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- 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
- Nnever 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
-
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