Archive-name: gambling-faq/poker URL: http://www.conjelco.com/faq/poker.html ----------------------- Frequently Asked Questions about Poker This is the Poker section of the rec.gambling Frequently Asked Questions (FAQ) list. Changes or additions to this section of the FAQ should be submitted to: maurer@nova.stanford.edu. Page last modified: 10-05-95 ------------------------------------------------------------------------------- Table of Contents Sections that have been added or modified since the last release are marked with the tag NEW. P1 What are the basic rules of poker? What are the hand rankings? P2 What are some fun home poker games? NEW P3 How is Texas Hold'em played? P4 How is Omaha Hold'em played? P5 What should I expect the first time I play poker in a casino or card room? What etiquette should I follow? P6 What are some good books about poker? P7 What are some good magazines about poker? P8 What computer poker programs are best for my PC or Mac? NEW P9 What is IRC poker and how can I play? P10 What skills are important for Texas Hold'em? P11 What is a good preflop strategy for Texas Hold'em? P12 What is a good third street strategy for Seven Card Stud? P13 Why are poker hands ranked the way they are? P14 Why are ace-hi flushes ranked highest, when it's much harder to get a seven-hi flush? And similarly for two pairs? P15 What is the correct ranking for 3-card poker hands? P16 What are my chances of sucking out on my opponent in Hold'em? P17 What is a poker tournament? How does one work? What is a chip race? What is a satellite? P18 How does tournament strategy differ from that of regular games? P19 What is the World Series of Poker? When is it? P20 What the hell is Rumple Mintz? P21 What is a burn card and why is it dealt? P22 What happens if there aren't enough cards in the deck to deal the final card in 7-card stud? P23 What is the difference between a shill and a proposition player? What skills are needed to be one? P24 What are the Las Vegas poker room phone numbers? P25 What do all these poker terms mean? ------------------------------------------------------------------------------- Q:P1 What are the basic rules of poker? What are the hand rankings? A:P1 [Michael Maurer] Most variants of poker satisfy the following definition, but in a home game of course you are free to modify the rules as you see fit. Poker is a card game in which players bet into a communal pot during the course of a hand, and in which the player holding the best hand at the end of the betting wins the pot. During a given betting round, each remaining player in turn may take one of four actions: 1. check, a bet of zero that does not forfeit interest in the pot 2. bet or raise, a nonzero bet greater than preceding bets that all successive players must match or exceed or else forfeit all interest in the pot 3. call, a nonzero bet equal to a preceding bet that maintains a player's interest in the pot 4. fold, a surrender of interest in the pot in response to another players's bet, accompanied by the loss of one's cards and previous bets Betting usually proceeds in a circle until each player has either called all bets or folded. Different poker games have various numbers of betting rounds interspersed with the receipt or replacement of cards. Poker is usually played with a standard 4-suit 52-card deck, but a joker or other wild cards may be added. The ace normally plays high, but can sometimes play low, as explained below. At the showdown, those players still remaining compare their hands according to the following rankings: 1. Straight flush, five cards of the same suit in sequence, such as 76543 of hearts. Ranked by the top card, so that AKQJT is the best straight flush, also called a royal flush. The ace can play low to make 5432A, the lowest straight flush. 2. Four of a kind, four cards of the same rank accompanied by a "kicker", like 44442. Ranked by the quads, so that 44442 beats 3333K. 3. Full house, three cards of one rank accompanied by two of another, such as 777JJ. Ranked by the trips, so that 44422 beats 333AA. 4. Flush, five cards of the same suit, such as AJ942 of hearts. Ranked by the top card, and then by the next card, so that AJ942 beats AJ876. Suits are not used to break ties. 5. Straight, five cards in sequence, such as 76543. The ace plays either high or low, making AKQJT and 5432A. "Around the corner" straights like 32AKQ are usually not allowed. 6. Three of a kind, three cards of the same rank and two kickers of different ranks, such as KKK84. Ranked by the trips, so that KKK84 beats QQQAK, but QQQAK beats QQQA7. 7. Two pair, two cards of one rank, two cards of another rank and a kicker of a third rank, such as KK449. Ranked by the top pair, then the bottom pair and finally the kicker, so that KK449 beats any of QQJJA, KK22Q, and KK445. 8. One pair, two cards of one rank accompanied by three kickers of different ranks, such as AAK53. Ranked by the pair, followed by each kicker in turn, so that AAK53 beats AAK52. 9. High card, any hand that does not qualify as one of the better hands above, such as KJ542 of mixed suits. Ranked by the top card, then the second card and so on, as for flushes. Suits are not used to break ties. Suits are not used to break ties, nor are cards beyond the fifth; only the best five cards in each hand are used in the comparison. In the case of a tie, the pot is split equally among the winning hands. Several variations are possible when playing for low. Some games permit the ace to play low and ignore straights and flushes, making 5432A the best possible low, even if it makes a straight flush. Other games just reverse the order used for high hands, making 75432 of mixed suits the best possible low. Still others count straights and flushes against you but let the ace play low, making 6432A best. Note that in most games in which the ace plays low, a pair of aces is lower than a pair of deuces, just as an ace is lower than a deuce. When a joker is in play, it usually can only be used as an ace or to complete a straight or flush. It cannot be used as a true wild card, for example, as a queen to make QQ43X play as three queens. When playing for low, the joker becomes the lowest rank not already held, so 864AX is played as 8642A, with the joker used as a deuce. Although true wild cards are rarely seen in a casino, they are a popular way to add excitement to a home game. Wild cards introduce an additional hand, five of a kind, which normally ranks above a straight flush. They can also cause confusion when two players hold the same hand composed of different wild card combinations. The standard rules of poker do not distinguish between such hands, but some players prefer to rank hands using fewer wild cards above less "natural" versions of the same hand. ------------------------------------------------------------------------------- Q:P2 What are some fun home poker games? A:P2 [Michael Maurer] There are enough crazy home game poker variants to fill a book. A good source of games ranging from plain to insane is http://www.wolfenet.com/~peter/poker.html. Poker variants differ in the amount of skill they admit. Some, like 7-card stud high/low with declare (no qualifier), provide skilled players many opportunities to gain an edge. Others are a virtual crap shoot. In general, the crazier games are designed to discourage folding and minimize the influence of skill on the outcome. They accomplish this through a betting structure that requires a large investment before the value of one's hand is known. The level playing field that results is ideal for many informal social groups. ------------------------------------------------------------------------------- Q:P3 How is Texas Hold'em played? A:P3 [Michael Maurer] Texas Hold'em is a "community card" game, meaning that some cards are dealt face-up in the middle of the table and shared by all the players. Each player has two down cards that are theirs alone, and combines them with the five community cards to make the best possible five-card hand. Play begins by dealing two cards face down to each player; these are known as "hole cards" or "pocket cards". This is followed by a round of betting. Most hold'em games get the betting started with one or two "blind bets" to the left of the dealer. These are forced bets which must be made before seeing one's cards. Play proceeds clockwise from the blinds, with each player free to fold, call the blind bet, or raise. Usually the blinds are "live", meaning that they may raise themselves when the action gets back around to them. Now three cards are dealt face up in the middle of the table; this is called the "flop". A round of betting ensues, with action starting on the first blind, immediately to the dealers left. Another card is dealt face up (the "turn"), followed by another round of betting, again beginning to the dealer's left. Then the final card (the "river") is dealt followed by the final round of betting. In a structured-limit game, the bets on the turn and river are usually double the size of those before and on the flop. The game is usually played for high only, and each player makes the best five-card combination to compete for the pot. Players usually use both their hole cards to make their best hand, but this is not required. A player may even choose to "play the board" and use no hole cards at all. Identical five-card hands split the pot; the sixth and seventh cards are not used to break ties. ------------------------------------------------------------------------------- Q:P4 How is Omaha Hold'em played? A:P4 [Michael Maurer] The rules of Omaha are very similar to those of Texas Hold'em. There are only two differences: * Each player receives four hole cards, instead of two. * One must use *exactly* three community cards and two hole cards to make one's hand. The second difference is confusing for most beginners. These examples show how it works. Board Hole Cards Best High Hand ===== ========== ============== As Kc Qc 8d 2d Ac 2c Jd Th Jd Th makes ace-hi straight. As Kc Qc Jh Td Ac 2c Jd 8h Ac Jd makes ace-hi straight. As Kc Qc Jh Td 3c 2c Jd 8h Jd 8h makes pair of jacks. No straight is possible using two hole cards. As Ks 8h 9d 2s Qs 4h 4d 4s Qs 4s makes AKQ42 "nut" flush. As Ks 8s 9s 2s Qs 4h 4d Qd Qs Qd makes pair of queens. No flush is possible using two hole cards. As Ts 8s 8h 4d Td Tc Ad 9c Td Tc makes TTT88 full house. As Ts 8s 8h 4d Td 8c Ad 9c Ad 8c makes 888AA full house. As Ac 8s 8h 4d Ah 2h 3h 5h Ah 5h makes trip aces AAA85. No full house is possible using two hole cards. As Ac 8s 8h 4d Ah 2h 3h 4h Ah 4h makes full house AAA44. Omaha is often played high/low, meaning that the highest and lowest hands split the pot. The low hand usually must "qualify" by being at least an 8-low (the largest card must be 8 or lower). One can use a different two cards to compete for the high and low portions of the pot, and the game is played "cards speak" rather than "declare". Aces are either low or high, and straights and flushes don't count for low. Since everybody must use two hole cards to make a hand, the board must have three cards 8 or lower for a low to even be possible. Players often tie for low, and the low half of the pot is divided equally among them. Some more examples: Board Hole Cards Best Low Hand ===== ========== ============= As Kc Qc 8d 2d 8c Jc Jd Th Jd Th makes the low hand JT82A, which does not qualify as 8-or-better. 3d 5h 8d Tc Ts Ac 2c Jd Th Ac 2c makes the "nut low" 8532A. 3d 5h 8d Tc Ts Ac 3c 4d Th Ac 4d makes 8543A. 3d 5h 8d Ad Ts Ac 3c 5d 8h Any two make T853A, not qualifying. Ac 2c 3d 4h 5s Ad 2d Th Td Ad 2d makes "nut low" 5432A. Ac 2c 3d 4h 5s 4d 5d Th Td 4d 5d makes "nut low" 5432A. 5h 7h 8d Ac 2c Ad 2d Th Td Ad 2d makes 8752A, but the nut low is 5432A with a 3 and 4. On the flop we had the best possible low, but the turn and river "counterfeited" us. As in all split-pot games, the real goal of playing any hand is to win both halves of the pot, or "scoop". Thus, hands that have a chance to win both ways are far superior to those that can only win one way. ------------------------------------------------------------------------------- Q:P5 What should I expect the first time I play poker in a casino or card room? What etiquette should I follow? A:P5 [Michael Maurer] Many people are intimidated on their first visit to a public cardroom. Knowing what to expect and some simple rules of etiquette will help the first-time visitor relax and have a good time. Any cardroom with more than a few tables will have a sign-up desk or board for the various games being played. Usually someone will be standing here to take your name if a seat is not immediately available. This person can explain what games are offered, the betting limits, special house rules and so on. This is the moment of your first decision: which game and for what stakes? Choosing a game is fairly easy; you already know which game is most familiar to you. You may be surprised to find that your favorite home games are not spread in public cardrooms. Most will offer one or more of Texas Hold'em, Seven-Card Stud, and Omaha Hold'em (usually hi/lo split, 8-or-better for low). Sometimes you will find California Lowball (5-card draw for low), Seven-Card Stud hi/lo, or Hold'em variations like Pineapple. You will rarely find High Draw (5-card draw for hi), and will never find home game pot-builders like Anaconda, Follow-the-Queen, 7-27 or Guts. Except for the joker in draw poker, cardrooms never use wild cards. If they don't have a game you want, don't play. Choosing a betting limit is a bit harder. It is best to start playing at a limit so small that the money is not important to you. After all, with all the excitement of your first time playing poker there is no need to be worried about losing the nest egg to a table full of sharks. Betting limits are typically expressed as $1-$5 or $3-$6, and may be "spread-limit" or "structured-limit". A spread-limit means one can bet or raise any amount between the two numbers (although a raise must be at least as much as a previous bet or raise). For example, in $1-$5 spread-limit, if one person bets $2 the next person is free to call the $2 or raise $2, $3, $4, or $5, but cannot raise just $1. On the next round, everything is reset and the first bettor may bet anything from $1 to $5. In structured-limit like $3-$6 (usually recognizable by a factor of two between betting limits), all betting and raising on early rounds is in units of $3, and on later rounds is in units of $6. One only has a choice of *whether* to bet or raise; the amount is fixed by the limit. One usually doesn't have a choice between spread and structured betting at a given limit. Keep in mind that it is quite easy to win or lose 20 "big bets" (the large number in the limit) in an hour of play. Also, since your mind will be occupied with the mechanics of the game while the regular players consider strategy, you are more likely to lose than win. In other words: choose a low limit. If the game you want is full, your name will go on a list and the person running the list will call you when a seat opens up. Depending on the cardroom, you may have trouble hearing your name called and they may be quick to pass you over, so be alert. Once a seat is available, the list person will vaguely direct you toward it, or toward a floorman who will show you where to sit. Now is the time for you to take out your money and for the other players to look you over. A good choice for this "buy-in" is ten to twenty big bets, but you must buy-in for at least the posted table minimum, usually about five big bets. Most public poker games are played "table-stakes", which means that you can't reach into your pocket for more money during the play of a hand. It also means that you can't be forced out of a pot because of insufficient funds. If you run out of money during a hand you are still in the pot (the dealer will say you are "all-in"), but further betting is "on the side" for an additional pot you cannot win. Between hands, you are free to buy as many chips as you want, but are not allowed to take any chips off the table unless you are leaving. This final rule gives opponents a chance to win back what they have lost to you. If you are so unfortunate as to bust out, you may buy back in for at least the table minimum or leave. Once you have told the dealer how much money you are playing, the dealer may sell you chips right away or call over a chip runner to do so. You may want to tell the dealer that you are a first-time player. This is a signal to the dealer to give a little explanation when it is your turn to act, and to the other players to extend you a bit of courtesy when you slow down the game. Everyone will figure it out in a few minutes anyway, so don't be bashful. You may even ask to sit out a few hands just to see how it all works. There are three ways that pots are seeded with money at the beginning of the hand. The most familiar to the home player is the "ante", where each player tosses a small amount into the pot for the right to be dealt a hand. The second way, often used in conjunction with an ante, is the "forced bring-in". For example, in seven-card stud, after everyone antes and is dealt the first three cards, the player with the lowest upcard may be forced to bet to get things started. The third way, often used in games without upcards like Hold'em or Omaha, is a "forced blind bet". This is similar to the bring-in, but is always made by the person immediately after the player with the "button". The "button" is a plastic disk that moves around the table and indicates which player is acting as dealer for the hand (of course, the house dealer does the actual dealing of cards, but does not play). A second or even third blind may follow the first, usually of increasing size. Whichever seed method is used, note that this initial pot, small as it is, is the only reason to play at all. If the game has blinds, the dealer may now ask you if you want to "post". This means, "do you want to pay extra to see a hand now, in bad position, and then pay the blinds, or are you willing to sit and watch for a few minutes?" Answer "no, I'll wait" and watch the game until the dealer tells you it's time to begin, usually after the blinds pass you. Finally, it is your turn to get cards and play. Your first impression will probably be how fast the game seems to move. If you are playing stud, several upcards may be "mucked" (folded into the discards) before you even see them; if you are playing hold'em, it may be your turn to act before you have looked at your cards. After a few hands you should settle into the rhythm and be able to keep up. If you ever get confused, just ask the dealer what is going on. When playing, consider the following elements of poker etiquette: Acting in Turn Although you may see others fold or call out of turn, don't do it yourself. It is considered rude because it gives an unfair advantage to the players before you who have yet to act. This is especially important at the showdown when only three players are left. If players after you are acting out of turn while you decide what to do, say "Time!" to make it clear that you have not yet acted. Handling Cards You may find it awkward at first to peek at your own cards without exposing them to others. Note that the other players have no formal obligation to alert you to your clumsiness, although some will. Watch how the other players manage it and emulate them. Leave your cards in sight at all times; holding them in your lap or passing them to your kibitzing friend is grounds for killing your hand. Finally, if you intentionally show your cards to another player during the hand, both your hands may be declared dead. Your neighbor might want to see *you* declared dead :) if this happens! Protecting Cards In a game with "pocket cards" like Hold'em or Omaha, it is your responsibility to "protect your own cards". This confusing phrase really means "put a chip on your cards". If your cards are just sitting out in the open, you are subject to two possible disasters. First, the dealer may scoop them up in a blink because to leave one's cards unprotected is a signal that you are folding. Second, another player's cards may happen to touch yours as they fold, disqualifying your hand and your interest in the pot. Along the same lines, when you turn your cards face up at the showdown, be careful not to lose control of your cards. If one of them falls off the table or lands face-down among the discards your hand will be dead, even if that card is not used to make your hand. Accidentally Checking In some fast-paced games, a moment of inaction when it is your turn to act may be interpreted as a check. Usually, a verbal declaration or rapping one's hand on the table is required, but many players are impatient and will assume your pause is a check. If you need more than a second to decide what to do, call "Time!" to stop the action. While you decide, don't tap your fingers nervously; that is a clear check signal and will be considered binding. String Bets A "string bet" is a bet that initially looks like a call, but then turns out to be a raise. Once your hand has put some chips out, you may not go back to your stack to get more chips and increase the size of your bet, unless you verbally declared the size of your bet at the beginning. If you always declare "call" or "raise" as you bet, you will be immune to this problem. Note that a verbal declaration in turn is binding, so a verbal string bet is possible and also prohibited. That means you cannot say "I call your $5, and raise you another $5!" Once you have said you call, that's it. The rest of the sentence is irrelevant. You can't raise. Splashing the Pot In some home games, it is customary to throw chips directly into the pot. In a public cardroom, this is cause for dirty looks, a reprimand from the dealer, and possibly stopping the game to count down the pot. When you bet, place your chips directly in front of you. The dealer will make sure that you have the right number and sweep them into the pot. One Chip Rule In some cardrooms, the chip denominations and game stakes are incommensurate. For example, a $3-$6 game might use $1 and $5 chips, instead of the more sensible $3 chip. The one-chip rule says that using a large-denomination chip is just a call, even though the chip may be big enough to cover a raise. If you don't have exact change, it is best to verbally state your action when throwing that large chip into the pot. For example, suppose you are playing in a $1-$5 spread-limit game, the bet is $2 to you, and you have only $5 chips. Silently tossing a $5 chip out means you call the $2 bet. If you want to raise to $4 or $5, you must say so *before* your chip hits the felt. Whatever your action, the dealer will make any required change at the end of the betting round. Don't make change for yourself out of the pot. Raising Forever In a game like Hold'em, it is possible to know that you hold "the nuts" and cannot be beaten. If this happens when all the cards are out and you get in a raising war with someone, don't stop! Raise until one of you runs out of chips. If there is the possibility of a tie, the rest of the table may clamor for you to call, since you "obviously" both have the same hand. Ignore the rabble. You'll be surprised how many of your opponents turn out to be bona fide idiots. The Showdown Hands end in one of three ways: one person bets and everyone else folds, one person bets on the final round and at least one person calls, or everybody checks on the final round. If everybody folds to a bet, the bettor need not show the winning cards and will usually toss them to the dealer face down. If somebody calls on the end, the person who bet or raised most recently is *supposed* to immediately show, or "open", their cards. They may delay doing so in a rude attempt to induce another player to show their hand in impatience, and then muck their own hand if it is not a winner. Don't do this yourself. Show your hand immediately if you get called. If you have called a bet, wait for the bettor to show, then show your own hand if it's better. If the final round is checked down, in most cardrooms everyone is supposed to open their hands immediately. Sometimes everyone will wait for someone else to show first, resulting in a time-wasting deadlock. Break the chain and show your cards. Most cardrooms give every player at the table the right to see all cards that called to a showdown, even if they are mucked as losers. (This helps prevent cheating by team-play.) If you are extremely curious about a certain hand, ask the dealer to show it to you. It is considered impolite to constantly ask to see losing cards. It is even more impolite if you hold the winning cards, and in most cardrooms you will forfeit the pot if the "losing" cards turn out to be better than yours. As a beginner, you may want to show your hand all the time, since you may have overlooked a winning hand. What you gain from one such pot will far outweigh any loss due to revealing how you played a particular losing hand. "Cards speak" at the showdown, meaning that you need not declare the value of your hand. The dealer will look at your cards and decide if you have a winner. As a final word of caution, it is best to hold on to your winning cards until the dealer pushes you the pot. If the dealer takes your cards and incorrectly "mucks" them, many cardrooms rule that you have no further right to the pot, even if everyone saw your winning cards. A dishonest player might try to steal the pot from you with a despicable trick. When you bet and all others fold, he may conceal his hand in the hope that you will toss your cards into the muck, whereupon he will call and win the pot. Raking in the Pot As you win your first pot, the excitement within you will drive you beyond the realm of rational behavior, and you will immediately lunge to scoop up the precious chips with both arms. Despite the fact that no other player had done this while you watched, despite the fact that you read here not to do it, you WILL do it. Since every dealer has a witty admonition prepared for this moment, maybe it's all for the best. But next time, let the dealer push it to you, ok? Touching Cards or Chips Don't. Only touch your own cards and chips. Other players' chips and cards, discards, board cards, the pot and everything else are off-limits. Only the dealer touches the cards and pot. Tipping Dealers make their living from tips. It is customary for the winner of each pot to tip the dealer 50 cents to a dollar, depending on locale and the stakes. Sometimes you will see players tip several dollars for a big pot or an extremely unlikely suckout. Sometimes you will see players stiff the dealer if the pot was tiny or split between two players. This is a personal issue, but imitating the other players is a good start. Correcting Mistakes Occasionally the dealer or a player may make a mistake, such as miscalling the winning hand at the showdown. If you are the victim of such a mistake, call it out immediately and do not let the game proceed. If your opponent is the victim, let your conscience be your guide; many see no ethical dilemma in remaining silent. If you are not involved in the pot, you must judge the texture of the game to determine whether to speak up. In general, the higher the stakes, the more likely you should keep your mouth shut. Taking a Break You are free to get up to stretch your legs, visit the restroom and so on. Ask the dealer how long you may be away from your seat; 20 or 30 minutes is typical. It is customary to leave your chips sitting on the table; part of the dealer's job is to keep them safe. If you miss your blind(s) while away, you may have to make them up when you return, or you may be asked to sit out a few more hands until they reach you again. If several players are gone from a table, they may all be called back to keep the game going; those who don't return in time forfeit their seats. Color Change If you are in the happy situation of having too many chips, you may request a "color change" (except in Atlantic City). You can fill up a rack or two with your excess chips and will receive a few large denomination chips in return. These large chips are still in play, but at least you aren't inconvenienced by a mountain of chips in front of you. Remember the one chip rule when betting with them. Leaving Leave whenever you feel like it. You never have an obligation to stay at the table, even if you've won a fortune. You should definitely leave if you are tired, losing more than you expect, or have other reasons to believe you are not playing your best game. Depending on the cardroom, you can redeem your chips for cash with a chip-runner or floorman or at the cashier's cage. House Charges Last but not least is the matter of the house take. Somebody has to maintain the tastefully opulent furnishings and pay the electric bill. The money taken by the house is called the "drop", since it is dropped down a slot in the table at the end of each hand. The house will choose one of three ways to charge you to play. Time Charge A simple "time charge" is common in higher limit games and at some small games: seats are rented by the half hour, at rates ranging from $4 to $10 or so, depending on the stakes. This method charges all players equally. Rake Other cardrooms will "rake" a percentage of the final pot, up to some maximum, before awarding it to the winning player. The usual rake is either 5% or 10%, capped at $3 or $4. If the pot is raked, the dealer will remove chips from the pot as it grows, setting them aside until the hand is over and they are dropped into a slot in the table. This method favors the tight player who enters few pots but wins a large fraction of them. Button Charge A simpler method is to collect a fixed amount at the start of each hand; one player, usually the one with the dealer button, pays the entire amount of the drop. Depending on house rules, this "button charge" of $2-$4 may or may not play as a bet. If the chips do play as a bet, this method also favors the tighter players, but not nearly as much as the rake does. Regardless of the mechanism, a cardroom will try to drop about $80-$120 per hour at a $3-$6 table. The exact amount is most dependent on the local cost of doing business: Nevada is low, California and Atlantic City are high. Since there are 7-10 players at the table, expect to pay somewhere from $7 to $14 per hour just to sit down. Add $2-$4 per hour for dealer tips and you see why most low-limit players are long-run losers. More information on cardroom play and etiquette can be found in George Percy's "Seven-Card Stud: The Waiting Game" and Lee Jones' "Winning Low-Limit Holdem". Beginning players may also want to watch for special cardroom promotions to draw new players; many offer free lessons followed by a very low-stakes game with other novices. Since everyone is a beginner, much of the tension is relieved. ------------------------------------------------------------------------------- Q:P6 What are some good books about poker? A:P6 [Michael Maurer, December 1994] All poker players should have this book on their shelf: David Sklansky, "The Theory of Poker" (formerly titled "Winning Poker"), Two Plus Two Publishing, 1992, $29.95. ISBN 1-880685-00-0 Beginners will benefit from this pamphlet which concentrates on Texas Hold'em and Seven Card Stud: Mason Malmuth and Lynne Loomis, "Fundamentals of Poker", Two Plus Two Publishing, 1992, $3.95. ISBN 1-880685-11-6. This classic in the field is an advanced but slightly out-of-date work covering a wide range of games, including an excellent section on no-limit Hold'em: Doyle Brunson et al., "Super/System: A Course in Poker Power", B & G Publishing, 1978/1989, $50. ISBN 0-931444-01-4. The most recommended book for medium-limit Hold'em is David Sklansky and Mason Malmuth, "Hold'em Poker for Advanced Players", Two Plus Two Publishing, 1988/1993, $29.95. ISBN 1-880685-01-9. This recent work by a fellow rec.gambler has received several favorable reviews from low-limit Hold-em players: Lee Jones, "Winning Low-Limit Holdem", ConJelCo, 1994, $19.95. ISBN 1-886070-04-0. The results of 900 million computer-simulated Hold'em hands are summarized in this unique work. It is useful for evaluating starting hands in two situations: when most players will play all the way to the river, or when one or more players is all-in before the flop. Justin Case, "Percentage Hold'em: The Book of Numbers", Whitestone Books, 1993, $35. Beginning Seven Card Stud players must read this small spiral-bound gem: George Percy, "7 Card Stud: The Waiting Game", GBC Press, 1979, $9. ISBN 0-89650-903-6. More experienced stud players may benefit from David Sklansky, Mason Malmuth and Ray Zee, "Seven Card Stud for Advanced Players", Two Plus Two Publishing, 1992, $29.95. ISBN 1-880685-02-7. Finally, in a different vein is the following book about reading your opponents and preventing them from reading you: Mike Caro, "The Body Language of Poker" (formerly titled "Mike Caro's Book of Tells"), Gambling Times Inc., 1984/1994, $18.95. ISBN 0-89746-100-2. Many of these books are available to rec.gamblers with an Internet discount from ConJelCo. ------------------------------------------------------------------------------- Q:P7 What are some good magazines about poker? A:P7 [Michael Maurer] Card Player is the best periodical for poker players. Each issue has several columns specifically about poker strategy, including regular features by famous authors like Mike Caro, Mason Malmuth, and David Sklansky. It lists schedules for small daily and weekly tournaments in the U.S. and Europe and reports large tournament results. Other sections cover gambling and the law, cardroom management, sports betting and general gambling news. Because it is financed largely by casino industry advertisements, it does not print unfavorable casino news and is not a good place to find a balanced review of a cardroom. It is available free in most cardrooms and offers subscriptions at first-class and bulk-mail rates. The Card Player 3140 S. Polaris #8 Las Vegas, NV 89102 (702) 871-1720 (702) 871-2674 FAX ------------------------------------------------------------------------------- Q:P8 What computer poker programs are best for my PC or Mac? A:P8 [Hans Ruegg, John Salmom] Commercial Programs [Hans Ruegg] There are many poker programs available but the quality of them ranges from terrible to fairly good. The following are worth considering if you have a PC (Mac users are out of luck for now): Conjelco Sozobon Poker for Windows Plays 7-card stud or Texas Holdem. Requires Windows 3.1 or Windows 95. Plays ring games or one-table tournaments. Computer players try to adjust to your style. They use a randomized algorithm to mix up their play. You start with $100 and progress to tougher tables and tournaments as your bankroll grows. A demo version that only plays 7-card stud is available. It has most of the features of the real version and is quite playable as is. The demo program is available on the ConJelCo FTP server (ftp.conjelco.com). Wilson Software Turbo Series Seperate games are available for Texas Holdem, 7-card stud, Omaha-8 and Omaha High. There are both ring-game and tournament versions. Runs under DOS. Computer players are driven by large tables describing each decision point. These tables can be modified by the user to create new players. Play against the computer or let the computer players play each other in a fast mode. Check resulting statistics for the various strategies. Demo versions of Texas Holdem, 7-card stud, and Omaha-8 are available. The demos are limited in that only 50 rounds can be played and the cards are always the same. You can get the demos via FTP from the ConJelCo server (ftp.conjelco.com). Masque World Series of Poker Adventure Plays Texas Holdem, 7-card stud and Omaha. Also plays blackjack and other casino games. Runs under DOS. This is more of a fun simulation of playing in the World Series at Binions. Play ring games or other casino games to get enough money to enter a satellite. Win the satellite to get into the no-limit finals. Poker opponent play is pretty good, but not exactly World Champion level. No demo. Sometimes can be found in retail computer software stores. Simplified versions with only one game for a cheaper price (Masque Lite series) can also sometimes be found. Netpoker [John Salmon] Netpoker is a suite of programs for multi-player hold'em over the internet. It is UNIX-specific at the moment, but ports to other platforms are encouraged. The source code, in C, is available free of charge under the GNU Public License. Source Code If you want to write some of your own poker software, a fast poker hand evaluator is available by FTP as poker.tar.gz from ftp.csua.berkeley.edu in directory pub/rec.gambling/poker. It is in C but uses some Gnu C extensions. ------------------------------------------------------------------------------- Q:P9 What is IRC poker and how can I play? A:P9 [Michael Maurer, April 1995] IRC poker is a real-time network poker game that allows people from around the world to play poker with each other via the Internet. The stakes are "etherbucks", which is to say imaginary. Each player's imaginary bankroll is recorded from session to session, and rankings of both bankroll and earning rate inspire competitiveness. An automatic program serves as the dealer and controls the action. World Wide Web users can find out more about the dealer program by looking at http://www.cs.cmu.edu/~mummert/ircbot.html. Note: don't confuse this IRC poker game with the older 5-card draw game on regular IRC. The game uses the Internet Relay Chat, or IRC, to arrange communications amongst the players and with the dealer. IRC is normally a sort of global cocktail party, with several thousand people from around the globe engaged in small pockets of conversation on various "channels". Within each channel, anything one person types appears on the screens of all the other people tuned in to the channel (although one person can also "whisper" privately to another). The poker channels are unusual in that an automaton is always present to supervise a poker game. However, the chat aspect of the channel is preserved, so that the poker games can become quite social. In order to play IRC poker, you must have an IRC client and access to the Internet. The client is a program running on your local machine that connects you to the IRC network. If you are on a Unix machine, try typing 'irc' to see if a client is already installed. If not, or if you are on a Macintosh, PC or VMS system, you will have to obtain a client by FTP. One archive site for IRC clients is cs-ftp.bu.edu (128.197.13.20) in the directory pub/irc/clients. The Unix client is named ircII. This archive also contains a primer on using IRC. The official IRC FAQ is available via anonymous ftp from ftp.undernet.org in /irc/docs, or from rtfm.mit.edu in /pub/usenet/alt.irc Once you have a client up and running, you need to connect to the special, isolated IRC poker server. In order to speed up the games, the poker server is not a part of the standard IRC network. The different clients have various ways to specify the IRC server you want to use; on Unix you can say irc nickname vegas.scandal.cs.cmu.edu or irc nickname 128.2.198.36 where 'nickname' is the name by which you will be known to other IRC users. After a moment, this command should connect you to the IRC poker server and print a welcome message. (From this point on the instructions are Unix-specific, but many of the commands will work on the other clients as well). At this point you can find out what channels are open by typing /list which prints the topic of each channel, or you can see a more detailed view with /names which lists all of the people on each channel. As of May 1994, typical channels included #holdem, #omaha, and #nolimit. To join a particular channel (for instance, #holdem), type /join #holdem The action of the poker game and the ongoing conversations should now appear on your screen. The play of the game is governed by sending special messages to the dealer automaton; for example, the message p fold indicates that you wish to fold. All poker commands are prefixed with the letter 'p'. The command p commands gives a list of all possible commands. The most important are p join password % join the game (pick any password) % this starts your bankroll at $1000 p quit % quit the game p fold % fold when the action gets to you p check % check (do not bet or fold) p call % call a bet p raise % raise the bet On the non-structured channels like #nolimit, some of these commands may take an argument, such as p raise 50 When you join the channel you will notice the conspicuous absence of these 'p' commands despite the ongoing play. This is because most players send their messages privately to the dealer only, using a command like /msg hbot p raise where 'hbot' is the nickname of the dealer. (This is especially useful to hide your password when you join.) Because poker players are inherently lazy, most use a special set of IRC macros that saves them the effort of typing all those characters each time they have to act. These poker macros are available from ftp.csua.berkeley.edu in the file /pub/rec.gambling/poker/ircrc.poker. The file contains instructions for using it on a Unix machine. In addition, curses and X-windows based front ends have been written for the poker games. The curses version uses simple terminal graphics to draw pictures of your cards and those of the other players, helping you to visualize the action. When other players fold their cards are mucked, and the board and pot are shown in the middle. This front end can be used in conjunction with the IRC macros mentioned above. The program is available on the web in source code form for Unix machines at http://www.jcsw.com/~products/ircpoker.html. The X windows version is at http://www.jcsw.com/~products/xpoker.html. Finally, some IRC poker statistics are available by looking at the URL http://www-star.stanford.edu/~maurer/r.g. ------------------------------------------------------------------------------- Q:P10 What skills are important for Texas Hold'em? A:P10 [Michael Hall] (Hold 'em) Poker Skills in Order of Importance Disclaimer: I'm a poker novice, not an expert. 0. Table selection 1. Hand selection 2. Reading opponents' hands 3. Opponent assessment 4. Heads up play, bluffing, and semi-bluffing 5. Seat selection 6. Check-raising 7. Getting tells 8. Pot odds calculations The exact order of importance of skills varies by game type. For example, you cannot read your opponent when your opponent does not know what he has. The list above is geared towards mid-level games where some sanity prevails but the game is not at an expert level either. 0. Table Selection. By far the most important skill is table selection, so it ranks better than #1, it's #0. It doesn't matter how well you play if you are always picking the games with no fish where even an expert can't beat the rake. Most of your income will come from a few very bad players. If you play fairly well, you won't lose much to the better players, nor win much from the slightly inferior players; it's the fish that count. 1. Hand selection Now that you've found your table with a live one or two, be patient. More than just having the discipline to play good hands and the stomach for surviving the variance, you should realize that most of our income in Hold 'em comes from AA and KK, with notable mention to the other pocket pairs and AK. Your object is to not lose too much while waiting for these premium hands, and particularly not to lose too much to these hands when other players get them. At $10-$20 and below, go ahead and make it 3 bets if you can before the flop with your AA or KK; you'll be surprised at how little respect you get with people calling you all the way to the river even though your betting is screaming "I HAVE POCKET ACES!!!" And respect preflop raises done by other players, dumping a lot of hands you would normally play such as AT and KJ or even AJ and KQ, as you don't want to make top pair versus an overpair. On the flop, don't bet into someone who has made it three bets unless you can beat the shit out of AA and KK and *want* to be raised back and then just call and go for a check-raise on the turn. 2. Reading opponents' hands Now, think about the range of hands and their probabilities that your opponents could have. Initially, when the players receive their first two cards, every possible two card hand is equally probable (unless you start grouping them like 87 offsuit, pocket aces, etc., but you get the idea.) Every action a player takes gives you information that you can use to adjust these probabilities. It's a Bayesian inference problem. Unfortunately, actually applying Bayes' rule exactly is beyond any puny human brain's capability. So, you make a major approximation and essentially just keep around a set of possible hands, which you then prune down as action take place. Suppose a player just calls preflop in early position and the flop comes Q 7 2 offsuit and he suddenly goes berserk by reraising, you have to think about what hands are likely. The hands that make sense to reraise like that are AQ, KQ, Q7, 72, Q2, 77, and 22. QQ would probably be slow-played here instead. Now join that set with the possible hands before the flop. We can just look at these hands and see which are reasonable to just call preflop in early position. AQ and KQ are often raised in early position, but at least sometimes they just call, so they are still consistent. Q7, 72, and Q2 are not reasonable calls from early position. 77 and 22 are reasonable calls, though tight players would probably dump the 22. So that leaves AQ, KQ, 77, and 22 as his possible hands, which has narrowed down the field quite a bit. Be aware also of how other players may interpret your betting. 3. Opponent assessment As play goes along, give yourself a running commentary of the events, "she open-raises, he folds, he cold-calls...". You must make a lot of mental notes based on this, and you must do this even when you're not in a hand, because in addition to being useful during a hand, it's useful for later hands. You want to see the frequency with which a player sees the flop, the frequency with which a player defends his blinds from raises, and the hands a player open-raises with, raises with, reraises with, cold-calls with, and just calls with. This in conjunction with narrowing down the hands above will often give you a good idea of what's going on even when there is no showdown. Your goal is to stereotype each player, as well as to note particular idiosyncrasies of the individuals for use not only now but in future sessions. 4. Heads up play, semi-bluffing, and bluffing Especially when heads-up, you should be constantly applying pressure to the other player to make him fold. You may reraise when you think you're either beaten badly or your opponent is bluffing. It's a bit like chess or wargames, with attacks, feints, counterattacks, and graceful retreats. This is part of the "feel" of poker that's hard to put into words, but hopefully you get the idea. Bluffing and semi-bluffing is important to keep yourself unpredictable, and with since you're keeping track of the ranges of plausible hands, it's quite likely you'll often know where your opponent stands. Cold bluffing is usually restricted to the river, where you might bet into one or two opponents (who might fold) if you have no chance of winning the pot if there is a showdown. Semi-bluffing is betting with a hand that is not likely best but has some big outs. Your opponent may fold immediately, and if not, you may hit your out and your opponent may seriously misread you. There is an important balance here; you must have sufficiently tight hand selection criteria such that when you do bet your opponent is positively terrified that you may have a big hand like an overpair. Semi-bluffing is very powerful, because you've been so careful in choosing your starting hands that even if you aren't there yet you are likely to get there. 5. Seat selection Generally, you want the loose aggressive players to your right and the tight passive players to your left. This is so that you can see a raise coming before calling the first bet. However, if the game is tight enough that it is being folded around to the blinds often, then you want some very tight passive players in the two seats to your right, so that your blinds will not be stolen. This is a very important skill, and just because you've found a good table, doesn't mean that every seat at that table would be a winning seat on average for you. 6. Check-raising Because the nature of fixed limit Hold 'em makes calling one bet often correct for very weak hands, it's difficult to protect your hand. A major weapon you have to protect your hand is check-raising. However, you must be conscious of where you think the bettor will be. Typically, if you had a made but vulnerable hand you would check in early position if you thought there would be a bet in late position; you then raise and the players in between face two bets plus a risk of a reraise by the late position player, making it difficult for them to call. If you have an invulnerable hand that you want to make everyone pay you through the nose for, then you would check in early position if you thought there would be an early position bet, and then you would raise after everyone trailed in calling behind. The down side of check-raising is that you risk giving a free card if no one bets. 7. Getting tells Be aware of tells. If a player has his hands on his chips and is leaning forward, all ready to raise if you bet, usually this is an act intended to get you to just check, as the player in fact does not what to raise you or maybe even call a bet. Two other incredibly valuable tells are the "what the heck, I raise" tell (get *out*, he has a monster!) and the "let me check to see if I have one of that suit with three on the board" tell (so you know he doesn't have a flush already.) Remember that if they think they're being watched, players typically act the opposite of what they have. 8. Pot odds calculations Be aware of pot odds. You can count the number of "outs" you have to estimate if calling is a positive expected value play. You may be surprised that I rank this so low. Although it is a subjective opinion, particularly when heads up it's much more important outplay your opponent rather than outdraw him. In loose games, outdrawing becomes much more important, but then the pots are so big that you usually have odds for any half way reasonable draw anyway. ------------------------------------------------------------------------------- Q:P11 What is a good preflop strategy for Texas Hold'em? A:P11 [Michael Hall] Some portions of this entry refer to copyrighted materials from Two Plus Two Publishing. They are used with the express permission of the authors and publisher. SKLANSKY & MALMUTH HAND RANKINGS AKQJT98765432 ||||||||||||| A-1122355555555 K-2123467777777 Q-3413457 s J-45513468 u T-66652457 i 9-888773458 t 8- 8874568 e 7- 85578 d 6- 8657 5- 8668 4- 8778 3- 78 2- 7 unsuited e.g., KQ suited is group 2, KQ unsuited is group 4 SKLANSKY & MALMUTH PREFLOP ADVICE The advice presented here for starting hands is a summary of part of Sklanksy and Malmuth's book "Hold 'em for Advanced Players". I strongly advise you to buy the book, as these notes are no substitute, and it is an excellent book. Key: Numbers refer to the groups above. 1..8 means groups 1,2,3,4,5,6,7,8, and similarly for other ranges. + and - mean add or subtract that group for the listed circumstance. tight means the circumstance is it's a tight game. loose means the circumstance is it's a loose game. OPEN-RAISE means raise if no one else has yet called/raised the big blind. RAISE means raise a call or big blind. RERAISE means raise a raise. OPEN-CALL means be the first call after the big blind (one bet) CALL means call big blind (one bet.) CALL2 means call one raise (two bets.) CALL3 means call reraise cold (three bets.) 2/3 and other fractions mean do the play that fraction of the time. AKs and other hands followed by "s" are suited. Ax and other hands followed by "x" means kicker "x" is small EARLY POSITION (1st, 2nd, 3rd to left of big blind) OPEN-RAISE AA,KK,QQ,AQ, 2/3 (1/1 vs weak) AKs,AQs,AJs,KQs, 1/3 hands like T9s, JJ in tight but call JJ in typical or loose RAISE AA,KK,QQ,AQ, 2/3 (1/1 vs weak) AKs,AQs,AJs,KQs RERAISE AKs and maybe AQs (if you called initially) and if a lot of players in then hands like JTs OPEN-CALL 1..4 (loose +5, tight -4) beware hands like 87s,77 playable only vs loose & passive (many callers not much raising) CALL same as OPEN-CALL CALL2 1..2 (loose +3 beware AQ, tight -2's AJs KQs) CALL3 1? (loose +2?) not JJ (but CALL2 JJ if 2 raises after your call, be prepared to fold if fail to flop set) MIDDLE POSITION (4th, 5th, and 6th to left of big blind) OPEN-RAISE 1..3, 1..6 if >=25% chance of stealing blinds RAISE 1..3 usually, but 3 depends # callers wanted and strength of opponents (raise if weaker) RERAISE AA,KK,QQ,AKs,AK, occasionally T9s,88,etc OPEN-CALL 1..5 (+6 loose) don't just open-call with hands like AKs CALL 1..5 (+6 loose), consider how weak callers are CALL2 still need very good hand 1..2, maybe some 3's CALL3 not JJ (but CALL2 JJ if 2 raises after your call, be prepared to fold if fail to flop set) LATE POSITION (button, 1st sometimes 2nd right of button) OPEN-RAISE any playable hand if on button 1..8 and also Ax & Kx vs very tight or weak opponents Ax & Kx if on button vs very tight or weak RAISE 1..3, sometimes 4, if many callers don't raise with high unsuited but can with 1..5 suited connectors, can with any playable hand that wants few opponents with 1-2 nonearly callers e.g., A7s, KJ, QJ, and even as weak as QT, if on button sometimes can with small pair or small suited connectors RERAISE 1, if raiser opened late position as weak as 4 but limit to 1..3 unless AJ KQ or weak playera OPEN-CALL usually open-raise or fold instead CALL 1..6 usually, +7 if on button & some callers, +8 and e.g. Q5s if on button & many callers CALL2 still need very good hand, maybe 1..3, but if many callers then T9s,88,... CALL3 1? but not JJ (but CALL2 JJ if 2 raises after your call, be prepared to fold if fail to flop set) SMALL BLIND OPEN-RAISE because big blind has position, usually don't raise with most hands e.g. A6, unless big blind would fold >= 30% of the time RAISE same as big blind RAISE, but even tighter RERAISE AA, KK, not automatically AK or QQ, 1..6 if played should reraise vs stealer but only when heads up CALL(1/2) still be fairly selective but somewhat loose, e.g., 85, any two suited, but not e.g. J2. if only 1/3 bet to call, play every hand, unless big blind player is frequent raiser. CALL2(3/2) same as early or middle CALL2, unless heads up against stealer in which case see RERAISE, or many callers in which case you can perhaps play hands like 33 or 86s. CALL3(5/2) 1? but not JJ BIG BLIND OPEN-RAISE N/A RAISE only extremely good hands AK with 1-2 late callers hands like JTs, T9s, 55 if many callers RERAISE AA, KK, not automatically AK or QQ, 1..6 if played should reraise vs stealer CALL(0) check usually CALL2(1) essentially same as LATE CALL2 unless up against stealer, in which case 1..8 if weak but 1..6 if strong or caller in between. tighten if caller on left & raiser on right but can do flush & straight draws like A6s 87, loosen if raiser on left, can maybe play hands like 33 or 86s if many callers, beware KJ. CALL3(2) 1? but not JJ LATE POSITION BLIND (posted one to right of dealer) OPEN-RAISE usually *any* hand, but not if opponents will almost always defend blinds with any hand RAISE if already many callers, rarely raise with a hand that you would not raise with if you did not post OPEN-CALL instead OPEN-RAISE CALL(0) may wish to check even good hand as deception CALL2(1) can call with slightly worse than in big blind, against stealer heads up ok to call with any ace and most kings CALL3(2) like normal late position CALL2 or CALL3? ------------------------------------------------------------------------------- Q:P12What is a good third street strategy for Seven Card Stud? A:P12 [JP Massar] Some portions of this entry refer to copyrighted materials from Two Plus Two Publishing. They are used with the express permission of the authors and publisher. The following is a tight strategy that will serve you well in lower-limit (15-30 and below) structured (as opposed to spread-limit) seven card stud games. Following this strategy in spread-limit games is also OK, but it is too conservative if the game is passive (such as many of the 1-5 games at Foxwoods). Also, you will go out of your mind with boredom in such loose, passive games, because each hands takes forever (because so many people are in, and they are generally slower than average players) and you will be playing only a small percentage of the hands you are dealt. If you have regular opponents who also play a decent game, then against them you will have to start varying this strategy once they figure out that you are also a good player. These guidelines are derived from 'Seven Card Stud for Advanced Players', by Sklanksy, Malmuth and Zee, and are a simplification of the ideas found therein. The only hands you should play if it is a raise and a reraise to you are: * Rolled-up trips. * A 3-straight-flush (e.g., 4 5 6 of clubs) with at most one gap (e.g., 4 5 7 of clubs, but not 4 6 8 or 4 5 8 of clubs) * A pair higher than the upcards of both the raiser and reraiser, or a pair of Aces. * A 3-flush if no more than 1 of your suit is showing elsewhere AND you have at least one card higher than the upcards of both the raiser and reraiser. The hands you should play if it is a raise to you, or you limped in and there was a subsequent raise: * Rolled up trips. * Any 3-straight-flush, 0 1 or 2 gaps. * Any big pair (tens or higher), UNLESS o (A) the raiser has a higher upcard and (B) there is caller, also with a higher upcard, OR o the raiser has a higher upcard and you are quite confident (from a signficant amount of previous observation) that the raiser would not raise without at least a pair as big as his upcard, OR o your big pair is smaller than the raiser's upcard AND one or more of your pair is showing elsewhere. If your big pair is higher than the raiser's upcard, then you should always reraise if one of your pair is your upcard, and often reraise even if both are hidden. * A small pair (9's or lower), AND, as your 3rd card, an Ace or a King, AND, there are no other upcards as high as your Ace or King showing on the board, AND no other card matching your pair is showing. * Any live 3-flush (no more than 1 of your suit elsewhere), unless you are almost certain to be heads up with the raiser AND you have no live card which is higher than the raiser's upcard. * A 3-flush in which two of your suit are elsewhere, AND you are almost certainly not heads-up with the raiser, AND you have a live card higher than the raiser's upcard. * A 3-flush in which three of your suit are elsewhere, AND you have two live cards higher than the raiser's upcards. * A 3-straight (2 3 4 and A 2 3 are NOT 3-straights), in which all of your straight cards are live. * A 3-straight, in which all but one of your straight cards are live, AND you have a live card higher than the raiser's upcard. * A 3-straight, in which all but two of your straight cards are live, AND you have two live cards higher than the raiser's upcard. * AKQ or KQJ, if the raiser has an upcard smaller than your smallest card, and your cards are completely live. The additional hands you can limp-in with, not covered in the immediate above section. * Any 3 big cards (ten or higher), as long as they are all completely live. If there is a subsequent raise, you should immediately fold. * A medium or small pair without an Ace or King kicker, as long as your 3 cards are completely live AND there are no more than 2 higher upcards to your pair still to act. If there is a subsequent raise, you should immediately fold, unless your 3rd card makes a 2-straight-flush (e.g., 8c, 8d, 7c). * Any 3-flush with no more than 2 other of your suit showing. If you find yourself subsequently head up against a raiser, fold unless you can satisfy the criteria in the section immediately above. * Any 3-straight with no more than one of your straight cards showing. * Any 3-straight, whose highest card is T or higher, with no more than 2 of your straight cards showing. * Any 3-straight, with no more than two of your straight cards showing, AND which has two cards of the same suit, AND no more than 1 of that suit is showing elsewhere. Hands which you should raise with, if no one has raised yet: * Any big pair (tens or higher), as long as no more than 1 unduplicated higher upcard is active in the game, or is yet to act. * Any pair, if no one has yet entered the pot, and your pair is higher than any other upcard yet to act. * A live 3 flush (1 or fewer of your suit showing) with an A, K or Q as one of the cards, if at least 3 other players have voluntarily limped in. * A live 3 flush with an A, K, or Q showing, if no one has yet entered the pot. * A live 3-straight, if your highest card is higher than any up card active or yet to act, AND no one folded a card of the same rank as your highest card. * Any 3 big cards (ten or higher) if all 3 cards are higher than any upcard active or yet to act, AND they are all completely live. * Any 3 cards except total, absolute trash, if you are the last player and every other player has folded to you. "If there is one guideline that needs to be remembered when looking at your first three cards, it is this: PLAY ONLY HANDS THAT ARE LIVE. When in doubt, throw your hand away. Remember that the most important decision you will make in seven-card stud is whether to play your hand..." --- SM&Z, p. 48 ------------------------------------------------------------------------------- Q:P13 Why are poker hands ranked the way they are? A:P13 [Michael Maurer, Darse Billings, Roy Hashimoto] The standard poker hands are ranked based on the probability of their being dealt pat in 5 cards from a full 52-card deck. The following table lists the hands in order of increasing frequency, and shows how many ways each hand can be dealt in 3, 5, and 7 cards. Hand 3 cards 5 cards 7 cards ==== ======= ======= ======= Straight Flush 48 40 41,584 Four of a Kind 0 624 224,848 Full House 0 3,744 3,473,184 Flush 1,096 5,108 4,047,644 Straight 720 10,200 6,180,020 Three of a Kind 52 54,912 6,461,620 Two Pair 0 123,552 31,433,400 One Pair 3,744 1,098,240 58,627,800 High Card 16,440 1,302,540 23,294,460 ================================================================= TOTALS 22,100 2,598,960 133,784,560 Notes: 1. The standard rankings are incorrect for 3-card hands, since it is easier to get a flush than a straight, and easier to get a straight than three of a kind. See question P15. 2. For 7-card hands, the numbers reflect the best possible 5-card hand out of the 7 cards. For instance, a hand that contains both a straight and three of a kind is counted as a straight. 3. For 7-card hands, only five cards need be in sequence to make a straight, or of the same suit to make a flush. In a 3-card hand a sequence of three is considered a straight, and three of the same suit a flush. These rules reflect standard poker practice. 4. In a 7-card hand, it is easier for one's *best* 5 cards to have one or two pair than no pair. (Good bar bet opportunity!) However, if we changed the ranking to value no pairs above two pairs, all of the one pair hands and most of the two pair hands would be able to qualify for "no pair" by choosing a different set of five cards. 5. Within each type of hand (e.g., among all flushes) the hands are ranked according to an arbitrary scheme, unrelated to probability. See question P14. ------------------------------------------------------------------------------- Q:P14 Why are ace-hi flushes ranked highest, when it's much harder to get a seven-hi flush? And similarly for two pairs? A:P14 [Michael Maurer] Only the classes themselves (flush, straight, etc) are ranked by the probability of getting them in five cards. Within each class we use an arbitrary system to rank hands of the same type. For example, our arbitrary system ranks four aces higher than four deuces, even though the hands occur with the same frequency. Similarly, flushes are ranked by the highest card, with the next highest card breaking ties, and so on down to the fifth card. This has the curious effect of creating many more ace-hi flushes than any other kind, because any flush that contains an ace is "ace-hi", regardless of the other cards. Thus, although 490 of the 1277 flushes in each suit contain a seven, only four of them are seven-hi flushes: 76542, 76532, 76432, and 75432. The median flush turns out to be KJT42. A similar situation occurs for two pair hands. There are twelve times as many ways to make two pair with aces being the high pair ("aces up") as there are to do it with threes as the high pair ("threes up"). While the aces can go with another other rank of pair, the threes must go with twos, or we would reverse the order and call them, for instance, "eights up". Note that it is fruitless to alter the relative rankings to try to account for this imbalance, since as soon as we do the cards will be reinterpreted to make the best hand under the new system. For example, if we decide to make "threes up" the best possible two pair hand, now all the hands like "eights and threes" will be interpreted as "threes and eights", and the population of "threes up" hands will soar twelve-fold. The median two pair hand turns out to be a tie between JJ552 and JJ44A. ------------------------------------------------------------------------------- Q:P15 What is the correct ranking for 3-card poker hands? A:P15 [Darse Billings] The standard ranking of poker hands is based on their frequency of occurrence in a five card hand. In three card hands the relative frequency of hands is different, so different in fact that three of a kind beats a straight, and a straight beats a flush. The following is a break down of all three card poker hands. They can be used for certain three card games, such as Guts or 3-card-6. They can also be used to analyze starting hands for games like 7-Card Stud. Hand Type Kinds Each Total Cuml Rating --------- ----- ---- ----- ---- ------ straight flush 12 4 48 48 0.9978 trips 13 4 52 100 0.9955 straight 12 60 720 820 0.9629 flush ** 274 4 1096 1916 0.9133 pair *** 156 24 3744 5660 0.7439 Ace high 64 60 3840 9500 0.5701 King high 54 60 3240 12740 0.4235 Queen high 44 60 2640 15380 0.3041 Jack high 35 60 2100 17480 0.2090 Ten high 27 60 1620 19100 0.1357 Nine high 20 60 1200 20300 0.0814 Eight high 14 60 840 21140 0.0434 Seven high 9 60 540 21680 0.0190 Six high 5 60 300 21980 0.0054 Five high 2 60 120 22100 0.0000 ** More on Flushes ------------------ High Card Kinds Percent Total Cuml Rating --------- ----- ------- ----- ---- ------ Ace high 64 23.4 256 1076 0.9513 King high 54 19.7 216 1292 0.9415 Queen high 44 16.1 176 1468 0.9336 Jack high 35 12.8 140 1608 0.9272 Ten high 27 9.9 108 1716 0.9224 Nine high 20 7.3 80 1796 0.9187 Eight high 14 5.1 56 1852 0.9162 Seven high 9 3.3 36 1888 0.9146 Six high 5 1.8 20 1908 0.9137 Five high 2 0.7 8 1916 0.9133 *** More on Pairs ----------------- Hand Type Kinds Each Total Cuml Rating --------- ----- ---- ----- ---- ------ AAx 12 24 288 2204 0.9003 KKx 12 24 288 2492 0.8872 QQx 12 24 288 2780 0.8742 JJx 12 24 288 3068 0.8612 TTx 12 24 288 3356 0.8481 99x 12 24 288 3644 0.8351 88x 12 24 288 3932 0.8221 77x 12 24 288 4220 0.8090 66x 12 24 288 4508 0.7960 55x 12 24 288 4796 0.7830 44x 12 24 288 5084 0.7700 33x 12 24 288 5372 0.7569 22x 12 24 288 5660 0.7439 In the preceding tables, "Kinds" refers to the number of card combinations in each class, while "Each" is the number of non-distinct hands of each Kind. The product of these two numbers gives the total number of hands in that class. "Cuml" is the cumulative total of all hands, and "Rating" is a percentile ranking of the lowest hand in the class. Note that "Rating" is only an estimate of the probability of beating a random hand. To compute the exact probability, a given hand must be compared to the (49 choose 3) combinations of the remaining cards in the deck. ------------------------------------------------------------------------------- Q:P16What are my chances of sucking out on my opponent in Hold'em? A:P16 [Jason Steinhorn] The following is an extension of the probability table offered by Sklansky and Malmuth in their Hold'em For Advanced Players. It lists the probability (%) and odds (X:1) of making any given hand on the turn, the river, or combined turn and river, given the number of outs for the hand. Below that is a chart listing the number of outs given a particular drawing hand, and what hands those outs will give if made. Chances of making a hand on the turn/river/both turn turn river river t/r t/r Outs (%) (X:1) (%) (X:1) (%) (X:1) ------------------------------------------------------ 20 42.6 1.35 43.5 1.30 67.5 0.48 19 40.4 1.47 41.3 1.42 65.0 0.54 18 38.3 1.61 39.1 1.56 62.4 0.60 17 36.2 1.77 37.0 1.71 59.8 0.67 16 34.0 1.94 34.8 1.88 57.0 0.76 15 31.9 2.13 32.6 2.07 54.1 0.85 14 29.8 2.36 30.4 2.28 51.2 0.96 13 27.7 2.62 28.3 2.54 48.1 1.08 12 25.5 2.92 26.1 2.83 45.0 1.22 11 23.4 3.27 23.9 3.18 41.7 1.40 10 21.3 3.70 21.7 3.60 38.4 1.61 9 19.1 4.22 19.6 4.11 35.0 1.86 8 17.0 4.88 17.4 4.75 31.5 2.18 7 14.9 5.71 15.2 5.57 27.8 2.59 6 12.8 6.83 13.0 6.67 24.1 3.14 5 10.6 8.40 10.9 8.20 20.4 3.91 4 8.5 10.75 8.7 10.50 16.5 5.07 3 6.4 14.67 6.5 14.33 12.5 7.01 2 4.3 22.50 4.3 22.00 08.4 10.88 1 2.1 46.00 2.2 45.00 04.3 22.50 Number of Outs Given a Particular Hand to Improve Outs Given In attempt to make ----------------------------------------------------------------------- 15 Open Straight Flush Draw Straight, Flush, Straight Flush 12 Inside Straight Flush Draw Straight, Flush, Straight Flush 9 Flush Draw Flush 8 Open Straight Draw Straight 4 Gut Shot Straight Straight 4 2 Pair Full House 2 1 Pair Three of a kind 1 Three of a Kind Four of a kind ------------------------------------------------------------------------------- Q:P17 What is a poker tournament? How does one work? What is a chip race? What is a satellite? A:P17 [Michael Maurer] A poker tournament is an event in which poker players compete for all or part of a prize pool. Each player pays an entry fee and initial buy-in for a set number of tournament chips. The chips are non-negotiable, having no cash value except at the end of the tournament. The contestants play until all but one or a few are busted; the top finishers divide up the prize pool according to the tournament rules. The game's stakes increase with time to hasten the tournament's end. Within this framework is considerable room for variation. Many tournaments permit "rebuys", which allow a busted player to reenter the tournament by posting additional money to the prize pool. The number of rebuys may be unlimited, limited to one or a few, or limited to an initial period of the tournament. Some tournaments allow an "add-on", which is a final rebuy at the end of the rebuy period. A tournament with no rebuys is called a "freezeout". The betting structure may be limit only, pot-limit, no-limit, or a mixture, usually limit in the early rounds and no-limit later. Whatever the betting structure, the blinds or betting limits increase regularly, perhaps doubling every twenty minutes in a small tournament, or more slowly in a large one. A confusing aspect of the increasing stakes is the way in which some tournaments get rid of the small denomination chips. At some point in the tournament, the dealer may "race off" all the red $5 chips. Each player puts all their red chips in front of them, and the dealer converts them to as many green $25 chips as possible. Whatever red chips remain are raced off: each player receives one card for each chip, and the player receiving the highest card (ace, king, etc) wins everybody's reds and converts them to greens. Bridge suits break ties for the high card (spades, hearts, diamonds, clubs). In other tournaments, the red chips may simply be rounded to green chips. Although rounding can change the total amount of money in play, it is better at preserving the players' relative chip positions. The tournament usually continues until only one player remains. The winner may take all the money, or the top finishers may divide it up according to a set schedule. In most tournaments, tables are consolidated and seats redrawn when a certain number of players are eliminated, eventually resulting in a "final table" of contestants. Sometimes, each table plays until only one player remains, and then the survivors meet at a final table; this is called a "shootout". Since the betting stakes are large at the final table and payout schedules often favor first place, luck plays a major role and many players prefer cutting a deal to playing the tournament to its conclusion. A "satellite" is a tournament in which the prize is an entry to another tournament. Large tournaments like the $10,000 No-limit Hold'em event in the World Series of Poker generate a lot of satellites. Typically, the satellite buy-in is around 1/10 the tournament buy-in, so the top 10% of satellite finishers win a tournament buy-in. Sometimes a satellite will even have mini-satellites, in which the prize is an entry to the main satellite. A mini-satellite for the $10,000 event might have a $100 buy-in and award a $1,000 buyin to a satellite that is awarding a $10,000 buy-in to the main event. Many small (under $100 buy-in) daily or weekly tournaments are listed in the back pages of Card Player magazine. Be sure to call the casino to see if they are having the tournament that day, since the magazine is sometimes out of date. ------------------------------------------------------------------------------- Q:P18 How does tournament strategy differ from that of regular games? A:P18 Several books have been written on this subject, but none has received universal praise from rec.gamblers. Any tourney pros want to give away their secrets and write a FAQ entry? Soon to come: reviews of McEvoy's and Buntjer's books on tournament poker. ------------------------------------------------------------------------------- Q:P19 What is the World Series of Poker? When is it? A:P19 [Jim Albrecht] The World Series of Poker is a yearly series of poker tournaments hosted by Binion's Horseshoe Casino in Las Vegas. The official WSoP home page is at http://www.conjelco.com/wsop.html. [The following material was gathered from posts by Jim Albrecht, WSoP Director. --ed.] Q: What is the 1995 WSoP schedule? 1995 WORLD SERIES OF POKER SCHEDULE OF EVENTS DATE TOURNAMENT BUY-IN April 21 Satellites Begin $165 and up April 25 Texas Hold'em (limit) $1,560 April 26 Seven Card Stud (limit) $1,560 April 27 Omaha (limit) $1,560 April 27 (5pm) Chinese Poker $1,560 April 28 Seven Card Hi-Lo Split (limit) $1,560 April 29 Seven Card Razz (limit) $1,560 April 30 Omaha Hi-Lo Split (limit) $1,560 May 1 Texas Hold'em (no limit) $1,560 May 2 Omaha (pot limit) $1,560 Rebuys first three hours May 3 Texas Hold'em (pot limit) $1,560 May 4 Seven Card Hi-Lo Split (limit) $2,560 May 4 (5pm) Deuce to Seven Draw (no limit) $5,080 Rebuys first three hours May 5 Omaha Hi-Lo Split (limit) $2,560 May 6 Ace to Five Draw (limit) $1,560 May 6 (5pm) Chinese Poker $5,080 Rebuys first three hours May 7 Texas Hold'em (limit) $2,560 May 8 Seven Card Stud (limit) $2,560 May 9 Omaha (pot limit) $2,560 Rebuys first three hours May 10 Texas Hold'em (pot limit) $2,560 May 11 Seven Card Stud (limit) $5,080 May 12 Texas Hold'em (no limit) $2,560 May 13 Texas Hold'em (limit) $5,080 May 14 Women's Stud (limit) $1,050 CHAMPIONSHIP EVENT May 15 Texas Hold'em (no limit) $10,000 All tournament start a noon unless otherwise noted. All tournaments are freezeout style unless rebuys are noted. Single table satellites are held from 8am to 2am daily. Super satellites for the main event are held nightly at 7:40. The Horseshoe has secured rooms at several downtown hotels. Last year we used over 1,200 rooms, with late callers staying on the Strip and Boulder Hwy. If you need more info you can call 800-93POKER and ask for Jim Albrecht. Q: How do the satellites work? Those satellites are for all events. Actually, they are to win "tournament buy-in chips" worth $500 towards a buy-in to any event. You could for example, win a hold'em satellite and receive 3 chip and $60 in cash. This has a value of $1,560 and may be used as a buy-in for any $1,560 event. The chips can be added up to play in a larger event, or can be sold to you friends at discount. They are usually obtainable for $480. In the "old days", or PC (pre-chip) days, you received a receipt and HAD to play in the specific tournament that matched the satellite you won. Now you have all kinds of options. Just think of them as tournament stock certificates. These chips are without question the best invention of the 90's for tournament poker (I would say this even if it wasn't my idea)...... :) Q: What about the satellites for the $10,000 event? Supers start on Monday night (4-24-95) and run nightly throughout the tournament dates. You win a piece of paper with your name on it (WOW!) This piece of paper (a receipt) allows you to play in the $10,000 event and win up to $1,000,000. Discaimer: Winning is not guaranteed. This part is up to you. The first Super you win is non-transferable, non-negotiable, and must be played by YOU. This will be clearly stamped on your receipt. If you win a second Super you will be paid in Buy-in chips (twenty $500 chips). You may do as you please with these. Stake a friend, play in several events yourself or sell to the highest bidder. Best place for a sale: The line for sign-up on the day of the event. Early sales (first week of the tournament) can fetch as low as $9,500. The day of the event you should be able to get $9,900. ------------------------------------------------------------------------------- Q:P20 What the hell is Rumple Mintz? A:P20 [Michael Maurer] Rumple Mintz is the official rec.gambling spelling of a brand of 100 proof peppermint schnapps called Rumple Minze, imported from the Scharlachberg Distillery in Germany. Best served shaken over ice for five seconds, then strained into a short glass. It is the official drink of rec.gambler poker players everywhere, and is known to increase poker skill dramatically. Legend has it that one rec.gambler won $4000 in a 50-100 Hold'em game while under its spell, lived to tell the tale in a trip report, and assured its eternal fame. ------------------------------------------------------------------------------- Q:P21 What is a burn card and why is it dealt? A:P21 [Michael Maurer] A burn card is a card dealt face down at the beginning of a round, before any other cards are dealt. This card is not used in the play of the hand. The main reason for this custom is to guard against marked cards. If the cards are marked, a player who can read the backs will know what the top card on the deck is. In a flop-game like Hold'em or Omaha, knowledge of the next board card is extremely profitable. Knowledge of which card it will *not* be is slightly useful, but much less so. ------------------------------------------------------------------------------- Q:P22 What happens if there aren't enough cards in the deck to deal the final card in 7-card stud? A:P22 [Michael Maurer] The burn cards will be shuffled into the remaining deck. If there are still not enough cards, a single community card will be dealt face-up and used by all the players. ------------------------------------------------------------------------------- Q:P23 What is the difference between a shill and a proposition player? What skills are needed to be one? A:P23 [John Murphy] A shill is paid by the house at an hourly rate, and plays with house money. A prop is paid by the house and plays with his own money. Many states require cardrooms to identify house players if asked, but may not require them to do so otherwise. Shills and props are directed to games by the house. This means that they may be constantly shifted to tougher games, as non-house players boot them out of seats in juicy games. The most important skill for a prop is to be able to excel in all games, since they may be called to play any game that the house offers, against players who specialize in that game. Also, be they must be prepared to sit and wait if all games are full. ------------------------------------------------------------------------------- Q:P24 What are the Las Vegas poker room phone numbers? A:P24 [Dave Marshall, June 1994] Here's a list of all the poker rooms in Las Vegas (Santa Fe, Boomtown, and Henderson poker rooms not included) with addresses and the *direct* phone number of the poker room. In one or two cases, the poker room doesn't have a direct line, so the main casino line is used instead. See bottom for the two 800 numbers I know of. Aladdin Hotel & Casino 3667 S Las Vegas Blvd 736-0329 Binion's Horseshoe Hotel & Casino 128 Fremont Street 366-7397 Circus Circus Hotel-Casino 2880 S Las Vegas Blvd 734-0410 Continental Hotel & Casino 4100 Paradise Road 737-5555 El Cortez Hotel 600 Fremont Street 385-5200 Excalibur Hotel-Casino 3850 S Las Vegas Blvd 597-7625 Flamingo Hilton 3555 S Las Vegas Blvd 733-3485 Fremont Hotel 200 Fremont Street 385-3232 Gold Coast Hotel & Casino 4000 W Flamingo Road 367-7111 Hacienda Hotel & Casino 3950 S Las Vegas Blvd 739-8911 Harrah's Las Vegas 3475 S Las Vegas Blvd 369-5234 Imperial Palace Hotel & Casino 3535 S Las Vegas Blvd 731-3311 Jackie Gaughan's Plaza Hotel & Casino 1 S Main Street 386-2249 Las Vegas Hilton 3000 Paradise Road 732-5995 Luxor Hotel And Casino 3900 S Las Vegas Blvd 262-4210 MGM Grand Hotel 3799 S Las Vegas Blvd 891-7434 The Mirage Hotel And Casino 3400 S Las Vegas Blvd 791-7290 Palace Station Hotel & Casino 2411 W Sahara Avenue 367-2453 Rio Suite Hotel & Casino 3700 W Flamingo Road 252-7777 Riviera Hotel & Casino 2901 S Las Vegas Blvd 794-9255 Sahara Hotel 2535 S Las Vegas Blvd 737-2317 Sam's Town Hotel & Gambling Hall 5111 Boulder Highway 454-8092 Sands Hotel & Casino 3355 S Las Vegas Blvd 733-5000 Hotel San Remo 115 East Tropicana 739-9000 Sheraton Desert Inn 3145 S Las Vegas Blvd 733-4343 Showboat Hotel & Casino 2800 Fremont Street 385-9151 Silver City Casino 3001 S Las Vegas Blvd 732-4152 Stardust Hotel & Casino 3000 S Las Vegas Blvd 732-6513 Treasure Island at The Mirage 3300 S Las Vegas Blvd 894-7291 Tropicana Resort And Casino 3801 S Las Vegas Blvd 739-2312 800 Poker Room Numbers: Binion's : 1-800-93-POKER MGM Grand: 1-800-94-POKER ------------------------------------------------------------------------------- Q:P25 What do all these poker terms mean? A:P25 [John Hallyburton et al.] In addition to the following list of poker terms, Lee Jones' glossary from "Winning Low-Limit Holdem" is online at http://www.conjelco.com/pokglossary.html, and Dan Kimberg's glossary is online at http://www.universe.digex.net/~kimberg/pokerdict.html. rec.gambling Glossary of Poker terms v2.0 31-Mar-1995 Copyright (C) 1993, 1995, John C. Hallyburton, Jr. Copying for noncommercial use is permitted provided all copies carry this copyright. This glossary is supposed to be readable and sensible. If it is not or (worse yet) contains an error, please send additions and corrections to John Hallyburton, hallyb@evms.enet.dec.com, for future updating. 1-4-8, 2-4, 3-6, 6-12, 10-20, etc. adj. The betting structure for a game. See FIXED LIMIT, SPREAD LIMIT. ACCORDING TO HOYLE adv. By the rules of the game. See also: HOYLE. ACTION n. Money that is being bet. "No action" means a hand or game has few bettors and fewer raisers. "Gimme some action" is ostensibly a plea for calls and raises. ACTIVE PLAYER n. A player who is still in the pot. ALL {BLUE,GREEN,PURPLE,etc.} n. Colorful terms to describe a flush. ALL-IN adj. To have all of one's chips in the pot. A player who is all-in cannot be forced out of the pot by more betting, but is only eligible to win that portion of the pot he has contributed to. Generally, a SIDE POT is created each time a player is all-in. AMERICAN AIRLINES n. In Hold'em, a pair of Aces in the hole. Better known (at least in rec.gambling) as POCKET ROCKETS. ANTE n. A small bet all players are required to make before a hand is dealt. Not all games have an ante. Related terms: BLIND, FORCED BET. ASSAULT RIFLE n. In Omaha, hole cards that are A-K-4-7 of any suit(s). BACK DOOR adj. Applies to a hand that was made in the last card or two, specifically not a hand the player was originally planning on having. Most often applied to straights and flushes. BAD BEAT n. [1] A very good hand, often a full house or higher, that is beat by an even better hand. BAD BEAT n. [2] A good hand beaten by another hand, which, when evaluated in terms of how likely the winning hand was to win and how much the winning hand could expect to win, had no mathematical justification for staying in the pot. A hand which, even though it won, had a (generally huge) negative expectation (see EXPECTATION). BAD-BEAT JACKPOT n. In some cardrooms, a prize that is shared by the players in a game, when a very good hand (usually Aces full, or better) is beaten by a higher hand. Jackpots are usually financed by taking a drop ($1 is a common amount) from every pot. A typical division of the jackpot will give the losing hand 50 %, the winning hand 25 %, and the other players at the table share the remaining 25 % of the Jackpot. BAD GAME n. Any game in which you figure to be the loser, because the other players are better than you. BANKROLL n. Current total gambling funds available. To be distinguished from the current money you happen to have on the table. See also: STACK, STAKE. BARN n. A FULL HOUSE, three of a kind and a pair. BEE No. 92 (TM) n. Trade name for the "diamond back" cards frequently used in casino games. Compare: RIDER BACK. BELLY BUSTER n. An inside straight draw. Same as GUTSHOT. BET v.t. To put money into the pot, pursuant to the rules of the game, thus maintaining a chance of winning the pot. BET FOR VALUE v.t. Betting a hand that, in the long run, is expected to win more than it loses. Antonym: BLUFF. BICYCLE n. The best possible low hand: A-2-3-4-5. More common term: WHEEL. BIG BLIND n. A blind bet, usually a raise of an earlier blind which would be called the SMALL BLIND. In limit poker, the BIG BLIND is usually the size of the minimum bet on the first round of betting. BIG BOBTAIL n. An open-ended 4-card straight flush. BIG SLICK. n. In Texas Hold'em, hole cards of A-K, suited or not. BLACK n. When referring to chips, black usually stands for $100 casino chips. "This guy sits down with a stack of blacks and raises the first bet." Not ALL casinos use black for $100 but that is the common usage. BLANK n. Used in describing stud and Hold'em games. Refers to a dealt card that does not offer any value; stating the actual rank and suit would detract from a description of the hand. "The last card was a blank." BLIND n. A mandatory bet made by certain player(s) usually sitting left of the BUTTON before each new hand is dealt. Used in place of antes or in conjunction with antes. See also: ANTE, BIG BLIND, FORCED BET, LATE BLIND, LIVE BLIND, SMALL BLIND, STRADDLE. BLUFF n. To make a bet or raise with a poor hand, in hope that the remaining active player(s) will fold. BOARD n. The exposed cards in Hold'em and stud. Also BOARD CARDS. BOAT n. A FULL HOUSE, three of a kind and a pair. BOBTAIL STRAIGHT n. See OPEN-ENDED STRAIGHT. BRODERICK CRAWFORD n. In Hold'em, hole cards of 10-4. From the 1950s TV series "Highway Patrol", starring Broderick Crawford. BUCK n. See BUTTON. (Unrelated to one Michael Buck, this is said to be the origin of the term "buck" to represent one dollar). BUG n. A limited wild card, represented by the Joker. May be used as an Ace, or as any card to complete a straight or flush (or straight flush). See also: WILD CARD. Only used at certain tables in certain card rooms, most frequently in draw lowball. BULLET[S] n. Ace[s]. BUMP v.t. Slang for RAISE. BUNNY n. An eight. So named because one can easily draw "rabbit ears" above the numeral 8, "paws" in the middle and "feet" at the bottom. (Do this only at home, and not on cards that will be used for play.) BURN v.t. To discard the top card of the deck prior to dealing, usually done for every dealing round except the first. The theory being that if somehow the cards are marked (illegally) no one will know what card will next be dealt, only what card will be burned. This makes marked cards less of an advantage, hence tends to reduce cheating. BUTTON n. A distinctive token held by the player sitting in the theoretical dealer's position, when a house dealer is used. The button rotates around the table so that every player has an opportunity to be the last to act. Also, "THE BUTTON" can refer to the player who currently has the button. ("I was the button and called the blind".) Synonyms: BUCK, PUCK. BUTTON CHARGE n. A periodic fee paid by whoever is the button, perhaps every 20 minutes or 30 minutes. Constitutes part or all of the HOUSE CUT. BUY-IN n. The minimum amount of money necessary to join a game. Also, the amount of money one actually used to join the game. See also: REBUY. BUY IN v.i. To purchase chips at the start of a game. Thus in a game with a $100 buy-in one might buy in for $147. CALL v.t. To put in to the pot the minimum amount of money necessary to continue playing. See also: SEE. (CALL is used mostly in the present tense with the bet as the object, SEE with future tense and the original bettor as the object). CALL COLD v.t. See COLD CALL. CALLER n. One who calls. Sometimes used collectively, as in "3 callers". CAP v.t. To cap the betting is to make the last permitted raise in a round. CARDS SPEAK n. winner(s) of the hand are determined by turning their cards face up, the best hand(s) wins (no declaration). CASE adj. The fourth card of a particular rank, as in "he folded the case 9" when describing where all the 9s were in a hand. Comes from the game of Faro where an employee of the house, called the "case keeper". kept track of the number of each rank of card remaining. CHASE v.t. To continue in a hand, often at poor odds, in the hopes of catching a much better hand. "He called, chasing the flush." CHECK n. A chip. Dealers and other casino employees often use the term "check" where most nonprofessional gamers would say "chip". See CHIP. CHECK v.i. To bet zero, when it is legal to do so. Frequently a sign of only a fair hand, but may be a bluff. CHECK RAISE v. To check initially, then raise a bet made later on in the same betting round. Frequently a sign of strength, but may be a bluff. CHIP n. A round gaming token used in place of cash for convenience in handling and counting. The standard form of currency in most casinos. See also: CHECK n. COME adj. A hand that is not yet made ("come hand") such as four cards to a flush. See also ON THE COME. COMMUNITY CARDS n. Cards that are available for every player to use in making a hand. Usually dealt face up somewhere in the middle of the table. COMPUTER HAND n. Texas Hold'em hole cards of Q-7 offsuit. More generically, any hand that computer analysis/simulation determines is positive but turns out to be difficult to play in practice. COLD CALL n. Calling both a bet and raise at the same time, as opposed to calling a bet then later calling a raise made after the call. COURT CARD n. A jack, queen or king. COWBOY n. A king. CUT v. To break the deck into 2 stacks of at least 5 cards each. Usually performed by the player to the dealer's right to insure that the the deck is not stacked. CRYING CALL n. A call made with little chance of ultimately winning, but marginally better than an immediate fold. DEAD DRAW n. See DRAWING DEAD. DEAD MAN'S HAND n. Generically: two pair, aces and eights. Specifically: the black aces, black eights and nine of diamonds. The hand Wild Bill Hickok was holding when he was shot to death. DEAD MONEY n. Money contributed to the pot by players who have folded. DEALER'S CHOICE n. In home games, a rule that permits the dealer to name which poker game to be played that hand. Often limited to selecting from a list provided. DECLARE v.t. In high/low games, declaring one's hand as high or low or both ways (usually done with chips in hand). Usually played in home games; casinos tend to play CARDS SPEAK. DEUCE n. A two. DOOR [CARD] n. A player's first upcard in stud games. DOUBLE BELLY BUSTER n. A two-way inside straight. E.g., 3-5-6-7-9. DOUBLE GUTSHOT n. Var. of DOUBLE BELLY BUSTER. DOYLE BRUNSON n. In Hold'em, 10-2 in the hole. So named because Doyle Brunson won two straight WSOPs (q.v.) in 1975 and 1976 with 10-2 on the last hand. (Suited (spades) in 1975, unsuited in 1976). DRAW n. [1] A class of poker games characterized by players being dealt 5 cards face-down and later having the opportunity to replace some of the original 5. "Draw poker" and "Five-card draw" are examples of usage. DRAW n. [2] In stud and Hold'em games, the set of cards that will be dealt later can be collectively called "the draw". DRAW v.t. To discard some number of cards and have dealt an equal number of replacements. DRAWING DEAD v.i. A draw in which it is impossible to obtain a winning hand for any of a variety of reasons: an opponent's hand is better than whatever you are drawing to, the card(s) that make your hand are out of play, or (in Hold'em) give an opponent a stronger hand even if it makes yours. Frequently used in the past tense, since one rarely knows it at the time. DRAW OUT v.i. To catch a card that improves your situation from a losing hand to a winning hand, especially when you beat someone holding a hand that usually figures to win. EARLY POSITION n. Being one of the first players to act in a betting round. See also: MIDDLE POSITION, LATE POSITION. EDGE n. An advantage over an opponent, either specific or subjective. EVEN-MONEY adj. A bet that pays off exactly the amount wagered. E.g., "Double or nothing" is an even-money bet. EXPECTATION n. The long-run [dis-]advantage of a given situation, specifically without reference to any particular outcome. I.e., what you figure to win [lose] on average after a large number of repetitions of the same situation. FACE CARD n. A jack, queen or king (a card with a face on it, not joker). FAMILY POT n. A pot where all of the players at the table are participating, even after each has had an opportunity to act. FAVORITE n. Before all the cards are dealt, a hand that figures to be the winner. Ant: UNDERDOG. FIFTH STREET n. In stud poker, the fifth card to be dealt to each player. Sometimes used to refer to the last card dealt in Hold'em, although the more common term for this is RIVER (q.v.). FILL v.t. To draw a card that makes a five-card hand (straight, flush, full house, straight flush). FILL UP v.t. To fill a full house. FIRE v.i. To make the first bet in a betting round. Used to emphasize that the player bet when a check was possible, showing strength. FISH n. A player who loses money. An old saying is "If you can't spot the fish at the table, *you* are the fish." FIXED LIMIT adj. A betting structure where the amount of each bet is a specific fixed quantity. Usually specified as A-B, where A is the amount to bet in the first few betting rounds and B (larger than A) is the amount bet in the later rounds. Related terms: FLAT LIMIT, NO LIMIT, POT LIMIT, SPREAD LIMIT. FLAT CALL v.t. To call a bet. Emphasizes that the caller did not raise. FLAT LIMIT adj. A variant of fixed limit where all bets are the same amount. FLOORMAN n. The casino representative in charge of the card room or a section of a card room. Arbitrates disputes when unusual events happen. FLOP n. In Hold'em, the first three community cards, dealt simultaneously. FLOP v.t. To deal a flop, or to make a hand on a flop. "I flopped trips". FLOP GAME n. Any of a number of poker games where a flop is dealt. FLUSH n. A poker hand consisting of five cards all one suit. FOLD v.t. To decline to call a bet, thus dropping out of a hand. FORCED BET n. In some stud games a player may be required to make a bet to start the action on the first card. This is similar conceptually to blinds and antes, but in this case is dependent on the cards shown rather than player position. Usually the weakest hand is forced to bet. FOSSIL n. (derogatory) An elderly poker player. FOUR FLUSH n. Four cards to a flush. FOUR OF A KIND n. A hand containing all four cards of the same rank. FOURTH STREET n. In stud poker, the fourth card dealt to each player. Sometimes used to refer to the fourth community card dealt in Hold'em, although the more common term for this is TURN (q.v.). FREE CARD n. A card dealt after all players checked in a betting round. FREEROLL n. A poker tournament that does not charge a buy-in fee; players must earn buy-in credits through previous play at the same establishment. FREEROLL v.t. Having a lock on part of a pot (sure to win a greater fraction of the pot than one is betting) and playing to win more or all of it. FREEZE-OUT n. A table-stakes game that continues until a small number of players (possibly only one) has all the money. The major event in The World Series of Poker is a freeze-out game. FULL BOAT n. See FULL HOUSE. FULL HOUSE n. A hand consisting of 3-of-a-kind and a (different) pair. FULL OF n. Describes a full house. "Fives full of queens" is 5-5-5-Q-Q. GIVING AWAY v.t. Revealing one's hand by obvious play. See also TELL, READ. GOOD GAME n. A game with players worse than you so that you can expect to win a lot of money. GUT SHOT n. A draw to an inside straight, as in 2-3-4-6. HEAD UP adj. Playing a single opponent. HEADS UP adj. Playing a single opponent. HELP v. To improve one's hand. HIGH-LOW SPLIT adj. Forms of poker in which the pot is split between the best hand and best lowball hand. HIT n. To make a hand or catch a card or cards that improves one's hand. "I hit a gut-shot draw on the river." HOLD'EM n. [1] Generic name for a class of poker games where the players receive a certain number (2 to 4) of hole cards and 5 community cards. Usually there are betting rounds after dealing the hole cards, then after dealing 3 upcards (FLOP), after dealing a 4th upcard (TURN) and finally after dealing a 5th upcard (RIVER). HOLD'EM n. [2] When used in the specific sense (e.g., "We're playing Hold'em") the term usually refers to the game of Texas Hold'em (q.v.). See also OMAHA. HOLE n. See HOLE CARDS. HOLE CARDS n. In stud and Hold'em, the face-down cards dealt to each player. HOOK n. A Jack. So named because the "J" resembles a hook. HOT BABE (TM) n. An attractive, well-dressed female in or near a casino. The term is a trademark of rec.gambling. An example of proper usage is: "I had just raked in the pot when this Hot Babe (TM) comes up to the table and asks `Are you Frank Irwin?'". HOUSE CUT n. Generic term for how the house profits from hosting the game. See BUTTON CHARGE, TABLE CHARGE and RAKE. HOUSE RULE n. Rules and interpretations (e.g., use of wild cards, or rules on having to show beaten hands) that are specific to an establishment or even tables within the establishment. HOYLE n. Edmund Hoyle (1769-?) was the authoritative source for rules of card games. Hoyle is to card rules as Webster is to word definitions. IMPLIED ODDS n. A refinement to POT ODDS which includes money not yet in the pot. Considers the potential extra bets and winnings made when a player forms a very good hand. IN adj. Still eligible to win the pot. "I'm in" is often spoken as one adds chips to the pot, calling. INSIDE STRAIGHT n. Four cards to a straight, where only one rank will complete the hand. E.g., 4-5-6-8 is an inside straight since only a 7 will fill (i.e., complete) the hand. Often called a GUT-SHOT. Compare: BOBTAIL STRAIGHT, OPEN-ENDED STRAIGHT. IRWIN! e. See PRESTO! JACKS OR BETTER n. Draw poker in which a pair of jacks is the minimum hand permitted to start the action. See OPENERS. JOKER n. A 53rd card in the deck, distinct from the others, used as a wild card or as a BUG. KICKER n. In hands containing pairs and trips, the highest card not matched. In draw games, sometimes a card kept for deception purposes. KICKER TROUBLE n. Not having as high a kicker as an opponent. KU KLUX KLAN n. 3 Kings. LADY n. A Queen. LATE BLIND n. In addition to "regular" blinds, some games allow a player (particularly a new one) to post a blind bet in return for the right to enter the game immediately and act last on the first betting round. The amount of the blind is determined by house rules, usually somewhere between the last blind and double the last blind. It is frequently a LIVE BLIND. LATE POSITION n. For a particular betting round, a player who does not have to act until most of the other players have acted. LAY ODDS v.t. To give favorable odds to an opponent. LEAD v. To bet first, even when one had the option to check. See also FIRE. LEAK v. To show one's hole cards (often unknowingly). LID n. The top card of the deck. LIMIT POKER n. A poker game wherein the amount to be bet is fixed, or at most variable within a prescribed minimum and maximum. Ant.: NO-LIMIT POKER. LINER n. A face card. (Because you can see a line when the card is face down and the lower right corner is lifted). LITTLE SLICK n. In Hold'em, hole cards of A-2, suited or not. LIVE [CARD] n. In stud, a card probably not held by other players. LIVE BLIND n. The last and largest blind bet may or may not be LIVE. If LIVE, the blind bettor has the option of "raising" his own blind in the event the bet is called around to him. This is normal, and is sometimes referred to as "blinds are live". LIVE ONE n. The best kind of opponent, a poor player with a lot of money to lose and in a hurry to lose it. LOCK n. A hand that cannot be beat under any circumstances. Also: NUTS. LOOSE n. Playing more hands than the norm. Antonym: TIGHT. LOWBALL n. Generic term for poker where the lowest hand wins. MAIN POT n. The main pot, as related to one or more side pots, when there are one or more all-in player(s). The main pot is the one in which all active players participate. MANIAC n. A player who bets, raises and reraises without regard to the quality of his hand. Most often found in flop games. MARKED CARDS n. Cards that have been (illegally) altered so that their value can be read from the back. MIDDLE POSITION n. Betting positions approximately halfway around the table from the first player to act. MILES OF BAD ROAD n. Three of a kind. Prefixed with a number, 3*<N>, to indicate 3 <N>s. Thus "24 miles of bad road" is 3 eights, etc. (This obviously doesn't work for face cards.) MISDEAL n. A hand dealt incorrectly that must be re-dealt. MITES AND LICE n. A hand consisting of two pair, threes over twos. MUCK n. A collection of face-down cards near the dealer composed of discards, i.e., folded hands, burns and discards for drawing purposes. MUCK v.t. To throw one's cards into the muck, thus folding. NICKEL n. Five dollars, usually represented by a red casino check. NO-LIMIT POKER n. A game where there is no maximum bet; a player can wager any amount (perhaps above some minimum) up to whatever money is on the table in front of him. NO-PEEK[EE] n. A class of poker games where players do not get to see their cards before betting. Rarely played in public games. NUT adj. The best possible hand of a given class. The "nut flush" is the highest possible flush, but might still lose to, e.g., a full house. Usually used in Hold'em games. NUTS n. The best possible hand at the time. Not a LOCK unless all cards have been dealt. Usually used in Hold'em games. OFFSUIT adj. Not of the same suit. "I held A-Q offsuit" or "The flop was 10-6-2 offsuit". When speaking of 5 or more cards, not \all/ of the same suit, i.e., no flush, as in "button had A-K-10-8-7 offsuit." OMAHA n. A variant of Hold'em where each player receives 4 hole cards and must use exactly two of them (together with 3 of 5 board cards) to make a hand. Often played high-low split with an 8 qualifier for low. ONE-EYED adj. The jack of hearts, jack of spades or king of diamonds. So named because the characters are drawn in profile, thus showing only one eye. ON THE COME adj. A situation where the player does not have a complete hand but hopes to make one if the right cards come up. ON TILT adj. Playing worse (usually, more aggressively) than usual because a player has become emotionally upset. OPEN v.t. Make the first bet in a hand, especially in draw poker. OPEN-ENDED STRAIGHT n. Four cards to a straight which can be completed by drawing a card at either end. E.g., 6-7-8-9 is an open-ended straight. Also: BOBTAIL STRAIGHT. Compare: INSIDE STRAIGHT. OPENER n. The player who opens the betting, especially in draw poker. A hand may have no openers, in which case it is PASSED OUT, i.e., new hands are dealt. OPENERS n. Cards in a hand that qualify a player to open the betting. OPEN-HANDED n. A category of games characterized by a part of each player's hand being exposed. OPEN PAIR n. An exposed pair. OUT n. A card that will improve your hand, often substantially. A hand with many OUTS is preferable to a hand with only 1 or 2. OUT adj. Folded, ineligible to bet or win this hand. "I'm out" is often a synonym for "I fold". OVER conj. A term used in describing two pair or a full house. "Kings over tens" means two pair, kings and tens. "Jacks over", also "Jacks up" describes a hand that is two pair: Jacks with an unspecified lower pair. Also used to describe a full house, distinguishing the three of a kind from the pair. The hand J-J-J-A-A could be described as "Full house, Jacks over Aces". OVERCALL v.t. To call a bet after one or more players already called. OVERPAIR n. In Hold'em, a pair in the hole that is larger than any community card on the board. PAIR n. Two cards of the same rank. PASS v.i. Opposite of bet. To check, if checked to. To fold, if bet to. PASSED OUT. adj. A hand in which nobody opens. What happens next is a function of the game being played. PAT adj. Holding or being dealt a pat hand. "I'm pat" would mean "I don't want to draw any cards. PAT HAND n. In draw poker, a hand that does not need any more cards. Specifically, a straight, flush, full house or straight flush. One might bluff and represent a pat hand but actually hold something else. PAY OFF v.t. Calling a bet with little expectation of winning, unless the opponent is bluffing. PAY STATION n. A player who rarely folds, thus who frequently calls better hands and loses. Almost as much fun as a LIVE ONE (q.v.). POCKET [CARDS] n. Hole cards in stud and Hold'em. POCKET ROCKETS n. In Hold'em, a pair of aces for hole cards. POCKET PAIR n. Generic Hold'em term for 2 hole cards of the same rank. POSITION n. One's location in the betting sequence, relative to the players still in the hand. First position is first to act. POSSIBLE [STRAIGHT/FLUSH] adj. up cards that quite possibly could lead to a straight and/or a flush. POT n. The total amount of money bet so far in a hand. POT LIMIT n. A game where the maximum bet is determined by the size of the pot at the time. Note that a player wanting to raise first calls the bet, then totals the pot to determine the maximum amount he can raise. POT ODDS n. The amount of money in the pot divided by the amount of money you must bet in order to call. Often used to determine if a pot offers enough reward to play on the come. PRESTO! e. In Hold'em, what one says when revealing pocket 5's. This term, specific to rec.gambling, is still evolving and subject to redefinition. The term comes from a more well-established background in Blackjack where one says "Presto!" when turning over a blackjack. When a player says "PRESTO!" at an appropriate time, the correct countersign is to say "IRWIN". This is a method of identification, not a compulsory ritual. PROP n. Also PROPOSITION PLAYER. An employee of the gaming establishment whose primary purpose is to keep enough players at a table to prevent breaking up the game for lack of players. Unlike SHILLs (q.v.) "props" make a small hourly wage but play with their own money, winning or losing based on their skill. PUCK n. A token denoting the dealer position. See BUTTON. QUADS n. Four of a kind. QUALIFIER n. A minimum standard that a hand must meet in order to win. Usually applied to the lowball side of a high-low split pot. QUARTER n. Twenty-five dollars, often symbolized by a green casino chip. QUARTER v. To divide half a pot between two tying hands. In split pot games, a player who "ties" another player for their half of the pot is said to be "quartered". One might say "I didn't bet my A-2 because I figured I'd get quartered". RACE v.t. In tournaments it is sometimes convenient to remove all lower- denomination chips from play, as the remaining players' stacks tend to grow. Small chips are converted to larger chips and any odd chips are "raced off" in the following way: each player with odd chips places them in front of his stack and is dealt one card for each chip. Highest card (rank and suit) takes all the small chips and converts them to higher-denomination chips. RAGS n. Board cards that are small, not suited and not in sequence, e.g., 9-5-2. When "rags flop", it is unlikely that anyone has a good hand, except possibly the big blind in an unraised pot. RAIL n. A barrier dividing the card playing area from a public area. RAILBIRD n. A spectator behind the rail. RAINBOW adj. In flop games, a flop in which no two cards are of the same suit. "The flop was A 9 7 rainbow." RAISE v.t. To wager more than the minimum required to call, forcing other players to put in more money as well. RAISER n. One who raises. RAKE n. Money taken from each pot and given to the house in return for hosting the game. Usually a percentage of the pot (5%-10%) up to some maximum amount. READ v.t. To determine whether an opponent has a good, medium or bad hand by observing his personal behavior. An inexact science. REBUY v.i. To purchase additional chips after an initial buy-in, usually after losing most or all of the previous buy-in. This term is most often used in certain tournaments where if one loses all one's chips, or falls below a certain minimum chip level, for an additional sum of money one can purchase a fixed amount of additional tournament chips. Usually there is a time limit (The "REBUY PERIOD") as to how long rebuys are allowed. REBUY n. The additional chips "rebought" in tournament play. REPRESENT v.t. Implying, by one's betting style, that one has a particular hand. RERAISE v.t. To raise after an opponent has raised. RIDER BACK (TM) n. A brand of playing cards that feature a bicycle rider on the back of the cards. Often used in home games. Compare: BEE No. 92. RING GAME n. A standard game where players can come and go as they choose. The opposite of TOURNAMENT. RIVER n. The last card dealt in a hand of stud or Hold'em. ROLLED UP adj. In seven-card stud, being dealt three of a kind in the first three cards. ROYAL FLUSH n. An ace-high straight flush, the best possible hand in regular poker. RUNNER-RUNNER adj. A hand made using both of the last two cards dealt. RUSH n. A winning streak. Also "ON A RUSH". S&M n. Sklansky & Malmuth. Generally refers to the ideas and algorithms published by these two authors. When used in a 7-card stud context, often refers to '7 Card Stud For Advanced Players', and when used in a Hold'em context, often refers to 'Texas Hold 'em For Advanced Players'. SANDBAG v.i. Playing a strong hand as if it were only a fair one. See also SLOWPLAY. SCOOP v.t. To take all of a pot that is normally split, either by winning both halves outright or winning one half when no players qualify for the other half. SEAT CHARGE n. A periodic fee for playing poker, paid by all players at a table. Most often seen at all tables in California card rooms and at higher limit tables everywhere. Also TABLE CHARGE. SEAT POSITION n. The actual seat a player has, normally numbered sequentially starting with 1 as the first seat to dealer's left. Not to be confused with POSITION in a particular pot. Typically unrelated to play of a hand but often important in peripheral aspects, e.g.: "Seats 1 and 10 are nonsmoking here", "Seat 5 has a good view of the table", "Seat 3 is in a high-traffic area". SEE v.t. To call, as in: "I'll see you" or "I'll see that bet". SEMI-BLUFF n. To bluff with a come hand that figures to win if it hits. SET n. In Hold'em, three of a kind where two of the cards are hole cards. SEVENTH STREET n. The seventh card dealt in 7-card stud. SHARK n. A good/crafty player often posing as a fish early in the game. SHILL n. A card room employee who plays with House money, and does not share in any of his (her) winnings or losses. Shills are used to facilitate starting games, and keeping them going. Compare: PROP. SHORT-STACKED adv. Playing with a only a small amount of money, thus limiting one's risk and reward. SHOWDOWN n. The point at the end of the hand where all active players reveal their cards and the pot is awarded to the winner(s). SIDE POT n. When an active player runs out of money during the course of a hand, the remaining players participate in a second or SIDE POT for the rest of the hand. Additional side pots are possible if several players run out of money at different points in a hand. SIXTH STREET n. The sixth card dealt in 7-card stud. SLOWPLAY v.t. To play a strong hand weakly, by checking instead of betting or by calling instead of raising. Usually done to win extra bets by keeping more players around for future rounds of betting. See also SANDBAG. SMALL BLIND n. In games with two blinds the first blind is the SMALL BLIND because it is usually one-half (or less) the second or large blind. SPLIT [OPENERS] v.t. In draw poker, to discard one or more openers, usually to draw to a straight or flush. Normally requires the opener to declare the act and retain the discards so that the act of opening can later be validated. SPLIT [POT] n. A pot that is split between two or more hands. SPLIT [THE POT] v. To split the pot between two or more players. Related term: QUARTER. SPREAD v.t. To offer a particular game, as in "Shorty's casino spreads razz on weekends and holidays". SPREAD LIMIT n. A variation on fixed limit wherein the minimum and maximum bets are different. A 1-4-8 game allows bets from 1 to 4 in the early rounds and 1-8 in the last round. A 1-4-8-16 game allows bets from 1 to 4 in the early rounds, 1 to 8 in the next-to-last round, and 1 to 16 in the last round. STACK n. The amount of money (the stack of chips) a player has on the table. See also: STAKE. STACKED [DECK] n. A deck that has been arranged to give one player a huge advantage. Also: RIGGED. STAKE n. The amount of a player's BUY-IN, or the amount of money they are willing to play with in a given session. Compare: BANKROLL. STAND OFF v.i. To call a raise. "Opener raises, I stand off". STEAL v.t. To win the pot by bluffing. STEAM v.i. Playing wildly, calling and raising a lot, because one is upset. Compare: ON TILT. STRADDLE n. In some games with blinds the player left of the last blind may make a "straddle" wager, essentially a raise of the blind, before any cards are dealt. The player making the straddle then has the privilege of acting last on the first betting round. Straddles, like blinds, are real bets that the rest of the table will have to call or raise. See also: BLIND. STRAIGHT n. A hand consisting of 5 cards in sequence but not in suit. STRAIGHT FLUSH n. A hand consisting of 5 cards in sequence and the same suit. STRING BET n. An unethical and often illegal means of raising whereby a player puts a call-size stack of chips into the pot and, after observing the reactions of the players, then goes back to his stack and puts out more, thus raising. STUCK adj. Down a nontrivial amount of money, as in "he's stuck $800". STUD n. Any of several poker games in which some of each players' cards are exposed. SUICIDE KING n. King of Hearts. So named because in the drawing the king appears to be stabbing himself in the head. SUITED n. Two or more cards all the same suit. Ant: OFF-SUIT. TABLE CHARGE n. A fee paid for playing. See SEAT CHARGE. TABLE STAKES n. A standard rule whereby during a hand players can only bet the money they have on the table. If the bet to a player is more than the player's stack, that player may call with all his chips and be eligible to win only that portion of the pot he contributed to equally. A side pot is created, for which only the remaining players may compete. TAP v.i. In no-limit games, to wager all of one's money in one bet. TAPPED [OUT] adj. Out of money. Can refer to a player running out of money in the course of a hand, thus still active for the main pot; or can refer to a player who has lost his bankroll and can no longer play. TELL n. Any personal mannerisms that reveal the quality of one's hand. E.g., constantly looking at one's hole cards is often a tell of a poor hand. (Some players, knowing this, will at times check their hole cards when they have a great hand and don't need to look.) TEXAS HOLD'EM n. A Hold'em game where players receive two hole cards and may use zero or more of them, together with 5 board cards, to make their hands. See HOLD'EM. THREE OF A KIND. n. Three cards all the same rank. THIRD STREET n. In stud, the third card dealt to each player. THREE FLUSH n. Three cards of the same suit. TIGHT adv. A style of play that entails playing fewer hands than average. Antonym: LOOSE. TIGHT n. A FULL HOUSE. TO GO v.i. The current betting level, as in "$20 to go" meaning every player must contribute $20 (total) or drop. A $10 raise would then make the pot "$30 to go". TOKE v.t. Gambling term for "tip", as in "Toke the cocktail waitress". Comes from the term "Token of appreciation". TOP PAIR n. In flop games, having a hole card that matches the highest card on the board. TOP TWO PAIR n. In flop games, having hole cards that make the highest possible two pair hand. TOURNAMENT n. A highly structured game involving potentially dozens of tables where all participants pay an entry fee and obtain a fixed number of chips. Once a tournament has started, additional players may not enter. As the game progresses players bust out and are eliminated until only one winner remains. TREY n. A three. TRIP adj. Three of a specific kind, as in "Trip sixes". TRIPS n. Three of a kind. In Hold'em the term SET is used when two of the three cards are hole cards. TURN n. The fourth community card in Hold'em. TWO FLUSH n. Two suited cards. UNDERDOG n. Before all the cards are dealt, a hand that does not figure to be the winner. Ant: FAVORITE. UNDER THE GUN n. The position that has to act first in a round of betting. UP adj. Designates the higher card of a hand consisting of two pair. Thus, "Queens up" refers to two pair, of which the higher pair is queens and the lower pair is unspecified. See also OVER. WALK n. A pot won by the last blind when no one opens. WHEEL n. A-2-3-4-5. Usually discussed in the context of lowball where it is the best possible hand. Can also refer to a 5-high straight in high games. Also: BICYCLE. WHITE BLACKBIRD n. A hand so astonishingly rare as to be unworthy of the opponents' consideration, e.g., being dealt a pat royal flush in 5-card draw. WILD CARD n. A joker or standard card that, by player agreement and/or dealer's choice, can be used to represent any card desired. See also BUG. WIRED [PAIR] n. A pair in the hole. In 5-card stud, a door card that pairs the hole card. WORLD SERIES OF POKER n. A series of several different poker games with relatively large buy-ins, culminating in a $10,000 buy-in no-limit Hold'em tournament, the winner of which is crowned the World Poker Champion. Sponsored by Binion's Horseshoe Club in Las Vegas. WSOP n. Acronym for WORLD SERIES OF POKER. Contributors: Darse Billings John Hallyburton Steve Jacobs Ken Kubey Andy Latto JP Massar Tom Sims -------------------------------------------------------------------------------