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 who is forced to transfer from a broken game or must-move game to a game of the same limit may continue to play the same amount of money, even if it is less than the minimum buy-in. A player switching games voluntarily must have the proper buy-in size for the new game.

MISDEALS

  1. The following circumstances cause a misdeal, provided attention is called to the error before two players have acted on their hands. (If two players have acted in turn, the deal must be played to conclusion, as explained in rule #2)

    1. The first or second card of the hand has been dealt faceup or exposed through dealer error.
    2. Two or more cards have been exposed by the dealer.
    3. Two or more boxed cards (improperly faced cards) are found.
    4. Two or more extra cards have been dealt in the starting hands of a game.
    5. 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.
    6. Any card has been dealt out of the proper sequence (except an exposed card may be replaced by the burncard).
    7. The button was out of position.
    8. The first card was dealt to the wrong position.
    9. Cards have been dealt to an empty seat or a player not entitled to a hand.
    10. A player has been dealt out who is entitled to a hand. This player must be present at the table or have posted a blind or ante.
  2. Once action occurs, a misdeal can no longer be declared. The hand will be played to conclusion, and no money will be returned to any player whose hand is fouled. In button games, action is considered to occur when two players after the blinds have acted on their hands. In stud games, action is considered to occur when two players after the forced bet have acted on their hands.

DEAD HANDS

  1. Your hand is declared dead if:

    1. You fold or announce that you are folding when facing a bet or a raise.
    2. You throw your hand away in a forward motion causing another player to act behind you (even if not facing a bet).
    3. In stud, when facing a bet, you pick your upcards off the table, turn your upcards facedown, or mix your upcards and downcards together.
    4. 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).
    5. 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.)
    6. 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 at management's discretion if doing so is in the best interest of the game. We will make an extra effort to rule a hand retrievable if it was folded as a result of incorrect information given to the player.
  3. Cards thrown into another player's hand are dead, whether they are faceup or facedown.

IRREGULARITIES

  1. In button games, if it is discovered that the button was placed incorrectly on the previous hand, the button and blinds will be corrected for the new hand in a manner that gives every player one chance for each position on the round (if possible).
  2. You must protect your own hand at all times. Your cards may be protected with your hands, a chip, or other object placed on top of them. If you fail to protect your hand, you will have no redress if it becomes fouled or the dealer accidentally kills it.
  3. If a card with a different color back appears during a hand, all action is void and all chips in the pot are returned to the respective bettors. If a card with a different color back is discovered in the stub, all action stands.
  4. If two cards of the same rank and suit are found, all action is void, and all chips in the pot are returned to the players who wagered them (subject to next rule).
  5. A player who knows the deck is defective has an obligation to point this out. If such a player instead tries to win a pot by taking aggressive action (trying for a freeroll), the player may lose the right to a refund, and the chips may be required to stay in the pot for the next deal.
  6. If there is extra money in the pot on a deal as a result of forfeited money from the previous deal (as per rule #5), or some similar reason, only a player dealt in on the previous deal is entitled to a hand.
  7. A card discovered faceup in the deck (boxed card) will be treated as a meaningless scrap of paper. A card being treated as a scrap of paper will be replaced by the next card below it in the deck, except when the next card has already been dealt facedown to another player and mixed in with other downcards. In that case, the card that was faceup in the deck will be replaced after all other cards are dealt for that round.
  8. A joker that appears in a game where it is not used is treated as a scrap of paper. Discovery of a joker does not cause a misdeal. If the joker is discovered before a player acts on his or her hand, it is replaced as in the previous rule. If the player does not call attention to the joker before acting, then the player has a dead hand.
  9. If you play a hand without looking at all of your cards, you assume the liability of having an irregular card or an improper joker.
  10. One or more cards missing from the deck does not invalidate the results of a hand.
  11. Before the first round of betting, if a dealer deals one additional card, it is returned to the deck and used as the burncard.
  12. Procedure for an exposed card varies with the poker form, and is given in the section for each game. A card that is flashed by a dealer is treated as an exposed card. A card that is flashed by a player will play. To obtain a ruling on whether a card was exposed and should be replaced, a player should announce that the card was flashed or exposed before looking at it. A downcard dealt off the table is an exposed card.
  13. If a card is exposed due to dealer error, a player does not have an option to take or reject the card. The situation will be governed by the rules for the particular game being played.
  14. If you drop any cards out of your hand onto the floor, you must still play them.
  15. If the dealer fails to burn a card or burns more than one card, the error should be corrected if discovered before betting action has started for that round. Once action has been taken on a boardcard, the card must stand. Whether the error is able to be corrected or not, subsequent cards dealt should be those that would have come if no error had occurred. For example, if two cards were burned, one of the cards should be put back on the deck and used for the burncard on the next round. On the last round, if there was no betting because a player was all-in, the error should be corrected if discovered before the pot has been awarded, provided the deck stub, boardcards, and burncards are all sufficiently intact to determine the proper replacement card.
  16. If the dealer prematurely deals any cards before the betting is complete, those cards will not play, even if a player who has not acted decides to fold.
  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. Check-raise is permitted in all games, except in certain forms of lowball.
  2. In no-limit and pot-limit games, unlimited raising is allowed.
  3. In limit poker, for a pot involving three or more players who are not all-in, these limits on raises apply:

    1. A game with three or more betting rounds allows a maximum of a bet and three raises.
    2. A game with two betting rounds (such as lowball or draw) allows a maximum of a bet and four raises.
  4. Unlimited raising is allowed in heads-up play. This applies any time the action becomes heads-up before the raising has been capped. Once the raising is capped on a betting round, it cannot be uncapped by a subsequent fold that leaves two players heads-up.
  5. 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 facing 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 is on a $20 betting round, raising a $15 all-in bet to $35).
  6. Any wager must be at least the size of the previous bet or raise in that round, unless a player is going all-in.
  7. The smallest chip that may be wagered in a game is the smallest chip used in the antes, blinds, rake, or collection. (Certain games may use a special rule that does not allow chips used only in house revenue to play.) Smaller chips than this do not play even in quantity, so a player wanting action on such chips must change them up between deals. If betting is in dollar units or greater, a fraction of a dollar does not play. A player going all-in must put all chips that play into the pot.
  8. A verbal statement denotes your action and is binding. If in turn you verbally declare a fold, check, bet, call, or raise, you are forced to take that action.
  9. Rapping the table with your hand is a pass.
  10. Deliberately acting out of turn will not be tolerated. A player who checks out of turn may not bet or raise on the next turn to act. An action or verbal declaration out of turn may be ruled binding if there is no bet, call, or raise by an intervening player acting after the infraction has been committed.
  11. To retain the right to act, a player must stop the action by calling “time” (or an equivalent word). Failure to stop the action before three or more players have acted behind you may cause you to lose the right to act. You cannot forfeit your right to act if any player in front of you has not acted, only if you fail to act when it legally becomes your turn. Therefore, if you wait for someone whose turn comes before you, and three or more players act behind you, this still does not hinder your right to act.
  12. In limit poker, if you make a forward motion with chips and thus cause another player to act, you may be forced to complete your action.
  13. A player who bets or calls by releasing chips into the pot is bound by that action and must make the amount of the wager correct. (This also applies right before the showdown when putting chips into the pot causes the opponent to show the winning hand before the full amount needed to call has been put into the pot.) However, if you are unaware that the pot has been raised, you may cash out 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 No Limit and Pot-Limit.
  14. String raises are not allowed. To protect your right to raise, you should either declare your intention verbally or place the proper amount of chips into the pot. Putting a full bet plus a halfbet 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 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 us 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 has been called, even if the opponent's hand or the winning hand has been mucked. However, this is a privilege that may be revoked if abused. If a player other than the pot winner asks to see a hand that has been folded, that hand is dead. If the winning player asks to see a losing player's hand, both hands are live, and the best hand wins.
  6. Show one, show all. Players are entitled to receive equal access to information about the contents of another player's hand. After a deal, if cards are shown to another player, every player at the table has a right to see those cards. During a deal, cards that were shown to an active player who might have a further wagering decision on that betting round must immediately be shown to all the other players. If the player who saw the cards is not involved in the deal, or cannot use the information in wagering, the information should be withheld until the betting is over, so it does not affect the normal outcome of the deal. Cards shown to a person who has no more wagering decisions on that betting round, but might use the information on a later betting round, should be shown to the other players at the conclusion of that betting round. If only a portion of the hand has been shown, there is no requirement to show any of the unseen cards. The shown cards are treated as given in the preceding part of this rule.
  7. If everyone checks (or is all-in) on the final betting round, the player who acted first is the first to show the hand. If there is wagering on the final betting round, the last player to take aggressive action by a bet or raise is the first to show the hand. In order to speed up the game, a player holding a probable winner is encouraged to show the hand without delay. If there is a side pot, players involved in the side pot should show their hands before anyone who is all-in for only the main pot.

TIES

  1. The ranking of suits from highest to lowest is spades, hearts, diamonds, clubs. Suits never break a tie for winning a pot. Suits are used to break a tie between cards of the same rank (no redeal or redraw).
  2. Dealing a card to each player is used to determine things like who moves to another table. If the cards are dealt, the order is clockwise starting with the first player on the dealer's left (the button position is irrelevant). Drawing a card is used to determine things like who gets the button in a new game, or seating order coming from a broken game.
  3. An odd chip will be broken down to the smallest unit used in the game.
  4. No player may receive more than one odd chip.
  5. If two or more hands tie, an odd chip will be awarded as follows:

    1. In a button game, the first hand clockwise from the button gets the odd chip.
    2. 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.)
    3. 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.
    4. All side pots and the main pot will be split as separate pots, not mixed together.

BUTTON AND BLIND USE

In button games, a non-playing dealer normally does the actual dealing. A round disk called the button is used to indicate which player has the dealer position. The player with the button is last to receive cards on the initial deal and has the right of last action after the first betting round. The button moves clockwise after a deal ends to rotate the advantage of last action. One or more blind bets are usually used to stimulate action and initiate play. Blinds are posted before the players look at their cards. Blinds are part of a player's bet, unless the structure of a game or the situation requires part or all of a particular blind to be “dead.” Dead chips are not part of a player's bet. With two blinds, the small blind is posted by the player immediately clockwise from the button, and the big blind is posted by the player two positions clockwise from the button. With more than two blinds, the little blind is normally left of the button (not on it). Action is initiated on the first betting round by the first player to the left of the blinds. On all subsequent betting rounds, the action begins with the first active player to the left of the button.

RULES FOR USING BLINDS

  1. The minimum bring-in and allowable raise sizes for the opener are specified by the poker form used and blind amounts set for a game. They remain the same even when the player in the blind does not have enough chips to post the full amount.
  2. Each round every player must get an opportunity for the button, and meet the total amount of the blind obligations. Either of the following methods of button and blind placement may be designated to do this:

    1. Moving button – The button always moves forward to the next player and the blinds adjust accordingly. There may be more than one big blind.
    2. 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.
  3. A player posting a blind in the game's regular structure has the option of raising the pot at the first turn to act. Although chips posted by the big blind are considered a bet, this option to raise is retained if someone goes all-in with a wager of less than the minimum raise.
  4. In heads-up play with two blinds, the small blind is on the button.
  5. A new player entering the game has the following options:

    1. Wait for the big blind.
    2. Post an amount equal to the big blind and immediately be dealt a hand. (In lowball, a new player must either post an amount double the big blind or wait for the big blind.)
  6. A new player who elects to let the button go by once without posting is not treated as a player in the game who has missed a blind, and needs to post only the big blind when entering the game.
  7. A person playing over is considered a new player, and must post the amount of the big blind or wait for the big blind.
  8. A new player cannot be dealt in between the big blind and the button. Blinds may not be made up between the big blind and the button. You must wait until the button passes.
  9. When you post the big blind, it serves as your opening bet. When it is your next turn to act, you have the option to raise.
  10. A player who misses any or all blinds can resume play by either posting all the blinds missed or waiting for the big blind. If you choose to post the total amount of the blinds, an amount up to the size of the minimum opening bet is live. The remainder is taken by the dealer to the center of the pot and is not part of your bet. When it is your next turn to act, you have the option to raise.
  11. If a player who owes a blind (as a result of a missed blind) is dealt in without posting, the hand is dead if the player looks at it before putting up the required chips, and has not yet acted. If the player acts on the hand and plays it, putting chips into the pot before the error is discovered, the hand is live, and the player is required to post on the next deal.
  12. A player who goes all-in and loses is obligated to make up the blinds if they are missed before a rebuy is made. (The person is not treated as a new player when reentering.)
  13. These rules about blinds apply to a newly started game:

    1. Any player who drew for the button is considered active in the game and is required to make up any missed blinds.
    2. 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.
    3. A player may change seats without penalty, provided a blind has not yet passed the new seat.
  14. In all multiple-blind games, a player who changes seats will be dealt in on the first available hand in the same relative position. Example: If you move two active positions away from the big blind, you must wait two hands before being dealt in again. If you move closer to the big blind, you can be dealt in without any penalty. If you do not wish to wait and have not yet missed a blind, then you can post an amount equal to the big blind and receive a hand. (Exception: At lowball you must kill the pot, wait for the same relative position, or wait for the big blind; see Lowball, rule #7.)
  15. A player who "deals off" (by playing the button and then immediately getting up to change seats) can allow the blinds to pass the new seat one time and reenter the game behind the button without having to post a blind.
  16. A live “straddle bet" is not allowed at limit poker except in specified games.
“Robert’s Rules Of Poker” by Robert Ciaffone

Rules: Hold’em

In hold'em, players receive two downcards as their personal hand (holecards), after which there is a round of betting. Three boardcards are turned simultaneously (called the “flop”) and another round of betting occurs. The next two boardcards are turned one at a time, with a round of betting after each card. The boardcards are community cards, and a player may use any five-card combination from among the board and personal cards. A player may even use all of the boardcards and no personal cards to form a hand (play the board). A dealer button is used. The usual structure is to use two blinds, but it is possible to play the game with one blind, multiple blinds, an ante, or combination of blinds plus an ante.

RULES OF HOLD'EM

These rules deal only with irregularities. See Button and Blind Use for rules on that subject.
  1. If the first or second holecard dealt is exposed, a misdeal results. The dealer will retrieve the card, reshuffle, and recut the cards. If any other holecard is exposed due to a dealer error, the deal continues. The exposed card may not be kept. After completing the hand, the dealer replaces the card with the top card on the deck, and the exposed card is then used for the burncard. If more than one holecard is exposed, this is a misdeal and there must be a redeal.
  2. If the dealer mistakenly deals the first player an extra card (after all players have received their starting hands), the card will be returned to the deck and used for the burncard. If the dealer mistakenly deals more than one extra card, it is a misdeal.
  3. If the flop contains too many cards, it must be redealt. (This applies even if it were possible to know which card was the extra one.)
  4. If before dealing the flop, the dealer failed to burn a card, or burned two cards, the error should be rectified if no cards were exposed. The deck must be reshuffled if any cards were exposed.
  5. discovered before betting action has started for that round. Once action has been taken on a boardcard, the card must stand. Whether the error is able to be corrected or not, subsequent cards dealt should be those that would have come if no error had occurred. For example, if two cards were burned, one of the cards should be put back on the deck and used for the burncard on the next round. If there was no betting on a round because a player was all-in, the error should be corrected if discovered before the pot has been awarded.
  6. If the dealer burns and turns before a betting round is complete, the card(s) may not be used, even if subsequent players elect to fold. Nobody has an option of accepting or rejecting the card. The betting is then completed, and the error rectified in the prescribed manner for that situation.
  7. If the flop needs to be redealt for any reason, the boardcards are mixed with the remainder of the deck. The burncard remains on the table. After shuffling, the dealer cuts the deck and deals a new flop without burning a card.
  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.
  9. You must declare that you are playing the board before you throw your cards away. Otherwise, you relinquish all claim to the pot.
“Robert’s Rules Of Poker” by Robert Ciaffone

Rules: Omaha

Omaha is similar to hold'em in using a three-card flop on the board, a fourth boardcard, and then a fifth boardcard. Each player is dealt four holecards (instead of two) at the start. In order to make a hand, a player must use precisely two holecards with three boardcards. The betting is the same as in hold'em, using a preflop, flop, turn, and river betting rounds. At the showdown, the entire four-card hand should be shown to receive the pot.

RULES OF OMAHA

All the rules of Hold'em apply to Omaha except the rule on playing the board, which is not possible in Omaha (because you must use two cards from your hand and three cards from the board).

“Robert’s Rules Of Poker” by Robert Ciaffone

Rules: 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.

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.
“Robert’s Rules Of Poker” by Robert Ciaffone

Rules: Seven Card Stud

Seven-card stud is played with a starting hand of two downcards and one upcard dealt before the first betting round. There are then three more upcards and a final downcard, with a betting round after each, for a total of five betting rounds on a deal played to the showdown. The best five-card poker hand wins the pot. In all fixed-limit games, the smaller bet is wagered for the first two betting rounds, and the larger bet is wagered for the last three betting rounds (on the fifth, sixth, and seventh cards). If there is an open pair on the fourth card, any player has the option of making the smaller or larger bet. Deliberately changing the order of your upcards in a stud game is improper because it unfairly misleads the other players.

RULES OF SEVEN-CARD STUD

  1. If your first or second holecard is accidentally turned up by the dealer, then your third card will be dealt down. If both holecards are dealt up, you have a dead hand and receive your ante back. If the first card dealt faceup would have been the lowcard, action starts with the first hand to that player's left. That player may fold, open for the forced bet, or open for a full bet. (In tournament play, if a downcard is dealt faceup, a misdeal is called.)
  2. The first round of betting starts with a forced bet by the lowest upcard by suit. On subsequent betting rounds, the high hand on board initiates the action (a tie is broken by position, with the player who received cards first acting first).
  3. The player with the forced bet has the option of opening for a full bet.
  4. If the player with the lowcard is all-in for the ante, the person to that player's left acts first. If the player with the lowcard has only enough chips for a portion of the forced bet, the wager is made. All other players must enter for at least the normal amount in that structure.
  5. When the wrong person is designated as low and bets, if the next player has not yet acted, the action will be corrected to the real lowcard, who now must bet. The incorrect lowcard takes back the wager. If the next hand has acted after the incorrect lowcard wager, the wager stands, action continues from there, and the real lowcard has no obligations.
  6. Increasing the amount wagered by the opening forced bet up to a full bet does not count as a raise, but merely as a completion of the bet. For example: In $15-$30 stud, the lowcard opens for $5. If the next player increases the bet to $15 (completes the bet), up to three raises are then allowed when using a three-raise limit.
  7. In all fixed-limit games, when an open pair is showing on fourth street (second upcard), any player has the option of betting either the lower or the upper limit. For example: In a $5-$10 game, if you have a pair showing and are the high hand, you may bet either $5 or $10. If you bet $5, any player then has the option to call $5, raise $5, or raise $10. If a $10 raise is made, then all other raises must be in increments of $10. If the player high with the open pair on fourth street checks, then subsequent players have the same options that were given to the player who was high.
  8. If you are not present at the table when it is your turn to act on your hand, you forfeit your ante and your forced bet, if any. If you have not returned to the table in time to act, the hand will be killed when the betting reaches your seat. (In tournament play, the dealer is instructed to kill the hand of any absent player as soon as all the players have received their entire starting hands.)
  9. If a hand is folded when there is no wager, that seat will continue to receive cards until the hand is killed as a result of a bet (so the fold does not affect who gets the cards to come).
  10. If you pick up your upcards without calling when facing a wager, this is a fold and your hand is dead. This act has no significance at the showdown because betting is over; the hand is live until discarded.
  11. A card dealt off the table is treated as an exposed card.
  12. the dealer announces the lowcard, the high hand, all raises, and all pairs. Dealers do not announce possible straights or flushes (except for specified low-stakes games).
  13. If the dealer burns two cards for one round or fails to burn a card, the cards will be corrected, if at all possible, to their proper positions. If this should happen on a final downcard, and either a card intermingles with a player's other holecards or a player looks at the card, the player must accept that card.
  14. If the dealer burns and deals one or more cards before a round of betting has been completed, the card(s) must be eliminated from play. After the betting for that round is completed, an additional card for each remaining player still active in the hand is also eliminated from play (to later deal the same cards to the players who would have received them without the error). After that round of betting has concluded, the dealer burns a card and play resumes. The removed cards are held off to the side in the event the dealer runs out of cards. If the prematurely dealt card is the final downcard and has been looked at or intermingled with the player's other holecards, the player must keep the card, and on sixth street betting may not bet or raise (because the player now has all seven cards).
  15. If there are not enough cards left in the deck for all players, all the cards are dealt except the last card, which is mixed with the burncards (and any cards removed from the deck, as in the previous rule). The dealer then scrambles and cuts these cards, burns again, and delivers the remaining downcards, using the last card if necessary. If there are not as many cards as players remaining without a card, the dealer does not burn, so that each player can receive a fresh card. If the dealer determines that there will not be enough fresh cards for all of the remaining players, then the dealer announces to the table that a common card will be used. The dealer will burn a card and turn one card faceup in the center of the table as a common card that plays in everyone's hand. The player who is now high using the common card initiates the action for the last round.
  16. An all-in player should receive holecards dealt facedown, but if the final holecard to such a player is dealt faceup, the card must be kept, and the other players receive their normal card.
  17. If the dealer turns the last card faceup to any player, the hand now high on the board using all the upcards will start the action. The following rules apply to the dealing of cards:


    1. 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).
    2. 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.
  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.)

  20. “Robert’s Rules Of Poker” by Robert Ciaffone

Rules: Seven Card Stud Low (Razz)

The lowest-ranking hand wins the pot. Aces are low only, and two aces are the lowest pair. The format is similar to seven-card stud high, except the high card (aces are low) is required to make the forced bet on the first round, and the low hand acts first on all subsequent rounds. Straights and flushes have no ranking, so the best possible hand is 5-4-3-2-A (a wheel). An open pair does not affect the betting limit.

RULES OF RAZZ

  1. All seven-card stud rules apply in razz except as otherwise noted.
  2. The lowest hand wins the pot. Aces are low, and straights and flushes have no effect on the low value of a hand. The best possible hand is 5-4-3-2-A .
  3. The highest card by suit starts the action with a forced bet. The low hand acts first on all subsequent rounds. If the low hand is tied, the first player clockwise from the dealer starts the action.
  4. Fixed-limit games use the lower limit on third and fourth streets and the upper limit on subsequent streets. An open pair does not affect the limit.
  5. The dealer announces all pairs the first time they occur, except pairs of facecards, which are never announced.
“Robert’s Rules Of Poker” by Robert Ciaffone

Rules: Seven Card Stud High-Low

Seven-card stud high-low split is a stud game which is played both high and low. A qualifier of 8-or-better for low applies to all high-low split games (unless a specific posting to the contrary is displayed). This means to win the low half of the pot, a player's hand at the showdown must have five cards of different ranks that are an eight or lower in rank. (An ace is the highest card and also the lowest card.) If there is no qualifying hand for low, the best high hand wins the whole pot. A player may use any five cards to make the best high hand, and the same or any other grouping of five cards to make the best low hand.

RULES OF SEVEN-CARD STUD HIGH-LOW

  1. All rules for seven-card stud apply to seven-card stud high-low split, except as noted.
  2. A player may use any five cards to make the best high hand and any five cards, whether the same as the high hand or not, to make the best low hand.
  3. An ace is the highest card and also the lowest card.
  4. The low card by suit initiates the action on the first round, with an ace counting as a high card for this purpose. On subsequent rounds, the high hand initiates the action. If the high hand is tied, the first player in the tie clockwise from the dealer acts first.
  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.
“Robert’s Rules Of Poker” by Robert Ciaffone

Rules: 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.

RULES OF LOWBALL

  1. The rules governing misdeals for Hold'em and other button games will be used for lowball. 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:

    1. The first or second card of the hand has been dealt faceup or exposed through dealer error.
    2. Two or more cards have been exposed by the dealer.
    3. Two or more extra cards have been dealt in the starting hands of a game.
    4. An incorrect number of cards has been dealt to a player, except the button may receive one more card to complete a starting hand.
    5. The button was out of position.
    6. The first card was dealt to the wrong position.
    7. Cards have been dealt out of the proper sequence.
    8. Cards have been dealt to an empty seat or a player not entitled to a hand.
    9. 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.
  3. As a new player, you have two options:

    1. To wait for the big blind.
    2. 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, thenext player is obligated to take the blind. If the all-in player wins the pot or buys in again, that player will then be obligated to either take the blind on the next deal or sit out until due for the big blind.
  5. In single-blind games, half a blind or more constitutes a full blind.
  6. In single-blind games, if you fail to take the blind, you may only be dealt in on the blind.
  7. In multiple-blind games, if for any reason the big blind passes your seat, you may either wait for the big blind or kill the pot in order to receive a hand. This does not apply if you have taken all of your blinds and changed seats. In this situation, you may be dealt in as soon as your position relative to the blinds entitles you to a hand (the button may go by you once without penalty).
  8. Before the draw, whether an exposed card must be taken depends on the form of lowball being played; see that form. (The player never has an option.)
  9. On the draw, an exposed card cannot be taken. The draw is completed to each player in order, and then the exposed card is replaced.
  10. A player may draw up to four consecutive cards. If a player wishes to draw five new cards, four are dealt right away, and the fifth card after everyone else has drawn cards. If the last player wishes to draw five new cards, four are dealt right away, and a card is burned before the player receives a fifth card.
  11. Five cards constitute a playing hand; more or fewer than five cards after the draw constitutes a fouled hand. Before the draw, if you have fewer than five cards in your hand, you may receive additional cards, provided no action has been taken by the first player to act (unless that action occurs before the deal is completed). However, the dealer position may still receive a missing fifth card, even if action has taken place. If action has been taken, you are entitled on the draw to receive the number of cards necessary to complete a five-card hand.
  12. You may change the number of cards you wish to draw, provided:

    1. No card has been dealt off the deck in response to your request (including the burncard).
    2. No player has acted, in either the betting or indicating the number of cards to be drawn, based on the number of cards you have requested.

  13. If you are asked how many cards you drew by another active player, you are obligated to respond until there has been action after the draw, and the dealer is also obligated to respond. Once there is any action after the draw, you are no longer obliged to respond and the dealer cannot respond.
  14. Rapping the table in turn constitutes either a pass or the declaration of a pat hand that does not want to draw any cards, depending on the situation.
  15. Cards speak (cards read for themselves). However, you are not allowed to claim a better hand than you hold. (Example: If a player calls an "8", that player must produce at least an "8" low or better to win. But if a player erroneously calls the second card incorrectly, such as "8-6" when actually holding an 8-7, no penalty applies.) If you miscall your hand and cause another player to foul his or her hand, your hand is dead. If both hands remain intact, the best hand wins. If a miscalled hand occurs in a multihanded pot, the miscalled hand is dead, and the best remaining hand wins the pot. For your own protection, always hold your hand until you see your opponent's cards.
  16. Any player spreading a hand with a pair in it must announce "pair" or risk losing the pot if it causes any other player to foul a hand. If two or more hands remain intact, the best hand wins the pot.
"Robert's Rules Of Poker" by Robert Ciaffone

Rules: No-Limit and Pot-Limit 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.

RULES OF LOWBALL

  1. The rules governing misdeals for Hold'em and other button games will be used for lowball. 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:

    1. The first or second card of the hand has been dealt faceup or exposed through dealer error.
    2. Two or more cards have been exposed by the dealer.
    3. Two or more extra cards have been dealt in the starting hands of a game.
    4. An incorrect number of cards has been dealt to a player, except the button may receive one more card to complete a starting hand.
    5. The button was out of position.
    6. The first card was dealt to the wrong position.
    7. Cards have been dealt out of the proper sequence.
    8. Cards have been dealt to an empty seat or a player not entitled to a hand.
    9. 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.
  3. As a new player, you have two options:

    1. To wait for the big blind.
    2. 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, thenext player is obligated to take the blind. If the all-in player wins the pot or buys in again, that player will then be obligated to either take the blind on the next deal or sit out until due for the big blind.
  5. In single-blind games, half a blind or more constitutes a full blind.
  6. In single-blind games, if you fail to take the blind, you may only be dealt in on the blind.
  7. In multiple-blind games, if for any reason the big blind passes your seat, you may either wait for the big blind or kill the pot in order to receive a hand. This does not apply if you have taken all of your blinds and changed seats. In this situation, you may be dealt in as soon as your position relative to the blinds entitles you to a hand (the button may go by you once without penalty).
  8. Before the draw, whether an exposed card must be taken depends on the form of lowball being played; see that form. (The player never has an option.)
  9. On the draw, an exposed card cannot be taken. The draw is completed to each player in order, and then the exposed card is replaced.
  10. A player may draw up to four consecutive cards. If a player wishes to draw five new cards, four are dealt right away, and the fifth card after everyone else has drawn cards. If the last player wishes to draw five new cards, four are dealt right away, and a card is burned before the player receives a fifth card.
  11. Five cards constitute a playing hand; more or fewer than five cards after the draw constitutes a fouled hand. Before the draw, if you have fewer than five cards in your hand, you may receive additional cards, provided no action has been taken by the first player to act (unless that action occurs before the deal is completed). However, the dealer position may still receive a missing fifth card, even if action has taken place. If action has been taken, you are entitled on the draw to receive the number of cards necessary to complete a five-card hand.
  12. You may change the number of cards you wish to draw, provided:

    1. No card has been dealt off the deck in response to your request (including the burncard).
    2. No player has acted, in either the betting or indicating the number of cards to be drawn, based on the number of cards you have requested.

  13. If you are asked how many cards you drew by another active player, you are obligated to respond until there has been action after the draw, and the dealer is also obligated to respond. Once there is any action after the draw, you are no longer obliged to respond and the dealer cannot respond.
  14. Rapping the table in turn constitutes either a pass or the declaration of a pat hand that does not want to draw any cards, depending on the situation.
  15. Cards speak (cards read for themselves). However, you are not allowed to claim a better hand than you hold. (Example: If a player calls an "8", that player must produce at least an "8" low or better to win. But if a player erroneously calls the second card incorrectly, such as "8-6" when actually holding an 8-7, no penalty applies.) If you miscall your hand and cause another player to foul his or her hand, your hand is dead. If both hands remain intact, the best hand wins. If a miscalled hand occurs in a multihanded pot, the miscalled hand is dead, and the best remaining hand wins the pot. For your own protection, always hold your hand until you see your opponent's cards.
  16. Any player spreading a hand with a pair in it must announce "pair" or risk losing the pot if it causes any other player to foul a hand. If two or more hands remain intact, the best hand wins the pot.
"Robert's Rules Of Poker" by Robert Ciaffone

Rules: No-Limit and Pot-Limit

A no-limit or pot-limit betting structure for a game gives it a different character from limit poker, requiring a separate set of rules in many situations. All the rules for limit games apply to no-limit and pot-limit games, except as noted in this section. No-limit means that the amount of a wager is limited only by the table stakes rule, so any part or all of a player's chips may be wagered. The rules of no-limit play also apply to pot-limit play, except that a bet may not exceed the pot size. The maximum amount a player can raise is the amount in the pot after the call is made. Therefore, if a pot is $100, and someone makes a $50 bet, the next player can call $50 and raise the pot $200, for a total wager of $250. For those rules that apply only to no-limit and pot-limit lowball, see the sub-section at the end of Lowball.

NO-LIMIT RULES

  1. The number of raises in any betting round is unlimited.
  2. All bets must be at least equal to the minimum bring-in, unless the player is going all-in. (A straddle bet sets a new minimum bring-in, and is not treated as a raise.)
  3. All raises must be equal to or greater than the size of the previous bet or raise on that betting round, except for an all-in wager. A player who has already acted and is not facing a fullsize wager may not subsequently raise an all-in bet that is less than the minimum bet (which is the amount of the minimum bring-in), or less than the full size of the last bet or raise. (The half-the-size rule for reopening the betting is for limit poker only.) 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.)
  4. 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.
  5. A wager is not binding until the chips are actually released into the pot, unless the player has made a verbal statement of action.
  6. 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.
  7. 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.
  8. Because the amount of a wager at big-bet poker has such a wide range, a player who has taken action based on a gross misunderstanding of the amount wagered needs some protection. A 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.)
  9. 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.)
  10. If a player tries to bet or raise less than the legal minimum and has more chips, the wager must be increased to the proper size. (This does not apply to a player who has unintentionally put too much in to call.) The wager is brought up to the sufficient amount only, no greater size.
  11. 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.
  12. 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.
  13. 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.
  14. The cardroom does not condone "insurance" or any other “proposition” wagers. The management will decline to make decisions in such matters, and the pot will be awarded to the best hand. Players are asked to refrain from instigating proposition wagers in any form. The players are allowed to agree to deal twice (or three times) when someone is all-in. “Dealing twice” means the pot is divided in two, with each portion being dealt for separately.

POT-LIMIT RULES

  1. If a wager is made that exceeds the pot size, the surplus will be given back to the bettor as soon as possible, and the amount will be reduced to the maximum allowable.
  2. The dealer or any player in the game can and should call attention to a wager that appears to exceed the pot size (this also applies to heads-up pots). The oversize wager may be corrected at any point until all players have acted on it.
  3. If an oversize wager has stood for a length of time with someone considering what action to take, that person has had to act on a wager that was thought to be a certain size. If the player then decides to call or raise, and attention is called at this late point to whether this is an allowable amount, the floorperson may rule that the oversize amount must stand (especially if the person now trying to reduce the amount is the person that made the wager).
  4. In pot-limit play, it is advisable in many structures to round off the pot size upward to produce a faster pace of play. This is done by treating any odd amount as the next larger size. For example, if the pot size was being kept track of with $25 units, then a pot size of $80 would be treated as a pot size of $100.
  5. In pot-limit hold'em and pot-limit Omaha money games, many structures treat the little blind as if it were the same size of the big blind in computing pot size. In such a structure, a player can open for a maximum of four times the size of the big blind. For example, if the blinds are $5 and $10, a player may open with a raise to $40. (The range of options is to either open with a call of $10, or raise in increments of five dollars to any amount from $20 to $40.) Subsequent players also treat the $5 as if it were $10 in computing the pot size, until the big blind is through acting on the first betting round. This rule of treating the little blind as if it were the size of the big blind is especially desirable in a structure where the little blind uses a lower-denomination chip than the big blind, as in using blinds of $10 and $25 (two $5 chips and a $25 chip). At tournament play, strict pot-limit rules are normally used, so there the maximum opening wager is 3.5 times the size of the big blind.
  6. In pot-limit, if a chip or a bill larger than the pot size is put into the pot without comment, it is considered to be a bet of the pot size.
“Robert’s Rules Of Poker” by Robert Ciaffone


HAND STRENGTH

ROYAL FLUSH

An ace high straight flush.


royal flush



STRAIGHT FLUSH

A five-card straight, all of the same suit.

straight flush



FOUR OF A KIND

Four cards of equal rank - also called "Quads."

four of a kind



FULL HOUSE

Three cards of one rank and a pair of another rank.

full house



FLUSH

Any five cards of the same suit.

flush



STRAIGHT

Five cards of sequential rank.

 straight



THREE OF A KIND

Three cards of the same rank.

three of a kind



TWO-PAIR

Two cards of one rank and another two cards of another rank.

two pair



PAIR

Two cards of the same rank

one pair



H-CARD

high card

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