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Texas Hold 'em
 
Texas hold'em poker is a card game.  It is played with a typical 52 card deck.  You can find it in countries all around the world in casinos to card rooms, online and in home games.  Hold'em can be played with as little as two players (going "heads up"), up to a max of eleven players.  Regular poker hand ranks apply to this game.  For example a flush beats a straight.  A straight beats three of a kind and so on.  You can review the hand rankings for poker here.  In some home poker games you'll find a joker in the deck (a "bug"), but in casinos and card rooms you'll rarely find that.
 
The typical hold'em game goes as follows and is broken down into five categories.  I have intentionally simplified betting and the blinds so not to over complicate the article.  Betting structure can be read more about here:
 
Preflop:
Starting with the dealer button, each person is dealt one card.  Then a second card.  Both cards are face down.  After everyone receives their pocket/hole cards (the two cards face down just dealt), then betting occurs.  
Note: the dealer button is a actually a button that says "dealer" on it or "d" that is passed around the table after each hand.  It signifies where the dealing is done from.  
 
Flop:
The dealer turns over three cards in the middle of the table (called "the flop").  These are community cards that each player can use to create the best hand possible out of. Once again betting occurs.
 
Turn:
The dealer turns over another card making four community cards.  This fourth card is called "the turn" or sometimes "fourth street".  Betting occurs again.
 
River:
The dealer turns over the fifth and last community card.  This is called "the river" or "fifth street". Betting occurs for the last time.
 
Showdown:
The remaining players in the hand show their cards in order from the person who bet first.  Each player uses his two cards, and the five community cards to create the best hand (5 cards total).  A player can use any combination so even if one card from his pocket cards and four of the community cards creates the best hand, it is fine.  When all five of the cards in the community make the best hand then everyone splits the pot.  This is called "the board plays".  Also note that in any time during the game a player can fold and get out of the hand.  All bets will be lost at that point.
 

7 Card Stud Poker - Seven Card Stud Poker Rules and Strategy Tips

The basic principles and strategies for 7 Card Stud Poker shown here are those generally agreed to and recommended by the experts for bet limit games. An understanding of these basics is needed for all levels of competitive play. Solid intermediate and expert level poker normally require study of the more advanced game tactics and significant hours of actual casino or online playing experience.

7 Card Stud Poker - Game Rules

Highest hand wins || Ace plays both high and low for straights || Three raise limit per round || Cards speak

7 Card Stud - Card Distribution and Betting Procedure

seven card stud poker

Example: $2/$4 Seven Card Stud games.
After all players have anted $.50, (1.) Each player is dealt two cards face down and one face up. The player with the lowest up card makes an forced bet of either $1 half minimum bet or $2 full bet (player's choice) to start the game. The rest of the players, in clockwise order, either call the opening bet, raise it, or not call and "fold" their hands back to the dealer. (2.) All get a fourth card face up followed by a round of $2 betting. From this round on, the player with the highest up card(s) is always first to check or bet. (3.) After the fifth card is dealt face up, the minimum bet goes to $4. (4.) The sixth card is dealt face up and there is another round of $4 betting. (5.) The seventh and last card is dealt face down and followed by the final round of $4 betting. The dealer then determines the highest hand and awards the pot.

Seven Card Stud Strategy

General Strategy:
Seven Card Stud is a HIGH card game. More winning hands are decided by the highest pair of two pair or just the highest pair, than by straights, flushes and other big hands. So if you start with a straight or flush draw, it should have at least two high cards or at least one card that is higher than anything up on the board. These draw hands and low pair starting hands need to improve or turn a high pair quickly to justify continued play. Any time your high hand is beaten on the board, fold, unless you think you still have the best draw hand. Fast play early high hands ( that could win without improvement) to thin out the competition. Slow play draw hands to keep other players in to increase the pot odds in case you hit.

Definitions:
HIGH CARDS - 10 thru A .
LOW CARDS - 2 thru 9
SPLIT PAIR - Starting hand with one of your pair cards down and the other up.
CONCEALED PAIR - Starting hand with both of your pair cards in the hole and your side card kicker up.
DOOR CARD - The exposed upcard of a starting hand.
DEAD CARDS - Cards that have been revealed and no longer in the deck.
FAST PLAY - Bet, raise and re-raise to get as many other players out as possible.
SLOW PLAY - Just check and call along to keep other players in the game and increase the pot odds.
CHECK-FOLD - Check when you can and fold if you are bet into. Gladly accept all free cards offered.

Playable Starting Hands:
HIGH TRIPS
- (AAA down to 101010). Fast play these. Your opponents will put you on a high pair.
LOW TRIPS - (999 down to 222). Slow play until your 5th street bet. Keep 'em guessing.
HIGH PAIR - (AA, KK, QQ, JJ, 1010). Fast play these, split or concealed, if they are not over-carded on the board. Try to narrow the field and play fast until threatened by a higher hand.
LOW PAIR/ High Kicker - Slow play split or concealed low pairs with a kicker that is higher than any upcard on the board. Fold this hand if two or more of your key cards are dead. Check-fold if you don't get trips or two pair on the next card.
CONCEALED LOW PAIR/ No High Kicker - Slow play for trips on 4th street. Fold if one or both of your pair cards are dead. Check-fold if you don't make trips or two pair on the next card.
HIGH OVERCARDS - Two or three high cards that are higher than anything on the board. Slow play and check-fold if they don't make a high pair on the next card.

(Draw Hands):
HIGH 3 CARD FLUSH - (2h 10h Kh). Must have at least two high cards.
Fold if three or more cards of your suit are dead. Slow play and check-fold if you don't make a four card flush or a high pair on the next card.
HIGH 3 CARD STRAIGHT - (9 10 J ) to Q K A). Slow play and check-fold if you don't make a four card straight or a high pair on the next card.
ANY 3 CARDS TO A STRAIGHT FLUSH - (5d 7d 9d). Fold if four or more of your key straight and flush cards are dead. Slow play and check-fold if you don't make any four cards to a straight or a four card flush.

Strategy Tips:
When you start with a high pair,
fast play to eliminate as many players as possible.
Slow play starting draw hands like three to a straight or a flush. You want to keep other players in to build the pot odds.
Slow play starting trips until the fifth card. You want some players around with this powerful starting hand.
Usually don't begin with a small pair unless they are concealed or your sidecard
can beat the board.
Don't play three to a low straight or a low flush.
Watch the board closely for key cards that can seriously diminish your chances of making a good hand and for opponents hands that look dangerous. Play cautiously and fold out early if it looks like the tide is turning against you.
Beware of the paired door card. If an opponent is playing a pair in his starting hand, and pairs his door card (first up-card), the odds are two out of three that the door card is part of his pair. A paired door card presents a strong possibility that the holder has a dangerous set of trips.
Unless you are playing a strong draw hand, usually fold if your complete hand is beaten on the board by an opponent's up-cards.
Try to find reasons to fold both your starting hands and those that develop on the later streets. Look for a dead card in the denomination that you need and for two or three dead cards in the suit that you are drawing to. Look for too much strong competition developing for the winning hand. When you can't find reasons to fold, you can then proceed aggressively..
Study your opponents, especially when you are not playing hands and can pay careful attention. Do they find more hands to play than they fold? Do they bluff? Can they be bluffed? Do they have any "tells" (give away mannerisms) that disclose information about their hands etc.
Get caught bluffing once in a while. It is a way to vary your play and not be too predictable. You win pots that you don't deserve when your bluff works. You lose a few chips when it doesn't work but it will get you calls from weaker hands down the line when you are really strong and need the action.
The first four cards are the major key to winning at Seven Card Stud games. If your starting hands develop according to plan, you can be a strong favorite to win. If they don't, you get out early and escape the expensive second best experience. The three card starting hands recommended above are those with the best chance of producing a dominant four card hand. Good four card hands that are carefully played don't always win but they win a lot more than the others.

 
 

Omaha
 
A close relative of Texas Hold 'Em
Omaha Hold 'Em (or Omaha Holdem) is a close relative of Texas Hold 'Em, the version of Poker seen on the Travel Channel's World Poker Tour and ESPN's World Series of Poker. These are the basic rules for Omaha Hold 'Em Poker.
 
The Shuffle, The Deal and The Blinds
The dealer shuffles a standard 52-card deck.
(In casinos, the dealer never plays. A round disc -- known as a "dealer button" -- moves clockwise from player to player with each hand. The button marks which player would be the dealer if the deal were advanced from player to player as the game went along.)
Most Omaha Hold 'Em Poker games start with the two players to the left of the dealer (the button) putting a predetermined amount of money into the pot before any cards are dealt, ensuring that there's something to play for on every hand.
 
This is called "posting the blinds." Most often, the "first blind" -- the player to the left of the dealer -- puts up half the minimum bet, and the "second blind" puts up the full minimum bet.
Each player is dealt four cards, face down. (This is the first key difference from Texas Hold 'Em, in which players only get two face-down cards.) These are known as the "hole cards."
 
Betting Begins
A round of betting takes place, beginning with the player to the left of the two who posted the blinds. Players can call, raise, or fold when it's their turn to bet.
 
The Flop
After the first betting round, the dealer discards the top card of the deck. This is called burning the card and is done to ensure that no one accidentally saw the top card, and to help prevent cheating.
The dealer then flips the next three cards face up on the table. These cards are called the "flop."
NOTE: Eventually, a total of five community cards will be placed face up on the table. Players will use precisely three of the community cards and precisely two of their own hole cards to form the best possible five-card Poker hand. (This is the second difference from Texas Hold 'Em, in which players can use any combination of community and hole cards.)
After the flop, another round of betting takes place, beginning with the player to the left of the dealer (the button). During this and all future rounds of betting, players can check, call, raise, or fold when it's their turn to bet.
 
Fourth Street
The dealer burns another card and plays one more face up onto the table. This, the fourth community card, is called the "turn" or "Fourth Street."
The player to the left of the dealer (the button) begins the third round of betting.
 
Fifth Street
The dealer burns another card before placing the final face-up card on the table. This card is called the "river" or "Fifth Street."
 
Final Betting and The Winner
Players can now use exactly three of the five community cards and exactly two of their four hole cards to form the best possible five-card Poker hand.
The fourth and final round of betting starts with the player to the left of the dealer (the button).
After the final betting round, all players who remain in the game reveal their hands. The player who made the initial bet or the player who made the last raise shows their hand first. The player with the best hand wins.
 
Winning hands in Omaha Hold 'Em tend to be better than those in Texas Hold 'Em, so your strategy and tactics should be adjusted accordingly.
 
 

Razz

The lowest hand wins the pot. 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.

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.


Pineapple Poker (and Crazy Pineapple, Tahoe Poker)
 
Pineapple Poker, Crazy Pineapple, and Tahoe Poker involve variants of Texas hold'em poker in which each poker player is initially dealt three cards instead of two.  In Pineapple Poker, each player then immediately discards one of the three cards he is dealt, and the game proceeds exactly as in Texas hold'em poker.  In Crazy Pineapple Poker, the players discard their third card after the second betting round, before the fourth community card is dealt.  In Tahoe Poker, players keep all three cards through showdown, but may not use all three of them to make a poker hand - each player may use none, one, or two cards from his poker hand, combined with those cards on the board, to make his final five-card poker hand. 
 
Crazy Pineapple Poker and Tahoe Poker are often played high-low split, and play reasonably well that way, though plain Pineapple Poker does not.
 
 

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. All rules governing kill pots are listed in “Section 13 – Kill Pots.”

RULES OF LOWBALL

1. The rules governing misdeals for hold’em and other button games will be used for lowball. [See “Section 16 – Explanations,” discussion #7, for more information on this rule.] 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:

(a) The first or second card of the hand has been dealt faceup or exposed through dealer error.

(b) Two or more cards have been exposed by the dealer.

(c) Two or more extra cards have been dealt in the starting hands of a game.

(d) An incorrect number of cards has been dealt to a player, except the button may receive one more card to complete a starting hand.

(e) The button was out of position.

(f) The first card was dealt to the wrong position.

(g) Cards have been dealt out of the proper sequence.

(h) Cards have been dealt to an empty seat or a player not entitled to a hand.

(i) 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. [See “Section 16 – Explanations,” discussion #6, for more information on this rule.]

3. As a new player, you have two options:

(a) To wait for the big blind.

(b) 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, the next 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. [See “Section 16 – Explanations,” discussion #9, for more information about this rule.]

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:

(a) No card has been dealt off the deck in response to your request (including the burncard).

(b) 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.

ACE-TO-FIVE LOWBALL

In ace-to-five lowball, the best hand is any 5-4-3-2-A. Straights and flushes do not count against your hand.

1. If a joker is used, it becomes the lowest card not present in your hand. The joker is assumed to be in use unless the contrary is posted.

2. In limit play, check-raise is not permitted (unless the players are alerted that it is allowed).

3. In limit ace-to-five lowball, before the draw, an exposed card of seven or under must be taken, and an exposed card higher than a seven must be replaced after the deal has been completed. This first exposed card is used as the burncard. [See “Section 16 – Explanations,” discussion #8, for more information on this rule.]

4. In limit play, the “sevens rule” is assumed to be in use (the players should be alerted if it is not). If you check a seven or better and it is the best hand, all action after the draw is void, and you cannot win any money on any subsequent bets. You are still eligible to win whatever existed in the pot before the draw if you have the best hand. If you check a seven or better and the hand is beaten, you lose the pot and any additional calls you make. If there is an all-in bet after the draw that is less than half a bet, a seven or better may just call and win that bet. However, if another player overcalls this short bet and loses, the person who overcalls receives the bet back. If the seven or better completes to a full bet, this fulfills all obligations.

DEUCE-TO-SEVEN LOWBALL

In deuce-to-seven lowball (sometimes known as Kansas City lowball), in most respects, the worst conventional poker hand wins. Straights and flushes count against you, crippling the value of a hand. The ace is used only as a high card. Therefore, the best hand is 7-5-4-3-2, not all of the same suit. The hand 5-4-3-2-A is not considered to be a straight, but an ace-5 high, so it beats other ace-high hands and pairs, but loses to king-high. A pair of aces is the highest pair, so it loses to any other pair.

The rules for deuce-to-seven lowball are the same as those for ace-to-five lowball, except for the following differences:

1. The best hand is 7-5-4-3-2 of at least two different suits. Straights and flushes count against you, and aces are considered high only.

2. Before the draw, an exposed card of 7, 5, 4, 3, or, 2 must be taken. Any other exposed card must be replaced (including a 6).

3. Check-raise is allowed on any hand after the draw, and a seven or better is not required to bet.

NO-LIMIT AND POT-LIMIT LOWBALL

1. All the rules for no-limit and pot-limit poker (see Section 14 - No-limit and Pot-limit) apply to no-limit and pot-limit lowball. All other lowball rules apply, except as noted.

2.2. A player is not entitled to know that an opponent does not hold the best possible hand, so these rules for exposed cards before the draw apply:

(a) In ace-to-five lowball, a player must take an exposed card of A, 2, 3, 4, or 5, and any other card must be replaced.

(b) In deuce-to-seven lowball, the player must take an exposed card of 2, 3, 4, 5, or 7, and any other card including a 6 must be replaced.

3.3. After the draw, any exposed card must be replaced.

4. After the draw, a player may check any hand without penalty (The sevens rule is not used).

5. Check-raise is allowed.
 

 

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