
- that you can't win in the long run. 2 - When you win, it's
- because you're smart, and when you lose, it's because somebody
- fumbled."
-
- Sugar, Bert Randolph. "The Caesars Palace Sports Book of Betting", St.
- Martin's Press, 1992. IBSN 0-312-05058-5 (paper)
-
- The author is a well known sports writer and Las Vegas insider. A
- good popular introduction to sports betting with equal amounts of
- information on betting terms, options, odds, and the like,
- various considerations for each major sport; advice on
- handicapping based on matchups, streaks, injuries and stat.s;
- history and color; and money management.
-
- Manteris, Art, (with Rick Talley). "SuperBookie - Inside Las Vegas Sports
- Gambling", Contemporary Books, 1991. IBSN 0-8092-4430-6 (cloth)
- 0-8092-3845-4 (paper)
-
- A good second book to read, after perhaps the Sugar or Orkin
- books as an introduction, Manteris shares his observations as the
- Director of the Hilton Race and Sports Organization...aka the
- SuperBook. Interesting stories about the early days, why the
- house doesn't always win, how point spreads are set and moved as
- a practical matter, how the house calculates its take, scams, mob
- involvement (now mostly not) and more.
-
- Peter Asch and Richard E. Quandt. "Racetrack Betting - The Professors'
- Guide to Strategies", Praeger Publishers, 1986. IBSN 0-275-94103-5 (paper)
-
- Written by 2 academics from Rutgers and Princeton, this book
- seems to be a trustworthy analysis of betting at the horseraces.
- Included is an overview and analysis of popular strategies,
- subjective and objective analysis of available information and
- statistics, utility functions as applied to the public and
- wagering behavior (important given the paramutual basis of the
- odds), and the bottom line on some complex systems by the
- authors, Ziemba, and Quandt which seem to actually work.
-
- Bob Carrol, Pete Palmer, and John Thorn. "The Hidden Game of Football",
- Warner Books, 1988. IBSN 0-446-39091-7 (paper)
-
- While addressing sports betting only in passing, this book
- concentrates on innovative methods for detailed sports statistics
- analysis leading to accurate predictions. "Scientific"
- handicappers will find this book very stimulating.
-
- Miller, Colonel J.R. "How Professional Gamblers Beat the Pro Football
- Pointspread - a step by step textbook guide", Flying M Group, 1993. IBSN
- 0-9636500-0-9 (spiral bound)
-
- This is a self published specialty book available from Gamblers
- Book Club or by mail order. While the quality of most spiral
- bound gambling editions are suspect, this book is reasonably
- good. It provides a detailed analysis of how a serious gambler
- factors in pointspreads, power ratings, injuries, motivations,
- weather, and statistics to win over the long haul. The section on
- money management should be taken with a grain of salt, as it
- proposes flat betting as almost optimal, a modified plateau
- system as even better, and the "Kelly system" as a formula for
- disaster, in a rather unqualified way.
-
- Michael Roxborough and Mike Rhoden. "Race and Sports Book Management - a
- guide for the legal bookmaker", (publisher not noted) 1991. IBSN
- 0-31-53873-6 (spiral bound)
-
- Written by "Roxy" Roxborough, the provider of the spread and
- other services to most major sports books in Nevada via his Las
- Vegas Sports Consultants Inc. This book covers in moderate detail
- the mechanics of running a legal sports book, including setting
- and moving the spread, various economic measures such as the
- handle and practical hold percentage, overlays, parlays, limits,
- the law and regulations.
-
- Pascual, M. "Bankroll Control - the mathematics of money management",
- (publisher not noted) 1987. No IBSN noted.
-
- While poorly published (xeroxed, white-out corrections, hand
- written corrections and page numbers) this odd and perhaps
- difficult to find spiral book is a treasure trove of practical
- analysis applying Kelly betting to sports and racing gambling.
- Theory is light and presented with (hand drawn) graphs where
- possible. The book presents a numerical recipe approach to even
- complicated betting scenarios such as simultaneous games,
- simultaneous single and multiple parlay plays, win-show-place
- betting, and more. Also included are some useful tables
- (variables include % of wins, number of teams, variations to
- include parlays or not) showing optimal bets, risk and
- expectancy. Also included are some program listings in BASIC for
- (now mostly obsolete) hand calculaters that may be useful as
- pseudocode.
-
- The cosmetics do not, however, inspire trust. It would be nice if
- a r.g math ween would review it.
-
- ------------------------------------------------------------------------
-
- Archive-name: gambling-faq/misc
- URL: http://www.conjelco.com/faq/misc.html
-
- -----------------------
- Miscellaneous Frequently Asked Questions
-
- This is the Miscellaneous section of the rec.gambling Frequently Asked
- Questions (FAQ) list.
-
- Changes or additions to this section of the FAQ should be submitted to:
- jacobs@xmission.com.
-
- Page last modified: 1-31-95
- ------------------------------------------------------------------------
-
-
- Table of Contents
-
- Section V: Video Poker
- V1 Is it possible to gain an advantage at Video Poker?
- V2 What is the "basic strategy" for Jacks or Better Video Poker?
- V3 What is the "basic strategy" for Deuces Wild Video Poker?
-
- Section M: Miscellaneous
- M1 How is Baccarat played?
- M2 How is Red Dog played?
- M3 How is Caribbean Stud Poker played?
- M4 Can the lottery be beat when the jackpot gets high enough?
- M5 How is Pai Gow Poker played?
- M6 Is there a horse racing newsgroup?
-
- ------------------------------------------------------------------------
-
-
- Section V: Video Poker
-
- ------------------------------------------------------------------------
-
-
- Q:V1 Is it possible to gain an advantage at Video Poker?
- A:V1 (Steve Jacobs)
-
- The video poker strategy discussed here is for the common "8/5" machines
- (called 8/5 because of the 8-for-1 payoff for a full house and 5-for-1 payoff
- for a flush). "Joker's Wild" and "Deuces Wild" machines will require a much
- different strategy.
-
- In order to have an advantage over the house, you must find a machine with a
- progressive jackpot that is larger than about 1750 maximum bets. ($8750 for $1
- machines, $2200 for $.25 machines, $440 for $.05 machines). This level only
- makes the game even with the house. The jackpot must be higher than this in
- order to gain an advantage. The player's edge increases by about 1% for each
- addition of 350 maximum bets into the progressive jackpot.
-
- In order to have a 2% edge, the jackpot must be about 2500 max. bets. ($12,500
- for $1 machines, $3125 for $.25 machines, $625 for $.05 machines).
-
- The main difficulty with playing video poker is that it takes an average of 60
- hours of rapid play to hit a royal flush, and it takes a _huge_ bankroll to
- survive long enough to win. During this time, the casino enjoys an advantage of
- approximately 5%. Straight flushes can be expected about once every 6 hours on
- average, but these contribute only about 0.5% to the player's return. 4-of-kind
- hands occur only about once per hour, and these hands account for about 5% of
- the player's return.
-
- What this all means to the video poker player is that you will be playing with
- about a 10% disadvantage while waiting for an occasional "boost" from a
- 4-of-kind or straight flush. On average, it will take a bankroll about as large
- as the progressive jackpot to survive long enough to hit the royal flush (and
- this assumes that the jackpot is large enough to give the player a reasonable
- edge over the house).
-
- The following table shows the relative frequency of each hand, and the
- resultant effect on the expected return, assuming the given strategy is used.
- The table shows that you can expect to get nothing back about 55% of the time,
- and hit either a high pair, two pair, or three of a kind another 41% of the
- time. Hands of higher value occur only about 3.6% of the time. This means that
- the house has a whopping 31% edge most of the time.
-
- return % rate frequency variance
- ------------------------------------------
- 5.308 -> 0.00306 -> 1/32680 91.90 --=<ROYAL FLUSH!!!>=--
- 0.492 -> 0.00984 -> 1/10163 0.246 STRAIGHT FLUSH!!!!
- 5.878 -> 0.235 -> 1/425 1.469 FOUR OF A KIND!!!
- 9.183 -> 1.148 -> 1/87 0.735 FULL HOUSE!!
- 5.584 -> 1.117 -> 1/89.5 0.293 FLUSH!
- 4.512 -> 1.128 -> 1/88.7 0.180 STRAIGHT!
- 22.227 -> 7.409 -> 1/13.5 0.667 THREE OF A KIND
- 25.780 -> 12.890 -> 1/7.76 0.516 TWO PAIR
- 21.053 -> 21.053 -> 1/4.75 0.211 HIGH PAIR
- ------------------------------------------
- 44.993% 4.317 + royal
-
- ------------------------------------------------------------------------
-
-
- Q:V2 What is the "basic strategy" for Jacks or Better Video Poker?
- A:V2 (Steve Jacobs)
-
- Strategy based on the following payoffs:
-
- high pair 1 for 1
- two pair 2 for 1
- 3 kind 3 for 1
- straight 4 for 1
- flush 5 for 1
- full house 8 for 1
- 4 kind 25 for 1
- str flush 50 for 1
- royal flush 2500 for 1 (expected return 102%)
-
- ------------------------------------------------------------------------
-
- Simplified strategy (find first hand that matches, keep only needed cards).
- Best draws are listed in order of decreasing expected value.
-
- Expected value of each draw is shown, in units of one max. bet. Numbers in ()
- vary, depending on progressive jackpot (value shown is for jackpot of 2500 max.
- bets).
-
- drawing value hand
- --------------------------------------------------------------------------
- 0 (2500) royal flush
- 1 ( 54) 4/royal (break up KQJT9 str-flush) [1]
- 0 50 straight flush
- 0 25 4 kind
- 0 8 full house
- 0 5 flush
- 2 4.24 3 kind
- 0 4 straight
- 1 3.4 4/str-flush
- 2 ( 2.9) 3/royal (break up pairs) [2,3]
- 1 2.51 two pair
- 3 1.53 high pair
- 1 1.0 4/flush
- 1 0.87 KQJT 4/straight
- 3 0.814 low pair
- 1 0.809 QJT9 4/straight (outside, two high cards)
- 1 0.745 JT98 4/straight (outside, one high card)
- 2 0.699 QJ9 3/str-flush
- 2 0.697 JT9 3/str-flush
- 3 ( 0.69) 2/royal (both non-tens)
- 1 0.681 4/straight (outside, no high cards)
- 2 0.599 3/str-flush (one high card, spread 4)
- 2 0.597 3/str-flush (spread 3)
- 3 ( 0.59) 2/royal (10 + one high card)
- 1 0.596 AKQJ straight (4 high cards)
- 1 0.532 AKQT/AKJT/AQJT/KQJ9 straight (3 high cards)
- 2 0.515 KQJ unsuited
- 3 0.509 QJ unsuited
- 2 0.502 3/str-flush (one high card, spread 5)
- 2 0.500 3/str-flush (none high cards, spread 4)
- 3 0.48 3 unsuited high cards (keep lowest two)
- 3 0.48 2 unsuited high cards
- 4 ( 0.48) high card
- 2 0.402 3/str-flush (none high cards, spread 5)
- 5 0.360 garbage (draw 5 new cards)
- --------------------------------------------------------------------------
- [1] Keep KQJT9 straight flush if progressive jackpot is below 2282 bets.
- [2] Keep two high pair if progressive jackpot is below 2100 bets.
- [3] Keep high pair plus paired 10's if progressive is below 2175 bets.
-
- The following draws should NOT be taken, since drawing 5 new
- cards gives a greater expected gain.
-
- 1 0.340 4/straight (inside, no high cards) --> keep none
- 2 0.305 3/flush (no high cards) --> keep none
- 2 0.275 3/straight (no high cards) --> keep none
-
- ------------------------------------------------------------------------
-
-
- Q:V3 What is the "basic strategy" for Deuces Wild Video Poker?
- A:V3 (Derek Franks)
-
- Based upon the following payout schedule:
-
- Royal Flush 800
- 4 deuces 200
- Wild Royal 25
- 5-of-a-kind 15
- Straight Flush 9
- 4-of-a-kind 5
- Full House 3
- Flush/Straight 2
- 3-of-a-kind 1
-
- Average payback is 100.761%
-
- The following strategy yields an average profit of 350 units per average royal
- cycle of 45,278 hands.
-
- #d Hand Type Expected Value
-
- 4 Four deuces 200
- 3 Royal Flush(wild) 25
- 3 5-of-a-Kind(10-A)* 15
- 3 deuces alone 15.026
- 2 Royal Flush(wild) 25
- 2 5-of-a-Kind 15
- 2 Straight Flush 9
- 2 4-of-a-Kind 5.851
- 2 Royal Flush 4 4.606
- 2 Straight Flush 4 3.340
- 2 deuces alone 3.260
- 1 Royal Flush 25
- 1 Straight Flush 15
- 1 4-of-a-Kind 5.851
- 1 Royal Flush 4 3.501
- 1 Full House 3
- 1 Straigh Flush 4 2.209
- 1 3-of-a-Kind 2.018
- 1 Flush or Straight 2
- 1 Straight Flush 4 i 1.974
- 1 Straight Flush 4 di 1.698
- 1 Straight Flush 4i ace 1.421
- 1 Royal Flush 3 1.098
- 1 Straight Flush 3 1.091
- 1 deuce alone 1.029
- 0 Royal Flush 800
- 0 Royal Flush 4 19.626
- 0 Straight Flush 9
- 0 4-of-a-Kind 5.851
- 0 Full House 3
- 0 3-of-a-Kind 2.018
- 0 Flush or Straight 2
- 0 Straight Flush 4 1.643
- 0 Straight Flush 4i 1.370
- 0 Royal Flush 3 1.325
- 0 Straight Flush 4i ace 1.106
- 0 one pair ** .561
- 0 Straight Flush 3 .520
- 0 Flush 4 or Straight 4 .511
- 0 Straight Flush 3 i .438
- 0 J-10 suited .362
- 0 Straight Flush 3 di .355
- 0 Straight 4 i .340
- 0 Q-J or Q-10 suited .332
- 0 garbage - draw 5 .322
-
- * Don't break up 5-of-a-kinds of tens through aces. The removal
- of those 2 cards reduces the wild royal possibilities. OTOH,
- discarding two low cards makes 3 deuces alone worth 15.06.
-
- ** Never draw to 2 pair. Discard either pair and draw 3.
-
- ------------------------------------------------------------------------
-
-
- Section M: Miscellaneous
-
- ------------------------------------------------------------------------
-
-
- Q: How is Baccarat played?
- A:M1 (Steve Jacobs, Steve Brecher)
-
- Baccarat is a card game that is dealt from a shoe that holds 6 or 8 decks of
- cards. Two hands are dealt by the house dealer, the "banker" hand and the
- "player" hand. Before the hands are dealt, bets may be placed on the banker
- hand, on the player hand, or on a tie. Winning bets on banker or player are
- paid 1:1, but a commission of 5% is charged on bank bets making the net odds on
- such bets 0.95 to 1. Some casinos may charge a lower commission (e.g., at this
- writing, Binion's Horseshoe in Las Vegas charges 4%.). Some sources report that
- tie bets are paid 8:1, while others claim that tie bets are paid 9:1, so this
- may vary from casino to casino. If there is a tie, bets on the banker or player
- are returned. Once a bet has been placed, there are no opportunities for
- further decisions -- both the banker hand and the player hand are dealt
- according to fixed rules, resulting in final hands of either two or three cards
- for each.
-
- The value of a hand is determined by adding the values of its individual cards.
- Tens and face cards are counted as zero, while all other cards are counted by
- the number of "pips" on the card face. Only the last digit of the total is
- used, so all baccarat hands have values in the range 0 to 9 inclusive. The hand
- with the higher value wins; if the hands have the same value, the result is a
- tie.
-
- A game is started by dealing two cards for the player hand and two cards for
- the bank hand. An initial hand with a value of 8 or 9 is called a "natural." If
- either hand is a natural, its holder must expose it and the game ends.
- Otherwise play continues, first with the player hand and then with the banker
- hand, according to the following rules.
-
- Rules for the player hand: If the player's first two cards total 6 or more,
- then the player must stand without drawing a card. If the player's first two
- cards total 5 or less, the player must draw one additional card.
-
- Rules for the banker hand: If the banker's first two cards total 7 or more,
- then the banker must stand without drawing a card. If the banker's first two
- cards total 0, 1, or 2, then the banker must draw one card. If the banker's
- first two cards total 3, 4, 5, or 6, then whether the banker draws is
- determined by the whether the player drew, and if so the value of the player's
- draw card, as shown by the table below.
-
- Bank Drawing vs. player's draw
-
- Bank N 0 1 2 3 4 5 6 7 8 9 <--- player's draw card
- ------------------------------------------
- 9 - - - - - - - - - - -
- 8 - - - - - - - - - - -
- 7 - - - - - - - - - - -
- 6 - - - - - - - D D - -
- 5 D - - - - D D D D - -
- 4 D - - D D D D D D - -
- 3 D D D D D D D D D - D
- 2 D D D D D D D D D D D
- 1 D D D D D D D D D D D
- 0 D D D D D D D D D D D
- ------------------------------------------
- D = draw, N = no card drawn by player
-
- The probability distribution for a hand dealt from a complete shoe is as
- follows:
-
- Probability Probability of Probability
- of bank win of player win of tie
- ----------------------------------------------------------
- 6 decks 0.458652719 0.446278570 0.095068711
- 8 decks 0.458597423 0.446246609 0.095155968
-
- This implies the following house advantages:
-
- Bet bank Bet bank Bet player Bet tie Bet tie
- decks 5% vig. 4% vig. 9:1 8:1
- ------------------------------------------------------------------
- 6 1.05585% 0.59720% 1.23741% 4.93129% 14.43816%
- 8 1.05791% 0.59931% 1.23508% 4.84403% 14.35963%
-
- Edward O. Thorp and others have determined that card counting is not effective
- in overcoming the house edge at the baccarat tables. Compared to blackjack,
- card counting is about 9 times less effective when used against baccarat. See
- Thorp's "The Mathematics of Gambling" for details.
- ------------------------------------------------------------------------
-
-
- Q:M2 How is Red Dog played?
- A:M2 (Steve Jacobs)
-
- "Red Dog" is also known as "Acey-Deucey" or "between the sheets". It is a card
- game that is usually dealt from a shoe containing four or five decks, although
- single deck games can be found occasionally, as can games with 6 or 8 decks.
-
- After the players bet, two cards are dealt face up on the table. If the two
- cards are adjacent, it is a tie. If the two cards are not identical, the player
- is allowed to place a "raise" bet, up to the size of the original bet. If the
- third card drawn is _between_ the first two cards, the player wins. If the
- first two cards are identical the player is not allowed to raise, and if the
- third card matches the first two, the player is paid 11:1. Payoffs are at even
- money unless the first two cards are a pair or the "spread" is 3 or less.
-
-
- Spread Payoff
- ----------------------------------
- pair 11:1 (w/ matching 3rd card)
- pair push (w/ non-matching 3rd card)
- 0 (adjacent) push
- 1 5:1
- 2 4:1
- 3 2:1
- 4 - 11 1:1
-
- The number of players at the table is totally irrelevant, since all players win
- or lose simultaneously. The only strategy decision that the player is allowed
- to make is whether or not to double the bet. With these payoffs, the bet should
- be doubled only when the spread is 7 or greater.
-
- The house edge for Red Dog is about 3%, and decreases slightly as more decks
- are used.
- ------------------------------------------------------------------------
-
-
- Q:M3 How is Caribbean Stud Poker played?
- A:M3 (Steve Brecher)
-
- The player antes, and is then dealt a five-card hand; the dealer is also dealt
- five cards of which only one is exposed. The player now either folds, losing
- his ante, or bets an additional amount equal to exactly twice the ante. The
- dealer then reveals his remaining four cards. If the dealer's hand is not
- Ace-King or better, the player is paid even money on the ante and nothing
- (i.e., a push) on the bet. If the dealer's hand is Ace-King or better it is
- said to "qualify" (for play against the player). In that case if the dealer's
- hand is better than the player's, the player's ante and bet are collected by
- the house. If the dealer's qualifying hand is worse than the player's hand, the
- player is paid even money on the ante and an amount on the bet according to the
- player's hand as follows:
-
- AK or pair 1:1
- two pair 2:1
- three of a kind 3:1
- straight 4:1
- flush 5:1
- full house 7:1
- four of a kind 20:1
- straight flush 50:1
- royal flush 100:1
-
- There is an optional independent side bet of $1.00 available for which the
- player is paid for being dealt premium hands (flush or better); the payoff of
- this side bet is based on a progressive jackpot for straight flushes (10% of
- jackpot) and royal flushes (100%), although some places cap the straight flush
- payoff (e.g., $5000 max). The jackpot bet is extremely unfavorable except for
- the case of a very large jackpot. If the jackpot payoff is $50/75/100 for
- flush/full house/quads and there is no straight flush cap, then the expected
- return per $1 jackpot bet is approximately $0.23 plus 2.924 cents for each
- $10,000 in the jackpot; if the flush/ full house/quads payoff is $100/250/500,
- the expected return is approximately $0.68 plus 2.924 cents for each $10,000 in
- the jackpot. Examples:
-
- Jackpot Expectation per $1 bet
- ------- 50/75/100 100/250/500 --flush/full/quads payoffs
- --------- -----------
- $10,000 0.26 0.71
- 20,000 0.29 0.74
- 50,000 0.38 0.82
- 75,000 0.45 0.90
- 100,000 0.52 0.97
- 110,542 0.55 1.00
- 150,000 0.67 1.12
- 200,000 0.82 1.26
- 250,000 0.96 1.41
- 263,228 1.00 1.45
- 400,000 1.40 1.85
- 500,000 1.69 2.14
-
- If the jackpot payoffs are different, you can calculate the expectation from
- the following formula:
-
- 0.0019654*flush$ + 0.0014406*fullHouse$ + 0.00024010*quads$ +
- f(0.00000013852*straightFlush%*JP, straightFlushCap$) + 0.0000015391*JP
-
- --where * denotes multiplication, JP is the size of the jackpot, and f(x,y) is
- equal to the smaller of x and y if there is a cap on the straight flush payout
- or equal to x if there is no cap.
-
- My analysis of the basic game:
-
- When the dealer doesn't qualify the player's bet wins the ante and the dealer's
- payoff on the ante. In other words, if the dealer doesn't qualify the player is
- paid even money on the bet. However, in the long run the dealer will qualify
- 56.3% of the time. A bluff is always an unfavorable bet. Even the best possible
- bluff--where the player holds an Ace or King, another card which matches the
- dealer's upcard, and a four-flush of the same suit as the dealer's upcard--is
- unfavorable. This means that a player who always folds hands worse than
- Ace-King will lose less in the long run than one who sometimes bluffs.
-
- A pair or better should always be bet. A bet on even the worst possible
- pair--deuces, with no Ace nor King, no card matching the dealer's upcard, and
- no card of the same suit as the dealer's upcard--yields an expected profit.
- This means that a player who always bets a pair of deuces or better will lose
- less in the long run than one who sometimes folds such hands.
-
- The dealer will fail to qualify 43.7% of the time, and will qualify with an
- Ace-King (no pair) 6.4% of the time. The player who holds an Ace-King and bets
- will win even money more than 43.7% of the time (because the player's holding
- Ace-King reduces the chance of the dealer qualifying), and will be paid two to
- one (1:1 bet payoff plus 0.5:1 ante plus 0.5:1 ante payoff) when the player's
- Ace-King beats the dealer's. Therefore, there are some player Ace-King hands
- which should be bet, depending on what other cards the player holds. For
- example, if the player holds a card having the same value as the dealer's
- upcard, the chance of the dealer having a pair is reduced.
-
- The optimum strategy is to bet when the player holds:
-
- (1) AKQJ or better (including any pair or better)
- or
- (2a) AKQxx with any card in player's hand matching dealer's upcard; or
- (2b) with both x cards having higher value than dealer's
- upcard; or
- (2c) with a four flush of the same suit as dealer's upcard and:
- at least one of the x cards being either:
- 8 or better (i.e., 8, 9, or 10)
- or
- of higher value than dealer's upcard.
- or
- (3) AKJ with any card in player's hand matching dealer's upcard
- or
- (4) AKxxx with any x card matching dealer's upcard
-
- The results of this strategy and two simpler strategies are shown below, each
- based on computer simulation of 200 million deals. "Expected loss per ante
- amount per hand" is the average amount that the player will lose per hand in
- the long run as a percentage of the ante amount. "Payback per $1 risked" is the
- average long run total payback on each dollar wagered--on antes plus bets.
-
- Expected loss per
- Strategy Bet frequency ante amount per hand Payback per $1 risked
-
- Optimum 52.0% 5.23% $0.9743
- Bet any pair or better 49.9% 5.48% $0.9726
- Bet Ace-King or better 56.3% 5.75% $0.9729
-
- For the casual player, "Bet any pair or better" is the recommended strategy.
- The expected difference in total loss versus the optimum strategy over a couple
- of hundred hands is about half of one ante. "Bet Ace-King or better" provides
- more betting action at the cost of another half an ante per couple of hundred
- hands.
- ------------------------------------------------------------------------
-
-
- Q:M4 Can the lottery be beat when the jackpot gets high enough?
- A:M4 (David Guercio)
-
- If "beating" the lotto means having a payback/risk ratio of greater than 1, I
- would say that state lottos are definitely beatable.
-
- In Texas Pick-6 lotto, you pick 6 mutually exclusive numbers from 1 to 50. That
- gives you approximately 1/16,000,000 chance of winning. Many people do not play
- until the lotto jackpot goes over $16,000,000, as a result. It's a little more
- complicated than that though, because the money is paid out over 20 years, and
- you have to account for inflation. The actual value of the money you get paid
- is (assuming constant %5 inflation) is the jackpot divided by 20 times the sum
- from 0 to 19 of (.95)**N, where N is the summation index. The sum is 12.83, in
- this example, so you really need to wait until the lotto is
- (20/12.83)*16,000,000, or approximately $25 million. Texas Pick-6 frequently
- exceeds this total, but resets to $3 million when somebody wins.
-
- Of course, all this is predicated on being the sole winner of a $25 million
- lotto, or at least, say, winning $75 million and splitting with at most two
- other people. You can reduce the number of people that you split with by
- picking the numbers that nobody else does. I use this formula in picking
- numbers:
-
- 1. People tend to play birthdays. Don't pick any number less than 32.
-
- 2. People sometimes will play geometric sequences on the card, such as rows,
- and columns, and diagonals. Don't pick these either.
-
- 3. Even educated people will refuse to play a numeric sequence, such as
- 32-33-34-35-36-37, because they think that it isn't "random enough".
- Sequences are good to pick, as long as they do not occupy a single row or
- column.
-
- ------------------------------------------------------------------------
-
-
- Q:M5 How is Pai Gow Poker played?
- A:M5 (John F. Reeves)
-
- Pai-gow poker is a banking poker game played in Las Vegas and some of the
- California card clubs. The object of pai-gow poker is to make two poker hands
- that beat the banker's hands. The player is dealt 7 cards that he makes into a
- five card hand (high hand) and a two card hand (low hand). The hands are played
- and ranked as traditional poker hands (with one exception: A2345 is the second
- highest straight), and the 5 card hand must be higher than the 2 card hand. If
- both hands are better than the banker's hand, you win, if both lose, you lose,
- otherwise it's a push. The banker wins absolute ties (i.e. K Q vs K Q).
-
- The game is played with a 52 cards plus one joker. The joker can be used as an
- Ace or to complete a flush or straight. The table layout has 7 spots one in
- front of the dealer and 6 for players, like this:
-
- Dealer
- 7
- 1 6
- 2 5
- 3 4
-
- Each player spot has spaces for a bet, low hand, high hand and sometimes the
- house commission. The dealer deals 7 7-card hands in front of the chip tray.
- The banker can be a player, but is usually the house. The banker designates
- which hands go to which player by shaking a dice cup with three dice; the
- banker's position is either 1, 8 or 15 and the hands are passed out
- counterclockwise. So, if the dealer is the bank and the dice total to 6, player
- 5 gets the first hand, player 6 gets the second, the dealer gets the third and
- so on. The dice mumbo-jumbo appears to be ritual stuff --- you don't need to
- worry about anything until you get your hand.
-
- The player puts the two card hand face down in the box closest to the dealer,
- and the five card hand face down in back. Once everybody has set their hand,
- the dealer turns over and sets the bank's hand. The dealer goes
- counterclockwise around the table comparing the banks hand to the players, and
- taking, paying, or knocking. There is a 5% commission on winning bets that you
- can either put out next to your winning bet, or the dealer will subtract from
- your payoff. The lowest minimum bet is $5, seen at the Imperial Place and Four
- Queens.
-
- In pai-gow poker, the only strategic decisions are how much to bet and how to
- set your hand. The simple basic strategy for setting your hand is to make the
- highest 2-card hand that is less than your five card hand. If you can't figure
- out what to do, you can show your hand to the dealer and they will tell you how
- the house would set it. Since pairs generally win the 2-card hands, and
- two-pair wins the 5-card hands, the only difficult decisions are when to split
- two pairs. The house rules at the Four Queens were not to split low pairs (<=
- 6) and not to split pairs <= 10 if there was a Ace high two card hand. So the
- house would set
-
- A 10 10 6 6 5 3 => A 5 / 10 10 6 6 3
- K Q 10 10 6 6 3 => 6 6 / 10 10 K Q 3
-
- A ``Pai-gow'' is a hand with no pairs, such as Q J / K 7 8 6 2.
-
- Things get a little weird if a player wants to be the bank. To quote from the
- IP house rules: ``The House Dealer or the player may be the ``BANKER.'' The
- Bank wagers against all players. The bank will alternate between the house and
- the player (the House Dealer will at least take the bank every other hand). The
- BANKER will be signified by a white plastic marker. A Bank Player must either
- cover half or all wagers against him/her. The House will co-bank at 50/50 only
- at the Bank Player's request. The hand will be set according to house way and
- the table limit will apply if the House acts as a co-banker. In order to bank,
- a player must have played the previous hand against the House. The House will
- wager a sum equal to that player's wager against the house the previous hand.
- The player may request that a smaller amount be wagered. A Banker must be bank
- at the same spot of the hand he previously played against the house.'' Got
- that??
-
- In the CA card clubs, all wagering is between players, so the option to be the
- bank rotates among the active players. The rule differences from the IP rules
- are that the Joker is wild, and the house commission is a flat $1 per hand ($10
- minimum bet).
-
- Pai-gow poker is an easy game to play, and since each hand takes a while to
- play (dealer has to shuffle for each game) and most hands push, you can play on
- $20 at a $5 table for quite a while.
- ------------------------------------------------------------------------
-
-
- Q:M6 Is there a horse racing newsgroup?
- A:M6 (Stephen McNatton)
-
- Not another newsgroup, but there is a mailing list for discussion of horse
- racing and handicapping. If you are interested in joining us, send a note to
- derby-request@inslab.uky.edu and be sure to include an Internet email address
- (i.e., a "@" address.).
- ------------------------------------------------------------------------
-
- Archive-name: gambling-faq/casinos
- URL: http://www.conjelco.com/faq/casino.html
-
- -----------------------
- Frequently Asked Questions about (Casino) Locations
-
- This is the (Casino) Location section of the rec.gambling Frequently Asked
- Questions (FAQ) list.
-
- Changes or additions to this section of the FAQ should be submitted to:
- jacobs@xmission.com.
-
- Page last modified: 12-28-94
- ------------------------------------------------------------------------
-
-
- Table of Contents
-
- Section L: Location of Casinos
- L1 What are the phone numbers for hotels/casinos in Las Vegas?
- L2 Where is my favorite Las Vegas casino? (MAP)
- L3 What are some cheap places to stay in Vegas?
- L4 What are some good places to play/stay in Reno?
- L5 Where is Elko Nevada?
- L6 Where is Foxwoods?
- L7 Where is Turning Stone?
-
- ------------------------------------------------------------------------
-
-
- Q:L1 What are the phone numbers for hotels/casinos in Las Vegas?
- A:L1 (Eric Vincent, Jim Piercy, Blair Houghton, John Schwab, Bryan Richhart)
-
- Call the 800 Information service at 1-800-555-1212 and ask them for the number
- for that hotel, giving the city (AC, Vegas, Reno, etc.) If the facility has no
- WATS line, the answer is to dial long-distance information (which is _free_)
- for Las Vegas at 1-702-555-1212 or AC at 1-609-555-1212 and ask them.
-
- The following is a list of toll-free numbers for the hotels/casinos in Las
- Vegas. The source is "Tourguide Magazine" of May 3, 1991. This is a weekly
- tourist publication in LV. (Updated Sept. 20, 1993 to match "The Unofficial
- Guide to Las Vegas")
-
- Aladdin (800) 634-3424 The Nevada Palace (800) 634-6283
- Alexis Park (800) 582-2228 O'Sheas Casino (702) 792-0777
- Arizona Charlie's (800) 342-2695 Paddlewheel (800) 782-2600
- Bally's Resort (800) 634-3434 Palace Station (800) 634-3101
- Barbary Coast (800) 634-6755 Park Hotel ( CLOSED )
- Binion's Horseshoe (800) 237-6537 Quality Inn (800) 634-6617
- Bourbon Street (800) 634-6956 Ramada Las Vegas (800) 634-6599
- Caesars Palace (800) 634-6661 Ramada Suites-St. Trop. (800) 666-5400
- California Hotel (800) 634-6255 Rio Suite Hotel/Casino (800) 888-1808
- Circus Circus (800) 634-3450 Riviera Hotel (800) 634-6753
- Continental Hotel (800) 634-6641 Royal Hotel & Casino (800) 634-6118
- Desert Inn (800) 634-6906 Sahara Hotel (800) 634-6666
- Dunes Hotel ( CLOSED ) Sam's Town (800) 634-6371
- El Cortez (800) 634-6703 Sands Hotel (800) 634-6901
- El Rancho ( CLOSED ) Santa Fe (800) 872-6823
- Excalibur (800) 937-7777 Showboat Hotel (800) 826-2800
- Fitzgerald's (800) 274-5825 Silver City (702) 732-4152
- Flamingo Hilton (800) 732-2111 Slots-A-Fun (702) 734-0410
- Four Queens (800) 634-6045 Stardust Hotel (800) 634-6757
- Fremont Hotel (800) 634-6182 Townhall/Vagabond (800) 634-6541
- Frontier Hotel (800) 634-6966 Tropicana (800) 468-9494
- Gold Coast (800) 331-5334 Vacation Village (800) 658-5000
- Gold Spike (800) 634-6703 Plaza (800) 634-6575
- Golden Gate (800) 426-0521 Vegas World (800) 634-6277
- Golden Nugget (800) 634-3454 Western Hotel (800) 634-6703
- Hacienda Hotel (800) 634-6713 Westward Ho (800) 634-6803
- Harrah's Casino (800) 634-6765 Colorado Belle (800) 458-9500
- Hotel Nevada (800) 637-5777 Edgewater Hotel (800) 67-RIVER
- Hotel San Remo (800) 522-7366 Flamingo Hilton (800) HILTONS
- Imperial Palace (800) 634-6441 Golden Nugget (800) 237-1739
- Lady Luck (800) 523-9582 Harrah's (800) 447-8700
- Las Vegas Club (800) 634-6532 Pioneer (800) 634-3469
- Las Vegas Hilton (800) 732-7117 Ramada Express (800) 2-RAMADA
- Mardi Gras Inn (800) 634-6501 Regency Casino (800) 551-1950
- Maxim Hotel (800) 634-6987 Riverside Resort (800) 227-3849
- Mirage (800) 627-6667 Sam's Town Gold River (800) 835-7903
- Luxor (800) 288-1000 MGM (800) 929-1111
- Treasure Island (800) 944-7444
-
- [ The following is a list of toll-free numbers for the hotels/casinos in
- Atlantic City. -- John Schwab]
-
- Bally's Grand (800) 257-8677 Sands (800) 257-8580
- Bally's Park Place (800) 225-5977 Showboat (800) 621-0200
- Caesars Atlantic City (800) 257-8555 Tropicana (800) 257-6227
- Claridge (800) 257-7676 Trump Castle (800) 441-5551
- Harrah's Marina (800) 242-7724 Trump Plaza (800) 441-0909
- Resorts International (800) 438-7424 Trump Taj Mahal (800) 825-8786
-
- ------------------------------------------------------------------------
-
-
- Q:L2 Where is my favorite Las Vegas casino? (MAP)
- A:L2 (Yui-Bin Chen)
-
- Maps
-
- I. Las Vegas Map (Not to scale)
-
- // / //
- I-15 / LV Blvd
- | // / //
- | // / //
- N ====(95)=============================================(515)=====
- | // / / //
- | | // /---/---//-Steward-Ave
- | R // / See //
- --+-- a // /Downtown/--Ogden-Ave
- | n // / for //
- | c // / Details
- h // /---/---//----Fremont-St
- | o || / / //
- | | || / / //
- | D || / / //
- | r || M / //
- Charleston-Blvd----------+----------||------a------//---------------
- | | || i //
- | | // n //
- V | // | //
- a | // S //
- l | // t //
- l | // |//
- e | // VW//
- Sahara-Ave----y--------------//------------//-----------------------
- | PS // //Sa|
- V // // |-Karen-Ave
- i // Circus^2//Riv |LVH VW Vegas World
- e // SlotsAFun// | Sa Sahara
- w I-15 //SC | PS Palace Station
- | // // | LVC Las Vegas Hilton
- B // Stardust//-C-Ctr--|Las Vegas Riv Riviera
- l // // |Convention SC Silver City
- v || // |Center
- d || Frontier//`----------+---------
- | || // |
- | || //DesertInn P
- | || // a
- Spring-Mountain-Rd--||-- FSM || r FSM Fashion Show Mall
- | || \____|| a BM Boulevard Mall
- | || ||\ d BM
- | || || `---Sands-Ave-i---------
- | || TI||Sands s
- | || || e TI Treasure Island
- | || Mirage|| | BC Barbary Coast
- | || ||Harrah's R GC Gold Coast
- | || ||Imperial d
- | ||Caesars||Flamingo |
- GC |Rio || ||BC Maxim |
- Flamingo-Rd---------||-------||---------------+---------
- || ||Bally's |Continental
- || || |
- || || |
- || ||Aladdin | UNLV
- || ||----------Harmon-Ave-.
- I-15 || | |
- || || | `---
- || || |
- || || |
- || ||MGMGrand |
- Tropicana-Ave-------||-------||---------------+---------
- Howard || Exc||Tropicana |
- || || |
- || || Exc Excalibur
- || Luxor|| Ha Hacienda
- || ||
- || ||
- || Ha||
- || ||
- || ||
- || ||
- || || McCarran
- || Strip International
- || (LV Bl) Airport
- || ||
-
- Vacation
- Village
-
- II. Downtown Las Vegas map (not to scale)
-
-
- I-15 Main St Casino Ctr 4th St LV Blvd
- // / / / //
- N // / / / //
- // /-----------/-----------/-----//-Steward-Ave
- | // / / / / / //
- | // / / / / / //
- --+-- // /Cal / / / Lady/ GS //
- | // /-----/-----/-----/-----/-----//-------Ogden-Ave
- | // / / / / / //
- // / / / / / //
- // / / / / / //
- // / / / / / // ElCortez
- // / LVC / HS / Fre / / //
- // Jackie/-----/-----/-----/-----/-----//------------Fremont-St
- // /GG PC/ GN / 4Q / Fitz/ //
- || / / / / / //
- || /HN / / / / //
- || /-----/ RV/-----/-----/-----//
- || / / / / / //
- -----||------|----------------------------//-------------Charleston-Blvd
- || | 1st St 3rd St //
- || | //
- I-15 Main St LV Blvd
-
- 4Q Four Queens
- Cal California Hotel
- Fitz Fitzgeralds
- Fre Fremont
- GG Golden Gate
- GN Golden Nugget
- GS Gold Spike
- HN Hotel Nevada
- HS Binion's Horseshoe
- Jackie Jackie Gaughan's Plaza
- Lady Lady Luck
- LVC Las Vegas Club
- PC Pioneer Club
- RV Rainbow Vegas
-
- Directory
-
- (see FAQ L1 for phone numbers of casinos)
-
- LOCAL PHONE NUMBERS (*NOT* toll-free numbers):
-
- Boulevard Mall 1-702-735-8268
- Convention Center 1-702-733-2323
- Fashion Show Mall 1-702-369-8382
- Forum Shops at Caesars 1-702-893-4800
- McCarran Airport 1-702-261-5743
- Meadows Mall 1-702-878-4849
- Mirage Golf Club 1-702-369-7111
- Pioneer Club 1-702-386-5000
- Silver City 1-702-732-4152
- Slots-A-Fun 1-702-734-0410
- Thomas & Mack Center 1-702-739-3900
- Transportation Center 1-702-799-6025
-
- ------------------------------------------------------------------------
-
-
- Q:L3 What are some cheap places to stay in Vegas?
- A:L3 (Ron Birnbaum)
-
- In response to those looking for nice but inexpensive accommodations in Vegas,
- I can recommend two places:
-
- Downtown:
- The Ogden House - Fremont Street
- I don't have their number, but some friends stayed there in June for $18
- per night, and found it clean and comfortable. Their phone number is (702)
- 385-5200.
-
- Strip:
- King Alburt Motel, 185 Albert Ave. (off Kovel, behind the Maxim)
- It's behind the Flamingo Hilton/Imperial Palace/Barbary Coast area. Every
- unit is furnished with a kitchen, tv, and private bath, with simple but
- clean furnishings. Their location is ideal, and they quoted me day rates
- of $25/wk $40/wkend per night for a single. And these prices were for
- March,('92) - usually a busy and high priced season. And you can do even
- better than these rates for a weekly rental. They are happy to negotiate!
- Their phone number is (800)-553-7753 or (702) 732- 1555
-
- Caveat Emptor: Another rec.gambler says to avoid this place, it is a dump.
-
- Call the Las Vegas Tourism Bureau for details of other low-cost area lodging.
- They have an toll-free number - 1-800-522-9555. Woops - I just called it and
- they only handle casinos.
-
- But these 800 numbers DO handle the smaller places as well. I called the LV
- Chamber of Commerce for these numbers, and they had even more than these:
-
- 800 - 548-2008
- 800 - 345-7177
-
- Through the 7177 number, I arranged a room in the beautiful new tower at the
- Stardust for much lower than what the hotel quoted me directly, also at a lower
- rate than the other 800 numbers could offer (32/wk 40/wkend). They are a room
- 'wholesaler' and seem to be the best place to make reservations through. The
- new tower at the Stardust is supposed to be ****1/2, according to Julie - the
- agent I spoke with. She also asked for a high floor which she said have
- spectacular views of the entire strip.
-
- They know all the deals in town! Good luck, hotel bargain hunters!!
- ------------------------------------------------------------------------
-
-
- Q:L4 What are some good places to play/stay in Reno?
- A:L4 (Mike Northam)
-
- [Note: This kind of information tends to become outdated quickly, so "your
- mileage may vary"]
-
- Well, this is just IMHO, of course. For cheap rooms: Circus Circus,
- Fitzgerald's downtown. If you're going to be gambling something more than
- nickels ($5 bets), you might call a place like the Flamingo Hilton and get a
- credit application. Then you'll qualify for the "gambler's rate", which will
- usually be about half price. You've gotta gamble for at least four hours per
- day to get this, in most casinos. The best rooms are at Harrah's, but they have
- standard northern Nevada rules. (If you're a gambler, check with their VIP
- services to see if they have any special deals going. They often have special
- packages if you buy-in for $1200, or some such.)
-
- Best gambling for BJ: Flamingo Hilton (mostly double deck), Clarion, CalNeva
- (Top Deck only), Reno Hilton (mostly double deck) (roughly in that order).
- Everyplace else runs northern Nevada rules, I think.
-
- Craps: most every place has double odds. You can play for 25 cents at the
- Palomino (?) in Sparks and at one of the dives in downtown (Nevada Club?--can't
- remember).
-
- [The Union Plaza and it's 25c, 10x-odds Craps tables are one of the best and
- most consistent pure gambling deals in Vegas. -- Blair Houghton]
-
- Shows: well, my favorite is the planetarium at the University of Nevada :-).
- Reno is not a big show town, but Harrah's usually has some country western star
- and sometimes a decent cabaret act. The Flamingo Hilton has a comedy club and
- usually a pretty good lounge act (which you can watch while you play BJ, which
- is fun). Reno Hilton has a big stage show. The big headliners usually are found
- at Tahoe, not Reno.
-
- Restaurants: I've always liked the Presidential Car (I think in Harold's--I
- never can remember). A romantic (and expensive) meal can be had at sunset at
- the Top of the Hilton. Several people have mentioned a good Italian restaurant
- at the El Dorado, but I haven't tried it myself. Harrah's has a pretty good $5
- or so buffet, but their other restaurants are only so-so. Reno Hilton has a
- nice steak house. If you like screaming kids with your meals, check out Circus
- Circus (though I haven't been there for years, so maybe things have changed?).
-
- Since you've never been to Reno before, I should mention that you can easily
- walk to all the downtown casinos. There's a shuttle bus from downtown to Reno
- Hilton (the closest to the airport--we traditionally stop in there on our way
- out of town for a few hours). There's also a group of casinos in Sparks
- (centered around John Ascuaga's Nugget). If you have a car, the Peppermill
- (popular with the yuppie crowd) and the Clarion (Reno's newest casino, and
- quite nice) are out on south Virginia St.
- ------------------------------------------------------------------------
-
-
- Q:L5 Where is Elko Nevada?
- A:L5 (Mike Northam, Steve Jacobs)
-
- [NOTE: Elko is about 120 miles west of the Utah/Nevada border. --SRJ]
-
- Casino Express (800) 258-8800 or (800) 654-0888 in Canada, owned by the people
- who run the Elko Red Lion Inn, runs numerous junkets to Elko, NV. They own at
- least one Boeing 737 aircraft, and charter several others on weekends. They fly
- from several western cities (Seattle, Bellingham, Spokane, Portland, Eugene,
- Salem, San Jose, Fresno, Modesto, Santa Maria, Ontario, Denver, Salt Lake City,
- etc.) and have multiple-day junkets from Canadian and midwest cities
- (Minneapolis, Mason City, etc.)
-
- The casino has BJ, single and double deck, Northern Nevada rules (H17, DD 10/11
- only). $5 minimum for single deck. Penetration varies with the dealer, so there
- apparently isn't a house rule. There is no heat whatsoever, so 10:1 spreads are
- no problem. During the 'gambling frenzy' of the last few moments before the
- airport bus departs, *massive* spreads are possible--I've gone from $5 to $200
- (40:1) no problem. All the tables are *always* full, so two rounds of seven is
- all you'll see on the single deck. There's also craps, roulette, and a small
- sports book. Keno for the truly adventuresome :-).
-
- From Portland, the junket cost is $49 for a 12-hour turnaround flight [these
- are $19 from Salt Lake, so you're price may vary], you have to show $300 in
- cash to board the flight. Since it's a charter flight, there is a nice party
- atmosphere on board the plane. Your play is rated, and presumably, if you don't
- gamble enough, you might be barred from a future flight, though this hasn't
- been a problem for any of my friends.
-
- Elko also has a poker room, but it doesn't open until 5 pm. They play 7-stud
- ($1-$4) and Texas Hold'em ($4-$10). These can be great games if there are
- several junket people (junkies?) at the table. You can also fleece the locals
- if you catch them off guard, since they have great difficulty believing that
- anyone who flies to Elko could know anything about poker.
- ------------------------------------------------------------------------
-
-
- Q:L6 Where is Foxwoods?
- A:L6 (Dave Tahajian)
-
- Foxwoods is located within an Indian reservation in Ledyard, Conn. It is
- located approx. 15 miles SW of the Rhode Island/Conn border, 15 miles NW of
- Mystic Conn, 40 miles South of Worcester Mass, and 40 miles NE of Hartford
- Conn. Foxwoods is located directly on Rt. 2, almost in the middle of I395 and
- I95 (which run in parallel). It's an 1.5 hour ride from Boston, 1+ hour ride
- from Hartford or Providence, and 2.5 hour ride from NYC (all approximations).
- [Foxwoods is at the intersection of Routes 2 and 214 -- Dave Everett]
-
- Foxwoods is *not* your run of the mill Indian casino, in fact you would have a
- hard time finding any Indians at all! It's huge, very clean and well run and
- very professional. Many of the managers and floormen come from LV or AC. I
- would compare it to any other nice casino in AC or LV. You may be apprehensive
- as you drive though the miles of corn fields when getting there, but this soon
- disappears as soon as you walk though the doors. They have on site ATM machines
- (which gives out nice new $100 bills!), credit card cash advance machines, and
- will even setup a credit line for you (call ahead for this).
-
- There are two hotels on site. One called the "Two Trees Inn" is located across
- the street from the casino and provides a free 24 hour shuttle. The main hotel
- is built above the casino itself (name unknown). It features valet parking as
- well as a self service parking garage, while the Two Trees has outside self
- service parking only. The Two Trees has about 200 rooms and costs less than the
- main hotel, which has about 500 rooms. As of 1/94, the Two Trees cost $49
- weekday and $89 weekend, while the main casino cost $20 more per night (for a
- standard room). Suites are extra.
-
- Foxwoods uses a comp system where you are given a credit card (called a "Wampum
- card") which you give to the floorperson when you begin a session. You gain
- "Wampum points" based on your avg. bet, the game you are playing, and the
- amount of time you play. These points can be used at any of the casino's
- restaurants, shops, and the hotels, where 1 point = $1. So if you have 49
- points, you can stay at the Two Trees one weekday for free! You can get your
- "Wampum Card" for free at the promotions booth (must show picture ID).
-
- Wampum points are given for any game, including poker. Examples are:
-
- 1. You play BJ, your avg bet is $10 and you use basic strategy, you will earn
- 10 points per hour play.
-
- 2. In 1-5/6-12 7stud or 3-6/6-12 holdem or 5-10 omaha, you'll get 1/2 point
- per hour (pot rake but no time charge)
-
- 3. In 10-20 7stud or holdem, you get 1 point per hour (no rake but $10/hour
- time charge).
-
- Note that in poker, you must "sign out" when you leave the game, otherwise your
- points will be forfeited.
-
- There are really two casinos, the "original one" located at the main entrance
- near the bingo hall, and the "new one" located below the main hotel. You can
- tell the difference by the colors, the new one uses a purple color scheme, and
- the original one uses aqua. The poker room is located downstairs near the main
- entrance of the original casino, under the waterfall.
-
- Foxwoods has many restaurants on site, including an all you can eat buffet, a
- grill, Chinese, Italian, and steak rooms, plus a couple of self service
- snack-bars for sandwiches and pizza slices. The poker room offers table service
- for players, and you can get it comped too (via your Wampum card)!
-
- Most people get to Foxwoods via car or charter buses. There is no major airport
- in the immediate area, and no trains which go directly to Ledyard. The closest
- train service goes to nearby Mystic, which is a 20 minute drive away (taxi cost
- $20). Nearest major airport is in T.F Green in Warwick, RI which is 1 hour
- drive away.
-
- There are several other hotels in nearby Mystic which offer free shuttle
- service to Foxwoods. There are two valet parking services, one at the main
- casino entrance and one at the main hotel entrance. Also lots of free self
- parking. If the lots are full, try parking at the Two Trees Inn or one of the
- auxiliary lots located on Rt. 2 and take the free shuttle to the casino. My
- favorite place to park is in the garage under the main hotel, just take the
- elevator up to the casino!
-
- Foxwoods offers almost all casino games, plus a 50+ table poker room. They also
- have slots, a horse book, keno, and a massive bingo room which holds major
- events approx every month.
-
- BJ conditions are multi deck shoe (6 or 8), ~ 70% penetration, S17, DOA, DAS,
- no resplit Aces, and some tables offer O/U and "super 7s" side bets. Also all
- "back line" betting where up to 2 others can bet on one hand, and the person
- sitting makes the decisions. The combined bet of all players cannot exceed the
- maximum.
-
- No heat has been reported of, and there are no special rules for late entry
- into the shoe in progress. Minimums are $5 if not busy, $10-$15 otherwise.
- There are always two $2 tables open, but these have a long wait. Rec.gambler
- "Dave Cantor" deals BJ there... just show him your BARGE chip for instant
- recognition, or say "presto" when dealt a BJ :-)
-
- The poker room features 7stud, holdem and omaha. Limits are:
-
- 7stud hi: 1-5, 3-6, 6-12, 10-20, 15-30, 20-40, 30-60, 50-100*
- 7stud hi/lo 8 qualify: 15-30*, 20-40*
- holdem: 3-6, 6-12, 10-20, 15-30*, 20-40*, 30-60*
- omaha hi/lo 8 qualify: 5-10, 10-20*
-
- * these usually are run on busy weekends/holidays.
-
- There is also a tournament every Wednesday night which switches between 7stud
- and holdem on alternative weeks. Buy in is $25 plus $10 fee, no re-buys. Top 8
- players get $$$.
-
- I don't know much about the craps game, except the min is $10 if not busy,
- $15-$25 otherwise. Same goes for Roulette.
-
- For even more info, call them at 800-PLAYBIG.
- ------------------------------------------------------------------------
-
-
- Q:L7 Where is Turning Stone?
- A:L7 (Dave "4" Everett)
-
- The Turning Stone Casino is an enterprise of the Oneida Indian Nation of New
- York, and is located just a fraction of a mile off I-90 in Verona, NY (exit 33
- of the NY State Thruway).
-
- There is six-deck blackjack, and single-deck blackjack. As of this writing
- (9/94) the rules are:
-
- S17
- Double any 2 first cards except a point count of 21
- Split any pair
- Split aces get only one card each
- Other pairs may be resplit up to four hands
- Double after split (EXCEPT on single deck games, no double after split)
-
- Lowest table minimum was $5, even on single-deck BJ!
-
- They also have craps (double odds), roulette, mini-baccarat, red dog,money
- wheel, fruit wheel, keno, caribbean stud, and pai gow poker.
-
- They have a coffee shop with very reasonable prices open 0000 to 1600, and in
- the same room, a dinner buffet for $14 open 1600 to ????. They also have a
- "cafe'" with counter service only, open most of the time (perhaps all).
-
- Comps are reasonably easy. Four hours of $10 BJ got this writer brunch at the
- coffee shop, and another four hours earned a dinner buffet. Your mileage may
- vary.
-
- Lodging is available nearby. If you want fancy lodging, stay in Syracuse or
- Utica, depending upon whether you're traveling from the east or the west.
-
- Turning Stone's telephone number is 315-361-7711.
- ------------------------------------------------------------------------
-
- Archive-name: gambling-faq/blackjack
- URL: http://www.conjelco.com/faq/bj.html
-
- -----------------------
- Frequently Asked Questions about Blackjack
-
- This is the Blackjack section of the rec.gambling Frequently Asked Questions
- (FAQ) list.
-
- Changes or additions to this section of the FAQ should be submitted to:
- jacobs@xmission.com.
-
- Page last modified: 12-16-94
- ------------------------------------------------------------------------
-
-
- Table of Contents
-
- Section B: Blackjack Questions
- B1 What do these funny acronyms mean ...
- B2 What special terminology is used by blackjack players?
- B3 What special terminology is used by card counters?
- B4 Why is there so much talk about blackjack in rec.gambling?
- B5 Is casino blackjack a "beatable" game.
- B6 How much of an advantage can card counting give?
- B7 Is card counting illegal?
- B8 Can the casino ban card counters?
- B9 What is the correct basic strategy for single deck Blackjack?
- B10 What is the correct basic strategy for Atlantic City blackjack?
- B11 What is the house edge when playing basic strategy?
- B12 Why are single deck games better than multi-deck games?
- B14 Do 'bad' players at third base have any effect on expected gain?
- B15 Where is the best place to sit at a blackjack table.
- B16 How is card counting done?
- B17 What counting system is "best"?
- B18 What counting system is easiest to use?
- B19 What BJ counting system is most effective?
- B20 Does penetration have any effect on basic strategy expectation?
- B21 What is the correct strategy for late surrender?
- B22 What is the correct strategy for "multi action" blackjack?
- B23 What is "Over/Under" Blackjack?
- B24 What is the counting strategy for Over/Under blackjack?
- B25 What are some good/bad books on Blackjack?
- B26 What are some other sources of blackjack/gambling information?
-
- ------------------------------------------------------------------------
-
-
- Q:B1 What do these funny acronyms mean ...
- A:B1 (Michael Hall)
-
- The acronyms that are often used in blackjack articles in rec.gambling are
- listed below.
-
- Abbreviations:
- BSE = Basic Strategy Edge
- H17 = Hit soft 17 (dealer must hit)
- S17 = Stand on any 17 (dealer must stand)
- DOA = Double On Any first two cards
- D10 = Double on 10 or 11 only
- DAS = Double After Splitting is allowed
- RSA = Re-Splitting Aces is allowed
- ESR = Early Surrender
- LSR = Late Surrender
- O/U = Over/Under 13 side bets are allowed
-
- ------------------------------------------------------------------------
-
-
- Q:B2 What special terminology is used by blackjack players?
- A:B2 (Steve Jacobs, Dave Everett)
-
- Blackjack Terminology:
-
- basic strategy
- a playing strategy that is designed to minimize the house edge as much as
- possible without using techniques such as card counting, shuffle tracking,
- or dealer tells. Basic strategy is used as a foundation for card counting,
- but is also used by many non-counters.
-
- burn card(s)
- cards that are discarded without being dealt to the players. After the
- cards are shuffled by the dealer and cut by one of the players, one or
- more cards are "burned" before any cards are dealt to the players.
-
- bust
- after a "hit", the player is said to "bust" if the new card causes the
- player's total to exceed 21.
-
- card counting
- a system for improving the player's edge by assigning "weights" to each
- card face and summing the card weights as each new card is turned face up.
- The "count" indicates when the game is favorable for the player, so that
- the player can place larger bets and/or make changes in playing strategy.
-
- cut card
- a (usually colored plastic) card that is used to cut the cards after they
- have been shuffled by the dealer.
-
- double down
- to double the initial bet and receive exactly one more card. The option to
- double is often allowed on the players first two cards only, although some
- casinos allow doubling after splitting a pair. Many Northern Nevada
- casinos allowing doubling only with a two-card total of 10 or 11. It is
- very rare to find games that allow doubling of hands that have more than
- two cards.
-
- double for less
- to double down with less than 2X the original bet. Generally, when
- doubling is allowed, the player does not have to actually double his bet,
- but may increase it by any amount up to (but not more than) the original
- bet.
-
- early surrender
- surrender that occurs _before_ the dealer peeks at the hole card. Very
- valuable to the player, but rarely (if ever) offered by the casinos.
-
- even money
- taking insurance when holding a blackjack results in a net gain of one
- bet. Some casinos will allow the player to be paid without actually
- placing the insurance bet. This is called "taking even money". (See
- "insurance")
-
- first base
- the first player at a table to act on his/her hand is said to be sitting
- at "first base".
-
- flat bet
- to bet the same amount on each successive hand.
-
- hard hand
- any hand that is not a soft hand.
-
- heads up
- playing at a table that has no other players.
-
- hit
- drawing a new card to add to the player's or dealer's hand.
-
- hole card
- the dealer's card that is placed face down.
-
- insurance
- a side bet of 1/2 the original bet that is offered when the dealer's
- upcard is an ace. This bet pays 2:1 if the dealer has a natural 21. (Also
- see "even money")
-
- late surrender
- surrender that occurs _after_ the dealer peeks at the hole card. If the
- dealer has a natural 21 (blackjack), the player's bet still loses in its
- entirety. If the dealer does not have a blackjack, the player loses half
- the bet and doesn't play the rest of the hand.
-
- natural
- a hand that totals 21 on the first two cards.
-
- over/under
- a rare bet that the first two player's cards will total over 13, or under
- 13, when aces are counted as one.
-
- preferential shuffling
- shuffling when the deck is favorable to the players, while avoiding a
- shuffle when the deck is unfavorable to the players.
-
- push
- a tie hand, the original bet is returned to the player.
-
- shoe
- a "box" for holding the undealt cards, usually used in multi-deck games.
-
- soft hand
- any hand that includes an ace that can be counted as 11 without having the
- value of the hand exceed 21. It is always possible to draw one card to a
- soft hand without busting.
-
- split hand
- hands that start with two cards of the same rank can be split to form two
- independent hands. This option is exercised by adding a new bet to the
- second hand, and these hands are played independently.
-
- spread
- to place more than one bet before the cards are dealt.
-
- stand
- to stop drawing cards.
-
- stiff (hand)
- any hand that has a small change of winning regardless of how the hand is
- played (usually 12 - 16).
-
- surrender
- the option to give back the player's first two cards in exchange for a
- refund of 1/2 of the original bet (rarely allowed). Some hands, such at 16
- vs. dealer's 10, are so bad that it is less costly to surrender rather
- than play the hand.
-
- third base
- the last player at a table to act on his/her hand is said to be sitting at
- "third base".
-
- upcard
- the dealer's first card, dealt face up. The correct playing decision often
- involves some consideration of the dealer's upcard.
-
- ------------------------------------------------------------------------
-
-
- Q:B3 What special terminology is used by card counters?
- A:B3 (Steve Jacobs)
-
- Card Counting Terminology
-
- betting correlation
- a measure of how well the card weights correlate to the change in the
- player's favorability when the cards are seen by the player and removed
- from the deck. This gives an estimate of the accuracy of the card counting
- system.
-
- back counting
- counting cards and waiting for the count to become favorable before
- sitting down to play. Usually done standing in back of the players.
-
- balanced count
- any counting system that has a count starting at zero when the cards are
- shuffled, and ending at zero when all cards in the deck(s) have been
- exposed. Most counting systems use a balanced count.
-
- bet spread
- the ratio between maximum and minimum bet size. A player who uses $20
- maximum bets and $5 minimum bets is using a 4:1 bet spread.
-
- card weight
- the "value" assigned to each card face. This weight is added to the
- "count" as each new card is exposed. Weights are usually small integer
- values like -1, +1, or +2.
-
- count
- (noun) -- a number that represents the player's estimate of how favorable
- or unfavorable.
-
- cover bet
- a bet (usually large) placed at the "wrong" time, in order to fool the pit
- critters into thinking that the player is not counting cards.
-
- insurance correlation
- a measure of how well the card weights correlate to the change in the
- player's favorability for placing insurance bets. This gives an estimate
- of the accuracy of the card counting system for predicting when to take
- insurance.
-
- penetration
- the number of cards that are dealt before the cards are shuffled.
- Penetration is usually expressed as a percentage of the cards, as in "75%
- penetration". Good penetration is extremely important to card counters.
-
- playing efficiency
- effectiveness of strategy variations in tracking the optimal playing
- strategy as the deck composition changes. Efficiency is given by E = AG /
- PG, where AG is the actual gain from making the strategy changes, and PG
- is the possible gain that could be made by using a playing strategy that
- is "computer perfect".
-
- running count
- the total of the weights of all cards that have been exposed since the
- cards were shuffled.
-
- shuffle tracking
- a system to predict which sections of the deck/shoe will be favorable to
- the player, based on the locations of favorable sections of the previous
- deck/shoe, and on studying the method used to shuffle the cards.
-
- side count
- a count in addition to the "main" count, usually involving a single card
- face, as in "ace side count".
-
- strategy variations
- varying from basic strategy when the count indicates that it is profitable
- to do so.
-
- ten poor
- a deck that has a lower than average density of tens and face cards.
-
- ten rich
- a deck that has a higher than average density of tens and face cards.
-
- true count
- a count that is adjusted according to the number of undealt cards, usually
- by dividing the running count by the number of undealt *decks* (or
- half-decks).
-
- unbalanced count
- any counting system that has a count that starts or ends on a non-zero
- value (see "balanced count"). Red 7 is an example of an unbalanced count.
-
- wonging
- improving the player's edge by placing bets only when the count is
- favorable for the player, and "sitting out" when the count is unfavorable.
-
- ------------------------------------------------------------------------
-
-
- Q:B4 Why is there so much talk about blackjack in rec.gambling?
- A:B4 (Steve Jacobs)
-
- Blackjack is the most popular table game in American casinos, and the abundance
- of blackjack articles in rec.gambling is a reflection of this popularity.
- Unlike many other casino games, skillful play in blackjack allows the player to
- gain a slight advantage over the casino. However, there is no single form of
- the game that is found in all casinos, and it is often possible to find several
- slightly different forms of blackjack within the same casino. When playing
- blackjack, the "correct" strategy to use will depend on the number of card
- decks used and on the particular "house rules" that are in effect during play.
- All of these factors combine to make blackjack a very complicated topic.
- ------------------------------------------------------------------------
-
-
- Q:B5 Is casino blackjack a "beatable" game.
- A:B5 (Matt Wilding)
-
- Background: Many books have been written that claim that BJ is beatable.
-
- Answer: Simulations performed by rec.gamblers show different amounts of
- potential player advantage in theory in BJ, depending on strategies, exact
- rules, and playing conditions. These numbers typically approach 1% (an average
- penny gain for every dollar bet) though in certain particular, ideal
- circumstances this can get somewhat higher. There is disagreement on the net
- about how much advantage this translates into in "real-world" casinos, but it's
- generally believed that players can play with a small, long-run advantage in
- BJ. The variance is very high in this game, however, which makes the slight
- advantage in BJ far from a sure thing.
- ------------------------------------------------------------------------
-
-
- Q:B6 How much of an advantage can card counting give?
- A:B6 (Steve Jacobs)
-
- A typical card counter will have an edge of 1.5% or less, depending on the
- counting system used, the skill of the player, and the particular house rules
- that the player is fighting against. It is quite unusual to find playing
- conditions that allow the player to get more than a 2% edge against the house,
- even against single deck games. The player's edge against multi-deck games is
- generally less than 1%.
- ------------------------------------------------------------------------
-
-
- Q:B7 Is card counting illegal?
- A:B7 (Steve Jacobs)
-
- No. The casinos would like you to believe that card counting is illegal,
- immoral, and fattening, but the fact is that card counters are simply using a
- greater level of skill than the typical blackjack player. The Nevada courts
- have ruled that blackjack players are free to use any information that is made
- available to them, provided that there is no collusion between a player and
- casino personnel. For example, if a dealer accidentally handles the cards in
- such a way that a player can see the dealer's hole card, the player can make
- use of this information without breaking the law.
- ------------------------------------------------------------------------
-
-
- Q:B8 Can the casino ban card counters?
- A:B8 (Steve Jacobs)
-
- This depends on where you play. In Atlantic City, where games of skill are not
- permitted, the casinos are not allowed to ban skillful players. In Nevada,
- casinos are allowed to refuse service to anyone at any time for any reason.
- Players are routinely "barred", usually by being asked to leave or by being
- told that they are welcome to play any game other than blackjack. If you are
- barred but persist in trying to play, the casino can have you arrested for
- trespassing.
- ------------------------------------------------------------------------
-
-
- Q:B9 What is the correct basic strategy for single deck Blackjack?
- A:B9 (Steve Jacobs)
-
- The following basic strategy is for single deck games without DAS
- (double-after-splits).
-
- +-- Player's hand
- |
- | dealer dealer
- | |-might bust-||-might stand-|
- V 2 3 4 5 6 7 8 9 X A <------- dealer's upcard
- ---+-------------------------------
- XX | S S S S S S S S S S never, ever, ever split
- 99 | PS PS PS PS PS S PS ps s s split if (d <= 9), except 7
- 88 | Ps Ps Ps Ps Ps Ph ph ph ph ph always split
- 77 | ps ps Ps Ps Ps ph h h s h split if (d <= 7), stand against 10
- 66 | ph ps ps Ps ps h h h h h split if (d <= 6)
- 55 | DH DH DH DH DH DH DH DH H H never split, treat like hard 10
- 44 | h H H DH DH H h h h h never split, double against 5, 6
- 33 | h h Ph PH PH ph h h h h split if (d >= 4) and (d <= 7)
- 22 | h ph Ph PH PH ph h h h h split if (d >= 3) and (d <= 7)
- AA | PH PH PH PD PD PH PH Ph Ph Ph always split
- ---+-------------------------------
- A9 | S S S S S S S S S S always stand
- A8 | S S S S *DS S S S S S double against a 6
- A7 | S DS DS DS DS S S h h h* double 3-6, hit against 9, 10, A
- A6 | DH DH DH DH DH H h h h h double low, hit high
- A5 | h h DH DH DH h h h h h \
- A4 | h H DH DH DH H h h h h \ double against 4,5,6
- A3 | H H DH DH DH H H h h h /
- A2 | H H DH DH DH H H h h h /
- ---+-------------------------------
- 21 | S S S S S S S S S S always stand
- 20 | S S S S S S S S S S always stand
- 19 | S S S S S S S S S S always stand
- 18 | S S S S S S S s s s always stand
- 17 | s s s s s s s s s s always stand on HARD 17 or above
-
- 16 | s s s s s h h h h h \
- 15 | s s s s s h h h h h \
- 14 | s s s s s h h h h h > hit if dealer might stand,
- 13 | s s s s s h h h h h / stand if dealer might bust
- 12 | h h s s s h h h h h / (special case against 2, 3)
-
- 11 | D D D D D D D D D D always double
- 10 | D D D D D D D D H H double if (d < 10)
- 9 | DH DH DH DH DH H H h h h double if dealer might bust
- 8 | h H H DH DH H h h h h double only against 5, 6
- 7 | h h h H H h h h h h
- 6 | h h h H H h h h h h (4-2)
- 5 | h h h H H h h h h h (3-2)
- 4 | h h h H H h h h h h (2-2 pair if no more splitting allowed)
- ---+-------------------------------
- S=stand H=hit D=double P=pair(split)
- DH= double if allowed, otherwise hit
- DS= double if allowed, otherwise stand
- [uppercase] = "strong" hand, favorable to player
- [lowercase] = "weak" hand, favorable to house
-
- (*) notes:
- Playing A7 against dealer's ace:
- hitting gains 4.08% if dealer must hit on soft 17
- standing gains 0.74% if dealer must stand on soft 17
-
- Playing A8 against dealer's 6:
- doubling gains 1.96% if dealer must hit on soft 17
- doubling gains 0.03% if dealer must stand on soft 17
- (this rule may be ignored to simplify the strategy)
-
- ------------------------------------------------------------------------
-
-
- Q:B10 What is the correct basic strategy for Atlantic City blackjack?
- A:B10 (Steve Jacobs)
-
- The following basic strategy is for typical Atlantic City rules.
-
- HOUSE RULES:
- Cards are dealt from 6 decks.
- Dealer must stand on any 17.
- Double-down allowed on soft hands.
- Pairs may be split only once.
- Player may double-down after splitting pairs.
- Surrender is not allowed.
-
-
- Strategy Table
-
- |---might bust---| |---might stand---| <---- dealer possibility
- ---+----------------------------------------
- 2 3 4 5 6 7 8 9 X A <---- dealer's up card
- ---+---------------------------------------- Pairs
- XX | S S S S S S S S S S
- 99 | PS PS PS PS PS S PS ps s s
- 88 | Ps Ps Ps Ps Ps Ph ph ph ph ph
- 77 | ps ps Ps Ps Ps ph h h h h
- 66 | ph ph ps Ps Ps h h h h h
- 55 | DH DH DH DH DH DH DH DH H H
- 44 | h H H PH PH H h h h h
- 33 | ph ph Ph Ph Ph ph h h h h
- 22 | ph ph Ph Ph PH ph h h h h
- AA | PH PH PH PH PDH PH PH Ph Ph Ph
- ---+---------------------------------------- Soft Hands
- AX | S S S S S S S S S S
- A9 | S S S S S S S S S S
- A8 | S S S S S S S S S S
- A7 | S DS DS DS DS S S h h h
- A6 | H DH DH DH DH H h h h h
- A5 | h H DH DH DH h h h h h
- A4 | h H DH DH DH H h h h h
- A3 | H H H DH DH H H h h h
- A2 | H H H DH DH H H h h h
- AA | H H H H DH H H h h h
- ---+---------------------------------------- Hard Hands
- 21 | S S S S S S S S S S
- 20 | S S S S S S S S S S
- 19 | S S S S S S S S S S
- 18 | S S S S S S S s s s
- 17 | s s s s S s s s s s
-
- 16 | s s s s s h h h h h
- 15 | s s s s s h h h h h
- 14 | s s s s s h h h h h
- 13 | s s s s s h h h h h
- 12 | h h s s s h h h h h
-
- 11 | DH DH DH DH DH DH DH DH DH H
- 10 | DH DH DH DH DH DH DH DH H H
- 9 | H DH DH DH DH H H h h h
- 8 | h H H H H H h h h h
- 7 | h h h H H h h h h h
- 6 | h h h h h h h h h h
- 5 | h h h h H h h h h h
- 4 | h h h h H h h h h h
- ---+----------------------------------------
- S=stand H=hit D=double P=split Q=surrender
-
- NOTES:
- 1) If more than one option is listed,
- options to the left are preferred
- over options to the right. Options
- less favorable than STAND or HIT are
- not shown.
-
- 2) Use the "Hard Hands" table only
- when the other tables do not apply.
-
- 3) If splitting Aces is not allowed,
- use the "Soft Hands" table.
-
- 4) Uppercase options favor the player,
- lowercase options favor the house.
-
- ------------------------------------------------------------------------
-
-
- Q:B11 What is the house edge when playing basic strategy?
- A:B11 (Steve Jacobs)
-
- The expected gain for basic strategy play depends on the house rules and the
- number of decks. The following table summarizes the players expectation for a
- variety of games. All numbers are in units of percent of initial bet.
-
- <-- number of decks -->
- | 1 | 2 | 4 | 6 | 20 | 100 |
- ----------------+-------+-------+-------+-------+-------+-------+
- AC | .1541 -.2228 -.3991 -.4569 -.5368 -.5638 |
- AC + LSR | .1761 -.1717 -.3323 -.3843 -.4552 -.4790 |
- AC + ESR | .7694 .3952 .2265 .1721 .0968 .0714 |
- ----------------+-------+-------+-------+-------+-------+-------+
- strip | .0409 -.3214 -.4889 -.5437 -.6245 -.6447 |
- strip + LSR | .0707 -.2685 -.4239 -.4744 -.5429 -.5659 |
- strip + DAS | .1809 -.1795 -.3472 -.4021 -.4779 -.5034 |
- strip + ESR | .6511 .2927 .1320 .0801 .0084 -.0157 |
- ----------------+-------+-------+-------+-------+-------+-------+
- vegas |-.1527 -.5257 -.7015 -.7590 -.8445 -.8663 |
- vegas + LSR |-.1095 -.4594 -.6221 -.6747 -.7469 -.7713 |
- vegas + DAS |-.0103 -.3813 -.5570 -.6146 -.6951 -.7223 |
- vegas + ESR | .5403 .1720 .0046 -.0493 -.1245 -.1500 |
- ----------------+-------+-------+-------+-------+-------+-------+
- reno |-.4291 -.7400 -.8906 -.9404 -1.0154 -1.0337 |
- reno + LSR |-.3858 -.6737 -.8113 -.8560 -.9178 -.9387 |
- reno + DAS |-.3121 -.6176 -.7658 -.8151 -.8840 -.9073 |
- reno + ESR | .2639 -.0423 -.1846 -.2307 -.2307 -.3174 |
- ----------------+-------+-------+-------+-------+-------+-------+
-
- "AC" rules: (typical of Atlantic City)
- dealer stands on soft 17
- double down on any two cards
- double after splits
- no resplitting
-
- "strip" rules: (typical of Vegas Strip)
- dealer stands on soft 17
- double down on any two cards (but not after splits)
-
- "vegas" rules: (typical of Vegas Downtown)
- dealer hits soft 17
- double down on any two cards (but not after splits)
-
- "reno" rules: (typical of Reno, northern Nevada)
- dealer hits soft 17
- double down allowed on two card total of 10 or 11 only
-
- DAS = Double After Splitting
- LSR = Late Surrender
- ESR = Early Surrender (no longer available)
-
- ------------------------------------------------------------------------
-
-
- Q:B12 Why are single deck games better than multi-deck games?
- A:B12 (Michael Hall)
-
- There are some surface differences, such as single and double deck usually
- being hand-held, while four or more decks are dealt from a shoe, but there are
- fundamental mathematical differences too.
-
- Single deck blackjack is usually better than multiple deck blackjack for card
- counters, basic strategists, and the clueless. Additional decks make busts less
- likely, since one can draw to hands like 2,2,2,2,2,2,2,2,2 (for 18) which are
- improbable/impossible in single deck. Busting less often helps the dealer's
- hand more than yours, since the dealer is forced by the rigid rules to hit more
- often than you. Blackjacks are also less frequent, which is bad since you get
- paid 3 to 2 for those. All in all, multiple decks will cost a basic strategist
- nearly 0.5% in advantage, which is more than all but the very best package of
- favorable extra rules will give you. This was an intuitive explanation; a
- complete mathematically sound (albeit huge) proof can be generated by a
- combinatorial analysis program.
-
- Card counters face the additional problem that the count is less volatile with
- multiple decks and hence offers less frequent opportunities for large favorable
- bets. Consider the difference between an urn with 1 black and 1 white marble
- versus an urn with 100 black and 100 white marbles. Draw half the marbles: what
- is the probability that all the remaining marbles are white? In the 1 and 1
- case, there is a 1 in 2 chance. In the 100 and 100 case, there is only a 1 in
- 100,891,344,545,564,193,334,812,497,256 chance!
- ------------------------------------------------------------------------
-
-
- Q:B14 Do 'bad' players at third base have any effect on expected gain?
- A:B14 (Steve Jacobs)
-
- No. It is a common misconception that incorrect plays by the player at third
- base will "take the dealer's bust card" or "leave the dealer a good card". As
- long as the shuffle is sufficient to randomize the cards, improper play of
- other players will be just as likely to help as it is to hurt. However, bad
- players can cause frustration and anxiety which may increase the likelihood of
- making mistakes. It is best to avoid the temptation to strangle bad players.
- ------------------------------------------------------------------------
-
-
- Q:B15 Where is the best place to sit at a blackjack table.
- A:B15 (Steve Jacobs)
-
- It depends. For basic strategy players, seat position has no significant effect
- on the player's expected return. For card counters who use strategy variations,
- it is probably best to sit at third base in order to see as many cards as
- possible before playing the hand. When playing against a "front loading"
- dealer, the best seat is whichever seat gives you the best shot at getting a
- glimpse of the dealer's hole card. When playing at the Rio, the best seat is
- the one that gives the best view of the cocktail waitresses.
- ------------------------------------------------------------------------
-
-
- Q:B16 How is card counting done?
- A:B16 (Steve Jacobs)
-
- The card counting system described below is an unbalanced 10 count that is 100%
- accurate for determining when to take insurance. As a general purpose card
- counting system, it is relatively weak and not particularly recommended, but it
- illustrates many of the principles behind card counting. This is intended only
- to give a feel for how card counting is done, and is not recommended for actual
- practice, although I've used it because of its simplicity. This counting
- strategy is listed as "Unbalanced 10 Count" in other parts of the FAQ list.
-
- For single deck games:
- 1) Start the count at -4 when the deck is shuffled.
- 2) Count -2 for 10, J, Q, K
- 3) Count +1 for everything else (including aces)
- 4) Bet low when the count is negative, high when the count is positive
- (actually, simulations show that you can bet high for a count of -2 or
- above).
- 5) Take insurance when the count is positive.
- 6) Play basic strategy at all times.
-
- ---------------------------------------------------------------
-
- For N deck games:
- 1) Start the count at (-4 * N).
- 2) all other rules are the same.
-
- ---------------------------------------------------------------
-
- Notes:
-
- The unique feature of this counting method is that it is perfectly accurate for
- dealing with insurance. When the count is positive, the player has the
- advantage when taking the insurance bet. When the count is negative, the house
- has the advantage, so insurance should not be taken.
-
- Counting is best done by counting several cards at once. It is easy to practice
- this counting method in the following way:
-
- 1)
- Count through a deck of cards, counting one card at a time. Start at -4,
- and count through the entire deck. After all of the cards have been seen,
- the count should be ZERO. If it is not zero, a mistake has been made
- somewhere. Repeat counting through the deck one card at a time, until you
- can do it quickly without making mistakes.
-
- 2)
- Count through the deck, counting two cards at a time. Look for the
- following patterns, adding the correct amount for each pattern
- (X = 10, N = non-ten)
- NN: +2
- XN: -1
- XX: -4
- Again, the count should be zero after all cards have been seen. Repeat
- until you can do it efficiently.
-
- 3)
- Count through the deck, counting three cards at a time. Look for the
- following patterns, adding the correct amount for each pattern.
- (X = 10, N = non-ten)
- NNN +3
- XNN 0 (this pattern is common)
- XXN -3
-
- 4)
- Practice against a computer blackjack game. When I play, I usually count
- the cards by counting an entire hand (player's or dealers) at once. If
- there are more than three cards in the hand, I mentally break it up into
- groups of 1, 2, or 3 cards (I usually look for "XNN" patterns and ignore
- those cards, since they add up to zero). I usually count the cards just
- before the dealer picks up the hand (exception: for insurance, you should
- count your cards and the dealer's up card immediately).
-
- ------------------------------------------------------------------------
-
-
- Q:B17 What counting system is "best"?
- A:B17 (Matt Wilding)
-
- This has been answered by rec.gamblers using different approaches.
-
- The first approach is to evaluate different systems by simulation. This
- approach obscures the particular advantages of each system, but it's easy to
- see how a system will perform in one particular realistic casino playing
- situation, and not hard to judge the tradeoff between performance and ease of
- use (see Q/A B18 for more details).
-
- The second approach estimates several performance parameters of each system
- that collectively approximate the system's inherent potential. This allows the
- strengths of different BJ systems to be studied in detail, which should allow
- better, more precise comparison of different systems and aid efforts to improve
- a particular system. This approach gives results which may be used to determine
- which counting system is theoretically most profitable, but does not address
- the issue of how easy it is to use the counting system under actual playing
- conditions (see Q/A B19 for more details).
-
- It's not yet clear how these two studies relate, and no rec.gambling consensus
- has emerged as to how the more sophisticated performance parameters actually
- translate to advantage at the tables as in the simulations.
- ------------------------------------------------------------------------
-
-
- Q:B18 What counting system is easiest to use?
- A:B18 (Matt Wilding)
-
- Background: Lots of systems are available. There is an important tradeoff
- between complexity and theoretical power, as more complex systems are harder to
- use and more error-prone.
-
- Answer: You pick'em. A rec.gambling study was accomplished that compared
- different systems, and here a summary of what came out:
-
- Complexity is a subjective measure with guidelines described in the results
- paper. Power is the integer closest to p/0.05%, where p is the % advantage of
- the strategy one-on-one in a single deck, dealer hits on soft 17, no DDAS,
- resplitting-allowed game that's dealt down to 20 cards and using a 1-4 betting
- spread. 15,000,000 hands guarantee correctness to within 1 point 99% of the
- time.
-
- name complex power card weights reference
- A 2 3 4 5 6 7 8 9 X
- --------------------------------------------------------------------------
- BASIC 0 -5 Steve Jacobs
- UNBALANCED 10 2 13 1 1 1 1 1 1 1 1 1 -2 Steve Jacobs
- SUPER-SIMPLE OPT-I 2.5 16 1 1 1 1 -1 WGBJB (1)
- REVERE PM 3.5 16 -1 1 1 1 1 1 -1 PBaaB
- RED SEVEN 3.5 19 -1 1 1 1 1 1 R:1 -1 BiB
- OPT1-6+6 5 18 1 1 1 1 -1 WGBJB
- WONG HIGH-LOW 5 19 -1 1 1 1 1 1 -1 PB
- ZEN 5 19 -1 1 1 2 2 2 1 -2 BiB
- HORSESHOE 6 14 1 2 2 3 2 2 1 -1 -3 MDB (2)
- REVERE POINT COUNT 6 17 -2 1 2 2 2 2 1 -2 PBaaB
- OPT1-6+6 W/ ACE 7 23 1 1 1 1 -1 WGBJB
- ANDERSON 9.5 16 -2 1 1 1 2 1 1 -1 -1 TtToLV
- USTON APC 10 22 1 2 2 3 2 2 1 -1 -3 MDB
-
- WGBJB: "World's Greatest BlackJack Book" by Humble and Cooper
- PBaaB: "Playing Blackjack as a Business" by Lawrence Revere
- BiB: "Blackbelt in Blackjack" by Arnold Snyder
- PB: "Professional Blackjack" by Stanford Wong
- TtToLV: "Turning the Tables on Las Vegas" by Ian Andersen
- MDB: "Million Dollar Blackjack" by Ken Uston
- (1) with modifications by Matthew Wilding
- (2) with modifications by Paul C. Kim
-
- ------------------------------------------------------------------------
-
-
- Q:B19 What BJ counting system is most effective?
- A:B19 (Michael Hall, Jeff Jennings)
-
- The playing efficiency, betting correlation, and insurance correlation is
- listed below for several counting systems. These numbers give an indication of
- the effectiveness of the counting system. When two numbers are listed, the
- second number results from adding an ace side count in addition to the "main"
- count.
-
- See answer B3 for definitions of "betting correlation", "playing efficiency",
- and "insurance correlation".
-
- EXPLANATION OF COUNTING SYSTEMS
- ===========================================================================
- COUNTING COUNTING VALUES "BEST" EFFICIENCY CORRELATION
- SYSTEMS 2 3 4 5 6 7 8 9 X A SOURCE PLAY+ace BET+ace INSURE
- -------- ---------------------------- ------ -------- -------- ------
- Griffin 0 0 1 1 1 1 0 0 -1 0 Griffin 64-64+ .85-.95 .85
- Hi-Opt I 0 1 1 1 1 0 0 0 -1 0 Humble 61-63 .88-.97 .85
- Hi-Opt II 1 1 2 2 1 1 0 0 -2 0 Humble 67-67+ .91-.99 .91
- High-Low 1 1 1 1 1 0 0 0 -1 -1 Wong 51-63 .97 .76-.85
- Ita 1 1 1 1 1 1 0 -1 -1 -1 Sys.Res. 53-63+ .96 .69-.76
- Red 7's 1 1 1 1 1 ** 0 0 -1 -1 Snyder 54-64+ .98 .78-.87
- Unbal 10's 1 1 1 1 1 1 1 1 -2 1 Roberts 61-61+ .73-.94 1.00
- Uston +- 0 1 1 1 1 1 0 0 -1 -1 Uston 55-64+ .95 .76-.85
- Uston APC 1 2 2 3 2 2 1 -1 -3 0 Uston 69-69+ .91-.99 .90
- Wong Halves 1 2 2 3 2 1 0 -1 -2 -2 Wong 57-67+ .99 .72-.85
- Zen 1 1 2 2 2 1 0 0 -2 -1 Snyder 63-67+ .97 .85-.91
- ** red 7's +1, black 7's 0
-
- Note: Playing efficiencies have a practical maximum of about 0.7.
- "Unbal 10's" is short for "Unbalanced 10 Count"
-
-
- ------------------------------------------------------------------------
-
-
- Q:B20 Does penetration have any effect on basic strategy expectation?
- A:B20 (Steve Jacobs)
-
- Probably not. Unless the dealer is cheating, the cards will be in a random
- order after the shuffle. If the player is not counting cards or using other
- techniques to gain an advantage, it will not matter if there are several rounds
- or only a single round between shuffles. But, if the dealer if using
- preferential shuffling, this will hurt the basic strategy players as well as
- the card counters.
- ------------------------------------------------------------------------
-
-
- Q:B21 What is the correct strategy for late surrender?
- A:B21 (Michael Hall)
-
- Basic strategy for late surrender in AC multi-deck games is:
-
- Surrender hard 16 (but not 8-8) vs. 9, 10, ace
- Surrender hard 15 vs. 10
-
- If you are the least bit risk-averse, you should also:
-
- Surrender hard 15 vs. ace
-
- At some casinos you can surrender your first two cards. You lose half your bet
- in return for not having to play through the hand. With early surrender, you
- get back half your bet even if the dealer has blackjack, while with late
- surrender you lose anyway when the dealer has blackjack.
- ------------------------------------------------------------------------
-
-
- Q:B22 What is the correct strategy for "multi action" blackjack?
- A:B22 (Steve Jacobs)
-
- Multi Action blackjack allows the player to place up to three bets
- simultaneously on the same blackjack hand. The player is dealt a single hand,
- and the three bets are played out against the same dealer upcard, but with
- different "drawn" cards for each bet. Many players feel nervous about hitting
- stiff hands against a high dealer's upcard (7 or higher), since they will lose
- all three bets if they bust. However, basic strategy is COMPLETELY UNCHANGED
- for this game, and the correct strategy is no different than if the player had
- only a single bet at risk.
- ------------------------------------------------------------------------
-
-
- Q:B23 What is "Over/Under" Blackjack?
- A:B23 (Steve Jacobs)
-
- Caesar's Tahoe introduced the Over-13 and Under-13 side bets that are allowed
- at some blackjack tables. These bets are based on the player's total for the
- first two cards, when aces are counted as one. Over-13 bets win when the
- player's cards total 14 or higher, while under-13 bets win when the player's
- cards total 12 or under. Either bet will lose when the player's total is
- exactly 13. These bets are placed at the same time as the blackjack bet, and
- usually the side bet can be no larger than the bet on the blackjack hand.
- Over/under games are usually dealt from a 6 or 8 deck shoe, and the player's
- first two cards are always dealt face up. Although these are "sucker" bets for
- basic strategy players, with a house edge of 6% to 10%, special card counting
- strategies can be used to give the player a significant edge on these bets.
- ------------------------------------------------------------------------
-
-
- Q:B24 What is the counting strategy for Over/Under blackjack?
- A:B24 (Steve Jacobs)
-
- The card weights used for the Over/Under count are as follows: count +1 for
- Ace, 2, 3, and 4, and count -1 for tens and face cards. The deck becomes
- favorable for counts of +2 and above, and for counts -4 and below. Over-13 bets
- should be placed when the count is +3 and above. Under-13 bets should be placed
- when the count is -4 and below.
-
- When playing Over/Under blackjack with this counting scheme, virtually all of
- the player's profit comes from the over-13 and under-13 side bets. This
- counting scheme is very poor for playing the blackjack portion of the bet, and
- will only allow the player to play about even with the house on the blackjack
- bets. However, the over/under bets can be very profitable if the game has good
- penetration. A 6-deck over/under game with good penetration can give the player
- an advantage of 1.5% or more. Single deck over/under games with good
- penetration (very rare) can give the player an edge of over 4% when using the
- over/under count.
-
- Snyder's "Over/Under Report" discusses the over/under game in detail, and is
- available from RGE at an outrageous price.
- ------------------------------------------------------------------------
-
-
- Q:B25 What are some good/bad books on Blackjack?
- A:B25
-
- The individual book reviews given below are grouped according to the person
- doing the review. If you have an opposing view or wish to express another view
- of any of these books, write your own review and send it to the maintainer of
- the FAQ list, and it will be included. Reviews of books that are not mentioned
- here are especially welcome.
-
- There are undoubtedly many good books that are not listed here, as well as many
- terrible books that are not listed here. These reviews are only the opinions of
- the reviewers, and your mileage may vary.
-
- Review by Michael Dalton (as reported by Michael Hall)
-
- Dalton, Michael. Blackjack: A Professional Reference. Spur of the
- Moment Publishing, PO BOX 541967, Merritt Island, FL; 1991. (1964
- pages)
-
- Written by a NASA computer systems engineer, this book is a
- comprehensive reference to the game of blackjack. Over 1000 entries
- listing books, magazines, publications, newsletters, articles,
- reports, videos, software and other products available for serious
- players of the game twenty-one. Also included is the most
- comprehensive blackjack dictionary ever compiled explaining blackjack
- terminology, system and strategy descriptions, rules, and
- miscellaneous blackjack trivia. Complete basic strategy charts that
- cover most blackjack games in the world are also presented. Fully
- cross-referenced with recommendations.
-
- Reviews by Edmund Hack:
-
- Blackjack Video: Winning at Blackjack with Bobby Singer, JCI Video,
- 1987, 103 minutes. This video is a tape of a sales pitch/introduction
- to card counting seminar hosted by Bobby Singer, billed as the
- "World's biggest winner at the game of Blackjack" on the back cover.
- The tape covers 5 areas: Basic Strategy, Card Counting, Money
- Management, Team Play and Casino Awareness. Unfortunately, the
- information is incomplete. For example, the basic strategy section
- only covers hard and soft hands and the card counting section only
- covers the card values for the Hi-Lo count, but no bet sizing or
- strategy adjustments. The rest of the information is available for
- $149.00. For this price, you get a set of notebooks with lessons and
- audio tapes covering the Hi-Lo count and an 800 number you can call
- to find out where the best games are in the city you plan to play. I
- rented the tape for $1.50 and maybe got my money's worth.
-
- One interesting point covered in moderate detail is team play. Singer
- advocates playing 4 deck or up shoes with the "Big Player" approach
- pioneered by Uston and others. He advised using a counter at one or
- more tables who flat bets and uses hand signals (i.e. scratching the
- head) to call in a big money player. The current count is signaled to
- the Big Player by the stacking of chips in front of the counter in a
- particular way. The Big Player can then play out the rest of the
- shoe, presumably free of heat. If the count goes bad, the big player
- leaves, proclaiming a trip to the restroom is needed. The home study
- course is said to have info on bet sizing related/risk of ruin for
- teams and individuals.
-
- The Winner's Guide to Casino Gambling, Edwin Silberstang, Plume, 1980
- and 1989. This is a general overview of casino gambling with chapters
- on casino operations, comps, junkets, credit and the games offered.
- Detailed sections on craps, baccarat, roulette, keno, slots, video
- poker (89 edition only) and blackjack give the staff, rules, and
- procedures of each game, the house advantage, a glossary, and the
- best plays for each. In addition, there are anecdotes about playing
- the games. As the author has separate books on poker and sports
- betting, there is little information on them here and Red Dog and Pai
- Gow poker are not covered. The blackjack section has correct basic
- strategy information for 1,2, and 4+ deck games with and without DAS,
- and a discussion of Strip, Reno and Downtown rules variations. He
- presents the Hi-Opt I count (not by that name) and how to use it for
- bet sizing and insurance bets, but no strategy adjustments. There is
- a section written by a professional blackjack player on how to hide
- the fact that you are counting and life as a pro. If you want a
- single book as an introduction to casino gambling, this is it. [Note:
- there are 2 versions of the book out - a small green paperback from
- 1980 and a black trade paperback from 1989 that has been updated.]
-
- Reviews by Michael Hall:
-
- Fundamentals of Blackjack by Chambliss and Rogenski - this book is
- pretty much a standard blackjack book, but it has exceptionally good
- tables of information. I advise buying this book as a supplement to
- whatever book you use for your counting system (probably either
- Professional Blackjack, The World's Greatest Blackjack Book,
- Blackbelt in Blackjack or Million Dollar Blackjack.) The counting
- system discussed in "Fundamentals..." is not one that you would
- actually want to use, but the tables don't assume this system is
- used. Unfortunately, many of the tables were generated using Snyder's
- Blackjack Formula, and so the accuracy is not as good as would be the
- case with computer simulations.
-
- Card Counting for the Casino Executive by Bill Zender - this book is
- written for casino executives, as you might suspect, which makes it
- insightful reading for card counters. The book goes into detail about
- how pit critters should go about identifying and discouraging card
- counters. It also lists all kinds of ways the players can win, both
- honestly and by cheating. The author is fairly counter-tolerant,
- which is refreshing. Alas, the book is spiral bound, only 138 pages
- long, and *full* of white space.
-
- Reviews by Steve Jacobs:
-
- Million Dollar Blackjack by Ken Uston. This is a good all-around
- blackjack book, although the advanced counting scheme is much more
- difficult than most. Ken gives a balanced view of blackjack, without
- the exaggerated claims that many BJ authors are fond of.
-
- World's Greatest Blackjack Book by Humble & Cooper. This is a good
- book with a pretty reasonable counting scheme. The authors are _way_
- too paranoid about cheating, to the extent that they attribute
- virtually all of their losses to cheating. Otherwise, it is a good
- book. These guys have absolutely nothing nice to say about Lawrence
- Revere, so if you've read Playing Blackjack as a Business and would
- like to read an opposing viewpoint, this is the book for you.
-
- Blackbelt in Blackjack by Arnold Snyder. The Red Seven count in this
- book is simple, and quite effective against single deck games. The
- Zen count is more difficult, but more powerful. Snyder includes some
- interesting ideas that aren't found in other books, such as "depth
- charging". This book is probably not as good for beginners as are the
- previous two books, but is a good book for more advanced readers.
-
- Theory of Blackjack by Peter Griffin. This is one of the few good
- books that cover the mathematical considerations of the game. This
- book is either a complete must or a complete waste of time, depending
- on how you feel about mathematics.
-
- Beat the Dealer by Edward Thorp. This book is a classic, and is still
- worth reading. The card counting schemes are now somewhat dated, but
- it is still a good book for card counters.
-
- Professional Blackjack by Stanford Wong. Some people really like this
- book, but I didn't find it all that exciting. It is considered a
- classic, and has a lot of good material.
-
- Playing Blackjack as a Business by Lawrence Revere. This is one of
- the most accurate books for basic strategy, and the color charts are
- very nice. The numbers in the tables were provided by Julian Braun,
- and are about as accurate as any available, but don't believe the
- numbers that Revere gives for player's expected gain. Revere's
- counting scheme isn't widely used today, and Revere's "I'm right and
- everyone else is a dope" attitude is very annoying, although
- partially justified if you account for the date of first publication
- and the scarcity of good books at that time. Revere also makes many
- inflated claims about player's expectation, which Humble & Cooper
- would attribute to character flaw.
-
- Scarne on Cards by John Scarne. This book is simply wrong when it
- comes to blackjack, and Scarne was too arrogant to even consider the
- possibility that he might have been wrong. He spends a lot of time
- trying to discredit Thorp. This book has _negative_ value for serious
- blackjack players, and should probably be avoided completely.
-
- Turning the Tables on Las Vegas by Ian Andersen. This is an
- entertaining book that describes techniques for disguising your play
- to avoid detection by pit critters.
-
- Casino Tournament Strategy by Stanford Wong. This book combines
- previous Tournament Blackjack and Tournament Craps book together at a
- reasonable price. Covers many of the unique situations that come up
- in tournament play. Worth reading if you plan to play in tournaments.
-
- ------------------------------------------------------------------------
-
-
- Q:B26 What are some other sources of blackjack/gambling information?
- A:B26 (Jonathan Rosenberg, Michael Hall, Jack Mcgee)
-
- RGE Publishing, 414 Santa Clara Avenue, Oakland, CA 94610, (415) 465-6452
- Publishes Blackjack Forum, $30/year (4 issues). Call for their very interesting
- catalog. Includes books, videos, PC based BJ practice programs, analyzers and
- simulators, and back issues of Blackjack Forum.
-
- Current Blackjack News, by Stanford Wong. $95/year (12 issues). Available
- through RGE.
-
- Blackjack Confidential Magazine, 513 Salsbury Road, Cherry Hill, NJ 08034
- $99/year (10 issues).
-
- Win Magazine, 16760 Stagg St. #213, Van Nuys, CA 91406, (818) 781-9355 Formerly
- Gambling Times. $36/year (12 issues). Covers all gambling and gaming topics.
- [Some reports of irregular publishing schedule]
-
- The Experts Blackjack Newsletter, Gambling Times Incorporated, 16760 Stagg St.
- #213, Van Nuys, CA 91406, (818) 781-9355 New, advertised in WIN Magazine.
- $30/year (6 issues)
-
- The International Gamblers' Club Newsletter, P.O. Box 73, Thornhill, Ontario,
- Canada L3T 3N1 $24/year (4 issues). Founded by Lance Humble. They'll send you a
- free but dated sample if you write. Mainly BJ but contains some sports betting
- information. (I wasn't impressed with my sample).
-
- Gambler's Book Club, 630 South 11th Street, Box 4115, Las Vegas, NV 89127,
- (800) 634-6243. Not a newsletter but call for their awesome, awesome, awesome
- catalog containing not only just about every blackjack book ever written but
- practically every book ever written on any gambling topic. They also operate a
- book store at the above address in Las Vegas. [And they have gambling experts
- (including card counters) working at the store most of the time, willing to
- answer questions -- Michael Hall]
-
- Las Vegas Advisor, Huntington Press, PO Box 28041, Las Vegas, Nevada 89126,
- (702) 597-1884. $45/year (12 issues) (add $5 for first class delivery).
- Produced by Anthony Curtis. Lots of information on deals and freebies available
- in Las Vegas. Sometimes includes valuable coupons or arranges special deals for
- subscribers. (I have personally more than recouped the cost in actual cash back
- from coupons for about half year's worth of the subscription. -Hall)
-
- Casino Player, 2424 Arctic Ave., Atlantic City, NJ 08401, 609-344-9000. $24/yr,
- (12 issues). It covers most gambling jurisdictions, with particular attention
- paid to AC and LV. Articles on all games, by Wong, Caro, Frome, Malmuth,
- Snyder, and others. It's a full color, slick, well produced magazine, about 60
- pages.
- ------------------------------------------------------------------------
-
- Archive-name: gambling-faq/poker
- URL: http://www.conjelco.com/faq/poker.html
-
- -----------------------
- Frequently Asked Questions about Poker
-
- This is the Poker section of the rec.gambling Frequently Asked Questions (FAQ)
- list.
-
- Changes or additions to this section of the FAQ should be submitted to:
- maurer@magellan.stanford.edu.
-
- Page last modified: 01-20-95
- ------------------------------------------------------------------------
-
-
- Table of Contents
-
- P1 How is Texas Hold'em played?
- P2 How is Omaha Hold'em played?
- P3 What should I expect the first time I play poker in a casino or card room?
- What etiquette should I follow?
- P4 What are some good books about poker?
- P5 What computer poker programs are best for my PC or Mac?
- P6 What is IRC poker and how can I play?
- P7 What skills are important for Texas Hold'em?
- P8 What is a good preflop strategy for Texas Hold'em?
- P9 Why are poker hands ranked the way they are?
- P10 Why are ace-hi flushes ranked highest, when it's much harder to get a
- seven-hi flush? And similarly for two pairs?
- P11 What is the correct ranking for 3-card poker hands?
- P12 What is a poker tournament? How does one work? What is a chip race? What is
- a satellite?
- P13 How does tournament strategy differ from that of regular games?
- P14 What the hell is Rumple Mintz?
- P15 What is a burn card and why is it dealt?
- P16 What happens if there aren't enough cards in the deck to deal the final
- card in 7-card stud?
- P17 What is the difference between a shill and a proposition player? What
- skills are needed to be one?
- P18 What are the Las Vegas poker room phone numbers?
- P19 What do all these poker terms mean?
-
- ------------------------------------------------------------------------
-
-
- Q:P1 How is Texas Hold'em played?
- A:P1 [Michael Maurer]
-
- 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.
- ------------------------------------------------------------------------
-
-
- Q:P2 How is Omaha Hold'em played?
- A:P2 [Michael Maurer]
-
- 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.
- ------------------------------------------------------------------------
-
-
- Q:P3 What should I expect the first time I play poker in a casino or card room?
- What etiquette should I follow?
- A:P3 [Michael Maurer]
-
- 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.
-
- If they don't have a game you want, don't play.
-
- 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 are so unfortunate as to 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 ones 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 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. A dishonest player might try to steal
- the pot from you with a despicable trick. When you bet and all others fold, he
- may conceal his hand in the hopes that you will toss your cards into the muck,
- whereupon he will call and win the pot.
-
- 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.
-
- 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 house will
- choose one of three ways to charge you to play. 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. 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.
- A simpler method is to "drop" a fixed amount at the start of each hand; one
- player, usually the one with the 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".
- 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.
- ------------------------------------------------------------------------
-
-
- Q:P4 What are some good books about poker?
- A:P4 [Michael Maurer, December 1994]
-
- All poker players should have this book on their shelf:
-
- David Sklansky, "The Theory of Poker" (formerly titled "Winning
- Poker"), Two Plus Two Publishing, 1992, $29.95. ISBN 1-880685-00-0
-
- Beginners will benefit from this pamphlet which concentrates on Texas Hold'em
- and Seven Card Stud:
-
- Mason Malmuth and Lynne Loomis, "Fundamentals of Poker", Two Plus Two
- Publishing, 1992, $3.95. 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", 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", Two Plus Two Publishing, 1988/1993, $29.95. ISBN
- 1-880685-01-9.
-
- This recent work by a fellow rec.gambler has received several favorable reviews
- from low-limit Hold-em players:
-
- Lee Jones, "Winning Low-Limit Holdem", ConJelCo, 1994, $19.95. ISBN
- 1-886070-04-0.
-
- The results of 900 million computer-simulated Hold'em hands are summarized in
- this unique work. It is useful for evaluating starting hands in two situations:
- when most players will play all the way to the river, or when one or more
- players is all-in before the flop.
-
- Justin Case, "Percentage Hold'em: The Book of Numbers", Whitestone
- Books, 1993, $35.
-
- 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", 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, "The Body Language of Poker" (formerly titled "Mike Caro's
- Book of Tells"), Carol Publishing Group, 1984/1994, $18.95. ISBN
- 0-89746-100-2.
-
- Many of these books are available to rec.gamblers with an Internet discount
- from ConJelCo.
- ------------------------------------------------------------------------
-
-
- Q:P5 What computer poker programs are best for my PC or Mac?
- A:P5 [Darse Billings]
-
- Still waiting for Darse's comments............
-
- If you want to write some of your own poker software, a fast poker hand
- evaluator is available by FTP as poker.tar.gz from ftp.csua.berkeley.edu in
- directory pub/rec.gambling/poker. It is in C but uses some Gnu C extensions.
- ------------------------------------------------------------------------
-
-
- Q:P6 What is IRC poker and how can I play?
- A:P6 [Michael Maurer, June 1994]
-
- 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.cs.cmu.edu:8001/afs/cs/user/mummert/public/www/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. 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, PC or
- VMS system, you will have to obtain a client by FTP. One archive site for IRC
- clients is cs.bu.edu (128.197.2.2) in the directory irc/clients. The Unix
- client is named ircII. This archive also contains a primer on using IRC and
- answers to some frequently asked questions.
-
- 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 hephaestus.nectar.cs.cmu.edu
- or irc nickname 128.2.250.45
-
- 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 (with your secret password)
- 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
- use 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.csua.berkeley.edu in the file /pub/rec.gambling/poker/ircrc.poker. The file
- contains instructions for using it on a Unix machine.
-
- In addition, a curses-based front end has been written for the Holdem games.
- This 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. The
- program is available in source code form for Unix machines from jcsw.com in the
- directory pub/holdem.
-
- Finally, some IRC poker statistics are available by looking at the URL
- http://www-star.stanford.edu/~maurer/r.g.
- ------------------------------------------------------------------------
-
-
- Q:P7 What skills are important for Texas Hold'em?
- A:P7 [Michael Hall]
-
- (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.
- ------------------------------------------------------------------------
-
-
- Q:P8 What is a good preflop strategy for Texas Hold'em?
- A:P8 [Michael Hall]
-
- SKLANSKY & MALMUTH HAND RANKINGS
-
- AKQJT98765432
- |||||||||||||
- A-1122355555555
- K-2126467777777
- Q-3413457 s
- J-45513468 u
- T-66652457 i
- 9-888773458 t
- 8- 8874568 e
- 7- 85578 d
- 6- 8657
- 5- 8668
- 4- 8778
- 3- 78
- 2- 7
- unsuited
-
- e.g., KQ suited is group 2,
- KQ unsuited is group 4
-
- SKLANSKY & MALMUTH PREFLOP ADVICE
-
- The advice presented here for starting hands is a summary of part of Sklanksy
- and Malmuth's book "Hold 'em for Advanced Players". I strongly advise you to
- buy the book, as these notes are no substitute, and it is an excellent book.
-
- Key:
-
- Numbers refer to the groups above.
- 1..8 means groups 1,2,3,4,5,6,7,8, and similarly for other ranges.
- + and - mean add or subtract that group for the listed circumstance.
- tight means the circumstance is it's a tight game.
- loose means the circumstance is it's a loose game.
- OPEN-RAISE means raise if no one else has yet called/raised the big blind.
- RAISE means raise a call or big blind.
- RERAISE means raise a raise.
- OPEN-CALL means be the first call after the big blind (one bet)
- CALL means call big blind (one bet.)
- CALL2 means call one raise (two bets.)
- CALL3 means call reraise cold (three bets.)
- 2/3 and other fractions mean do the play that fraction of the time.
- AKs and other hands followed by "s" are suited.
- Ax and other hands followed by "x" means kicker "x" is small
-
- EARLY POSITION (1st, 2nd, 3rd to left of big blind)
-
-
- OPEN-RAISE AA,KK,QQ,AQ, 2/3 (1/1 vs weak) AKs,AQs,AJs,KQs
- 1/3 hands like T9s,
- JJ in tight but call JJ in typical or loose
- RAISE AA,KK,QQ,AQ, 2/3 (1/1 vs weak) AKs,AQs,AJs,KQs
- RERAISE AKs and maybe AQs (if you called initially)
- and if a lot of players in then hands like JTs
- OPEN-CALL 1..4 (loose +5, tight -4)
- beware hands like 87s,77 playable only vs
- loose&passive (many callers not much raising)
- CALL same as OPEN-CALL
- CALL2 1..2 (loose +3 beware AQ, tight -2's AJs KQs)
- CALL3 1? (loose +2?)
- not JJ (but CALL2 JJ if 2 raises after your
- call, be prepared to fold if fail to flop set)
-
- MIDDLE POSITION (4th, 5th, and 6th to left of big blind)
-
- OPEN-RAISE 1..3, 1..6 if >=25% chance of stealing blinds
- RAISE 1..3 usually, but 3 depends # callers wanted
- and strength of opponents (raise if weaker)
- RERAISE AA,KK,QQ,AKs,AK, occasionally T9s,88,etc
- OPEN-CALL 1..5 (+6 loose)
- don't just open-call with hands like AKs
- CALL 1..5 (+6 loose), consider how weak callers are
- CALL2 still need very good hand 1..2, maybe some 3's
- CALL3 not JJ (but CALL2 JJ if 2 raises after your
- call, be prepared to fold if fail to flop set)
-
- LATE POSITION (button, 1st sometimes 2nd right of button)
-
- OPEN-RAISE any playable hand
- if on button 1..8 and also Ax & Kx vs very
- tight or weak opponents
- Ax & Kx if on button vs very tight or weak
- RAISE 1..3, sometimes 4, if many callers don't raise
- with high unsuited but can with 1..5 suited
- connectors, can with any playable hand that
- wants few opponents with 1-2 nonearly callers
- e.g., A7s, KJ, QJ, and even as weak as QT,
- if on button sometimes can with small pair
- or small suited connectors
- RERAISE 1, if raiser opened late position as weak as 4
- but limit to 1..3 unless AJ KQ or weak player
- OPEN-CALL usually open-raise or fold instead
- CALL 1..6 usually, +7 if on button & some callers,
- +8 and e.g. Q5s if on button & many callers
- CALL2 still need very good hand, maybe 1..3,
- but if many callers then T9s,88,...
- CALL3 1? but not JJ (but CALL2 JJ if 2 raises after
- your call, be prepared to fold if fail to
- flop set)
-
- SMALL BLIND
-
- OPEN-RAISE because big blind has position, usually don't
- raise with most hands e.g. A6, unless big
- blind would fold >= 30% of the time
- RAISE same as big blind RAISE, but even tighter
- RERAISE AA, KK, not automatically AK or QQ,
- 1..6 if played should reraise vs stealer but
- only when heads up
- CALL(1/2) still be fairly selective but somewhat loose,
- e.g., 85, any two suited, but not e.g. J2.
- if only 1/3 bet to call, play every hand,
- unless big blind player is frequent raiser.
- CALL2(3/2) same as early or middle CALL2, unless heads up
- against stealer in which case see RERAISE,
- or many callers in which case you can perhaps
- play hands like 33 or 86s.
- CALL3(5/2) 1? but not JJ
-
- BIG BLIND
-
- OPEN-RAISE N/A
- RAISE only extremely good hands
- AK with 1-2 late callers
- hands like JTs, T9s, 55 if many callers
- RERAISE AA, KK, not automatically AK or QQ,
- 1..6 if played should reraise vs stealer
- CALL(0) check usually
- CALL2(1) essentially same as LATE CALL2 unless up
- against stealer, in which case 1..8 if weak
- but 1..6 if strong or caller in between.
- tighten if caller on left & raiser on right
- but can do flush & straight draws like A6s 87,
- loosen if raiser on left, can maybe play
- hands like 33 or 86s if many callers,
- beware KJ.
- CALL3(2) 1? but not JJ
-
- LATE POSITION BLIND (posted one to right of dealer)
-
- OPEN-RAISE usually *any* hand, but not if opponents will
- almost always defend blinds with any hand
- RAISE if already many callers, rarely raise with
- a hand that you would not raise with if you
- did not post
- OPEN-CALL instead OPEN-RAISE
- CALL(0) may wish to check even good hand as deception
- CALL2(1) can call with slightly worse than in big
- blind, against stealer heads up ok to call
- with any ace and most kings
- CALL3(2) like normal late position CALL2 or CALL3?
-
- ------------------------------------------------------------------------
-
-
- Q:P9 Why are poker hands ranked the way they are?
- A:P9 [Michael Maurer, Darse Billings]
-
- 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 question P11.
-
- 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 question P10.
- ------------------------------------------------------------------------
-
-
- Q:P10 Why are ace-hi flushes ranked highest, when it's much harder to get a
- seven-hi flush? And similarly for two pairs?
- A:P10 [Michael Maurer]
-
- 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.
- ------------------------------------------------------------------------
-
-
- Q:P11 What is the correct ranking for 3-card poker hands?
- A:P11 [Darse Billings, Michael Maurer]
-
- The standard ranking of poker hands is based on their frequency of occurrence
- in a 5-card hand. In 3-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.
-
- This table shows the number of possible 3-card hands of each type, dealt from a
- standard 52-card deck.
-
- Hand type number cumulative frequency cum freq
-
- Straight Flush (AKQs - 32As) 48 48 0.0022 0.0022
- Trips (AAA - 222) 52 100 0.0024 0.0045
- Straight (AKQ - 32A, no sf) 720 820 0.0326 0.0371
- Flush (XYZs, no sf) 1096 1916 0.0496 0.0867
- Pair (AAx - 22x) (288 each) 3744 5660 0.1694 0.2561
- Ace high (AXY, no str or fl) 3840 9500 0.1738 0.4299
- King high 3240 12740 0.1466 0.5765
- Queen high 2640 15380 0.1195 0.6959
- Jack high or lower 6720 22100 0.3041 1.0000
-
- For example, a pair of aces loses to a random hand about 9% of the time. Guts
- players may want to use this as a guideline for determining the relative
- strength of their hand. With 6 opponents, that pair of aces wins about 0.91^6 =
- 57% of the time.
- ------------------------------------------------------------------------
-
-
- Q:P12 What is a poker tournament? How does one work? What is a chip race? What
- is a satellite?
- A:P12 [Michael Maurer]
-
- 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.
-
- Within this framework is considerable room for variation. Many tournaments
- permit "rebuys", which allow a busted player to reenter the tournament by
- 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. Some tournaments allow an "add-on", which is a final rebuy at the
- end of the rebuy period. 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
- continually, perhaps doubling every twenty minutes in a small tournament, or
- more slowly in a large one.
-
- 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).
-
- The tournament may continue until only one player remains; this is called a
- "freezeout". 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, resulting in
- a "final table" of contestants. Sometimes, each table plays until only one
- player remains, and then combines the survivors at a final table; this is
- called a "shootout". Since the betting stakes are often large at the final
- table, luck plays a major role and many players prefer cutting a deal to
- playing the tournament to its conclusion.
-
- 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.
-
- 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.
- ------------------------------------------------------------------------
-
-
- Q:P13 How does tournament strategy differ from that of regular games?
- A:P13
-
- Several books have been written on this subject, but none has received wide
- praise from rec.gamblers.
- ------------------------------------------------------------------------
-
-
- Q:P14 What the hell is Rumple Mintz?
- A:P14 [Michael Maurer]
-
- 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.
- ------------------------------------------------------------------------
-
-
- Q:P15 What is a burn card and why is it dealt?
- A:P15 [Michael Maurer]
-
- 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.
- ------------------------------------------------------------------------
-
-
- Q:P16 What happens if there aren't enough cards in the deck to deal the final
- card in 7-card stud?
- A:P16 [Michael Maurer]
-
- 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.
- ------------------------------------------------------------------------
-
-
- Q:P17 What is the difference between a shill and a proposition player? What
- skills are needed to be one?
- A:P17 [John Murphy]
-
- 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.
- ------------------------------------------------------------------------
-
-
- Q:P18 What are the Las Vegas poker room phone numbers?
- A:P18 [Dave Marshall, June 1994]
-
- Here's a list of all the poker rooms in Las Vegas (Santa Fe, Boomtown, and
- Henderson poker rooms not included) with addresses and the *direct* phone
- number of the poker room. In one or two cases, the poker room doesn't have a
- direct line, so the main casino line is used instead. See bottom for the two
- 800 numbers I know of.
-
- Aladdin Hotel & Casino 3667 S Las Vegas Blvd 736-0329
- Binion's Horseshoe Hotel & Casino 128 Fremont Street 366-7397
- Circus Circus Hotel-Casino 2880 S Las Vegas Blvd 734-0410
- Continental Hotel & Casino 4100 Paradise Road 737-5555
- El Cortez Hotel 600 Fremont Street 385-5200
- Excalibur Hotel-Casino 3850 S Las Vegas Blvd 597-7625
- Flamingo Hilton 3555 S Las Vegas Blvd 733-3485
- Fremont Hotel 200 Fremont Street 385-3232
- Gold Coast Hotel & Casino 4000 W Flamingo Road 367-7111
- Hacienda Hotel & Casino 3950 S Las Vegas Blvd 739-8911
- Harrah's Las Vegas 3475 S Las Vegas Blvd 369-5234
- Imperial Palace Hotel & Casino 3535 S Las Vegas Blvd 731-3311
- Jackie Gaughan's Plaza Hotel & Casino 1 S Main Street 386-2249
- Las Vegas Hilton 3000 Paradise Road 732-5995
- Luxor Hotel And Casino 3900 S Las Vegas Blvd 262-4210
- MGM Grand Hotel 3799 S Las Vegas Blvd 891-7434
- The Mirage Hotel And Casino 3400 S Las Vegas Blvd 791-7290
- Palace Station Hotel & Casino 2411 W Sahara Avenue 367-2453
- Rio Suite Hotel & Casino 3700 W Flamingo Road 252-7777
- Riviera Hotel & Casino 2901 S Las Vegas Blvd 794-9255
- Sahara Hotel 2535 S Las Vegas Blvd 737-2317
- Sam's Town Hotel & Gambling Hall 5111 Boulder Highway 454-8092
- Sands Hotel & Casino 3355 S Las Vegas Blvd 733-5000
- Hotel San Remo 115 East Tropicana 739-9000
- Sheraton Desert Inn 3145 S Las Vegas Blvd 733-4343
- Showboat Hotel & Casino 2800 Fremont Street 385-9151
- Silver City Casino 3001 S Las Vegas Blvd 732-4152
- Stardust Hotel & Casino 3000 S Las Vegas Blvd 732-6513
- Treasure Island at The Mirage 3300 S Las Vegas Blvd 894-7291
- Tropicana Resort And Casino 3801 S Las Vegas Blvd 739-2312
-
- 800 Poker Room Numbers:
- Binion's : 1-800-93-POKER
- MGM Grand: 1-800-94-POKER
-
- ------------------------------------------------------------------------
-
-
- Q:P19 What do all these poker terms mean?
- A:P19 [John Hallyburton, Steve Jacobs, Darse Billings, Ken Kubey]
-
- In addition to the following list of poker terms, Lee Jones' glossary from
- "Winning Low-Limit Holdem" is online at
- http://www.conjelco.com/pokglossary.html, and Dan Kimberg's glossary is online
- at http://www.cs.cmu.edu:8001/afs/andrew.cmu.edu/usr/dk3a/www/pokerdict.html.
-
- rec.gambling Glossary of Poker terms v1.0 20-Dec-1993 Copyright (C) 1993, John
- C. Hallyburton, Jr. Copying for noncommercial use is permitted provided all
- copies carry this copyright.
-
- This glossary is supposed to be readable and sensible. If it is not or (worse
- yet) contains an error, please send additions and corrections to John
- Hallyburton, hallyb@vmsdev.enet.dec.com, for future updating.
-
- 1-4-8, 2-4, 3-6, 6-12, 10-20, etc. adj. The betting structure for a game. See
- FIXED LIMIT, SPREAD LIMIT.
-
- ACCORDING TO HOYLE adv. By the rules of the game. See also: HOYLE.
-
- ACTION n. Money that is being bet. "No action" means a hand or game has few
- bettors and fewer raisers. "Gimme some action" is ostensibly a plea for calls
- and raises.
-
- ACTIVE PLAYER n. A player who is still in the pot.
-
- ALL {BLUE,GREEN,PURPLE,etc.} n. Colorful terms to describe a flush.
-
- ALL-IN adj. To have all of one's chips in the pot. A player who is all-in
- cannot be forced out of the pot by more betting, but is only eligible to win
- that portion of the pot he has contributed to. Generally, a SIDE POT is created
- each time a player is all-in.
-
- AMERICAN AIRLINES n. In Hold'em, a pair of Aces in the hole. Better known (at
- least in rec.gambling) as POCKET ROCKETS.
-
- ANTE n. A small bet all players are required to make before a hand is dealt.
- Not all games have an ante. Related terms: BLIND, FORCED BET.
-
- ASSAULT RIFLE n. In Omaha, hole cards that are A-K-4-7 of any suit(s).
-
- BACK DOOR adj. Applies to a hand that was made in the last card or two,
- specifically not a hand the player was originally planning on having. Most
- often applied to straights and flushes.
-
- BAD BEAT n. A very good hand, often a full house or higher, that is beat by an
- even better hand. Some establishments offer a prize for a bad beat, though the
- terms and conditions vary substantially.
-
- BAD GAME n. Any game in which you figure to be the loser, because the other
- players are better than you.
-
- BANKROLL n. Current total gambling funds available. To be distinguished from
- the current money you happen to have on the table. See also: STACK, STAKE.
-
- BARN n. A FULL HOUSE, three of a kind and a pair.
-
- BEE No. 92 (TM) n. Trade name for the "diamond back" cards frequently used in
- casino games. Compare: RIDER BACK.
-
- BET v.t. To put money into the pot, pursuant to the rules of the game, thus
- maintaining a chance of winning the pot.
-
- BET FOR VALUE v.t. Betting a hand that, in the long run, is expected to win
- more than it loses. Antonym: BLUFF.
-
- BICYCLE n. The best possible low hand: A-2-3-4-5. More common term: WHEEL.
-
- BIG BLIND n. A blind bet, usually a raise of an earlier blind which would be
- called the SMALL BLIND. In limit poker, the BIG BLIND is usually the size of
- the minimum bet on the first round of betting.
-
- BIG BOBTAIL n. An open-ended 4-card straight flush.
-
- BIG SLICK. n. In Texas Hold'em, hole cards of A-K, suited or not.
-
- BLACK n. When referring to chips, black usually stands for $100 casino chips.
- "This guy sits down with a stack of blacks and raises the first bet." Not ALL
- casinos use black for $100 but that is the common usage.
-
- BLANK n. Used in describing stud and Hold'em games. Refers to a dealt card that
- does not offer any value; stating the actual rank and suit would detract from a
- description of the hand. "The last card was a blank."
-
- BLIND n. A mandatory bet made by certain player(s) usually sitting left of the
- BUTTON before each new hand is dealt. Used in place of antes or in conjunction
- with antes. See also: ANTE, BIG BLIND, FORCED BET, LATE BLIND, LIVE BLIND,
- SMALL BLIND, STRADDLE.
-
- BLUFF n. To make a bet or raise with a poor hand, in hope that the remaining
- active player(s) will fold.
-
- BOARD n. The exposed cards in Hold'em and stud. Also BOARD CARDS.
-
- BOAT n. A FULL HOUSE, three of a kind and a pair.
-
- BOBTAIL STRAIGHT n. See OPEN-ENDED STRAIGHT.
-
- BRODERICK CRAWFORD n. In Hold'em, hole cards of 10-4. From the 1950s TV series
- "Highway Patrol", starring Broderick Crawford.
-
- BUCK n. See BUTTON. (Unrelated to one Michael Buck, this is said to be the
- origin of the term "buck" to represent one dollar).
-
- BUG n. A limited wild card, represented by the Joker. May be used as an Ace, or
- as any card to complete a straight or flush (or straight flush). See also: WILD
- CARD. Only used at certain tables in certain card rooms, most frequently in
- draw lowball.
-
- BULLET[S] n. Ace[s].
-
- BUMP v.t. Slang for RAISE.
-
- BUNNY n. An eight. So named because one can easily draw "rabbit ears" above the
- numeral 8, "paws" in the middle and "feet" at the bottom. (Do this only at
- home, and not on cards that will be used for play.)
-
- BURN v.t. To discard the top card of the deck prior to dealing, usually done
- for every dealing round except the first. The theory being that if somehow the
- cards are marked (illegally) no one will know what card will next be dealt,
- only what card will be burned. This makes marked cards less of an advantage,
- hence tends to reduce cheating.
-
- BUTTON n. A distinctive token held by the player sitting in the theoretical
- dealer's position, when a house dealer is used. The button rotates around the
- table so that every player has an opportunity to be the last to act. Also, "THE
- BUTTON" can refer to the player who currently has the button. ("I was the
- button and called the blind".) Synonyms: BUCK, PUCK.
-
- BUTTON CHARGE n. A periodic fee paid by whoever is the button, perhaps every 20
- minutes or 30 minutes. Constitutes part or all of the HOUSE CUT.
-
- BUY-IN n. The minimum amount of money necessary to join a game. Also, the
- amount of money one actually used to join the game. See also: REBUY.
-
- BUY IN v.i. To purchase chips at the start of a game. Thus in a game with a
- $100 buy-in one might buy in for $147.
-
- CALL v.t. To put in to the pot the minimum amount of money necessary to
- continue playing. See also: SEE. (CALL is used mostly in the present tense with
- the bet as the object, SEE with future tense and the original bettor as the
- object).
-
- CALL COLD v.t. See COLD CALL.
-
- CALLER n. One who calls. Sometimes used collectively, as in "3 callers".
-
- CAP v.t. To cap the betting is to make the last permitted raise in a round.
-
- CARDS SPEAK n. winner(s) of the hand are determined by turning their cards face
- up, the best hand(s) wins (no declaration).
-
- CASE adj. Specifies a card that gives a player an unbeatable hand. Suppose you
- start a Hold'em hand with a pair of 6s and flop a third 6 for a set. When a
- fourth 6 later comes on the river it would be called the "case 6", assuming no
- higher hand than your four 6s was possible.
-
- CHASE v.t. To continue in a hand, often at poor odds, in the hopes of catching
- a much better hand. "He called, chasing the flush."
-
- CHECK n. A chip. Dealers and other casino employees often use the term "check"
- where most nonprofessional gamers would say "chip". See CHIP.
-
- CHECK v.i. To bet zero, when it is legal to do so. Frequently a sign of only a
- fair hand, but may be a bluff.
-
- CHECK RAISE v. To check initially, then raise a bet made later on in the same
- betting round. Frequently a sign of strength, but may be a bluff.
-
- CHIP n. A round gaming token used in place of cash for convenience in handling
- and counting. The standard form of currency in most casinos. See also: CHECK n.
-
- COME adj. A hand that is not yet made ("come hand") such as four cards to a
- flush. See also ON THE COME.
-
- COMMUNITY CARDS n. Cards that are available for every player to use in making a
- hand. Usually dealt face up somewhere in the middle of the table.
-
- COMPUTER HAND n. A hand considered to be fair by computer analysis, but which
- is poor in practice. For example, Texas Hold'em hole cards that are a Queen and
- a Seven of different suits.
-
- COLD CALL n. Calling both a bet and raise at the same time, as opposed to
- calling a bet then later calling a raise made after the call.
-
- COURT CARD n. A jack, queen or king.
-
- COWBOY n. A king.
-
- CUT v. To break the deck into 2 stacks of at least 5 cards each. Usually
- performed by the player to the dealer's right to insure that the the deck is
- not stacked.
-
- CRYING CALL n. A call made with little chance of ultimately winning, but
- marginally better than an immediate fold.
-
- DEAD DRAW n. See DRAWING DEAD.
-
- DEAD MAN'S HAND n. Generically: two pair, aces and eights. Specifically: the
- black aces, black eights and nine of diamonds. The hand Wild Bill Hickock was
- holding when he was shot to death.
-
- DEAD MONEY n. Money contributed to the pot by players who have folded.
-
- DEALER'S CHOICE n. In home games, a rule that permits the dealer to name which
- poker game to be played that hand. Often limited to selecting from a list
- provided.
-
- DECLARE v.t. In high/low games, declaring one's hand as high or low or both
- ways (usually done with chips in hand). Usually played in home games; casinos
- tend to play CARDS SPEAK.
-
- DEUCE n. A two.
-
- DOOR [CARD] n. A player's first upcard in stud games.
-
- DOYLE BRUNSON n. In Hold'em, 10-2 in the hole. So named because Doyle Brunson
- won two straight WSOPs (q.v.) in 1975 and 1976 with 10-2 on the last hand.
- (Suited (spades) in 1975, unsuited in 1976).
-
- DRAW n. [1] A class of poker games characterized by players being dealt 5 cards
- face-down and later having the opportunity to replace some of the original 5.
- "Draw poker" and "Five-card draw" are examples of usage.
-
- DRAW n. [2] In stud and Hold'em games, the set of cards that will be dealt
- later can be collectively called "the draw".
-
- DRAW v.t. To discard some number of cards and have dealt an equal number of
- replacements.
-
- DRAWING DEAD v.i. A draw in which it is impossible to obtain a winning hand for
- any of a variety of reasons: an opponent's hand is better than whatever you are
- drawing to, the card(s) that make your hand are out of play, or (in Hold'em)
- give an opponent a stronger hand even if it makes yours. Frequently used in the
- past tense, since one rarely knows it at the time.
-
- DRAW OUT v.i. To catch a card that improves your situation from a losing hand
- to a winning hand, especially when you beat someone holding a hand that usually
- figures to win.
-
- EARLY POSITION n. Being one of the first players to act in a betting round. See
- also: MIDDLE POSITION, LATE POSITION.
-
- EDGE n. An advantage over an opponent, either specific or subjective.
-
- EVEN-MONEY adj. A bet that pays off exactly the amount wagered. E.g., "Double
- or nothing" is an even-money bet.
-
- EXPECTATION n. The long-run [dis-]advantage of a given situation, specifically
- without reference to any particular outcome. I.e., what you figure to win
- [lose] on average after a large number of repetitions of the same situation.
-
- FACE CARD n. A jack, queen or king (a card with a face on it, not joker).
-
- FAVORITE n. Before all the cards are dealt, a hand that figures to be the
- winner. Ant: UNDERDOG.
-
- FIFTH STREET n. In stud poker, the fifth card to be dealt to each player.
- Sometimes used to refer to the last card dealt in Hold'em, although the more
- common term for this is RIVER (q.v.).
-
- FILL v.t. To draw a card that makes a five-card hand (straight, flush, full
- house, straight flush).
-
- FILL UP v.t. To fill a full house.
-
- FIRE v.i. To make the first bet in a betting round. Used to emphasize that the
- player bet when a check was possible, showing strength.
-
- FISH n. A player who loses money. An old saying is "If you can't spot the fish
- at the table, *you* are the fish."
-
- FIXED LIMIT adj. A betting structure where the amount of each bet is a specific
- fixed quantity. Usually specified as A-B, where A is the amount to bet in the
- first few betting rounds and B (larger than A) is the amount bet in the later
- rounds. Related terms: FLAT LIMIT, NO LIMIT, POT LIMIT, SPREAD LIMIT.
-
- FLAT CALL v.t. To call a bet. Emphasizes that the caller did not raise.
-
- FLAT LIMIT adj. A variant of fixed limit where all bets are the same amount.
-
- FLOORMAN n. The casino representative in charge of the card room or a section
- of a card room. Arbitrates disputes when unusual events happen.
-
- FLOP n. In Hold'em, the first three community cards, dealt simultaneously.
-
- FLOP v.t. To deal a flop, or to make a hand on a flop. "I flopped trips".
-
- FLUSH n. A poker hand consisting of five cards all one suit.
-
- FOLD v.t. To decline to call a bet, thus dropping out of a hand.
-
- FORCED BET n. In some stud games a player may be required to make a bet to
- start the action on the first card. This is similar conceptually to blinds and
- antes, but in this case is dependent on the cards shown rather than player
- position. Usually the weakest hand is forced to bet.
-
- FOSSIL n. (derogatory) An elderly poker player.
-
- FOUR FLUSH n. Four cards to a flush.
-
- FOUR OF A KIND n. A hand containing all four cards of the same rank.
-
- FOURTH STREET n. In stud poker, the fourth card dealt to each player. Sometimes
- used to refer to the fourth community card dealt in Hold'em, although the more
- common term for this is TURN (q.v.).
-
- FREE CARD n. A card dealt after all players checked in a betting round.
-
- FREEROLL n. A poker tournament that does not charge a buy-in fee; players must
- earn buy-in credits through previous play at the same establishment.
-
- FREEROLL v.t. Having a lock on part of a pot (sure to win a greater fraction of
- the pot than one is betting) and playing to win more or all of it.
-
- FREEZE-OUT n. A table-stakes game that continues until a small number of
- players (possibly only one) has all the money. The major event in The World
- Series of Poker is a freeze-out game.
-
- FULL BOAT n. See FULL HOUSE.
-
- FULL HOUSE n. A hand consisting of 3-of-a-kind and a (different) pair.
-
- FULL OF n. Describes a full house. "Fives full of queens" is 5-5-5-Q-Q.
-
- GIVING AWAY v.t. Revealing one's hand by obvious play. See also TELL, READ.
-
- GOOD GAME n. A game with players worse than you so that you can expect to win a
- lot of money.
-
- GUT-SHOT adj. A draw to an inside straight.
-
- HEAD UP adj. Playing a single opponent.
-
- HEADS UP adj. Playing a single opponent.
-
- HIGH-LOW SPLIT adj. Forms of poker in which the pot is split between the best
- hand and best lowball hand.
-
- HIT n. To make a hand or catch a card or cards that improves one's hand. "I hit
- a gut-shot draw on the river."
-
- HOLD'EM n. [1] Generic name for a class of poker games where the players
- receive a certain number (2 to 4) of hole cards and 5 community cards. Usually
- there are betting rounds after dealing the hole cards, then after dealing 3
- upcards (FLOP), after dealing a 4th upcard (TURN) and finally after dealing a
- 5th upcard (RIVER).
-
- HOLD'EM n. [2] When used in the specific sense (e.g., "We're playing Hold'em")
- the term usually refers to the game of Texas Hold'em (q.v.). See also OMAHA.
-
- HOLE n. See HOLE CARDS.
-
- HOLE CARDS n. In stud and Hold'em, the face-down cards dealt to each player.
-
- HOOK n. A Jack. So named because the "J" resembles a hook.
-
- HOT BABE (TM) n. An attractive, well-dressed female in or near a casino. The
- term is a trademark of rec.gambling. An example of proper usage is: "I had just
- raked in the pot when this Hot Babe (TM) comes up to the table and asks `Are
- you Frank Irwin?'".
-
- HOUSE CUT n. Generic term for how the house profits from hosting the game. See
- BUTTON CHARGE, TABLE CHARGE and RAKE.
-
- HOUSE RULE n. Rules and interpretations (e.g., use of wild cards, or rules on
- having to show beaten hands) that are specific to an establishment or even
- tables within the establishment.
-
- HOYLE n. Edmund Hoyle (1769-?) was the authoritative source for rules of card
- games. Hoyle is to card rules as Webster is to word definitions.
-
- IMPLIED ODDS n. A refinement to POT ODDS which includes money not yet in the
- pot. Considers the potential extra bets and winnings made when a player forms a
- very good hand.
-
- IN adj. Still eligible to win the pot. "I'm in" is often spoken as one adds
- chips to the pot, calling.
-
- INSIDE STRAIGHT n. Four cards to a straight, where only one rank will complete
- the hand. E.g., 4-5-6-8 is an inside straight since only a 7 will fill (i.e.,
- complete) the hand. Often called a GUT-SHOT. Compare: BOBTAIL STRAIGHT,
- OPEN-ENDED STRAIGHT.
-
- JACKS OR BETTER n. Draw poker in which a pair of jacks is the minimum hand
- permitted to start the action. See OPENERS.
-
- JOKER n. A 53rd card in the deck, distinct from the others, used as a wild card
- or as a BUG.
-
- KICKER n. In hands containing pairs and trips, the highest card not matched. In
- draw games, sometimes a card kept for deception purposes.
-
- KU KLUX KLAN n. 3 Kings.
-
- LADY n. A Queen.
-
- LATE BLIND n. In addition to "regular" blinds, some games allow a player
- (particularly a new one) to post a blind bet in return for the right to enter
- the game immediately and act last on the first betting round. The amount of the
- blind is determined by house rules, usually somewhere between the last blind
- and double the last blind. It is frequently a LIVE BLIND.
-
- LATE POSITION n. For a particular betting round, a player who does not have to
- act until most of the other players have acted.
-
- LAY ODDS v.t. To give favorable odds to an opponent.
-
- LEAD v. To bet first, even when one had the option to check. See also FIRE.
-
- LEAK v. To show one's hole cards (often unknowingly).
-
- LID n. The top card of the deck.
-
- LIMIT POKER n. A poker game wherein the amount to be bet is fixed, or at most
- variable within a prescribed minimum and maximum. Ant.: NO-LIMIT POKER.
-
- LINER n. A face card. (Because you can see a line when the card is face down
- and the lower right corner is lifted).
-
- LIVE [CARD] n. In stud, a card probably not held by other players.
-
- LIVE BLIND n. The last and largest blind bet may or may not be LIVE. If LIVE,
- the blind bettor has the option of "raising" his own blind in the event the bet
- is called around to him. This is normal, and is sometimes referred to as
- "blinds are live".
-
- LIVE ONE n. The best kind of opponent, a poor player with a lot of money to
- lose and in a hurry to lose it.
-
- LOCK n. A hand that cannot be beat under any circumstances. Also: NUTS.
-
- LOOSE n. Playing more hands than the norm. Antonym: TIGHT.
-
- LOWBALL n. Generic term for poker where the lowest hand wins.
-
- MARKED CARDS n. Cards that have been (illegally) altered so that their value
- can be read from the back.
-
- MIDDLE POSITION n. Betting positions approximately halfway around the table
- from the first player to act.
-
- MILES OF BAD ROAD n. Three of a kind. Prefixed with a number, 3*, to indicate 3
- s. Thus "24 miles of bad road" is 3 eights, etc. (This obviously doesn't work
- for face cards.)
-
- MISDEAL n. A hand dealt incorrectly that must be re-dealt.
-
- MITES AND LICE n. A hand consisting of two pair, threes over twos.
-
- MUCK n. A collection of face-down cards near the dealer composed of discards,
- i.e., folded hands, burns and discards for drawing purposes.
-
- MUCK v.t. To throw one's cards into the muck, thus folding.
-
- NICKEL n. Five dollars, usually represented by a red casino check.
-
- NO-LIMIT POKER n. A game where there is no maximum bet; a player can wager any
- amount (perhaps above some minimum) up to whatever money is on the table in
- front of him.
-
- NO-PEEK[EE] n. A class of poker games where players do not get to see their
- cards before betting. Rarely played in public games.
-
- NUT adj. The best possible hand of a given class. The "nut flush" is the
- highest possible flush, but might still lose to, e.g., a full house. Usually
- used in Hold'em games.
-
- NUTS n. The best possible hand at the time. Not a LOCK unless all cards have
- been dealt. Usually used in Hold'em games.
-
- OFFSUIT adj. Not of the same suit. "I held A-Q offsuit" or "The flop was 10-6-2
- offsuit". When speaking of 5 or more cards, not \all/ of the same suit, i.e.,
- no flush, as in "button had A-K-10-8-7 offsuit."
-
- OMAHA n. A variant of Hold'em where each player receives 4 hole cards and must
- use exactly two of them (together with 3 of 5 board cards) to make a hand.
- Often played high-low split with an 8 qualifier for low.
-
- ONE-EYED adj. The jack of hearts, jack of spades or king of diamonds. So named
- because the characters are drawn in profile, thus showing only one eye.
-
- ON THE COME adj. A situation where the player does not have a complete hand but
- hopes to make one if the right cards come up.
-
- OPEN v.t. Make the first bet in a hand, especially in draw poker.
-
- OPEN-ENDED STRAIGHT n. Four cards to a straight which can be completed by
- drawing a card at either end. E.g., 6-7-8-9 is an open-ended straight. Also:
- BOBTAIL STRAIGHT. Compare: INSIDE STRAIGHT.
-
- OPENER n. The player who opens the betting, especially in draw poker. A hand
- may have no openers, in which case it is PASSED OUT, i.e., new hands are dealt.
-
- OPENERS n. Cards in a hand that qualify a player to open the betting.
-
- OPEN-HANDED n. A category of games characterized by a part of each player's
- hand being exposed.
-
- OPEN PAIR n. An exposed pair.
-
- OUT n. A card that will improve your hand, often substantially. A hand with
- many OUTS is preferable to a hand with only 1 or 2.
-
- OUT adj. Folded, ineligible to bet or win this hand. "I'm out" is often a
- synonym for "I fold".
-
- OVER conj. A term used in describing two pair or a full house. "Kings over
- tens" means two pair, kings and tens. "Jacks over", also "Jacks up" describes a
- hand that is two pair: Jacks with an unspecified lower pair. Also used to
- describe a full house, distinguishing the three of a kind from the pair. The
- hand J-J-J-A-A could be described as "Full house, Jacks over Aces".
-
- OVERCALL v.t. To call a bet after one or more players already called.
-
- PAIR n. Two cards of the same rank.
-
- PASS v.i. Opposite of bet. To check, if checked to. To fold, if bet to.
-
- PASSED OUT. adj. A hand in which nobody opens. What happens next is a function
- of the game being played.
-
- PAT adj. Holding or being dealt a pat hand. "I'm pat" would mean "I don't want
- to draw any cards.
-
- PAT HAND n. In draw poker, a hand that does not need any more cards.
- Specifically, a straight, flush, full house or straight flush. One might bluff
- and represent a pat hand but actually hold something else.
-
- PAY OFF v.t. Calling a bet with little expectation of winning, unless the
- opponent is bluffing.
-
- PAY STATION n. A player who rarely folds, thus who frequently calls better
- hands and loses. Almost as much fun as a LIVE ONE (q.v.).
-
- POCKET [CARDS] n. Hole cards in stud and Hold'em.
-
- POCKET ROCKETS n. In Hold'em, a pair of aces for hole cards.
-
- POCKET PAIR n. Generic Hold'em term for 2 hole cards of the same rank.
-
- POSITION n. One's location in the betting sequence, relative to the players
- still in the hand. First position is first to act.
-
- POSSIBLE [STRAIGHT/FLUSH] adj. up cards that quite possibly could lead to a
- straight and/or a flush.
-
- POT n. The total amount of money bet so far in a hand.
-
- POT LIMIT n. A game where the maximum bet is determined by the size of the pot
- at the time. Note that a player wanting to raise first calls the bet, then
- totals the pot to determine the maximum amount he can raise.
-
- POT ODDS n. The amount of money in the pot divided by the amount of money you
- must bet in order to call. Often used to determine if a pot offers enough
- reward to play on the come.
-
- PRESTO! e. In Hold'em, what one says when revealing pocket 5's. This term,
- specific to rec.gambling, is still evolving and subject to redefinition. The
- term comes from a more well-established background in Blackjack where one says
- "Presto!" when turning over a blackjack.
-
- PUCK n. A token denoting the dealer position. See BUTTON.
-
- QUALIFIER n. A minimum standard that a hand must meet in order to win. Usually
- applied to the lowball side of a high-low split pot.
-
- QUARTER n. Twenty-five dollars, often symbolized by a green casino chip.
-
- QUARTER v. To divide half a pot between two tying hands. In split pot games, a
- player who "ties" another player for their half of the pot is said to be
- "quartered". One might say "I didn't bet my A-2 because I figured I'd get
- quartered".
-
- RAGS n. Board cards that are small, not suited and not in sequence. When "rags
- flop", it is unlikely that anyone has a good hand.
-
- RAIL n. A barrier dividing the card playing area from a public area.
-
- RAILBIRD n. A spectator behind the rail.
-
- RAISE v.t. To wager more than the minimum required to call, forcing other
- players to put in more money as well.
-
- RAISER n. One who raises.
-
- RAKE n. Money taken from each pot and given to the house in return for hosting
- the game. Usually a percentage of the pot (5%-10%) up to some maximum amount.
-
- READ v.t. To determine whether an opponent has a good, medium or bad hand by
- observing his personal behavior. An inexact science.
-
- REBUY v.i. To purchase additional chips after an initial buy-in, usually after
- losing most or all of the previous buy-in.
-
- REPRESENT v.t. Implying, by one's betting style, that one has a particular
- hand.
-
- RERAISE v.t. To raise after an opponent has raised.
-
- RIDER BACK (TM) n. A brand of playing cards that feature a bicycle rider on the
- back of the cards. Often used in home games. Compare: BEE No. 92.
-
- RIVER n. The last card dealt in a hand of stud or Hold'em.
-
- ROLLED UP adj. In seven-card stud, being dealt three of a kind in the first
- three cards.
-
- ROYAL FLUSH n. An ace-high straight flush, the best possible hand in regular
- poker.
-
- SANDBAG v.i. Playing a strong hand as if it were only a fair one. See also
- SLOWPLAY.
-
- SCOOP v.t. To take all of a pot that is normally split, either by winning both
- halves outright or winning one half when no players qualify for the other half.
-
- SEAT CHARGE n. A periodic fee for playing poker, paid by all players at a
- table. Most often seen in California card rooms. Also TABLE CHARGE.
-
- SEE v.t. To call, as in: "I'll see you" or "I'll see that bet".
-
- SEMI-BLUFF n. To bluff with a come hand that figures to win if it hits.
-
- SET n. In Hold'em, three of a kind where two of the cards are hole cards.
-
- SEVENTH STREET n. The seventh card dealt in 7-card stud.
-
- SHARK n. A good/crafty player often posing as a fish early in the game.
-
- SHORT-STACKED adv. Playing with a only a small amount of money, thus limiting
- one's risk and reward.
-
- SHOWDOWN n. The point at the end of the hand where all active players reveal
- their cards and the pot is awarded to the winner(s).
-
- SIDE POT n. When an active player runs out of money during the course of a
- hand, the remaining players participate in a second or SIDE POT for the rest of
- the hand. Additional side pots are possible if several players run out of money
- at different points in a hand.
-
- SIXTH STREET n. The sixth card dealt in 7-card stud.
-
- SLOWPLAY v.t. To play a strong hand weakly, by checking instead of betting or
- by calling instead of raising. Usually done to win extra bets by keeping more
- players around for future rounds of betting. See also SANDBAG.
-
- SMALL BLIND n. In games with two blinds the first blind is the SMALL BLIND
- because it is usually one-half (or less) the second or large blind.
-
- SPLIT [OPENERS] v.t. In draw poker, to discard one or more openers, usually to
- draw to a straight or flush. Normally requires the opener to declare the act
- and retain the discards so that the act of opening can later be validated.
-
- SPLIT [POT] n. A pot that is split between two or more hands.
-
- SPLIT [THE POT] v. To split the pot between two or more players. Related term:
- QUARTER.
-
- SPREAD v.t. To offer a particular game, as in "Shorty's casino spreads razz on
- weekends and holidays".
-
- SPREAD LIMIT n. A variation on fixed limit wherein the minimum and maximum bets
- are different. A 1-4-8 game allows bets from 1 to 4 in the early rounds and 1-8
- in the last round. A 1-4-8-16 game allows bets from 1 to 4 in the early rounds,
- 1 to 8 in the next-to-last round, and 1 to 16 in the last round.
-
- STACK n. The amount of money (the stack of chips) a player has on the table.
- See also: STAKE.
-
- STACKED [DECK] n. A deck that has been arranged to give one player a huge
- advantage. Also: RIGGED.
-
- STAKE n. The amount of a player's BUY-IN, or the amount of money they are
- willing to play with in a given session. Compare: BANKROLL.
-
- STAND OFF v.i. To call a raise. "Opener raises, I stand off".
-
- STEAL v.t. To win the pot by bluffing.
-
- STEAM v.i. Playing wildly, calling and raising a lot, because one is upset.
-
- STRADDLE n. In some games with blinds the player left of the last blind may
- make a "straddle" wager, essentially a raise of the blind, before any cards are
- dealt. The player making the straddle then has the privilege of acting last on
- the first betting round. Straddles, like blinds, are real bets that the rest of
- the table will have to call or raise. See also: BLIND.
-
- STRAIGHT n. A hand consisting of 5 cards in sequence but not in suit.
-
- STRAIGHT FLUSH n. A hand consisting of 5 cards in sequence and the same suit.
-
- STRING BET n. An unethical and often illegal means of raising whereby a player
- puts a call-size stack of chips into the pot and, after observing the reactions
- of the players, then goes back to his stack and puts out more, thus raising.
-
- STUCK adj. Down a nontrivial amount of money, as in "he's stuck $800".
-
- STUD n. Any of several poker games in which some of each players' cards are
- exposed.
-
- SUICIDE KING n. King of Hearts. So named because in the drawing the king
- appears to be stabbing himself in the head.
-
- SUITED n. Two or more cards all the same suit. Ant: OFF-SUIT.
-
- TABLE CHARGE n. A fee paid for playing. See SEAT CHARGE.
-
- TABLE STAKES n. A standard rule whereby during a hand players can only bet the
- money they have on the table. If the bet to a player is more than the player's
- stack, that player may call with all his chips and be eligible to win only that
- portion of the pot he contributed to equally. A side pot is created, for which
- only the remaining players may compete.
-
- TAP v.i. In no-limit games, to wager all of one's money in one bet.
-
- TAPPED [OUT] adj. Out of money. Can refer to a player running out of money in
- the course of a hand, thus still active for the main pot; or can refer to a
- player who has lost his bankroll and can no longer play.
-
- TELL n. Any personal mannerisms that reveal the quality of one's hand. E.g.,
- constantly looking at one's hole cards is often a tell of a poor hand. (Some
- players, knowing this, will at times check their hole cards when they have a
- great hand and don't need to look.)
-
- TEXAS HOLD'EM n. A Hold'em game where players receive two hole cards and may
- use zero or more of them, together with 5 board cards, to make their hands. See
- HOLD'EM.
-
- THREE OF A KIND. n. Three cards all the same rank.
-
- THIRD STREET n. In stud, the third card dealt to each player.
-
- THREE FLUSH n. Three cards of the same suit.
-
- TIGHT adv. A style of play that entails playing fewer hands than average.
- Antonym: LOOSE.
-
- TIGHT n. A FULL HOUSE.
-
- TO GO v.i. The current betting level, as in "$20 to go" meaning every player
- must contribute $20 (total) or drop. A $10 raise would then make the pot "$30
- to go".
-
- TOKE v.t. Gambling term for "tip", as in "Toke the cocktail waitress".
-
- TREY n. A three.
-
- TRIP adj. Three of a specific kind, as in "Trip sixes".
-
- TRIPS n. Three of a kind. In Hold'em the term SET is used when two of the three
- cards are hole cards.
-
- TURN n. The fourth community card in Hold'em.
-
- TWO FLUSH n. Two suited cards.
-
- UNDERDOG n. Before all the cards are dealt, a hand that does not figure to be
- the winner. Ant: FAVORITE.
-
- UNDER THE GUN n. The position that has to act first in a round of betting.
-
- UP adj. Designates the higher card of a hand consisting of two pair. Thus,
- "Queens up" refers to two pair, of which the higher pair is queens and the
- lower pair is unspecified. See also OVER.
-
- WALK n. A pot won by the last blind when no one opens.
-
- WHEEL n. A-2-3-4-5. Usually discussed in the context of lowball where it is the
- best possible hand. Can also refer to a 5-high straight in high games. Also:
- BICYCLE.
-
- WHITE BLACKBIRD n. A hand so astonishingly rare as to be unworthy of the
- opponents' consideration, e.g., being dealt a pat royal flush in 5-card draw.
-
- WILD CARD n. A joker or standard card that, by player agreement and/or dealer's
- choice, can be used to represent any card desired. See also BUG.
-
- WIRED [PAIR] n. A pair in the hole. In 5-card stud, a door card that pairs the
- hole card.
-
- WORLD SERIES OF POKER n. The top poker game in the world, sponsored by Binion's
- Horseshoe Club in Las Vegas. A series of no-limit elimination hold'em matches
- with buy-ins in the $10,000 range.
-
- WORLD SERIES OF POKER n. A series of several different poker games with
- relatively large buy-ins, culminating in a $10,000 buy-in no-limit Hold'em
- tournament, the winner of which is crowned the World Poker Champion. Sponsored
- by Binion's Horseshoe Club in Las Vegas.
-
- WSOP n. Acronym for WORLD SERIES OF POKER.
-
- Contributors:
- John Hallyburton
- Steve Jacobs
- Darse Billings
- Ken Kubey
-
- ------------------------------------------------------------------------
-
- ConJelCo Home Page
-
- Archive-name: gambling-faq/craps
- URL: http://www.conjelco.com/faq/craps.html
-
- -----------------------
-
- Frequently Asked Questions about Craps
-
- This is the Craps section of the rec.gambling Frequently Asked Questions (FAQ)
- list.
-
- Changes or additions to this section of the FAQ should be submitted to:
- elliott@aero.org.
-
- Page last modified: 12-20-94
- ------------------------------------------------------------------------
-
-
- Table of Contents
-
- C1 What special terminology is used at the Craps table?
- C2 How is Craps played?
- C3 What are "Odds?"
- C4 What is the house advantage on 10x odds?
- C5 What are "Come" and "Don't Come" bets?
- C6 What are all those other bets?
- C7 What are the odds for all these bets?
-
- ------------------------------------------------------------------------
-
-
- Q:C1 What special terminology is used at the Craps table?
- A:C1 (Steve Jacobs, Ken Elliott III, Dave Everett)
-
- Craps Terminology:
-
- any craps
- a bet that the next roll will be 2, 3, or 12. This bet pays 7:1 and has a
- house edge of 11.1%.
-
- 3-way craps
- a bet made in units of 3 with one unit on 2, one unit on 3, and one unit
- on 12. This is a horn bet without the bet on 11.
-
- any seven
- a bet that the next roll will be 7. This bet pays 4:1 and has a house edge
- of 16.7%.
-
- big 6
- a bet that a 6 will be rolled before a 7 comes up. This bet pays even
- money, and has a house edge of 9.1%. A place bet on 6 pays 7:6 but is
- identical otherwise. The place bet is preferred, having a house edge of
- 1.5%
-
- big 8
- a bet that an 8 will be rolled before a 7 comes up. This bet pays even
- money, and has a house edge of 9.1%. A place bet on 8 pays 7:6 but is
- identical otherwise. The place bet is preferred, having a house edge of
- 1.5%
-
- buy bet
- giving the house a 5% commission in order to be paid correct odds for a
- place bet. The buy bets on 4 and 10 allow the player to reduce the house
- edge from 6.67% to 4% on these bets. Some casinos collect the commission
- only on winning bets, while others collect it at the time the bet is made.
-
- come bet
- A "virtual pass line bet"; a bet made after the come out roll but in other
- respects exactly like a pass line bet. See question C5 for more details.
-
- come out roll
- the first roll of the dice in a betting round is called the "come out"
- roll. Pass bets win when the come out roll is 7 or 11, while pass bets
- lose when the come out roll is 2, 3, or 12. Don't bets lose when the come
- out roll is 7 or 11, and don't bets win when the come out roll is 2 or 3.
- Don't bets tie when the come out roll is 12 (2 in some casinos; the "bar"
- roll on the layout indicates which roll is treated as a tie).
-
- dice pass
- The dice are said to "pass" when the shooter rolls a 7 or 11 on the
- come-out roll. The dice "don't pass" when the shooter rolls a 2, 3, or 12
- on the come-out. If the come-out roll is a 4, 5, 6, 8, 9, or 10, this roll
- sets the "point", and the shooter continues to roll until the point is
- rolled again or a 7 is rolled (see "seven out"). If the shooter rolls the
- point before rolling a seven, the dice pass. If the shooter sevens out,
- the dice don't pass and the shooter loses control of the dice. NOTE: in
- this context, "pass" does NOT mean that the dice to given to the next
- player. Control of the dice is transferred only when the shooter "sevens
- out" or when the shooter has completed a game and no longer wishes to roll
- the dice.
-
- don't come bet
- A "virtual don't pass bet"; a bet made after the come out roll but in
- other respects exactly like a don't pass bet. See question C5 for more
- details.
-
- don't pass bet
- a bet that the dice will not pass. This bet can be placed only immediately
- before a "come out" roll. One result (either the 2 or the 12, depending on
- the casino) will result in a push. House edge on these bets is 1.40%. A
- don't pass bet can be taken down, but not increased, after the come-out
- roll.
-
- double odds
- an odds bet that is about twice as large as the original pass/come bet.
- Some casinos offer higher odds, such as 5X or even 10X odds.
-
- field bet
- a bet that the next roll will be 2, 3, 4, 9, 10, 11, or 12. This bet pays
- even money for 3, 4, 9, 10, and 11, and usually pays 2:1 for 2 or 12. Some
- casinos pay 3:1 for either the 2 or 12 (but not both), and some casinos
- may make the 5 instead of the 9 a field roll.
-
- hard way
- a bet on 4, 6, 8, or 10 that wins only if the dice show the same face;
- e.g., "hard 8" occurs when each die shows a four.
-
- hop bet
- a bet that the next roll will result in one particular combination of the
- dice, such as 2-2 (called a "hopping hardway") or 3-5. 2-2, 3-3, 4-4, and
- 5-5 are paid the same as a one-roll 2; other hop bets are paid the same as
- a one-roll 11.
-
- horn bet
- a bet that the next roll will be 2, 3, 11, or 12, made in multiples of 4,
- with one unit on each of the numbers.
-
- horn high bet
- a bet made in multiples of 5 with one unit on 3 of the horn numbers, and
- two units on the "high" number; e.g., "$5 horn high eleven": $1 each on 2,
- 3, 12, and $2 on the 11.
-
- lay bet
- a bet that a particular number (4,5,6,8,9, or 10) will NOT be rolled
- before a 7 comes up. The casino takes 5% of the winnings on these bets.
- The 5% commission is usually taken up front, but some casinos take the
- commission after the bet wins.
-
- lay odds
- after a point has been established, the don't pass bettor can place an
- additional odds bet that will win if the original don't pass bet wins. The
- odds bet is paid at the correct odds for the point, and is a fair bet with
- no house edge. This also applies to a don't come bet. Making this bets is
- referred to "laying the odds" for your don't bet.
-
- line bet
- a bet on the "pass line" or the "don't pass line" is called a "line" bet.
- These bets are placed at the beginning of the game, before the "come out"
- roll. The shooter is required to make a line bet in order to shoot the
- dice.
-
- odds off
- odds bets that are "not working". Odds bets can be called "off" by the
- player at any time, but are left on the felt until the bet is resolved.
- Also, come odds bets are usually "off" during the come out roll, unless
- the bettor asks to have the odds bets "working". Come odd bets that are
- "off" will be returned to the player if the line bet loses on the come out
- roll. Don't come odds generally work on the come-out roll.
-
- pass bet
- a bet that the dice will pass, also known as a "pass line" bet. This bet
- is generally placed immediately before a "come out" roll, although you can
- make or increase this bet at any time. House edge on this bets is 1.41%.
-
- place bet (to win)
- a bet that a particular number (4, 5, 6, 8, 9, or 10) will be rolled
- before a 7 comes up. These bets are paid at slightly less than correct
- odds, giving the house an edge of 1.52% on 6/8, 4% on 5/9, and 6.67% on
- 4/10.
-
- place bet (to lose)
- a bet that a 7 will be rolled before the number you are placing
- (4,5,6,8,9, or 10) comes up. The casino requires you to lay slightly more
- than the correct odds, giving the house an edge of 3.03% on 4/10, 2.5% on
- 5/9, and 1.82% on 6/8.
-
- point
- if a 4, 5, 6, 8, 9, or 10 is rolled on the come out roll, then this number
- becomes the "point". The shooter must roll the point again, before rolling
- a seven, in order for the dice to "pass". A "come point" is just the
- number that is serving as a point for a come bet.
-
- put bet
- 1. A bet made on the pass line after the come out roll. This is allowed in
- Las Vegas and at Turning Stone, but not in Atlantic City and not at
- Foxwoods. This is not recommended, as 45% of your pass line wins are made
- on the come-out roll. 2. A bet made directly onto a come point number.
- E.g., "Put $5 and $10 odds on the six." Not recommended for the same
- reasons given in 1.
-
- right bettor
- a player who bets that the dice will pass.
-
- seven out
- when the shooter rolls seven after a point has been established. Control
- of the dice is transferred to the next shooter. Another term for this is
- "miss out." You will sometimes hear players call this something else, but
- we can't print those things here. This is often incorrectly called "crap
- out."
-
- shooter
- the player who is rolling the dice. The shooter must place a "line" bet
- ("pass" or "don't pass") in order to be eligible to roll the dice. Of
- course, the shooter can place other bets in addition to the required
- "line" bet. Most shooters (and players) tend to play the "pass" line. Note
- that shooters who make "don't pass" bets are not betting against
- themselves, they are simply betting that the dice will not "pass".
-
- single odds
- an odds bet that is about as large as the original pass/come bet. Some
- casinos allow "double odds", or even larger odds bets.
-
- take odds
- after a point has been established, the pass/come bettor can place an
- additional odds bet that will win if the original pass/come bet wins. The
- odds bet is paid at the correct odds for the point, and is a fair bet with
- no house edge.
-
- two ways
- a phrase appended to a hardway or proposition bet to indicate that the
- player is betting one chip for the dealers along with his own bet. A $2
- bet two ways is $1 for the player and $1 for the dealers; a $6 bet two
- ways is $5 for the player and $1 for the dealers; a $10 bet two ways is $5
- for the player and $5 for the dealers. E.g., "Hard 6, two ways" or
- "Two-way hard 6."
-
- working
- bets that are "live" (i.e., can be resolved with the next roll) are said
- to be working. Generally, place bets, buy/lay bets, and come odds bets do
- not work on the come-out unless you tell the dealers to "make them work."
- All other bets (e.g., hardways) work unless you call them "off" (i.e.,
- tell the dealers you do not want them to "work").
-
- world bet
- a bet that the next roll will be 2, 3, 7, 11, or 12, made in multiples of
- 5, with one unit on each of the numbers.
-
- wrong bettor
- a player who bets that the dice will not pass.
-
- ------------------------------------------------------------------------
-
-
- Q:C2 How is Craps played?
- A:C2 (Dave Decot, Frank Irwin, Alan Mintz, Ken Elliott III, Jeffrey Osier)
-
- Casino craps is played completely against the casino, on a big felt layout set
- inside a large table with high rails around the side so you can bounce the dice
- off 'em and still keep 'em on the table. Up to between 12 and 16 people can
- play at once, depending on the size of the table (obviously). The layout looks
- something like:
-
-
- Dealer stands Boxman sits Dealer stands
- here here here
- #######################################################################
- # __ ____________________ $$$$$$$$$$$$$ ____________________ __ #
- # | d||DC| 4| 5| 6| 8| 9|10| +---------------+ | 4| 5| 6| 8| 9|10|DC||d | #
- # |Po||__|__|__|__|__|__|__| |any seven 4-1| |__|__|__|__|__|__|__||oP| #
- # |An| ____________________ +===============+ ____________________ |nA| #
- # |St|| C O M E | |hard 4 | hard 6| | C O M E ||tS| #
- # |Sp||____________________| |-------+-------| |____________________||pS| #
- # |La| ____________________ |hard 10| hard 8| ____________________ |aL| #
- # |Is||2 3 4 9 10 11 12| +===============+ |2 3 4 9 10 11 12||sI| #
- # |Ns||_______FIELD________| |two | three| |_______FIELD________||sN| #
- # |E |_____________________ |-----HORN------| _____________________| E| #
- # | don't pass bar 12 | |eleven | twelve| | don't pass bar 12 | #
- # \________PASS_LINE______| +===============+ |________PASS_LINE______/ #
- # | any craps | #
- # +---------------+ #
- # /dice\ #
- #####################################################################
- Stickman stands
- here
-
- Each player bets a minimum amount determined by the table.
-
- Each die has six sides, each side with a different number of spots from one to
- six.
-
- Two such dice are rolled by one player called the "shooter". The shooter must
- place a "pass" bet or a "don't pass" bet in order to be eligible to roll the
- dice. Exception: the shooter can let his Hot Babe (TM) roll the dice for him if
- he has a pass or don't pass bet down.
-
- The total number of spots on the tops of the dice after the shooter has rolled
- is called the "roll".
-
- A game consists of a series of rolls.
-
- A roll of 2, 3, or 12 is called "craps".
-
- The first roll by the shooter during a game is called the "come-out roll".
-
- If the come-out roll is 7 or 11, the game is over:
- Bets on the "Pass line" win 1:1.
- Bets on the "Don't Pass line" lose.
- If the come-out roll is craps, the game is over:
- Bets on the "Pass line" lose.
- Bets on the "Don't Pass line" win unless:
- The "Don't Pass" line says "Bar " and the roll is the indicated value, in
- which case the bet pushes.
-
- Otherwise, the come-out roll becomes the "point", and a large white marker is
- placed on the number representing the point (4, 5, 6, 8, 9, or 10).
-
- For each roll in a game subsequent to the come-out roll:
- If the roll is the point, the game is over:
- Bets on the "Pass line" win 1:1.
- Bets on the "Don't Pass line" lose.
- If the roll is 7, the game is over:
- Bets on the "Pass line" and lose.
- Bets on the "Don't Pass line" win 1:1.
- The turn of the "shooter" is over.
- Otherwise, the game continues and the shooter rolls again.
-
- During a game, bets on the Pass line cannot be removed; they can, however, be
- increased. Bets on the Don't Pass line may be decreased or removed, but not
- increased.
-
- When a game is over:
- If the game was over on the come-out roll, or because the point was rolled
- again, the shooter may continue to be the shooter for another game, or
- pass the dice on to the player just clockwise, who becomes the new
- shooter.
- Otherwise, the shooter must pass the dice on to the player just clockwise,
- who becomes the new shooter.
-
- Note: The other bets that can be made and resolved are not detailed above for
- purposes of saving space. A description of when these bets win or lose is given
- in question C1.
- ------------------------------------------------------------------------
-
-
- Q:C3 What are "Odds"?
- A:C3 (Matt Wilding, Ken Elliott III)
-
- Casinos allow a player to place "odds" on pass, don't pass, come, and don't
- come bets after a "point" has been established. If the bet on which odds are
- placed wins, the odds bet is paid fairly. This means the odds on pass and come
- bets are paid 2-1 for the 4 and 10, 3-2 for the 5 and 9, and 6-5 for the 6 and
- 8. The odds for don't pass and don't come bets are paid 1-2 for the 4 and 10,
- 2-3 for the 5 and 9, and 5-6 for the 6 and 8 (this is called "laying" odds).
-
- The player should make odds bets that can be paid exactly, or the dealer will
- pay off by rounding down. Odds on the pass line and come bets should be a
- multiple 5 if the point is 6 or 8 and a multiple of 2 if it's a 5 or 9. (Don't
- betters can figure this out themselves.)
-
- Casinos advertise the maximum odds bets they allow as the maximum amount
- "times" the original bet the odds bet may be (for don't pass and don't come
- bets, it's the maximum amount "times" the expected win). You can increase your
- odds bet over this advertised maximum only enough to allow you to make an odds
- bet that can be paid exactly.
-
- A player can modify his odds bets at any time.
- ------------------------------------------------------------------------
-
-
- Q:C4 What is the house advantage on 10x odds?
- A:C4 (Ken Elliott III, David Escoffery)
-
- The following table lists the house advantage for a pass bet and don't pass bet
- with the indicated odds. Remember, the house advantage indicates
- (mathematically) the percentage of your bet handle that the casino will win in
- the long run. Be aware, too, that higher odds often means a higher bet handle,
- which in turn leads to higher "variance;" that is, your bankroll may exhibit
- greater swings if you're used to betting $15 a hand ($5 pass bet at double
- odds) and suddenly start betting $55 a hand ($5 pass bet at 10x odds).
-
- HOUSE ADVANTAGE
- odds pass bet don't pass bet
-
- 0x 1.4141% 1.4026%
- 1x 0.8485% 0.8320%
- 2x 0.6061% 0.5915%
- 3x 0.4714% 0.4588%
- 4x 0.3857% 0.3747%
- 5x 0.3263% 0.3167%
- 6x 0.2828% 0.2743%
- 7x 0.2496% 0.2418%
- 8x 0.2233% 0.2163%
- 9x 0.2020% 0.1956%
- 10x 0.1845% 0.1785%
-
- ------------------------------------------------------------------------
-
-
- Q:C5 What are "Come" and "Don't Come" bets?
- A:C5 (Dave Decot, Frank Irwin, Alan Mintz, Ken Elliott III)
-
- Other bets can be made during the game after the come-out roll by anyone,
- called "Come" and "Don't Come" bets. These are made by placing the bet on the
- "Come" box or the "Don't Come" box; these bets are regarded as Pass (Don't
- Pass) bets, but as if the very next roll of the dice were the "come-out" roll
- of a new game. For example, if a come bet is made and if the next roll is 7 or
- 11, the Come bet wins immediately; if the next roll is 2, 3, or 12, the Come
- bet loses immediately; otherwise, the number rolled is the point for that Come
- bet (called a come point). Such a Come bet is moved onto the area of the table
- where its point appears, awaiting a roll of either its point or seven. The game
- for a Come bet always continues until this happens, even though the shooter
- rolls the point for the Pass line, even though the shooter begins a new game
- for the Pass line, even though another shooter begins rolling, as long as the
- termination conditions for that Come bet have not yet occurred.
-
- Note that rolling a seven always terminates all Pass, Come, Don't Pass, and
- Don't Come games on the table; since it results in immediate win or loss.
-
- The payoffs for Come and Don't Come bets are the same as for Pass and Don't
- pass bets.
-
- It is possible to place odds bets on the points of your own Come and Don't Come
- bets by handing the bet to a dealer and stating that you want "odds on my ".
- Unless you specify otherwise, odds bets on Come are declared "not working" on a
- come out roll after a point is made. However, odds on Don't Come bets are
- usually working by default.
- ------------------------------------------------------------------------
-
-
- Q:C6 What are all those other bets?
- A:C6 (Dave Decot, Frank Irwin, Ken Elliott III)
-
- Other bets are possible:
-
- Place bets (to win):
- Bets that an indicated number will be rolled before 7 is rolled (come-out
- rolls are ignored for the purpose of determining this, unless otherwise
- specified by the player making the bet).
-
- Place bets (to lose):
- Bets that a 7 will be rolled before the indicated number is rolled
- (come-out rolls are ignored for the purpose of determining this, unless
- otherwise specified by the player making the bet).
-
- One roll bets:
- Bets that a certain roll, or a certain pair of dice faces, or one of
- several rolls, will appear on the next roll of the dice. Such bets may be
- made before any roll. These all pay higher than 1:1, This includes "Any
- craps", "eleven", "seven", "Horn", and "field" bets.
-
- Field:
- A special case of one-roll bet. This pays 1-1 whenever 3, 4, 9, 10, or 11
- is rolled, and possibly higher amounts when 2 or 12 is rolled.
-
- Hardways:
- Bets that a certain pair of dice faces will appear before 7 is rolled, and
- before any other pair of dice faces with the same total value are rolled.
- For example, a bet on "hard 4 (2 and 2)" loses when (1 and 3) is rolled,
- because this is an "easy way" to roll 4. A bet on "hard anything" loses
- when 7 is rolled.
-
- Hopping hardways:
- Bets that a certain pair of identical dice faces will appear on the next
- roll. These all pay 30:1 (or sometimes higher or lower).
-
- Horn bets:
- Basically, just betting on the 2,3,11, and 12 at once. This requires 4
- units, since you are really making 4 bets.
-
- ------------------------------------------------------------------------
-
-
- Q:C7 What are the odds for all these bets?
- A:C7 (["Winning Casino Craps" by Edwin Silberstang], Ken Elliott III)
-
- Note that some casinos offer different payouts for prop bets, lower
- (promotional) commission on buy/lay bets, and collection of buy/lay bet
- vigorish only on winning bets, all of which change the "Casino Advantage"
- listed below. The numbers below represent those most commonly seen in Las
- Vegas.
-
- Bet Casino Payoff Casino Advantage
-
- Pass-Line 1:1 1.41%
- With Single Odds 1:1 + odds 0.8
- With Double Odds 1:1 + odds 0.6
-
- Come 1:1 1.41%
- With Single Odds 1:1 + odds 0.8
- With Double Odds 1:1 + odds 0.6
-
- Don't Pass 1:1 1.40%
- With Single Odds 1:1 + odds 0.8
- With Double Odds 1:1 + odds 0.6
-
- Don't Come 1:1 1.40%
- With Single Odds 1:1 + odds 0.8
- With Double Odds 1:1 + odds 0.6
-
- Place Numbers (to win)
- 4 or 10 9:5 6.67%
- 4 or 10 (bought) 2:1 (-5% commission) 4.76
- 5 or 9 7:5 4.0
- 6 or 8 7:6 1.52
-
- Place Numbers (to lose)
- 4 or 10 5:11 3.03%
- 4 or 10 (laid) 1:2 (-5% commission) 2.44
- 5 or 9 5:8 2.5
- 6 or 8 4:5 1.82
-
- Big 6 and Big 8 1:1 9.09%
-
- Field
- With 2 and 12 paying 2:1 1:1 except 2 & 12 5.55%
- With 2 pay 3:1, 12 pay 2:1 1:1 except 2 & 12 2.77%
- With 2 pay 2:1, 12 pay 3:1 1:1 except 2 & 12 2.77%
-
- In practically all casinos, odds on proposition bets are quoted as "x for y",
- which means that the casino takes your winning "x" bet and pays you "y", in
- contrast to what is done for other winning bets (e.g., if the "Any 7" bet is "5
- for 1", when making a $1 bet and winning the casino will take your $1 and give
- you $5, for a "real" payoff of "4 *to* 1"). The numbers below are quoted as
- "x:y", not "x for y".
-
- Proposition Bets
- Bet True Odds Casino Payoff Casino Advantage
-
- Any 7 5:1 4:1 16.67%
- Any Craps 8:1 7:1 11.1
- 2 or 12 35:1 30:1 13.89
- 29:1 16.67
- 3 or 11 17:1 15:1 11.1
- 14:1 16.67
-
- Hardways
- 4 or 10 8:1 7:1 11.1%
- 6 or 8 10:1 9:1 9.09
-
- ------------------------------------------------------------------------
-
-