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Poker Variationss

This collection of variations of poker is part of the Invented Games
section of the Card Games web site.

 

 

Big Al's Guillotine

Al () wrote:

In my game 10's 2's and 4's are wild. Everyone is dealt 2 cards. Everyone bets or folds on their two cards. Then everyone who stays in gets another card. At this point the game goes to Guillotine. From this point on you must double the pot if you lose. If you are to fold at any time after guillotine you must double the pot not including the bet you folded on. All the cards are faced down. Every who stayes in for the whole ride gets 5 cards. There is lots of blood shed in this game. It's called The Game, or Al's Crack Cocaine game, or Big Al's Guillotine.


Push

A new poker variation for three to seven players, by Bill Johnson ()

General

  1. No Ante;
  2. Chip values must be established before game begins.
  3. Split Pot game (High hand splits pot with Low hand).

The Deal

Dealer deals one card face down to each player, which must remain as "Hole Card" until end of hand.

Dealer then deals one card face up to first player on his left. That player then has the option to keep, or push that card to the next player and purchase (Price is optional) another face up card from the dealer which he must keep face up, until at least the next round of the deal. (If dealer wants to push, he pays a chip and pushes to the discard pile. Deal contiues in this manner, until each player has 2 cards, one face up and one face down.

Note: "Hole Card" cannot be Pushed. (Yet!)

Highest face up card starts the betting. All other players have the option to Call, Raise or Fold. After all bets are in the pot, dealing continues as above until each remaining player has five cards, one face down and four face up.

Final Round

At this point, dealer asks each player, in turn, if they would like to purchase an "Insurance Card". If a player decides to purchase Insurance; he must pay the pot a chip value of 10 to 20 times higher than the lowest chip value; and push any one of his cards (up or down) to the discard pile.

Declaring

After the final round of betting; each remaining player picks up 1, 2, or 3 chips and hides them in one hand only! (1 chip for low, 2 chips for high, 3 chips for both ways)

At a signal from the dealer, players place ONLY the hand with the chips, on the table and open their palm to display their declaration. They then turn all of their cards face up to display value of each hand as it applies to their declaration.

(Note: If a both way bettor is beat or tied, either high or low, he loses!)

Strategies

  • Married couples or lovers, may not sit next to each other (This prevents "Helping" one another on the push.)
  • Most players may have privately decided which way they are going upon receiving their second or third card.
  • Before pushing a card, try to determine if that card will help beat you.
  • Remember, that a card may be pushed all the way around the table during the deal!

Optional Rule

All cards placed in the discard pile must be turned face down. (To hinder 'Reading' of opponents 'Possible' hand.)


Six-card draw poker

This is a version of draw poker with six card hands, invented by Jeff Cross. The hand ranks are given on his Six-card draw poker web page.

Michael Keller of World Game Review comments as follows:

Normally poker hands are ranked, as much as possible, on the frequency with which the hands occur on the deal. This is the case with standard five-card poker, although logic dictates that this principle is not universally followed in every variant (e.g. one pair ranks above no pair, even when one pair occurs more frequently). There are also paradoxes which make it difficult to set up a consistent ranking based on frequency (with wild cards, for example, it is often the case that triplets are more common than two pairs; reversing the rankings doesn't work either, since two pairs will then be more common because of the large number of hands containing a wild card and a natural pair, which will be classified as whichever hand ranks higher).

It is also reasonable to relax the frequency principle a bit if the same variant is played with different combinations of decks/wild cards. For example, if you sometimes play six-card poker with one deck and sometimes with two, it makes sense to use the same rankings for both even though the relative frequencies differ. Here are the counts of how many times each hand occurs with one and two decks -- I have listed them in the ranking order for two decks, except that no pair as usual ranks lowest.

Frequency of six-card poker hands

                      One deck           Two decks
                      No jokers          No jokers
  Six of a Kind           ----                364
  Straight Flush            36              2 304
  Five of a Kind          ----             69 888
  Double Triplets        1 248*           244 608
  Four and Two             936            305 760
  Flush (6 cards)        6 828            436 992
  Straight (6 cards)    36 828*         2 356 992
  Four of a Kind        13 728          3 843 840
  Three Pairs           61 776          6 278 272
  Full House           164 736         21 525 504
  Triplets             732 160         82 001 920
  Two Pairs          2 471 040        215 255 040
  One Pair           9 884 160        738 017 280
  No Pair            6 985 044        447 042 816

  Total             20 358 520      1 517 381 580

Jeff appears to have based his rankings on five-card poker, with the extra hands inserted where he thought they should go. One problem with this is that six-card flushes and straights are much rarer than five-card ones. Four of a kind ought to be ranked between flush and straight if you play a mixture of one and two deck games, or below straight if you play mostly two decks. (Full house, which he ranks above flush, is about 49 times as common as flush. I'd be furious if I had a flush and lost to a mere full house in this game). Six-card straight flush is far rarer than five of a kind.

The extra hands (with various combinations of ranks and no unmatched cards) are also much rarer. Three pairs is more common than four of a kind, but rarer than full house. Four and two is ranked correctly (below both five of a kind and straight flush), but what Jeff calls Spillover (double three-of-a-kind) is actually rarer than four and two with two decks, slightly less rare with one deck -- but much rarer than four a kind in either case.


Stud-Jack

Invented by Ken McKenzie and contributed by Dave Kinney ()

This is straight 7 Card Stud except that your two cards down comprise a blackjack hand. You may pay to have the 7th card dealt up so as not to take a hit on your blackjack hand. The high poker hand and the best blackjack hand split the pot.


Texas Reach Around

The inventor of the "Texas Reach Around" was Nick Henson. Phil Moore came up with the name, and Jeffrey Able () contributed this description.

Deal two cards face down to all players. The lowest rank card "in the hole" is wild for each player, as are all cards of that rank. Around of betting ensues starting on the dealers left and rotating clockwise. Then deal one card face up. This is a community card, bet again, deal another face up community card and bet again. Now, one card is dealt to each player face down (with the option of purchasing the card face up to protect your wild card). Bet again, deal another face up community card, bet, and one more face up community card, bet. Make the best five card hand possible with all cards. High hand wins, ties split the pot.


3-2-1

Contributed by Treetop Collier ()

For 3-5 players - the following rules are for 4 players:

  1. Deal all players 6 cards down (batch of 3, batch of 2, 1)
  2. A single card is dealt into the center of the table, face down to form the 'trash' hand (If 3 players, deal 2 trash cards. If 5 players, deal none)
  3. Round of betting
  4. Everybody MUST either change 3 cards (no fewer, no more) or fold - round of betting
  5. Everybody MUST either change 2 cards (no fewer, no more) or fold - round of betting
  6. Everybody MUST either change 1 card (no fewer, no more) or fold - round of betting
  7. Each player must discard one card, face down, into the 'trash' hand to makes 5 trash cards. If any players have folded, more cards may need to be added from the deck to make up 5 cards in the trash hand.
  8. Showdown - best hand wins the pot
  9. Now the 'trash' hand is revealed one card at a time, any of the players failing to beat the trash hand must pay forfeit (e.g. in our game, that means they must ante the equivalent of half of their pot to buy in to the next hand).

Variations:

  1. wild card - the first 'trash' card is dealt face up - its opposite color equivalent is wild (e.g. a black 3 is turned, so red 3s are wild). If more than one trash card is dealt in stage 2 (i.e. 3 players) then the player to the right of the dealer may turn one of the trash cards to determine wildcard
  2. instead of drawing new cards each change, players could 'pass' cards to his left
  3. the trash hand could form community cards and can be incorporated into each player's hand just like Cincinnati or Hold 'Em. A round of betting would follow the turning of each trash card.

The inventor writes: "There are a couple of things I particularly like about this game: that extra card in your hand makes a big difference. With 5 card draw poker, there is usually a very obvious potential hand and so deciding which cards you need to change is relatively easy. With 6 cards, you often find you have 2 potentially good hands and so deciding which cards to change is more of a dilemma. Also, the chance of being beaten by the 'Trash' hand at the end of the game adds some fun and rubs salt in the wounds of already losing chips in that game - it adds 'degrees of losing' - you might not have won the game but at least you didn't get beaten by the Trash hand."


Doogie

Contributed by Bob and Robin Procter ()

This we play as the low hand in a high low split game.  High hand is 'normal' poker hand.  The LOW hand (the doogie) is a 4 card hand.  It must contain one card of each suit and can not make a pair. A perfect doogie is the A,2,3 and 4 with each being a different suit.  And the perfect doogie wins both HIGH AND LOW.  Remember the doogie can be played with any HIGH/LOW game.

We play it with 6 cards dealt to each player and 4 community cards.  The community cards are dealt face down and turned one at a time with a bet before and between each turn.  There is a bet after the 4th card is turned, then the declare and a final bet.  We have qualifiers for high of a full house and qualifier for low as a 7 doogie (that is the highest of the 4 card hand can not be above a 7)

Note: We use chips to declare a High, Low or a Both way hand, but find it works better with NO chip for low, one chip for High and two chips for both ways.  We also play that a tie will not cause you to lose the hand IF IT IS THE BEST HAND POSSIBLE.


Buddys Game

Contributed by Bob and Robin Procter ()

A high/low game ... qualifiers of 3 of a kind or better for high and a 7 doogie for low.

4 cards dealt face down to each player - before the first bet each player may buy replacement for 1 or 2 cards from their hand.

Now a plateau of 4 cards is placed face down on the table in a postage stamp setup [a two by two rectangle].  First bet, then a card is turned; second bet and the card in the opposite corner is turned; third bet another card turned; bet and the fourth and final card is turned.  Each player can now buy a fifth card for their hand or replace a card (for a lower price) in their hand.   You may only play table cards that are in a straight line - i.e. the two cards must touch along their sides or ends - not cards that only touch at a corner.

Note: it is not often that all 7 players stay - but if necessary the last card in the deck is shuffled with the discards for the last offer to purchase a card.


New York New York

Contributed by Dave Kinney ()

This game was invented by Ellen Czeh several years ago and it has become a staple around the kitchen table. She called it New York New York as she lived there at the moment of inspiration.

This is a seven card stud high low poker game. Each player is dealt the first three cards, two down, one up and then there is a betting round. The deck is then placed in the middle of the table and two cards turned up, one on each side of the deck. Each player in turn selects a card, either one of the turned up cards or a card from the top of the deck, which would be turned up except on the seventh card. As turned up cards are removed, the dealer replaces them from the deck turning it up on vacant spot. After all players have selected a card, there is a betting round. Play continues until all players have seven cards. On the last card, if an up card is selected it stays up, if a down card is selected it stays down. Typically there is a declare, because both high and low can be won by the same person. A betting round would typically follow the declare, but this is optional.

Note: after all the players have 7 cards, there will be either one or two central face-up cards remaining, depending whether the last card taken is an up card or a down card. These central cards are out of play, but known to the players during the declaration and final betting round.


Cowboy, Cowgirl and Cowpattie

Contributed by

NUMBER OF PLAYERS: 3-7

INITIAL DEAL: five cards down

PLAY: WARNING!!! there is only one round of betting. If a player does not win at least half of the pot, he must match the entire pot. After the betting round:

  • in Cowboy, up to three cards (as in five card draw) and receive the same number of cards back;
  • in Cowgirl, each player in turn may discard just one card and receive one new card in exchange;
  • in Cowpattie no cards are discarded or drawn; players play with their original five cards.

 

Players then declare high or low or both usually by taking chips under the table and putting none, one or two chips in one closed fist and putting back on the table. Players with no chips are trying to win the low hand, players with one chip are trying to win the high hand, and players with two chips are trying to win both ways.

WINNER: high hand splits with low hand. As stated before, if you stay in but do not win high or low you must match the pot. Players who fold must ante again to play in the next hand, and can then compete for the new pot. Play repeats until only two players stay and they split the pot, or just one player stays in and wins the entire pot.

VARIATION: after the discard, draw and showdown, a 'dummy hand' is dealt, and the players who folded suring the betting collectively decide how to play it to beat one of the winning hands. In Cowboy and Cowgirl the dummy can discard and draw in the same way as the players. If the dummy hand wins a portion of the pot, the player(s) that it beats must match the pot just as if they were beaten by a player at the table. The portion of the pot that the dummy hand wins stays in the pot for the next deal. . Anyone who does not have a stake in winning the pot decides which cards to draw to.
Example: If the winning hand for low is J, 7, 5, 3, A and the dummy hand shows 9, 9, 8, 4, 2, the players who folded would probably collectively decide to pitch one of the nines and hope to catch any card lower than a Jack that doesn't pair up; unless of course the high hand can't beat a pair of nines.


Mutual of Omaha

Contributed by Dennis Verbeek ()

Identical to Omaha except each player starts with three cards. Betting continues until all cards in middle are face up. Then, players are allowed to "purchase" a fourth down card for an extra stake contributed to the pot. Final round of betting. Low and high hands split. There is no minimum low or high hand so players must declare which way to go. A player is allowed to go both ways. As in Omaha, you must use exactly two of your three or four down cards in your final hand.

Example of stakes: the flop may be up to the maximum bet, the next two up cards are double the maximum bet, and the "purchase" or "insurance" card is three times the maximum bet. Then, to add to the pot, the final bet (after everyone has had a chance to buy a card) is four times the maximum. For example, in a quarter maximum game, the bets would be 25¢, 50¢, 50¢, 75¢ (insurance), $1.


Jackpot Poker

Contributed by Matt Molver ()

To play, deal everyone five cards. Place the deck in the middle and let everyone look at their cards. They may set one of their bad cards down in a pile by the deck and draw a card from the deck. Let everyone do that until someone gets a good hand and says, "I Call". Then everyone bids to see who has the highest hand. This game is just like five card draw, except everyone draws until someone calls. You may use two's as wild cards.


Weeping Willow

Developed by the Monday Night Poker Club and contributed by Roger Shuman ()

Ante: There is no "ante" but each player must place 6 nickels (or whatever your group chooses) in front of him. These will be used to purchase trades with other players once the game begins)

DEAL: 5-7 cards to each player (as long as everyone gets the same amount)

PLAY: Once the cards are dealt, optional trading begins. A player may exchange any equal number of cards with any other player (e.g. Player A trades 3 cards with Player B). Each trade costs a player one nickel. Upon making the trade, he or she places one nickel into the pot. Each player has a maximum of six trades (one for each nickel). There are no requirements for trading (i.e. players can trade mixed cards, pairs, sets, single cards, whatever) as long as the exchange consists of the same amount of cards for each player - 1 for 1, 2 for 2, etc. Once trading is done, each player selects the five cards he will use for his hand and places them face down in the order he wants to reveal them one at a time (i.e. "roll your own"). The betting round starts with each player turning over his first card. Once the card is turned up, the highest showing card bets. Play continues until the fifth card is turned over and there is a winner.

Clarification of trading process.

  • If you wish to trade, you call out just the number of cards you want to trade - for example "three". You are not allowed to give any information about the identity of the cards.
  • There is no obligation on anyone to participate in a trade.
  • If two players agree to trade some number of cards, each of them must pay a nickel to the pot.

 

STRATEGY FOR TRADING ROUND: Many players will use up all of their trades. However, some may opt to stop trading early. One might stop early in order to get other players to assume the presence of a good hand. Or, one might stop early to ensure that his or her cards (if traded) do not increase the chances of someone else trading into a better hand. Then again, some players are just too cheap to give up all of their nickels.

STRATEGY FOR BETTING ROUNDS: As in any "roll your own" variation, players carefull choose the order in which they will reveal cards. Since other players (especially those who are apt at keeping track of cards) will know the location of certain cards, it might make sense to play those early. Players like to keep opponents guessing at the actual value of their hand until late in the game. This allows for bluffing.


Freak of Nature

Contributed by Doble J.

The game is played the same as 5 card draw. Sixes are wild. Here's the catch: at the end of all the betting and the draw, if none of those who chose to stay in has a six then fives become wild. Again if no one has a five then fours become wild. And so on and so forth.


Switch

Contributed by Brenton ()

This is a poker variant called switch which can be added to most other poker games.  The primary bet is made.  The deal of five cards (or seven, if that is the rule in your game).  A round of betting and folding follows as usual.

Now the first switch is made.  Each remaining player takes a card from their neighbor in the direction of play, all at the same time. As in old maid, you do not know what card you are going to take, and the player you are taking the card from does not know which one you will take.  Each of the players fans out their cards, and then the player behind them, in order of play, takes a card. 

Next the draw is made, if your game involves a draw. After the draw another switch is made.  Then betting commences with raises, calls and folds as usual.


Screwin' Herman

Contributed by Ian Blessing ()

This game is based on basic poker hands, but 5's are always wild. Deal two cards to each player. Everyone looks at their cards, picks one card to keep, and discards the other. Two more cards are dealt to everyone, and another card is thrown out. Now comes a round of betting. Two cards are again dealt to everyone, and another one is discarded. Everyone has three cards now. Go around and bet again. Now the last two cards are dealt, and everyone must keep them. Everyone should have 5 cards by now. Everyone bets for the last time, and then shows.


Sex in the Middle East

Contributed by Ian Blessing ()

The game is dealt like basic 7 card stud. The only real difference is that 5's are wild, and whenever a 5 is dealt up the card after that is wild as well. So say I get a 5 dealt up to me. The next person gets dealt a 2. 2's are now wild for everyone, throughout the deal. Potentially then, you can have 5 wild cards by the end of the deal. The rest is the same as 7 card stud, with betting after every card.


Two Thirds

Contributed by Andrew Demkovich ()

The deal and betting are the same as in Seven Card Stud, but in order to win a showdown you must have at least two of the following:

  • the best hand;
  • the lowest spade in the hole (face down);
  • the highest spade in the hole.

If no one has two out of three of these, the pot rolls over to another hand.


Black Mariah

Contributed by Andrew Demkovich ()

The game is dealt in the same way as 7 card stud 2 down 1 up.

If at anytime the queen of spades is dealt face up, the game resets and the pot stays in.

The player with the lowest spade in the hole splits the pot with the person with the best hand. If the same player has both they take the whole pot.

If the queen of spade is dealt face down, then there is no chance of the hand being reset.


Double Trouble

Contributed by Bryant Woodard ()

Players 3-7

No wild cards

High/low

Each person is dealt 6 cards. Each player splits their hand into two hands (3 cards in each hand). Players must use two cards and only two cards from each hand to combine with the community cards. A player may fold one of his hands or both at any time. Bet. Note that a player playing two hands must call or raise on both hands costing him twice the amount of a player playing only one hand. He can not bet his right hand and then raise on his left hand.

Three community cards are turned (like in Texas Hold'em). At this point a player may discard one card out of each hand or buy insurance on a card. Insurance is a set amount, such as $1 in a quarter game. Examples:

  • If you have A,2,3 you buy insurance so that if one of the community cards turns up an A,2, or 3 it doesn't burn you.
  • If you have an Ace of hearts, 2 of clubs and a 9 of hearts with two hearts in the community pile buy insurance in the event the hearts come up.

There are several reason to buy insurance.

 

If you hold two hands you must call on both hands costing you twice as much as a player holding only one hand. After insurance is settled a round of betting takes place. The fourth communtity card is then turned. Bet. Then the last card is turned. Bet.

The last person that raised will declare first, putting a chip on top of his cards if he is high or waving his empty hand over his cards for low. Then the person to his left declares, continuing around the table until all players have declared.


5 and 2 or 3

Contributed by Phil Boschert ()

This is a guts game, meaning that anyone who stays in and loses matches the pot. It's in retaliation for what some guys call "Dealer Rake" games, where if nobody stays in against the dealer, he takes. I call it "5 and 2 or 3". First off, nothing wild poker. The dealer gives everyone 5 cards. Each player declares in, or out, based on these first 5 cards, knowing that if they declare "IN" they will be given 2 more cards to help their hand. This goes around to each player. Every player who declares "IN" is given 2 more cards. The TWIST is that if ONLY ONE player declares "IN" the dealer will receive 3 cards to the other player's 2. Hence the name, "5 and 2 or 3". If 2 players are "IN" the dealer will not get the extra card. If he chooses to be in, he'll only receive 2 more cards to make his best five card poker hand. So if someone thinks they can "BUY" a pot against the dealer, they have to remember ... he gets an extra card. "5 and 2 or 3". 


Chameleon

Invented by Paul DeLuca () and Fritz Stei.

Players: 3-7

Initial Deal: After the ante, players are dealt seven cards face down, no-peek.

Play:This is the same as midnight baseball but the wilds cards (3s and 9s) can change during the game, only if a 7 is turned up. If one is turned up, the player who receives it has the option to change-out one of the initial wild cards (3 or 9) for a pre-determined fee. If the fee is paid, have the player decide which wild card he would like to change. Using a second deck draw the top card and place it face up next to the deck. This is the new wild card along with the other remaining wild card. At this point the wilds cards are; one of the initial ones and the one turned up by the second deck. If another seven is drawn the same option applies. Play continues until the person with the best 5 card hand wins.

Tip: Folding earlier can prove later on to become a bad move as a dead hand may be revived as cards within can suddenly become wild.


Assassin Poker

Contributed by Joel Lau ()

Any betting formulas may or may not be used. Played Like 5-card draw except for one variations:

The twos (jokers may be used) are wild, but not in the normal way, if you recieve a two in the deal (before the draw) you may if you wish turn it face up when trading it in - you won't want to save it - and receive an extra card, however only one extra card may be received regardless of the number of twos traded in. But, if your final hand has a two in it, as a result of the draw, or because you saved it, you are "assassinated", and automatically lose.

Notes:

  1. The player does have the option of not revealing the two when drawing, so as not to receive an extra card and thereby lessen the risk of being "assassinated".
  2. A player who trades in one or more twos face up will have a six-card hand after being dealt replacent cards. In a showdown, the player chooses five cards to make the best poker hand, but must also show the sixth card to prove it was not a two.
  3. If you have a two in your final hand, you don't have to reveal it. You may continue betting, and if you convince all the other players fold you escape the assassination and win the pot without having to show your hand. However, you automatically lose any showdown.
  4. If it turns out that all the players in the showdown have twos, they all lose and the pot is carried forward to the next deal.


High Card Poker

Contributed by Andy Drew (), who says it is his party favorite: exciting, with a lot of bluffing.

Players: 3 to 8

Deal: 3 cards to each player, and an extra hand of 5 cards.

Each player secretly orders their hand from smallest to largest (aces high). Players are trying to get as many high cards as possible. After a round of betting, each player gets dealt two more cards and orders them into their hand. After another betting round, the player who started each betting round turns the extra hand face up and arranges them in order. Any player whose lowest card is not higher than the extra hand's lowest card is eliminated. Then (if more than one player is left in) the players' second lowest cards are compared against the second lowest card in the extra hand, and any players whose cards are lower are knocked out. This is continued, if needed, with the third, fourth and fifth cards until there is just one survivor, who wins the pot. If the last two or more players are knocked out by the same card, or there are two or more survivors after all five cards have been turned, the pot is carried over to the next deal.

Variations:

There is a non-playing dealer who takes charge of the extra hand and arranges its cards in order without showing the other players. As dealer reveals these cards one by one, there is a further round of betting after each card is revealed.

Five cards are dealt to each player initially and no extra cards are dealt.

Five cards are dealt initially. After the first betting round, each player discards their two lowest cards and receives two replacement cards from the dealer.

In the final round, only the dealer's highest card is shown. There is a round of betting. The person with the most cards in their hand that beats the dealer's high card wins.

In case of a tie the pot is split.


One Man's Trash

Contributed by Andy Drew ().

Players: 3-6

Game: Play just like Texas Hold 'em until just before you show the flop. Instead of just the flop, show all five cards at the same time. A betting round. Then the first player to the left of the dealer who is still in the pot selects two of the commiunity cards to be replaced and removes them; two cards are dealt from the deck to replace them. There is another betting round and then the next surviving player in turn replaces two cards. Continue the betting round/replacement process until all players still in the pot have replaced cards. One final betting round, and then the showdown. Keep a straight face if your good card is replaced!


Luck of the Irish

A variation of seven card stud poker with a wild card, contributed by Alan Frandsen ()

4 of clubs Deal the traditional 2 cards down, 4 up and last one down. Betting is as per normal 7 card stud. However, fours are wild. The four of clubs is double wild in the sense that if it shows up as one of cards dealt face up, that person will get one extra card, face down. If it is one of the cards dealt face down doing regular play, then it is just wild, no extra card.

The dealer could also specify a cost associated with collecting the bonus card prior to dealing hands, meaning a person receiving the four of clubs in the face up cards would have to pay a predetermined dollar amount to the ante if he/she decides to accept the extra card. Declining doesn't mean you have to fold, just that you don't want, don't need or can't afford the bonus card.

4 of clubs


Woolworth's Jackpot Penalty Multiple Joker Twist and Flip

Craig Roy () writes:

This note is to tell you about a variant of poker that we play regularly. It has a lot of risks and bluffing involved. We generally play this variant with Woolworth's, but can be played with any other stud variant where wilds are involved.

If you do not know the rules for Woolworth's:

  • 7 card stud 5 and 10 are wild
  • If a 5 is turned up you must pay $5 to continue or fold
  • If a 10 is turned up you must pay $10 to continue or fold
  • All normal 7 card stud rules apply

Variations

Woolworth's Jackpot penalty

As with normal Woolworth's but

  • the first wild card turned: normal penalty to continue
  • second wild card: double penalty
  • third wild card: 4 times penalty
  • forth wild card: 8 times penalty. and so forth

This changes the dynamics and really makes buying the wild card a big decision. As the game goes on you know more of your hand, so it costs more to buy the wild card.

Joker Twist

Joker is wild if by itself. If joker and other wild cards combine in one hand you have killed all wild cards.

Joker twist and flip

Same as above except whoever holds the Joker, after all betting is done, before the showdown, they have the option to flip the joker to someone else.

Multiple joker twist and flip

(You will require more than 1 deck of identical cards. Remove jokers from the other decks and add them to the playing deck. We have found the more jokers, the better, up to 8 jokers. More than 8 jokers is not very successful. The more players, the more jokers should be used. What seems to work well: 4 players with 4 jokers; 6 players with 6 jokers; 8 players with 8 jokers)

Same as above except after betting on the final round, the player on the left of the called person goes first and has the option to flip 1 (one) of their jokers to anyone they choose or pass. The person called goes last. Any flipped joker cannot be re-flipped: only jokers in the original player's hand can be used. Either hidden or showing jokers can be flipped depending on the player's strategy or bluff. Note that in this game there will be only 4 raises are allowed for any one person in the final betting round. One chip is placed in front of each player as they do their raises.

Please note

We generally do not play the earlier versions of the game we now play quite extensively Woolworth's Jackpot penalty Multiple joker twist and flip, if you try this you will find that big decisions are made during the initial rounds, and some people will buy the card at high price, also there is always a great betting duel in the final where the control of the game end is decided. With only 4 raises to play with you have to decide when to call instead of raise, and you may not get what you want. There is a lot of bluffing in this game as some people will need a joker to be flipped to them to improve their hand but will have to hope it happens.


Hollywood Hold'em

This is a variation of "Texas Hold'em" invented by Brian J. Cavanaugh () . In it there is an option to exchange your two hole cards for two new ones. This allows the pot to grow more than standard "Texas Hold'em" because it gives players with no hand hope, where they would normally fold before the Turn card. There is also a fee for the exchange, which also ups the pot.

PLAYERS: 3-11

INITIAL DEAL: 2 cards down to each player, five cards down to the table.

PLAY: A round of betting is held after the deal, then three of the table cards are turned up. Another round of betting follows. Then each player in turn opts either to keep his two cards or to turn in the two cards he is holding for two new ones (you must either turn in both cards or none). If you choose to exchange, it will cost a fixed fee, determined before the deal, possibly in accordance with house rules of capped betting, and paid to the pot. If anyone exchanges, another round of betting follows. If no players opt for the exchange then there is no new betting round and play proceeds. One more table card is flipped, followed by another round of betting. The last card is flipped, a final round if betting ensues, and finally a showdown in which players make their best hands using their two cards and the table's five cards.

WINNER: High hand

STANDARD VARIATIONS: House rules regarding fee for exchanging your cards. The fee should be kept reasonable to encourage players to buy new cards and stay in the game.


Southern Deuce Hold'em

Contributed by Justin Huneke ()

Southern Deuce Hold’em is a 2-4 player shared poker variant played with a standard deck of 52 playing cards (no jokers). Before you deal, take out all the 2’s (or deuces), shuffle them (without looking at them) and place them face down.

  • Shuffle the deck and deal 2 cards to each player (starting with the player left of the dealer) and place 4 cards (face down) in the center. Then there is a round of betting beginning with the player left of the dealer.
  • After the first round of betting, the dealer flips over the first 2 cards, and there is a second round of betting.
  • Next, the dealer flips over the third card, and there is a third round of betting.
  • After this, the dealer flips over the last card and there is a fourth round of betting.

The game is not over after the final center card is flipped. There are still the face down deuces. Starting with the player left of the dealer (or stating with the player left of the dealer who has not folded) each player picks up a face down deuce and add it to their hand (all players who did not fold must pick up a deuce).

Each deuce does something different:

  • Deuce of Clubs: This deuce can represent any card value 3-6 in the club suit only.
  • Deuce of Diamonds: This deuce can represent any card value 7-10 in the diamond suit only.
  • Deuce of Hearts: This deuce can represent any face card (Jack, Queen, King or Ace) in any suit except spades.
  • Deuce of Spades: This deuce can represent any card of any suit.

After the deuces are picked up, there is one more round of betting, then it’s time for the surviving players to show their cards. The player who can make the highest 5 card poker hand from their three cards and the four cards in the center wins the pot.

Variation

Joker Wild: 2 jokers are shuffled into the deck at the beginning, and can represent any card. Of course a joker in your first two cards can only be used by you, whilst a joker in the center can be used by all players to represent whatever card they need.


Who da Baby Daddy Is?

Contributed by Ten Ox ()

In this 5- or 7- card stud variation, the rank of last card dealt to each player ('da Baby Daddy') is wild for that player only.

To begin, two cards are dealt face down to each player. Then there is a betting round.

Then one card is dealt face up to each player, and there is another betting round.

Another card is dealt face up to each player, and there is another betting round. Now each player has 4 cards (2 down and 2 up). If it is a 7-card game, this is repeated two more times, so that each player has cards (2 down and 4 up).

Then a final card is dealt face up to each player who has not folded. Any other card in the same player's hand, whether up or down, that matches the rank of this last card dealt (the wild card - 'da baby daddy') is also wild. There is no further betting after this last card is dealt: the hands are exposed and the best hand wins the pot.


Herbie

Contributed (but not invented) by Matt Preston.

This is a form of Guts, played with a spare hand called "Herbie".

Deck-Standard: 52 card

Players: 4-10

Initial Deal: Everyone antes a set amount, then they are dealt 3 cards face down; three cards are also dealt to Herbie.

Play: 2s, 4s, and 10s are wild. Only pairs and 3 of a kinds are viable (3 Aces being the best..or 3 wilds..etc.).

Everyone declares "in" or "out". This is best done simultaneously, for example by everyone holding out a fist containing or not containing a chip, and all opening them, simultaneously. Players who are "in" then have the option to keep their hand as it is or to discard 1, 2 or all 3 of their cards and be dealt replacement cards.

If only one person stays in, then they must face the phantom hand, "Herbie". If they lose to this hand, then they must match the pot.

If more than one person stays in, the winner takes the pot, then the losers must match the pot. If Herbie wins, then all the players who stayed in must match the pot.

If no one stays in, the pot remains for the next hand.

If two players tie for highest hand and Herbie doesnt beat them, then they go to a play off. The deck is not shuffled; 3 cards are dealt to each player, which they may keep or may discard 1, 2, or all 3 of them; new cards are dealt to replace any cards they discarded. Whoever has the highest hand wins the pot, while the loser has to match the pot.

So long as money remains in the pot, after each hand is settled, the cards are reshuffled and dealt by the next dealer. The game continues until only one person stays in and beats the phantom hand, emptying the pot.

Notice that this game is bigger than may at first appear. A 5 dollar pot could get as high as 25-30 bucks in one hand.


Crazy 3-5-7

Invented by Zac Pells ()

This game has the same rules as 3-5-7, except that on the three card hand only 3's are wild, on the 5 card hand 3's and 5's are wild and on the seven card hand 3's 5's and 7's are wild. Also you need to win (be the only person who does not fold) four times (instead of three) in order to win the pot and end the game.


Fierce

Contributed by Mike Simmons ()

This is a variation of guts for 3-10 players, played with 1 or 2 decks.

Fierce is played with only 2 cards dealt to each player, with one showing for everyone to see, and one hidden.

Each player has a "dropper" (we use pepsi bottle caps), to indicate whether they wish to stay in the game. After the deal, everyone closes their fist and counts to 3: on 3 you have to open your hand. If you are holding a dropper (which you must drop when you open your hand) you're in the game; if your fist was empty, you cannot win the pot this time, and you wait for the next roundif there is one.

The fierce part is that even the owner can't see his hidden card unless he drops. If two or more players drop, their hidden cards are exposed. The one with the best hand takes the pot (any pair beats two unequal cards, otherwise high card wins). The others must all match the pot, and these amounts form the pot for the next deal.

Example: 3 people drop on a pot with 6 people each anteing 50 cents ($3.00). Two of these three people have to pay $3.00 each so there is a $6 pot for the next deal.

The game ends when only one person drops, winning the pot.

You can establish a max bet. For example suppose there 6 players anteing 50 cents, making a $3 pot, and you agree in advance on a $10 maximum bet. If every one were to drop there would be 5 losers, at $3 a player, and the pot would become $15. Now if you have established a 10 dollar maximum bet, even in the next round, a player who loses only has to pay $10 no matter how big the pot is.

Also a showdown could be used by agreement to ensure that the game ends after a maximum number of deals, for example 10 deals. In that case, on the 10th hand the cards will be dealt face up and the winner will be declared.

This game can be played with jokers wild. In that case a hand of two wild cards is worthless (worse than 3-2).

It is possible to play the same game with a smany as five cards, if you want to make a more interesting game, showing 2 cards and hiding 3. Poker hand ranking applies.

Sometime we combine king and low guts firece! (kings and the smallest card in your hand are wild) If a player shows a king and a 2 or a pair he/she should drop!

This is a fun game which usually makes or breaks an evening if you play no limit!

 

 

 

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