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Robert's rules of
poker
Guide officiel des règles de poker
Les règles
apparaissant dans ce guide s'appliquent lors de vos
parties à la ligue de poker métropolitaine.
Lors de tournois, les règles de la TDA (association
des directeurs de tournois) ont précédence si la
règle diffère pour une situation données. Dans
l'ensemble les règles sont très similaires.
Voici le guide
officiel en version originale anglaise.
VERSION 11
“Robert’s Rules Of Poker” is authored by Robert
Ciaffone, better known in the poker world as Bob
Ciaffone, a leading authority on cardroom rules.
He is the person who has selected which rules to
use, and formatted, organized, and worded the
text. Nearly all these rules are substantively
in common use for poker, but many improved ideas
for wording and organization are employed
throughout this work. A lot of the rules are
similar to those used in the rulebook of
cardrooms where he has acted as a rules
consultant and rules drafter. Ciaffone authored
the rulebook for the Poker Players Association (founded
in 1984, now defunct), the first comprehensive
set of poker rules for the general public. He
has done extensive work on rules for the Las
Vegas Hilton, The Mirage, and Hollywood Park
Casino, and assisted many other cardrooms.
Ciaffone is a regular columnist for Card Player
magazine, and can be reached through that
publication. This rulebook will be periodically
revised, so suggestions are welcome.
Poker rules are widely used and freely copied,
so it is impossible to construct a rulebook
without using many rules that exist as part of a
rule set of some cardroom. If such a rule is
used, no credit is given to the source (which is
unlikely to be the original one for the rule).
The goal of this rulebook is to produce the best
set of rules in existence, and make it generally
available, so any person or cardroom can use it
who so desires. The purpose is the betterment of
poker.
The general philosophy used in this rulebook is
to make the rules sufficiently detailed so a
decision-maker will know what the proper ruling
is in each situation. A rule should do more than
produce the right ruling. It should be stated so
the decision-maker can refer to specific
language in the rulebook, to have the ruling is
accepted as correct.
The author has strongly supported uniform poker
rules, and applauds the work done in this
direction by the Tournament Director’s
Association (TDA). Nearly all the rules herein
are compatible with the TDA rules, although
there are some slight differences in wording.
This rulebook may be copied or downloaded by
anyone, provided it is not sold for profit
without written permission from the author, and
the name “Robert’s Rules of Poker” is used or
credited. Excerpts of less than a full chapter
may be used without restriction or credit.
People are welcome to use these rules, and even
put their own business name on them, but this
does not give a person or business any rights
other than to use the rules in their own
establishment, or to make copies available to
someone else with the same restrictions applied
to the recipient as stated here. Anyone may make
copies of these rules and distribute them at no
charge to recipients as a business promotion
without obtaining permission.
THIS IS THE OFFICIAL RULEBOOK FOR OUR CARDROOM
Welcome to our cardroom. Your presence in our
establishment means that you agree to abide by
our rules and procedures. By taking a seat in
one of our card games, you are accepting our
management to be the final authority on all
matters relating to that game.
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
(5) HOLDEM
............................................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
The
Joker 34
(13) KILL POTS
..........................................35
(14) NO-LIMIT AND POT-LIMIT ...........37
Pot-limit
40
(15) TOURNAMENTS
...............................41
(16) EXPLANATIONS
...............................45
GLOSSARY
........................................48
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.
Softplaying by refusing to bet against a certain
opponent whenever heads-up.
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 a
mistake 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. The delay could be to
check the overhead camera tape, get the shift
supervisor to give the ruling, or for some other
good reason. In such circumstances, a pot or
portion of it may be impounded by the house
while the decision is pending.
8. The same action may have a different
meaning, depending on who does it, so the
possible intent of an offender will be taken
into consideration. Some factors here are the
person’s amount of poker experience and past
record.
9. A player, before he acts, is entitled to
request and receive information as to whether
any opposing hand is alive or dead, or whether a
wager is of sufficient size to reopen the
betting.
PROCEDURES
1. Only one person may play a hand.
2. No one is allowed to play another
player’s chips.
3. Management will decide when to start or
close any game.
4. 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.
5. Cash is not allowed on the table. All
cash should be changed into chips in order to
play. If a player seems unaware of this rule and
tries to play unnoticed cash that was on the
table during a pot, the dealer may let the cash
play if no one in the pot objects, then have all
the cash changed into chips after the hand. Any
chips from another cardroom are not permitted on
the table, do not play in the game, and when
found will be treated similarly to unnoticed
cash. [See Section 16 – “Explanations,”
discussion #5, for more information on this rule.]
6. 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.
7. 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.
8. 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.
9. "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.
10. Playing out of a rack is not allowed.
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. To avoid a seating dispute, a supervisor
may decide to start the game with one extra
player over the normal number. If so, a seat
will be removed as soon as someone quits the
game.
8. 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.
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. 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.
11. You must play in a new game or must-move
game to retain your place on the list, if with
your playing there would be three or fewer empty
seats.
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. A player switching
games is not required to buy in for any more
than the minimum amount.
MISDEALS
1. 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.
2. 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 exposed by a 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.
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. An extra effort
should be made 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 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.
16. If the dealer fails to burn a card or
burns more than one card, the error should be
corrected if discovered before betting action
has started for that round. Once action has been
taken on a boardcard, the card must stand.
Whether the error is able to be corrected or
not, subsequent cards dealt should be those that
would have come if no error had occurred. For
example, if two cards were burned, one of the
cards should be put back on the deck and used
for the burncard on the next round. On the last
round, if there was no betting because a player
was all-in, the error should be corrected if
discovered before the pot has been awarded,
provided the deck stub, boardcards, and
burncards are all sufficiently intact to
determine the proper replacement card.
17. If the deck stub gets fouled for some reason,
such as the dealer believing the deal is over
and dropping the deck, the deal must still be
played out, and the deck reconstituted in as
fair a way as possible.
BETTING AND RAISING
1. 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.
2. Check-raise is permitted in all games,
except in certain forms of lowball.
3. In no-limit and pot-limit games,
unlimited raising is allowed.
4. 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.]
5. Unlimited raising is allowed in heads-up
play except in tournaments. 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. (For
tournament play in limit events there will be a
limit to raises even when heads-up until the
tournament is down to two players.)
6. Any wager not all-in must be at least the
size of the previous bet or raise in that round.
7. 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.
8. 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.
9. A verbal statement in turn denotes your
action, is binding, and takes precedence over a
differing physical action.
10. Rapping the table with your hand is a pass.
11. 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. A
player who has called out of turn may not change
his wager to a raise on the next turn to act. An
action or verbal declaration out of turn is
binding unless the action to that player is
subsequently changed by a bet or raise. If there
is an intervening call, an action may be ruled
binding.
12. 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.
13. A player who bets or calls by releasing
chips into the pot is bound by that action and
must make the amount of the wager correct. (This
also applies right before the showdown when
putting chips into the pot causes the opponent
to show the winning hand before the full amount
needed to call has been put into the pot.)
However, if you are unaware that the pot has
been raised, you may withdraw that money and
reconsider your action, provided that no one
else has acted after you. At pot-limit or
no-limit betting, if there is a gross
misunderstanding concerning the amount of the
wager, see Section 14, Rule 8.
14. String raises are not allowed. The dealer
should enforce obvious infractions to this
string-raise law without being asked. To protect
your right to raise, you should either declare
your intention verbally or place the proper
amount of chips into the pot. Putting a full bet
plus a half-bet or more into the pot is
considered to be the same as announcing a raise,
and the raise must be completed. (This does not
apply in the use of a single chip of greater
value.)
15. If you put a single chip in the pot that
is larger than the bet, but do not announce a
raise, you are assumed to have only called.
Example: In a $3-$6 game, when a player bets $6
and the next player puts a $25 chip in the pot
without saying anything, that player has merely
called the $6 bet.
16. All wagers and calls of an improperly low
amount must be brought up to proper size if the
error is discovered before the betting round has
been completed. This includes actions such as
betting a lower amount than the minimum bring-in
(other than going all-in) and betting the lower
limit on an upper limit betting round. If a
wager is supposed to be made in a rounded off
amount, is not, and must be corrected, it shall
be changed to the proper amount nearest in size.
No one who has acted may change a call to a
raise because the wager size has been changed.
THE
SHOWDOWN
1. To win any part of a pot, a player must
show all of his cards faceup on the table,
whether they were used in the final hand played
or not.
2. Cards speak (cards read for themselves).
The dealer assists in reading hands, but players
are responsible for holding onto their cards
until the winner is declared. Although verbal
declarations as to the contents of a hand are
not binding, deliberately miscalling a hand with
the intent of causing another player to discard
a winning hand is unethical and may result in
forfeiture of the pot. (For more information on
miscalling a hand see “Section 11 - Lowball,”
Rule 15 and Rule 16.)
3. Any player, dealer, or floorperson who
sees an incorrect amount of chips put into the
pot, or an error about to be made in awarding a
pot, has an ethical obligation to point out the
error. Please help keep mistakes of this nature
to a minimum.
4. All losing hands will be killed by the
dealer before a pot is awarded.
5. Any player who has been dealt in may
request to see any hand that was eligible to
participate in the showdown, even if the
opponent's hand or the winning hand has been
mucked. However, this is a privilege that may be
revoked if abused. If a player other than the
pot winner asks to see a hand that has been
folded, that hand is dead. If the winning player
asks to see a losing player’s hand, both hands
are live, and the best hand wins.
6. Show one, show all. Players are entitled
to receive equal access to information about the
contents of another player’s hand. After a deal,
if cards are shown to another player, every
player at the table has a right to see those
cards. During a deal, cards that were shown to
an active player who might have a further
wagering decision on that betting round must
immediately be shown to all the other players.
If the player who saw the cards is not involved
in the deal, or cannot use the information in
wagering, the information should be withheld
until the betting is over, so it does not affect
the normal outcome of the deal. Cards shown to a
person who has no more wagering decisions on
that betting round, but might use the
information on a later betting round, should be
shown to the other players at the conclusion of
that betting round. If only a portion of the
hand has been shown, there is no requirement to
show any of the unseen cards. The shown cards
are treated as given in the preceding part of
this rule.
7. If there is a side pot, the winner of
that pot should be decided before the main pot
is awarded. If there are multiple side pots,
they are decided and awarded by having the pot
with the players starting the deal with the
greatest number of chips settled first, and so
forth.
8. If everyone checks (or is all-in) on the
final betting round, the player who acted first
is the first to show the hand. If there is
wagering on the final betting round, the last
player to take aggressive action by a bet or
raise is the first to show the hand. In order to
speed up the game, a player holding a probable
winner is encouraged to show the hand without
delay. If there are one or more side pots
(because someone is all-in), players are asked
to aid in determining the pot winner by not
showing their cards until a pot they are in is
being settled. A player may opt to throw his
hand away after all the betting for the deal is
over, rather than compete to win the pot.
However, the other players do not lose the right
to request the hand be shown if he does so.
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 on all but the
first betting round. The button moves one seat
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. With two
blinds, the small blind is posted by the first
player clockwise from the button and the big
blind is posted by the second player clockwise
from the button. With more than two blinds, the
smallest blind is normally left of the button
(not on it). On the initial betting round,
action starts with the first player to the left
of the blinds. On all subsequent betting rounds,
the action starts 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. In heads-up play with two blinds, the small
blind is on the button. When play becomes
heads-up, the player who had the big blind the
most recently is given the button, and his
opponent is given the big blind.
4. 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.)
5. 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.
6. A person playing over is considered to be
a new player, and must post the amount of the
big blind or wait for the big blind.
7. 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 #5, for
more information on this rule.]
8. Chips posted by the big blind are
treated as a bet.
9. A player posting a blind in the game’s
regular structure has the option of raising the
pot at the first turn to act. This option to
raise is retained if someone goes all-in with a
wager of less than the minimum 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. If you move closer to the big blind, you can
be dealt in without any penalty.
15. 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 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.)
16. 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.
17. A live “straddle bet" is not allowed at
limit poker except in specified games.
SECTION 5 -
HOLDEM
In holdem, 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 common cards used by all players, 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 initial holecard dealt to the
first or second player 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 the dealer failed to burn a card
before dealing the flop, or burned two cards,
the error should be rectified by using the
proper burncard and flop, if no boardcards were
exposed. The deck must be reshuffled if any
boardcards were exposed.
5. If the dealer burns and turns before a
betting round is complete, the card(s) may not
be used, even if all subsequent players elect to
fold. Nobody has an option of accepting or
rejecting the card. The betting is then
completed, and the error rectified in the
prescribed manner for that situation.
6. 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 by any player, 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.
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 #4, 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 #4, 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.
(The rule for tournament play is you must retain
your hand and show it if asked, in order to win
part of 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 valid hand, a player must use
precisely two holecards with three boardcards.
The betting is the same as in holdem, 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 holdem 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.
3. Straights and flushes do not impair the
low value of a hand.
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 (or any player designated to start
the action on a round of betting is all-in),
betting action proceeds to the first active
player to the left of the all-in player. 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, 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 everyone has received their entire
starting hand.)
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. When facing a wager, picking up your
upcards without calling is a fold. 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, meaning that the player does not
put any more chips into the pot and subsequent
betting by the other active players will be on
the side.
(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 #2, 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
high card (aces are low) is required to make the
forced bet on the first round; the low hand acts
first on all subsequent rounds. Straights and
flushes have no adverse effect on the low value
of a hand, so the best possible hand is
5-4-3-2-A. 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 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.
3. 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.
4. 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
A qualifier of 8-or-better for low applies to
all high-low split games. To win for low, a
player’s hand at the showdown must have five
cards of different ranks that are an eight or
lower. If there is no qualifier for low, the
best high hand wins the whole pot. Any five
cards may be used to make the best high hand,
and the same or any other 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 holdem
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 exposed by a 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 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. 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.
12. 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.
13. If you are asked how many cards you drew
by another active player, you are obligated to
respond until there has been action after the
draw, and the dealer is also obligated to
respond. Once there is any action after the draw,
you are no longer obliged to respond and the
dealer cannot respond.
14. Rapping the table in turn constitutes
either a pass or the declaration of a pat hand
that does not want to draw any cards, depending
on the situation.
15. Cards speak (cards read for themselves).
However, you are not allowed to claim a better
hand than you hold. (Example: If a player calls
an "8", that player must produce at least an "8"
low or better to win. But if a player
erroneously calls the second card incorrectly,
such as “8-6” when actually holding an 8-7, no
penalty applies.) If you miscall your hand and
cause another player to foul his or her hand,
your hand is dead. If both hands remain intact,
the best hand wins. If a miscalled hand occurs
in a multihanded pot, the miscalled hand is dead,
and the best remaining hand wins the pot. For
your own protection, always hold your hand until
you see your opponent’s cards.
16. Any player spreading a hand with a pair in
it must announce "pair" or risk losing the pot
if it causes any other player to foul a hand. If
two or more hands remain intact, the best hand
wins the pot.
ACE-TO-FIVE LOWBALL
In ace-to-five lowball, the best hand is any
5-4-3-2-A. An ace is the lowest-ranking card.
For hands with a pair, A-A beats 2-2. Straights
and flushes do not count against your hand.
1. If a joker is used, it becomes the
lowest card not present in your hand. The joker
is assumed to be in use unless the contrary is
posted.
2. In limit play, check-raise is not
permitted (unless the players are alerted that
it is allowed).
3. In limit ace-to-five lowball, before the
draw, an exposed card of seven or under must be
taken, and an exposed card higher than a seven
must be replaced after the deal has been
completed. This first exposed card is used as
the burncard. [See “Section 16 – Explanations,”
discussion #8, for more information on this rule.]
4. In limit play, the “sevens rule” is
assumed to be in use (the players should be
alerted if it is not). If you check a seven or
better and it is the best hand, all action after
the draw is void, and you cannot win any money
on any subsequent bets. You are still eligible
to win whatever existed in the pot before the
draw if you have the best hand. If you check a
seven or better and the hand is beaten, you lose
the pot and any additional calls you make. If
there is an all-in bet after the draw that is
less than half a bet, a seven or better may just
call and win that bet. However, if another
player overcalls this short bet and loses, the
person who overcalls receives the bet back. If
the seven or better completes to a full bet,
this fulfills all obligations.
DEUCE-TO-SEVEN LOWBALL
In deuce-to-seven lowball (sometimes known as
Kansas City lowball), in most respects, the
worst conventional poker hand wins. Straights
and flushes count against you, crippling the
value of a hand. The ace is used only as a high
card. Therefore, the best hand is 7-5-4-3-2, not
all of the same suit. The hand 5‑4‑3‑2‑A is not
considered to be a straight, but an ace-5 high,
so it beats other ace-high hands and pairs, but
loses to king-high. A pair of aces is the
highest pair, so it loses to any other pair.
The rules for deuce-to-seven lowball are the
same as those for ace-to-five lowball, except
for the following differences:
1. The best hand is 7-5-4-3-2 of at least two
different suits. Straights and flushes count
against you, and aces are considered high only.
2. Before the draw, an exposed card of 7, 5,
4, 3, or, 2 must be taken. Any other exposed
card must be replaced (including a 6).
3. Check-raise is allowed on any hand after
the draw.
4. After the draw, a seven or better is not
required to bet.
NO-LIMIT AND POT-LIMIT LOWBALL
1. All the rules for no-limit and pot-limit
poker (see Section 14 - No-limit and Pot-limit)
apply to no-limit and pot-limit lowball. All
other lowball rules apply, except as noted.
2.
A player is not entitled to know that an
opponent does not hold the best possible hand,
so these rules for exposed cards before the draw
apply:
(a) In ace-to-five lowball, a player must take
an exposed card of A, 2, 3, 4, or 5, and any
other card must be replaced.
(b) In deuce-to-seven lowball, the player must
take an exposed card of 2, 3, 4, 5, or 7, and
any other card including a 6 must be replaced.
3.
After the draw, any exposed card must be
replaced.
4. After the draw, a player may check any
hand without penalty (The sevens rule is not
used).
5. Check-raise is allowed.
SECTION 12 - DRAW HIGH
There are two betting rounds, one before the
draw and one after the draw. The game is played
with a button and an ante. Players in turn may
check, open for the minimum, or open with a
raise. After the first betting round the players
have the opportunity to draw new cards to
replace the ones they discard. Action after the
draw starts with the opener, or next player
proceeding clockwise if the opener has folded.
The betting limit after the draw is twice the
amount of the betting limit before the draw.
Some draw high games allow a player to open on
anything; others require the opener to have a
pair of jacks or better.
RULES OF DRAW HIGH
1. A maximum of a bet and four raises is
permitted in multihanded pots. [See “Section 16
– Explanations,” discussion #6, for more
information on this rule.]
2. Check-raise is permitted both before and
after the draw.
3. The rules governing misdeals for hold’em
and other button games will be used for draw.
4. Any card that is exposed by the dealer
before the draw must be kept.
5. Five cards constitute a playing hand.
Less than five cards for a player (other than
the button) before action has been taken is a
misdeal. If action has been taken, a player with
fewer than five cards may draw the number of
cards necessary to complete a five-card hand.
The button may receive the fifth card even if
action has taken place. More or fewer than five
cards after the draw constitutes a fouled hand.
6. A player may draw up to four consecutive
cards. If a player wishes to draw five new cards,
four are dealt right away, and the fifth card
after everyone else has drawn cards. If the last
player wishes to draw five new cards, four are
dealt right away, and a card is burned before
the player receives a fifth card. [See “Section
16 – Explanations,” discussion #9, for more
information about this rule.]
7. You may change the number of cards you
wish to draw, provided:
(a) No cards have been dealt off the deck in
response to your request (including the burncard).
(b) No player has acted, in either the betting
or indicating the number of cards to be drawn,
based on the number of cards you have requested.
8. 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. 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.
10. Rapping the table in turn constitutes
either a pass or the declaration of a pat hand
that does not want to draw any cards, depending
on the situation. A player who indicates a pat
hand by rapping the table, not knowing the pot
has been raised, may still play his or her hand.
11. You may not change your seat between hands
when there are multiple antes or forfeited money
in the pot.
12. You have the right to pay the ante (whether
single or multiple) at any time and receive a
hand, unless there is any additional money in
the pot that has been forfeited during a hand in
which you were not involved.
13. If the pot has been declared open by an
all-in player playing for just the antes, all
callers must come in for the full opening bet.
14. If you have only a full ante and no other
chips on the table, you may play for just the
antes. If no one opens and there is another
ante, you may still play for that part of the
antes that you have matched, without putting in
any more money.
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 player is
responsible for determining the pot size at
no-limit, not the dealer. The dealer is
responsible for determining the pot size at
pot-limit, and should enforce the pot-size cap
on wagers without waiting to be asked to do so
by a player. For those rules that apply only to
no-limit and pot-limit lowball, see the
sub-section at the end of “Section 11 – Lowball.”
NO-LIMIT RULES
1. The number of raises in any betting round
is unlimited.
2. The minimum bet size is the amount of the
minimum bring-in, unless the player is going
all-in. The minimum bring-in is the size of the
big blind unless the structure of the game is
preset by the house to some other amount (such
as double the big blind). The minimum bet
remains the same amount on all betting rounds.
If the big blind does not have sufficient chips
to post the required amount, a player who enters
the pot on the initial betting round is still
required to enter for at least the minimum bet (unless
going all-in for a lesser sum) and a preflop
raiser must at least double the size of the big
blind. At all other times, when someone goes
all-in for less than the minimum bet, a player
has the option of just calling the all-in amount.
If a player goes all-in for an amount that is
less than the minimum bet, a player who wishes
to raise must raise at least the amount of the
minimum bet. For example, if the minimum bet is
$100, and a player goes all-in on the flop for
$20, a player may fold, call $20, or raise to at
least a total of $120.
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.
Example: Player A bets 100 and player B raises
to 200. Player C wishing to raise must raise at
least 100 more, making the total bet at least
300. 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 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. 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.)
5. “Completing the bet” is a limit poker
wager type only, and not used at big-bet poker.
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. 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.)
11. 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 (but
no greater). This does not apply to a player who
has unintentionally put too much in to call.
12. 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 may receive some
protection by the decision-maker. A "call" or
“raise” may be ruled not binding if it is
obvious that the player grossly misunderstood
the amount wagered, provided no damage has been
caused by that action. Example: Player A bets
$300, player B reraises to $1200, and Player C
puts $300 into the pot and says, “call.” It is
obvious that player C believes the bet to be
only $300 and he should be allowed to withdraw
his $300 and reconsider his wager. 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.)
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. 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.
15. In non-tournament games, one optional live
straddle is allowed. The player who posts the
straddle has last action for the first round of
betting and is allowed to raise. To straddle, a
player must be on the immediate left of the big
blind, and must post an amount twice the size of
the big blind. A straddle bet sets a new minimum
bring-in; it is not treated as a raise.
16. In all no-limit and pot-limit games, the
house has the right to place a maximum time
limit for taking action on your hand. The clock
may be put on someone by the dealer as directed
by a floorperson, if a player requests it. If
the clock is put on you when you are facing a
bet, you will have one additional minute to act
on your hand. You will have a ten-second
warning, after which your hand is dead if you
have not acted.
17. The cardroom does not condone "insurance"
or any other “proposition” wagers. The
management declines to make decisions in such
matters, and the pot will be awarded to the best
hand. Players are asked to refrain from
instigating proposition wagers in any form. The
players are allowed to agree to deal twice (or
three times) when someone is all-in. “Dealing
twice” means the pot is divided in two, with
each portion being dealt for separately.
POT-LIMIT RULES
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.
1. If a wager is made that exceeds the pot
size, the surplus will be given back to the
bettor as soon as possible, and the amount will
be reduced to the maximum allowable.
2. The dealer or any player in the game can
and should call attention to a wager that
appears to exceed the pot size (this also
applies to heads-up pots). The oversize wager
may be corrected at any point until all players
have acted on it.
3. If an oversize wager has stood for a
length of time with someone considering what
action to take, that person has had to act on a
wager that was thought to be a certain size. If
the player then decides to call or raise, and
attention is called at this late point to
whether this is an allowable amount, the
floorperson may rule that the oversize amount
must stand (especially if the person now trying
to reduce the amount is the person that made the
wager).
4. In pot-limit play, it is advisable in
many structures to round off the pot size upward
to produce a faster pace of play. This is done
by treating any odd amount as the next larger
size. For example, if the pot size was being
kept track of with $25 units, then a pot size of
$80 would be treated as a pot size of $100.
5. In pot-limit hold’em and pot-limit Omaha
money games, many structures treat the little
blind as if it were the same size of the big
blind in computing pot size. In such a
structure, a player can open for a maximum of
four times the size of the big blind. For
example, if the blinds are $5 and $10, a player
may open with a raise to $40. (The range of
options is to either open with a call of $10, or
raise in increments of five dollars to any
amount from $20 to $40.) Subsequent players also
treat the $5 as if it were $10 in computing the
pot size, until the big blind is through acting
on the first betting round. This rule of
treating the little blind as if it were the size
of the big blind is especially desirable in a
structure where the little blind uses a
lower-denomination chip than the big blind, as
in using blinds of $10 and $25 (two $5 chips and
a $25 chip). At tournament play, strict
pot-limit rules are normally used, so there the
maximum opening wager is 3.5 times the size of
the big blind.
6. In pot-limit, a player who puts a chip or
a bill larger than the pot size into the pot
without comment is considered to be making a bet
of the pot size (unless he is facing a bet).
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. A change of seat is not allowed after play
starts, except as assigned by the director.
4. 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.
5. 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.
6. 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.
7. 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.
8. In all tournament games using a dealer
button, the starting position of the button is
determined by the players drawing for the high
card.
9. Limits and blinds are raised at regularly
scheduled intervals.
10. 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.)
11. 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. 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. Next, 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. 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.
12. A player must be present at the table to
stop the action by calling “time.”
13. 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.)
14. 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.
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 to a table as a result of balancing
tables are dealt in immediately unless they are
in the small blind or button position, where
they must wait until the button has passed to
the player on their left.
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. 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.
20. 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.
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 limitation on the number of raises at
limit poker 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.
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 or number of hands. 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. When play becomes
heads-up, the player who had the big blind the
most recently is given the button, and his
opponent is given the big blind.
32. At stud, if a downcard on the initial hand
is dealt faceup, a misdeal is called.
33. If a player announces the intent to rebuy
before cards are dealt, that player is playing
behind and is obligated to make the rebuy.
34. All hands will be turned faceup whenever a
player is all-in and betting action is complete.
35. If multiple players go broke on the same
hand, the player starting the hand with the
larger amount of chips finishes in the higher
place for prize money and any other award.
Players eliminated on the same deal who start
their final hand with an equal amount of chips
receive equal prize money, with the best hand on
that deal receiving any non-divisible award.
36. Management is not required to rule on any
private deals, side bets, or redistribution of
the prize pool among finalists.
37. Private agreements by remaining players in
an event regarding distribution of the prize
pool are not condoned. (However, if such an
agreement is made, the director has the option
of ensuring that it is carried out by paying
those amounts.) Any private agreement that does
not include one or more active competitors is
improper by definition.
38. A tournament event is expected to be played
until completion. A private agreement that
removes all prize money from being at stake in
the competition is unethical.
39. Management retains the right to cancel any
event, or alter it in a manner fair to the
players.
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 in an
abbreviated version below for convenience.
“Each round all players must get the button, and
meet the total amount of the blind obligations.
Either of the following methods of button and
blind placement may be used:
(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 a player 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. 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.”
3. This rulebook requires all cash to be
changed into chips. In some cardrooms this may
be impractical. If the cardroom chooses to allow
cash, only $100 bills should be permitted.
4. The rules given for rectifying a holdem
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. It would be better for poker
if the rule were changed to always burning a
card. Here are these rules (the third rule and
fourth rule in “Section 5 – Holdem”).
“If the cards are 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 up the final
card without burning a card.
The portion of this rule saying the dealer does
not burn a card on the redeal is inferior. It is
harder for the dealer to control the card to be
dealt if a burn is required. The sentence in the
rule should read, “The dealer then cuts the deck,
burns a card, and turns the final card.”
The present method for handling a premature
dealing on the turn is used to have what would
have been the last board-card used on the turn,
and not reshuffling the deck until just before
the last card is dealt. This method has
four-fifths of the boardcards remaining the same,
albeit in a different order. It would be better
to reshuffle before the turn, preserving the
chance of receiving the prematurely dealt card
on either of the last two cards, as opposed to
cutting that chance in half. The superiority of
reshuffling right away is illustrated if the
prematurely dealt card makes a gutshot
straight-flush for a player.
5. 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.
6. Most poker rulebooks follow the usual
California practice in multihanded pots at limit
poker of allowing a bet and six raises for
lowball and draw high. The number of allowable
raises for those games is given in this rulebook
as a bet and four raises because this cuts down
on the effect of collusion between players, and
more raises than four are hardly ever needed to
define the strength of two hands when another
player is calling.
7. Lowball has historically had less stringent
demands on the order of cards or acceptability
of exposed cards than in most other poker forms.
This rulebook follows the modern trend at
lowball regarding misdeals of requiring the
cards to be dealt facedown and in proper order.
8. At ace-to-five limit lowball, an exposed
card rule used less often, but probably a
superior rule, is to not let a player take an
exposed six or seven (the rule for no-limit
ace-to-five lowball). If a player gets to keep
only a card that might make a perfect hand,
having a card exposed is less advantageous, and
the opponent must consider the chance of a
perfect hand.
9. At lowball and draw high, some rule sets
allow a player to draw five consecutive cards.
The rule used here disallowing this makes
cheating more difficult. Our rule #10 in lowball
and rule #5 in draw high says, “A player may
draw up to four consecutive cards. If a player
wishes to draw five new cards, four are dealt
right away, and the fifth card after everyone
else has drawn cards. If the last player wishes
to draw five new cards, four are dealt right
away, and a card is burned before the player
receives a fifth card.”
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: (1) The act of making a wager
before anyone else on a betting round. (2)The
chips used by a player to bet, call, or raise.
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.
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, a betting
structure where the bet size on each 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 holdem (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 amount 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 plays. 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 the entire pot in a
high-low split game by a wager or showdown.
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.
SOFTPLAY:
To show favoritism to a particular opponent by
checking throughout a deal whenever heads-up.
This refusal to bet with a good hand or bluff
with a bad hand when facing a certain person,
however motivated, is still improper poker
behavior. Softplaying is actually a form of
collusion, and may be penalized as such.
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 board-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.
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