ROBERT’S RULES OF POKER
VERSION 4
“Robert’s Rules Of Poker” is authored by Robert Ciaffone, better known in
the poker world as Bob Ciaffone, a leading authority on cardroom rules. He is
the person who has selected which rules to use, and formatted, organized, and
worded the text. Nearly all these rules are substantively in common use for
poker, but many improved ideas for wording and organization are employed
throughout this work. A lot of the rules are similar to those used in the
rulebook of cardrooms where he has acted as a rules consultant and rules
drafter. Ciaffone authored the rulebook for the Poker Players Association
(founded in 1984, now defunct), the first comprehensive set of poker rules for
the general public. He has done extensive work on rules for the Las Vegas
Hilton, The Mirage, and Hollywood Park Casino, and assisted many other
cardrooms. Ciaffone is a regular columnist for Card Player magazine, and can be
reached through that publication. This rulebook will be periodically revised,
so suggestions are welcome.
Poker rules are widely used and freely copied, so it is impossible to
construct a rulebook without using many rules that exist as part of a rule set
of some cardroom. If such a rule is used, no credit is given to the source
(which is unlikely to be the original one for the rule).
The goal of this rulebook is to produce the best set of rules in
existence, and make it generally available, so any person or cardroom can use
it who so desires. The purpose is the betterment of poker.
The author has strongly supported uniform poker rules, and applauds the
work done in this direction by the Tournament Director’s Association (TDA). All
the rules herein are compatible with the TDA rules, although there are some
slight differences in wording.
This rulebook may be
copied or downloaded by anyone, provided it is not sold for profit without
written permission from the author, and the name “Robert’s Rules of Poker” is
used or credited. Excerpts of less than a full chapter may be used without
restriction or credit. People are welcome to use these rules, and even put
their own business name on them, but this does not give a person or business
any rights other than to use the rules in their own establishment, or to make
copies available to someone else with the same restrictions applied to the
recipient as stated here. Anyone may make copies of these rules and distribute
them at no charge to recipients as a business promotion without obtaining
permission.
THIS
IS THE OFFICIAL RULEBOOK FOR OUR CARDROOM
Welcome to our cardroom.
Your presence in our establishment means that you agree to abide by our rules
and procedures. By taking a seat in one of our card games, you are accepting
our management to be the final authority on all matters relating to that game.
TABLE OF CONTENTS
(1) PROPER
BEHAVIOR ............................. 1
Conduct Code 1
Poker Etiquette 1
Tobacco
Use 2
(2) HOUSE POLICIES ................................. 3
Decision-Making 3
(3) GENERAL POKER RULES ................... 8
The Buy-In 8
Misdeals 8
Dead Hands 9
Irregularities 10
Betting and Raising 11
The Showdown 13
Ties 14
(5) HOLD’EM ............................................... 19
(6) OMAHA
.................................................. 21
(7) OMAHA
HIGH-LOW
............................... 22
(8) SEVEN-CARD
STUD ............................. 23
(9) RAZZ
(SEVEN-CARD STUD LOW) ....... 27
(11) LOWBALL
.............................................. 30
Ace-to-five Lowball 33
(12) DRAW HIGH
........................................... 35
Jacks-or-Better 36
The
Joker 38
(13) KILL
POTS
............................................. 39
(14) NO-LIMIT AND POT-LIMIT .................... 41
Pot-limit 43
(15) TOURNAMENTS ................................... 45
(16)
EXPLANATIONS ................................... 48
GLOSSARY ........................................... 51
1
- PROPER BEHAVIOR
Management
will attempt to maintain a pleasant environment for all our customers and
employees, but is not responsible for the conduct of any player. We have
established a code of conduct, and may deny the use of our cardroom to anyone
who violates it. The following is not permitted:
Collusion
with another player or any other form of cheating.
Verbally or physically
threatening any patron or employee.
Using
profanity or obscene language.
Creating
a disturbance by arguing, shouting, or making excessive noise.
Throwing,
tearing, bending, or crumpling cards.
Destroying
or defacing property.
Using
an illegal substance.
Carrying
a weapon.
The
following actions are improper, and grounds for warning, suspending, or barring
a violator:
Deliberately
acting out of turn.
Deliberately
splashing chips into the pot.
Agreeing to
check a hand out when a third player is all-in.
Reading a hand for
another player at the showdown before it has been placed faceup on the table.
Telling anyone
to turn a hand faceup at the showdown.
Revealing
the contents of a live hand in a multihanded pot before the betting is
complete.
Needlessly
stalling the action of a game.
Deliberately discarding
hands away from the muck. Cards should be released in a low line of flight, at
a moderate rate of speed (not at the dealer's hands or chip-rack).
Stacking
chips in a manner that interferes with dealing or viewing cards.
Making
statements or taking action that could unfairly influence the course of play,
whether or not the offender is involved in the pot.
Using
a cell phone at the table.
(These
rules are for an establishment that does not completely bar smoking.)
The
seat on each side of the dealer is a nonsmoking seat.
Cigar
or pipe smoking is not allowed in the cardroom.
Smoking
by a guest or spectator is not allowed.
2
- HOUSE POLICIES
1. Management reserves the right to make
decisions in the spirit of fairness, even if a strict interpretation of the
rules may indicate a different ruling.
2. Decisions of the shift supervisor are
final.
3. The proper time to draw attention to an
error or irregularity is when it occurs or is first noticed. Any delay may
affect the ruling.
4. If an incorrect rule interpretation or
decision by an employee is made in good faith, the establishment has no
liability.
5. A ruling may be made regarding a pot if it
has been requested before the next deal starts (or before the game either ends
or changes to another table). Otherwise, the result of a deal must stand. The
first riffle of the shuffle marks the start for a deal.
6. If a pot has been incorrectly
awarded and mingled with chips that were not in the pot, but the time limit for
a ruling request given in the previous rule has been complied with, management
may determine how much was in the pot by reconstructing the betting, and then
transfer that amount to the proper player.
7. To keep the action moving, it is possible
that a game may be asked to continue even though a decision is delayed for a
short period. The delay could be needed to check the overhead camera tape, get
the shift supervisor to give the ruling, or some other good reason. In such
circumstances, a pot or portion thereof may be impounded by the house while the
decision is pending.
8. The same action may have a different
meaning, depending on who does it, so the possible intent of an offender will
be taken into consideration. Some factors here are the person’s amount of poker
experience and past record.
1. Management will
decide when to start or close any game.
2. Collections (seat rental fees) are paid in
advance. In all time-collection games, the dealer is required to pick up the
collection from each player before dealing the first hand. A player not wishing
to pay collection may play one courtesy hand in stud, and may play until the
blind in button games, provided no one is waiting for the game. If there is
more than one person on the list for that game when the collection becomes due,
everyone must pay collection. A new player is not required to pay if there is
either no list or only one person waiting.
3. Cash is not permitted on the table. All cash
should be changed into chips in order to play. If a player appears unaware of
this rule and attempts to play unnoticed cash that was on the table during a
pot, the dealer may let the cash play if no one in the pot objects, then have
all the cash changed into chips after the hand. Any chips from another
establishment are not permitted on the table, do not play in the game, and if
discovered will be treated similarly to unnoticed cash. [See Section 16 –
“Explanations,” discussion #5, for more information on this rule.]
4. The establishment is not responsible for any
shortage or removal of chips left on the table during a player’s absence, even
though we will try to protect everyone as best we can.
5. All games are table stakes
(except “playing behind” as given in the next rule). All chips and money must
be kept in plain view. Chips may be removed for security purposes when leaving
the table, but must be fully restored upon return. If you return to the same
game within one hour of cashing out, your buy-in must be equal to the amount
removed when leaving that game.
6. "Playing behind" is allowed only
for the amount of purchased chips while awaiting their arrival. The amount in
play must be announced to the table, or only the amount of the minimum buy-in
plays.
7. Playing out of a rack is not allowed.
8. Only one person may play a hand.
9. No one is allowed to play
another player’s chips.
10. Permission is required
before taking a seat in a game.
11. Playing over without permission from the
floorperson is not allowed. A playover box is required. Permission from the
absent player is not necessary.
12. Pushing bets (“saving” or
“potting out”) is not allowed.
13. Pushing an ante or posting for
another person is not allowed.
14. Splitting pots will not be
allowed in any game. Chopping the big and small blind by taking them back when
all other players have folded is allowed in button games.
15. Insurance propositions are not
allowed. Dealing twice (or three times) when all-in is permitted at big-bet
poker.
16. The game's betting limit will not be changed
if two or more players object. Raising the limit is subject to management
approval.
17. Players must keep their cards in full view.
This means above table-level and not past the edge of the table. The cards
should not be covered by the hands in a manner to completely conceal them.
18. Any player is entitled to a
clear view of an opponent’s chips. Higher denomination chips should be easily
visible.
19. Your chips may be picked up if
you are away from the table for more than 30 minutes. Your absence may be
extended if you notify a floorperson in advance. Frequent or continuous
absences may cause your chips to be picked up from the table.
20. A lock-up in a new game will be
picked up after five minutes if someone is waiting to play. No seat may be
locked up for more than ten minutes if someone is waiting to play.
21. A new deck must be used for at least a full
round (once around the table) before it may be changed, and a new setup must be
used for at least an hour, unless a deck is defective or damaged, or cards
become sticky.
22. Looking through the discards or deck stub is
not allowed.
23. After a deal ends, dealers are asked to not
show what card would have been dealt.
24. A player is expected to pay
attention to the game and not hold up play. Activity that interferes with this
such as reading at the table is discouraged, and the player will be asked to
cease if a problem is caused.
25. A non-player may not sit at the
table.
26. In non-tournament games, you may have a guest
sit behind you if no one in the game objects. It is improper for a guest to
look at any hand other then your own.
27. Speaking a foreign language
during a deal is not allowed.
1. You must be present to add your name to a
waiting list.
2. It is the player’s responsibility to be in
the playing area and hear the list being called. A player who intends to leave
the playing area should notify the list-person, and can leave money for a
lockup. The lockup amount is $20.
3. When there is more than one game of the same
stakes and poker form, and a must-move is not being used, the house will
control the seating of new players to best preserve the viability of existing
games. A new player will be sent to the game most in need of an additional
player. A transfer to a similar game is not allowed if the game being left will
then have fewer players than the game being entered.
4. A player may not hold a seat in more than
one game.
5. The house reserves the right to require that
any two players not play in the same game (husband and wife, relatives,
business partners, and so forth).
6. When a button game starts, active players
will draw a card for the button position. The button will be awarded to the
highest card by suit for all high and high-low games, and to the lowest card by
suit for all low games.
7. In a new game, the player who arrives at the
table the earliest gets first choice of remaining seats. If two players want
the same seat and arrive at the same time, the higher player on the list has
preference. A player playing a pot in another game may have a designated seat
locked up until that hand is finished. Management may reserve a certain seat
for a player, as to assist in ease of reading the board for a person with a
vision problem, or some other good reason.
8. To avoid a seating dispute, a supervisor may
decide to start the game with one extra player over the normal number
participating. If so, a seat will be removed as soon as someone quits the game.
9. In order to protect an existing game, a
forced move may be invoked when an additional game of the same type and limit
is started. The must-move list is maintained in the same order as the original
waiting list. If a player refuses to move into the main game, that player will
be forced to quit, and may not play in the must-move game or get on that list for
one hour.
10. You must play in a new game or must-move game
to retain your place on the list, if by your playing there would be three or
fewer empty seats.
11. In all button games, a player going from a
must-move game to the main game may play until due for the big blind. The
player must then enter the game as a new player, and may either post an amount
equal to the big blind or wait for the big blind. In all stud games, a player
may play only one more hand before moving.
12. A player who is already in the game has
precedence over a new player for any seat when it becomes available. However,
no change will occur after a new player has been seated, or after that player’s
buy-in or marker has been placed on the table, unless that particular seat had
been previously requested. For players already in the game, the one who asks
the earliest has preference for a seat change.
13. In all button games, a player voluntarily
locking up a seat in another game must move immediately if there is a waiting
list of two or more names for the seat being vacated, except that the player is
entitled to play the button if a blind has already been taken. Otherwise, a
player may play up to the blind before moving. In a stud game, a player
changing tables may play only the present hand if someone is waiting for the
seat being vacated, or one more hand when no one is waiting.
14. When a game breaks, each player may draw a
card to determine the seating order for a similar game. The floorperson draws a
card for an absent player. If the card entitles the absent player to an
immediate seat, the player has until due for the big blind in a button game to
take the seat (two hands in a stud game), and will be put first up on the list
if not back in time.
THE BUY-IN
1. When you enter a game, you
must make a full buy-in for that particular game. A full buy-in at limit poker
is at least ten times the maximum bet for the game being played, unless
designated otherwise.
2. You are allowed to make only
one short buy-in for a game. Adding to your stack is not considered a buy-in,
and may be done in any quantity between hands.
3. A player who is forced to
transfer from a broken game or must-move game to a game of the same limit may
continue to play the same amount of money, even if it is less than the minimum
buy-in. A player switching games voluntarily must have the proper buy-in size
for the new game.
MISDEALS
1. The following circumstances cause a misdeal,
provided attention is called to the error before two players have acted on
their hands. (If two players have acted in turn, the deal must be played to
conclusion, as explained in rule #2)
(a) The first
or second card of the hand has been dealt faceup or exposed through dealer
error.
(b) Two or
more cards have been exposed by the dealer.
(c) Two or
more boxed cards (improperly faced cards) are found.
(d) Two or
more extra cards have been dealt in the starting hands of a game.
(e) An
incorrect number of cards has been dealt to a player, except the top card may
be dealt if it goes to the player in proper sequence.
(f) Any card
has been dealt out of the proper sequence (except an exposed card may be
replaced by the burncard).
(g) The
button was out of position.
(h) The first
card was dealt to the wrong position.
(i) Cards
have been dealt to an empty seat or a player not entitled to a hand.
(j) A player has been dealt out who is entitled
to a hand. This player must be present at the table or have posted a blind or
ante.
2. Action is considered to occur in stud games
when two players after the forced bet have acted on their hands. In button
games, action is considered to occur when two players after the blinds have
acted on their hands. Once action occurs, a misdeal can no longer be declared.
The hand will be played to conclusion and no money will be returned to any
player whose hand is fouled.
1. Your hand is declared dead if:
(a) You fold or announce that you are folding when
facing a bet or a raise.
(b) You throw your hand away in a forward motion
causing another player to act behind you (even if not facing a bet).
(c) In stud, when facing a bet, you pick your
upcards off the table, turn your upcards facedown, or mix your upcards and
downcards together.
(d) The hand
does not contain the proper number of cards for that particular game (except at
stud a hand missing the final card may be ruled live, and at lowball and draw
high a hand with too few cards before the draw is live). [See Section 16 -
“Explanations,” discussion #4, for more information on the stud portion of this
rule.]
(e) You act on a
hand with a joker as a holecard in a game not using a joker. (A player who acts
on a hand without looking at a card assumes the liability of finding an
improper card, as given in Irregularities, rule #8.)
(f) You have the
clock on you when facing a bet or raise and exceed the specified time limit.
2. Cards thrown into the muck may be ruled
dead. However, a hand that is clearly identifiable may be retrieved at
management’s discretion if doing so is in the best interest of the game. We
will make an extra effort to rule a hand retrievable if it was folded as a
result of false information given to
the player.
3. Cards thrown into another player’s hand are
dead, whether they are faceup or facedown.
IRREGULARITIES
1. In button games, if it is discovered that
the button was placed incorrectly on the previous hand, the button and blinds
will be corrected for the new hand in a manner that gives every player one
chance for each position on the round (if possible).
2. You must protect your own hand at all times.
Your cards may be protected with your hands, a chip, or other object placed on
top of them. If you fail to protect your hand, you will have no redress if it
becomes fouled or the dealer accidentally kills it.
3. If a card with a different color back
appears during a hand, all action is void and all chips in the pot are returned
to the respective bettors. If a card with a different color back is discovered
in the stub, all action stands.
4. If two cards of the same rank and suit are
found, all action is void, and all chips in the pot are returned to the players
who wagered them (subject to next rule).
5. A player who knows the deck is defective has
an obligation to point this out. If such a player instead tries to win a pot by
taking aggressive action (trying for a freeroll), the player may lose the right
to a refund, and the chips may be required to stay in the pot for the next
deal.
6. If there is extra money in the pot on a deal
as a result of forfeited money from the previous deal (as per rule #5), or some
similar reason, only a player dealt in on the previous deal is entitled to a
hand.
7. A card discovered faceup in the deck (boxed
card) will be treated as a meaningless scrap of paper. A card being treated as
a scrap of paper will be replaced by the next card below it in the deck, except
when the next card has already been dealt facedown to another player and mixed
in with other downcards. In that case, the card that was faceup in the deck
will be replaced after all other cards are dealt for that round.
8. A joker that appears in a game where it is
not used is treated as a scrap of paper. Discovery of a joker does not cause a
misdeal. If the joker is discovered before a player acts on his or her hand, it
is replaced as in the previous rule. If the player does not call attention to
the joker before acting, then the player has a dead hand.
9. If you play a hand without looking at all of
your cards, you assume the liability of having an irregular card or an improper
joker.
10. One or more cards missing from the deck does
not invalidate the results of a hand.
11. Before the first round of betting, if a dealer
deals one additional card, it is returned to the deck and used as the burncard.
12. Procedure for an exposed card varies with
the poker form, and is given in the section for each game. A card that is
flashed by a dealer is treated as an exposed card. A card that is flashed by a
player will play. To obtain a ruling on whether a card was exposed and should
be replaced, a player should announce that the card was flashed or exposed
before looking at it. A downcard dealt off the table is an exposed card.
13. If a card is exposed due to dealer error, a
player does not have an option to take or reject the card. The situation will
be governed by the rules for the particular game being played.
14. If you drop a card on the floor out of your
hand, you must still play that card.
15. If the dealer prematurely deals any cards
before the betting is complete, those cards will not play, even if a player who
has not acted decides to fold.
BETTING AND RAISING
1. Check-raise is permitted in all games,
except in certain forms of lowball.
2. In no-limit and pot-limit games, unlimited
raising is allowed.
3. In limit poker, for a pot
involving three or more players who are not all-in, these limits on raises
apply:
(a) A game with three or more betting
rounds allows a maximum of a bet and three raises.
(b) A game with two betting rounds (such
as lowball or draw) allows a maximum of a bet and four raises. [See “Section 16
- Explanations,” discussion #6, for more information on this rule.]
4. Unlimited raising is allowed in heads-up
play. This applies any time the action becomes heads-up before the raising has
been capped. Once the raising is capped on a betting round, it cannot be
uncapped by a subsequent fold that leaves two players heads-up.
5. In limit play, an all-in wager of less than
half a bet does not reopen the betting for any player who has already acted and
is in the pot for all previous bets. A player facing less than half a bet may
fold, call, or complete the wager. An all-in wager of a half a bet or more is
treated as a full bet, and a player may fold, call, or make a full raise. (An
example of a full raise is on a $20 betting round, raising a $15 all-in bet to
$35).
6. Any wager must be at least the size of the
previous bet or raise in that round, unless a player is going all-in.
7. The smallest chip that may be wagered in a
game is the smallest chip used in the antes, blinds, rake, or collection. (Certain
games may use a special rule that does not allow chips used only in house
revenue to play.) Smaller chips than this do not play even in quantity, so a
player wanting action on such chips must change them up between deals. If
betting is in dollar units or greater, a fraction of a dollar does not play. A
player going all-in must put all chips that play into the pot.
8. A verbal statement denotes your action and
is binding. If in turn you verbally declare a fold, check, bet, call, or raise,
you are forced to take that action.
9. Rapping the table with your hand is a pass.
10. Deliberately acting out of turn will not be
tolerated. A player who checks out of turn may not bet or raise on the next
turn to act. An action or verbal declaration out of turn may be ruled binding
if there is no bet, call, or raise by an intervening player acting after the
infraction has been committed.
11. To retain the right to act, a player must stop
the action by calling “time” (or an equivalent word). Failure to stop the action
before three or more players have acted behind you may cause you to lose the
right to act. You cannot forfeit your right to act if any player in front of
you has not acted, only if you fail to act when it legally becomes your turn.
Therefore, if you wait for someone whose turn comes before you, and three or
more players act behind you, this still does not hinder your right to act.
12. A player who bets or calls by releasing chips
into the pot is bound by that action. However, if you are unaware that the pot
has been raised, you may withdraw that money and reconsider your action,
provided that no one else has acted after you.
13. In limit poker, if you make a forward motion
with chips and thus cause another player to act, you may be forced to complete
your action.
14. String raises are not allowed. To protect your
right to raise, you should either declare your intention verbally or place the
proper amount of chips into the pot. Putting a full bet plus a half-bet or more
into the pot is considered to be the same as announcing a raise, and the raise
must be completed. (This does not apply in the use of a single chip of greater
value.)
15. If you put a single chip in the pot that is
larger than the bet, but do not announce a raise, you are assumed to have only
called. Example: In a $3-$6 game, when a player bets $6 and the next player
puts a $25 chip in the pot without saying anything, that player has merely
called the $6 bet.
16. All wagers and calls of an improperly low
amount must be brought up to proper size if the error is discovered before the
betting round has been completed. This includes actions such as betting a lower
amount than the minimum bring-in (other than going all-in) and betting the
lower limit on an upper limit betting round. If a wager is supposed to be made
in a rounded off amount, is not, and must be corrected, it shall be changed to
the proper amount nearest in size. No one who has acted may change a call to a
raise because the wager size has been changed.
THE SHOWDOWN
1. A player must show all cards in the hand
face-up on the table to win any part of the pot.
2. Cards speak (cards read for
themselves). The dealer assists in reading hands, but players are responsible
for holding onto their cards until the winner is declared. Although verbal declarations
as to the contents of a hand are not binding, deliberately miscalling a hand
with the intent of causing another player to discard a winning hand is
unethical and may result in forfeiture of the pot. (For more information on
miscalling a hand see “Section 11 - Lowball,” Rule 15 and Rule 16.)
3. Any
player, dealer, or floorperson who sees an incorrect amount of chips put into
the pot, or an error about to be made in awarding a pot, has an ethical
obligation to point out the error. Please help us keep mistakes of this nature
to a minimum.
4. All losing hands will be killed by the
dealer before a pot is awarded.
5. Any player who has been dealt in may request
to see any hand that has been called, even if the opponent's hand or the
winning hand has been mucked. However, this is a privilege that may be revoked
if abused. If a player other than the pot winner asks to see a hand that has
been folded, that hand is dead. If the winning player asks to see a losing
player’s hand, both hands are live, and the best hand wins.
6. If you show cards to an active player during
a deal, any player at the table has the right to see those exposed cards. Cards
shown during or after a deal to a player not in the pot should be shown to all
players when the deal is finished.
7. If everyone checks (or is all-in) on the
final betting round, the player who acted first is the first to show the hand.
If there is wagering on the final betting round, the last player to take
aggressive action by a bet or raise is the first to show the hand. In order to
speed up the game, a player holding a probable winner is encouraged to show the
hand without delay. If there is a side pot, players involved in the side pot
should show their hands before anyone who is all-in for only the main pot.
1. The ranking of suits from highest to lowest
is spades, hearts, diamonds, clubs.
Suits never break a tie for winning a pot. Suits are used to break a tie
between cards of the same rank (no redeal or redraw).
2. Dealing a card to each player is used to
determine things like who moves to another table. If the cards are dealt, the
order is clockwise starting with the first player on the dealer’s left (the
button position is irrelevant). Drawing a card is used to determine things like
who gets the button in a new game, or seating order coming from a broken game.
3. An odd chip will be broken down to the
smallest unit used in the game.
4. No player may receive more than one odd
chip.
5. If two or more hands tie, an odd chip will
be awarded as follows:
(a) In a button
game, the first hand clockwise from the button gets the odd chip.
(b) In a stud
game, the odd chip will be given to the highest card by suit in all high games,
and to the lowest card by suit in all low games. (When making this
determination, all cards are used, not just the five cards that constitute the
player's hand.)
(c) In high-low
split games, the high hand receives the odd chip in a split between the high
and the low hands. The odd chip between tied high hands is awarded as in a high
game of that poker form, and the odd chip between tied low hands is awarded as
in a low game of that poker form. If two players have identical hands, the pot
will be split as evenly as possible.
(d) All side
pots and the main pot will be split as separate pots, not mixed together.
SECTION 4 -
BUTTON AND BLIND USE
In button games, a non-playing
dealer normally does the actual dealing. A round disk called the button is used
to indicate which player has the dealer position. The player with the button is
last to receive cards on the initial deal and has the right of last action
after the first betting round. The button moves clockwise after a deal ends to
rotate the advantage of last action. One or more blind bets are usually used to
stimulate action and initiate play. Blinds are posted before the players look
at their cards. Blinds are part of a player’s bet, unless the structure of a
game or the situation requires part or all of a particular blind to be “dead.”
Dead chips are not part of a player’s bet. With two blinds, the small blind is
posted by the player immediately clockwise from the button, and the big blind
is posted by the player two positions clockwise from the button. With more than
two blinds, the little blind is normally left of the button (not on it). Action
is initiated on the first betting round by the first player to the left of the
blinds. On all subsequent betting rounds, the action begins with the first
active player to the left of the button.
RULES FOR USING BLINDS
1. Each round every player must get an
opportunity for the button, and meet the total amount of the blind obligations.
Either of the following methods of button and blind placement may be designated
to do this:
(a) Moving
button – The button always moves forward to the next player and the blinds
adjust accordingly. There may be more than one big blind.
(b) Dead button
– The big blind is posted by the player due for it, and the small blind and
button are positioned accordingly, even if this means the small blind or the
button is placed in front of an empty seat, giving the same player the
privilege of last action on consecutive hands.
[See “Section 16
– Explanations,” discussion #1, for more information on this rule.]
2. A player who posts a blind has the option
of raising the pot at the first turn to act. (This does not apply when a
"dead blind" for the collection is used in a game and has been
posted).
3. In heads-up play with two blinds, the small
blind is on the button.
4. A new player entering the game has the
following options:
(a) Wait for
the big blind.
(b) Post an
amount equal to the big blind and immediately be dealt a hand. (In lowball, a
new player must either post an amount double the big blind or wait for the big
blind.)
5. A new
player who elects to let the button go by once without posting is not treated
as a player in the game who has missed a blind, and needs to post only the big
blind when entering the game.
6. A person
playing over is considered a new player, and must post the amount of the big
blind or wait for the big blind.
7. A new player cannot be dealt in between the big blind and the
button. Blinds may not be made up between the big blind and the button. You
must wait until the button passes. [See “Section 16 – Explanations,” discussion
#3, for more information on this rule.]
8. When you post the big blind, it serves as
your opening bet. When it is your next turn to act, you have the option to
raise.
9. A player who misses any or all blinds can resume play by either
posting all the blinds missed or waiting for the big blind. If you choose to
post the total amount of the blinds, an amount up to the size of the minimum
opening bet is live. The remainder is taken by the dealer to the center of the
pot and is not part of your bet. When it is your next turn to act, you have the
option to raise.
10. If a player who owes a blind (as a result of a missed blind) is
dealt in without posting, the hand is dead if the player looks at it before
putting up the required chips, and has not yet acted. If the player acts on the
hand and plays it, putting chips into the pot before the error is discovered,
the hand is live, and the player is required to post on the next deal.
11. A player who goes
all-in and loses is obligated to make up the blinds if they are missed before a
rebuy is made. (The person is not treated as a new player when reentering.)
12. These rules about blinds apply to a newly
started game:
(a) Any player who drew for the button is considered
active in the game and is required to make up any missed blinds.
(b) A new player will not be required to post a
blind until the button has made one complete revolution around the table,
provided a blind has not yet passed that seat.
(c) A player may
change seats without penalty, provided a blind has not yet passed the new seat.
13. In all
multiple-blind games, a player who changes seats will be dealt in on the first
available hand in the same relative position. Example: If you move two active
positions away from the big blind, you must wait two hands before being dealt
in again. If you move closer to the big blind, you can be dealt in without any
penalty. If you do not wish to wait and have not yet missed a blind, then you
can post an amount equal to the big blind and receive a hand. (Exception: At
lowball you must kill the pot, wait for the same relative position, or wait for
the big blind; see “Section 11 – Lowball,” rule #7.)
14. A player who
"deals off" (by playing the button and then immediately getting up to
change seats) can allow the blinds to pass the new seat one time and reenter
the game behind the button without having to post a blind.
15. A live
“straddle bet" is not allowed at limit poker except in specified games.
SECTION
5 - HOLD’EM
In hold’em, players receive two
downcards as their personal hand (holecards), after which there is a round of
betting. Three boardcards are turned simultaneously (called the “flop”) and
another round of betting occurs. The next two boardcards are turned one at a
time, with a round of betting after each card. The boardcards are community cards,
and a player may use any five-card combination from among the board and
personal cards. A player may even use all of the boardcards and no personal
cards to form a hand (play the board). A dealer button is used. The usual
structure is to use two blinds, but it is possible to play the game with one
blind, multiple blinds, an ante, or combination of blinds plus an ante.
These rules deal only with
irregularities. See the previous chapter, “Button and Blind Use,” for rules on
that subject.
1. If the first or second holecard dealt is
exposed, a misdeal results. The dealer will retrieve the card, reshuffle, and
recut the cards. If any other holecard is exposed due to a dealer error, the
deal continues. The exposed card may not be kept. After completing the hand,
the dealer replaces the card with the top card on the deck, and the exposed
card is then used for the burncard. If more than one holecard is exposed, this
is a misdeal and there must be a redeal.
2. If the flop contains too many cards, it must
be redealt. (This applies even if it were possible to know which card was the
extra one.)
3. If the flop needs to be redealt because the
cards were prematurely flopped before the betting was complete, or the flop
contained too many cards, the boardcards are mixed with the remainder of the
deck. The burncard remains on the table. After shuffling, the dealer cuts the
deck and deals a new flop without burning a card. [See “Section 16 –
Explanations,” discussion #2, for more information on this rule.]
4. If the dealer turns the fourth card on the
board before the betting round is complete, the card is taken out of play for
that round, even if subsequent players elect to fold. The betting is then
completed. The dealer burns and turns what would have been the fifth card in
the fourth card’s place. After this round of betting, the dealer reshuffles the
deck, including the card that was taken out of play, but not including the
burncards or discards. The dealer then cuts the deck and turns the final card
without burning a card. If the fifth card is turned up prematurely, the deck is
reshuffled and dealt in the same manner. [See “Section 16 – Explanations,”
discussion #2, for more information on this rule.]
5. If the dealer mistakenly deals the first
player an extra card (after all players have received their starting hands),
the card will be returned to the deck and used for the burncard. If the dealer
mistakenly deals more than one extra card, it is a misdeal.
6. You must declare that you are playing the
board before you throw your cards away; otherwise you relinquish all claim to
the pot.
Omaha
is similar to hold’em in using a three-card flop on the board, a fourth
boardcard, and then a fifth boardcard. Each player is dealt four holecards
(instead of two) at the start. In order to make a hand, a player must use
precisely two holecards with three boardcards. The betting is the same as in
hold'em. At the showdown, the entire four-card hand should be shown to receive
the pot.
1. All the rules of hold’em apply to Omaha
except the rule on playing the board, which is not possible in Omaha (because
you must use two cards from your hand and three cards from the board).
SECTION
7 - OMAHA HIGH-LOW
Omaha is often
played high-low split, 8-or-better. The player may use any combination of two
holecards and three boardcards for the high hand and another (or the same)
combination of two holecards and three boardcards for the low hand.
The rules
governing kill pots are listed in “Section 13 – Kill Pots.”
RULES OF OMAHA HIGH-LOW
1. All the rules of Omaha apply
to Omaha high-low split except as
below.
2. A qualifier of 8-or-better for
low applies to all high-low split games, unless a specific posting to the
contrary is displayed. If there is no qualifying hand for low, the best high
hand wins the whole pot.
Seven-card
stud is played with two downcards and one upcard dealt before the first betting
round, followed by three more upcards (with a betting round after each card).
After the last downcard is dealt, there is a final round of betting. The best
five-card poker hand wins the pot. In all fixed-limit games, the smaller bet is
wagered on the first two betting rounds, and the larger bet is wagered after
the betting rounds on the fifth, sixth, and seventh cards. If there is an open
pair on the fourth card, any player has the option of making the smaller or
larger bet. Deliberately changing the order of your upcards in a stud game is
improper because it unfairly misleads the other players.
1. The first round of betting
starts with a forced bet by the lowest upcard by suit. On subsequent betting
rounds, the high hand on board initiates the action (a tie is broken by
position, with the player who received cards first acting first).
2. The player with the forced bet has the option of opening for a
full bet.
3. Increasing the amount wagered
by the opening forced bet up to a full bet does not count as a raise, but
merely as a completion of the bet. For example: In $15-$30 stud, the lowcard
opens for $5. If the next player increases the bet to $15 (completes the bet),
up to three raises are then allowed when using a three-raise limit.
4. In all fixed-limit games, when
an open pair is showing on fourth street (second upcard), any player has the
option of betting either the lower or the upper limit. For example: In a $5-$10
game, if you have a pair showing and are the high hand, you may bet either $5
or $10. If you bet $5, any player then has the option to call $5, raise $5, or
raise $10. If a $10 raise is made, then all other raises must be in increments
of $10. If the player high with the open pair on fourth street checks, then
subsequent players have the same options that were given to the player who was
high.
5. If your first or second
holecard is accidentally turned up by the dealer, then your third card will be
dealt down. If both holecards are dealt up, you have a dead hand and receive
your ante back. If the first card dealt faceup would have been the lowcard,
action starts with the first hand to that player’s left. That player may fold,
open for the forced bet, or open for a full bet. (In tournament play, if a
downcard is dealt faceup, a misdeal is called.)
6. If you are not present at the
table when it is your turn to act on your hand, you forfeit your ante and your
forced bet, if any. If you have not returned to the table in time to act, the
hand will be killed when the betting reaches your seat. (In tournament play,
the dealer is instructed to kill the hand of any absent player as soon as all
the players have received their entire starting hands.)
7. If a hand is folded when there
is no wager, that seat will continue to receive cards until the hand is killed
as a result of a bet.
8. If you are all in for the ante
and have the lowcard, the player to your left acts first. That player may fold,
open for the forced bet, or open for a full bet.
9. If the wrong person is
designated as low and that person bets, the action will be corrected to the
true lowcard if the next player has not yet acted. The incorrect lowcard takes
back the wager and the true lowcard must bet. If the next hand has acted after
the incorrect lowcard wager, the wager stands, action continues from there, and
the true lowcard has no obligations.
10. If you pick up your upcards
without calling when facing a wager, this is a fold and your hand is dead. This
act has no significance at the showdown because betting is over; the hand is
live until discarded.
11. A card dealt off the table is
treated as an exposed card.
12. In all games, the dealer
announces the lowcard, the high hand, all raises, and all pairs. Dealers do not
announce possible straights or flushes (except for specified low-stakes games).
13. If the dealer burns two cards
for one round or fails to burn a card, the cards will be corrected, if at all
possible, to their proper positions. If this should happen on a final downcard,
and either a card intermingles with a player's other holecards or a player
looks at the card, the player must accept that card.
14. If the dealer burns and deals
one or more cards before a round of betting has been completed, the card(s)
must be eliminated from play. After the betting for that round is completed, an
additional card for each remaining player still active in the hand is also
eliminated from play (to later deal the same cards to the players who would
have received them without the error). After that round of betting has
concluded, the dealer burns a card and play resumes. The removed cards are held
off to the side in the event the dealer runs out of cards. If the prematurely
dealt card is the final downcard and has been looked at or intermingled with
the player's other holecards, the player must keep the card, and on sixth
street betting may not bet or raise (because the player now has all seven
cards).
15. If there are not enough cards
left in the deck for all players, all the cards are dealt except the last card,
which is mixed with the burncards (and any cards removed from the deck, as in
the previous rule). The dealer then scrambles and cuts these cards, burns
again, and delivers the remaining downcards, using the last card if necessary.
If there are not as many cards as players remaining without a card, the dealer
does not burn, so that each player can receive a fresh card. If the dealer
determines that there will not be enough fresh cards for all of the remaining
players, then the dealer announces to the table that a common card will be
used. The dealer will burn a card and turn one card faceup in the center of the
table as a common card that plays in everyone’s hand. The player who is now
high using the common card initiates the action for the last round.
16. An all-in player should receive
holecards dealt facedown, but if the final holecard to such a player is dealt
faceup, the card must be kept, and the other players receive their normal card.
17. If the dealer turns the last
card faceup to any player, the hand now high on the board using all the upcards
will start the action. The following rules apply to the dealing of cards:
(a) If there are more than two players, all remaining players receive
their last card facedown. A player whose last card is faceup has the option of
declaring all-in (before betting action starts).
(b) If there are
only two players remaining and the first player's final downcard is dealt
faceup, the second player's final downcard will also be dealt faceup, and the
betting proceeds as normal. In the event the first player's final card is dealt
facedown and the opponent's final card is dealt faceup, the player with the
faceup final card has the option of declaring all-in (before betting action
starts).
18. A hand with more than seven
cards is dead. A hand with less than seven cards at the showdown is dead,
except any player missing a seventh card may have the hand ruled live. [See
“Section 16 – Explanations,” discussion #4, for more information on this rule.]
19. A player who calls a bet even
though beaten by an opponent’s upcards is not entitled to a refund. (The player
is receiving information about an opponent’s hand that is not available for
free.)
SECTION
9 - RAZZ (SEVEN-CARD STUD LOW)
The lowest hand wins the pot. The format is similar to seven-card stud
high, except the high card (aces are low) is required to make the forced bet on
the first round, and the low hand acts first on all subsequent rounds.
Straights and flushes have no ranking, so the best possible hand is 5-4-3-2-A
(a wheel). An open pair does not affect the betting limit.
1. All seven-card stud rules apply in razz
except as otherwise noted.
2. The lowest hand wins the pot. Aces are low,
and straights and flushes have no effect on the low value of a hand. The best
possible hand is 5-4-3-2-A.
3. The highest card by suit starts the action
with a forced bet. The low hand acts first on all subsequent rounds. If the low
hand is tied, the first player clockwise from the dealer starts the action.
4. Fixed-limit games use the lower limit on
third and fourth streets and the upper limit on subsequent streets. An open
pair does not affect the limit.
5. The dealer announces all pairs the first
time they occur, except pairs of facecards, which are never announced.
SECTION 10 - SEVEN-CARD STUD HIGH-LOW
Seven-card stud
high-low split is a stud game which is played both high and low. A qualifier of
8-or-better for low applies to all high-low split games, unless a specific
posting to the contrary is displayed. The low card initiates the action on the
first round, with an ace counting as a high card for this purpose. On subsequent
rounds, the high hand initiates the action. If the high hand is tied, the first
player clockwise from the dealer acts first. Fixed-limit games use the lower
limit on third and fourth street and the upper limit on subsequent betting
rounds, and an open pair does not affect the limit. Aces may be used for high
or low. Straights and flushes do not affect the low value of a hand. A player
may use any five cards to make the best high hand, and the same or any other
grouping of five cards to make the best low hand.
1. All rules for seven-card stud apply to
seven-card stud high-low split, except as otherwise noted.
2. A qualifier of 8-or-better for low applies
to all high-low split games, unless a specific posting to the contrary is
displayed. If there is no qualifying hand for low, the best high hand wins the
whole pot.
3. A player may use any five cards to make the
best high hand and any five cards, whether the same as the high hand or not, to
make the best low hand.
4. The low card by suit initiates the action on
the first round, with an ace counting as a high card for this purpose.
5. An ace may be used for high or low.
6. Straights and flushes do not affect the
value of a low hand.
7. Fixed-limit games use the lower limit on
third and fourth streets and the upper limit on subsequent rounds. An open pair
on fourth street does not affect the limit.
8. Splitting pots is only determined by the
cards and not by agreement among players.
9. When there is an odd chip in a pot, the chip
goes to the high hand. If two players split the pot by tying for both the high
and the low, the pot shall be split as evenly as possible, and the player with
the highest card by suit receives the odd chip. When making this determination,
all cards are used, not just the five cards used for the final hand played.
10. When there is one odd chip in the high portion
of the pot and two or more high hands split all or half the pot, the odd chip
goes to the player with the high card by suit. When two or more low hands split
half the pot, the odd chip goes to the player with the low card by suit.
SECTION
11 - LOWBALL
Lowball
is draw poker with the lowest hand winning the pot. Each player is dealt five
cards facedown, after which there is a betting round. Players are required to
open with a bet or fold. The players who remain in the pot after the first
betting round now have an option to improve their hand by replacing cards in
their hands with new ones. This is the draw. The game is normally played with
one or more blinds, sometimes with an ante added. Some betting structures allow
the big blind to be called; other structures require the minimum open to be
double the big blind. In limit poker, the usual structure has the limit double
after the draw (Northern California is an exception). The most popular forms of
lowball are ace-to-five lowball (also known as California lowball), and
deuce-to-seven lowball (also known as Kansas City lowball). Ace-to-five lowball
gets its name because the best hand at that form is 5-4-3-2-A. Deuce-to-seven
lowball gets its name because the best hand at that form is 7-5-4-3-2 (not of
the same suit). For a further description of the forms of lowball, please see
the individual section for each game. All rules governing kill pots are listed
in “Section 13 – Kill Pots.”
1. The rules governing misdeals for hold’em and
other button games will be used for lowball. [See “Section 16 – Explanations,”
discussion #7, for more information on this rule.] These rules governing misdeals
are reprinted here for convenience.
“The following circumstances cause a
misdeal, provided attention is called to the error before two players have
acted on their hands:
(a) The first or second card of the hand has been
dealt faceup or exposed through dealer error.
(b) Two or more cards have been exposed by the
dealer.
(c) Two or more extra cards have been dealt in the
starting hands of a game.
(d) An incorrect number of cards has been dealt to a
player, except the button may receive one more card to complete a starting
hand.
(e) The button was out of position.
(f) The first card was dealt to the wrong position.
(g) Cards have been dealt out of the proper
sequence.
(h) Cards have been dealt to an empty seat or a
player not entitled to a hand.
(i) A player has
been dealt out who is entitled to a hand. This player must be present at the
table or have posted a blind or ante.”
2. In limit play, a bet and four raises are
allowed in multihanded pots. [See “Section 16 – Explanations,” discussion #6,
for more information on this rule.]
3. As a new player, you have two options:
(a) To wait for the big blind.
(b) To kill the pot for double the amount of the
big blind.
4. In a single-blind game, a player who has
less than half a blind may receive a hand. However, the next player is
obligated to take the blind. If the all-in player wins the pot or buys in
again, that player will then be obligated to either take the blind on the next
deal or sit out until due for the big blind.
5. In single-blind games, half a blind or more
constitutes a full blind.
6. In single-blind games, if you fail to take
the blind, you may only be dealt in on the blind.
7. In multiple-blind games, if for any reason
the big blind passes your seat, you may either wait for the big blind or kill the
pot in order to receive a hand. This does not apply if you have taken all of
your blinds and changed seats. In this situation, you may be dealt in as soon
as your position relative to the blinds entitles you to a hand (the button may
go by you once without penalty).
8. Before the draw, whether an exposed card
must be taken depends on the form of lowball being played; see that form. (The
player never has an option.)
9. On the draw, an exposed card cannot be
taken. The draw is completed to each player in order, and then the exposed card
is replaced.
10. A player may draw up to four consecutive
cards. If a player wishes to draw five new cards, four are dealt right away,
and the fifth card after everyone else has drawn cards. If the last player
wishes to draw five new cards, four are dealt right away, and a card is burned
before the player receives a fifth card. [See “Section 16 – Explanations,”
discussion #9, for more information about this rule.]
11. Five cards constitute a playing hand; more or
fewer than five cards after the draw constitutes a fouled hand. Before the
draw, if you have fewer than five cards in your hand, you may receive
additional cards, provided no action has been taken by the first player to act
(unless that action occurs before the deal is completed). However, the dealer
position may still receive a missing fifth card, even if action has taken
place. If action has been taken, you are entitled on the draw to receive the
number of cards necessary to complete a five-card hand.
12. You may change the number of cards you wish to
draw, provided:
(a)
No card has been dealt off the deck in response to your request (including the
burncard).
(b) No player
has acted, in either the betting or indicating the number of cards to be drawn,
based on the number of cards you have requested.
13. If you are asked how many cards you drew by
another active player, you are obligated to respond until there has been action
after the draw, and the dealer is also obligated to respond. Once there is any
action after the draw, you are no longer obliged to respond and the dealer
cannot respond.
14. Rapping the table in turn constitutes either a
pass or the declaration of a pat hand that does not want to draw any cards,
depending on the situation.
15. Cards speak (cards read for themselves).
However, you are not allowed to claim a better hand than you hold. (Example: If
a player calls an "8", that player must produce at least an
"8" low or better to win. But if a player erroneously calls the
second card incorrectly, such as “8-6” when actually holding an 8-7, no penalty
applies.) If you miscall your hand and cause another player to foul his or her
hand, your hand is dead. If both hands remain intact, the best hand wins. If a
miscalled hand occurs in a multihanded pot, the miscalled hand is dead, and the
best remaining hand wins the pot. For your own protection, always hold your
hand until you see your opponent’s cards.
16. Any player spreading a hand
with a pair in it must announce "pair" or risk losing the pot
if it causes any other player to foul a hand. If two or more hands remain
intact, the best hand wins the pot.
ACE-TO-FIVE LOWBALL
In ace-to-five lowball,
the best hand is any 5-4-3-2-A. Straights and flushes do not count against your
hand.
1. If a joker is used, it becomes the lowest
card not present in your hand. The joker is assumed to be in use unless the
contrary is posted.
2. In limit play, check-raise is not permitted
(unless the players are alerted that it is allowed).
3. In limit ace-to-five lowball, before the draw,
an exposed card of seven or under must be taken, and an exposed card higher
than a seven must be replaced after the deal has been completed. This first
exposed card is used as the burncard. [See “Section 16 – Explanations,”
discussion #8, for more information on this rule.]
4. In limit play, the “sevens rule” is assumed
to be in use (the players should be alerted if it is not). If you check a seven
or better and it is the best hand, all action after the draw is void, and you
cannot win any money on any subsequent bets. You are still eligible to win
whatever existed in the pot before the draw if you have the best hand. If you
check a seven or better and the hand is beaten, you lose the pot and any
additional calls you make. If there is an all-in bet after the draw that is
less than half a bet, a seven or better may just call and win that bet.
However, if another player overcalls this short bet and loses, the person who
overcalls receives the bet back. If the seven or better completes to a full
bet, this fulfills all obligations.
In deuce-to-seven lowball (sometimes known as Kansas City lowball), in
most respects, the worst conventional poker hand wins. Straights and flushes
count against you, crippling the value of a hand. The ace is used only as a
high card. Therefore, the best hand is 7-5-4-3-2, not all of the same suit. The
hand 5‑4‑3‑2‑A is not considered to be a straight, but
an ace-5 high, so it beats other ace-high hands and pairs, but loses to
king-high. A pair of aces is the highest pair, so it loses to any other pair.
The rules for
deuce-to-seven lowball are the same as those for ace-to-five lowball, except
for the following differences:
1. The best hand is 7-5-4-3-2 of at least two
different suits. Straights and flushes count against you, and aces are
considered high only.
2. Before the draw, an exposed card of 7, 5, 4,
3, or, 2 must be taken. Any other exposed card must be replaced (including a
6).
3. Check-raise is allowed on any hand after the
draw, and a seven or better is not required to bet.
NO-LIMIT AND POT-LIMIT LOWBALL
1. All the rules for no-limit and
pot-limit poker (see Section 14 - No-limit and Pot-limit) apply to no-limit and
pot-limit lowball. All other lowball rules apply, except as noted.
2.
A player is not entitled to know that an opponent does not hold the best
possible hand, so these rules for exposed cards before the draw apply:
(a) In ace-to-five lowball, a player must take an
exposed card of A, 2, 3, 4, or 5, and any other card must be replaced.
(b) In deuce-to-seven lowball, the player must take an exposed card of 2, 3, 4, 5, or 7, and any other card
including a 6 must be replaced.
3.
After the draw, any exposed card must be replaced.
4. After the draw, a player may check any hand
without penalty (The sevens rule is not used).
5. Check-raise is allowed.
There are two betting rounds, one before the draw
and one after the draw. The game is played with a button and an ante. Players
in turn may check, open for the minimum, or open with a raise. After the first
betting round the players have the opportunity to draw new cards to replace the
ones they discard. Action after the draw starts with the opener, or next player
proceeding clockwise if the opener has folded. The betting limit after the draw
is twice the amount of the betting limit before the draw. Some draw high games
allow a player to open on anything; others require the opener to have a pair of
jacks or better.
RULES OF DRAW HIGH
1. A maximum of a bet and four raises is
permitted in multihanded pots. [See “Section 16 – Explanations,” discussion #6,
for more information on this rule.]
2. Check-raise is permitted both before and
after the draw.
3. Any card that is exposed by the dealer
before the draw must be kept.
4. Five cards constitute a playing hand. Less
than five cards for a player (other than the button) before action has been
taken is a misdeal. If action has been taken, a player with fewer than five
cards may draw the number of cards necessary to complete a five-card hand. The button
may receive the fifth card even if action has taken place. More or fewer than
five cards after the draw constitutes a fouled hand.
5. A player may draw up to four consecutive
cards. If a player wishes to draw five new cards, four are dealt right away,
and the fifth card after everyone else has drawn cards. If the last player
wishes to draw five new cards, four are dealt right away, and a card is burned
before the player receives a fifth card. [See “Section 16 – Explanations,”
discussion #9, for more information about this rule.]
6. You may change the number of cards you wish
to draw, provided:
(a) No cards have been dealt off the deck in
response to your request (including the burncard).
(b) No player
has acted, in either the betting or indicating the number of cards to be drawn,
based on the number of cards you have requested.
7. If you are asked how many cards you drew by
another active player, you are obligated to respond until there has been action
after the draw, and the dealer is also obligated to respond. Once there is any
action after the draw, you are no longer obliged to respond and the dealer
cannot respond.
8. On the draw, an exposed card
cannot be taken. The draw is completed to each player in order, and then the
exposed card is replaced.
9. Rapping the table in turn constitutes either
a pass or the declaration of a pat hand that does not want to draw any cards,
depending on the situation. A player who indicates a pat hand by rapping the
table, not knowing the pot has been raised, may still play his or her hand.
10. You may not change your seat between hands
when there are multiple antes or forfeited money in the pot.
11. You have the right to pay the ante (whether
single or multiple) at any time and receive a hand, unless there is any additional
money in the pot that has been forfeited during a hand in which you were not
involved.
12. If the pot has been declared open by an all-in
player playing for just the antes, all callers must come in for the full
opening bet.
13. If you have only a full ante and no other
chips on the table, you may play for just the antes. If no one opens and there
is another ante, you may still play for that part of the antes that you have
matched, without putting in any more money.
JACKS-OR-BETTER
1. A pair of jacks or better is required to
open the pot. If no player opens the pot, the button moves forward and each
player must ante again, unless the limit of antes has been reached for that
particular game. (Most games allow three consecutive deals before anteing stops.)
2. If the opener should show false openers
before the draw, any other active player has the opportunity to declare the pot
opened. However, any player who originally passed openers is not eligible to
declare the pot open. The false opener has a dead hand and the opening bet
stays in the pot. Any other bet placed in the pot by the opener may be
withdrawn, provided the action before the draw is not completed. If no other
player declares the pot open, all bets are returned except the opener’s first
bet. The first bet and antes will remain in the pot, and all players who were
involved in that hand are entitled to play the next hand after anteing again.
3. Any player who has legally declared the pot
opened must prove openers in order to win the pot.
4. In all cases, the pot will play (even if the
opener shows or declares a fouled hand) if there has been a raise, two or more
players call the opening bet, or all action is completed before the draw.
5. Even if you are all in for just the ante (or
part of the ante), you may declare the pot open if you have openers. If you are
all in and falsely declare the pot open, you will lose the ante money and may
not continue to play on any subsequent deals until a winner is determined. Even
if you buy in again, you must wait until the pot has been legally opened and
someone else has won it before you can resume playing.
6. Once action has been completed before the
draw, the opener may not withdraw any bets, whether or not the hand contains
openers.
7. An opener may be allowed to retrieve a
discarded hand to prove openers, at management’s discretion.
8. Any player may request that the opener
retain the opening hand and show it after the winner of the pot has been
determined.
9. You may split openers, but you must declare
that you are splitting and place all discards under a chip to be exposed by the
dealer after the completion of the hand. If you declare that you are splitting
openers, but it is determined that you could not possibly have had openers when
your final hand is compared with your discards, you will lose the pot.
10. You are not splitting openers if you retain
openers. If you begin with the ace, joker, king, queen of spades, and the ten
of clubs, you are not splitting if you throw the ten of clubs away. You are
breaking a straight to draw to a royal flush, and in doing so, you have
retained openers (ace-joker for two aces).
11. After the draw, if you call the opener’s bet
and cannot beat openers, you will not get your bet back. (You have received
information about opener’s hand that is not free.)
1. The players will be alerted as to whether
the joker is in use.
2. The joker may be used only as an ace, or to
complete a straight, flush, or straight flush. (Thus it is not a completely
wild card.)
3. If the joker is used to make a flush, it will be the highest card
of the flush not present in the hand.
4. Five aces is the best possible hand (four
aces and joker).
To kill a pot means to post an overblind that
increases the betting limit. A full kill is double the amount of the big blind,
and doubles the betting limits. A half kill is one-and-a-half times the big
blind, and increases the betting limits by that amount. A kill may be optional
in a game, and is often used at lowball when a player wants to be dealt in
right away instead of waiting to take the big blind. A kill may be required in
a game for any time a specified event takes place. In high-low split games
using a required kill, a player who scoops a pot bigger than a set size must
kill the next pot. In other games using a required kill, a player who wins two
consecutive pots must kill the next pot. In this type of kill game, a marker
called a “kill button” indicates which player has won the pot, and the winner
keeps this marker until the next hand is completed. If the player who has the
kill button wins a second consecutive pot and it qualifies monetarily, that
player must kill the next pot.
1. The kill button is neutral
(belonging to no player) if:
(a) It is the first hand of a new game.
(b) The winner of the previous pot has quit the
game.
(c) The previous pot was split and neither
player had the kill button.
2. In a kill pot, the killer acts in proper
turn (after the person on the immediate right).
3. There is no pot-size
requirement for the first pot or "leg" of a kill. For the second
"leg" to qualify for a kill, you must win at least one full bet for
whatever limit you are playing, and it cannot be any part of the blind
structure.
4. If a player with one "leg
up" splits the next pot, that player still has a "leg up" for
the next hand. If the player who split the pot was the kill in the previous
hand, then that player must also kill the next pot.
5. A person who leaves the table
with a “leg up” toward a kill still has a “leg up” upon returning to the game.
6. A player who is required to
post a kill must do so that same hand even if wishing to quit or be dealt out.
A player who fails to post a required kill blind will not be allowed to
participate in any game until the kill money is posted.
7. Kill blinds are considered
part of the pot. If a player with a required kill wins again, then that player
must kill it again (for the same amount as the previous hand).
8. When a player wins both the high and the low
pot (“scoops”) in a split-pot game with a kill provision, the next hand will be
killed only if the pot is at least five times the size of the upper limit of
the game.
9. If you are unaware that the
pot has been killed and put in a lesser amount, If it is a required kill pot
with the kill button faceup, you must put in the correct amount. If not, you
may withdraw the chips and reconsider your action.
10. In lowball, an optional rule is allowing
players to look at their first two cards and then opt whether to kill the pot.
The pot may no longer be killed if any player in the game has received a third
card. In order to kill the pot voluntarily, you must have at least four times
the amount of the kill blind in your stack. For example: If the big blind is
two chips, and the kill blind is four chips, the voluntary killer must have at
least 16 chips prior to posting the kill. If this rule is used, it is in
conjunction with having the killer act last on the first betting round rather
than in proper order.
11. Only one kill is allowed per deal.
12. A new player is not entitled to play in a killed pot, but may do so
by agreeing to kill the next pot.
13. Broken game status is allowed only for players
of the same limit and game type. For this purpose, a game with a required kill
is considered a different type of game than an otherwise similar game without a
required kill.
SECTION 14 - NO
LIMIT AND POT-LIMIT
A no-limit or pot-limit
betting structure for a game gives it a different character from limit poker,
requiring a separate set of rules in many situations. All the rules for limit
games apply to no-limit and pot-limit games, except as noted in this section.
No-limit means that the amount of a wager is limited only by the table stakes
rule, so any part or all of a player’s chips may be wagered. The rules of
no-limit play also apply to pot-limit play, except that a bet may not exceed
the pot size. For those rules that apply only to no-limit and pot-limit
lowball, see the sub-section at the end of “Section 11 – Lowball.”
1. The number of raises in any betting round is
unlimited.
2. All bets must be at least equal to the
minimum bring-in, unless the player is going all-in. (A straddle bet sets a new
minimum bring-in, and is not treated as a raise.)
3. All
raises must be equal to or greater than the size of the previous bet or raise
on that betting round, except for an all-in wager. A player who has already
checked or called may not subsequently raise an all-in bet that is less than
the full size of the last bet or raise. (The half-the-size rule for reopening
the betting is for limit poker only.)
Example: Player
A bets $100 and Player B raises $100 more, making the total bet $200. If Player
C goes all in for less than $300 total (not a full $100 raise), and Player A
calls, then Player B has no option to raise again, because he wasn’t fully
raised. (Player A could have raised, because Player B raised.)
4. At non-tournament play, a player who says
"raise" is allowed to continue putting chips into the pot with more
than one move; the wager is assumed complete when the player’s hands come to
rest outside the pot area. (This rule is used because no-limit play may require
a large number of chips be put into the pot.) In tournament play, the TDA rules
require that the player either use a verbal statement giving the amount of the
raise or put the chips into the pot in a single motion, to avoid making a
string-bet.
5. A wager is not binding until the chips are
actually released into the pot, unless the player has made a verbal statement
of action.
6. If there is a discrepancy between a player's
verbal statement and the amount put into the pot, the bet will be corrected to
the verbal statement.
7. If a call is short due to a counting error,
the amount must be corrected, even if the bettor has shown down a superior
hand.
8. Because
the amount of a wager at big-bet poker has such a wide range, a player who has
taken action based on a gross misunderstanding of the amount wagered needs some
protection. A bettor should not show down a hand until the amount put into the
pot for a call seems reasonably correct, or it is obvious that the caller
understands the amount wagered. The decision-maker is allowed considerable
discretion in ruling on this type of situation. A possible rule-of-thumb is to disallow
any claim of not understanding the amount wagered if the caller has put eighty
percent or more of that amount into the pot.
Example: On the
end, a player puts a $500 chip into the pot and says softly, “Four hundred.”
The opponent puts a $100 chip into the pot and says, “Call.” The bettor
immediately shows the hand. The dealer says, “He bet four hundred.” The caller
says, “Oh, I thought he bet a hundred.” In this case, the recommended ruling
normally is that the bettor had an obligation to not show the hand when the
amount put into the pot was obviously short, and the “call” can be retracted.
Note that the character of each player can be a factor. (Unfortunately,
situations can arise at big-bet poker that are not so clear-cut as this.)
9. A bet of a single chip or bill without
comment is considered to be the full amount of the chip or bill allowed.
However, a player acting on a previous bet with a larger denomination chip or
bill is calling the previous bet unless this player makes a verbal declaration to
raise the pot. (This includes acting on the forced bet of the big blind.)
10. If a player tries to bet or raise less than
the legal minimum and has more chips, the wager must be increased to the proper
size. (This does not apply to a player who has unintentionally put too much in
to call.) The wager is brought up to the sufficient amount only, no greater
size.
11. All wagers may be required to be in the same
denomination of chip (or larger) used for the minimum bring-in, even if smaller
chips are used in the blind structure. If this is done, the smaller chips do
not play except in quantity, even when going all-in.
12. In non-tournament games, one
optional live straddle is allowed. The player who posts the straddle has last
action for the first round of betting and is allowed to raise. To straddle, a
player must be on the immediate left of the big blind, and must post an amount
twice the size of the big blind.
13. In all no-limit and pot-limit
games, the house has the right to place a maximum time limit for taking action
on your hand. The clock may be put on someone by the dealer as directed by a
floorperson, if a player requests it. If the clock is put on you when you are
facing a bet, you will have one additional minute to act on your hand. You will
have a ten-second warning, after which your hand is dead if you have not acted.
14. The cardroom does not condone
"insurance" or any other “proposition” wagers. The management will
decline to make decisions in such matters, and the pot will be awarded to the
best hand. Players are asked to refrain from instigating proposition wagers in
any form. The players are allowed to agree to deal twice (or three times) when
someone is all-in. “Dealing twice” means the pot is divided in two, with each
portion being dealt for separately.
1. If a wager is made that exceeds the pot size, the surplus will be
given back to the bettor as soon as possible, and the amount will be reduced to
the maximum allowable.
2. The dealer or any player in the game can and should call
attention to a wager that appears to exceed the pot size (this also applies to
heads-up pots). The oversize wager may be corrected at any point until all
players have acted on it.
3. If an oversize wager has stood for a length of time with someone
considering what action to take, that person has had to act on a wager that was
thought to be a certain size. If the player then decides to call or raise, and
attention is called at this late point to whether this is an allowable amount,
the floorperson may rule that the oversize amount must stand (especially if the
person now trying to reduce the amount is the person that made the wager).
4. The maximum amount a player can raise is the
amount in the pot after the call is made. Therefore, if a pot is $100, and
someone makes a $50 bet, the next player can call $50 and raise the pot $200,
for a total wager of $250.
5. In pot-limit play, it is advisable in many
structures to round off the pot size upward to produce a faster pace of play.
This is done by treating any odd amount as the next larger size. For example,
if the pot size was being kept track of with $25 units, then a pot size of $80
would be treated as a pot size of $100.
6. In pot-limit hold’em and
pot-limit Omaha, many structures treat the little blind as if it were the same
size of the big blind in computing pot size. In such a structure, a player can
open for a maximum of four times the size of the big blind. For example, if the
blinds are $5 and $10, a player may open with a raise to $40. (The range of
options is to either open with a call of $10, or raise in increments of five
dollars to any amount from $20 to $40.) Subsequent players also treat the $5 as
if it were $10 in computing the pot size, until the big blind is through acting
on the first betting round.
7. In pot-limit, if a chip or a bill larger
than the pot size is put into the pot without comment, it is considered to be a
bet of the pot size.
SECTION
15 - TOURNAMENTS
By participating in any
tournament, you agree to abide by the rules and behave in a courteous manner. A
violator may be verbally warned, suspended from play for a specified length of
time, or disqualified from the tournament. Chips from a disqualified
participant will be removed from play.
1. Whenever possible, all rules are the same
as those that apply to live games.
2. Initial seating is determined by random draw
or assignment. (For a one-table satellite event, cards to determine seating may
be left faceup so the earlier entrants can pick their seat, since the button is
assigned randomly.)
3. The appropriate starting amount of chips
will be placed on the table for each paid entrant at the beginning of the
event, whether the person is present or not. Absent players will be dealt in,
and all chips necessary for antes and blinds will be put into the pot.
4. If a paid entrant is absent at the start of
an event, at some point an effort will be made to locate and contact the
player. If the player requests the chips be left in place until arrival, the
request will be honored. If the player is unable to be contacted, the chips may
be removed from play at the discretion of the director anytime after a new
betting level is begun or a half-hour has elapsed, whichever occurs first.
5. A starting stack of chips may be placed in a
seat to accommodate late entrants (so all antes and blinds have been
appropriately paid). An unsold seat will have such a stack removed at a time
left to the discretion of the director.
6. Limits and blinds are raised at regularly
scheduled intervals.
7. If there is a signal designating the end of
a betting level, the new limits apply on the next deal. (A deal begins with the
first riffle of the shuffle.)
8. The lowest denomination of chip in play will
be removed from the table when it is no longer needed in the blind or ante
structure. All lower-denomination chips that are of sufficient quantity for a
new chip will be changed up directly. The method for removal of odd chips is to
deal one card to a player for each odd chip possessed. Cards are dealt
clockwise starting with the 1-seat, with each player receiving all cards before
any cards are dealt to the next player. The player with the highest card by
suit gets enough odd chips to exchange for one new chip, the second-highest
card gets to exchange for the next chip, and so forth, until all the
lower-denomination chips are exchanged. A player may not be eliminated from the
event by the chip-change process. If a player has no chips after the race has
been held, he will be given a chip of the higher denomination before anyone
else is awarded a chip. If an odd number of lower-denomination chips are left
after this process, the player with the highest card remaining will receive a
new chip if he has half or more of the quantity of lower-denomination chips
needed, otherwise nothing.
9. An absent player is always dealt a hand, and
will be put up for blinds, antes, and the forced bet if low.
10. A player must be present at the table to stop
the action by calling “time.”
11. A player must be at the table by the time all
players have their complete starting hands in order to have a live hand for
that deal. (The dealer has been instructed to kill the hands of all absent
players immediately after dealing each player a starting hand.)
12. As players are eliminated, tables are broken
in a pre-set order, with players from the broken tables assigned to empty seats
at other tables.
13. A change of seat is not allowed after play
starts, except as assigned by the director.
14. In button games, if a player is needed to move from a table to balance tables, the player due for the big blind will be automatically selected to move, and will be given the earliest seat due for the big blind if more than one seat is open.
15. New players are dealt in immediately and take over the obligations of that position, including the small blind or button position.
16. The number of players at each table will be
kept reasonably balanced by the transfer of a player as needed. With more than
six tables, table size will be kept within two players. With six tables or less,
table size will be kept within one player.
17. In all events, there is a redraw for seating
when the field is reduced to three tables, two tables, and one table.
(Redrawing at three tables is not mandatory in small tournaments with only four
or five starting tables.)
18. A player who declares all in and loses the
pot, then discovers that one or more chips were hidden, is not entitled to
benefit from this. That player is eliminated from the tournament if the
opponent had sufficient chips to cover the hidden ones (A rebuy is okay if
allowable by the rules of that event). If another deal has not yet started, the
director may rule the chips belong to the opponent who won that pot, if that
obviously would have happened with the chips out in plain view. If the next
deal has started, the discovered chips are removed from the tournament.
19. If a player lacks sufficient chips for a blind
or a forced bet, the player is entitled to get action on whatever amount of
money remains. A player who posts a short blind and wins does not need to make
up the blind.
20. All players must leave their seat immediately
after being eliminated from an event.
21. Showing cards from a live hand during the
action injures the rights of other players still competing in an event, who wish
to see contestants eliminated. A player may not show any cards during a deal
(unless the event has only two remaining players). If a player deliberately
shows a card, the player may be penalized (but his hand will not be ruled
dead). Verbally stating one’s hand during the play may be penalized.
22. The limit on raises is also applied to
heads-up situations (except the last two players in a tournament are exempted
from a limitation on raises).
23. At pot-limit
and no-limit play, the player must either use a verbal statement giving the
amount of the raise or put the chips into the pot in a single motion.
Otherwise, it is a string bet.
24.
Non-tournament chips are not allowed on the table.
25. Higher-denomination chips must be placed where
they are easily visible to all other players at the table.
26. All tournament chips must remain visible on
the table throughout the event. Chips taken off the table or pocketed will be
removed from the event, and a player who is caught doing this may be
disqualified.
27. Inappropriate behavior like throwing cards
that go off the table may be punished with a penalty such as being dealt out
for a length of time. A severe infraction such as abusive or disruptive
behavior may be punished by eviction from the tournament.
28. The deck is not changed on request. Decks
change when the dealers change, unless there is a damaged card.
29. In all tournament games using a dealer button,
the starting position of the button is determined by the players drawing for
the high card.
30. The dealer button remains in position until the appropriate blinds are taken. Players must post all blinds every round. Because of this, last action may be given to the same player for two consecutive hands by the use of a “dead button.” [See “Section 16 – Explanations,” discussion #1, for more information on this rule.]
31. In heads-up play with two blinds, the small
blind is on the button.
32. At stud, if a downcard on the initial hand is
dealt faceup, a misdeal is called.
33. If a player announces the intent to rebuy
before cards are dealt, that player is playing behind and is obligated to make
the rebuy.
34. All hands will be turned faceup whenever a
player is all-in and betting action is complete.
35. If two (or more) players go broke during the
same hand, the player starting the hand with the larger amount of money
finishes in the higher tournament place for prize money and any other award.
36. Management is not required to rule on any
private deals, side bets, or redistribution of the prize pool among finalists.
37. Private agreements by remaining players in an
event regarding distribution of the prize pool are not condoned. (However, if
such an agreement is made, the director has the option of ensuring that it is
carried out by paying those amounts.) Any private agreement that excludes one
or more active competitors is improper by definition.
38. A tournament event is expected to be played
until completion. A private agreement that removes all prize money from being
at stake in the competition is unethical.
39. Management retains the right to cancel any
event, or alter it in a manner fair to the players.
SECTION
16 - EXPLANATIONS
1. The only place in this set of
rules that an alternative is mentioned other than in this section is in the
method of button and blind placement. That rule (the first rule in “Section 4 –
Button and Blind Use”) is repeated below for convenience.
“Each round all
participating players must get an opportunity for the button, and meet the
total amount of the blind obligations. Either of the following methods of
button and blind placement may be designated to do this:
(a) Moving button – The button
always moves forward to the next player and the blinds adjust accordingly.
There may be more than one big blind.
(b) Dead button – The big blind is
posted by the player due for it, and the small blind and button are positioned
accordingly, even if this means the small blind or the button is placed in
front of an empty seat, giving the same player the privilege of last action on
consecutive hands.”
Poker tradition has a lot to do
with the fact that both of these methods are in widespread use, but neither
method is superior in all situations. The moving button makes sure no player
gets the advantage of last action twice on a round (a big advantage at no-limit
or pot-limit play). On the other hand, a player may get to post a blind when on
the button, which is more advantageous than posting in front of the button. The
moving button creates a situation where two big blinds may be posted on a deal,
which speeds up the action. At tournament play this speed-up can be
undesirable, as when dealing is being done hand-for-hand to balance the pace of
play between two remaining tables. A cardroom may either decide for the sake of
simplicity to use only one method, or decide to tailor the method to the game
and situation.
2. The
rules given for rectifying a hold’em situation where the dealer has dealt the flop or another boardcard before all the
betting action on a round are inferior, because the dealer is told to not burn
a card on a redeal. Since the “no burn” rule is so common, there was no choice
but to use it here. But at some point it would be good for poker for some major
cardrooms to get together and agree to use the better rule, or a gaming
commission to require the better rule be used. Here is the rules in question
(the third rule and fourth rule in “Section 5 – Hold’em”).
“If the cards are
prematurely flopped before the betting is complete, or if the flop contains too
many cards, the boardcards are mixed with the remainder of the deck. The
burncard remains on the table. After shuffling, the dealer cuts the deck and
deals a new flop without burning a card.”
“If the dealer
turns the fourth card on the board before the betting round is complete, the
card is taken out of play for that round, even if subsequent players elect to
fold. The betting is then completed. The dealer burns and turns what would have
been the fifth card in the fourth card’s place. After this round of betting,
the dealer reshuffles the deck, including the card that was taken out of play,
but not including the burncards or discards. The dealer then cuts the deck and
turns the final card without burning a card. (If the fifth card is turned up
prematurely, the deck is reshuffled and dealt in the same manner.)”
The portion of
this rule saying the dealer does not burn a card on the redeal is misguided. It
is much harder for the dealer to control the card to be dealt if a burn is
required. The applicable sentence in the rule should read, “The dealer then
cuts the deck, burns a card, and turns the final card.”
3. Rule seven in “Section 4 – Button and Blind Use” says, “A new
player cannot be dealt in between the big blind and the button. Blinds may not
be made up between the big blind and the button. You must wait until the button
passes.” This rule is standard practice, but allowing a new player or player
making up blinds to come in between the blinds is better (if dealers are
trained how to handle the resulting situations), because it gets players eager
to join or rejoin the game into action faster.
4. Most poker rule sets say you have a dead hand at the showdown if
you do not have the proper number of cards for that game. At stud, this rule is
too strict. An inexperienced player sometimes does not pay sufficient attention
to the final card when holding a big hand like a flush or full house (where
improvement is neither likely to happen nor be needed), and fails to protect
that card. If the dealer erroneously puts that final card into the muck after the
player fails to take it in, the rules should give the decision-maker an option
to rule such a hand live. Rule 18 in “Section 8 – Seven-card Stud” reads as
below:
“A hand with more than seven cards is dead. A
hand with less than seven cards at the showdown is dead, except any player
missing a seventh card may have the hand ruled live.”
5. This rulebook requires all cash
to be changed into chips. In some cardrooms this can be a bit impractical for
various reasons. If the cardroom chooses to allow cash, only $100 bills should
be permitted.
6. Most poker rulebooks follow the
usual California practice in multihanded pots at limit poker of allowing a bet
and six raises for lowball and draw high. The number of allowable raises for
those games is given in this rulebook as a bet and four raises because this
cuts down on the effect of collusion between players, and more raises than four
are hardly ever needed to define the strength of two hands when another player
is calling.
7. Lowball has historically had
less stringent demands on the order of cards or acceptability of exposed cards
than in most other poker forms. This rulebook follows the modern trend at
lowball regarding misdeals of requiring the cards to be dealt facedown and in
proper order.
8. At ace-to-five limit lowball,
an exposed card rule used less often, but probably a superior rule, is to not
let a player take an exposed six or seven (the rule for no-limit ace-to-five
lowball). If a player gets to keep only a card that might make a perfect hand,
having a card exposed is less advantageous, and the opponent must reckon with
the possibility of a perfect hand.
9. At lowball
and draw high, some rule sets allow a player to draw five consecutive cards.
The rule used here disallowing this makes cheating more difficult. Our rule #10
in lowball and rule #5 in draw high says, “A player may draw up to four
consecutive cards. If a player wishes to draw five new cards, four are dealt
right away, and the fifth card after everyone else has drawn cards. If the last
player wishes to draw five new cards, four are dealt right away, and a card is
burned before the player receives a fifth card.”
GLOSSARY
ACTION: A fold, check,
call, bet, or raise. For certain situations, doing something formally connected
with the game that conveys information about your hand may also be considered
as having taken action. Examples would be showing your cards at the end of the
hand, or indicating the number of cards you are taking at draw.
AGGRESSIVE
ACTION: A wager that could enable a player to win a pot without a showdown; a
bet or raise.
ALL-IN: When you have
put all of your playable money and chips into the pot during the course of a
hand, you are said to be all-in.
ANTE: A prescribed
amount posted before the start of a hand by all players.
BET: The act of
placing a wager in turn into the pot on any betting round, or the chips put
into the pot.
BIG
BLIND: The largest regular blind in a game.
BLIND: A required bet made before any cards are
dealt.
BLIND
GAME: A game which utilizes a blind.
BOARD:
(1)
The board on which a waiting list is kept for players wanting seats in specific
games. (2) Cards faceup on the table
common to each of the hands.
BOARDCARD: A community card in the center of the table,
as in hold’em or Omaha.
BOXED
CARD: A card that appears faceup in the deck where all other cards are
facedown.
BROKEN
GAME: A game no longer in action.
BURNCARD: After the
initial round of cards is dealt, the first card off the deck in each round that
is placed under a chip in the pot, for security purposes. To do so is to burn
the card; the card itself is called the burncard.
BUTTON: A player who is
in the designated dealer position. See dealer button.
BUTTON
GAMES: Games in which a dealer button is used.
BUY-IN: The minimum
amount of money required to enter any game.
CALIFORNIA
LOWBALL: Ace-to-five lowball with a joker.
CARDS
SPEAK: The face value of a hand in a showdown is the true value of the hand,
regardless of a verbal announcement.
CAPPED: Describes the
situation in limit poker in which the maximum number of raises on the betting
round have been reached.
CHECK:
To
waive the right to initiate the betting in a round, but to retain the right to
act if another player initiates the betting.
CHECK-RAISE: To waive the
right to bet until a bet has been made by an opponent, and then to increase the
bet by at least an equal amount when it is your turn to act.
COLLECTION: The fee charged
in a game (taken either out of the pot or from each player).
COLLECTION DROP: A fee charged
for each hand dealt.
COLOR
CHANGE: A request to change the chips from one denomination to another.
COMMON
CARD: A card dealt faceup to be used by all players at the showdown in the
games of stud poker whenever there are insufficient cards left in the deck to
deal each player a card individually.
COMMUNITY
CARDS: The cards dealt faceup in the center of the table that can be used by
all players to form their best hand in the games of hold’em and Omaha.
COMPLETE
THE BET: To increase an all-in bet or forced bet to a full bet in limit poker.
CUT: To divide the
deck into two sections in such a manner as to change the order of the cards.
CUT-CARD: Another term
for the card used to shield the bottom of the deck.
DEAD
CARD: A card that is not legally playable.
DEAD
COLLECTION BLIND: A fee posted by the player having the dealer
button, used in some games as an alternative method of seat rental.
DEAD
HAND: A hand that is not legally playable.
DEAD
MONEY: Chips that are taken into the center of the pot because they are not
considered part of a particular player’s bet.
DEAL: To give each
player cards, or put cards on the board. As used in these rules, each deal
refers to the entire process from the shuffling and dealing of cards until the
pot is awarded to the winner.
DEALER BUTTON: A flat disk
that indicates the player who would be in the dealing position for that hand
(if there were not a house dealer). Normally just called “the button.”
DEAL OFF: To take all the
blinds and the button before changing seats or leaving the table. That is,
participate through all the blind positions and the dealer position.
DEAL TWICE: When there is no
more betting, agreeing to have the rest of the cards to come determine only
half the pot, removing those cards, and dealing again for the other half of the
pot.
DECK: A set of
playing-cards. In these games, the deck consists of either:
(1) 52 cards
in seven-card stud, hold’em, and Omaha.
(2) 53 cards (including the joker), often used
in ace-to-five lowball and draw high.
DISCARD(S): In a draw game,
to throw cards out of your hand to make room for replacements, or the card(s)
thrown away; the muck.
DOWNCARDS: Cards that are
dealt facedown in a stud game.
DRAW: (1) The poker form where players
are given the opportunity to replace cards in the hand. In some places like
California, the word “draw” is used referring to draw high, and draw low is
called “lowball.” (2) The act of replacing cards in the hand. (3) The point in
the deal where replacing is done is called “the draw.”
FACECARD: A king, queen, or jack.
FIXED LIMIT: In limit poker,
any betting structure in which the amount of the bet on each particular round
is pre-set.
FLASHED CARD: A card that is
partially exposed.
FLOORPERSON: A casino
employee who seats players and makes decisions.
FLOP: In hold’em or Omaha, the three community
cards that are turned simultaneously after the first round of betting is
complete.
FLUSH: A poker hand
consisting of five cards of the same suit.
FOLD: To throw a hand away and relinquish all interest in
a pot.
FOURTH STREET: The second
upcard in seven-card stud or the first boardcard after the flop in hold’em
(also called the turn card).
FOULED HAND: A dead hand.
FORCED
BET: A required wager to start the action on the first betting round (the
normal way action begins in a stud game).
FREEROLL: A chance to win
something at no risk or cost.
FULL BUY: A buy-in of at least the minimum requirement of
chips needed for a particular game.
FULL HOUSE: A hand consisting of three of a kind and a pair.
HAND: (1) All a
player’s personal cards. (2) The five cards determining the poker ranking. (3)
A single poker deal.
HEADS-UP PLAY: Only two players involved in play.
HOLECARDS: The cards dealt
facedown to a player.
INSURANCE: A side
agreement when someone is all-in for a player in a pot to put up money that
guarantees a payoff of a set amount in case the opponent wins the pot.
JOKER: The joker is a
“partially wild card” in high draw poker and ace-to-five lowball. In high, it
is used for aces, straights, and flushes. In lowball, the joker is the lowest
unmatched rank in a hand.
KANSAS CITY LOWBALL: A form of draw
poker low also known as deuce-to-seven, in which the best hand is 7-5-4-3-2 and
straights and flushes count against you.
KICKER: The highest unpaired card that helps determine the value
of a five-card poker hand.
KILL (OR KILL BLIND): An oversize
blind, usually twice the size of the big blind and doubling the limit.
Sometimes a “half-kill” increasing the blind and limits by fifty percent is
used. A kill can be either voluntary or mandatory. The most common requirements
of a mandatory kill are for winning two pots in a row at lowball and other
games, or for scooping a pot in high-low split.
KILL
BUTTON: A button used in a lowball game to indicate a player who has won two
pots in a row and is required to kill the pot.
KILL POT: A pot with a forced kill by the winner of the two
previous pots, or the winner of an entire pot of sufficient size in a high-low
split game. (Some pots can be voluntarily killed.)
LEG UP: Being in a situation equivalent to
having won the previous pot, and thus liable to have to kill the following pot
if you win the current pot.
LIVE BLIND: A blind bet
giving a player the option of raising if no one else has raised.
LIST: The ordered
roster of players waiting for a game.
LOCK-UP: A chip marker
that holds a seat for a player.
LOWBALL: A draw game
where the lowest hand wins.
LOWCARD: At seven-card stud, the lowest
upcard, which is required to bet.
MISCALL: An incorrect
verbal declaration of the ranking of a hand.
MISDEAL: A mistake on
the dealing of a hand which causes the cards to be reshuffled and a new hand to
be dealt.
MISSED
BLIND: A required bet that is not posted when it is your turn to do so.
MUCK: (1) The pile of discards
gathered facedown in the center of the table by the dealer. (2) To discard a
hand.
MUST-MOVE: In order to
protect the main game, a situation where the players of a second game must move
into the first game as openings occur.
NO-LIMIT:
A
betting structure where players are allowed to wager any or all of their chips
in one bet.
OPENER: The player who made the first voluntary bet.
OPENER
BUTTON: A button used to indicate who opened a particular pot in a draw game.
OPENERS: In jacks-or-better draw, the cards
held by the player who opens the pot that show the hand qualifies to be opened.
Example: You are first to bet and have a pair of kings; the kings are called
your openers.
OPTION: The choice to
raise a bet given to a player with a blind.
OVERBLIND: Also called
oversize blind. A blind used in some pots that is bigger than the regular big
blind, and usually increases the stakes proportionally.
PASS: (1) Decline to bet. In a
pass-and-out game, this differs from a check, because a player who passes must
fold. (2) Decline to call a wager, at which point you must discard your hand
and have no further interest in the pot.
PAT: Not drawing any cards in a draw game.
PLAY BEHIND: Have chips in
play that are not in front of you (allowed only when waiting for chips that are
already purchased). This differs from table stakes.
PLAY THE BOARD: Using all five
community cards for your hand in hold’em.
PLAY OVER: To play in a
seat when the occupant is absent.
PLAYOVER BOX: A clear plastic
box used to cover and protect the chips of an absent player when someone plays
over that seat.
POSITION: (1) The
relation of a player’s seat to the blinds or the button. (2) The order of
acting on a betting round or deal.
POT-LIMIT: The betting
structure of a game in which you are allowed to bet up to the amount of the
pot.
POTTING OUT: Agreeing with
another player to take money out of a pot, often to buy food, cigarettes, or
drinks, or to make side bets.
PROPOSITION
BETS: Side bets between players that are not related to the outcome of the
hand.
PROTECTED
HAND: A hand of cards that the player is physically holding, or has topped
with a chip or some other object to prevent a fouled hand.
PUSH: When a new dealer replaces an
existing dealer at a particular table.
PUSHING BETS: The situation
in which two or more players make an agreement to return bets to each other
when one of them wins a pot in which the other or others play. Also called
saving bets.
RACK: (1) A container in which chips are
stored while being transported. (2) A tray in front of the dealer, used to hold
chips and cards.
RAISE: To increase the amount of a previous wager. This
increase must meet certain specifications, depending on the game, to reopen the
betting and count toward a limit on the number of raises allowed.
RERAISE: To raise
someone’s raise.
SAVING
BETS: Same as pushing bets.
SCOOP: To win both the
high and the low portions of a pot in a split-pot game.
SCRAMBLE: A facedown
mixing of the cards.
SETUP: Two suited
decks, each with different colored backs, to replace the current decks in a
game.
SIDE
POT: A separate pot formed when one or more players are all in.
SHORT
BUY: A buy-in that is less than the required minimum buy-in.
SHOWDOWN: The final act
of determining the winner of the pot after all betting has been completed.
SHUFFLE: The act of
mixing the cards before a hand.
SMALL
BLIND: In a game with multiple blind bets, the smallest blind.
SPLIT POT: A pot that is divided
among players, either because of a tie for the best hand or by agreement prior
to the showdown.
SPLITTING
BLINDS: When no one
else has entered the pot, an agreement between the big blind and small blind to
each take back their blind bets instead of playing the deal (chopping).
SPLITTING
OPENERS: In high draw jacks-or-better poker, dividing openers in hopes of making a
different type of hand. Example: You open the pot with a pair of aces. One of
your aces is a spade, as are the three other cards in the hand. If you throw
away the non-spade ace to go for the flush, you announce to the table,
“Splitting openers.”
STACK: Chips in front
of a player.
STRADDLE: An additional
blind bet placed after the forced blinds, usually double the big blind in size
or in lowball, a multiple blind game.
STRAIGHT: Five cards in
consecutive rank.
STRAIGHT
FLUSH: Five cards in consecutive rank of the same suit.
STREET: Cards dealt on
a particular round in stud games. For instance, the fourth card in a player’s
hand is often known as fourth street, the sixth card as sixth street, and so
on.
STRING
RAISE: A bet made in more than one motion, without the declaration of a raise
(not allowed).
STUB: The portion of
the deck which has not been dealt.
SUPERVISOR: A cardroom
employee qualified to make rulings, such as a floorperson, shift supervisor, or
the cardroom manager.
TABLE
STAKES: (1) The amount of money you have on the table. This is the maximum amount
that you can lose or that anyone can win from you on any one hand. (2) The
requirement that players can wager only the money in front of them at the start
of a hand, and can only buy more chips between hands.
“TIME”: An expression
used to stop the action on a hand. Equivalent to “Hold it.”
TIME
COLLECTION: A fee for a seat rental, paid in advance.
TOURNAMENT: A poker
competition, normally with an entry fee and prizes.
TURNCARD: The fourth
street card in hold'em or Omaha.
UPCARDS: Cards that are
dealt faceup for opponents to see in stud games.
WAGER: (1) To bet or
raise. (2) The chips used for betting or raising.
CHANGES MADE BY THIS CARDROOM
Here are the amendments, additions,
and clarifications to these rules made by our cardroom.