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Although they tend to make poker
purists ill, these wild games, if played in
moderation, can really round out a friendly home
game. Or make the game devolve into
fistfights.
Seven Twenty Seven
- PLAYERS
- INITIAL DEAL
- Two down, one up to each player.
- PLAY
- The object of this ridiculous game is to
get as close to 7 or 27 as possible.
- Most cards are valued as in blackjack,
meaning that aces are worth either 1 or 11 at
the holder's discretion and number cards are
worth their pip value. Face cards, however,
are worth half a point, 0.5.
- The player to the dealer's left is the
first lead player, with the lead rotating
each round. Each round, the lead player may
choose to take one additional card, or stay
with what they have.
- After everyone has had the option of
taking a card that round, the lead then
starts a round of betting.
- This continues until a round occurs where
no one takes an additional card. Bet.
- Declare. Bet. Showdown.
- WINNER
- Players closest to 7 and closest to 27
without going over split the pot.
- Note that A-A-5 is both 7 and 27, so
player with this sort of double ace hand has
an excellent hand for pigging.
- The prohibition against going over the
target value is known as the Price is Right
rule.
- VARIATIONS
- Price of Right rule is only invoked to
break ties. Therefore, 6.5 beats 7.5, but 7.5
beats 6.0 and 8.0.
- Get rid of the Price is Right rule and
allow players who go over the target value of
7 or 27 to win. In the case of a tie, such as
6.5 and 7.5, players split the low half of
the pot, assuming they declared their
interest in the low half.
- Ten Rule
- Tens are valued at ten or zero at
player's discretion.
- Thanks to
michaelandmonica@email.msn.com for this
variant!
- NOTE
- This is a powerful game and is known for
completely negating the good/bad play that
players have had during the course of the
night.
Numbers
- PLAYERS
- INITIAL DEAL
- Five face down to each player and seven
down in the center of the table.
- PLAY
- Dealer turns a center card over. Anyone
holding a card of the same rank must discard
that card.
- Bet, beginning with player to dealer's
left for the first round, with succeeding
rounds beginning on a rotating basis.
- Dealer exposes the next center card and
like cards are again discarded. If a card of
the same rank as a previously flipped card is
turned over, a new card is flipped from the
top of the deck until an undiscarded rank is
revealed. Bet.
- Continue until seven different ranks have
been identified in the middle of the
table.
- WINNER
- Player who first loses all five cards
instantly wins the pot and game is over.
- Should that not occur:
- Bet, then players declare high, low,
or pig. Bet. Showdown.
- Aces are worth 1 or 11 at players
discretion, face cards are worth 10, and
all other cards are worth their face
value.
- Highest and lowest totals split the
pot.
Red and Black
- PLAYERS
- INITIAL DEAL
- One down and one up to each player.
- PLAY
- Bet. Continue dealing as in five card
stud, with a bet after each up card, but with
a sixth and final card dealt in the center
face up as a community card. Bet. Declare.
Bet. Showdown.
- All red cards have a positive value, all
black cards have a negative value. Aces count
as one, faces cards count as ten, all others
count as their pip value. Hands are
calculated based on the sum point value of
five of the six cards.
- WINNER
- High and low hands split the pot.
Blackout
- PLAYERS
- INITIAL DEAL
- Five down to each player, and five down
in the center.
- PLAY
- Bet. A card is exposed in the center.
Each player who has a card that matches that
center card must discard that card. Bet.
- Continue until all five center cards are
exposed. Bet.
- Players add up the value of their
remaining unexposed cards as follows: Face
cards are worth ten, other cards are worth
their pip value, and aces may be valued at
one or eleven at the discretion of the
player.
- Players declare high or low.
- WINNER
- High and low hands split the pot.
- VARIATION
- If a player loses all five cards before
the declare, player "blacks out" and
immediately wins the entire pot.
- NOTE
- Thanks to Lawrence Wong for the
game!
Screw Your Neighbor
- PLAYERS
- INITIAL DEAL
- One card down to each player.
- PLAY
- Each player places three of the
highest-value chips in front them.
- Cards are valued from deuce (lowest) to
ace (highest).
- The lead begins to the left of the dealer
and rotates with each hand.
- Each player, beginning with the lead, may
keep their current card or exchange it with
the player to the left.
- If someone tries to take a king from
someone, holder may prevent the trade by
revealing the king face up on the table.
- The last player may keep their card or
exchange it for the top one from the
deck.
- When all players have gone, everyone
reveals their cards and the player with the
lowest card (aces are high) tosses a chip
into the pot.
- A player is eliminated when the player
loses the third chip into the pot.
- Dealer then redeals, but only shuffles
once there are more remaining players than
cards.
- When down to two players, the last player
has an advantage-- if the first player
exchanges with other player, second player
knows what all the cards in the game are and
can make a more informed decision. To cancel
this advantage, when only two players are
left the second player can't look at card
until after the lead player has chosen to
exchange or hold.
- WINNER
- Last player with a chip in front of him
or her wins the pot.
Boo Ray
- PLAYERS
- Five for sure, but it's safe to play with
six.
- INITIAL DEAL
- Five down to each player, and one card
turned up in the center.
- PLAY
- In this game, hands are not evaluated as
in poker. Instead players try to win "tricks"
as in bridge.
- In a trick, each player plays one card
into the center of the table. The player who
plays the highest card wins the round, or
"trick."
- The card turned up in the center
indicates the suit that serves as the "trump"
suit. Its only purpose is to indicate the
trump suit.
- Beginning with the player to the dealer's
left, each player may either pay a set amount
into the pot to remain in the game, or
fold.
- After each player has chosen whether to
remain or not, dealer allows each player to
draw and discard up to four cards.
- After the draw, the player to the
dealer's left plays a card into the center of
the table. Then, proceeding around the table,
each player in turn plays a card into the
center of the table.
- Cards are ranked from deuce (low) to ace
(high). The player who plays the highest card
of the same suit as the first card played in
the trick wins the trick.
- If a player has a card of the same
suit as the card first played during the
trick, the player must play that
card.
- However, if a player does not have a
card of the same suit as the card first
played during the trick, the player may
play any other card in their hand.
- If a trump suit card is played, it
wins the hand.
- If more than one trump suit card is
played, the highest trump suit card
wins.
- After each trick, a new trick begins. The
first card of that trick is played by the
player who won the previous trick.
- Once all five tricks are over, each
player that did both did not fold before the
draw and did not take three tricks of the
five tricks must pay a set amount into the
pot as a penalty. Each player that took zero
tricks must pay a second penalty.
- If no player takes three tricks, each
player that did not fold before the draw
pays. Dealer then shuffles and redeals to all
players, including players who folded before
the draw.
- WINNER
- First player to take three tricks in a
round.
- VARIATION
- If the trump card is a club, then players
may not fold before the draw.
- NOTE
- Thanks to Donna McConnell for this
game!
Monday Night Football
- PLAYERS
- INITIAL DEAL
- Seven down to each player.
- PLAY
- Do not peek at cards!
- Game is played just like Night Baseball
on the Seven
Card Stud page, except hands are not
evaluated as poker hands, but by a unique
ranking system:
- Face cards are touchdown and worth six
points.
- Aces are conversions and worth one
point, but only if immediately following a
face card.
- Deuces are safties and worth two
points.
- Treys are field goals and worth three
points.
- Remaining cards have no value.
- The player to the dealer's left exposes a
card. Bet.
- The next player on the left starts
exposing cards until that player's revealed
hand beats the highest revealed hand on the
table. When that player has achieved the high
hand, player begins the betting round. If the
player exposes all seven cards and still
doesn't have the highest hand, player must
fold, and leader begins betting round.
- WINNER
- Final remaining player. But in case of
tie, cards all cards are shuffled, each
remaining player is dealt five down cards,
and sudden death is played as above until
there is a winner.
- VARIATION
- Touchdowns are not worth any points
unless followed by an Ace or a Deuce. In this
variation, all touchdowns must be followed by
another roll to determine if the touchdown is
valid or not.
- NOTE
- Thanks to paulsd@cisco.com for this
game!
Old Man 49er
- PLAYERS
- Five for sure, but it's usually safe with
six.
- INITIAL DEAL
- Five down to each player.
- PLAY
- Without betting, each player may discard
and draw up to four cards, beginning with the
player to the dealer's left.
- Players stack their cards in front of
them, face down, in the order they wish to
reveal them. Players may not change the stack
order.
- Bet, beginning with the player to the
dealer's left.
- Each player simultaneously exposes a
card.
- Cards are valued as follows:
- Aces are worth one or eleven, and the
player's election.
- Face cards are worth zero.
- All other cards are worth their pip
value.
- The player with the highest exposed card
begins a betting round.
- After this betting round, players
alternate exposing and betting until each
player has four cards exposed. Bet. Declare.
Bet. Showdown.
- WINNER
- Pot is split between the player with the
highest total and the player with the lowest
total, based on the scoring system described
above.
- However, if a player has a five card hand
that totals exactly 49, that player wins the
entire pot.
- NOTE
- Thanks to Todd Macsuga for this
game!
Acey Deucy
- PLAYERS
- INITIAL DEAL
- Two face up in center of table, called
"goalposts."
- PLAY
- Each player antes.
- Player to the left of the dealer plays
first as follows:
- Player bets an amount between some
mandatory minimal and the amount of the
ante. Player must still bet even if the
goalposts are the same card.
- Dealer deals a third card up on the
table, between the goalposts.
- If the third card is between the
goalposts, player wins from the pot an
amount equal to player's bet.
- If the third card is not between the
goalposts, player pays bet to the
pot.
- If the third card is the same as one
of the goalposts, player must pay double
player's bet to the pot.
- Cards are ranked from deuce (low) to
ace (high). Ace does not swing.
- Play continues in this manner around the
table for two rounds. Once the third round
begins, the maximum bet raises to the amount
in the pot. That way, players may win the pot
by betting an amount equal to the pot and
having the third card fall between the
goalposts.
- If the pot is depleted, game is
over.
- Cards are reshuffled whenever three kings
are exposed.
- WINNER
- No sure winner, since each player can win
some money.
- NOTES
- Also known as In Between, Red Dog,
Yablon, and Between the Sheets.
- Thanks to Ron Tipton for this
game!
Bingo
- PLAYERS
- INITIAL DEAL
- Nine cards face up in a 3X3 bingo grid in
front of each player from the first deck.
Dealer puts the remaining cards from this
deck aside for the remainder of the
game.
- Dealer exposes a card in the middle of
the table from a second deck.
- PLAY
- Each player who has a card or cards in
his bingo grid that matches the value of the
exposed card from the second deck places a
chip or chips on that card or cards. Chip's
value is determined by dealer before game
begins.
- WINNER
- Player who first has chips on all cards
in a three card row, column, or diagonal wins
all the chips placed on cards by other
players.
- VARIATIONS
- Excruciating Bingo: In order to cover a
card with a chip, card must match both the
pip and suit of the exposed card from the
second deck.
- Instead of simply completing a three card
row, players must complete a different
design, such as an H or a T, or black out all
cards.
- NOTES
- A different Bingo game may be found on
the Community Card Games page.
- Thanks to Thomas Akin!
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