“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 general philosophy
used in this rulebook is to make the rules sufficiently detailed so a decision-maker
will know what the proper ruling is in each situation. A rule should do
more than produce the right ruling. It should be stated so the decision-maker
can refer to specific language in the rulebook, to have the ruling is accepted
as correct.
The author has
strongly supported uniform poker rules, and applauds the work done in this
direction by the Tournament Director's Association (TDA). Nearly 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.
SECTION
1 - PROPER BEHAVIOR
CONDUCT
CODE
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 violators. The
following are 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.
POKER
ETIQUETTE
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. Revealing
the contents of a folded hand before the betting is complete. Do not divulge
the contents of a hand during a deal even to someone not in the pot, so
you do not leave any possibility of the information being transmitted to
an active player.
-
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.
TOBACCO
USE (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.
-
Spitcups (bottles,
spitoons, etc.) are not permitted at the table.
-
Smoking by a guest
or spectator is not allowed.
SECTION
2 - HOUSE POLICIES
DECISION
MAKING
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,
and the time limit for a ruling request given in the previous rule has
been observed, 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.
9. A player, before
he acts, is entitled to request and receive information as to whether any
opposing hand is alive or dead, or whether a wager is of sufficient size
to reopen the betting.
PROCEDURES
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.
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
allowed on the table. All cash should be changed into chips in order to
play. If a player seems unaware of this rule and tries 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 cardroom are not permitted on the
table, do not play in the game, and when found will be treated similarly
to unnoticed cash. [See Section 16 – “Explanations,” discussion #5, for
more information on this rule.]
4. Money and chips
may be removed for security purposes when leaving the table. 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. All removed funds must be fully restored when returning
to the game.
5. 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. All games are
table stakes (except “playing behind” as given in the next rule). Only
the chips in front of a player at the start of a deal may play for that
hand, except for chips not yet received that a player has purchased. The
amount bought must be announced to the table, or only the amount of the
minimum buy-in plays. Awareness of the amount being in play for each opponent
is an important part of poker. All chips and money must be kept in plain
view.
7. "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.
8. Playing out
of a rack is not allowed.
9. Only one person
may play a hand.
10. No one is
allowed to play another player's chips.
11. Permission
is required before taking a seat in a game.
12. Playing over
without permission from the floorperson is not allowed. A playover box
is required. Permission from the absent player is not necessary.
13. Pushing bets
(“saving” or “potting out”) is not allowed.
14. Pushing an
ante or posting for another person is not allowed.
15. 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.
16. Insurance
propositions are not allowed. Dealing twice (or three times) when all-in
is permitted at big-bet poker.
17. The game's
betting limit will not be changed if two or more players object. Raising
the limit is subject to management approval.
18. 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.
19. Any player
is entitled to a clear view of an opponent's chips. Higher denomination
chips should be easily visible.
20. 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.
21. 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.
22. 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.
23. Looking through
the discards or deck stub is not allowed.
24. After a deal
ends, dealers are asked to not show what card would have been dealt.
25. 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.
26. A non-player
may not sit at the table.
27. 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.
28. Speaking a
foreign language during a deal is not allowed.
SEATING
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 for a good reason, such
as to assist reading the board for a person with a vision problem.
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. 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 cannot
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.
SECTION
3 - GENERAL POKER RULES
THE
BUY-IN
1. When you enter
a game, you must make a full buy-in. At limit poker, a full buy-in 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 coming
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. Once action
begins, a misdeal cannot be called. The deal will be played, and no money
will be returned to any player whose hand is fouled. In button games, action
is considered to occur when two players after the blinds have acted on
their hands. In stud games, action is considered to occur when two players
after the forced bet have acted on their hands.
DEAD
HANDS
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 and ruled live 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 incorrect 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
any cards out of your hand onto the floor, you must still play them.
15. If the dealer
fails to burn a card or burns more than one card, the error should be corrected
if discovered before betting action has started for that round. Once action
has been taken on a boardcard, the card must stand. Whether the error is
able to be corrected or not, subsequent cards dealt should be those that
would have come if no error had occurred. For example, if two cards were
burned, one of the cards should be put back on the deck and used for the
burncard on the next round. On the last round, if there was no betting
because a player was all-in, the error should be corrected if discovered
before the pot has been awarded, provided the deck stub, boardcards, and
burncards are all sufficiently intact to determine the proper replacement
card.
16. 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.
17. If the deck
stub gets fouled for some reason, such as the dealer believing the deal
is over and dropping the deck, the deal must still be played out, and the
deck reconstituted in as fair a way as possible.
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. Any wager not
all-in must be at least the size of the previous bet or raise in that round.
6. 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 who has not yet acted (or had the betting reopened to him by another
player's action), facing an all-in wager of 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 on a $20 betting round is raising a $15 all-in
bet to $35.) Multiple all-in wagers, each of an amount too small to individually
qualify as a raise, still act as a raise and reopen the betting if the
resulting wager size to a player qualifies as a raise.
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. A
player who has called out of turn may not change his wager to a raise under
any circumstances.
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. 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.
13. A player who
bets or calls by releasing chips into the pot is bound by that action and
must make the amount of the wager correct. (This also applies right before
the showdown when putting chips into the pot causes the opponent to show
the winning hand before the full amount needed to call has been put into
the pot.) 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. At pot-limit or no-limit betting, if there is
a gross misunderstanding concerning the amount of the wager, see Section
14, Rule 8.
14. String raises
are not allowed. The dealer should enforce this string raise law without
being asked, for obvious infractions. 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. To win any part
of a pot, a player must show all of his cards faceup on the table, whether
they were used in the final hand played or not.
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 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 was eligible to
participate in the showdown, 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. Show one, show
all. Players are entitled to receive equal access to information about
the contents of another player's hand. After a deal, if cards are shown
to another player, every player at the table has a right to see those cards.
During a deal, cards that were shown to an active player who might have
a further wagering decision on that betting round must immediately be shown
to all the other players. If the player who saw the cards is not involved
in the deal, or cannot use the information in wagering, the information
should be withheld until the betting is over, so it does not affect the
normal outcome of the deal. Cards shown to a person who has no more wagering
decisions on that betting round, but might use the information on a later
betting round, should be shown to the other players at the conclusion of
that betting round. If only a portion of the hand has been shown, there
is no requirement to show any of the unseen cards. The shown cards are
treated as given in the preceding part of this rule.
7. If there is
a side pot, the winner of that pot should be decided before the main pot
is awarded. If there are multiple side pots, they are decided and awarded
by having the pot with the players starting the deal with the greatest
number of chips settled first, and so forth.
8. 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 are one or more side pots (because someone is all-in), players
are asked to aid in determining the pot winner by not showing their cards
until a pot they are in is being settled.
TIES
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 a certain structure or situation specifies
otherwise). A blind other than the big blind may be treated as dead (not
part of the poster's bet) in some structures, as when a special additional
"dead blind" for the collection is specified by a cardamom's procedure.
With two blinds, the small blind is posted by the first player 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 smallest 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. The minimum bring-in
and allowable raise sizes for the opener are specified by the poker form
used and blind amounts set for a game. They remain the same even when the
player in the blind does not have enough chips to post the full amount.
2. 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.]
3. A player posting
a blind in the game's regular structure has the option of raising the pot
at the first turn to act. Although chips posted by the big blind are considered
a bet, this option to raise is retained if someone goes all-in with a wager
of less than the minimum raise.
4. In heads-up
play with two blinds, the small blind is on the button.
5. 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.)
6. 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.
7. A person playing
over is considered a new player, and must post the amount of the big blind
or wait for the big blind.
8. 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.]
9. 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.
10. 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.
11. 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.
12. 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.)
13. 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.
14. 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.)
15. 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.
16. 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.
RULES
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 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.
3. 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.)
4. If before dealing
the flop, the dealer failed to burn a card, or burned two cards, the error
should be rectified by using the proper burncard and flop, if no boardcards
were exposed. The deck must be reshuffled if any boardcards were exposed.
5. If the dealer
fails to burn a card or burns more than one card, the error should be corrected
if discovered before betting action has started for that round. Once action
has been taken on a boardcard, the card must stand. Whether the error is
able to be corrected or not, subsequent cards dealt should be those that
would have come if no error had occurred. For example, if two cards were
burned, one of the cards should be put back on the deck and used for the
burncard on the next round. If there was no betting on a round because
a player was all-in, the error should be corrected if discovered before
the pot has been awarded.
6. If the dealer
burns and turns before a betting round is complete, the card(s) may not
be used, even if all subsequent players elect to fold. Nobody has an option
of accepting or rejecting the card. The betting is then completed, and
the error rectified in the prescribed manner for that situation.
7. If the flop
needs to be redealt for any reason, 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.]
8. A dealing error
for the fourth boardcard is rectified in a manner to least influence the
identity of the boardcards that would have been used without the error.
The dealer burns and deals what would have been the fifth card in the fourth
cards 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 deals 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.]
9. You must declare
that you are playing the board before you throw your cards away. Otherwise,
you relinquish all claim to the pot.
SECTION
6 - OMAHA
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,
using a preflop, flop, turn, and river betting rounds. At the showdown,
the entire four-card hand should be shown to receive the pot.
RULES
OF OMAHA
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. 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 is used. This means to win the low half of the pot,
a player's hand at the showdown must have five cards of different ranks
that are an eight or lower in rank. (An ace is the highest card and also
the lowest card.) If there is no qualifying hand for low, the best high
hand wins the whole pot.
SECTION
8 - SEVEN-CARD STUD
Seven-card stud is
played with a starting hand of two downcards and one upcard dealt before
the first betting round. There are then three more upcards and a final
downcard, with a betting round after each, for a total of five betting
rounds on a deal played to the showdown. The best five-card poker hand
wins the pot. In all fixed-limit games, the smaller bet is wagered for
the first two betting rounds, and the larger bet is wagered for the last
three 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.
RULES
OF SEVEN-CARD STUD
1. 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.)
2. 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).
3. The player
with the forced bet has the option of opening for a full bet.
4. If the player
with the lowcard is all-in for the ante, the person to that player's left
acts first. If the player with the lowcard has only enough chips for a
portion of the forced bet, the wager is made. All other players must enter
for at least the normal amount in that structure.
5. When the wrong
person is designated as low and bets, if the next player has not yet acted,
the action will be corrected to the real lowcard, who now must bet. The
incorrect lowcard takes back the wager. If the next hand has acted after
the incorrect lowcard wager, the wager stands, action continues from there,
and the real lowcard has no obligations.
6. 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.
7. 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.
8. 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.)
9. 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 (so the fold does not affect
who gets the cards to come).
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. 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 caller receives information about the opponent that is
not available for free.)
SECTION
9 - SEVEN-CARD STUD LOW (RAZZ)
The lowest ranking
hand wins the pot. Aces are low only, and two aces are the lowest pair.
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.
RULES
OF RAZZ
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). This means to win the low half of
the pot, a player's hand at the showdown must have five cards of different
ranks that are an eight or lower in rank. (An ace is the highest card and
also the lowest card.) If there is no qualifying hand for low, the best
high hand wins the whole pot. 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.
RULES
OF SEVEN-CARD STUD HIGH-LOW
1. All rules for
seven-card stud apply to seven-card stud high-low split, except as noted.
2. 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.
3. An ace is the
highest card and also the lowest card.
4. The low card
by suit 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 in the tie clockwise
from the dealer acts first. If the high hand is all-in, action proceeds
clockwise as if that person had checked.
5. Straights and
flushes do not affect the value of a low hand.
6. 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.
7. Splitting pots
is determined only by the cards, and not by agreement among players.
8. 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.
9. 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.”
RULES
OF LOWBALL
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. An ace is the lowest ranking card. For
hands with a pair, A-A beats 2-2. 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.
DEUCE-TO-SEVEN
LOWBALL
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.
4. After the draw,
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.
SECTION
12 - DRAW HIGH
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. The rules governing
misdeals for Hold'em and other button games will be used for draw.
4. Any card that
is exposed by the dealer before the draw must be kept.
5. 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.
6. 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.]
7. 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.
8. 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.
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. 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.
11. You may not
change your seat between hands when there are multiple antes or forfeited
money in the pot.
12. 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.
13. 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.
14. 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; 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 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.)
THE
JOKER
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).
SECTION
13 - KILL POTS
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.
RULES
OF KILL POTS
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. 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. For those rules that
apply only to no-limit and pot-limit lowball, see the sub-section at the
end of “Section 11 – Lowball.”
NO-LIMIT
RULES
1. The number of
raises in any betting round is unlimited.
2. The minimum
bet size is the amount of the minimum bring-in, unless the player is going
all-in. If the big blind does not have sufficient chips to post the required
amount, anyone who enters the pot is required to enter for the minimum
bet (unless going all-in for a lesser sum). The minimum bet remains the
same amount on all betting rounds. If a player goes all-in for an amount
that is less than the minimum bring-in, a player who wishes to raise must
raise at least the amount of the minimum bring-in. For example, if the
big blind and minimum bring-in are $100, and a player goes all-in on the
flop for $20, a raise must be to at least a total of $120.
3. A straddle
bet sets a new minimum bring-in; it is not treated as a raise.
4. 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
acted and is not facing a fullsize wager may not subsequently raise an
all-in bet that is less than the minimum bet (which is the amount of the
minimum bring-in), or 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.)
5. “Completing
the bet” is a limit poker wager type only, not allowed at big-bet poker.
For example, if a player bets $100 and the next player goes all-in for
$140, a player wishing to raise must make the total bet at least $240 (unless
going all-in).
6. Multiple all-in
wagers, each of an amount too small to qualify as a raise, still act as
a raise and reopen the betting if the resulting wager size to a player
qualifies as a raise.
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.)
7. 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.
8. A wager is
not binding until the chips are actually released into the pot, unless
the player has made a verbal statement of action.
9. 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.
10. 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.
11. 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 "call" may be ruled not binding if it is obvious
that the player grossly misunderstood the amount wagered. 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 po