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Select a category of poker variants to look at
Draw   Stud    Shared Card    Miscellaneous   Non Poker

  Poker Variations  

Take quick read on the basics of Poker

Poker has evolved over the years, in fact there are many variations of this game that are only barely related to the mainstay -5 card draw, but the a termed a a game of poker so we have  included them here.

Look them over and try some of them and let us know what you favorites are.

Draw Poker Variations

In these types of games, players receive a full hand on the initial deal, and then discard some of those cards, which are replaced with new cards from the deck.

 

 

 

5 Card Draw 
Players:
3-7.
Initial deal:
5 cards are dealt down to each player.
Play:
There is a betting round after the deal. After the betting round, each player may exchange up to three cards. Another round of betting ensues, followed by the showdown. With fewer than six players, a player may draw four cards if they show that their remaining card is an Ace.
Winner:
High hand
Standard variations:
Adding wild cards to play (and allowing five-of-a-kinds if chosen).
High/low: the highest hand and lowest hand split the pot.
Lowball: Lowest hand wins.
Allowing for four card draw with an ace.
Double Draw: After the first exchange and subsequent betting, there is another exchange and betting round.
All For One or One For All 
Players:
3-10.
Initial deal:
5 cards are dealt down to each player.
Play:
There is a round of betting. Each player, starting to the dealer's left and continuing clockwise, may choose to either draw one more card or trade in all his cards for an equal number of replacements. Rounds of betting and drawing/exchanging continue, the leader rotating each time, until there are fewer cards in the deck than players left in the game.
Winner:
High hand.
Anaconda 
Players:
4-7.
Initial deal:
7 cards are dealt down to each player.
Play:
Each player passes three cards to the player on their left after the first round of betting. After the next betting round, each player passes two cards to the player on their left. After another betting round, each player passes one card to the player on their left. Each player then chooses five cards to keep and discards the remaining two. Each player who chooses to remain in the hand places their 5-card hand face down in front of them. Play continues with a roll and a betting round until each player has rolled four cards, after which time a showdown ensues. The cards speak for themselves.
Winner:
The high and low hands split the pot.
Standard variations:
1: The cards are passed to the player on the right.
2: Each player keeps all seven cards after the passing and chooses among all seven cards to turn up. This allows the player to more easily change from high to low depending on what is being played (or to declare both).
DogButt 
Players:
3-7
Initial deal:
Same as 5-card draw.
Play:
Same as 5-card draw, except, as in Baseball: 3's & 9's are wild. A 4 gets a player an extra card.
Winner:
High hand.
Don Juan 
Players:
3-8.
Initial deal:
Three cards are dealt down to each player.
Play:
There is a betting round. Each player in turn beginning at the left of the dealer may discard from 0-3 of their cards and draw replacements from the deck. There is a betting round. There is the showdown.
Winner:
Low hand (A-2-3 is lowest).
Standard variations:
Players pay a set amount, such as a dime, for each card replaced in lieu of the first betting round. After the draw, players proceed to play their three cards as in 3-card guts, either staying in or dropping depending on the degree of confidence each has in his hand. The remaining players have a showdown for the pot or the privilege of matching the pot or pot match limit. Play continues until only one player stays, as in guts.
Howdy Doody 
Players:
4-7.
Initial deal:
7 cards are dealt down to each player.
Play:
Same as Anaconda, with these exceptions: Threes are wild if and only if the hand they are in is used to try to win the high hand. Kings are wild if and only if the hand they are in is used to try for the low hand. There are no betting rounds until the showdown.
Winner:
High and low hands split the pot.
Notes:
The low pot is usually won by a perfect low. High is usually won by at least a full house.
Jacks to Open, Trips to Win 
Players:
3-7.
Initial deal:
5 cards are dealt down to each player.
Play:
Played like 5-card draw, with the following differences: Only a player with a hand as good as or better than a pair of Jacks may open the betting. If someone has such a hand, they may open the betting. If nobody can open, the hand is discarded, everyone antes again, and hands are redealt. Once the betting is opened, play continues as in 5 Card Draw until the showdown. At this time, anyone who has 3 of a kind or better is eligible to win the pot. The best eligible hand takes the pot. If nobody has an eligible hand (that is, nobody has at least 3 of a kind), then the hand is discarded, everyone antes again, and hands are redealt only to those players who have not folded this hand or a previous hand. If, on any given hand (regardless of eligibility), all but one player folds his hand, then the surviving player wins the pot, thus ending the game.
Winner:
High hands wins the pot.
Standard variations:
Progressive: If nobody can open, the requirement increases to a pair of Queens, then Kings, then Aces, then goes back to Jacks, etc.
No Trips: Just play with Jacks-to-Open, but only openers to win.
High-Low Split: The high hand and the Low hand split the pot.
Limit Number of Hands: Set a number of hands (like five) to play regularly. If nobody wins after that many hands, then play 5-card draw normally, anything (guts) to open and anything (guts) to win.
Monkey Love 
Players:
3-6
Initial deal:
As in 5-card draw.
Play:
Players declare how many cards they want to draw simultaneously. The player to your left gets the cards you discarded.
Neuticles 
Players:
4-7
Initial deal:
7 cards to each player.
Play:
This is essentually Anaconda with no passing of cards. Each player chooses their best 5-card High or Low hand from the cards they were dealt. Four cards are rolled with a betting round before the first roll and after each roll. There is a showdown after the last (fourth) roll and subsequent round of betting.
Winner:
High and low hands split the pot.
Standard variations:
Large Neuticles: 7 cards dealt to each player.
Medium Neuticles: 6 cards dealt to each player.
Small Neuticles: 5 cards dealt to each player.
Pick a Partner 
Players:
4, 6, 8, or 10.
Initial deal:
5 cards are dealt down to each player.
Play:
Everyone rolls a card. Highest card showing picks one of the other hands as a partner. The next highest unpartnered hand chooses a partner, and so forth until everyone is paired up. Each partnership combines their remaining 8 cards and chooses 3 of them. Three rounds of betting follow, with one of the 3 cards rolled after each round. The winning team splits the pot. If one member of a team folds, the other can continue playing and, if he wins, he wins the entire pot.
Winner:
High hand.
Threes 
Players:
3-5.
Initial deal:
Five cards are dealt down to each player.
Play:
Similar to 5-card draw, except there are three drawing rounds with betting rounds betting rounds before, between and after. The player is allowed to draw up to three cards per round (no four cards with an ace). Threes are wild.
Winner:
High hand.
Strategy:
Don't throw away threes.
Trees 
Players:
3-10.
Initial deal:
5 cards are dealt down to each player.
Play:
There is a round of betting. Each player can now trade cards freely with every other player. Any number of cards can be exchanged, but a player must give the same number of cards he is receiving. When all no more trades are forthcoming, there is a final round of betting, then a showdown.
Winner:
High hand wins the pot.
Triple Draw 2-7 
Players:
2-6
Initial deal:
Deal 5 cards to each player, as in 5 card draw.
Play:
Each player is dealt 5 cards and the goal is to make the lowest possible 5 card hand. There are four rounds of betting and three draws in this game. After each round of betting, players choose cards to discard ... anywhere from 0 to 5 ... and the dealer deals them replacement cards. After the third and final draw, there is one last round of betting. A dealer button determines the order of betting and discarding.
Winner:
Players try to make the lowest possible 5 card hand. Aces play for high only and deuces play for low. Because you are trying to make the lowest possible hand, straights and flushes count against you. This means that 23456, for example, is a very bad hand. It is not considered a 6-low. It is a straight and is therefore worse than holding AKQJ9. The best hand is 23457 unsuited.

 

Stud Poker Variations

In most types of Stud games, the players are dealt an initial amount of cards, and then one more card each time a betting round is completed until seven (or five in Five Card Stud) cards are dealt. In a few variations, the players are dealt all of their cards initially, and then reveal cards at certain mandated times during the betting rounds.

 

 


 

2 to 7 
Players:
3-7.
Initial deal:
Same as 7-card stud.
Play:
Aces are always played high. Straights and flushes count.
Winner:
Low hand wins. The lowest hand is 2-3-4-5-7, hence, 2 to 7.
7's take all 
Players:
3-7
Initial deal:
7 cards.
Play:
Normal 7 card stud, no wilds, except a pair of 7's is the highest possible hand. You cannot have three 7's anywhere in your 7 cards. Only a pair counts. It gets very interesting when a seven gets dealt up.
Auction 
Players:
3-7
Initial deal:
two cards down to each player
Play:
A number of cards equal to the number of players is turned up in the middle of the table. Each person then secretly chooses an amount of at least the minimum bet and places it in their hand. Then everyone drops their coins at once. The person who "bid" highest gets chooses one of the up cards and adds it to his hand, leaving it face up in front of him. The person who "bid" second highest chooses next, and so forth. If more than one person bid the same amount, then the person nearest a spot rotating clockwise from the left of the dealer chooses first with the other people choosing in clockwise order. All bids are added to the pot. This continues until all people have 7 cards. Then there is a single betting round starting with the high hand on the table, followed by a high/low/both declaration and a showdown.
Winner:
High and low hands split.
Baltimore (aka Low Chicago) 
Players:
4-7.
Initial deal:
Same as 7 Card Stud.
Play:
Same as 7 Card Stud.
Winner:
High hand and the low spade in the hole split the pot.
Standard variations:
Adding wild cards.
Baseball 
Players:
3-7
Initial deal:
two down and one up to each player
Play:
As with 7 card stud, with these exceptions: threes and nines are wild. If a four is dealt face up, the recipient immediately receives another card down.
Winner:
High hand
Standard variations:
Rainouts - If the Queen of Spades is dealt face up, the hand is terminated and redealt-but only for players who are still in.
Rainouts as above, but after 3 of them you build a dome over the stadium, preventing further rainouts.
Paying for wild cards. Usually, the required payment is to match the pot. Possibilities include: Face-up threes, nines, or both require the recipient to pay for them to be wild, otherwise they're just face value. Face-up threes, nines, or both require the recipient to pay for them or fold. Pay for face down wilds as well as face up ones.
Paying for the additional card when a four comes face up.
Allowing someone with a face-down four to flip it face up and receive an additional card.
Pay a fixed amount for wild and/or extra cards, like a quarter.
Black Mariah 
Players:
3-7.
Initial deal:
two cards down and one up to each player
Play:
Play the same as 7-card stud, with the following variations: All queens are wild. Additionally, when a queen is dealt up, the next card dealt up (and all cards of the same rank) is also wild. If another queen is dealt up, the next up card replaces the previous wild as a new wild card (but queens remain wild). If a queen is the last card dealt up, only queens are wild. If the Queen of Spades is dealt face-up, the hand immediately ends. All players re-ante and the hand is redealt.
Winner:
High hand
Standard variations:
Pay for queens.
Queens are not wild.
If last card up is a queen, only queens are wild (or nothing is wild)
Progressive: All cards after a queen are wild (no cancellations-- not recommended for the squeamish).
Blind Baseball 
(as in Baseball) 3's and 9's are wild. Wild cards require an additional ante from the player. Common 4's get the player an extra card. The 'Blind' part is that you cannot look at any of your hole cards until the showdown.

Canadian Stud 
Players:
3-7
Initial deal:
Same as 5-card stud or 7-card stud.
Play:
Same as regular stud poker except that their are additional hand ranks than in the standard games. The additional hand ranks are: 4-card straight beats a pair, 4-card flush beats a 4-card straight, 2 pair beats a 4-card flush. This adds more hands to shoot for, making stud more interesting.
Winner:
Same as standard stud poker.
Caribbean Stud 
Players:
3-8
Initial deal:
5 cards
Play:
The players play the house, Becoming very popular with online gaming. All players ante up the predetermined amount.. Everyone gets 5 cards, Players card are all face up, the dealer shows only 1 of his. If you want to stay in, you bet exactly twice your ante, else fold. The dealer needs A-K or better to qualify. If he doesn't qualify, he pays off your ante only (if you're still in), no matter what you're holding. If he qualifies, he pays off your ante and your bet if you beat him. The bet (not the ante) pays off in multiples for: 2 pair (2x), trips (3x), straight (4x), flush (5x), house (7x), 4 of a kind (20x?), straight flush (50x?), royal (200x). Furthermore, you can put in a dollar at ante time to be eligible for progressive payoffs. (You get these whether the dealer qualifies or not. These vary by casino; where I was, a flush was worth $50, house $100, 4 of a kind $250, straight flush 10%, royal 100% of the pot. The pot was ~$96k where I played last, but I've seen it as high as $290k. I understand it was originally a cruise ship game, hence the name.
Cathy's Game 
Players:
3-8
Initial deal:
The first player to the dealer's left is dealt a card face down.
Play:
This is a variation of 5-card stud. After the first player is dealt a card face down, that player must decide whether or not to keep that card or replace it with one from the deck. If the player replaces a card, the player places a marker on his card to indicate that a replacement has occurred. Each player is entitled to only one replacement per hand. The deal proceeds around the table until each player has received a down card. There is a betting round. The deal continues with each player receiving an up card toward completion of the 5-card stud hand. Each player who has not drawn a replacement card must decide as each card is dealt to him, whether a replacement is desired. There is a betting round after completion of each dealing round.
Winner:
Low hand (A-2-3-4-6 lowest)
Chicago 
Players:
4-7
Initial deal:
Same as 7 Card Stud.
Play:
Same as 7 Card Stud.
Winner:
High hand and the high spade in the hole split the pot.
Standard variations:
Adding wild cards
Choose Your Own 
Players:
3-7
Initial deal:
After the ante, players are dealt two cards face down and one card face up, as in 7 card stud.
Play:
7 card stud where the lowest hand showing gets to choose their card from several face up cards. After a round of betting, one card is dealt face up in the middle for every player. So if five people are playing, five cards are dealt face up. The player who has the lowest hand showing gets to pick which card they want. Hands are ranked as in low ball with ties going to the player closest to the dealer's left. After that, the next lowest hand chooses, and so on, until the highest hand takes the last card. Another round of betting is followed by another round of face up cards, with the lowest hand again choosing first. Players bet and there is a final round of face up cards that players choose from. After betting, everyone is dealt one more card face down (for a total of seven) followed by a final round of betting and showdown. The player with the best five card hand takes the pot. Strategy can be interesting, because it is often in a player's best interest to choose a low card which will allow them to choose early in the next round. Matching one of your down cards often works well because you don't have a pair showing, which would cause you to choose later in the next round. Straights and flushes can be chosen without your up cards beating other's up cards. Of course, your selection may also be influenced by trying to prevent the next player from getting the card they want.
Standard variations:
5 Card: Players are dealt one card down and one card up. After betting, one card is dealt face up in the middle for each player, with the lowest hands choosing first as above. Players bet and choose twice more, for a total of five cards. Showdown follows the final round of betting.
Cowpie Poker 
Players:
3-7
Initial deal:
Two cards down and one up to each player.
Play:
Deal and bet as in 7-card stud. After the betting round following the final down card, all remaining players split their hands into a 5-card hand and a 2-card hand. The 2-card hand must contain at least one down card. The 5-card hand must be a better hand than the 2-card hand. Following the split there is one more betting round.
Winner:
Highest 5-card hand and highest 2-card hand split the pot.
Dakota 
Players:
4-10.
Initial deal:
Three cards down to each player.
Play:
Players roll one of their two cards and then there is a betting round. Players are dealt another card down and roll one of their remaining two down cards, followed by a betting round. This continues until all players have seven cards. Before getting the seventh card, a player must decide whether or not to buy the Option. If he declines the Option, the card is dealt down. If he buys the Option (at a cost of the maximum allowed bet), the card is dealt up. Showdown after the final round of betting. High or low hole card in each player's hand is wild for that player (and all other cards of the same rank in that player's hand).
Winner:
High hand.
Standard variations:
High/Low Split.
Dirty Schultz 
Players:
3-7
Initial deal:
two cards down and one up to each player
Play:
As in 7 card stud, with the following variations: whenever a natural pair is dealt up to a player, the next card dealt up (and all cards of the same rank) becomes wild. If another pair is dealt up, the next up card replaces the previous wild as a new wild. If the second card of a pair is the last up card, nothing is wild.
Winner:
High hand
English Stud 
Players:
3-6
Initial deal:
2 down, one up to each player
Play:
As in 7 card stud, with the following exceptions: Players only get 6 cards. Before the sixth card is dealt, each player beginning at the dealer's left may exchange one card. If he discards an up card, he is dealt a new up card; if he discards a down card, he gets a new down card. A player may choose not to exchange. When all players have exchanged or stood pat, the sixth card is dealt. After the ensuing round of betting, players may make another exchange. This is followed by a final round of betting and a showdown.
Standard variations:
Pay to exchange. With 5 players, this game can be played with 7 cards. With 6 players, it can be played with 7 cards with the understanding that some players may be unable to exchange cards in the second exchange. If this is done, it is highly recommended that you also require players to pay for the right to exchange-- this increases the chance that some players will not exchange, giving all players the opportunity to make the choice.
Follow the Queen 
Players:
3-7
Initial deal:
two cards down and one up to each player
Play:
Play the same as 7-card stud, with the following variations: All queens are wild. Additionally, when a queen is dealt up, the next card dealt up (and all cards of the same rank) is also wild. If another queen is dealt up, the next up card replaces the previous wild as a new wild card (but queens remain wild). If a queen is the last card dealt up, only queens are wild.
Winner:
High hand
Standard variations:
Pay for queens.
Queens are not wild.
If last card up is a queen, only queens are wild (or nothing is wild)
Progressive: All cards after a queen are wild (no cancellations-- not recommended for the squeamish).
Fourplay 
Players:
3-10.
Initial deal:
Exactly like 7 card stud.
Play:
Play like 7 card stud, with the following exceptions: All fours are wild. Only fours are wild. If a four gets dealt up to a player, then that player gets an extra hole (down) card.
Winner:
High 5-card hand wins.
Grocery Shopping (The Price is Right) 
Players:
3-7
Initial deal:
two cards down to every player and two up cards in a row on the table next to the deck.
Play:
Beginning with the player to the dealer's left and rotating around the table, each player has the opportunity to purchase a card. The leftmost up card costs a nickel, the second up card costs a dime, and the top down card from the deck costs 15 cents (feel free to adjust the amounts to suit your group-- some play nickel-dime-quarter, for example). Up cards stay up, down cards stay down. If the nickel up card is bought, the dime up card slides down and becomes the new nickel card. If the nickel or dime card is bought, the topmost card of the deck is dealt up to become the new dime card. This continues until everyone has 7 cards. A showdown occurs after one round of betting.
Winner:
High and low hands split
Standard variations:
3 up cards plus the deck, for purchase options of 5, 10, 15, and 25 cents.
Abyssinia: No cards are dealt initially. One card is turned face up on each side of the deck. Each player in turn has must buy one of the up cards or the top card from the deck, each at preset prices. After each round of purchasing comes a round of betting. Play continues until each player has 5 (or 7) cards. Costs are assigned by card rank (2-5 = 25 cents, 6-K = 10 cents, A = 50 cents). Cardsfrom the deck are dealt up so the cost can be paid. Players may hold cards purchased.
Grocery Store Dots: Two cards down and one up to each player, plus three up cards to the table (the grocery store) with the left-hand card marked with a chip. Deal and bet as in 7-card stud, with the following exception: before being dealt each up card, each player has the choice instead to buy his card from the grocery store. First card (the marked one) costs one betting unit, the second costs 2, and the third costs 3. If the player chooses not to buy, then he is dealt an up card normally. Prior to each potential purchase, the store is restocked as necessary from the deck. Note that this means that, if the dealer buys a card, the store shows only two cards during the ensuing betting round-- it is not restocked until the next dealing round. The remaining store stock is discarded after all players have four up cards. "Dots" consist of the pips in the center column of each number card: threes have 3 dots; twos, eights, and tens have 2 dots; aces, fives, sevens, and nines have 1 dot; fours, sixes, and face cards have no dots. Highest 5-card hand and the 7-card hand with the most dots split the pot.
Harem 
Players:
3-7
Initial deal:
As in 7-card stud.
Play:
Same as 7-card stud except that jacks and kings are wild. A queen in a hand nullifies any wild jacks and kings in that player's hand. Three queens in a player's hand is a harem and that player wins automatically.
Winner:
High hand.
Standard variations:
No peek.
Have a Heart 
Players:
3-7
Initial deal:
2 down, 1 up to each player.
Play:
As in 7 card stud, but whenever a player is dealt a heart face up, he takes a card (either up or down) from another player. The player whose card is taken does not draw a replacement.
Winner:
High hand.
Standard variations:
Trade a Heart: You must trade one of your own cards (up for up, down for down) with the card you take.
Henway 
Players:
3-5
Initial deal:
10 cards down to each player
Play:
Players split their cards into two 5-card hands, laying each hand down in their desired order. Each rotating betting round is preceded by all players turning over the top cards from both of their hands.
Winner:
High and low hands split
Standard variations:
Add wild cards.
Jack the Shifter 
Players:
3-7
Initial deal:
2 cards down and one card up to each player.
Play:
Normal seven card stud until a Jack is turned face-up. The player with the Jack may then name any 7 card stud game, and the rest of the hand is played out as that game. If another Jack is turned up, the owner of that Jack may name a different stud game, and so forth. The game named must be an accepted, named game within your poker circle-- no calling "6's wild" when you've got a pair of sixes (unless, of course, your group routinely plays a sixes wild game). A face-down Jack may be turned up at any time, at which point that player names a game. To prevent timing conflicts, before the final round of betting the dealer should ask each player, in turn, if they wish to reveal a jack, starting with the player with the best hand showing and proceeding clockwise. Any player who declines to show a Jack when asked at this time forfeits the ability to do so for the rest of the hand.
Winner:
High hand, unless changed by the game called.
Jerry's Game 
Players:
3-8.
Initial deal:
The first player to the dealer's left is dealt a card face down.
Play:
This is a variation of 5-card stud. After the first player is dealt a card face down, that player must decide whether or not to keep that card or replace it with one from the deck. If the player replaces a card, the player places a marker on his card to indicate that a replacement has occurred. Each player is entitled to only one replacement per hand. The deal proceeds around the table until each player has received a down card. There is a betting round. The deal continues with each player receiving an up card toward completion of the 5-card stud hand. Each player who has not drawn a replacement card must decide as each card is dealt to him, whether a replacement is desired. There is a betting round after completion of each dealing round.
Winner:
High hand.
Killer King 
Players:
3-7
Initial deal:
two cards down and one up to each player
Play:
Play the same as 7-card stud, with the following variations: All queens are wild. Additionally, when a queen is dealt up, the next card dealt up (and all cards of the same rank) is also wild. If another queen is dealt up, the next up card replaces the previous wild as a new wild card (but queens remain wild). If a queen is the last card dealt up, only queens are wild. The King of Diamonds, which is holding an axe, kills the hand for everyone or just for the player turning it.
Winner:
High hand
Standard variations:
Pay for queens.
Queens are not wild.
If last card up is a queen, only queens are wild (or nothing is wild)
La Puta (loosely translated, 'The Whore') 
Players:
3-7
Initial deal:
7 cards face down (don't look).
Play:
It is a mixture of Mexican Sweat and Follow the Queen (the name, La Puta, was derived from the mixture ... 'Follow the sweaty Mexican queen', hence, 'La Puta'. We all agreed that the full title was a bit much). Anyway, deal seven cards face down and don't look at them. Flip a card to beat. Play as in Mexican Sweat except that any card that follows a Queen is wild as in and with any possible suitable variants of Follow the Queen. The most interesting aspect of this variant is that people stay in to the bitter end just to see if one of their cards will be made wild by the turning of a Queen. We play that if a Queen turns last, then Queens are wild.
Standard variations:
Howard's Poker: Queens are always wild.
Mexican Sweat 
Players:
3-7
Initial deal:
seven cards face down to each player and one up card on the table.
Play:
Do not look at your cards! This game is similar to Midnight Baseball, but without all the special cards. The player to the dealer's left is the lead player. The lead player starts rolling cards until his revealed hand beats the highest revealed hand on the table (initially, the single up card). As soon as his revealed hand becomes the best hand, he stops rolling cards and begins a round of betting. If he rolls all his cards and does not beat what is on the table, he is out and a betting round begins with the high hand. Either way, the next player becomes the new lead player and the process repeats, with a round of betting whenever someone stops rolling cards. If at any time the lead player rolls a card of the same rank as the card dealt up from the deck at the initial deal, he must immediately fold and a betting round begins with the high hand. The game continues until all the cards have been turned up or there is only one person left in the game.
Winner:
High hand
Standard variations:
If a player rolls all his cards without beating the high hand, there is no betting round-- the next player begins rolling immediately.
If a player folds because he matches the initial up card, there is no betting round.
Deal three cards up initially, a beat card, a wild card, and a killer card (kills only players who turn the remaining three cards).
Midnight Baseball (No Peek) 
Players:
3-7
Initial deal:
seven cards face down to each player and one up card on the table.
Play:
Do not look at your cards! This game is similar to baseball, except you can't look at your cards until they're flipped up. The player to the dealer's left is the lead player. The lead player starts rolling cards until his revealed hand beats the highest revealed hand on the table (initially, the single up card). He must obey any payment rules which apply as he flips cards (paying for wild cards, fours, etc). As soon as his revealed hand becomes the new best hand, he stops rolling cards and begins a round of betting. If he rolls all his cards and does not beat what is on the table, he is out and a betting round begins with the high hand. Either way, the next player then tries to beat the high hand in the same manner, with a betting round ensuing whenever someone stops rolling cards. The game continues until all the cards have been turned up or there is only one person left in the game.
Winner:
High hand
Standard variations:
If a player rolls all his cards without beating the high hand, there is no betting round-- the next player begins rolling immediately.
Players can look at their cards and lay down the cards of their choice until their exposed hand beats what's on the table. Makes this game more strategic.
Pass the Trash (aka Want It? Want It? Got it!) (aka Selection/Rejection) (aka Polish) 
Players:
3-7
Initial deal:
two cards down to each player
Play:
Rotating lead player. At the start of each round, the dealer flips up the top card and offers it to the leader. The leader can either accept it or pass. If passed, the card is then offered to the next player, who can also accept it or pass. If passed, the next player must take the card. A new card is turned up and offered to the next player in turn. This continues, skipping players who already received a card in the current round, until everyone has taken a card. Betting ensues, and a new round begins. This continues until everyone has four up cards. After that round of betting, everyone gets a 7th card down. After a final round of betting, everyone declares high/low/both and a showdown occurs.
Winner:
High and low hands split
Standard variations:
Each person in turn can reject the first card dealt to them, but must take the next card.
Play as in 5-card Stud.
Philadelphia (City of Brotherly Love) 
Players:
4-7
Initial deal:
Same as 7 Card Stud.
Play:
Same as 7 Card Stud.
Winner:
High hand and the low (or high) heart in the hole split the pot.
Standard variations:
Adding wild cards.
Psycho 
Players:
3-6 (tricky with 6-- may not have enough cards)
Initial deal:
5 down to each player.
Play:
Immediately after the draw, players show 3 cards. After a round of betting, players receive one card up. Bet. Receive a last card down. Bet, then showdown. Each player may use all seven of their cards to make a winning hand.
Winner:
High and low hands split.
Razz 
Players:
3-7.
Initial deal:
Same as 7-card stud.
Play:
Straights and flushes do not count.
Winner:
Low hand wins. The best low hand is A-2-3-4-5.
Roll Your Neighbor 
Players:
4-10.
Initial deal:
Three cards down to each player.
Play:
Players roll one of their neighbor's two cards and then there is a betting round. Players are dealt another card down and roll one of their neighbor's remaining two down cards, followed by a betting round. This continues until all players have seven cards: three down, four up. Showdown after the final round of betting. High or low hole card in each player's hand is wild for that player (and all other cards of the same rank in that player's hand). The dealer decodes whether each player rolls their right or left neighbor's cards.
Winner:
High hand.
Standard variations:
High/Low Split.
Roll Your Own 
Players:
4-10
Initial deal:
Three cards down to each player.
Play:
Players roll one of their two cards and then there is a betting round. Players are dealt another card down and roll one of their remaining two down cards, followed by a betting round. This continues until all players have seven cards: three down, four up. Showdown after the final round of betting. High or low hole card in each player's hand is wild for that player (and all other cards of the same rank in that player's hand).
Winner:
High hand
Standard variations:
High/Low Split.
Russian Revolution 
Players:
3-7
Initial deal:
7 cards.
Play:
Same as 7-card stud. WILDS: RED ACES, RED NINES, RED SEVENS (1917- get it?) Remember, RED 9,7,ACES (six cards total) DEAL: Usual 2-down, 4-up, 1-down, EXCEPT: For the up-cards, if you are dealt any FACE CARDS (no, the other Aces do not count) you have the option of either BUYING a NEW CARD or FOLDING. If your new card is a FACE CARD, you must buy another or fold. In other words, you can't win with any royalty showing. However, any Face cards in the hole are SAFE.
Second Hand High 
Players:
3-7
Initial deal:
Two cards down and one up to each player
Play:
Deal and bet as in 7-card stud. Cards speak for themselves to form the best poker hand available within those 7 cards.
Winner:
Second highest hand, or the only remaining hand if all but one player fold.
Standard variations:
Play in any standard poker format (draw, 5-card stud, etc) Play with wild cards Second-low in a lowball format Split pot between the highest and second highest hands
Sequence 
Players:
3-7
Initial deal:
2 down, 1 up to each player
Play:
As in 7 card stud, but: if a 2 turns face up, all twos become wild. If after that a 3 turns up, all threes are wild instead. And so on, with each successively higher number replacing the previous wild card rank if it appears face up.
Winner:
High hand
Standard variations:
High/low
Six Kick 
Players:
3-8
Initial deal:
As in 7-card stud. except with only six (6) cards total.
Play:
Same as 7-card stud except that after the sixth card is dealt and the bets are made, each player in turn may pay to have a card in their hand replaced. An up card is replaced by an up card and a down card is replaced by a down card. The cost of getting an up card is one times the minimum bet. The cost of getting a down card is two times the minimum bet. A betting round is held after each kick (draw). There are two kicks total, then the final bet and showdown.
Winner:
High-Low split.
Stud Poker 
Players:
3-10
Initial deal:
In 5-card stud, each player is initially dealt one card down and one card up. All other cards are dealt up until a total of five cards have been dealt to each player. In 7-card stud, each player is initially dealt two cards down and one card up. All other cards are dealt up until a total of six cards have been dealt to each player. The seventh card is dealt down to each player.
Play:
Betting begins after the deal. After each round of betting, each player is dealt their next card until each remaining player has the required number of cards. A betting round occurs after all players are dealt the next card. A showdown occurs after the last round of betting.
Winner:
High hand wins.
Standard variations:
Adding wild cards. (Like 'mustashes', deuces, etc.)
Suicide King 
Players:
3-7
Initial deal:
two cards down and one up to each player
Play:
Play the same as 7-card stud, with the following variations: All queens are wild. Additionally, when a queen is dealt up, the next card dealt up (and all cards of the same rank) is also wild. If another queen is dealt up, the next up card replaces the previous wild as a new wild card (but queens remain wild). If a queen is the last card dealt up, only queens are wild. The King of Hearts, which has a sword stuck in its head, kills the hand for everyone or just for the player turning it.
Winner:
High hand
Standard variations:
Pay for queens.
Queens are not wild.
If last card up is a queen, only queens are wild (or nothing is wild)
Ten 
Players:
3-5
Initial deal:
10 cards down to each player Do not look at your cards! Each player flips a card and quickly, without looking at the other players' cards, places it face up to his left or to his right. Cards on the left form a hand going low, while cards on the right form a hand going high. There follows a round of betting. Repeat until all 10 cards are up. No hand can have more than 5 cards. Cards speak for themselves when the last one is flipped.
Winner:
High and low hands split
Standard variations:
Add wild cards.
The Good, The Bad, and The Ugly 
Players:
3-7
Initial deal:
2 cards down, 1 up to each player, three down on the table
Play:
The same as 7 card stud with these modifications: After the fourth card is dealt, flip the first of the table cards. This is The Good, and is all cards of the same rank are wild (but The Good card itself is not shared). After the fifth card is dealt, flip the second table card. This is The Bad, and all cards of the same rank must be discarded. After the 6th card is dealt, flip the last table card. This is The Ugly, and anyone who has an up card of the same rank must fold.
Winner:
High hand
Wall Street 
Players:
3-7
Initial deal:
Two cards down and one up to each player, plus four up cards to the table (Wall Street) with the leftmost card marked with a chip.
Play:
Deal and bet as in 7-card stud, with the following exception: before being dealt each up card, each player has the choice instead to buy his card from Wall Street. The first (marked) card costs one betting unit, the second card costs two units, the third costs 3 and the fourth 4. If the player chooses not to buy, an up card is dealt normally. Prior to each potential purchase, Wall Street is restocked from the deck if necessary. Note that this means that if the dealer buys a card, Wall Street shows only 3 cards during the ensuing betting round. The remaining Wall Street stock is discarded once all players have 4 up cards. After the betting round following the last down card players declare high-low, then hold one last betting round.
Winner:
High and low hands split the pot.
Washington Park 
Players:
4-7.
Initial deal:
Same as 7 Card Stud.
Play:
Same as 7 Card Stud, except: Each player's lowest down card is wild for that player, along with all cards of the same rank.
Winner:
High Hand.
Standard variations:
Adding wild cards.

 

Shared-Card Poker Variations

 

 

 

In these types of poker, players are dealt a small amount of cards individually, and then cards are placed in the center of the table that are common to all players.

Bush League 
Players:
3-10
Initial deal:
Same as Omaha Hold'Em except that the shared cards are dealt in a cross formation.
Play:
Shared cards are exposed one-at-a-time with betting prior to each exposure and after the last exposure. As in Baseball, 3's and 9's are wild. A four exposed gets everyone an extra card. Players may be required to pay the minimum bet for each exposed wild card.
Winner:
High Hand.
Church (aka Iron Cross) 
Players:
3-9
Initial deal:
five cards down to each player, five cards down to the table arranged in a cross.
Play:
As in Cincinatti, with the table cards revealed clockwise with the center card last. Players may only use cards from one arm of the cross to form their hands.
Winner:
High hand
Standard variations:
High/low Center card is wild.
Cincinnati 
Players:
3-9
Initial deal:
five cards down to each player, five cards down to the table.
Play:
One of the table cards is flipped up, followed by a round of betting. Repeat until all five cards have been flipped (players keep their own cards face down). A showdown follows the last round of betting, with each player making the best hand possible using their own cards and the five on the table.
Winner:
High hand
Standard variations:
High/low.
Whoever has the highest card of the same suit as a specified table card (usually the 3rd or 5th) gets half the pot. If you use the 3rd card, expect someone to raise the maximum every time during the last 3 betting rounds.
Cool Hand Luke 
Players:
3-10
Initial deal:
Same as Texas Hold 'Em.
Play:
Same as Texas Hold 'Em except that the lowest shared card is wild for all players.
Winner:
High Hand.
Crazy Pineapple 
Players:
3-10
Initial deal:
Same as Texas Hold 'Em except that 3 cards are dealt down to each player instead of 2.
Play:
Same as Texas Hold 'Em except that each player each player must discard one card after the flop.
Winner:
High Hand.
Dianna's Game 
Players:
3-11
Initial deal:
2 cards down to each player, Three cards down to the table.
Play:
Cards are flipped from the table one at a time with a betting round after the deal and after each flip. The last table card flipped is wild along with all cards in play that match it in rank.
Winner:
High hand.
Elevator 
Players:
4-11
Initial deal:
four cards to each player and seven down on the table, arranged in two columns of three (the shafts) with one in between (the elevator).
Play:
Table cards are turned up one at a time, followed by betting rounds. The player will use the four cards in his hand along with three on the table to create a seven card hand. The player must use the elevator and one card from each shaft, and the three cards must be in a line, though the elevator can be in any of the three possible positions. For example, the * cards in the following table cards could be used:

* * * C C C C * C C *
C C * * * C C C * C C * C
C C C C * * * C * * C

So the middle card can be thought of to be on any "floor". The order of determing which card to flip is such that the elevator is turned over last and no two shaft cards which can be used in the same hand be turned up until necessary. After all seven cards have been turned up, there is a final betting round and then each player must declare whether they are going high, low or both. If going for both, both hands must be made up of the four cards in their hand and the same set of three from the table.
Winner:
High and low hands split
Standard variations:
The elevator card is wild. Different rows can be used for high and low hands when going both ways.
Lame Brain Pete 
Players:
3-20
Initial deal:
3 cards down to each player, five cards down to the table
Play:
A round of betting is held after the deal, then one of the table cards is turned up. It is wild, along with all cards of the same rank. Another round of betting follows. Repeat until all four table cards are up. Each time a table card is flipped, if it is the lowest showing table card it (and all cards of the same rank) become wild, replacing the previous wild cards.
Winner:
High hand
Lincoln 
Players:
3-10
Initial deal:
Same as Omaha Hold'Em.
Play:
Same as Omaha Hold'Em except that the lowest shared card is wild for all players.
Winner:
High Hand.
Omaha Hold'Em 
Players:
3-10
Initial deal:
4 cards down to each player and five cards down to the table.
Play:
Identical to Texas Hold 'Em except that the final hands must include exactly 2 of the player's four cards and exactly 3 of the table's five cards.
Winner:
High Hand.
Standard variations:
High-Low Split 8: High and low hands split the pot, but the low hand must be 8-low (no card in the low hand can be higher than an eight) or lower or the high gets it all. The cards speak for themselves. It is possible for a player to win both high and low, with, for instance, a A-2-3-4-5. That player has both a straight and a perfecr low hand. Generally speaking, for all low-ball games, straights and flushes do not count in determining the low hand.
Out At Home 
Players:
3-11
Initial deal:
Ante. 3 cards down to each player, Four cards down to the table in Baseball Diamond formation.
Play:
Cards are flipped from the table one at a time starting with 'First Base' and ending at 'Home Plate' with a betting round after the deal and after each flip. If the last table card flipped is a face card, then the hand is dead, the remaining players (those that did not fold) re-ante, and a new hand is dealt. 3's and 9's are wild as in baseball. A four flipped on the table gets each remaining player an extra card. Wild cards may require an extra payment to the pot to make them wild and to sweeten the pot.
Winner:
High hand.
Pineapple 
Players:
3-10
Initial deal:
Same as Texas Hold 'Em except that 3 cards are dealt down to each player instead of 2.
Play:
Same as Texas Hold 'Em except that each player each player must discard one card before the flop.
Winner:
High Hand.
Spit in the Ocean 
Players:
3-12
Initial deal:
4 cards down to each player, one card is dealt up in the middle.
Play:
Each player receives only 4 cards. The card in the middle is shared by all players and, along with all other cards of the same rank, is wild.
Winner:
High hand
Super Holdem 
Players:
3-10
Initial deal:
Same as Texas Hold 'Em except that 3 cards are dealt down to each player instead of 2.
Play:
Same as Texas Hold 'Em except that each player may use all 3 hole cards to make their hand.
Winner:
High Hand.
Tahoe 
Players:
3-10
Initial deal:
Same as Texas Hold 'Em except that 3 cards are dealt down to each player instead of 2.
Play:
Same as Texas Hold 'Em except that each player may use only 2 hole cards to make their hand.
Winner:
High Hand.
Texas 2-Step 
Players:
3-10
Initial deal:
Same as Texas Hold 'Em.
Play:
Same as Texas Hold 'Em except. that after the flop is dealt and the betting round is finished, each player may pay the lowest stake for each card he/she wishes to exchange for a new card from the deck. After the next roll and betting round are finished, each player may pay twice the lowest stake for each card he/she wishes to exchange for a new card from the deck. After the last roll and betting round are finished, each player may pay three times the lowest stake for each card he/she wishes to exchange for a new card from the deck. After the last draw, there is a final betting round, then the showdown. If no cards were drawn during the last exchange, there is no extra betting round.
Winner:
High Hand.
Texas Hold'em 
Players:
3-10
Initial deal:
2 cards down to each player, five cards down to the table.
Play:
A round of betting is held after the deal, then three of the table cards are turned up. Another round of betting follows. One more table card is flipped, followed by another round of betting. The last card is flipped, a final round if betting ensues, and finally a showdown in which players make their best hands using their 2 and the table's 5.
Winner:
High hand
Texas League 
Players:
3-10
Initial deal:
Same as Texas Hold 'Em.
Play:
Same as Texas Hold 'Em except, as in Baseball, 3's & 9's are wild (players pay low stake for each common wild card). A common 4 gets each player an extra card.
Winner:
High Hand.
Standard variations:
Extra Inning: A sixth common card is dealt. This adds an additional round of betting.
Tic Tac Toe 
Players:
3+
Initial deal:
2 cards down to each player, nine cards up to the table arranged in a 3x3 grid.
Play:
All players place three blue chips in front of them (henceforth called "posts"). Betting starts to the dealer's left. At the showdown, players announce their best hand using their two cards plus any vertical, diagonal, or horizontal row of three cards from the table. Note that you must announce your hand-- if you miss a better one, too bad. High hand takes the pot, and all other players must toss one of their posts (if any still remain) into a separate pot. All cards are then discarded and a new hand dealt (without shuffling the deck if enough cards remain) to all players who still have posts. Play continues in this manner until only one player has posts left. That player collects the post pot and the game ends.
Winner:
High hand gets the pot; last player with posts gets the posts.
Triple-Flop Hold'Em (Patent Pending No. 60/654786) 
Players:
3-10
Initial deal:
Same as Texas Hold'Em.
Play:
The same basic rules apply as in as Texas Hold'Em, with the following exceptions: 1) six (6) community cards are dealt, two (2) at a time, hence, "Triple-Flop"; 2) only three (3) community cards can be used by a given player to make their hand.
Winner:
High Hand.
Standard variations:
Immediately after the third flop, each player, in turn, may opt to "buy" another down card for a chip price that is pre-determined by the house, often based on the current stakes, such as 1x, 1.5x, or 2x the highest bet allowed in the game, i.e, $24 in a $6 and $12 limit game; $12 in a $3 and $6 limit game, etc. This option is not as practical in no limit games as it is in limit games.
Notes:
This game will tend to produce larger pots, fewer splits, and additional chances for a player to "make" a winning hand.
Wild Kingdom 
Players:
3-10
Initial deal:
Same as Omaha Hold'Em.
Play:
Same as Omaha Hold'Em except that, as in Baseball, 3's and 9's are wild. Community wild cards require an additional ante per player. Common 4's get each player an extra card.
Winner:
High Hand.
Z 
Players:
3-9
Initial deal:
five cards down to each player, four cards down to the table arranged in a Z:

13
_42
Play:
The game begins with a betting round, the lead of which rotates each round. After each betting round, flip one of the table cards in the order indicated above (card 1 in the first round, card 2 in the second, etc.). After the last card is flipped there is one more round of betting, and then players form a hand from three of their own cards and any two orthagonally adjacent table cards (1&3, 3&4, 4&2), which they reveal in the showdown.
Winner:
High and low hands split, but the low must be 8-high or better (lower) or else the high hand gets the whole pot.

Miscellaneous Poker Variations
These games are all poker games that use a standard ranking of hands, but aren't dealt as any of the variations above.

 

 

 

 
Arkansas Guts 
Players:
4-10
Initial deal:
Same as Guts.
Play:
Same as Guts, except: Same as Tennessee, except in reverse rank. So, the deuce of clubs is the best card and the Ace of spades is the worst card.
Winner:
Same as Guts.
Standard variations:
Same as Guts.
Baseball Guts 
Players:
4-10
Initial deal:
Same as Guts.
Play:
Same as Guts, except: 3's and 9's are wild. If any player who stays in (or the deck hand) has a 4, they get an extra card.
Winner:
Same as Guts.
Standard variations:
Same as Guts.
Bean Marriage 
Players:
Varies.
Initial deal:
5 cards.
Play:
The BEAN is named after the inventor and the MARRIAGE is because of the commitment involved. There is no set number of players. DEAL 5 cards to each player. Each player then places one card face up in front of them followed by a round of betting. Deal two more cards to each player.(Giving each player six in his hand) Everyone then places another card up in front of them; followed by another round of betting. Deal each player a final two cards.(Giving each player seven in his hand). Everyone will then place another card face up on the table. Each player is trying to build either a high or a low hand face up on the table. Have a round of betting after each card is rolled. High hand and low hand split the pot. This games allows for a lot of bluffing and changing your mind. Always try to start low but leave yourself the option of going for a straight or flush if you have to switch. Lots of times players decide to go high or low on the last card. Please e-mail me if you have some other interesting variations. I will also share some of the other ones I know.
Bid Poker 
Players:
3-8
Initial deal:
1 card at a time.
Play:
Cards are auctioned off one at a time. The highest bidder takes the card and puts the money in the pot. After everyone antes, each player is dealt five cards face down which they can look at. One card is turned face up. The player to the left of the dealer starts the bidding. Bidding then proceeds to the left, with each player either topping the previous bid, or passing. Once a player passes, they can no longer bid on that card, but they can bid on subsequent cards. When everyone has passed except one player, that player puts his bid in the pot and takes the card. He then discards any of his cards (including the one he just bought) face down in the discard pile. The dealer then turns the next card in the deck face up. The player to the left of whoever started the bidding the previous round starts the bidding for the new card. Play proceeds until everyone has started the bidding once. At this point, there is a showdown, with the best hand taking the pot.
Standard variations:
Multiples: Instead of going around once (every player getting a chance to start the bidding once), you can go around multiple times. Usually, once or twice around works best.
Bid Slam: Instead of discarding to a discard pile, the player who bought the last card slams the person of his choice. He chooses a card and places it face down in front of another player. Before looking at the card, this player has to discard one card to the discard pile. He can then pick up the card he was given. A typical penalty for looking at the card before discarding is to have to match the pot. In this game, it is tough to keep any hand that requires 5 cards (straight, flush, full house, etc.). This can make the last card very valuable.
Bid Double Slam: Same as Bid Slam, except the player who was slammed can choose another player to slam - including the player who just slammed him. In this variant, even buying the last card doesn't assure you of being able to keep a 5 card hand intact.
Final Round of Betting: Before showdown, there can be a final round of betting, starting with the player to the dealer's left. Without this rule, it's possible to win the pot without putting in any money (except the ante) which may be desirable.
Bloody Sevens 
Players:
4-10
Initial deal:
Same as Guts.
Play:
Same as Guts, except: Deal 2 cards down to each player, players still in after guts get 3 cards up. 7s down are wild. Anyone with a 7 up immediately folds. High hand takes the pot, losers match (someone killed by a 7 does not match).
Winner:
Same as Guts.
Standard variations:
Same as Guts.
Buddha's Folly 
Players:
4-10
Initial deal:
5 cards down to each player
Play:
The lead rotates each hand, starting with the player to the dealer's left. The dealer turns the top card of the deck face up. The lead player has the option of taking that card or passing it to the next player clockwise. If the card is taken, the player taking it must replace it with a different card from his hand, passing that card clockwise. This continues until a card makes it all the way around without anyone taking it. Play then continues as in Guts.
Winner:
Highest hand.
Standard variations:
Weenie rule: See Guts.
Limit match: See Guts.
Cohones 
Players:
4-10
Initial deal:
Same as Guts.
Play:
Same as Guts, except: Low-ball or High-ball. Each player may draw from 1 to x (x is the number of cards dealt) cards as in draw poker. Each player pays a designated amount (usually the minimum bet) for each card drawn. After all players have had a chance to draw, the hand proceeds normally as if just dealt.
Winner:
Same as Guts.
Standard variations:
Same as Guts.
Double Revenge 
Players:
Varies.
Initial deal:
3 cards.
Play:
Everyone is dealt 3 cards. One by one everyone annouces in/out. If you're in you get 2 more cards. Again you say in/out. If you're out here, you owe half the pot. If you're in you get 2 more cards. best 5/7 wins the whole pot, losers who stayed in the whole way match the pot. play continues/deal rotates until only 1 person stays. can make/break your night.
Fifty-Five 
Players:
3-8
Initial deal:
5 cards.
Play:
This game combines the elements of Guts and traditional poker. Fives are always wild. Players indicate whether they wish to remain in by holding a chip in their fist. Those players holding a chip receive two more cards and form their best five-card hand out of the seven they've received (remembering that fives are wild). If two or more players stay in, the player with the best hand takes the pot and the losers match it. If only one player remains in, he must beat the top eight cards off the deck or else match the pot himself. Otherwise he gets the pot and the game ends. Until only one player stays in and beats the deck, the game continues and the pot increases whenever more than two players stay in (or if one player stays but loses to the deck).
Full Monty 
Players:
4-10
Initial deal:
Same as Guts.
Play:
Same as Guts, except: The highest and lowest cards, among the hands that stayed in, are wild for everyone.
Winner:
Same as Guts.
Standard variations:
Same as Guts.
Golf 
Players:
3-7
Initial deal:
4 cards face down (don't look).
Play:
You proceed to flip two cards over and keep two cards hidden. Rank of cards King=0, Ace=1, all other cards = face value (face cards 10 except king). The person with the lowest hand wins four kings = 0 you will win. After you flip two cards over you play from the deck. You may pick off the deck or discard pile. Choose card and replace lower numbers. When you think you can win you "knock" everyone gets one more chance except the knocker. You must knock to win the hand!!!! knocker has low hand he wins pot else he matches the pot. **remember you can not look at your two down cards but can replace them with cards you draw risking giving the person next to you a good card. If deck runs out re-ante and begin again. 4 and 5 are good hands.
Guts 
Players:
4-10
Initial deal:
One, two, or three cards down to each player.
Play:
Each player determines whether or not they are holding (playing) their hand. Players who hold reveal their hands. The winner takes the pot and the losers have to match the pot. New hands are then dealt. The game continues until only one player holds, and thus the pot is emptied.
Winner:
High hand. Straights and flushes do not count.
Standard variations:
Weenie rule: If nobody stays in, everyone reveals their hand and whoever has the best hand (and thus would have won) must match the pot.
Beat the deck: When only one player stays in, the top two cards from the deck are turned over. If these cards beat the player's hand, the player loses and must match the pot.
Limit Match: A limit is set on the amount players must pay if they lose. If the pot is more than this amount, players just pay the limit.
Drop: Instead of declaring with chips, dealer counts out "one-two-three-drop" while all players hold their cards above the table. On "drop" all players who are dropping out drop their cards. This is faster, but can lead to arguments if one player is slower to drop than the others.
Auction Guts: An additional "mystery hand" is dealt face-down. Before the showdown, players bid for the right to switch hands with the mystery hand. This continues until nobody wants to switch with the new mystery hand.
Hand in the Middle: An additional "mystery hand" is dealt face-down. Players who stay in must beat this hand in addition to their opponents' hands.
Hold Your Guts: If nobody stays in, play again with the same hands. Repeat until somebody stays in.
Pass Your Guts: If nobody stays in, everyone passes 1-5 cards (decided beforehand) to the right, until someone stays in.
Progressive Guts: Start with 2 cards. If nobody stays in, everyone gets dealt another card. Repeat until someone stays in. Straights and flushes become legal at 5 cards.
Showdown: Bet after the cards are dealt, and after each pass. There is no flipping over cards, have the high/low declare and showdown.
Blood & Guts: Like Progressive Guts except that 1) if a player loses to a pair or better, that player pays double the pot. and 2) if all players muck their hands at the 5-card phase, then all players re-ante and the deal starts again with 2 cards dealt to each player.
High/Low Pig 
Players:
3-8
Initial deal:
5 cards.
Play:
Lowest card in your hand is wild (A is high or low). Deal 5 cards, round of betting, and then trades from the player under the gun and around. If you want to trade, you must first state the number of cards you wish to trade. If another player is interested, he calls "done" and if another player is also interested, he must then bid chips for the face down cards. Bidding continues until there are no more bids on the card(s) in question, and then the winner of the bid must put his winning bid into the pot and trade the card with the player who auctioned his card. Play continues until no one wants to trade anymore. Once trading is concluded, there is a rolling showdown 'til each player has only one card left face down. Then a final betting round ensues, and two people collect all the pine cones. What Will Win: On the high, almost always 5 of a kind, and less than 5 jacks is a ****er hand. On the low, perfect is deceptively difficult to achieve.
Indian 
Players:
3-up
Initial deal:
one card down to each player
Play:
Do not look at your card! Each player carefully places the card face out on their forehead, taking care not to see the suit and/or rank of their card. Each player can freely view the cards of their opposing players. A betting round ensues as does a showdown.
Winner:
High hand
Standard variations:
High/low hands split.
Low hand wins.
Deal 2-5 cards to each player
Kenosha Cheese Porn 
Players:
3-8
Initial deal:
2 cards face down.
Play:
Players alternate between receiving cards and betting until someone feels they have the best hand. After the ante, each player is dealt two cards, face down, which they look at. There is a round of betting. Then each player is dealt another card face down to look at. There is another round of betting. This continues until one player feels his/her hand can beat everybody else's at the table. After the bet, the player calls "Cheese Porn!" and contributes to the pot (we usually say $1 in a $0.25-$0.50-$1.00 game). There is a final bet and then everyone who hasn't folded shows their hand. The highest 5 card hand wins the pot. The only requirement in calling "Cheese Porn" is that you must have a pair of Jacks or better. Notice that everyone could have as few as 2 cards or even 10 or more cards. If the dealer runs out of cards, highest hand from the previous bet wins.
Standard variations:
Open Hand Version ("Voyeur Edition"): Works similar to stud in that each player starts with two cards down and one card up. There is a bet. Then the dealer gives everyone another up card and another round of betting is completed. This continues until "Cheese Porn" is called. The caller contributes to the pot. Afterwards, one card is dealt to the remaining players face down, but NOT to the caller. There is a final bet and then the highest five card hand wins.
Liar's Poker 
Players:
3-10
Play:
Each player puts two quarters in front of him. Everyone is then dealt two down cards. The first person calls a poker hand. After that, a person must call a hand which beats the previous hand or call the hand. If a person calls the hand, then everyones cards are pooled to determine if the hand exists. If it does, the person who called the game loses one of his quarters and starts the next game, with only one card dealt to him (if he only had one quarter, he is out and play begins with the next person in order). Deck is reshuffled after each round. Game ends when only one person has a quarter left.
Winner:
singleton, pair, two pair, three-of-a-kind, straight, flush, full house, four-of-a-kind, straight flush
Standard variations:
Throwing up an extra card for the hand after each player. Adding a card for reversals.
Rollercoaster 
Players:
3-8
Initial deal:
1 card at a time
Play:
Players are dealt one card at a time, betting after each card, alternately competing for high or low hand. After the ante, each player is dealt one card face down, which they can look at. For this first hand, players are competing for the highest card. To allow players to simultaneously indicate if they are going to compete for the pot, everyone secretly puts a coin in their hand to indicate they are competing or doesn't to indicate they are not competing. Everyone puts their closed fist on the table and opens them at the same time. Players who did not compete risk nothing and gain nothing. Players who did compete swap their cards to determine who wins - the other players do not get to see the competing players' cards. The player with the highest hand takes the pot. The competing players who lost have to match the pot. If there is a tie or no one stayed in, the pot carries over. The dealer then deals one more card face down to each player, which everyone adds to their hands. This time players are competing for the lowest hand (just like in Low Ball). Again each player simultaneously indicates if they are competing by secretly placing a coin in their hand to indicate they are staying. Competing players again swap hands to determine the winner with the lowest hand taking the pot. Losing players match the pot - noncompeting players do nothing. After the third card, players compete for highest hand the same way. After the fourth card, players compete for lowest hand the same way. After the final card, there is a showdown (with everyone automatically competing). The highest hand takes the pot and the game is over. As the rules are stated, if only a single player competes for a hand, he takes the pot and there is no pot for the next competition. There are a couple ways to remedy this situation.
Standard variations:
Ante everytime: Before each card, every player antes. This insures that there is always money in the pot and can allow the pot to increase more quickly.
Punishment: If only one player stays in, everyone else matches the pot. If no one stays, everyone matches the pot. This encourages more people to compete.
Soda Bomb 
Players:
4 (or 3 or 5, see STANDARD VARIATIONS)
Initial deal:
13 cards to each player
Play:
Each player discards, face down, 3 cards. These 12 discards are shuffled. Players bet. 2 of the discards are turned up. Each player rolls matching (i.e., of the same rank) cards from his hand. Players must keep their rolled cards in front of them. Players bet, 2 more are turned over, etc. until all 12 are turned over. Players bet one last time. Then players declare high/low/both simultaneously (we use 1/0/2 chips in hand for this).
Winner:
Score is determined by the remaining cards in your hand: pictures are worth 10, aces are 1 or 11, depending on which way you're going. The first one (if any) to drop all his cards takes the whole pot.
Standard variations:
3-man: deal 17, discard 4 each + the 1 remaining card.
5 man: deal 10, discard 2 each + the 2 remaining cards. It is important to keep track of the number of cards each player is holding at any given time, so this information should be freely available. The big problem is when someone fails to lay down his matching cards, because this obviously hurts the other players, also because this is generally not detected until the end. The game is obviously suited for friendly players.
Tennessee Guts 
Players:
4-10
Initial deal:
Same as Guts.
Play:
Same as Guts, except: Ante. Deal 1 card to each player. Play as in regular drop guts except that in addition to cards ranked from Duece through Ace, suits are ranked from high to low as follows: Spades, Hearts, Diamonds, Clubs. Therefore, an Ace of Spades beats an Ace of Diamonds. Each player who held their card but did not win pays the agreed upon amount to the pot. The winner of the hand places their winning card in front of them face up as a counter of the number of hands they have won. A player wins the pot after winning three hands.
Winner:
Same as Guts.
Standard variations:
Same as Guts.
Thirty-one Guts 
Players:
4-10
Initial deal:
Same as Guts.
Play:
Same as Guts, except: Each player counts the totals points of their cards. Points are awarded to cards as follows: Face cards are 10 points, Aces are eleven points, all other cards are their face value. Each player adds the total of their points for the three cards that they were dealt. A player's best hand is the point total of suited cards only. For example, all diamonds or all spades. The player with the highest point total of the players who held their cards is the winner and gets the pot. Each loser pays the designated amount to the pot. In case of a tie, all tying players pay the pot.
Winner:
Same as Guts.
Standard variations:
Same as Guts.
Three Five Seven 
Players:
3-7
Initial deal:
3 cards down to each player.
Play:
Players examine their cards and indicate whether or not they're staying in as described in Guts above. Players who are in determine who has the best hand by examining each other's hands-- players who did not stay in don't get to see these hands. Threes are wild, and straights and flushes don't count. Players who stayed in but lost must each pay the winner the amount currently in the pot. If two players have equal hands, no money is exchanged between them. All players, including those who didn't stay in earlier, are dealt two more cards down. The above procedure is repeated, but this time fives are wild instead of threes and straights and flushes count. When the winner has been paid, all players again receive two more cards and repeat the procedure with sevens being wild instead of fives, using each player's best five cards. If only one player stays in during a hand, that player earns a point. The first player to earn three points takes the pot, ending the game. If no player has three points after the 7 card hand, everyone antes again. The cards are shuffled, and play starts again with 3 cards down to each player.
Winner:
High hand for each individual hand; first player to reach 3 points for the pot itself.

Strip Poker

This is a card game that some people like to talk about or imagine, but is probably not often really played. The basic idea is to play a game of poker in which the losers have to remove items of clothing.

There are a number of different ways in which this can be organized.

  1. Play a game of poker without betting - maybe draw poker with a showdown after everyone has drawn the cards they need. The player with the worst hand (or maybe every player except the winner) must remove an item of clothing. 
  2. Poker with betting. The levels of bet are various combinations of truth, dares and removal of clothing. 
  3. Play poker in which each player has a limited supply of chips. Anyone who runs out of chips has to remove an item of clothing to buy more. This version could be rather slow, but it is the basis of some of the Strip Poker software that has begun to appear.
  4. Another version of Strip Poker is the basis of an American television show. It is played between two teams, two men against two women. The teams take turns to ask each other questions: if a team answers correctly they choose one of two cards to add to their hand; the other team gets the other card and removes an item of clothing. From 2001 until late 2003, Finland's Subtv had a similar program called Räsypokka, hosted by Jaajo Linnonmaa. Unlike the US version of the game, the Finns allowed complete nudity on their show. I am told that hundreds of pictures from Räsypokka are available in the stripgameshows Yahoo! Group.

Intimate Poker is a deck of cards with a range of forfeits specified on each card. The loser selects a card of the winner's hand and must perform one of the forfeits (some of which are to remove items of clothing) depending on the number of times the pot was raised.

With Video Poker software and on-line games, you play poker against the computer or on-line server. Your reward, if you win, is to see the model against whom you are playing progressively unclothed.

 

 

Caribbean Poker

This is not really a poker game, in that players do not bet against each other. It is an American casino game in which each individual plays against the bank. You ante and you and the bank get five cards each. After you have seen your hand and the bank's first card you must either

  • make a call bet, increasing your stake by an amount equal to twice your original ante, or
  • surrender, in which case the bank wins your ante.
There is then a showdown.
  • If the bank does not have A-K or better your bet is returned, plus an amount equal to the ante.
  • If the bank does have A-K or better you win if your hand beats the bank's (see poker hand ranks). The bank pays out even money on your ante and fixed odds on your call bet as follows:
    • evens for a pair or high card
    • 2-1 for two pairs
    • 3-1 for three of a kind
    • 4-1 for a straight
    • 5-1 for a flush
    • 7-1 for a full house
    • 20-1 for a four of a kind
    • 50-1 for a straight flush
    • 100-1 for a royal flush

Let it Ride

  • If the bank has A-K or better and your hand is worse than the bank's you lose your ante and call bet.

    In this casino banking game three cards are dealt to each player and two face down to the dealer. The player is paid according to how good a poker hand is made by the player's three cards plus the dealer's two cards.

    To play this game you must place three equal stakes before the deal. After the cards are dealt you may look at your three cards and withdraw one of your stakes if you wish. The players must not see each other's cards. One of the dealer's cards is then faced and you have another opportunity to withdraw one of your stakes. So you will have one, two or three of your stakes still in front of you when the dealer's second card is exposed.

    After exposing the second card, the dealer collects the remaining stakes of any players whose three cards together with the dealer's two cards to not form a pair of tens or better. The other players are paid according to their remaining stakes at the following fixed odds:

     
    Pair (10s or better) .... evens
    Two pairs .... 2 to 1
    Three of a kind .... 3 to 1
    Straight .... 5 to 1
    Flush .... 8 to 1
    Full house .... 11 to 1
    Four of a kind .... 50 to 1
    Straight flush .... 200 to 1
    Royal flush .... 1000 to 1

Napalm

Introduction

This unusual poker variant was contributed by Michael Sanderson. The exact origin is unclear, but it seems that it may have originated in the Northeastern USA. The game was certainly played on the Brandeis University (in Massachussetts) campus, and now has a reasonable following in the Maryland-Virginia area as well. There are several poker games in Annapolis where this game is standard fare. It is not known how the game acquired the name "Napalm".

Michael Sanderson writes:

This has proven to be a very interesting game, calling for frequent bluffing and allowing substantial movement of money fairly quickly. We have found it to be a good game for a timid poker table. Perhaps the most interesting facet is that the "winner" of the game (getting 5 tokens first) may not be the biggest money winner, as the side bets can collectively eclipse the final pot amount.

Andy Latto reports that he learned this same game in 1979, under the name Whipsaw.

Players, cards and equipment

There are from 4 to 7 players. A game consists of a series of hands, the turn to deal passing to the left after each hand.

A regular poker deck is used, with 52 cards and no jokers. The game uses the standard ranking of poker hands, but aces always count as high cards, even when playing for lowest hand.

Players need a supply of chips (or money) for betting. You also need a collection of tokens which are different from the chips. Tokens do not have a direct monetary value; they start in a central store and are awarded to players in certain circumstances; the first player to collect five tokens wins the pot.

Objective

There are two main objectives:

  • to win the gradually increasing pot by being the first to collect a pre-determined number of tokens;
  • to win occasional "side bets" each matching the pot amount, occuring throughout the game.

Play

At the start of each hand, each player antes one chip into the pot. The play of the hand is then in three stages.

First stage

Dealer starts by dealing two cards to each player. Each player looks at their own cards.

Starting at dealer's left and going round the table clockwise, each player makes a declaration "Yes" or "No", indicating whether they believe they may have the best two card hand of those dealt (a pair of aces is highest; any pair beats any two odd cards; highest odd card wins if no one has a pair; second card compared only if there is a tie for highest; 3-2 is the lowest hand; in a two-card hand flushes and straights have no value).

Each player has just one chance to say "Yes" or "No" except for one special case: if the dealer, declaring last, sees that all others have said "No" and then says "Yes," each other player in turn has the opportunity to "challenge" the dealer by changing their "No" announcement to a "Yes."

After all declarations, there are three possibilities:

  1. If only one player has declared "Yes," that player is awarded one token from the central store.
  2. If two or more players have declared "Yes", they privately show each other their hands; whichever of them has the highest hand collects a "side bet" equal to the total number of chips currently in the pot, paid directly to them by each of the others who said "Yes". No tokens are distributed and the pot itself is not affected.
  3. If there is a tie for best hand between players who have said "yes", there is no payment of chips between the winning tied players. If any other players with worse hands also said "yes", then each of these losers pays an amount equal to the total number of chips in the pot to each of the winners. So if two players tie for best hand and beat you (both you and they having said "yes"), you have to pay out twice as many chips as if there had been a single winner.
  4. If no players have declared "Yes", no chips or tokens change hands.

Second Stage

Dealer deals three additional cards to each player (players keep their original two as well), and each player then makes a declaration based on their belief that they have the lowest hand of five cards. Aces still count as high, and straights and flushes now count, so the best (lowest) possible hand for this stage is 2-3-4-5-7. After the round of declarations, tokens are awarded or side bets resolved in exactly the same way as for stage one, described above. Between several players who said "Yes", the lowest poker hand wins.

Third Stage

Dealer deals two additional cards to each player, so that everyone has seven in all. Each player then makes a declaration based on having the highest 5-card poker hand (selecting whichever 5 of their 7 cards make the best hand). The declarations and token award or side bets are again handled as in the first stage, with the highest five-card poker hand winning any contest between players who said "Yes". The cards are then thrown in and shuffled, the turn to deal passes to the left, and a new hand begins with stage one, each player putting another chip into the pot.

Winning the pot

With each new dealer, each player antes an additional chip. (By player agreement, this may be limited to every other new dealer, to keep the pot from rising too quickly).

As soon as any player collects five tokens (or another pre-agreed target number) the game is immediately over, and the winner (the player with the five tokens) takes all the chips in the pot.

Pai Gow Poker

This is a casino gambling game based on the Chinese Domino game Pai Gow but played with poker combinations. It can be played by up to seven players.

A pack of 52 cards plus one joker is used. The joker is a wild card which can be used only as an ace, or to complete a straight, a flush or a straight flush.

On each deal the dealer plays against the other players. Before the deal, each of the other players puts up a stake.

Seven cards are dealt to each player. All players other than the dealer look at their cards and divide them to form two hands - a two card hand and a five card hand. The relative values of the five card hands are the same as in poker, with one exception: A-2-3-4-5 is the second highest type of straight or straight flush, ranking between A-K-Q-J-10 and K-Q-J-10-9. Five aces is the highest hand, beating a straight flush. For the two card hand, any pair beats any two unmatched cards, but no other combinations are possible.

The player must arrange the cards so that the five card hand is higher than the two card hand (so if the two cards were a pair of aces, the five card hand would have to contain two pairs or better). Players are not allowed to discuss their hands at any stage.

The players place their two hands face down, and when all are ready, the dealer's seven cards are exposed. The other players may not touch their cards from this point on. The dealer forms the seven exposed cards into a five and a two in the same way as the players.

Then all the players' cards are exposed. The result between the dealer and each player is determined by comparing the player's 5 card hand with the dealer's 5 card hand and the player's 2 card hand with the dealer's 2 card hand:

  1. If the player wins both hands the dealer pays out the amount staked by the player.
  2. If the dealer wins one hand and the player wins the other no money changes hands. This is called a "push".
  3. If the dealer wins both hands the dealer wins the player's stake.
If either hand is tied, the dealer wins that particular hand. So if the dealer wins one hand while the other is tied, or if both hands are tied, the dealer wins. If one hand is tied and the player wins the other it is a push (no money changes hands).
Note on the deal
When this game is played formally, a rather elaborate method of dealing is used. Seven hands of seven cards are dealt, one card at a time, and the remaining four cards are discarded unseen. The dealer then throws three dice and counts around the players at the table counter-clockwise, starting with himself, up to the dice total to determine who gets the first hand which was dealt. The following hands go to the other players, in counter-clockwise rotation.
Dealer's advantage
The dealer obviously has an advantage (winning tied hands), so if you want the game to be fair everyone has to deal an equal number of times during the session.

Non-Poker Variations

These games are card games that do not use the standard ranking of poker hands to determine the winner.

Boo Ray 
Players:
4-10
Initial deal:
5 cards down to each player.
Play:
Top card of the deck is flipped over, and the suit of the flipped card becomes the trump suit for the hand. Players secretly put a chip in their fist if they want to stay in, or form an empty fist if they don't. Players open their fists simultaneously. Players who stayed in may then exchange cards (as many as can be allowed by the remaining deck size and number of players who stayed in). Boo Ray is a trick-taking game. The lead player (which rotates each hand, starting with the player to the dealer's left) leads by playing a card from his hand. All other players do the same in turn. If they can, players must play a card of the same suit as the card which began the trick. If a player has no cards of that suit, he may play any card. The highest card of the led suit takes the trick, unless a card of the trump suit is played in which case the highest trump card wins the trick. The winner of the trick begins the next trick. Whoever takes the most tricks wins the pot. Anyone who stayed in but took no tricks must pay the Boo Ray amount ($1.00, $2.00, or whatever you agree on at the start of the game) to the pot. If tricks are split 2-2-1, nobody takes the pot. The game continues, with new hands dealt to all players, until the pot is gone.
Winner:
Taker of the most tricks
Numbers 
Players:
4-8
Initial deal:
five cards to each player and seven down cards on the table
Play:
A card on the table is turned over. Anyone holding cards of the same rank must discard them. There follows a round of betting (each round uses a rotating lead, beginning with the player to the dealer's left). After each round another card is flipped over and like cards discarded. If a card of the same rank as a previously flipped card is turned over, a new card is flipped from the top of the deck until an undiscarded rank is revealed. Thus, seven different ranks will always be discarded. If anyone loses all his cards, they instantly win the pot. Otherwise, after all cards have been turned up and the last betting round concludes, players declare high, low or both and have a showdown. Aces are worth 1 or 15, face cards are worth 10, and all other cards are worth their face value.
Winner:
Highest and lowest totals split the pot.
Screw Your Neighbor 
Players:
4-8 (more possible, but it would be a LONG game)
Initial deal:
1 card down to each player.
Play:
This game has no ante. Instead, each player places three of the highest-ranking chips in front of him. The lead begins to the left of the dealer and rotates with each hand. Each player in turn may opt to keep his current card or exchange it with the player to his left. If someone tries to take your card and you have a King, you must stop him from doing so by revealing your King. The last player may keep his card or exchange it for the top one from the deck. When all players have chosen to stand or exchange, everyone reveals their cards and the lowest card (Aces are low) tosses a chip into the pot. If multiple players tie for the lowest card, then they all pay one of their chips to the pot. When a player runs out of chips, they are out of the game.
Winner:
The last player remaining gets the pot. When it is down to 2 or more players and all players have the same card and one remaining chip, then a push ensues and the next round is played. If all players have the same card and multiple remaining chips, then payment to the pot is accomplished as normal. If one or more players have only one remaining chip and another player has more than one remaining chip, then the single-chip player(s) are out and the multi-chip player(s) are still in the game.
Seven Twenty-seven (7/27) 
Players:
4-10
Initial deal:
one cards down, one card up to each player
Play:
The object is to get as close to 7 or 27 as possible. As in Blackjack, Aces are worth 1 or 11 and numbers are worth their face value. Face cards, however, are worth half a point (.5). The player to the dealer's left is the lead player. Each round, each player starting with the lead has the opportunity to take one additional card. The lead then starts a round of betting. This continues until nobody takes an additional card. After a final betting round, players declare high/low/both and hold a showdown.
Winner:
Closest to 7 and closest to 27 split the pot. 5-A-A (because Aces are one or eleven, or in this case one and eleven) wins a share of both 7 and 27. If multiple players are equidistant from a target number (like 6 & 8), the player with the lowest count gets the pot share for that target number. If multiple players have the same count, then they each get an equal pot share for that target number. So, for example, if one player has 26 1/2 and two players have 7 and $20 is in the pot, then the 26 1/2 player get $10 and the 7 players each get $5.
Thirteen Thirty-three (13/33) 
Players:
4-10.
Initial deal:
One cards down, one card up to each player.
Play:
The object is to get as close to 13 or 33 as possible. As in Blackjack, Aces are worth 1 or 11 and numbers are worth their face value. Face cards, however, are worth half a point (.5). The player to the dealer's left is the lead player. Each round, each player starting with the lead has the opportunity to take one additional card. The lead then starts a round of betting. This continues until nobody takes an additional card. After a final betting round, players declare high/low/both and hold a showdown.
Winner:
Closest to 13 and closest to 33 split the pot. A-A-A (because Aces are one or eleven, or in this case one and eleven) wins a share of both 13 and 33. If multiple players are equidistant from a target number (like 12 & 14), the player with the lowest count gets the pot share for that target number. If multiple players have the same count, then they each get an equal pot share for that target number. So, for example, if one player has 32 1/2 and two players have 13 and $20 is in the pot, then the 32 1/2 player get $10 and the 13 players each get $5.
Two Twenty-two (2/22) 
Players:
4-10.
Initial deal:
One cards down, one card up to each player.
Play:
The object is to get as close to 2 or 22 as possible. As in Blackjack, Aces are worth 1 or 11 and numbers are worth their face value. Face cards, however, are worth half a point (.5). The player to the dealer's left is the lead player. Each round, each player starting with the lead has the opportunity to take one additional card. The lead then starts a round of betting. This continues until nobody takes an additional card. After a final betting round, players declare high/low/both and hold a showdown.
Winner:
Players closest to 2 and closest to 22 split the pot. A-A (because Aces are one or eleven, or in this case one and eleven) wins a share of both 2 and 22. If multiple players are equidistant from a target number (like 21 & 23), the player with the lowest count gets the pot share for that target number. If multiple players have the same count, then they each get an equal pot share for that target number. So, for example, if one player has 21 1/2 and two players have 2 and $20 is in the pot, then the 21 1/2 player get $10 and the 2 players each get $5.

 top

Select a category of poker variants to look at
Draw   Stud    Shared Card    Miscellaneous   Non Poker

See An Introduction to Poker

 

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