Roberts Rule of Poker
Here is the Roberts Rule of Poker which is very
detailed set of rules that most cardrooms use in live
poker games.
TABLE
OF CONTENTS
(1)
PROPER BEHAVIOR .........................1
Conduct Code 1
Poker Etiquette 1
Tobacco Use 2
(2) HOUSE POLICIES ...............................3
Decision-Making 3
Procedures 3
Seating 6
(3) GENERAL POKER RULES ................8
The Buy-In 8
Misdeals 8
Dead Hands 9
Irregularities 9
Betting and Raising
11
The Showdown 13
Ties 14
(4) BUTTON AND BLIND USE ...............16
(5) HOLD’EM
............................................19
(6) OMAHA
.................................................21
(7) OMAHA HIGH-LOW ..........................22
(8) SEVEN-CARD STUD ...........................23
(9) SEVEN-CARD STUD LOW (RAZZ) ..26
(10) SEVEN-CARD STUD HIGH-LOW ....27
(11) LOWBALL
............................................28
Ace-to-five Lowball
30
Deuce-to-seven
Lowball 31
No-limit and
Pot-limit Lowball 32
(12) DRAW HIGH .......................................33
Jacks-or-Better 34
The Joker 36
(13) KILL POTS
..........................................37
(14) NO-LIMIT AND POT-LIMIT ...........39
Pot-limit 43
(15) TOURNAMENTS ...............................43
(16) EXPLANATIONS ...............................47
GLOSSARY ........................................50
SECTION 1 - PROPER BEHAVIOR
CONDUCT CODE
Management will attempt to maintain a pleasant
environment for all our customers and employees, but is
not responsible for the conduct of any player. We have
established a code of conduct, and may deny the use of
our cardroom to violators. The following are not
permitted:
Collusion with another player or any other form of
cheating.
Verbally or physically threatening any patron or
employee.
Using profanity or obscene language.
Creating a disturbance by arguing, shouting, or making
excessive noise.
Throwing, tearing, bending, or crumpling cards.
Destroying or defacing property.
Using an illegal substance.
Carrying a weapon.
POKER ETIQUETTE
The following actions are improper, and grounds for
warning, suspending, or barring a violator:
Deliberately acting out of turn.
Deliberately splashing chips into the pot.
Agreeing to check a hand out when a third player is
all-in.
Reading a hand for another player at the showdown before
it has been placed faceup on the table.
Telling anyone to turn a hand faceup at the showdown.
Revealing the contents of a live hand in a multihanded
pot before the betting is complete. Revealing the
contents of a folded hand before the betting is
complete. Do not divulge the contents of a hand during a
deal even to someone not in the pot, so you do not leave
any possibility of the information being transmitted to
an active player.
Needlessly stalling the action of a game.
Deliberately discarding hands away from the muck. Cards
should be released in a low line of flight, at a
moderate rate of speed (not at the dealer's hands or
chip-rack).
Stacking chips in a manner that interferes with dealing
or viewing cards.
Making statements or taking action that could unfairly
influence the course of play, whether or not the
offender is involved in the pot.
Using a cell phone at the table.
TOBACCO USE
(These rules are for an establishment that does not
completely bar smoking.)
The seat on each side of the dealer is a nonsmoking
seat.
Cigar or pipe smoking is not allowed in the cardroom.
Smoking by a guest or spectator is not allowed.
SECTION 2 - HOUSE POLICIES
DECISION-MAKING
1. Management reserves the right to make decisions in
the spirit of fairness, even if a strict interpretation
of the rules may indicate a different ruling.
2. Decisions of the shift supervisor are final.
3. The proper time to draw attention to an error or
irregularity is when it occurs or is first noticed. Any
delay may affect the ruling.
4. If an incorrect rule interpretation or decision by an
employee is made in good faith, the establishment has no
liability.
5. A ruling may be made regarding a pot if it has been
requested before the next deal starts (or before the
game either ends or changes to another table).
Otherwise, the result of a deal must stand. The first
riffle of the shuffle marks the start for a deal.
6. If a pot has been incorrectly awarded and mingled
with chips that were not in the pot, and the time limit
for a ruling request given in the previous rule has been
observed, management may determine how much was in the
pot by reconstructing the betting, and then transfer
that amount to the proper player.
7. To keep the action moving, it is possible that a game
may be asked to continue even though a decision is
delayed for a short period. The delay could be needed to
check the overhead camera tape, get the shift supervisor
to give the ruling, or some other good reason. In such
circumstances, a pot or portion thereof may be impounded
by the house while the decision is pending.
8. The same action may have a different meaning,
depending on who does it, so the possible intent of an
offender will be taken into consideration. Some factors
here are the person’s amount of poker experience and
past record.
PROCEDURES
1. Management will decide when to start or close any
game.
2. Collections (seat rental fees) are paid in advance.
In all time-collection games, the dealer is required to
pick up the collection from each player before dealing.
A player not wishing to pay collection may play one
courtesy hand in stud, and may play until the blind in
button games, provided no one is waiting for the game.
If there is more than one person on the list for that
game when the collection becomes due, everyone must pay
collection. A new player is not required to pay if there
is either no list or only one person waiting.
3. Cash is not permitted on the table. All cash should
be changed into chips in order to play. If a player
appears unaware of this rule and attempts to play
unnoticed cash that was on the table during a pot, the
dealer may let the cash play if no one in the pot
objects, then have all the cash changed into chips after
the hand. Any chips from another establishment are not
permitted on the table, do not play in the game, and if
discovered will be treated similarly to unnoticed cash.
[See Section 16 – “Explanations,” discussion #5,
for more information on this rule.]
4. Money and chips may be removed for security purposes
when leaving the table. The establishment is not
responsible for any shortage or removal of chips left on
the table during a player’s absence, even though we
will try to protect everyone as best we can. All removed
funds must be fully restored when returning to the game.
5. If you return to the same game within one hour of
cashing out, your buy-in must be equal to the amount
removed when leaving that game.
6. All games are table stakes (except “playing
behind” as given in the next rule). Only the chips in
front of a player at the start of a deal may play for
that hand, except for chips not yet received that a
player has purchased. The amount bought must be
announced to the table, or only the amount of the
minimum buy-in plays. Awareness of the amount being in
play for each opponent is an important part of poker.
All chips and money must be kept in plain view.
7. "Playing behind" is allowed only for the
amount of purchased chips while awaiting their arrival.
The amount in play must be announced to the table, or
only the amount of the minimum buy-in plays.
8. Playing out of a rack is not allowed.
9. Only one person may play a hand.
10. No one is allowed to play another player’s chips.
11. Permission is required before taking a seat in a
game.
12. Playing over without permission from the floorperson
is not allowed. A playover box is required. Permission
from the absent player is not necessary.
13. Pushing bets (“saving” or “potting out”) is
not allowed.
14. Pushing an ante or posting for another person is not
allowed.
15. Splitting pots will not be allowed in any game.
Chopping the big and small blind by taking them back
when all other players have folded is allowed in button
games.
16. Insurance propositions are not allowed. Dealing
twice (or three times) when all-in is permitted at
big-bet poker.
17. The game's betting limit will not be changed if two
or more players object. Raising the limit is subject to
management approval.
18. Players must keep their cards in full view. This
means above table-level and not past the edge of the
table. The cards should not be covered by the hands in a
manner to completely conceal them.
19. Any player is entitled to a clear view of an
opponent’s chips. Higher denomination chips should be
easily visible.
20. Your chips may be picked up if you are away from the
table for more than 30 minutes. Your absence may be
extended if you notify a floorperson in advance.
Frequent or continuous absences may cause your chips to
be picked up from the table.
21. A lock-up in a new game will be picked up after five
minutes if someone is waiting to play. No seat may be
locked up for more than ten minutes if someone is
waiting to play.
22. A new deck must be used for at least a full round
(once around the table) before it may be changed, and a
new setup must be used for at least an hour, unless a
deck is defective or damaged, or cards become sticky.
23. Looking through the discards or deck stub is not
allowed.
24. After a deal ends, dealers are asked to not show
what card would have been dealt.
25. A player is expected to pay attention to the game
and not hold up play. Activity that interferes with this
such as reading at the table is discouraged, and the
player will be asked to cease if a problem is caused.
26. A non-player may not sit at the table.
27. In non-tournament games, you may have a guest sit
behind you if no one in the game objects. It is improper
for a guest to look at any hand other then your own.
28. Speaking a foreign language during a deal is not
allowed.
SEATING
1. You must be present to add your name to a waiting
list.
2. It is the player’s responsibility to be in the
playing area and hear the list being called. A player
who intends to leave the playing area should notify the
list-person, and can leave money for a lockup. The
lockup amount is $20.
3. When there is more than one game of the same stakes
and poker form, and a must-move is not being used, the
house will control the seating of new players to best
preserve the viability of existing games. A new player
will be sent to the game most in need of an additional
player. A transfer to a similar game is not allowed if
the game being left will then have fewer players than
the game being entered.
4. A player may not hold a seat in more than one game.
5. The house reserves the right to require that any two
players not play in the same game (husband and wife,
relatives, business partners, and so forth).
6. When a button game starts, active players will draw a
card for the button position. The button will be awarded
to the highest card by suit for all high and high-low
games, and to the lowest card by suit for all low games.
7. In a new game, the player who arrives at the table
the earliest gets first choice of remaining seats. If
two players want the same seat and arrive at the same
time, the higher player on the list has preference. A
player playing a pot in another game may have a
designated seat locked up until that hand is finished.
Management may reserve a certain seat for a player for a
good reason, such as to assist reading the board for a
person with a vision problem.
8. To avoid a seating dispute, a supervisor may decide
to start the game with one extra player over the normal
number participating. If so, a seat will be removed as
soon as someone quits the game.
9. To protect an existing game, a forced move may be
invoked when an additional game of the same type and
limit is started. The must-move list is maintained in
the same order as the original waiting list. If a player
refuses to move into the main game, that player will be
forced to quit, and cannot play in the must-move game or
get on that list for one hour.
10. You must play in a new game or must-move game to
retain your place on the list, if by your playing there
would be three or fewer empty seats.
11. In all button games, a player going from a must-move
game to the main game may play until due for the big
blind. The player must then enter the game as a new
player, and may either post an amount equal to the big
blind or wait for the big blind. In all stud games, a
player may play only one more hand before moving.
12. A player who is already in the game has precedence
over a new player for any seat when it becomes
available. However, no change will occur after a new
player has been seated, or after that player’s buy-in
or marker has been placed on the table, unless that
particular seat had been previously requested. For
players already in the game, the one who asks the
earliest has preference for a seat change.
13. In all button games, a player voluntarily locking up
a seat in another game must move immediately if there is
a waiting list of two or more names for the seat being
vacated, except that the player is entitled to play the
button if a blind has already been taken. Otherwise, a
player may play up to the blind before moving. In a stud
game, a player changing tables may play only the present
hand if someone is waiting for the seat being vacated,
or one more hand when no one is waiting.
14. When a game breaks, each player may draw a card to
determine the seating order for a similar game. The
floorperson draws a card for an absent player. If the
card entitles the absent player to an immediate seat,
the player has until due for the big blind in a button
game to take the seat (two hands in a stud game), and
will be put first up on the list if not back in time.
SECTION 3 - GENERAL POKER RULES
THE BUY-IN
1. When you enter a game, you must make a full buy-in.
At limit poker, a full buy-in is at least ten times the
maximum bet for the game being played, unless designated
otherwise.
2. You are allowed to make only one short buy-in for a
game. Adding to your stack is not considered a buy-in,
and may be done in any quantity between hands.
3. A player coming from a broken game or must-move game
to a game of the same limit may continue to play the
same amount of money, even if it is less than the
minimum buy-in. A player switching games voluntarily
must have the proper buy-in size for the new game.
MISDEALS
1. The following circumstances cause a misdeal, provided
attention is called to the error before two players have
acted on their hands. (If two players have acted in
turn, the deal must be played to conclusion, as
explained in rule #2)
(a) The first or second card of the hand has been dealt
faceup or exposed through dealer error.
(b) Two or more cards have been exposed by the dealer.
(c) Two or more boxed cards (improperly faced cards) are
found.
(d) Two or more extra cards have been dealt in the
starting hands of a game.
(e) An incorrect number of cards has been dealt to a
player, except the top card may be dealt if it goes to
the player in proper sequence.
(f) Any card has been dealt out of the proper sequence
(except an exposed card may be replaced by the burncard).
(g) The button was out of position.
(h) The first card was dealt to the wrong position.
(i) Cards have been dealt to an empty seat or a player
not entitled to a hand.
(j) A player has been dealt out who is entitled to a
hand. This player must be present at the table or have
posted a blind or ante.
2. Once action begins, a misdeal cannot be called. The
deal will be played, and no money will be returned to
any player whose hand is fouled. In button games, action
is considered to occur when two players after the blinds
have acted on their hands. In stud games, action is
considered to occur when two players after the forced
bet have acted on their hands.
DEAD HANDS
1. Your hand is declared dead if:
(a) You fold or announce that you are folding when
facing a bet or a raise.
(b) You throw your hand away in a forward motion causing
another player to act behind you (even if not facing a
bet).
(c) In stud, when facing a bet, you pick your upcards
off the table, turn your upcards facedown, or mix your
upcards and downcards together.
(d) The hand does not contain the proper number of cards
for that particular game (except at stud a hand missing
the final card may be ruled live, and at lowball and
draw high a hand with too few cards before the draw is
live). [See Section 16 - “Explanations,” discussion
#4, for more information on the stud portion of this
rule.]
(e) You act on a hand with a joker as a holecard in a
game not using a joker. (A player who acts on a hand
without looking at a card assumes the liability of
finding an improper card, as given in Irregularities,
rule #8.)
(f) You have the clock on you when facing a bet or raise
and exceed the specified time limit.
2. Cards thrown into the muck may be ruled dead.
However, a hand that is clearly identifiable may be
retrieved and ruled live at management’s discretion if
doing so is in the best interest of the game. We will
make an extra effort to rule a hand retrievable if it
was folded as a result of incorrect information given to
the player.
3. Cards thrown into another player’s hand are dead,
whether they are faceup or facedown.
IRREGULARITIES
1. In button games, if it is discovered that the button
was placed incorrectly on the previous hand, the button
and blinds will be corrected for the new hand in a
manner that gives every player one chance for each
position on the round (if possible).
2. You must protect your own hand at all times. Your
cards may be protected with your hands, a chip, or other
object placed on top of them. If you fail to protect
your hand, you will have no redress if it becomes fouled
or the dealer accidentally kills it.
3. If a card with a different color back appears during
a hand, all action is void and all chips in the pot are
returned to the respective bettors. If a card with a
different color back is discovered in the stub, all
action stands.
4. If two cards of the same rank and suit are found, all
action is void, and all chips in the pot are returned to
the players who wagered them (subject to next rule).
5. A player who knows the deck is defective has an
obligation to point this out. If such a player instead
tries to win a pot by taking aggressive action (trying
for a freeroll), the player may lose the right to a
refund, and the chips may be required to stay in the pot
for the next deal.
6. If there is extra money in the pot on a deal as a
result of forfeited money from the previous deal (as per
rule #5), or some similar reason, only a player dealt in
on the previous deal is entitled to a hand.
7. A card discovered faceup in the deck (boxed card)
will be treated as a meaningless scrap of paper. A card
being treated as a scrap of paper will be replaced by
the next card below it in the deck, except when the next
card has already been dealt facedown to another player
and mixed in with other downcards. In that case, the
card that was faceup in the deck will be replaced after
all other cards are dealt for that round.
8. A joker that appears in a game where it is not used
is treated as a scrap of paper. Discovery of a joker
does not cause a misdeal. If the joker is discovered
before a player acts on his or her hand, it is replaced
as in the previous rule. If the player does not call
attention to the joker before acting, then the player
has a dead hand.
9. If you play a hand without looking at all of your
cards, you assume the liability of having an irregular
card or an improper joker.
10. One or more cards missing from the deck does not
invalidate the results of a hand.
11. Before the first round of betting, if a dealer deals
one additional card, it is returned to the deck and used
as the burncard.
12. Procedure for an exposed card varies with the poker
form, and is given in the section for each game. A card
that is flashed by a dealer is treated as an exposed
card. A card that is flashed by a player will play. To
obtain a ruling on whether a card was exposed and should
be replaced, a player should announce that the card was
flashed or exposed before looking at it. A downcard
dealt off the table is an exposed card.
13. If a card is exposed due to dealer error, a player
does not have an option to take or reject the card. The
situation will be governed by the rules for the
particular game being played.
14. If you drop any cards out of your hand onto the
floor, you must still play them.
15. If the dealer fails to burn a card or burns more
than one card, the error should be corrected if
discovered before betting action has started for that
round. Once action has been taken on a boardcard, the
card must stand. Whether the error is able to be
corrected or not, subsequent cards dealt should be those
that would have come if no error had occurred. For
example, if two cards were burned, one of the cards
should be put back on the deck and used for the burncard
on the next round. On the last round, if there was no
betting because a player was all-in, the error should be
corrected if discovered before the pot has been awarded.
16. If the dealer prematurely deals any cards before the
betting is complete, those cards will not play, even if
a player who has not acted decides to fold.
BETTING AND RAISING
1. Check-raise is permitted in all games, except in
certain forms of lowball.
2. In no-limit and pot-limit games, unlimited raising is
allowed.
3. In limit poker, for a pot involving three or more
players who are not all-in, these limits on raises
apply:
(a) A game with three or more betting rounds allows a
maximum of a bet and three raises.
(b) A game with two betting rounds (such as lowball or
draw) allows a maximum of a bet and four raises. [See
“Section 16 - Explanations,” discussion #6, for more
information on this rule.]
4. Unlimited raising is allowed in heads-up play. This
applies any time the action becomes heads-up before the
raising has been capped. Once the raising is capped on a
betting round, it cannot be uncapped by a subsequent
fold that leaves two players heads-up.
5. Any wager not all-in must be at least the size of the
previous bet or raise in that round.
6. In limit play, an all-in wager of less than half a
bet does not reopen the betting for any player who has
already acted and is in the pot for all previous bets. A
player who has not yet acted (or had the betting
reopened to him by another player’s action), facing an
all-in wager of less than half a bet, may fold, call, or
complete the wager. An all-in wager of a half a bet or
more is treated as a full bet, and a player may fold,
call, or make a full raise. (An example of a full raise
on a $20 betting round is raising a $15 all-in bet to
$35.) Multiple all-in wagers, each of an amount too
small to individually qualify as a raise, still act as a
raise and reopen the betting if the resulting wager size
to a player qualifies as a raise.
7. The smallest chip that may be wagered in a game is
the smallest chip used in the antes, blinds, rake, or
collection. (Certain games may use a special rule that
does not allow chips used only in house revenue to
play.) Smaller chips than this do not play even in
quantity, so a player wanting action on such chips must
change them up between deals. If betting is in dollar
units or greater, a fraction of a dollar does not play.
A player going all-in must put all chips that play into
the pot.
8. A verbal statement denotes your action and is
binding. If in turn you verbally declare a fold, check,
bet, call, or raise, you are forced to take that action.
9. Rapping the table with your hand is a pass.
10. Deliberately acting out of turn will not be
tolerated. A player who checks out of turn may not bet
or raise on the next turn to act. An action or verbal
declaration out of turn may be ruled binding if there is
no bet, call, or raise by an intervening player acting
after the infraction has been committed. A player who
has called out of turn may not change his wager to a
raise under any circumstances.
11. To retain the right to act, a player must stop the
action by calling “time” (or an equivalent word).
Failure to stop the action before three or more players
have acted behind you may cause you to lose the right to
act. You cannot forfeit your right to act if any player
in front of you has not acted, only if you fail to act
when it legally becomes your turn. Therefore, if you
wait for someone whose turn comes before you, and three
or more players act behind you, this still does not
hinder your right to act.
12. In limit poker, if you make a forward motion with
chips and thus cause another player to act, you may be
forced to complete your action.
13. A player who bets or calls by releasing chips into
the pot is bound by that action and must make the amount
of the wager correct. (This also applies right before
the showdown when putting chips into the pot causes the
opponent to show the winning hand before the full amount
needed to call has been put into the pot.) However, if
you are unaware that the pot has been raised, you may
withdraw that money and reconsider your action, provided
that no one else has acted after you. At pot-limit or
no-limit betting, if there is a gross misunderstanding
concerning the amount of the wager, see Section 14, Rule
8.
14. String raises are not allowed. To protect your right
to raise, you should either declare your intention
verbally or place the proper amount of chips into the
pot. Putting a full bet plus a half-bet or more into the
pot is considered to be the same as announcing a raise,
and the raise must be completed. (This does not apply in
the use of a single chip of greater value.)
15. If you put a single chip in the pot that is larger
than the bet, but do not announce a raise, you are
assumed to have only called. Example: In a $3-$6 game,
when a player bets $6 and the next player puts a $25
chip in the pot without saying anything, that player has
merely called the $6 bet.
16. All wagers and calls of an improperly low amount
must be brought up to proper size if the error is
discovered before the betting round has been completed.
This includes actions such as betting a lower amount
than the minimum bring-in (other than going all-in) and
betting the lower limit on an upper limit betting round.
If a wager is supposed to be made in a rounded off
amount, is not, and must be corrected, it shall be
changed to the proper amount nearest in size. No one who
has acted may change a call to a raise because the wager
size has been changed.
THE SHOWDOWN
1. To win any part of a pot, a player must show all of
his cards faceup on the table, whether they were used in
the final hand played or not.
2. Cards speak (cards read for themselves). The dealer
assists in reading hands, but players are responsible
for holding onto their cards until the winner is
declared. Although verbal declarations as to the
contents of a hand are not binding, deliberately
miscalling a hand with the intent of causing another
player to discard a winning hand is unethical and may
result in forfeiture of the pot. (For more information
on miscalling a hand see “Section 11 - Lowball,”
Rule 15 and Rule 16.)
3. Any player, dealer, or floorperson who sees an
incorrect amount of chips put into the pot, or an error
about to be made in awarding a pot, has an ethical
obligation to point out the error. Please help keep
mistakes of this nature to a minimum.
4. All losing hands will be killed by the dealer before
a pot is awarded.
5. Any player who has been dealt in may request to see
any hand that is eligible to participate in the
showdown, even if the opponent's hand or the winning
hand has been mucked. However, this is a privilege that
may be revoked if abused. If a player other than the pot
winner asks to see a hand that has been folded, that
hand is dead. If the winning player asks to see a losing
player’s hand, both hands are live, and the best hand
wins.
6. Show one, show all. Players are entitled to receive
equal access to information about the contents of
another player’s hand. After a deal, if cards are
shown to another player, every player at the table has a
right to see those cards. During a deal, cards that were
shown to an active player who might have a further
wagering decision on that betting round must immediately
be shown to all the other players. If the player who saw
the cards is not involved in the deal, or cannot use the
information in wagering, the information should be
withheld until the betting is over, so it does not
affect the normal outcome of the deal. Cards shown to a
person who has no more wagering decisions on that
betting round, but might use the information on a later
betting round, should be shown to the other players at
the conclusion of that betting round. If only a portion
of the hand has been shown, there is no requirement to
show any of the unseen cards. The shown cards are
treated as given in the preceding part of this rule.
7. If everyone checks (or is all-in) on the final
betting round, the player who acted first is the first
to show the hand. If there is wagering on the final
betting round, the last player to take aggressive action
by a bet or raise is the first to show the hand. In
order to speed up the game, a player holding a probable
winner is encouraged to show the hand without delay. If
there is a side pot, players involved in the side pot
should show their hands before anyone who is all-in for
only the main pot.
TIES
1. The ranking of suits from highest to lowest is
spades, hearts, diamonds, clubs. Suits never break a tie
for winning a pot. Suits are used to break a tie between
cards of the same rank (no redeal or redraw).
2. Dealing a card to each player is used to determine
things like who moves to another table. If the cards are
dealt, the order is clockwise starting with the first
player on the dealer’s left (the button position is
irrelevant). Drawing a card is used to determine things
like who gets the button in a new game, or seating order
coming from a broken game.
3. An odd chip will be broken down to the smallest unit
used in the game.
4. No player may receive more than one odd chip.
5. If two or more hands tie, an odd chip will be awarded
as follows:
(a) In a button game, the first hand clockwise from the
button gets the odd chip.
(b) In a stud game, the odd chip will be given to the
highest card by suit in all high games, and to the
lowest card by suit in all low games. (When making this
determination, all cards are used, not just the five
cards that constitute the player's hand.)
(c) In high-low split games, the high hand receives the
odd chip in a split between the high and the low hands.
The odd chip between tied high hands is awarded as in a
high game of that poker form, and the odd chip between
tied low hands is awarded as in a low game of that poker
form. If two players have identical hands, the pot will
be split as evenly as possible.
(d) All side pots and the main pot will be split as
separate pots, not mixed together.
SECTION 4 - BUTTON AND BLIND USE
In button games, a non-playing dealer normally does the
actual dealing. A round disk called the button is used
to indicate which player has the dealer position. The
player with the button is last to receive cards on the
initial deal and has the right of last action after the
first betting round. The button moves clockwise after a
deal ends to rotate the advantage of last action. One or
more blind bets are usually used to stimulate action and
initiate play. Blinds are posted before the players look
at their cards. Blinds are part of a player’s bet
(unless a certain structure or situation specifies
otherwise). A blind other than the big blind may be
treated as dead (not part of the poster’s bet) in some
structures, as when a special additional "dead
blind" for the collection is specified by a
cardroom’s procedure. With two blinds, the small blind
is posted by the first player clockwise from the button,
and the big blind is posted by the player two positions
clockwise from the button. With more than two blinds,
the smallest blind is normally left of the button (not
on it). Action is initiated on the first betting round
by the first player to the left of the blinds. On all
subsequent betting rounds, the action begins with the
first active player to the left of the button.
RULES FOR USING BLINDS
1. The minimum bring-in and allowable raise sizes for
the opener are specified by the poker form used and
blind amounts set for a game. They remain the same even
when the player in the blind does not have enough chips
to post the full amount.
2. Each round every player must get an opportunity for
the button, and meet the total amount of the blind
obligations. Either of the following methods of button
and blind placement may be designated to do this:
(a) Moving button – The button always moves forward to
the next player and the blinds adjust accordingly. There
may be more than one big blind.
(b) Dead button – The big blind is posted by the
player due for it, and the small blind and button are
positioned accordingly, even if this means the small
blind or the button is placed in front of an empty seat,
giving the same player the privilege of last action on
consecutive hands.
[See “Section 16 – Explanations,” discussion #1,
for more information on this rule.]
3. A player posting a blind in the game’s regular
structure has the option of raising the pot at the first
turn to act. Although chips posted by the big blind are
considered a bet, this option to raise is retained if
someone goes all-in with a wager of less than the
minimum raise.
4. In heads-up play with two blinds, the small blind is
on the button.
5. A new player entering the game has the following
options:
(a) Wait for the big blind.
(b) Post an amount equal to the big blind and
immediately be dealt a hand. (In lowball, a new player
must either post an amount double the big blind or wait
for the big blind.)
6. A new player who elects to let the button go by once
without posting is not treated as a player in the game
who has missed a blind, and needs to post only the big
blind when entering the game.
7. A person playing over is considered a new player, and
must post the amount of the big blind or wait for the
big blind.
8. A new player cannot be dealt in between the big blind
and the button. Blinds may not be made up between the
big blind and the button. You must wait until the button
passes. [See “Section 16 – Explanations,”
discussion #3, for more information on this rule.]
9. When you post the big blind, it serves as your
opening bet. When it is your next turn to act, you have
the option to raise.
10. A player who misses any or all blinds can resume
play by either posting all the blinds missed or waiting
for the big blind. If you choose to post the total
amount of the blinds, an amount up to the size of the
minimum opening bet is live. The remainder is taken by
the dealer to the center of the pot and is not part of
your bet. When it is your next turn to act, you have the
option to raise.
11. If a player who owes a blind (as a result of a
missed blind) is dealt in without posting, the hand is
dead if the player looks at it before putting up the
required chips, and has not yet acted. If the player
acts on the hand and plays it, putting chips into the
pot before the error is discovered, the hand is live,
and the player is required to post on the next deal.
12. A player who goes all-in and loses is obligated to
make up the blinds if they are missed before a rebuy is
made. (The person is not treated as a new player when
reentering.)
13. These rules about blinds apply to a newly started
game:
(a) Any player who drew for the button is considered
active in the game and is required to make up any missed
blinds.
(b) A new player will not be required to post a blind
until the button has made one complete revolution around
the table, provided a blind has not yet passed that
seat.
(c) A player may change seats without penalty, provided
a blind has not yet passed the new seat.
14. In all multiple-blind games, a player who changes
seats will be dealt in on the first available hand in
the same relative position. Example: If you move two
active positions away from the big blind, you must wait
two hands before being dealt in again. If you move
closer to the big blind, you can be dealt in without any
penalty. If you do not wish to wait and have not yet
missed a blind, then you can post an amount equal to the
big blind and receive a hand. (Exception: At lowball you
must kill the pot, wait for the same relative position,
or wait for the big blind; see “Section 11 –
Lowball,” rule #7.)
15. A player who "deals off" (by playing the
button and then immediately getting up to change seats)
can allow the blinds to pass the new seat one time and
reenter the game behind the button without having to
post a blind.
16. A live “straddle bet" is not allowed at limit
poker except in specified games.
SECTION 5 - HOLD’EM
In hold’em, players receive two downcards as their
personal hand (holecards), after which there is a round
of betting. Three boardcards are turned simultaneously
(called the “flop”) and another round of betting
occurs. The next two boardcards are turned one at a
time, with a round of betting after each card. The
boardcards are community cards, and a player may use any
five-card combination from among the board and personal
cards. A player may even use all of the boardcards and
no personal cards to form a hand (play the board). A
dealer button is used. The usual structure is to use two
blinds, but it is possible to play the game with one
blind, multiple blinds, an ante, or combination of
blinds plus an ante.
RULES
These rules deal only with irregularities. See the
previous chapter, “Button and Blind Use,” for rules
on that subject.
1. If the first or second holecard dealt is exposed, a
misdeal results. The dealer will retrieve the card,
reshuffle, and recut the cards. If any other holecard is
exposed due to a dealer error, the deal continues. The
exposed card may not be kept. After completing the hand,
the dealer replaces the card with the top card on the
deck, and the exposed card is then used for the burncard.
If more than one holecard is exposed, this is a misdeal
and there must be a redeal.
2. If the dealer mistakenly deals the first player an
extra card (after all players have received their
starting hands), the card will be returned to the deck
and used for the burncard. If the dealer mistakenly
deals more than one extra card, it is a misdeal.
3. If the flop contains too many cards, it must be
redealt. (This applies even if it were possible to know
which card was the extra one.)
4. If before dealing the flop, the dealer failed to burn
a card, or burned two cards, the error should be
rectified if no cards were exposed. The deck must be
reshuffled if any cards were exposed.
5. If the dealer fails to burn a card or burns more than
one card, the error should be corrected if discovered
before betting action has started for that round. Once
action has been taken on a boardcard, the card must
stand. Whether the error is able to be corrected or not,
subsequent cards dealt should be those that would have
come if no error had occurred. For example, if two cards
were burned, one of the cards should be put back on the
deck and used for the burncard on the next round. If
there was no betting on a round because a player was
all-in, the error should be corrected if discovered
before the pot has been awarded.
6. If the dealer burns and turns before a betting round
is complete, the card(s) may not be used, even if
subsequent players elect to fold. Nobody has an option
of accepting or rejecting the card. The betting is then
completed, and the error rectified in the prescribed
manner for that situation.
7. If the flop needs to be redealt for any reason, the
boardcards are mixed with the remainder of the deck. The
burncard remains on the table. After shuffling, the
dealer cuts the deck and deals a new flop without
burning a card. [See “Section 16 – Explanations,”
discussion #2, for more information on this rule.]
8. A dealing error for the fourth boardcard is rectified
in a manner to least influence the identity of the
boardcards that would have been used without the error.
The dealer burns and deals what would have been the
fifth card in the fourth card’s place. After this
round of betting, the dealer reshuffles the deck,
including the card that was taken out of play, but not
including the burncards or discards. The dealer then
cuts the deck and deals the final card without burning a
card. If the fifth card is turned up prematurely, the
deck is reshuffled and dealt in the same manner. [See
“Section 16 – Explanations,” discussion #2, for
more information on this rule.]
9. You must declare that you are playing the board
before you throw your cards away. Otherwise, you
relinquish all claim to the pot.
SECTION 6 - OMAHA
Omaha is similar to hold’em in using a three-card flop
on the board, a fourth boardcard, and then a fifth
boardcard. Each player is dealt four holecards (instead
of two) at the start. In order to make a hand, a player
must use precisely two holecards with three boardcards.
The betting is the same as in hold'em, using a preflop,
flop, turn, and river betting rounds. At the showdown,
the entire four-card hand should be shown to receive the
pot.
RULES OF OMAHA
1. All the rules of hold’em apply to Omaha except the
rule on playing the board, which is not possible in
Omaha (because you must use two cards from your hand and
three cards from the board).
SECTION 7 - OMAHA HIGH-LOW
Omaha is often played high-low split. The player may use
any combination of two holecards and three boardcards
for the high hand and another (or the same) combination
of two holecards and three boardcards for the low hand.
The rules governing kill pots are listed in “Section
13 – Kill Pots.”
RULES OF OMAHA HIGH-LOW
1. All the rules of Omaha apply to Omaha high-low split
except as below.
2. A qualifier of 8-or-better for low is used. This
means to win the low half of the pot, a player’s hand
at the showdown must have five cards of different ranks
that are an eight or lower in rank. (An ace is the
highest card and also the lowest card.) If there is no
qualifying hand for low, the best high hand wins the
whole pot.
SECTION 8 - SEVEN-CARD STUD
Seven-card stud is played with a starting hand of two
downcards and one upcard dealt before the first betting
round. There are then three more upcards and a final
downcard, with a betting round after each, for a total
of five betting rounds on a deal played to the showdown.
The best five-card poker hand wins the pot. In all
fixed-limit games, the smaller bet is wagered for the
first two betting rounds, and the larger bet is wagered
for the last three betting rounds (on the fifth, sixth,
and seventh cards). If there is an open pair on the
fourth card, any player has the option of making the
smaller or larger bet. Deliberately changing the order
of your upcards in a stud game is improper because it
unfairly misleads the other players.
RULES OF SEVEN-CARD STUD
1. If your first or second holecard is accidentally
turned up by the dealer, then your third card will be
dealt down. If both holecards are dealt up, you have a
dead hand and receive your ante back. If the first card
dealt faceup would have been the lowcard, action starts
with the first hand to that player’s left. That player
may fold, open for the forced bet, or open for a full
bet. (In tournament play, if a downcard is dealt faceup,
a misdeal is called.)
2. The first round of betting starts with a forced bet
by the lowest upcard by suit. On subsequent betting
rounds, the high hand on board initiates the action (a
tie is broken by position, with the player who received
cards first acting first).
3. The player with the forced bet has the option of
opening for a full bet.
4. If the player with the lowcard is all-in for the
ante, the person to that player’s left acts first. If
the player with the lowcard has only enough chips for a
portion of the forced bet, the wager is made. All other
players must enter for at least the normal amount in
that structure.
5. When the wrong person is designated as low and bets,
if the next player has not yet acted, the action will be
corrected to the real lowcard, who now must bet. The
incorrect lowcard takes back the wager. If the next hand
has acted after the incorrect lowcard wager, the wager
stands, action continues from there, and the real
lowcard has no obligations.
6. Increasing the amount wagered by the opening forced
bet up to a full bet does not count as a raise, but
merely as a completion of the bet. For example: In
$15-$30 stud, the lowcard opens for $5. If the next
player increases the bet to $15 (completes the bet), up
to three raises are then allowed when using a
three-raise limit.
7. In all fixed-limit games, when an open pair is
showing on fourth street (second upcard), any player has
the option of betting either the lower or the upper
limit. For example: In a $5-$10 game, if you have a pair
showing and are the high hand, you may bet either $5 or
$10. If you bet $5, any player then has the option to
call $5, raise $5, or raise $10. If a $10 raise is made,
then all other raises must be in increments of $10. If
the player high with the open pair on fourth street
checks, then subsequent players have the same options
that were given to the player who was high.
8. If you are not present at the table when it is your
turn to act on your hand, you forfeit your ante and your
forced bet, if any. If you have not returned to the
table in time to act, the hand will be killed when the
betting reaches your seat. (In tournament play, the
dealer is instructed to kill the hand of any absent
player as soon as all the players have received their
entire starting hands.)
9. If a hand is folded when there is no wager, that seat
will continue to receive cards until the hand is killed
as a result of a bet (so the fold does not affect who
gets the cards to come).
10. If you pick up your upcards without calling when
facing a wager, this is a fold and your hand is dead.
This act has no significance at the showdown because
betting is over; the hand is live until discarded.
11. A card dealt off the table is treated as an exposed
card.
12. The dealer announces the lowcard, the high hand, all
raises, and all pairs. Dealers do not announce possible
straights or flushes (except for specified low-stakes
games).
13. If the dealer burns two cards for one round or fails
to burn a card, the cards will be corrected, if at all
possible, to their proper positions. If this should
happen on a final downcard, and either a card
intermingles with a player's other holecards or a player
looks at the card, the player must accept that card.
14. If the dealer burns and deals one or more cards
before a round of betting has been completed, the card(s)
must be eliminated from play. After the betting for that
round is completed, an additional card for each
remaining player still active in the hand is also
eliminated from play (to later deal the same cards to
the players who would have received them without the
error). After that round of betting has concluded, the
dealer burns a card and play resumes. The removed cards
are held off to the side in the event the dealer runs
out of cards. If the prematurely dealt card is the final
downcard and has been looked at or intermingled with the
player's other holecards, the player must keep the card,
and on sixth street betting may not bet or raise
(because the player now has all seven cards).
15. If there are not enough cards left in the deck for
all players, all the cards are dealt except the last
card, which is mixed with the burncards (and any cards
removed from the deck, as in the previous rule). The
dealer then scrambles and cuts these cards, burns again,
and delivers the remaining downcards, using the last
card if necessary. If there are not as many cards as
players remaining without a card, the dealer does not
burn, so that each player can receive a fresh card. If
the dealer determines that there will not be enough
fresh cards for all of the remaining players, then the
dealer announces to the table that a common card will be
used. The dealer will burn a card and turn one card
faceup in the center of the table as a common card that
plays in everyone’s hand. The player who is now high
using the common card initiates the action for the last
round.
16. An all-in player should receive holecards dealt
facedown, but if the final holecard to such a player is
dealt faceup, the card must be kept, and the other
players receive their normal card.
17. If the dealer turns the last card faceup to any
player, the hand now high on the board using all the
upcards will start the action. The following rules apply
to the dealing of cards:
(a) If there are more than two players, all remaining
players receive their last card facedown. A player whose
last card is faceup has the option of declaring all-in
(before betting action starts).
(b) If there are only two players remaining and the
first player's final downcard is dealt faceup, the
second player's final downcard will also be dealt faceup,
and the betting proceeds as normal. In the event the
first player's final card is dealt facedown and the
opponent's final card is dealt faceup, the player with
the faceup final card has the option of declaring all-in
(before betting action starts).
18. A hand with more than seven cards is dead. A hand
with less than seven cards at the showdown is dead,
except any player missing a seventh card may have the
hand ruled live. [See “Section 16 – Explanations,”
discussion #4, for more information on this rule.]
19. A player who calls a bet even though beaten by an
opponent’s upcards is not entitled to a refund. (The
caller receives information about the opponent that is
not available for free.)
SECTION 9 - SEVEN-CARD STUD LOW (RAZZ)
The lowest-ranking hand wins the pot. Aces are low only,
and two aces are the lowest pair. The format is similar
to seven-card stud high, except the high card (aces are
low) is required to make the forced bet on the first
round, and the low hand acts first on all subsequent
rounds. Straights and flushes have no ranking, so the
best possible hand is 5-4-3-2-A (a wheel). An open pair
does not affect the betting limit.
RULES OF RAZZ
1. All seven-card stud rules apply in razz except as
otherwise noted.
2. The lowest hand wins the pot. Aces are low, and
straights and flushes have no effect on the low value of
a hand. The best possible hand is 5-4-3-2-A.
3. The highest card by suit starts the action with a
forced bet. The low hand acts first on all subsequent
rounds. If the low hand is tied, the first player
clockwise from the dealer starts the action.
4. Fixed-limit games use the lower limit on third and
fourth streets and the upper limit on subsequent
streets. An open pair does not affect the limit.
5. The dealer announces all pairs the first time they
occur, except pairs of facecards, which are never
announced.
SECTION 10 - SEVEN-CARD STUD HIGH-LOW
Seven-card stud high-low split is a stud game which is
played both high and low. A qualifier of 8-or-better for
low applies to all high-low split games (unless a
specific posting to the contrary is displayed). This
means to win the low half of the pot, a player’s hand
at the showdown must have five cards of different ranks
that are an eight or lower in rank. (An ace is the
highest card and also the lowest card.) If there is no
qualifying hand for low, the best high hand wins the
whole pot. A player may use any five cards to make the
best high hand, and the same or any other grouping of
five cards to make the best low hand.
RULES OF SEVEN-CARD STUD HIGH-LOW
1. All rules for seven-card stud apply to seven-card
stud high-low split, except as noted.
2. A player may use any five cards to make the best high
hand and any five cards, whether the same as the high
hand or not, to make the best low hand.
3. An ace is the highest card and also the lowest card.
4. The low card by suit initiates the action on the
first round, with an ace counting as a high card for
this purpose. On subsequent rounds, the high hand
initiates the action. If the high hand is tied, the
first player in the tie clockwise from the dealer acts
first. If the high hand is all-in, action proceeds
clockwise as if that person had checked.
5. Straights and flushes do not affect the value of a
low hand.
6. Fixed-limit games use the lower limit on third and
fourth streets and the upper limit on subsequent rounds.
An open pair on fourth street does not affect the limit.
7. Splitting pots is determined only by the cards, and
not by agreement among players.
8. When there is an odd chip in a pot, the chip goes to
the high hand. If two players split the pot by tying for
both the high and the low, the pot shall be split as
evenly as possible, and the player with the highest card
by suit receives the odd chip. When making this
determination, all cards are used, not just the five
cards used for the final hand played.
9. When there is one odd chip in the high portion of the
pot and two or more high hands split all or half the
pot, the odd chip goes to the player with the high card
by suit. When two or more low hands split half the pot,
the odd chip goes to the player with the low card by
suit.
SECTION 11 - LOWBALL
Lowball is draw poker with the lowest hand winning the
pot. Each player is dealt five cards facedown, after
which there is a betting round. Players are required to
open with a bet or fold. The players who remain in the
pot after the first betting round now have an option to
improve their hand by replacing cards in their hands
with new ones. This is the draw. The game is normally
played with one or more blinds, sometimes with an ante
added. Some betting structures allow the big blind to be
called; other structures require the minimum open to be
double the big blind. In limit poker, the usual
structure has the limit double after the draw (Northern
California is an exception). The most popular forms of
lowball are ace-to-five lowball (also known as
California lowball), and deuce-to-seven lowball (also
known as Kansas City lowball). Ace-to-five lowball gets
its name because the best hand at that form is
5-4-3-2-A. Deuce-to-seven lowball gets its name because
the best hand at that form is 7-5-4-3-2 (not of the same
suit). For a further description of the forms of
lowball, please see the individual section for each
game. All rules governing kill pots are listed in
“Section 13 – Kill Pots.”
RULES OF LOWBALL
1. The rules governing misdeals for hold’em and other
button games will be used for lowball. [See “Section
16 – Explanations,” discussion #7, for more
information on this rule.] These rules governing
misdeals are reprinted here for convenience.
“The following circumstances cause a misdeal, provided
attention is called to the error before two players have
acted on their hands:
(a) The first or second card of the hand has been dealt
faceup or exposed through dealer error.
(b) Two or more cards have been exposed by the dealer.
(c) Two or more extra cards have been dealt in the
starting hands of a game.
(d) An incorrect number of cards has been dealt to a
player, except the button may receive one more card to
complete a starting hand.
(e) The button was out of position.
(f) The first card was dealt to the wrong position.
(g) Cards have been dealt out of the proper sequence.
(h) Cards have been dealt to an empty seat or a player
not entitled to a hand.
(i) A player has been dealt out who is entitled to a
hand. This player must be present at the table or have
posted a blind or ante.”
2. In limit play, a bet and four raises are allowed in
multihanded pots. [See “Section 16 –
Explanations,” discussion #6, for more information on
this rule.]
3. As a new player, you have two options:
(a) To wait for the big blind.
(b) To kill the pot for double the amount of the big
blind.
4. In a single-blind game, a player who has less than
half a blind may receive a hand. However, the next
player is obligated to take the blind. If the all-in
player wins the pot or buys in again, that player will
then be obligated to either take the blind on the next
deal or sit out until due for the big blind.
5. In single-blind games, half a blind or more
constitutes a full blind.
6. In single-blind games, if you fail to take the blind,
you may only be dealt in on the blind.
7. In multiple-blind games, if for any reason the big
blind passes your seat, you may either wait for the big
blind or kill the pot in order to receive a hand. This
does not apply if you have taken all of your blinds and
changed seats. In this situation, you may be dealt in as
soon as your position relative to the blinds entitles
you to a hand (the button may go by you once without
penalty).
8. Before the draw, whether an exposed card must be
taken depends on the form of lowball being played; see
that form. (The player never has an option.)
9. On the draw, an exposed card cannot be taken. The
draw is completed to each player in order, and then the
exposed card is replaced.
10. A player may draw up to four consecutive cards. If a
player wishes to draw five new cards, four are dealt
right away, and the fifth card after everyone else has
drawn cards. If the last player wishes to draw five new
cards, four are dealt right away, and a card is burned
before the player receives a fifth card. [See “Section
16 – Explanations,” discussion #9, for more
information about this rule.]
11. Five cards constitute a playing hand; more or fewer
than five cards after the draw constitutes a fouled
hand. Before the draw, if you have fewer than five cards
in your hand, you may receive additional cards, provided
no action has been taken by the first player to act
(unless that action occurs before the deal is
completed). However, the dealer position may still
receive a missing fifth card, even if action has taken
place. If action has been taken, you are entitled on the
draw to receive the number of cards necessary to
complete a five-card hand.
12. You may change the number of cards you wish to draw,
provided:
(a) No card has been dealt off the deck in response to
your request (including the burncard).
(b) No player has acted, in either the betting or
indicating the number of cards to be drawn, based on the
number of cards you have requested.
13. If you are asked how many cards you drew by another
active player, you are obligated to respond until there
has been action after the draw, and the dealer is also
obligated to respond. Once there is any action after the
draw, you are no longer obliged to respond and the
dealer cannot respond.
14. Rapping the table in turn constitutes either a pass
or the declaration of a pat hand that does not want to
draw any cards, depending on the situation.
15. Cards speak (cards read for themselves). However,
you are not allowed to claim a better hand than you
hold. (Example: If a player calls an "8", that
player must produce at least an "8" low or
better to win. But if a player erroneously calls the
second card incorrectly, such as “8-6” when actually
holding an 8-7, no penalty applies.) If you miscall your
hand and cause another player to foul his or her hand,
your hand is dead. If both hands remain intact, the best
hand wins. If a miscalled hand occurs in a multihanded
pot, the miscalled hand is dead, and the best remaining
hand wins the pot. For your own protection, always hold
your hand until you see your opponent’s cards.
16. Any player spreading a hand with a pair in it must
announce "pair" or risk losing the pot if it
causes any other player to foul a hand. If two or more
hands remain intact, the best hand wins the pot.
ACE-TO-FIVE LOWBALL
In ace-to-five lowball, the best hand is any 5-4-3-2-A.
Straights and flushes do not count against your hand.
1. If a joker is used, it becomes the lowest card not
present in your hand. The joker is assumed to be in use
unless the contrary is posted.
2. In limit play, check-raise is not permitted (unless
the players are alerted that it is allowed).
3. In limit ace-to-five lowball, before the draw, an
exposed card of seven or under must be taken, and an
exposed card higher than a seven must be replaced after
the deal has been completed. This first exposed card is
used as the burncard. [See “Section 16 –
Explanations,” discussion #8, for more information on
this rule.]
4. In limit play, the “sevens rule” is assumed to be
in use (the players should be alerted if it is not). If
you check a seven or better and it is the best hand, all
action after the draw is void, and you cannot win any
money on any subsequent bets. You are still eligible to
win whatever existed in the pot before the draw if you
have the best hand. If you check a seven or better and
the hand is beaten, you lose the pot and any additional
calls you make. If there is an all-in bet after the draw
that is less than half a bet, a seven or better may just
call and win that bet. However, if another player
overcalls this short bet and loses, the person who
overcalls receives the bet back. If the seven or better
completes to a full bet, this fulfills all obligations.
DEUCE-TO-SEVEN LOWBALL
In deuce-to-seven lowball (sometimes known as Kansas
City lowball), in most respects, the worst conventional
poker hand wins. Straights and flushes count against
you, crippling the value of a hand. The ace is used only
as a high card. Therefore, the best hand is 7-5-4-3-2,
not all of the same suit. The hand 5-4-3-2-A is not
considered to be a straight, but an ace-5 high, so it
beats other ace-high hands and pairs, but loses to
king-high. A pair of aces is the highest pair, so it
loses to any other pair.
The rules for deuce-to-seven lowball are the same as
those for ace-to-five lowball, except for the following
differences:
1. The best hand is 7-5-4-3-2 of at least two different
suits. Straights and flushes count against you, and aces
are considered high only.
2. Before the draw, an exposed card of 7, 5, 4, 3, or, 2
must be taken. Any other exposed card must be replaced
(including a 6).
3. Check-raise is allowed on any hand after the draw,
and a seven or better is not required to bet.
NO-LIMIT AND POT-LIMIT LOWBALL
1. All the rules for no-limit and pot-limit poker (see
Section 14 - No-limit and Pot-limit) apply to no-limit
and pot-limit lowball. All other lowball rules apply,
except as noted.
2. A player is not entitled to know that an opponent
does not hold the best possible hand, so these rules for
exposed cards before the draw apply:
(a) In ace-to-five lowball, a player must take an
exposed card of A, 2, 3, 4, or 5, and any other card
must be replaced.
(b) In deuce-to-seven lowball, the player must take an
exposed card of 2, 3, 4, 5, or 7, and any other card
including a 6 must be replaced.
3. After the draw, any exposed card must be replaced.
4. After the draw, a player may check any hand without
penalty (The sevens rule is not used).
5. Check-raise is allowed.
SECTION 12 - DRAW HIGH
There are two betting rounds, one before the draw and
one after the draw. The game is played with a button and
an ante. Players in turn may check, open for the
minimum, or open with a raise. After the first betting
round the players have the opportunity to draw new cards
to replace the ones they discard. Action after the draw
starts with the opener, or next player proceeding
clockwise if the opener has folded. The betting limit
after the draw is twice the amount of the betting limit
before the draw. Some draw high games allow a player to
open on anything; others require the opener to have a
pair of jacks or better.
RULES OF DRAW HIGH
1. A maximum of a bet and four raises is permitted in
multihanded pots. [See “Section 16 –
Explanations,” discussion #6, for more information on
this rule.]
2. Check-raise is permitted both before and after the
draw.
3. Any card that is exposed by the dealer before the
draw must be kept.
4. Five cards constitute a playing hand. Less than five
cards for a player (other than the button) before action
has been taken is a misdeal. If action has been taken, a
player with fewer than five cards may draw the number of
cards necessary to complete a five-card hand. The button
may receive the fifth card even if action has taken
place. More or fewer than five cards after the draw
constitutes a fouled hand.
5. A player may draw up to four consecutive cards. If a
player wishes to draw five new cards, four are dealt
right away, and the fifth card after everyone else has
drawn cards. If the last player wishes to draw five new
cards, four are dealt right away, and a card is burned
before the player receives a fifth card. [See “Section
16 – Explanations,” discussion #9, for more
information about this rule.]
6. You may change the number of cards you wish to draw,
provided:
(a) No cards have been dealt off the deck in response to
your request (including the burncard).
(b) No player has acted, in either the betting or
indicating the number of cards to be drawn, based on the
number of cards you have requested.
7. If you are asked how many cards you drew by another
active player, you are obligated to respond until there
has been action after the draw, and the dealer is also
obligated to respond. Once there is any action after the
draw, you are no longer obliged to respond and the
dealer cannot respond.
8. On the draw, an exposed card cannot be taken. The
draw is completed to each player in order, and then the
exposed card is replaced.
9. Rapping the table in turn constitutes either a pass
or the declaration of a pat hand that does not want to
draw any cards, depending on the situation. A player who
indicates a pat hand by rapping the table, not knowing
the pot has been raised, may still play his or her hand.
10. You may not change your seat between hands when
there are multiple antes or forfeited money in the pot.
11. You have the right to pay the ante (whether single
or multiple) at any time and receive a hand, unless
there is any additional money in the pot that has been
forfeited during a hand in which you were not involved.
12. If the pot has been declared open by an all-in
player playing for just the antes, all callers must come
in for the full opening bet.
13. If you have only a full ante and no other chips on
the table, you may play for just the antes. If no one
opens and there is another ante, you may still play for
that part of the antes that you have matched, without
putting in any more money.
JACKS-OR-BETTER
1. A pair of jacks or better is required to open the
pot. If no player opens the pot, the button moves
forward and each player must ante again, unless the
limit of antes has been reached for that particular
game. (Most games allow three consecutive deals before
anteing stops.)
2. If the opener should show false openers before the
draw, any other active player has the opportunity to
declare the pot opened. However, any player who
originally passed openers is not eligible to declare the
pot open. The false opener has a dead hand and the
opening bet stays in the pot. Any other bet placed in
the pot by the opener may be withdrawn, provided the
action before the draw is not completed. If no other
player declares the pot open, all bets are returned
except the opener’s first bet. The first bet and antes
will remain in the pot, and all players who were
involved in that hand are entitled to play the next hand
after anteing again.
3. Any player who has legally declared the pot opened
must prove openers in order to win the pot.
4. In all cases, the pot will play (even if the opener
shows or declares a fouled hand) if there has been a
raise, two or more players call the opening bet, or all
action is completed before the draw.
5. Even if you are all in for just the ante (or part of
the ante), you may declare the pot open if you have
openers. If you are all in and falsely declare the pot
open, you will lose the ante money and may not continue
to play on any subsequent deals until a winner is
determined. Even if you buy in again, you must wait
until the pot has been legally opened and someone else
has won it before you can resume playing.
6. Once action has been completed before the draw, the
opener may not withdraw any bets, whether or not the
hand contains openers.
7. An opener may be allowed to retrieve a discarded hand
to prove openers, at management’s discretion.
8. Any player may request that the opener retain the
opening hand and show it after the winner of the pot has
been determined.
9. You may split openers, but you must declare that you
are splitting and place all discards under a chip to be
exposed by the dealer after the completion of the hand.
If you declare that you are splitting openers, but it is
determined that you could not possibly have had openers
when your final hand is compared with your discards, you
will lose the pot.
10. You are not splitting openers if you retain openers.
If you begin with the ace, joker, king, queen of spades,
and the ten of clubs, you are not splitting if you throw
the ten of clubs away. You are breaking a straight to
draw to a royal flush, and in doing so, you have
retained openers (ace-joker for two aces).
11. After the draw, if you call the opener’s bet and
cannot beat openers, you will not get your bet back.
(You have received information about opener’s hand
that is not free.)
THE JOKER
1. The players will be alerted as to whether the joker
is in use.
2. The joker may be used only as an ace, or to complete
a straight, flush, or straight flush. (Thus it is not a
completely wild card.)
3. If the joker is used to make a flush, it will be the
highest card of the flush not present in the hand.
4. Five aces is the best possible hand (four aces and
joker).
SECTION 13 - KILL POTS
To kill a pot means to post an overblind that increases
the betting limit. A full kill is double the amount of
the big blind, and doubles the betting limits. A half
kill is one-and-a-half times the big blind, and
increases the betting limits by that amount. A kill may
be optional in a game, and is often used at lowball when
a player wants to be dealt in right away instead of
waiting to take the big blind. A kill may be required in
a game for any time a specified event takes place. In
high-low split games using a required kill, a player who
scoops a pot bigger than a set size must kill the next
pot. In other games using a required kill, a player who
wins two consecutive pots must kill the next pot. In
this type of kill game, a marker called a “kill
button” indicates which player has won the pot, and
the winner keeps this marker until the next hand is
completed. If the player who has the kill button wins a
second consecutive pot and it qualifies monetarily, that
player must kill the next pot.
RULES OF KILL POTS
1. The kill button is neutral (belonging to no player)
if:
(a) It is the first hand of a new game.
(b) The winner of the previous pot has quit the game.
(c) The previous pot was split and neither player had
the kill button.
2. In a kill pot, the killer acts in proper turn (after
the person on the immediate right).
3. There is no pot-size requirement for the first pot or
"leg" of a kill. For the second
"leg" to qualify for a kill, you must win at
least one full bet for whatever limit you are playing,
and it cannot be any part of the blind structure.
4. If a player with one "leg up" splits the
next pot, that player still has a "leg up" for
the next hand. If the player who split the pot was the
kill in the previous hand, then that player must also
kill the next pot.
5. A person who leaves the table with a “leg up”
toward a kill still has a “leg up” upon returning to
the game.
6. A player who is required to post a kill must do so
that same hand even if wishing to quit or be dealt out.
A player who fails to post a required kill blind will
not be allowed to participate in any game until the kill
money is posted.
7. Kill blinds are considered part of the pot. If a
player with a required kill wins again, then that player
must kill it again (for the same amount as the previous
hand).
8. When a player wins both the high and the low pot
(“scoops”) in a split-pot game with a kill
provision, the next hand will be killed only if the pot
is at least five times the size of the upper limit of
the game.
9. If you are unaware that the pot has been killed and
put in a lesser amount, If it is a required kill pot
with the kill button faceup, you must put in the correct
amount. If not, you may withdraw the chips and
reconsider your action.
10. In lowball, an optional rule is allowing players to
look at their first two cards and then opt whether to
kill the pot. The pot may no longer be killed if any
player in the game has received a third card. In order
to kill the pot voluntarily, you must have at least four
times the amount of the kill blind in your stack. For
example: If the big blind is two chips, and the kill
blind is four chips, the voluntary killer must have at
least 16 chips prior to posting the kill. If this rule
is used, it is in conjunction with having the killer act
last on the first betting round rather than in proper
order.
11. Only one kill is allowed per deal.
12. A new player is not entitled to play in a killed
pot, but may do so by agreeing to kill the next pot.
13. Broken game status is allowed only for players of
the same limit and game type. For this purpose, a game
with a required kill is considered a different type of
game than an otherwise similar game without a required
kill.
SECTION 14 - NO LIMIT AND POT-LIMIT
A no-limit or pot-limit betting structure for a game
gives it a different character from limit poker,
requiring a separate set of rules in many situations.
All the rules for limit games apply to no-limit and
pot-limit games, except as noted in this section.
No-limit means that the amount of a wager is limited
only by the table stakes rule, so any part or all of a
player’s chips may be wagered. The rules of no-limit
play also apply to pot-limit play, except that a bet may
not exceed the pot size. The maximum amount a player can
raise is the amount in the pot after the call is made.
Therefore, if a pot is $100, and someone makes a $50
bet, the next player can call $50 and raise the pot
$200, for a total wager of $250. For those rules that
apply only to no-limit and pot-limit lowball, see the
sub-section at the end of “Section 11 – Lowball.”
NO-LIMIT RULES
1. The number of raises in any betting round is
unlimited.
2. All bets must be at least equal to the minimum
bring-in, unless the player is going all-in. (A straddle
bet sets a new minimum bring-in, and is not treated as a
raise.) The minimum bet remains the same amount on all
betting rounds.
3. All raises must be equal to or greater than the size
of the previous bet or raise on that betting round,
except for an all-in wager. A player who has already
acted and is not facing a fullsize wager may not
subsequently raise an all-in bet that is less than the
minimum bet (which is the amount of the minimum
bring-in), or less than the full size of the last bet or
raise. (The half-the-size rule for reopening the betting
is for limit poker only.)
4. “Completing the bet” is a limit poker wager type
only, not allowed at big-bet poker. For example, if a
player bets $100 and the next player goes all-in for
$140, a player wishing to raise must make the total bet
at least $240 (unless going all-in).
5. Multiple all-in wagers, each of an amount too small
to qualify as a raise, still act as a raise and reopen
the betting if the resulting wager size to a player
qualifies as a raise.
Example: Player A bets $100 and Player B raises $100
more, making the total bet $200. If Player C goes all in
for less than $300 total (not a full $100 raise), and
Player A calls, then Player B has no option to raise
again, because he wasn’t fully raised. (Player A could
have raised, because Player B raised.)
6. At non-tournament play, a player who says
"raise" is allowed to continue putting chips
into the pot with more than one move; the wager is
assumed complete when the player’s hands come to rest
outside the pot area. (This rule is used because
no-limit play may require a large number of chips be put
into the pot.) In tournament play, the TDA rules require
that the player either use a verbal statement giving the
amount of the raise or put the chips into the pot in a
single motion, to avoid making a string-bet.
7. A wager is not binding until the chips are actually
released into the pot, unless the player has made a
verbal statement of action.
8. If there is a discrepancy between a player's verbal
statement and the amount put into the pot, the bet will
be corrected to the verbal statement.
9. If a call is short due to a counting error, the
amount must be corrected, even if the bettor has shown
down a superior hand.
10. Because the amount of a wager at big-bet poker has
such a wide range, a player who has taken action based
on a gross misunderstanding of the amount wagered needs
some protection. A "call" may be ruled not
binding if it is obvious that the player grossly
misunderstood the amount wagered. A bettor should not
show down a hand until the amount put into the pot for a
call seems reasonably correct, or it is obvious that the
caller understands the amount wagered. The
decision-maker is allowed considerable discretion in
ruling on this type of situation. A possible
rule-of-thumb is to disallow any claim of not
understanding the amount wagered if the caller has put
eighty percent or more of that amount into the pot.
Example: On the end, a player puts a $500 chip into the
pot and says softly, “Four hundred.” The opponent
puts a $100 chip into the pot and says, “Call.” The
bettor immediately shows the hand. The dealer says,
“He bet four hundred.” The caller says, “Oh, I
thought he bet a hundred.” In this case, the
recommended ruling normally is that the bettor had an
obligation to not show the hand when the amount put into
the pot was obviously short, and the “call” can be
retracted. Note that the character of each player can be
a factor. (Unfortunately, situations can arise at
big-bet poker that are not so clear-cut as this.)
11. A bet of a single chip or bill without comment is
considered to be the full amount of the chip or bill
allowed. However, a player acting on a previous bet with
a larger denomination chip or bill is calling the
previous bet unless this player makes a verbal
declaration to raise the pot. (This includes acting on
the forced bet of the big blind.)
12. If a player tries to bet or raise less than the
legal minimum and has more chips, the wager must be
increased to the proper size. (This does not apply to a
player who has unintentionally put too much in to call.)
The wager is brought up to the sufficient amount only,
no greater size.
13. All wagers may be required to be in the same
denomination of chip (or larger) used for the minimum
bring-in, even if smaller chips are used in the blind
structure. If this is done, the smaller chips do not
play except in quantity, even when going all-in.
14. In non-tournament games, one optional live straddle
is allowed. The player who posts the straddle has last
action for the first round of betting and is allowed to
raise. To straddle, a player must be on the immediate
left of the big blind, and must post an amount twice the
size of the big blind.
15. In all no-limit and pot-limit games, the house has
the right to place a maximum time limit for taking
action on your hand. The clock may be put on someone by
the dealer as directed by a floorperson, if a player
requests it. If the clock is put on you when you are
facing a bet, you will have one additional minute to act
on your hand. You will have a ten-second warning, after
which your hand is dead if you have not acted.
16. Since all a player’s chips may be put at risk on a
hand, the house has the right to set a maximum amount
for the buy-in to help control the effective size of a
game.
17. The cardroom does not condone "insurance"
or any other “proposition” wagers. The management
will decline to make decisions in such matters, and the
pot will be awarded to the best hand. Players are asked
to refrain from instigating proposition wagers in any
form. The players are allowed to agree to deal twice (or
three times) when someone is all-in. “Dealing twice”
means the pot is divided in two, with each portion being
dealt for separately.
POT-LIMIT RULES
1. If a wager is made that exceeds the pot size, the
surplus will be given back to the bettor as soon as
possible, and the amount will be reduced to the maximum
allowable.
2. The dealer or any player in the game can and should
call attention to a wager that appears to exceed the pot
size (this also applies to heads-up pots). The oversize
wager may be corrected at any point until all players
have acted on it.
3. If an oversize wager has stood for a length of time
with someone considering what action to take, that
person has had to act on a wager that was thought to be
a certain size. If the player then decides to call or
raise, and attention is called at this late point to
whether this is an allowable amount, the floorperson may
rule that the oversize amount must stand (especially if
the person now trying to reduce the amount is the person
that made the wager).
4. In pot-limit play, it is advisable in many structures
to round off the pot size upward to produce a faster
pace of play. This is done by treating any odd amount as
the next larger size. For example, if the pot size was
being kept track of with $25 units, then a pot size of
$80 would be treated as a pot size of $100.
5. In pot-limit hold’em and pot-limit Omaha money
games, many structures treat the little blind as if it
were the same size of the big blind in computing pot
size. In such a structure, a player can open for a
maximum of four times the size of the big blind. For
example, if the blinds are $5 and $10, a player may open
with a raise to $40. (The range of options is to either
open with a call of $10, or raise in increments of five
dollars to any amount from $20 to $40.) Subsequent
players also treat the $5 as if it were $10 in computing
the pot size, until the big blind is through acting on
the first betting round. This rule of treating the
little blind as if it were the size of the big blind is
especially desirable in a structure where the little
blind uses a lower-denomination chip than the big blind,
as in using blinds of $10 and $25 (two $5 chips and a
$25 chip). At tournament play, strict pot-limit rules
are normally used, so there the maximum opening wager is
3.5 times the size of the big blind.
6. In pot-limit, if a chip or a bill larger than the pot
size is put into the pot without comment, it is
considered to be a bet of the pot size.
SECTION 15 - TOURNAMENTS
By participating in a tournament, you agree to abide by
the rules and behave in a courteous manner. A violator
may be verbally warned, suspended from play for a
specified length of time, or disqualified from the
tournament. Chips from a disqualified participant will
be removed from play. Players, whether in the hand or
not, may not discuss the hands until the action is
complete. Players are obligated to protect the other
players in the tournament at all times. Discussing cards
discarded or hand possibilities is not allowed. A
penalty may be given for discussion of hands during the
play.
1. Whenever possible, all rules are the same as those
that apply to live games.
2. Initial seating is determined by random draw or
assignment. (For a one-table satellite event, cards to
determine seating may be left faceup so the earlier
entrants can pick their seat, since the button is
assigned randomly.)
3. The appropriate starting amount of chips will be
placed on the table for each paid entrant at the
beginning of the event, whether the person is present or
not.
4. If a paid entrant is absent at the start of an event,
at some point an effort will be made to locate and
contact the player. If the player requests the chips be
left in place until arrival, the request will be
honored. If the player is unable to be contacted, the
chips may be removed from play at the discretion of the
director anytime after a new betting level is begun or a
half-hour has elapsed, whichever occurs first.
5. A starting stack of chips may be placed in a seat to
accommodate late entrants (so all antes and blinds have
been appropriately paid). An unsold seat will have such
a stack removed at a time left to the discretion of the
director.
6. A no-show or absent player is always dealt a hand.
That player’s stack will post chips for blinds and
antes, and have the forced lowcard bet put into the pot
at stud.
7. In all tournament games using a dealer button, the
starting position of the button is determined by the
players drawing for the high card.
8. Limits and blinds are raised at regularly scheduled
intervals.
9. If there is a signal designating the end of a betting
level, the new limits apply on the next deal. (A deal
begins with the first riffle of the shuffle.)
10. The lowest denomination of chip in play will be
removed from the table when it is no longer needed in
the blind or ante structure. All lower-denomination
chips that are of sufficient quantity for a new chip
will be changed up directly. The method for removal of
odd chips is to deal one card to a player for each odd
chip possessed. Cards are dealt clockwise starting with
the 1-seat, with each player receiving all cards before
any cards are dealt to the next player. The player with
the highest card by suit gets enough odd chips to
exchange for one new chip, the second-highest card gets
to exchange for the next chip, and so forth, until all
the lower-denomination chips are exchanged. A player may
not be eliminated from the event by the chip-change
process. If a player has no chips after the race has
been held, he will be given a chip of the higher
denomination before anyone else is awarded a chip. If an
odd number of lower-denomination chips are left after
this process, the player with the highest card remaining
will receive a new chip if he has half or more of the
quantity of lower-denomination chips needed, otherwise
nothing.
11. A player must be present at the table to stop the
action by calling “time.”
12. A player must be at the table by the time all
players have their complete starting hands in order to
have a live hand for that deal. (The dealer has been
instructed to kill the hands of all absent players
immediately after dealing each player a starting hand.)
13. As players are eliminated, tables are broken in a
pre-set order, with players from the broken tables
assigned to empty seats at other tables.
14. A change of seat is not allowed after play starts,
except as assigned by the director.
15. In button games, if a player is needed to move from
a table to balance tables, the player due for the big
blind will be automatically selected to move, and will
be given the earliest seat due for the big blind if more
than one seat is open.
16. New players are dealt in immediately and take over
the obligations of that position, including the small
blind or button position.
17. The number of players at each table will be kept
reasonably balanced by the transfer of a player as
needed. With more than six tables, table size will be
kept within two players. With six tables or less, table
size will be kept within one player.
18. In all events, there is a redraw for seating when
the field is reduced to three tables, two tables, and
one table. (Redrawing at three tables is not mandatory
in small tournaments with only four or five starting
tables.)
19. A player who declares all in and loses the pot, then
discovers that one or more chips were hidden, is not
entitled to benefit from this. That player is eliminated
from the tournament if the opponent had sufficient chips
to cover the hidden ones (A rebuy is okay if allowable
by the rules of that event). If another deal has not yet
started, the director may rule the chips belong to the
opponent who won that pot, if that obviously would have
happened with the chips out in plain view. If the next
deal has started, the discovered chips are removed from
the tournament.
20. If a player lacks sufficient chips for a blind or a
forced bet, the player is entitled to get action on
whatever amount of money is left in his stack. A player
who posts a short blind and wins does not need to make
up the blind.
21. All players must leave their seat immediately after
being eliminated from an event.
22. Showing cards from a live hand during the action
injures the rights of other players still competing in
an event, who wish to see contestants eliminated. A
player in a multihanded pot may not show any cards
during a deal. Heads-up, a player may not show any cards
unless the event has only two remaining players, or is
winner-take-all. If a player deliberately shows a card,
the player may be penalized (but his hand will not be
ruled dead). Verbally stating one’s hand during the
play may be penalized.
23. The limit on raises is also applied to heads-up
situations (except the last two players in a tournament
are exempted from a limitation on raises).
24. At pot-limit and no-limit play, the player must
either use a verbal statement giving the amount of the
raise or put chips into the pot in a single motion.
Otherwise, it is a string bet.
25. Non-tournament chips are not allowed on the table.
26. Higher-denomination chips must be placed where they
are easily visible to all other players at the table.
27. All tournament chips must remain visible on the
table throughout the event. Chips taken off the table
will be removed from the event, and a player doing this
may be disqualified.
28. Inappropriate behavior like throwing cards that go
off the table may be punished with a penalty such as
being dealt out for a length of time. A severe
infraction such as abusive or disruptive behavior may be
punished by eviction from the tournament.
29. The decks is changed only when dealers change,
unless a card is damaged.
30. The dealer button remains in position until the
appropriate blinds are taken. Players must post all
blinds every round. Because of this, last action may be
given to the same player for two consecutive hands by
the use of a “dead button.” [See “Section 16 –
Explanations,” discussion #1, for more information on
this rule.]
31. In heads-up play with two blinds, the small blind is
on the button.
32. At stud, if a downcard on the initial hand is dealt
faceup, a misdeal is called.
33. If a player announces the intent to rebuy before
cards are dealt, that player is playing behind and is
obligated to make the rebuy.
34. All hands will be turned faceup whenever a player is
all-in and betting action is complete.
35. If multiple players go broke on the same hand, the
player starting the hand with the larger amount of chips
finishes in the higher place for prize money and any
other award.
36. Management is not required to rule on any private
deals, side bets, or redistribution of the prize pool
among finalists.
37. Private agreements by remaining players in an event
regarding distribution of the prize pool are not
condoned. (However, if such an agreement is made, the
director has the option of ensuring that it is carried
out by paying those amounts.) Any private agreement that
does not include one or more active competitors is
improper by definition.
38. A tournament event is expected to be played until
completion. A private agreement that removes all prize
money from being at stake in the competition is
unethical.
39. Management retains the right to cancel any event, or
alter it in a manner fair to the players.
SECTION 16 - EXPLANATIONS
1. The only place in this set of rules that an
alternative is mentioned other than in this section is
in the method of button and blind placement. That rule
(the first rule in “Section 4 – Button and Blind
Use”) is repeated below for convenience.
“Each round all participating players must get an
opportunity for the button, and meet the total amount of
the blind obligations. Either of the following methods
of button and blind placement may be designated to do
this:
(a) Moving button – The button always moves forward to
the next player and the blinds adjust accordingly. There
may be more than one big blind.
(b) Dead button – The big blind is posted by the
player due for it, and the small blind and button are
positioned accordingly, even if this means the small
blind or the button is placed in front of an empty seat,
giving the same player the privilege of last action on
consecutive hands.”
Poker tradition has a lot to do with the fact that both
of these methods are in widespread use, but neither
method is superior in all situations. The moving button
makes sure no player gets the advantage of last action
twice on a round (a big advantage at no-limit or
pot-limit play). On the other hand, a player may get to
post a blind when on the button, which is more
advantageous than posting in front of the button. The
moving button creates a situation where two big blinds
may be posted on a deal, which speeds up the action. At
tournament play this speed-up can be undesirable, as
when dealing is being done hand-for-hand to balance the
pace of play between two remaining tables. A cardroom
may either decide for the sake of simplicity to use only
one method, or decide to tailor the method to the game
and situation.
2. The rules given for rectifying a hold’em situation
where the dealer has dealt the flop or another boardcard
before all the betting action on a round are inferior,
because the dealer is told to not burn a card on a
redeal. Since the “no burn” rule is so common, there
was no choice but to use it here. But at some point it
would be good for poker for some major cardrooms to get
together and agree to use the better rule, or a gaming
commission to require the better rule be used. Here are
the rules in question (the third rule and fourth rule in
“Section 5 – Hold’em”).
“If the cards are prematurely flopped before the
betting is complete, or if the flop contains too many
cards, the boardcards are mixed with the remainder of
the deck. The burncard remains on the table. After
shuffling, the dealer cuts the deck and deals a new flop
without burning a card.”
“If the dealer turns the fourth card on the board
before the betting round is complete, the card is taken
out of play for that round, even if subsequent players
elect to fold. The betting is then completed. The dealer
burns and turns what would have been the fifth card in
the fourth card’s place. After this round of betting,
the dealer reshuffles the deck, including the card that
was taken out of play, but not including the burncards
or discards. The dealer then cuts the deck and turns the
final card without burning a card. (If the fifth card is
turned up prematurely, the deck is reshuffled and dealt
in the same manner.)”
The portion of this rule saying the dealer does not burn
a card on the redeal is misguided. It is much harder for
the dealer to control the card to be dealt if a burn is
required. The applicable sentence in the rule should
read, “The dealer then cuts the deck, burns a card,
and turns the final card.”
3. Rule seven in “Section 4 – Button and Blind
Use” says, “A new player cannot be dealt in between
the big blind and the button. Blinds may not be made up
between the big blind and the button. You must wait
until the button passes.” This rule is standard
practice, but allowing a new player or player making up
blinds to come in between the blinds is better (if
dealers are trained how to handle the resulting
situations), because it gets players eager to join or
rejoin the game into action faster.
4. Most poker rule sets say you have a dead hand at the
showdown if you do not have the proper number of cards
for that game. At stud, this rule is too strict. An
inexperienced player sometimes does not pay sufficient
attention to the final card when holding a big hand like
a flush or full house (where improvement is neither
likely to happen nor be needed), and fails to protect
that card. If the dealer erroneously puts that final
card into the muck after the player fails to take it in,
the rules should give the decision-maker an option to
rule such a hand live. Rule 18 in “Section 8 –
Seven-card Stud” reads as below:
“A hand with more than seven cards is dead. A hand
with less than seven cards at the showdown is dead,
except any player missing a seventh card may have the
hand ruled live.”
5. This rulebook requires all cash to be changed into
chips. In some cardrooms this can be a bit impractical
for various reasons. If the cardroom chooses to allow
cash, only $100 bills should be permitted.
6. Most poker rulebooks follow the usual California
practice in multihanded pots at limit poker of allowing
a bet and six raises for lowball and draw high. The
number of allowable raises for those games is given in
this rulebook as a bet and four raises because this cuts
down on the effect of collusion between players, and
more raises than four are hardly ever needed to define
the strength of two hands when another player is
calling.
7. Lowball has historically had less stringent demands
on the order of cards or acceptability of exposed cards
than in most other poker forms. This rulebook follows
the modern trend at lowball regarding misdeals of
requiring the cards to be dealt facedown and in proper
order.
8. At ace-to-five limit lowball, an exposed card rule
used less often, but probably a superior rule, is to not
let a player take an exposed six or seven (the rule for
no-limit ace-to-five lowball). If a player gets to keep
only a card that might make a perfect hand, having a
card exposed is less advantageous, and the opponent must
reckon with the possibility of a perfect hand.
9. At lowball and draw high, some rule sets allow a
player to draw five consecutive cards. The rule used
here disallowing this makes cheating more difficult. Our
rule #10 in lowball and rule #5 in draw high says, “A
player may draw up to four consecutive cards. If a
player wishes to draw five new cards, four are dealt
right away, and the fifth card after everyone else has
drawn cards. If the last player wishes to draw five new
cards, four are dealt right away, and a card is burned
before the player receives a fifth card.”
GLOSSARY
ACTION: A fold, check, call, bet, or raise. For certain
situations, doing something formally connected with the
game that conveys information about your hand may also
be considered as having taken action. Examples would be
showing your cards at the end of the hand, or indicating
the number of cards you are taking at draw.
AGGRESSIVE ACTION: A wager that could enable a player to
win a pot without a showdown; a bet or raise.
ALL-IN: When you have put all of your playable money and
chips into the pot during the course of a hand, you are
said to be all-in.
ANTE: A prescribed amount posted before the start of a
hand by all players.
BET: The act of placing a wager in turn into the pot on
any betting round, or the chips put into the pot.
BIG BLIND: The largest regular blind in a game.
BLIND: A required bet made before any cards are dealt.
BLIND GAME: A game which utilizes a blind.
BOARD: (1) The board on which a waiting list is kept for
players wanting seats in specific games. (2) Cards
faceup on the table common to each of the hands.
BOARDCARD: A community card in the center of the table,
as in hold’em or Omaha.
BOXED CARD: A card that appears faceup in the deck where
all other cards are facedown.
BROKEN GAME: A game no longer in action.
BURNCARD: After the initial round of cards is dealt, the
first card off the deck in each round that is placed
under a chip in the pot, for security purposes. To do so
is to burn the card; the card itself is called the
burncard.
BUTTON: A player who is in the designated dealer
position. See dealer button.
BUTTON GAMES: Games in which a dealer button is used.
BUY-IN: The minimum amount of money required to enter
any game.
CALIFORNIA LOWBALL: Ace-to-five lowball with a joker.
CARDS SPEAK: The face value of a hand in a showdown is
the true value of the hand, regardless of a verbal
announcement.
CAPPED: Describes the situation in limit poker in which
the maximum number of raises on the betting round have
been reached.
CHECK: To waive the right to initiate the betting in a
round, but to retain the right to act if another player
initiates the betting.
CHECK-RAISE: To waive the right to bet until a bet has
been made by an opponent, and then to increase the bet
by at least an equal amount when it is your turn to act.
COLLECTION: The fee charged in a game (taken either out
of the pot or from each player).
COLLECTION DROP: A fee charged for each hand dealt.
COLOR CHANGE: A request to change the chips from one
denomination to another.
COMMON CARD: A card dealt faceup to be used by all
players at the showdown in the games of stud poker
whenever there are insufficient cards left in the deck
to deal each player a card individually.
COMMUNITY CARDS: The cards dealt faceup in the center of
the table that can be used by all players to form their
best hand in the games of hold’em and Omaha.
COMPLETE THE BET: To increase an all-in bet or forced
bet to a full bet in limit poker.
CUT: To divide the deck into two sections in such a
manner as to change the order of the cards.
CUT-CARD: Another term for the card used to shield the
bottom of the deck.
DEAD CARD: A card that is not legally playable.
DEAD COLLECTION BLIND: A fee posted by the player having
the dealer button, used in some games as an alternative
method of seat rental.
DEAD HAND: A hand that is not legally playable.
DEAD MONEY: Chips that are taken into the center of the
pot because they are not considered part of a particular
player’s bet.
DEAL: To give each player cards, or put cards on the
board. As used in these rules, each deal refers to the
entire process from the shuffling and dealing of cards
until the pot is awarded to the winner.
DEALER BUTTON: A flat disk that indicates the player who
would be in the dealing position for that hand (if there
were not a house dealer). Normally just called “the
button.”
DEAL OFF: To take all the blinds and the button before
changing seats or leaving the table. That is,
participate through all the blind positions and the
dealer position.
DEAL TWICE: When there is no more betting, agreeing to
have the rest of the cards to come determine only half
the pot, removing those cards, and dealing again for the
other half of the pot.
DECK: A set of playing-cards. In these games, the deck
consists of either:
(1) 52 cards in seven-card stud, hold’em, and Omaha.
(2) 53 cards (including the joker), often used in
ace-to-five lowball and draw high.
DISCARD(S): In a draw game, to throw cards out of your
hand to make room for replacements, or the card(s)
thrown away; the muck.
DOWNCARDS: Cards that are dealt facedown in a stud game.
DRAW: (1) The poker form where players are given the
opportunity to replace cards in the hand. In some places
like California, the word “draw” is used referring
to draw high, and draw low is called “lowball.” (2)
The act of replacing cards in the hand. (3) The point in
the deal where replacing is done is called “the
draw.”
FACECARD: A king, queen, or jack.
FIXED LIMIT: In limit poker, any betting structure in
which the amount of the bet on each particular round is
pre-set.
FLASHED CARD: A card that is partially exposed.
FLOORPERSON: A casino employee who seats players and
makes decisions.
FLOP: In hold’em or Omaha, the three community cards
that are turned simultaneously after the first round of
betting is complete.
FLUSH: A poker hand consisting of five cards of the same
suit.
FOLD: To throw a hand away and relinquish all interest
in a pot.
FOURTH STREET: The second upcard in seven-card stud or
the first boardcard after the flop in hold’em (also
called the turn card).
FOULED HAND: A dead hand.
FORCED BET: A required wager to start the action on the
first betting round (the normal way action begins in a
stud game).
FREEROLL: A chance to win something at no risk or cost.
FULL BUY: A buy-in of at least the minimum requirement
of chips needed for a particular game.
FULL HOUSE: A hand consisting of three of a kind and a
pair.
HAND: (1) All a player’s personal cards. (2) The five
cards determining the poker ranking. (3) A single poker
deal.
HEADS-UP PLAY: Only two players involved in play.
HOLECARDS: The cards dealt facedown to a player.
INSURANCE: A side agreement when someone is all-in for a
player in a pot to put up money that guarantees a payoff
of a set amount in case the opponent wins the pot.
JOKER: The joker is a “partly wild card” in high
draw poker and ace-to-five lowball. In high, it is used
for aces, straights, and flushes. In lowball, it is the
lowest unmatched rank in a hand.
KANSAS CITY LOWBALL: A form of draw poker low also known
as deuce-to-seven, in which the best hand is 7-5-4-3-2
and straights and flushes count against you.
KICKER: The highest unpaired card that helps determine
the value of a five-card poker hand.
KILL (OR KILL BLIND): An oversize blind, usually twice
the size of the big blind and doubling the limit.
Sometimes a “half-kill” increasing the blind and
limits by fifty percent is used. A kill can be either
voluntary or mandatory. The most common requirements of
a mandatory kill are for winning two pots in a row, or
for scooping a pot in high-low split.
KILL BUTTON: A button used in a lowball game to indicate
a player who has won two pots in a row and is required
to kill the pot.
KILL POT: A pot with a forced kill by the winner of the
two previous pots, or the winner of an entire pot of
sufficient size in a high-low split game. (Some pots can
be voluntarily killed.)
LEG UP: Being in a situation equivalent to having won
the previous pot, and thus liable to have to kill the
following pot if you win the current pot.
LIVE BLIND: A blind bet giving a player the option of
raising if no one else has raised.
LIST: The ordered roster of players waiting for a game.
LOCK-UP: A chip marker that holds a seat for a player.
LOWBALL: A draw game where the lowest hand wins.
LOWCARD: At seven-card stud, the lowest upcard, which is
required to bet.
MISCALL: An incorrect verbal declaration of the ranking
of a hand.
MISDEAL: A mistake on the dealing of a hand which causes
the cards to be reshuffled and a new hand to be dealt.
MISSED BLIND: A required bet that is not posted when it
is your turn to do so.
MUCK: (1) The pile of discards gathered facedown in the
center of the table by the dealer. (2) To discard a
hand.
MUST-MOVE: In order to protect the main game, a
situation where the players of a second game must move
into the first game as openings occur.
NO-LIMIT: A betting structure allowing players to wager
any or all of their chips in one bet.
OPENER: The player who made the first voluntary bet.
OPENER BUTTON: A button used to indicate who opened a
particular pot in a draw game.
OPENERS: In jacks-or-better draw, the cards held by the
player who opens the pot that show the hand qualifies to
be opened. Example: You are first to bet and have a pair
of kings; the kings are called your openers.
OPTION: The choice to raise a bet given to a player with
a blind.
OVERBLIND: Also called oversize blind. A blind used in
some pots that is bigger than the regular big blind, and
usually increases the stakes proportionally.
PASS: (1) Decline to bet. In a pass-and-out game, this
differs from a check, because a player who passes must
fold. (2) Decline to call a wager, at which point you
must discard your hand and have no further interest in
the pot.
PAT: Not drawing any cards in a draw game.
PLAY BEHIND: Have chips in play that are not in front of
you (allowed only when waiting for chips that are
already purchased). This differs from table stakes.
PLAY THE BOARD: Using all five community cards for your
hand in hold’em.
PLAY OVER: To play in a seat when the occupant is
absent.
PLAYOVER BOX: A clear plastic box used to cover and
protect the chips of an absent player when someone plays
over that seat.
POSITION: (1) The relation of a player’s seat to the
blinds or the button. (2) The order of acting on a
betting round or deal.
POT-LIMIT: The betting structure of a game in which you
are allowed to bet up to the amount of the pot.
POTTING OUT: Agreeing with another player to take money
out of a pot, often to buy food, cigarettes, or drinks,
or to make side bets.
PROPOSITION BET: A side bet not related to the outcome
of the hand.
PROTECTED HAND: A hand of cards that the player is
physically holding, or has topped with a chip or some
other object to prevent a fouled hand.
PUSH: When a new dealer replaces an existing dealer at a
particular table.
PUSHING BETS: The situation in which two or more players
make an agreement to return bets to each other when one
of them wins a pot in which the other or others play.
Also called saving bets.
RACK: (1) A container in which chips are stored while
being transported. (2) A tray in front of the dealer,
used to hold chips and cards.
RAISE: To increase the amount of a previous wager. This
increase must meet certain specifications, depending on
the game, to reopen the betting and count toward a limit
on the number of raises allowed.
RERAISE: To raise someone’s raise.
SAVING BETS: Same as pushing bets.
SCOOP: To win both the high and the low portions of a
pot in a split-pot game.
SCRAMBLE: A facedown mixing of the cards.
SETUP: Two new decks, each with different colored backs,
to replace the current decks.
SIDE POT: A separate pot formed when one or more players
are all in.
SHORT BUY: A buy-in that is less than the required
minimum buy-in.
SHOWDOWN: The showing of cards to determine the
pot-winner after all the betting is over.
SHUFFLE: The act of mixing the cards before a hand.
SMALL BLIND: In a game with multiple blind bets, the
smallest blind.
SPLIT POT: A pot that is divided among players, either
because of a tie for the best hand or by agreement prior
to the showdown.
SPLITTING BLINDS: When no one else has entered the pot,
an agreement between the big blind and small blind to
each take back their blind bets instead of playing the
deal (chopping).
SPLITTING OPENERS: In high draw jacks-or-better poker,
dividing openers in hopes of making a different type of
hand (such as breaking aces to draw at a flush).
STACK: Chips in front of a player.
STRADDLE: An additional blind bet placed after the
forced blinds, usually double the big blind in size or
in lowball, a multiple blind game.
STRAIGHT: Five cards in consecutive rank.
STRAIGHT FLUSH: Five cards in consecutive rank of the
same suit.
STREET: Cards dealt on a particular round in stud games.
For instance, the fourth card in a player’s hand is
often known as fourth street, the sixth card as sixth
street, and so on.
STRING RAISE: A wager made in more than one motion,
without announcing a raise before going back to your
stack for more chips (not allowed).
STUB: The portion of the deck which has not been dealt.
SUPERVISOR: A cardroom employee qualified to make
rulings, such as a floorperson, shift supervisor, or the
cardroom manager.
TABLE STAKES: (1) The amount of money you have on the
table. This is the maximum amount that you can win or
lose on a hand. (2) The requirement that players can
wager only the money in front of them at the start of a
hand, and can only buy more chips between hands.
“TIME”: An expression used to stop the action on a
hand. Equivalent to “Hold it.”
TIME COLLECTION: A fee for a seat rental, paid in
advance.
TURNCARD: The fourth street card in hold'em or Omaha.
UPCARDS: Cards that are dealt faceup for opponents to
see in stud games.
WAGER: (1) To bet or raise. (2) The chips used for
betting or raising.
CHANGES MADE BY THIS CARDROOM
Here are the amendments, additions, and clarifications
to these rules made by our cardroom.
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