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TOPICS
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In most draw and stud games,
each player manages his or her own private cards.
In these community card games, players share some
of the cards in their hands with other players. As
a result, the differences between hands tend to be
much less pronounced. The smart player needs to be
able to discern subtle differences between his or
her hand and the hands of other players.
Texas Hold'Em
- PLAYERS
- Up to 23 (assuming you stole your poker
table from the United Nations).
- INITIAL DEAL
- Two cards down to each player.
- PLAY
- Bet. Dealer deals three cards face up on
the table. Bet. Dealer exposes a fourth card
on the table. Bet. Dealer exposes a fifth
card on the table. Bet. Showdown.
- WINNER
- Player with the highest hand constructed
from the seven visible to player.
- VARIATION
- Omaha
- Players receive four down cards
instead of two.
- Players must construct their hands
using two down cards and three from the
table.
Cincinnati
- PLAYERS
- INITIAL DEAL
- Five cards down to each player, five
cards down in the center of the table.
- PLAY
- Bet. Dealer exposes a center card. Bet.
Repeat until all five center cards have been
exposed. Bet. Showdown.
- WINNER
- Player with the highest hand constructed
from the ten available to player (the five in
the player's hand, and the five on the
table).
- VARIATIONS
- Lamebrain Pete
- Lowest center card and all like it are
wild.
- Utah
- Final center card exposed and all like
it are wild.
Padre
- PLAYERS
- INITIAL DEAL
- Five cards down to each player.
- PLAY
- Bet. Dealer exposes three cards in the
center of the table. Bet. Dealer exposes a
fourth center card. Bet. Dealer exposes a
fifth center card. Bet. Declare. Bet.
Showdown.
- Hands are constructed from exactly two
down cards and three common cards.
- WINNER
- High and low hands split, but the low
must be 8-high or better (lower) or the high
hand wins the whole pot.
- NOTES
- If there are not three nonmatching cards
eight or lower among the common cards, a low
hand is not possible and high hand wins the
whole pot.
- Because of the rule that the low must be
8-high or better (lower), the weakest hand
that is eligible to win the low half, if any,
is 8-7-6-5-4.
Iron Cross
- PLAYERS
- INITIAL DEAL
- Five cards down to each player, five
cards down to the table arranged in a
cross.
- PLAY
- Bet. Dealer exposes the three o'clock
card in the cross (based on dealer's
perspective). Bet.
- Dealer continues exposing clockwise and
players keep betting after each until all
four points are exposed. Bet.
- Dealer exposes the center card. Bet.
Showdown
- WINNER
- High hand constructed from the five cards
in player's hand and the three cards in
either the horizontal or vertical bar of the
cross.
- VARIATIONS
- High-low split.
- Feiry Cross
- Center card in cross and all like it
are wild.
Bingo
- PLAYERS
- INITIAL DEAL
- Five cards down to each player, nine
cards face down in a 3X3 grid in the center
of the table. Dealer exposes the four corner
cards.
- PLAY
- Bet. Dealer exposes the three o'clock
card (based on dealer's perspective).
Bet.
- Dealer continues exposing clockwise and
players keep betting after each until all
four edge cards are exposed. Bet.
- Dealer exposes the center card. Bet.
- Declare. Bet. Showdown.
- Hands are constructed from the best five
among the five in player's hand plus the
three cards in any row, column, or diagonal
in the center grid.
- WINNER
- High and low split the pot.
- A player who wishes to win both the high
and low halves of the pot may take advantage
of different three card series in the center
grid.
- NOTE
- A different Bingo game may be found on
the Non-Poker Games page.
Good Versus Evil
- PLAYERS
- INITIAL DEAL
- Five cards down to each player, then two
rows of five face down in the center.
- One center row is designated the good
row, the other row is designated the evil
row.
- PLAY
- Bet.
- Dealer exposes one card in the good row
and one card in the evil row. Card in the
good row is a community card and may be used
by anyone as part of their hand.
- If a player has a hole card with the same
rank as the newly exposed card in the evil
row, that card is dead and player must turn
that card face up in front. Cards with the
same rank as a card in the evil row may not
be used in evaluating hands at the
showdown.
- Once a card is considered evil, that rank
is always evil. If card in evil row is the
same rank as a previously or subsequently
exposed good card, good card is moved to the
evil row and is considered evil, as are all
of similar rank.
- Bet.
- Dealer exposes another good card and
another evil card. Players holding hole cards
with same rank as evil card must again turn
those cards face up in front and not consider
them in constructing final hands. Bet.
- Continue alternating bets with the
exposing of center cards until all ten center
cards are exposed. Bet. Declare. Bet.
Showdown.
- WINNER
- High and low hands split.
- Hands are constructed based on the
remaining hole cards plus the community cards
in the good row.
- VARIATIONS
- Gaguine Corollary
- If a player loses all five cards
because they all match cards exposed in
the evil row, the game is immediately
declared over and that player wins the
whole pot.
- Use and Lose
- Pot is split between the player with
the high hand as above, but the other half
goes to the player with the lowest total
score among his or her hole cards. For the
low half, faces are worth ten, aces one,
and all others worth their pip value.
- NOTES
- This game has LOTS of different names.
- Good Card, Bad Card.
- Heaven and Hell.
- Up and Down the River.
- Yin-Yang.
- Build 'Em Up, Tear 'Em Down.
- Dump 'Em.
- The Bad and The Beautiful.
- In Between.
- Some of my friends call it Between the
Sheets, but I think Between the Sheets is
actually a different game based loosely on
Acey Deucey. If you know what I should call
this beast, let
me know.
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