“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.
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.
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.
(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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 cardroom’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.
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.
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 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 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 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.
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.
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).
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.”
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.
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.
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.)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.)
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.
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.”
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 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.)
12. 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.)
13. 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.
14. 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.
15. 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.
16. 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.
17. Since all a player’s chips may be put at risk on a hand, the house has the
right to set a maximum amount for the buy-in to help control the effective size of a game.
18. The cardroom does not condone "insurance" or any other “proposition” wagers.
The management declines 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. 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.
5. In pot-limit hold’em and pot-limit Omaha money games, 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. This
rule of treating the little blind as if it were the size of the big blind is
especially desirable in a structure where the little blind uses a
lower-denomination chip than the big blind, as in using blinds of $10 and $25
(two $5 chips and a $25 chip). At tournament play, strict pot-limit rules are
normally used, so there the maximum opening wager is 3.5 times the size of the big blind.
6. In pot-limit, a player who puts a chip or a bill larger than the pot size
into the pot without comment is considered to be making a bet of the pot size
(unless he is facing a bet).
By participating in a 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. Players, whether in the hand
or not, may not discuss the hands until the action is complete. Players are
obligated to protect the other players in the tournament at all times.
Discussing cards discarded or hand possibilities is not allowed. A penalty may
be given for discussion of hands during the 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.
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. A no-show or absent player is always dealt a hand. That player’s stack will
post chips for blinds and antes, and have the forced lowcard bet put into the pot at stud.
7. In all tournament games using a dealer button, the starting position of the
button is determined by the players drawing for the high card.
8. Limits and blinds are raised at regularly scheduled intervals.
9. 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.)
10. 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.
11. A player must be present at the table to stop the action by calling “time.”
12. 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.)
13. 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.
14. A change of seat is not allowed after play starts, except as assigned by the
director.
15. 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.
16. New players are dealt in immediately and take over the obligations of that
position, including the small blind or button position.
17. 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.
18. 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.)
19. 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.
20. 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 is left in his stack. A
player who posts a short blind and wins does not need to make up the blind.
21. All players must leave their seat immediately after being eliminated from an event.
22. 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 in a multihanded pot may not show any cards during a deal. Heads-up, a
player may not show any cards unless the event has only two remaining players,
or is winner-take-all. 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.
23. 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).
24. At pot-limit and no-limit play, the player must either use a verbal
statement giving the amount of the raise or put chips into the pot in a single
motion. Otherwise, it is a string bet.
25. Non-tournament chips are not allowed on the table.
26. Higher-denomination chips must be placed where they are easily visible to
all other players at the table.
27. All tournament chips must remain visible on the table throughout the event.
Chips taken off the table will be removed from the event, and a player doing
this may be disqualified.
28. 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.
29. The decks is changed only when dealers change, unless a card is damaged.
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 multiple players go broke on the same hand, the player starting the hand
with the larger amount of chips finishes in the higher place for prize money and
any other award. Players eliminated on the same deal who start their final hand
with an equal amount of chips receive equal prize money, with the best hand on
that deal receiving any non-divisible 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 does not include 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.
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 are 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.”
The present method for handling a premature dealing on the turn is used to have
what would have been the last board-card used on the turn, and not reshuffling
the deck until just before the last card is dealt. This method has four-fifths
of the boardcards remaining the same, albeit in a different order. It would be
better to reshuffle before the turn, preserving the chance of receiving the
prematurely dealt card on either of the last two cards, as opposed to cutting
that chance in half. The superiority of retaining mathematical integrity by
reshuffling right away is best illustrated if the prematurely dealt card makes a
gutshot straight-flush for a player who has not yet acted, thus having the
dealer error influencing that player's betting strategy.
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 consider the chance 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.”
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 “partly wild card” in high draw poker and ace-to-five
lowball. In high, it is used for aces, straights, and flushes. In lowball, it 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, 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 allowing players 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 BET: A side bet 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 new decks, each with different colored backs, to replace the current decks.
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 showing of cards to determine the pot-winner after all the betting is over.
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 (such as breaking aces to draw at a flush).
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 wager made in more than one motion, without announcing a raise
before going back to your stack for more chips (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 win or lose on a 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.
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.