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poker games onlineTable of
Contents
P1What
are the basic rules of poker? What are the hand rankings?
P2 What
are some fun home poker games?
P3 How
is Texas Hold"em played?
P4 How
is Omaha Hold"em played?
P5 What
should I expect the first time I play poker in a casino or card room? What
etiquette should I follow?
P6 What
are some good books about poker?
P7 What
are some good magazines about poker?
P8 What
computer poker programs are best for my PC or Mac?
P9 What
is IRC poker and how can I play?
P10 What
skills are important for Texas Hold"em?
P11 What
is a good preflop strategy for Texas Hold"em?
P12 What
is a good third street strategy for Seven Card Stud?
P13 Why
are poker hands ranked the way they are?
P14 Why
are ace-hi flushes ranked highest, when it"s much harder to get a seven-hi
flush? And similarly for two pairs?
P15 What
is the correct ranking for 3-card poker hands?
P16 What
are my chances of sucking out on my opponent in Hold"em?
P17 What
does pot-limit mean? What is half-pot-limit?
P18 What
is a kill pot? What is a game with a kill? What is a half kill? What is a
straddle bet?
P19 What
is a poker tournament? How does one work? What is a chip race? What is a
satellite?
P20 How
does tournament strategy differ from that of regular games?
P21 What
is the World Series of Poker? What is the Tournament of Champions?
P22 What
the hell is Rumple Mintz?
P23 What
is a burn card and why is it dealt?
P24 What
happens if there aren"t enough cards in the deck to deal the final card in
7-card stud?
P25 What
is the difference between a shill and a proposition player? What skills are
needed to be one?
P26 What
cards are in the Dead Man"s Hand?
P27 What
are the Las Vegas poker room phone numbers?
P28 What
poker games are spread in certain Las Vegas casinos?
P29 What
do all these poker terms mean?
P30 When
can I meet and play poker with fellow r.g.pers? What are BARGE, FARGO, etc?
P31
Where can I play online poker against real people for real money? Is it legal?
Is it safe?
P32 How
do you play no-limit seven-card stud? What is Mississippi Stud?
P33 Can
one overcome the rake at low limit poker games?
Q:P1
What are the basic rules of poker? What are the hand rankings?
A:P1
[Michael Maurer]
Most
variants of poker satisfy the following definition, but in a home game of
course you are free to modify the rules as you see fit.
Poker is
a card game in which players bet into a communal pot during the course of a
hand, and in which the player holding the best hand at the end of the betting
wins the pot. During a given betting round, each remaining player in turn may
take one of four actions:
1.
check, a bet of zero that does not forfeit interest in the pot
2. bet
or raise, a nonzero bet greater than preceding bets that all successive players
must match or exceed or else forfeit all interest in the pot
3. call,
a nonzero bet equal to a preceding bet that maintains a player"s interest in
the pot
4. fold,
a surrender of interest in the pot in response to another players"s bet,
accompanied by the loss of one"s cards and previous bets
Betting
usually proceeds in a circle until each player has either called all bets or
folded. Different poker games have various numbers of betting rounds
interspersed with the receipt or replacement of cards.
Poker is
usually played with a standard 4-suit 52-card deck, but a joker or other wild
cards may be added. The ace normally plays high, but can sometimes play low, as
explained below. At the showdown, those players still remaining compare their
hands according to the following rankings:
1.
Straight flush, five cards of the same suit in sequence, such as 76543 of
hearts. Ranked by the top card, so that AKQJT is the best straight flush, also
called a royal flush. The ace can play low to make 5432A, the lowest straight
flush.
2. Four
of a kind, four cards of the same rank accompanied by a "kicker",
like 44442. Ranked by the quads, so that 44442 beats 3333K.
3. Full
house, three cards of one rank accompanied by two of another, such as 777JJ. Ranked
by the trips, so that 44422 beats 333AA.
4.
Flush, five cards of the same suit, such as AJ942 of hearts. Ranked by the top
card, and then by the next card, so that AJ942 beats AJ876. Suits are not used
to break ties.
5.
Straight, five cards in sequence, such as 76543. The ace plays either high or
low, making AKQJT and 5432A. "Around the corner" straights like 32AKQ
are usually not allowed.
6. Three
of a kind, three cards of the same rank and two kickers of different ranks,
such as KKK84. Ranked by the trips, so that KKK84 beats QQQAK, but QQQAK beats
QQQA7.
7. Two
pair, two cards of one rank, two cards of another rank and a kicker of a third
rank, such as KK449. Ranked by the top pair, then the bottom pair and finally
the kicker, so that KK449 beats any of QQJJA, KK22Q, and KK445.
8. One
pair, two cards of one rank accompanied by three kickers of different ranks,
such as AAK53. Ranked by the pair, followed by each kicker in turn, so that
AAK53 beats AAK52.
9. High
card, any hand that does not qualify as one of the better hands above, such as
KJ542 of mixed suits. Ranked by the top card, then the second card and so on,
as for flushes. Suits are not used to break ties.
Suits
are not used to break ties, nor are cards beyond the fifth; only the best five
cards in each hand are used in the comparison. In the case of a tie, the pot is
split equally among the winning hands.
Several
variations are possible when playing for low. Some games permit the ace to play
low and ignore straights and flushes, making 5432A the best possible low, even
if it makes a straight flush. Other games just reverse the order used for high
hands, making 75432 of mixed suits the best possible low. Still others count
straights and flushes against you but let the ace play low, making 6432A best. Note
that in most games in which the ace plays low, a pair of aces is lower than a
pair of deuces, just as an ace is lower than a deuce.
When a
joker is in play, it usually can only be used as an ace or to complete a straight
or flush. It cannot be used as a true wild card, for example, as a queen to
make QQ43X play as three queens. When playing for low, the joker becomes the
lowest rank not already held, so 864AX is played as 8642A, with the joker used
as a deuce.
Although
true wild cards are rarely seen in a casino, they are a popular way to add
excitement to a home game. Wild cards introduce an additional hand, five of a
kind, which normally ranks above a straight flush. They can also cause
confusion when two players hold the same hand composed of different wild card
combinations. The standard rules of poker do not distinguish between such
hands, but some players prefer to rank hands using fewer wild cards above less
"natural" versions of the same hand.
Q:P2
What are some fun home poker games?
A:P2 [Michael Maurer]
Poker variants differ in the amount of skill they admit.
Some, like 7-card stud high/low with declare (no qualifier), provide skilled
players many opportunities to gain an edge. Others are a virtual crap shoot. In
general, the crazier games are designed to discourage folding and minimize the
influence of skill on the outcome. They accomplish this through a betting
structure that requires a large investment before the value of one"s hand is
known. The level playing field that results is ideal for many informal social
groups.
Q:P3 How is Texas Hold"em played?
A:P3 [Michael Maurer]
Texas Hold"em is a "community card" game,
meaning that some cards are dealt face-up in the middle of the table and shared
by all the players. Each player has two down cards that are theirs alone, and
combines them with the five community cards to make the best possible five-card
hand.
Play begins by dealing two cards face down to each
player; these are known as "hole cards" or "pocket cards".
This is followed by a round of betting. Most hold"em games get the betting
started with one or two "blind bets" to the left of the dealer. These
are forced bets which must be made before seeing one"s cards. Play proceeds
clockwise from the blinds, with each player free to fold, call the blind bet,
or raise. Usually the blinds are "live", meaning that they may raise
themselves when the action gets back around to them.
Now three cards are dealt face up in the middle of the
table; this is called the "flop". A round of betting ensues, with
action starting on the first blind, immediately to the dealers left. Another
card is dealt face up (the "turn"), followed by another round of
betting, again beginning to the dealer"s left. Then the final card (the
"river") is dealt followed by the final round of betting. In a
structured-limit game, the bets on the turn and river are usually double the
size of those before and on the flop.
The game is usually played for high only, and each player
makes the best five-card combination to compete for the pot. Players usually
use both their hole cards to make their best hand, but this is not required. A
player may even choose to "play the board" and use no hole cards at
all. Identical five-card hands split the pot; the sixth and seventh cards are
not used to break ties.
Q:P4 How is Omaha Hold"em played?
A:P4 [Michael Maurer]
The rules of Omaha are very similar to those of Texas
Hold"em. There are only two differences:
* Each player receives four hole cards, instead of two.
* One must use *exactly* three community cards and two
hole cards to make one"s hand.
The second difference is confusing for most beginners.
These examples show how it works.
|
Board | Hole Cards | Best High Hand | |
As Kc Qc 8d 2d | Ac 2c Jd Th | Jd Th makes ace-hi straight. | |
As Kc Qc Jh Td | Ac 2c Jd 8h | Ac Jd makes ace-hi straight. | |
As Kc Qc Jh Td | 3c 2c Jd 8h | Jd 8h makes pair of jacks. No
straight is possible using two
hole cards. | |
As Ks 8h 9d 2s | Qs 4h 4d 4s | Qs 4s makes AKQ42 "nut" flush. | |
As Ks 8s 9s 2s | Qs 4h 4d Qd | Qs Qd makes pair of queens. No
flush is possible using two hole
cards. | |
As Ts 8s 8h 4d | Td Tc Ad 9c | Td Tc makes TTT88 full house. | |
As Ts 8s 8h 4d | Td 8c Ad 9c | Ad 8c makes 888AA full house. | |
As Ac 8s 8h 4d | Ah 2h 3h 5h | Ah 5h makes trip aces AAA85. No
full house is possible using two
hole cards. | |
As Ac 8s 8h 4d | Ah 2h 3h 4h | Ah 4h makes full house AAA44. |
Omaha is often played high/low, meaning that the highest
and lowest hands split the pot. The low hand usually must "qualify"
by being at least an 8-low (the largest card must be 8 or lower). One can use a
different two cards to compete for the high and low portions of the pot, and
the game is played "cards speak" rather than "declare".
Aces are either low or high, and straights and flushes don"t count for low.
Since everybody must use two hole cards to make a hand, the board must have
three cards 8 or lower for a low to even be possible. Players often tie for
low, and the low half of the pot is divided equally among them. Some more
examples:
|
Board | Hole Cards | Best Low Hand | |
As Kc Qc 8d 2d | 8c Jc Jd Th | Jd Th makes the low hand JT82A,
which does not qualify as
8-or-better. | |
3d 5h 8d Tc Ts | Ac 2c Jd Th | Ac 2c makes the "nut low" 8532A. | |
3d 5h 8d Tc Ts | Ac 3c 4d Th | Ac 4d makes 8543A. | |
3d 5h 8d Ad Ts | Ac 3c 5d 8h | Any two make T853A, not qualifying. | |
Ac 2c 3d 4h 5s | Ad 2d Th Td | Ad 2d makes "nut low" 5432A. | |
Ac 2c 3d 4h 5s | 4d 5d Th Td | 4d 5d makes "nut low" 5432A. | |
5h 7h 8d Ac 2c | Ad 2d Th Td | Ad 2d makes 8752A, but the nut low is
5432A with a 3 and 4. On the flop we
had the best possible low, but the turn
and river "counterfeited" us. |
As in all split-pot games, the real goal of playing any
hand is to win both halves of the pot, or "scoop". Thus, hands that
have a chance to win both ways are far superior to those that can only win one
way.
Q:P5 What should I expect the first time I play poker in
a casino or card room? What etiquette should I follow?
A:P5 [Michael Maurer]
Many people are intimidated on their first visit to a
public cardroom. Knowing what to expect and some simple rules of etiquette will
help the first-time visitor relax and have a good time.
Any cardroom with more than a few tables will have a
sign-up desk or board for the various games being played. Usually someone will
be standing here to take your name if a seat is not immediately available. This
person can explain what games are offered, the betting limits, special house
rules and so on. This is the moment of your first decision: which game and for
what stakes?
Choosing a game is fairly easy; you already know which
game is most familiar to you. You may be surprised to find that your favorite
home games are not spread in public cardrooms. Most will offer one or more of
Texas Hold"em, Seven-Card Stud, and Omaha Hold"em (usually hi/lo split,
8-or-better for low). Sometimes you will find California Lowball (5-card draw
for low), Seven-Card Stud hi/lo, or Hold"em variations like Pineapple. You will
rarely find High Draw (5-card draw for hi), and will never find home game
pot-builders like Anaconda, Follow-the-Queen, 7-27 or Guts. Except for the
joker in draw poker, cardrooms never use wild cards.
Choosing a betting limit is a bit harder. It is best to
start playing at a limit so small that the money is not important to you. After
all, with all the excitement of your first time playing poker there is no need
to be worried about losing the nest egg to a table full of sharks. Betting
limits are typically expressed as $1-$5 or $3-$6, and may be "spread-limit"
or "structured-limit". A spread-limit means one can bet or raise any
amount between the two numbers (although a raise must be at least as much as a
previous bet or raise). For example, in $1-$5 spread-limit, if one person bets
$2 the next person is free to call the $2 or raise $2, $3, $4, or $5, but
cannot raise just $1. On the next round, everything is reset and the first
bettor may bet anything from $1 to $5. In structured-limit like $3-$6 (usually
recognizable by a factor of two between betting limits), all betting and
raising on early rounds is in units of $3, and on later rounds is in units of
$6. One only has a choice of *whether* to bet or raise; the amount is fixed by
the limit. One usually doesn"t have a choice between spread and structured betting
at a given limit. Keep in mind that it is quite easy to win or lose 20
"big bets" (the large number in the limit) in an hour of play. Also,
since your mind will be occupied with the mechanics of the game while the
regular players consider strategy, you are more likely to lose than win. In
other words: choose a low limit.
If the game you want is full, your name will go on a list
and the person running the list will call you when a seat opens up. Depending
on the cardroom, you may have trouble hearing your name called and they may be
quick to pass you over, so be alert. Once a seat is available, the list person
will vaguely direct you toward it, or toward a floorman who will show you where
to sit.
Now is the time for you to take out your money and for
the other players to look you over. A good choice for this "buy-in"
is ten to twenty big bets, but you must buy-in for at least the posted table
minimum, usually about five big bets. Most public poker games are played
"table-stakes", which means that you can"t reach into your pocket for
more money during the play of a hand. It also means that you can"t be forced
out of a pot because of insufficient funds. If you run out of money during a
hand you are still in the pot (the dealer will say you are "all-in"),
but further betting is "on the side" for an additional pot you cannot
win. Between hands, you are free to buy as many chips as you want, but are not
allowed to take any chips off the table unless you are leaving. This final rule
gives opponents a chance to win back what they have lost to you. If you bust
out, you may buy back in for at least the table minimum or leave.
Once you have told the dealer how much money you are
playing, the dealer may sell you chips right away or call over a chip runner to
do so. You may want to tell the dealer that you are a first-time player. This
is a signal to the dealer to give a little explanation when it is your turn to
act, and to the other players to extend you a bit of courtesy when you slow
down the game. Everyone will figure it out in a few minutes anyway, so don"t be
bashful. You may even ask to sit out a few hands just to see how it all works.
There are three ways that pots are seeded with money at
the beginning of the hand. The most familiar to the home player is the
"ante", where each player tosses a small amount into the pot for the
right to be dealt a hand. The second way, often used in conjunction with an
ante, is the "forced bring-in". For example, in seven-card stud,
after everyone antes and is dealt the first three cards, the player with the
lowest upcard may be forced to bet to get things started. The third way, often
used in games without upcards like Hold"em or Omaha, is a "forced blind
bet". This is similar to the bring-in, but is always made by the person
immediately after the player with the "button". The
"button" is a plastic disk that moves around the table and indicates
which player is acting as dealer for the hand (of course, the house dealer does
the actual dealing of cards, but does not play). A second or even third blind
may follow the first, usually of increasing size. Whichever seed method is
used, note that this initial pot, small as it is, is the only reason to play at
all.
If the game has blinds, the dealer may now ask you if you
want to "post". This means, "do you want to pay extra to see a
hand now, in bad position, and then pay the blinds, or are you willing to sit
and watch for a few minutes?" Answer "no, I"ll wait" and watch
the game until the dealer tells you it"s time to begin, usually after the
blinds pass you.
Finally, it is your turn to get cards and play. Your
first impression will probably be how fast the game seems to move. If you are
playing stud, several upcards may be "mucked" (folded into the
discards) before you even see them; if you are playing hold"em, it may be your
turn to act before you have looked at your cards. After a few hands you should
settle into the rhythm and be able to keep up. If you ever get confused, just
ask the dealer what is going on.
When playing, consider the following elements of poker
etiquette:
Acting in Turn
Although you may see others fold or call out of turn,
don"t do it yourself. It is considered rude because it gives an unfair
advantage to the players before you who have yet to act. This is especially
important at the showdown when only three players are left. If players after
you are acting out of turn while you decide what to do, say "Time!"
to make it clear that you have not yet acted.
Handling Cards
You may find it awkward at first to peek at your own
cards without exposing them to others. Note that the other players have no
formal obligation to alert you to your clumsiness, although some will. Watch
how the other players manage it and emulate them. Leave your cards in sight at
all times; holding them in your lap or passing them to your kibitzing friend is
grounds for killing your hand. Finally, if you intentionally show your cards to
another player during the hand, both your hands may be declared dead. Your
neighbor might want to see *you* declared dead :) if this happens!
Protecting Cards
In a game with "pocket cards" like Hold"em or
Omaha, it is your responsibility to "protect your own cards". This
confusing phrase really means "put a chip on your cards". If your
cards are just sitting out in the open, you are subject to two possible
disasters. First, the dealer may scoop them up in a blink because to leave
one"s cards unprotected is a signal that you are folding. Second, another
player"s cards may happen to touch yours as they fold, disqualifying your hand
and your interest in the pot. Along the same lines, when you turn your cards
face up at the showdown, be careful not to lose control of your cards. If one
of them falls off the table or lands face-down among the discards your hand
will be dead, even if that card is not used to make your hand.
Accidentally Checking
In some fast-paced games, a moment of inaction when it is
your turn to act may be interpreted as a check. Usually, a verbal declaration
or rapping one"s hand on the table is required, but many players are impatient
and will assume your pause is a check. If you need more than a second to decide
what to do, call "Time!" to stop the action. While you decide, don"t
tap your fingers nervously; that is a clear check signal and will be considered
binding.
String Bets
A "string bet" is a bet that initially looks
like a call, but then turns out to be a raise. Once your hand has put some
chips out, you may not go back to your stack to get more chips and increase the
size of your bet, unless you verbally declared the size of your bet at the
beginning. If you always declare "call" or "raise" as you
bet, you will be immune to this problem. Note that a verbal declaration in turn
is binding, so a verbal string bet is possible and also prohibited. That means
you cannot say "I call your $5, and raise you another $5!" Once you
have said you call, that"s it. The rest of the sentence is irrelevant. You
can"t raise.
Splashing the Pot
In some home games, it is customary to throw chips directly
into the pot. In a public cardroom, this is cause for dirty looks, a reprimand
from the dealer, and possibly stopping the game to count down the pot. When you
bet, place your chips directly in front of you. The dealer will make sure that
you have the right number and sweep them into the pot.
One Chip Rule
In some cardrooms, the chip denominations and game stakes
are incommensurate. For example, a $3-$6 game might use $1 and $5 chips,
instead of the more sensible $3 chip. The one-chip rule says that using a
large-denomination chip is just a call, even though the chip may be big enough
to cover a raise. If you don"t have exact change, it is best to verbally state
your action when throwing that large chip into the pot. For example, suppose
you are playing in a $1-$5 spread-limit game, the bet is $2 to you, and you
have only $5 chips. Silently tossing a $5 chip out means you call the $2 bet.
If you want to raise to $4 or $5, you must say so *before* your chip hits the
felt. Whatever your action, the dealer will make any required change at the end
of the betting round. Don"t make change for yourself out of the pot.
Raising Forever
In a game like Hold"em, it is possible to know that you
hold "the nuts" and cannot be beaten. If this happens when all the
cards are out and you get in a raising war with someone, don"t stop! Raise
until one of you runs out of chips. If there is the possibility of a tie, the
rest of the table may clamor for you to call, since you "obviously"
both have the same hand. Ignore the rabble. You"ll be surprised how many of
your opponents turn out to be bona fide idiots.
The Showdown
Hands end in one of three ways: one person bets and
everyone else folds, one person bets on the final round and at least one person
calls, or everybody checks on the final round. If everybody folds to a bet, the
bettor need not show the winning cards and will usually toss them to the dealer
face down. If somebody calls on the end, the person who bet or raised most
recently is *supposed* to immediately show, or "open", their cards.
They may delay doing so in a rude attempt to induce another player to show
their hand in impatience, and then muck their own hand if it is not a winner.
Don"t do this yourself. Show your hand immediately if you get called. If you
have called a bet, wait for the bettor to show, then show your own hand if it"s
better. If the final round is checked down, in most cardrooms everyone is
supposed to open their hands immediately. Sometimes everyone will wait for
someone else to show first, resulting in a time-wasting deadlock. Break the
chain and show your cards.
Most cardrooms give every player at the table the right
to see all cards that called to a showdown, even if they are mucked as losers.
(This helps prevent cheating by team-play.) If you are extremely curious about
a certain hand, ask the dealer to show it to you. It is considered impolite to
constantly ask to see losing cards. It is even more impolite if you hold the
winning cards, and in most cardrooms you will forfeit the pot if the
"losing" cards turn out to be better than yours.
As a beginner, you may want to show your hand all the
time, since you may have overlooked a winning hand. What you gain from one such
pot will far outweigh any loss due to revealing how you played a particular
losing hand. "Cards speak" at the showdown, meaning that you need not
declare the value of your hand. The dealer will look at your cards and decide
if you have a winner.
As a final word of caution, it is best to hold on to your
winning cards until the dealer pushes you the pot. If the dealer takes your
cards and incorrectly "mucks" them, many cardrooms rule that you have
no further right to the pot, even if everyone saw your winning cards.
Raking in the Pot
As you win your first pot, the excitement within you will
drive you beyond the realm of rational behavior, and you will immediately lunge
to scoop up the precious chips with both arms. Despite the fact that no other
player had done this while you watched, despite the fact that you read here not
to do it, you WILL do it. Since every dealer has a witty admonition prepared
for this moment, maybe it"s all for the best. But next time, let the dealer
push it to you, ok?
Touching Cards or Chips
Don"t. Only touch your own cards and chips. Other
players" chips and cards, discards, board cards, the pot and everything else
are off-limits. Only the dealer touches the cards and pot.
Tipping
Dealers make their living from tips. It is customary for
the winner of each pot to tip the dealer 50 cents to a dollar, depending on
locale and the stakes. Sometimes you will see players tip several dollars for a
big pot or an extremely unlikely suckout. Sometimes you will see players stiff
the dealer if the pot was tiny or split between two players. This is a personal
issue, but imitating the other players is a good start.
Correcting Mistakes
Occasionally the dealer or a player may make a mistake,
such as miscalling the winning hand at the showdown. If you are the victim of
such a mistake, call it out immediately and do not let the game proceed. If
your opponent is the victim, let your conscience be your guide; many see no
ethical dilemma in remaining silent. If you are not involved in the pot, you
must judge the texture of the game to determine whether to speak up. In
general, the higher the stakes, the more likely you should keep your mouth
shut.
Taking a Break
You are free to get up to stretch your legs, visit the
restroom and so on. Ask the dealer how long you may be away from your seat; 20
or 30 minutes is typical. It is customary to leave your chips sitting on the
table; part of the dealer"s job is to keep them safe. If you miss your blind(s)
while away, you may have to make them up when you return, or you may be asked
to sit out a few more hands until they reach you again. If several players are
gone from a table, they may all be called back to keep the game going; those
who don"t return in time forfeit their seats.
Color Change
If you are in the happy situation of having too many
chips, you may request a "color change" (except in Atlantic City).
You can fill up a rack or two with your excess chips and will receive a few
large denomination chips in return. These large chips are still in play, but at
least you aren"t inconvenienced by a mountain of chips in front of you.
Remember the one chip rule when betting with them.
Leaving
Leave whenever you feel like it. You never have an
obligation to stay at the table, even if you"ve won a fortune. You should
definitely leave if you are tired, losing more than you expect, or have other
reasons to believe you are not playing your best game. Depending on the
cardroom, you can redeem your chips for cash with a chip-runner or floorman or
at the cashier"s cage.
House Charges
Last but not least is the matter of the house take.
Somebody has to maintain the tastefully opulent furnishings and pay the
electric bill. The money taken by the house is called the "drop",
since it is dropped down a slot in the table at the end of each hand. The house
will choose one of three ways to charge you to play.
Time Charge
A simple "time charge" is common in higher
limit games and at some small games: seats are rented by the half hour, at
rates ranging from $4 to $10 or so, depending on the stakes. This method
charges all players equally.
Rake
Other cardrooms will "rake" a percentage of the
final pot, up to some maximum, before awarding it to the winning player. The
usual rake is either 5% or 10%, capped at $3 or $4. If the pot is raked, the
dealer will remove chips from the pot as it grows, setting them aside until the
hand is over and they are dropped into a slot in the table. This method favors
the tight player who enters few pots but wins a large fraction of them.
Button Charge
A simpler method is to collect a fixed amount at the
start of each hand; one player, usually the one with the dealer button, pays
the entire amount of the drop. Depending on house rules, this "button
charge" of $2-$4 may or may not play as a bet. If the chips do play as a
bet, this method also favors the tighter players, but not nearly as much as the
rake does.
Regardless of the mechanism, a cardroom will try to drop
about $80-$120 per hour at a $3-$6 table. The exact amount is most dependent on
the local cost of doing business: Nevada is low, California and Atlantic City
are high. Since there are 7-10 players at the table, expect to pay somewhere
from $7 to $14 per hour just to sit down. Add $2-$4 per hour for dealer tips
and you see why most low-limit players are long-run losers.
More information on cardroom play and etiquette can be
found in George Percy"s "Seven-Card Stud: The Waiting Game" and Lee
Jones" "Winning Low-Limit Holdem". Beginning players may also want to
watch for special cardroom promotions to draw new players; many offer free
lessons followed by a very low-stakes game with other novices. Since everyone
is a beginner, much of the tension is relieved.
Q:P6 What are some good books about poker?
A:P6 [Michael Maurer, December 1994]
All thinking poker players should have this book on their
shelf:
David Sklansky, "The Theory of Poker" (formerly
titled "Winning Poker"), Two Plus Two Publishing, 1992, $30. ISBN
1-880685-00-0.
Beginners will benefit from the following:
Dan Kimberg, "Serious Poker", Dan Kimberg
Books, 2000, $13. ISBN: 0-970378-90-4.
Lou Krieger and Richard Harroch, "Poker for
Dummies", IDG Books Worldwide, 2000, $15. ISBN 0-764552-32-5.
Mason Malmuth and Lynne Loomis, "Fundamentals of
Poker", Two Plus Two Publishing, 1992, $4. ISBN 1-880685-11-6.
This classic in the field is an advanced but slightly
out-of-date work covering a wide range of games, including an excellent section
on no-limit Hold"em:
Doyle Brunson et al., "Super/System: A Course in
Poker Power", B & G Publishing, 1978/1989, $50. ISBN 0-931444-01-4.
The most recommended book for medium-limit Hold"em is
David Sklansky and Mason Malmuth, "Hold"em Poker for
Advanced Players", Two Plus Two Publishing, 1988/1993, $30. ISBN
1-880685-01-9.
These works by fellow rec.gamblers have received favorable
reviews:
Lee Jones, "Winning Low-Limit Holdem",
ConJelCo, 1994, $25. ISBN 1-886070-15-6.
Lou Krieger, "Hold"em Excellence", ConJelCo,
2000, $20. ISBN 1-886070-14-8 .
Beginning Seven Card Stud players must read this small
spiral-bound gem:
George Percy, "7 Card Stud: The Waiting Game",
GBC Press, 1979, $9. ISBN 0-89650-903-6.
More experienced stud players may benefit from
David Sklansky, Mason Malmuth and Ray Zee, "Seven
Card Stud for Advanced Players", Two Plus Two Publishing, 1992, $29.95.
ISBN 1-880685-02-7.
Finally, in a different vein is the following book about
reading your opponents and preventing them from reading you:
Mike Caro, "Mike Caro"s Book of Tells - The
Body Language of Poker."
Q:P7 What are some good magazines about poker?
A:P7 [Michael Maurer]
Card Player is the best established periodical for poker
players. Each issue has several columns specifically about poker strategy,
including regular features by Mike Caro and other household names. It lists
schedules for small daily and weekly tournaments in the U.S. and Europe and
reports large tournament results. Other sections cover gambling and the law,
cardroom management, sports betting and general gambling news. Because it is
financed largely by casino industry advertisements, it does not print
unfavorable casino news and is not a good place to find a balanced review of a
cardroom. It is available free in most cardrooms and offers subscriptions at
first-class and bulk-mail rates.
The Card Player
3140 S. Polaris #8
Las Vegas, NV 89102
(702) 871-1720
(702) 871-2674 FAX
http://www.cardplayer.com/
Another magazine is Poker Digest magazine. Some of the
popular writers formerly at Card Player are now regular contributors. Find out
more from
Poker Digest
1455 E. Tropicana Suite #300
Las Vegas, NV 89119
http://www.pokerdigest.com/
Q:P8 What computer poker programs are best for my PC or
Mac?
A:P8 [Hans Ruegg, John Salmom]
Commercial Programs
There are many poker programs available but the quality
of them ranges from terrible to fairly good. The following are worth
considering:
Wilson Software Turbo Series
Seperate games are available for Texas Holdem, 7-card
stud, Omaha-8 and Omaha High. There are both ring-game and tournament versions.
Runs under DOS.
Computer players are driven by large tables describing
each decision point. These tables can be modified by the user to create new
players. Play against the computer or let the computer players play each other
in a fast mode. Check resulting statistics for the various strategies.
Demo versions of Texas Holdem, 7-card stud, and Omaha-8
are available. The demos are limited in that only 50 rounds can be played and
the cards are always the same. You can get the demos via FTP from the ConJelCo
server (ftp.conjelco.com).
Masque World Series of Poker Adventure
Plays Texas Holdem, 7-card stud and Omaha. Also plays
blackjack and other casino games. Runs under DOS.
This is more of a fun simulation of playing in the World
Series at Binions. Play ring games or other casino games to get enough money to
enter a satellite. Win the satellite to get into the no-limit finals. Poker
opponent play is pretty good, but not exactly World Champion level.
No demo. Sometimes can be found in retail computer
software stores. Simplified versions with only one game for a cheaper price
(Masque Lite series) can also sometimes be found.
iPoker
Shareware for Macintosh, with nice graphics and
GUI. See http://www.ouzts.net/iPoker/.
Q:P9 What is IRC poker and how can I play?
A:P9 [Michael Maurer, February 1998]
IRC poker is a real-time network poker game that allows
people from around the world to play poker with each other via the Internet.
The stakes are "etherbucks", which is to say imaginary. Each player"s
imaginary bankroll is recorded from session to session, and rankings of both
bankroll and earning rate inspire competitiveness. An automatic program serves
as the dealer and controls the action. Note: don"t confuse this IRC poker game
with the older 5-card draw games on regular IRC The game uses the Internet
Relay Chat, or IRC, to arrange communications amongst the players and with the
dealer. IRC is normally a sort of global cocktail party, with several thousand
people from around the globe engaged in small pockets of conversation on
various "channels". Within each channel, anything one person types
appears on the screens of all the other people tuned in to the channel
(although one person can also "whisper" privately to another). The
poker channels are unusual in that an automaton is always present to supervise
a poker game. However, the chat aspect of the channel is preserved, so that the
poker games can become quite social.
In order to play IRC poker, you must have an IRC client
and access to the Internet. The client is a program running on your local
machine that connects you to the IRC network. Gpkr is reguarly maintained and
sure to be up to date with the latest IRC poker changes. If you get Gpkr
you can ignore most of what follows, since the Gpkr graphical interface takes
care of the details behind the scenes.
Once you have a client up and running, you need to
connect to the special, isolated IRC poker server. In order to speed up the
games, the poker server is not a part of the standard IRC network. The
different clients have various ways to specify the IRC server you want to use;
on Unix you can say
irc nickname irc.poker.net
or irc nickname 198.85.228.79
where "nickname" is the name by which you will be known
to other IRC users. After a moment, this command should connect you to the IRC
poker server and print a welcome message. (From this point on the instructions
are Unix-specific, but many of the commands will work on the other clients as
well).
At this point you can find out what channels are open by
typing
/list
which prints the topic of each channel, or you can see a
more detailed view with
/names
which lists all of the people on each channel. As of May
1994, typical channels included #holdem, #omaha, and #nolimit. To join a
particular channel (for instance, #holdem), type
/join #holdem
The action of the poker game and the ongoing
conversations should now appear on your screen. The play of the game is
governed by sending special messages to the dealer automaton; for example, the
message
p fold
indicates that you wish to fold. All poker commands are
prefixed with the letter "p". The command
p commands
gives a list of all possible commands. The most important
are
p join password - join the game (pick any password) - this starts your bankroll at $1000
p quit - quit the game
p fold - fold when the action gets to you
p check - check (do not bet or fold)
p call - call a bet
p raise - raise the bet
On the non-structured channels like #nolimit, some of
these commands may take an argument, such as
p raise 50
When you join the channel you will notice the conspicuous
absence of these "p" commands despite the ongoing play. This is because most
players send their messages privately to the dealer only, using a command like
/msg hbot p raise
where "hbot" is the nickname of the dealer. (This is
especially useful to hide your password when you join.)
Because poker players are inherently lazy, most users of
ircII have a special set of IRC macros that saves them the effort of typing all
those characters each time they have to act. The file contains instructions for
using it on a Unix machine. Although mIRC doesn"t understand these macros, it
does let you set up customized menus and aliases yourself.
In addition, curses and X-windows based front ends have
been written for the poker games. The curses version uses simple terminal
graphics to draw pictures of your cards and those of the other players, helping
you to visualize the action. When other players fold their cards are mucked,
and the board and pot are shown in the middle. This front end can be used in
conjunction with the IRC macros mentioned above. [Note: as of 11/2/1999 this
site was not responding.]
Q:P10 What skills are important for Texas Hold"em?
A:P10 [Michael Hall]
(Hold "em) Poker Skills in Order of Importance
Disclaimer: I"m a poker novice, not an expert.
0. Table selection
1. Hand selection
2. Reading opponents" hands
3. Opponent assessment
4. Heads up play, bluffing, and semi-bluffing
5. Seat selection
6. Check-raising
7. Getting tells
8. Pot odds calculations
The exact order of importance of skills varies by game
type. For example, you cannot read your opponent when your opponent does not
know what he has. The list above is geared towards mid-level games where some
sanity prevails but the game is not at an expert level either.
0. Table Selection.
By far the most important skill is table selection, so it
ranks better than #1, it"s #0. It doesn"t matter how well you play if you are
always picking the games with no fish where even an expert can"t beat the rake.
Most of your income will come from a few very bad players. If you play fairly
well, you won"t lose much to the better players, nor win much from the slightly
inferior players; it"s the fish that count.
1. Hand selection
Now that you"ve found your table with a live one or two,
be patient. More than just having the discipline to play good hands and the
stomach for surviving the variance, you should realize that most of our income
in Hold "em comes from AA and KK, with notable mention to the other pocket
pairs and AK. Your object is to not lose too much while waiting for these
premium hands, and particularly not to lose too much to these hands when other
players get them. At $10-$20 and below, go ahead and make it 3 bets if you can
before the flop with your AA or KK; you"ll be surprised at how little respect
you get with people calling you all the way to the river even though your
betting is screaming "I HAVE POCKET ACES!!!" And respect preflop
raises done by other players, dumping a lot of hands you would normally play
such as AT and KJ or even AJ and KQ, as you don"t want to make top pair versus
an overpair. On the flop, don"t bet into someone who has made it three bets
unless you can beat the shit out of AA and KK and *want* to be raised back and
then just call and go for a check-raise on the turn.
2. Reading opponents" hands
Now, think about the range of hands and their
probabilities that your opponents could have. Initially, when the players
receive their first two cards, every possible two card hand is equally probable
(unless you start grouping them like 87 offsuit, pocket aces, etc., but you get
the idea.) Every action a player takes gives you information that you can use
to adjust these probabilities. It"s a Bayesian inference problem.
Unfortunately, actually applying Bayes" rule exactly is beyond any puny human
brain"s capability. So, you make a major approximation and essentially just
keep around a set of possible hands, which you then prune down as action take
place.
Suppose a player just calls preflop in early position and
the flop comes Q 7 2 offsuit and he suddenly goes berserk by reraising, you
have to think about what hands are likely. The hands that make sense to reraise
like that are AQ, KQ, Q7, 72, Q2, 77, and 22. QQ would probably be slow-played
here instead. Now join that set with the possible hands before the flop. We can
just look at these hands and see which are reasonable to just call preflop in
early position. AQ and KQ are often raised in early position, but at least
sometimes they just call, so they are still consistent. Q7, 72, and Q2 are not
reasonable calls from early position. 77 and 22 are reasonable calls, though
tight players would probably dump the 22. So that leaves AQ, KQ, 77, and 22 as
his possible hands, which has narrowed down the field quite a bit. Be aware
also of how other players may interpret your betting.
3. Opponent assessment
As play goes along, give yourself a running commentary of
the events, "she open-raises, he folds, he cold-calls...". You must
make a lot of mental notes based on this, and you must do this even when you"re
not in a hand, because in addition to being useful during a hand, it"s useful
for later hands. You want to see the frequency with which a player sees the
flop, the frequency with which a player defends his blinds from raises, and the
hands a player open-raises with, raises with, reraises with, cold-calls with,
and just calls with. This in conjunction with narrowing down the hands above
will often give you a good idea of what"s going on even when there is no
showdown. Your goal is to stereotype each player, as well as to note particular
idiosyncrasies of the individuals for use not only now but in future sessions.
4. Heads up play, semi-bluffing, and bluffing
Especially when heads-up, you should be constantly
applying pressure to the other player to make him fold. You may reraise when
you think you"re either beaten badly or your opponent is bluffing. It"s a bit
like chess or wargames, with attacks, feints, counterattacks, and graceful
retreats. This is part of the "feel" of poker that"s hard to put into
words, but hopefully you get the idea. Bluffing and semi-bluffing is important
to keep yourself unpredictable, and with since you"re keeping track of the
ranges of plausible hands, it"s quite likely you"ll often know where your
opponent stands. Cold bluffing is usually restricted to the river, where you
might bet into one or two opponents (who might fold) if you have no chance of
winning the pot if there is a showdown. Semi-bluffing is betting with a hand
that is not likely best but has some big outs. Your opponent may fold
immediately, and if not, you may hit your out and your opponent may seriously
misread you. There is an important balance here; you must have sufficiently
tight hand selection criteria such that when you do bet your opponent is
positively terrified that you may have a big hand like an overpair.
Semi-bluffing is very powerful, because you"ve been so careful in choosing your
starting hands that even if you aren"t there yet you are likely to get there.
5. Seat selection
Generally, you want the loose aggressive players to your
right and the tight passive players to your left. This is so that you can see a
raise coming before calling the first bet. However, if the game is tight enough
that it is being folded around to the blinds often, then you want some very
tight passive players in the two seats to your right, so that your blinds will
not be stolen. This is a very important skill, and just because you"ve found a
good table, doesn"t mean that every seat at that table would be a winning seat
on average for you.
6. Check-raising
Because the nature of fixed limit Hold "em makes calling
one bet often correct for very weak hands, it"s difficult to protect your hand.
A major weapon you have to protect your hand is check-raising. However, you
must be conscious of where you think the bettor will be. Typically, if you had
a made but vulnerable hand you would check in early position if you thought
there would be a bet in late position; you then raise and the players in
between face two bets plus a risk of a reraise by the late position player,
making it difficult for them to call. If you have an invulnerable hand that you
want to make everyone pay you through the nose for, then you would check in
early position if you thought there would be an early position bet, and then
you would raise after everyone trailed in calling behind. The down side of
check-raising is that you risk giving a free card if no one bets.
7. Getting tells
Be aware of tells. If a player has his hands on his chips
and is leaning forward, all ready to raise if you bet, usually this is an act
intended to get you to just check, as the player in fact does not what to raise
you or maybe even call a bet. Two other incredibly valuable tells are the
"what the heck, I raise" tell (get *out*, he has a monster!) and the
"let me check to see if I have one of that suit with three on the
board" tell (so you know he doesn"t have a flush already.) Remember that
if they think they"re being watched, players typically act the opposite of what
they have.
8. Pot odds calculations
Be aware of pot odds. You can count the number of
"outs" you have to estimate if calling is a positive expected value
play. You may be surprised that I rank this so low. Although it is a subjective
opinion, particularly when heads up it"s much more important outplay your
opponent rather than outdraw him. In loose games, outdrawing becomes much more
important, but then the pots are so big that you usually have odds for any half
way reasonable draw anyway.
Q:P11 What is a good preflop strategy for Texas
Hold"em?
A:P11 [Abdul Jalib]
Abdul Jalib describes a carefully thought out preflop
strategy
Q:P12What is a good third street strategy for Seven Card
Stud?
A:P12 [JP Massar]
Two Plus Two Publishing has requested that this section
be removed from the FAQ. Until this issue is resolved, we are complying
with their request.
Q:P13 Why are poker hands ranked the way they are?
A:P13 [Michael Maurer, Darse Billings, Roy Hashimoto]
The standard poker hands are ranked based on the
probability of their being dealt pat in 5 cards from a full 52-card deck. The
following table lists the hands in order of increasing frequency, and shows how
many ways each hand can be dealt in 3, 5, and 7 cards.
|
Hand | 3 cards | 5 cards | 7 cards | |
Straight Flush | 48 | 40 | 41,584 | |
Four of a Kind | 0 | 624 | 224,848 | |
Full House | 0 | 3,744 | 3,473,184 | |
Flush | 1,096 | 5,108 | 4,047,644 | |
Straight | 720 | 10,200 | 6,180,020 | |
Three of a Kind | 52 | 54,912 | 6,461,620 | |
Two Pair | 0 | 123,552 | 31,433,400 | |
One Pair | 3,744 | 1,098,240 | 58,627,800 | |
High Card | 16,440 | 1,302,540 | 23,294,460 | |
TOTALS | 22,100 | 2,598,960 | 133,784,560
|
Notes:
1. The standard rankings are incorrect for 3-card hands,
since it is easier to get a flush than a straight, and easier to get a straight
than three of a kind. See question P15.
2. For 7-card hands, the numbers reflect the best
possible 5-card hand out of the 7 cards. For instance, a hand that contains
both a straight and three of a kind is counted as a straight.
3. For 7-card hands, only five cards need be in sequence
to make a straight, or of the same suit to make a flush. In a 3-card hand a
sequence of three is considered a straight, and three of the same suit a flush.
These rules reflect standard poker practice.
4. In a 7-card hand, it is easier for one"s *best* 5
cards to have one or two pair than no pair. (Good bar bet opportunity!)
However, if we changed the ranking to value no pairs above two pairs, all of the
one pair hands and most of the two pair hands would be able to qualify for
"no pair" by choosing a different set of five cards.
5. Within each type of hand (e.g., among all flushes) the
hands are ranked according to an arbitrary scheme, unrelated to probability.
See question P14.
Q:P14 Why are ace-hi flushes ranked highest, when it"s
much harder to get a seven-hi flush? And similarly for two pairs?
A:P14 [Michael Maurer, Giancarlo DiPierro]
[Michael Maurer"s original answer:] Only the classes themselves
(flush, straight, etc) are ranked by the probability of getting them in five
cards. Within each class we use an arbitrary system to rank hands of the same
type. For example, our arbitrary system ranks four aces higher than four
deuces, even though the hands occur with the same frequency. Similarly, flushes
are ranked by the highest card, with the next highest card breaking ties, and
so on down to the fifth card. This has the curious effect of creating many more
ace-hi flushes than any other kind, because any flush that contains an ace is
"ace-hi", regardless of the other cards. Thus, although 490 of the
1277 flushes in each suit contain a seven, only four of them are seven-hi
flushes: 76542, 76532, 76432, and 75432. The median flush turns out to be
KJT42.
A similar situation occurs for two pair hands. There are
twelve times as many ways to make two pair with aces being the high pair
("aces up") as there are to do it with threes as the high pair
("threes up"). While the aces can go with another other rank of pair,
the threes must go with twos, or we would reverse the order and call them, for
instance, "eights up". Note that it is fruitless to alter the
relative rankings to try to account for this imbalance, since as soon as we do
the cards will be reinterpreted to make the best hand under the new system. For
example, if we decide to make "threes up" the best possible two pair
hand, now all the hands like "eights and threes" will be interpreted
as "threes and eights", and the population of "threes up"
hands will soar twelve-fold. The median two pair hand turns out to be a tie
between JJ552 and JJ44A.
[Giancarlo DiPierro suggests a fresh interpretation:]
You"ve figured it out. Flushes are not correctly ranked according to their
mathematical probability. The ranking of flushes and no-pair hands by the
highest card (hence the term "high-card" for no-pair hands) that is
commonly used around the world today is an arbitrary system that likely dates
back to when someone first started betting on poker hands.
The correct way to rank these hands according to how hard
they are be dealt becomes clear if you have ever played lowball or any high-low
split game. In those games, low hands are ranked by the worst card, not the
best card. Any 6-high low hand is ranked higher than any 7-high low hand
because a 6-high is dealt three times less frequently than a 7-high. It doesn"t
matter if the lowest card in the 7-high hand is an ace and the lowest card in
the 6-high hand is only a deuce, the 6-high wins.
Applying that principle to flushes and no-pair hands in
high poker, a 9-low hand is dealt about three times less frequently than an
8-low and about seven times less frequently than a 7-low. So the 9-low should
ranked higher, even if the 7-low contains an ace and the 9-low does not. In any
situation where unpaired cards are determining the ranking of a hand, whether
it is a flush, no-pair, or the side cards in hands with trips of equal rank,
the worst card -- the lowest one -- should be used for the ranking.
This concept also applies to two pair hands -- the
mathematically correct way of ranking them would be to use the value of the
lower pair. Kings-under-aces is twice as rare as any queens-under hand, three
times are rare as jacks-under, four times as rare as tens-under, and twelve
times as rare as dueces-under -- the easiest two pair to make. The next time
your queens-under-kings loses to a pair of aces that turns into aces-and-dueces
on the river, you can feel justified that mathematically, at least, you had the
better hand!
Q:P15 What is the correct ranking for 3-card poker hands?
A:P15 [Darse Billings]
The standard ranking of poker hands is based on their
frequency of occurrence in a five card hand. In three card hands the relative
frequency of hands is different, so different in fact that three of a kind
beats a straight, and a straight beats a flush.
The following is a break down of all three card poker
hands. They can be used for certain three ca
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