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This collection of variations of poker is part of the Invented Games section of the Card Games web site.
Al (Haze72@aol.com) 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.
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.
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.
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!)All cards placed in the discard pile must be turned face down. (To hinder 'Reading' of opponents 'Possible' hand.)
This is a version of draw poker with six card hands, invented by Jeff Cross. It's played pretty much the same way as Five-Card Draw, but with the following changes:
DUPLICATION: Since two standard decks are being used, players might receive two cards of identical rank and suit. This is used to break ties in hands, with a pair of identical cards being better than a pair in different suits. For example, the hand
A-
A-
A-
A-
A-
A would beat
A-
A-
A-
A-
A-
A, and the hand
J-
J-
7-
9-
5-
4 would beat
J-
J-
7-
9-
5-
4.
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
For an extensive list of hand frequencies in multiple deck five-card poker, see Mark Brader's probability tables.
Invented by Ken McKenzie and contributed by Dave Kinney (DKinney@fhi.org)
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.
The inventor of the "Texas Reach Around" was Nick Henson. Phil Moore came up with the name, and Jeffrey Able (able@engr.sc.edu) 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.
For 3-5 players - the following rules are for 4 players:
Variations:
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."
Contributed by Bob and Robin Procter (bobandrobinp@yahoo.com)
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.
Contributed by Bob and Robin Procter (bobandrobinp@yahoo.com)
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.
Contributed by Dave Kinney (DKinney@fhi.org)
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.
Contributed by txcubfan@totalaccess.net
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:
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.
Contributed by Dennis Verbeek (verbeek@prodigy.net)
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.
Contributed by Matt Molver (resocfm@verizon.net)
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.
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.
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 carefully 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.
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.
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.
Contributed by Ian Blessing (discomonkey@mail.com)
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.
Contributed by Ian Blessing (discomonkey@mail.com)
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.
Contributed by Andrew Demkovich (stratz9@aol.com)
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 spade can be separate from the best 5-card hand. For example it is possible to win with a diamond flush and the lowest face down spade.
Note that if there is only one spade among the hole cards of the players in the showdown, that spade is both the highest and the lowest and its owner wins the pot.
Contributed by Andrew Demkovich (stratz9@aol.com)
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.
Contributed by Bryant Woodard (Brywoodard@aol.com)
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 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.
Contributed by Phil Boschert (nookie-2@msn.com)
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".
Invented by Paul DeLuca (paul_deluca@adelphia.net) 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.
Contributed by Joel Lau (sir_ringwraith@yahoo.com)
Any betting formulas may or may not be used. Played Like 5-card draw except for one variation:
The twos (jokers may be used) are wild, but not in the normal way, if you receive 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:
Contributed by Andy Drew (acrogods@yahoo.com), 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.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.
Contributed by Andy Drew (acrogods@yahoo.com).
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!
![]() | 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. | ![]() |
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:
As with normal Woolworth's but
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 is wild if by itself. If joker and other wild cards combine in one hand you have killed all wild cards.
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.
(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.
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.
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.
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.
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:
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.
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.
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.
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.
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.
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!
This poker variant, based on Follow the Queen, was contributed by Andy "Sprocket" Noreen who writes:
"It's called 'Smack My Bitch Up' after the song from Prodigy. I do not condone hitting a woman - ever, but the song was popular at the time and we had thrown back a few cold ones. I have called it 'Pimp Daddy' as an alternative name."
This game uses the same rules as Follow the Queen, except that if a King shows as an "Up" card (face-up), it cancels ALL previous wild cards, including any Queens [that's the "Smack" and the word or game title is usually shouted when that happens].
From then on, only Kings are wild, unless another Queen shows up, which cancels the King and then it reverts back to basic "Follow the Queen" rules [the Queens are wild again and have taken revenge on the King(s)].
The wild card alternates back-and-forth depending on whether a King or Queen is the last up card. If there are no Kings dealt face-up, it's a straightforward "Follow the Queen" game.
Players: 5-6
Initial deal: five cards down to each player and five common cards face down in the center of the table.
Play: After cards the cards have been dealt, players look atc their hands and there is a round of betting. Each player then discards one card and the dealer then flops three of the common cards (turns them face up). There is a second round of betting. Players then discard one more card and the dealer shows the fourth common card. Third round of betting. One more card is discarded from each player's hand leaving just two cards and the dealer reveals the river card. Final round of betting.
Winning hand: High hand wins, or High/Low split, according to prior agreement.
A variation of 7 card stud with up to 7 wild cards, contributed by Dan Mathe .
Players: 2-7
Initial deal: Dealt like 7 card stud
Play: Cards are dealt out like 7 card stud. The one variation is that any sets of your cards that add up to 7 (including 7 by itself) are wild. So, let's say you have a 3 and 4 down, and a 7 dealt up. 3+4 = 7, and 7 =7, so you have 3 wilds right off the bat. Aces count as one. Another example: you have an Ace, 3 down and a 2, Ace up. 1+3+1+2 = 7, so all four cards are wild. You cannot use a card in more than one combination at a time to make 7. So if you have a 4,3,3,2,King,9,8 hand, only the 4 and one 3 can be wild, not the four and both 3's.
Winning hand: High hand wins. Best hand is 5 Aces.
Tip: Be sure to stop betting and fold in this game if you don't have a full house or higher, unless you have some possible cards up to make 7, like a 3, 5 up. Then you can bluff people into think you have a 4 or 2 down.
A variation of 7 card stud, contributed by Dan Mathe . Match either of your down cards with an up card and both the matching up and down card becomes wild.
Players: 2-7
Deal/Play: Two cards dealt down to each player. The dealer then flips the card on the top of the deck and asks the person to his left whether they want the card.
Each player receives three further up-cards, by the same process, with a round of betting after each new card. If you match any of your up cards with a down card, they both become wild. So if you have a 3 down and a 3 is offered to you, take that card.
This continues until the 7th card, which is dealt down. If this card matches any of your up cards, they also become wild.
Winning hand: High hand wins. Best hand is 5 Aces.
Tip: Be sure to stop betting and fold in this game if you don't have a full house or higher. To bluff, take a card that is offered to you to make it seem as if you've matched.
A variation of 7 card stud, contributed by Dan Mathe . The lowest card in your face down hand is wild.
Players: 2-7
Deal/Play: Dealt exactly like 7 card stud, but the last card can be bought face up to save a wild card. The price is fixed by the dealer before the start of the deal and paid to the pot. A player not wishing to pay can receive the last card face down for free as usual. The lowest face down card in your hand is wild.
Winning hand: High hand wins.
Five cards are dealt to each player and 7 cards face down on the table, in the shape of a pyramid:

The last card of the pyramid - marked "4" in the diagram - must be included in every player's five-card poker hand, together with any four cards selected from the five cards they were dealt and the other six in the pyramid.
The first two cards of the pyramid (marked "1" in the diagram) are exposed, and then the first round of betting takes place. Then the next two cards ("2") are exposed and there is a second round of betting; then two cards in the second row ("3") are exposed and there is a third round of betting; then the bottom card ("4") is exposed for the fourth and final round of betting.
This is a high/low game and low hand must have its highest card as an 8 or lower. Players going for high and low can make two different hands from the 12 cards available to them, but both must include the last (bottom) card of the pyramid.
| 1 | 2 | 3 |
|---|---|---|
| 4 | 5 | 6 |
| 7 | 8 | 9 |
Repeat steps 4 and 5 until each of the eight outside cards are turned up.
Each player makes their best 5 card poker hand, using either three cards from their hand and two from the board, or 2 from their hand and three from the board. The catch, however, is that the cards used from the board must be in the same row, column, or diagonal. For example player would be allowed to use cards 1, 5 , and 9, but not 1, 7, and 9.
The pot, then, is split between the player with the best five card hand made using these rules, and the person who has the highest card value of the same suit as the center card in the hole. Any odd chip remaining stays in the pot for the next hand. If no surviving player can match the suit of the center card, the whole pot goes to the holder of the high poker hand. If all but one player folded, the last player in takes the whole pot.
A shared card poker variation by Tim Bates
This game is for up to 7 players. The procedure is as follows.
Optionally, the game can be played with high and low hands splitting the pot. The low hand winner can be either the worst poker hand (2, 3, 4, 5, 7 being lowest), or the lowest counting ace as low and ignoring straights and flushes (A, 2, 3, 4, 5 being lowest).
A shared card poker variation by Tim Bates
1. Deal two cards face down to each player.
2. Deal 7 community cards face down as in the diagram to the right.
3. Round of betting
4. Turn over alternate cards in the circle (cards labelled 1)
5. Round of betting
6. Turn over the remaining cards in the circle (cards labelled 2)
7. Round of betting
8. Turn over middle card (labelled 3). This card and all cards of the same rank are wild).
9. Players create a 5-card hand using the two cards in hand their hand plus any three adjacent cards in the layout - for example the sets of three cards connected by red, blue or green lines in the second diagram.
10. Final round of betting, followed by showdown if there is more than one player still in.
A poker variant based on the rules of Omaha 8 or better (hi-low), contributed by Brett Johnson
Players - 5-10
Deal out five cards to each player (one more than in standard Omaha) set the rest of the deck aside, it will not be needed.
Each player looks at their hand and chooses one card to discard face down to the middle of the table. The dealer gathers these cards and shuffles them. These cards make up the deck.
After an initial betting round the dealer deals out three cards face up in the center of the table from the shuffled discards for the flop. Players bet.
For the turn, a fourth card is dealt face up from the discards, and there is another betting round. The a fifth card is dealt face up for the river, and there is a final betting round.
Note that the cards that were discarded make up the stock for dealing so each player knows exactly one card that could show up (if there are more than 5 players) (or definitely will show up if there are exactly five).
Each player who has not folded during the betting shows their hand, using exactly two cards from their hand and three from the board to make their best high and low hands. High and low split the pot as normal.
This provides an interesting strategy and an out for player who are dealt either three of a flush or three of a kind.
A seven card stud variant contributed by Kevin Borror
As usual in seven card stud, players are dealt two cards face down (hole cards), four cards face up (table cards), and a final one face down. The cards are dealt one at a time, and there are five betting rounds: one after each round of face up cards has been dealt and one after the final round of face down cards is dealt.
Certain combinations of table cards dealt to a player cause special actions.
Note that extra card received from the dealer for a pair of twos or from another player for a pair of fives cannot be used as part of a pair to trigger a new special action. Nor can a player's hole cards be used. Only the four table cards count towards these special pairs.
It is possible to have two pairs in your four table cards, resulting in two special actions. Trips among the table cards (three twos, threes, fours or fives) have no effect beyond that of the pair.
When giving the players their second table card, the following procedure is used. The dealer turns the top card of the deck face up and offers it to the first player (the nearest player to dealer's left who has not folded). This player may either accept the card or pay 25 cents to the pot to be dealt the next (unseen) card from the deck instead. If the first player accepts the offered card, a new card is turned and offered to the second player. If the first player rejected the offered card and paid for a card from the deck instead, the same face up card is offered to the second player. The second and subsequent players have the same options as the first player: to accept the offered card free or to pay for an unseen card from the deck instead. At the end of the round, if the last player rejects the offered card it is placed at the bottom of the deck and not used in that deal.
When dealing the third and fourth table cards, the same procedure is used, but the fee to be dealt a card from the deck is 50 cents for the third card and 1 dollar for the fourth card.
A triple split game, contributed by Scott Pangle
The game begins with four hole cards dealt to each player and three rows of three face-down community cards, dealt in a square as in Tic Tac Toe.
There is a round of betting after players have looked at their hole cards. Then players take turns, starting with the player to dealer's left and continuing clockwise around the table, to turn one of the community cards face up. Each player chooses which face down card to expose. There is a new betting round after each new card is turned up.
Players who have stayed in can combine any of the 8 horizontal, vertical or diagonal three card lines of the community card layout with their four hold cards to come up with the best five card hand for each of the three parts of the pot:
The cards speak for themselves. A player can use different community card lines for different parts of the pot, and can use from 1 to 4 hand (hole) cards with 3, 2 or 1 cards from a community card line to make each 5-card hand. It is possible that one person could win the whole pot using different combinations of hole and community cards.
When ties occur, the appropriate part of the pot is subdivided.
The game is best for 6-9 players. Scott Pangle describes it as a great 'sucked-in' game - often most or all players will stay in the pot for the showdown.
A pair of 5-card Draw Poker variations contributed by Mike Thompson
In Low-Die, aces, twos, and threes are wild, but only if you have the card of the value on the opposite side of the dice (adding up to seven). That is, any ace in your hand is wild if you have at least one six in your hand, any two in your hand is wild if you have at least one five in your hand, and any three in your hand is wild if you have at least one four in your hand.
High Die is exactly like Low Die, except fours, fives, and sixes are wild only if you have a corresponding three, two, or ace in your hand, respectively.
It's possible to have wild cards of more than one rank - for example in Low-Die, if you have A-6-5-2-2 your ace and twos are wild, and you have four of a kind, or a straight flush if your 6 and 5 are the same suit.
Natural hands have definitely won this game quite often!
Before the players look at their cards, the dealer calls what draws are allowed, depending on the number of cards remaining. For example, in a 6-player game there are 22 cards left over, so up to 3 cards for each player. The dealer could call one 3-card draw, or a 2-card draw followed by a 1-card draw, or just a 2-card draw, or three 1-card draws, or any other combination, including no draw at all. If the dealer allows more than one draw, there is a new betting round after each draw.
Mike Thompson reports that this method of allowing the dealer to call the draw is widespread in Canadian Draw Poker.
Contributed by Ella Bowerman
This game for 3 to 6 players requires a 52-card pack (no wild cards) and one 6-sided die.
Deal seven cards face down to each player. The player to dealer's left can check or bet based on the player's hand. If the player bets, there is a betting round which continues as usual until all except the player who bet or raised have called or folded. If player #1 just checks, there is no betting round. Then the player #1 throws the die and whatever number comes up, player #1 selects that number of cards from his or her hand and passes them face down to the next active player on the left - player #2 if this player has not folded. This second player picks up the passed cards and has the same choices as the first player.
This continues around the table, skipping any players who fold before the turn to roll reaches them. At your turn you either check and roll the die, or you bet, which initiates a complete betting round, and roll after the stakes are equalised. You then select as many cards from your hand as the number you rolled and pass them to the next active player.
It's possible that a player might choose to bet at their turn, but then fold during the consequent betting round when raised by another player. The player who began the betting must still roll the die and pass cards.
The turn to bet and roll passes once around the table. When all the active players have rolled and passed cards, any players left without enough cards to make up a five card hand are dealt enough replacement cards from the deck to make up their hands to five cards. Then there is one last round of betting, followed by a showdown in which the best five card hand wins.
In a 3-player or 4-player game the dealer can deal 11 cards each and specify that the turn to roll and pass will go twice around the table rather than just once.
Created by Richard Peluso and Jason McCrone
A maximum of four players can play, the game requires a normal 52-card deck of playing cards (Jokers removed).
Each player gets dealt three cards, which they keep hidden from the other players. Then, five cards are dealt face up on the table in the shape of a pentagon. One card is then placed face down in the middle of it. This is the mystery card. These six table cards form the "wheelbarrow".
Then in turns, starting with the player to the left of the dealer, players can exchange one of their cards for one of the cards in the wheelbarrow. For example, if they want to swap one of their cards for one of the face up ones, they can do so, placing their discarded card in place of the picked up one (face up). However, if a player wishes to pick up the mystery card, they can do so, but they must place their card face down where the mystery card was, thus causing additional mayhem. Note: a player can pick up the mystery card and look at it before they throw down, but they must keep it as soon as they pick it up (the player can choose to look at the mystery card and put it back if they dont want it, but their turn ends).
Each player gets two trade ins. If you wish to keep all three cards in your hand, say "puncture" and your turn ends. When each player had had two turns each, the mystery card is turned over, and players make their best five card poker hand, which must include all three cards in their hand. So in deciding a winner, normal poker hand ruled apply.
Betting: This game can be played for a fixed stake or with normal poker betting. In the latter case there would be a betting round after the deal to the players, a second after the wheelbarrow had been dealt, a third after the first round of trading, and a fourth just before the showdown.
Contributed anonymously.
Best for 2-6 players.
Players ante and each is dealt 3 cards face down.
Players look at their cards and there is a betting interval.
The players who have not folded then select one card from their hand and place it face up on the table. All players do this simultaneously so that their selection does not influence other players.
There is another betting interval.
A second card from each player who has not folded is placed face up in the same manner as the first.
There is a third and final betting interval.
All players still in the pot show their final card. The best hand is selected using ALL 3 of the player's own cards plus any other 2 cards showing on the table, including cards revealed by players who may have folded in betting rounds 2 and 3.
Invented and contributed by George Weissenberger
Strobe is a Hold’em-like poker game using both a standard 52 card deck and a standard six-sided die to create the best five-card standard poker hand from their hole cards and the community cards. Standard poker hand ranking applies. Aces are high or low. A dealer button is used and rotates as in a Hold’em game. Ante, blinds and betting/folding also follow standard Hold’em rules.
The play begins with each player being dealt 2 hole cards (face down card). A round of betting/folding may or may not occur here depending on the local rules. Then six community cards are dealt face up onto the layout in boxes numbered 1 through 6. There is a first round of betting/folding based on each player’s hole card plus the community cards.
After betting is complete, the person with the dealer button rolls the die. The card in the box numbered the same as the number that came up on the die is removed from play. The remaining players then bet/fold again based on the remaining cards.
A community card is then dealt into the empty box and there is another round of betting/folding.
After the betting the dealer again rolls the die and again the corresponding card is removed from play and a final round of betting occurs, followed by the showdown.
A hold’em poker game invented and contributed by George Weissenberger
After anteing-in, two hole cards (face down) are dealt to each player. Each player checks their hole cards and there is around of betting.
Then, the dealer burns one card and turns up the next one for all to see. This card is called the "Stop" and it is eliminated from play. The players bet again based on this new information.
Again, the dealer burns one card and turns the next one up. This card is called the "Drop" and it too is eliminated from play. The players bet again based on this new information.
Finally, three community cards are dealt. This is called the "Roll". Players engage in a final round of betting based on the five-card hand they now possess (2 hole cards and 3 community cards) and there is a showdown of the remaining players.
Note that the stop and the drop just provide the information that those two specific cards are out of play, which can make a difference to the probability of improving your hand on the roll, and slightly alters the odds that an opponent can beat you.
George Weissenberger writes: "When I play Stop, Drop and Roll, I only allow one round of raising between each action. That way I am actually spreading a three raise maximum over 3 game actions (hole cards, Stop and Drop), with just a little information added in between. It stretches out the game and makes it more fun. I usually allow three raises after the roll."
A hold’em poker game invented and contributed by George Weissenberger
Rails is a Hold’em style poker game played with a standard 52 card poker deck and no wild cards. The object is to make the best ranked poker hand while betting, folding and bluffing your way to a win. The name originates from the train track-like appearance of the community cards on the layout, and the railroad terms used in the game.
In Rails, the aces are low ONLY (that is, they are not face cards and they have a value of "1"). Therefore, there are no royal flushes in Rails. However, Rails does have an additional ranked hand not found in other poker games; a "Ticket". A Ticket is a four-card flush with a "royal Rider". That is to say, any four cards of a matching suit plus one jack, queen or king of any suit. The "Rider" must be the fifth card though, not part of the flush.
The hand ranking in Rails is (highest to lowest):
When comparing two tickets, the riders are compared first. If these are of equal rank, then the highest cards of the four-card flush are compared. For example suppose that:
To begin: Each player pays his ante and is dealt three hole cards (face down); then there is a first round of betting. Rules regarding blinds, betting/folding and use of the dealer button are applied exactly as they are in Texas Hold’em.
Flopping the Rails: After the first round of betting, there is a "flop" as in other Hold’em games. However, in Rails two sets of two community cards are flopped ('A' in the illustration above). Each of the two sets of community cards is called a "Rail". After this flop there is a second round of betting. The players base their hands on their hole cards plus the cards in either one of the Rails, but not both.
Laying the Spikes: Next, another community card is added to each Rail and becomes part of that Rail ('B' in the illustration above). These cards are called "Spikes". After the Spikes have been laid, there is another round of betting.
Strategy note: As the introduction of the Spikes may alter the desirability of one Rail or the other, the players may, at any time, vary the Rail on which they are basing their betting.
The Tie: Lastly, a single card is placed on the layout face-up between the Rails. This card is called the "Tie". The Tie is a community card that may be played with either Rail (plus a player’s hole cards) to make a final hand. There is a final round of betting and then a showdown. Again, because the introduction of the Tie may alter the desirability of one Rail or another, the players may vary the Rail on which they are basing their betting.
The Showdown: Any remaining players now turn up their hole cards beginning with the last one to raise the pot. The hole cards are aligned with the Tie and Rail that creates the most favorable hand and the best five card hand wins. While a pot can be split by two players having exactly the same hand value, the board cannot be played alone as the best hand, since it will provide only four cards and the players’ kicker cards will determine the winner(s).
Invented and contributed by George Weissenberger
Breaker is a variation of any type of Hold'em Poker. It is played with a typical 52 card deck; plus one Joker. The Joker is not wild and has no suit. There are no wild cards in Breaker.
When a player does not need five cards to make his hand (i.e.- is not making a straight, a flush, a straight flush or a full house) and has the Joker as one of his hole cards, the joker may be played, along with the other four cards in the hand, as insurance against a straight, flush or straight flush held by his opponent.
When played with the other cards making up a four-card or less hand (four-of-a-kind, or three of a kind or less), the joker "breaks" any opponent’s straight, flush or straight flush, and ranks as the highest single card, better than an ace, if this enables the hand containing the joker to win the pot. Note that a Joker does not break a full house, and has no value at all unless it enables its holder to win.
Example:
Player C wins this four-player showdown with a flush. The joker does not break the flush because player A's pair of 10's would still be beaten by player D's three sevens. However, if player D had folded, player A would have won by breaking C's flush and having the joker as the highest kicker with his pair of tens.
In summary, the rules giverning the joker are as follows:
If the holder of the joker is all in, the joker only acts as a breaker for the purpose of settling the pot for which the joker holder is playing. It has no effect on any side pot in which the joker player is not involved.
Further questions and answers:QUESTION 1: Can a Breaker break a board straight or flush that would result in a split pot?
ANSWER 1: Yes. If the board is a high-hand flush or straight, then a player with a playable breaker may break the board and win the entire pot. However, side pots would still be split.
QUESTION 2: Player A has K-Q, Player B has Q-Joker, Player C has 9-9, and the board shows J-10-9-8-3. In order to break player A's high-hand straight, Player B would have to break his second high-hand (lower straight) to play the Breaker. This would leave him with a pair of Queens with a Breaker kicker. However, that would make his hand inferior to Player C's three-of-a-kind so, according to the rules, he can't play the Breaker. Is this a "catch 22?" What is the ruling?
ANSWER 2: The winning hand takes precedent in interpreting the rules. Since Player B cannot play the Breaker and win, the Breaker becomes dead and his best hand becomes the Queen-high straight. He must pray that Player A folds before the showdown (which isn't likely).
Invented and contributed by George Weissenberger
Wraparound is Pot Limit Texas Hold'em Poker with these two modifications:
A hold’em poker game invented and contributed by George Weissenberger
Depot Hold’em is played with a standard 52 card poker deck and no wild cards. The object is to make the best ranked poker hand while betting, folding and bluffing your way to a win. Depot uses some of the terminology found in Rails.
In Depot, the aces are low ONLY (that is, they are not face cards and they have a value of "1"). Therefore, there are no royal flushes in Depot. However, Depot, like Rails, does have one additional ranked hand not found in other poker games; a "Ticket". A Ticket is a four-card flush with a "royal Rider". That is to say, any four cards of a matching suit plus one jack, queen or king of any suit. The "Rider" must be the fifth card though, not part of the flush.
The hand ranking in Depot is (highest to lowest):
When comparing two tickets, the riders are compared first. If these are of equal rank, then the highest cards of the four-card flush are compared.
To begin: Each player pays his ante and is dealt two hole cards (face down); then there is a first round of betting. Rules regarding blinds, betting/folding and use of the dealer button are applied exactly as they are in Texas Hold’em.
Flopping the Rails: After the first round of betting, there is a "flop" as in other Hold’em games. However, in Depot two sets of three community cards are flopped (see the illustration above). Each of the two sets of community cards is called a "Rail". After this flop there is a second round of betting. The players base their hands on their hole cards plus the cards in either one of the Rails, but not both.
The Switch: Here’s where the game gets a bit mind numbing. A single card is placed on the layout face-up between the Rails. This card is called the "Switch". The Switch is a community card that enables any straight line of cards to become a playable Rail (that means additional Rails are available up the center or diagonally through the center, as in the diagram below). The switch does not have to be played as part of the final hand, so you will actually have five Rails to choose from when constructing your best hand. There is another round of betting which could now be based on any combination of a player’s hole cards plus one of the five available rails.
Finally, another community card is placed (usually sideways) between the horizontal rails at the end. This is the "Depot". The Depot is the 6th card that can be used to make up your best five-card Depot hand: you can use your hole cards, one of the five rails marked with colored lines in the diagram, and the depot card. After the Depot card has been dealt, there is a final round of betting.

The Showdown: Any remaining players now turn up their hole cards beginning with the last one to raise the pot. The hole cards are aligned with the Depot and the Rail that creates the most favorable hand and the best five card hand wins.
A hold’em poker variation invented and contributed by JDulius
The procedure for each deal is as follows:
Contributed by Alan Kross-Vinson
This is a two-player game with five unequal pots, the object being to win as much money from the pots as possible. The pots are placed side by side in a line between the two players. They progress in size from one end to the other. For this example, each player will contribute 2 to pot A, 3 to pot B, 4 to pot C, 6 to pot D, and 9 to pot E. Any amount of money or tokens can be used, but should follow this formula: A<B, C=A+B-1, D=B+C-1, E=C+D-1.
Ten cards are dealt to each player. Players make a five card poker hand and lay it face down in front of them. Five more cards are dealt to each player then again, and each again lays a five card poker hand face down. This is repeated until there are just two cards left. Each player must make two hands with their last 10 cards. Then each player assigns each of their hands to a different pot by moving it close to that pot, still face down, ready for a showdown from pot A to pot E. Typically, players might put their worst hands at pot A and best hands at pot E. But here's where strategy comes in - if you feel your best hand may not win pot E, you might scrap that pot by putting your worst hand there and try to win the other four pots. Of course, your opponent may be thinking the same thing.
There are two notable variations to this game. One is to place the last two cards in the deck face up near the E pot and they can be used as community cards for that hand. The other is to deal 15 cards to start and replace 5 cards at a time. This gives players the opportunity to make much bigger hands, lots of flushes and full houses.
Contributed by Alan Kross-Vinson
This is a guts game, in which the object is to win the pot by having the highest ranking hand among all players. Each player pays an agreed upon ante amount (keep it small, it gets big) to the pot and is dealt 5 cards. If no one Lays Down their hand to force a showdown, then each player antes again, discards one card face down to the dealer, and the dealer deals one more card to each player. Repeat until one player, after a deal, lays down his hand as a challenge. If the person laying down has the best hand or ties for best, then he or she collects the pot and we start all over. If someone else has a better hand than the person laying down, then the best hand wins the pot (if there is a tie they share the pot) and the player laying down must match the pot, and we start all over. A player matching the pot can be exempt from the first ante of the next round.
The rank of hands is according to number of suits - any hand with one suit only will beat any hand with 2,3, or 4 suits. Any hand with just 2 suits will beat any hand with 3 or 4 suits, etc. Here is the rank of hands:
Obviously, the longer the game goes on, the fewer suits you should have. Discards are shuffled into the pack when there are fewer cards than players, so up to ten people can play. Early in the game, you can lay down with a decent four suited poker hand, but it won't fly if there are several players.
Contributed by Alan Kross-Vinson
This guts game is mechanically similar to Zoot, but the object is to go for straights. The rank of hands is
Aces can be high or low. When comparing similar hands, the highest card in the straight counts first. If a tie, then highest unattached card is considered.
In hand type 3, the 3-card straights are compared first, then the 2-card straights. In hand type 5, the higher straights are compared first, then the lower straights, then the odd card.
Contributed by Ryan Turnbaugh
This is a 5 Card Draw Poker Game. It is played just like a normal 5 card draw game. You are dealt 5 cards. There is a round of betting. You are able to draw up to 3 cards (4 cards with an Ace). Another round of betting. Then any remaining players call their hands.
The difference is that the Four Of Spades is wild. If you have the
4 in your hand it is automatically wild no matter what. But if you have the
4 in your hand and have another four in your hand as well (the
4, the
4 or the
4) that four also becomes wild. But if you have one of the non-Spade fours without the
4 then it is just a four.
This variation is usually played "two to win" - you have to win two hands in succession to win the pot. The winner of the first hand does not collect any money but is given a token. If a different player wins the second hand the token is passed to the new winner. Only when the player holding the token wins the next hand as well does that player collect the pot, and the token is returned to the middle, to be taken by the winner of the next hand. This "two to win" method also works well in a normal 5 card draw game (Jacks or Better), since pots tend to be small.
Ryan writes: When you try and explain this game to other people while playing poker they usually get all annoyed with you and think it's a "stupid wild card game". But if they are willing to actually play it, a lot of them tend to enjoy it. This is because the chances of getting some insane hand with the limited wild cards is usually small. But once in awhile someone will hit big and get a few fours and mop up. So, in most hands the game is actually similar to a Suicide King Wild type of game, but every so often someone will hit the 4 Of Spades with other fours and clean up (if bet properly).
This game, of course could be called the "Crazy any kind of card" game. Just replace the spade 4 with any other card and the rules work the same. I chose 4's because I usually like low cards to be the wilds and 2's and 3's are already so commonly used as wilds that 4's seemed to be the logical choice.
Contributed by Chris Gaskill
Texas Tornado is played using the standard rules of poker. Up to 10 players can play at once. Each player is dealt 2 down cards. Just as in regular hold'em, there is a betting round. Once the betting is complete, the dealer then counts out 10 cards and stacks them up tightly. Holding the pack of 10 cards face up, he then drops them on their backs in a twisting motion, the idea being that when they hit they table, some of them will be made visible. Cards that have at least one corner index (figure and suit symbol combination in the corner of a card) that is more than half exposed, but are still touching the pile (tornado) may then be used with the players' down cards to make the best 5 card hand. There is a second betting ropund followed by a showdown if more than one player is still in.
The dealer is the arbitor on which cards are "visible". If the dealer (and to keep the peace, at least one other player) can see more than half of the index, then it is in play.
The Kansas variation is played with 4 cards being dealt face down, as in Omaha (players must use only 2 of their hole cards).
Contributed by Chris Gaskill
This uses a standard 52-card deck and standard poker rules.
Each player gets 4 cards face down.
Three cards are dealt face down in the center. These will be the community cards. They are turned over individually, with a betting round before the first is turned and another following each flip.
The highest odd card in each player's hand is wild (3,5,7,9, not face cards). It remains wild unless the same rank comes up as a community card (your 7 is wild unless a 7 shows up in the middle). If it does show up it is "ended" as a wild card (so for example if you hold J-J-7-5 and the first card turned up is a 7, your hand is reduced from three jacks to two pair). Players make their best 5 card hand from their four cards plus the three community cards, when all three have been turned up.
This game is just like Texas Hold'em, but played with only 20 cards: the A K Q J 10 of each suit. Because of the reduced deck, only six players can take part (each deal then uses all the cards: 2 for each player, 5 on the board and 3 burned).
The only possible poker hands are (in descending order): Royal Flush, Four of a Kind, Full House, Straight, Two Pairs. The others do not arise because any flush must also be a straight (only 5 cards per suit), and with seven cards to use, if you have three of a kind your other four cards must either complete a straight or contain a pair for a full house. The worst possible holding is 10-10-J-J-Q-Q-K which makes two pairs with a king kicker.
Royal Hold'em was offered on line for a while on Ultimate Bet, but withdrawn in July 2007, according to the German Wikipedia page about this game.
Contributed by David Morrah ©2007
A variation of Texas Hold 'Em where players build their hands based upon a pyramid of 6 table cards.
Number of players: 2+
Equipment: Standard deck and chips.
Aim: Players compete to win the most chips by holding the best hand. The winning hand in this version (made up of 6 cards) is chosen from the 2 cards in the players hand, and the 6 community cards on the table.
Gameplay: Play is essentially identical to Texas Hold 'Em, except for the different layout of the community cards.
Round 1/the pre-flop: Two cards are dealt face down to each player. The player to the left of the dealer is assigned the little blind, and the second player to the left of the dealer is assigned the big blind, as per the usual rules of Texas Hold 'Em. Bets for the first round are then made based upon each of the players two cards.
Round 2/the flop: The dealer deals three cards face up in a line along the table. As per Texas Hold 'Em rules, the usual bets for the flop round are made (call, raise, check or fold etc).
Round 3/the turn: The dealer deals two cards face up directly above where the earlier flop cards were dealt. As per Texas Hold 'Em rules, bets for the turn round are made.
Round 4/the river: The dealer deals one final card directly above where the earlier turn cards were dealt. As per Texas Hold 'Em rules, a further and final round of betting is made for the river card.
The showdown: Any remaining players who haven't dropped out at this stage must now show their hands. The player with the best 6 card combination (based upon the 6 cards on the table and their own 2 cards) takes all the chips. Because there are now 6 cards, the rankings are slightly different, with three new combinations possible:
Rankings:
| Royal Flush | - - 9 |
| Straight Flush | - - 2 |
| House Party | - - K |
| 4 of a Kind | - - 8 |
| Double Happy | - - A |
| Full House | - - 3 |
| Flush | - - 2 |
| Straight | - - 3 |
| 3 of a Kind | - - A |
| 3 pair | - - 10 |
| 2 pair | - - 9 |
| 1 pair | - - 2 |
A variation of Pineapple invented and contributed by Trevor Cuthbertson - Copyright © Trevor Cuthbertson 2007
The game is played with a standard 52 card deck with 3-7 players.
Deuces can be used to complete a Straight Flush of the same suit (for example: 6
, 7
, 8
, 2
, 10
would qualify as a spades Straight Flush). When used with four consecutive cards to make a Straight Flush, the deuce will be a replacement card for the lowest card in the sequence (example: the 2
in 2
, 10
, J
, Q
, K
would qualify as a replacement for the 9
).
When a suited Deuce is available for a Straight Flush, the suited Ace also becomes wild for the hand. The suited Deuce is the key power card. If you have a suited Ace for a Straight Flush, you have to get a suited Deuce to make the suited Ace wild. When the suited Ace combines with a suited Deuce, it will be a second replacement card for the highest card in the sequence.
A Deuce that is not used to complete a straight flush as above is restricted to its marked suit and value.
Players get three down cards. Immediately, the dealer must deal the flop cards using the following procedure:Next, the dealer will announce "Draw Three". Each player in turn opts either to keep their three down cards (Stand Pat) or turn in the three down cards they are holding for three new ones (you must either turn in all three down cards or none). The dealer burns a card and each player wanting new down cards are dealt in turn from the deck new cards. If no players want new cards, the dealer will simply burn a card.
Now the first betting round occurs.
After the first betting round, the dealer burns a card and deals a card to the board (turn card). Second betting round proceeds.
After the second betting round, the dealer will announce "Pineapple". All active players must discard one down card per turn. Failure to do so will result in a fouled hand. Once all players have discarded one down card, the dealer burns a card and two more cards are dealt in a vertical row to the board (split river). There are now four boards in the community to choose from. Final betting round proceeds.

Showdown comes after. Players may combine one or two down cards with three or four cards from one of the four boards to make a five-card hand. No playing the board - at least one card from the player's own hand must be used.
This game can handle a maximum of seven players. In a seven player game, if all seven players draw three cards before the first betting round, there is no burn card before the split river. If the number of players exceeds seven, the dealer must accept the extra players at their own discretion.
Phantom Ship: "The Phantom Ship has been seen off the south coast of Prince Edward Island since 1786. It appears as a three-masted schooner on fire, or on some accounts, as a gray hulk looming up at dawn. Some claim to have seen people running on deck screaming in terror. Some say it's the ghosts of six-hundred Acadians on a ship ablaze, while others say it's a pirate's pact with the devil. But no one can honestly explain the mystery behind its presence..."
The story of the Phantom Ship has been part of local folklore for generations in Prince Edward Island, Canada. Its presence can be witnessed as a special in Island Pineapple. In the variation, the player gets to call a showdown on the pineapple if they hold a special four-of-a-kind called a "Phantom Ship". All three down cards must show a three-of-a-kind with a fourth match card in the community to make a four-of-a-kind. For example: player's down cards are
10,
10,
10. The
10 appears on the turn. The player now holds a Phantom Ship and has the ability to initiate an early showdown with the four-of-a-kind 10s once all players complete their bet on the second betting round.
When the second betting round ends, the player with the Phantom Ship can flip their cards face-up out of turn without discard. All other players must flip their cards face up without discard as well. The dealer burns a card and adds the split-river to the community. All players can now use all three of their down cards with two cards in any of the four boards to make a hand. If no one can beat the player's Phantom Ship (four-of-a-kind) with a straight flush, the player who initiated the early showdown with the special wins the pot.
Turning up a three-of-a-kind from all three down cards without a match card in the community or turning up the special after players begin discarding will result in a fouled hand. Don’t expect a Phantom Ship to happen frequently in Island Pineapple - witnessing this special as about as rare as seeing an apparition.
Arcade Ante: Another variation is played with no blind bets. Each player, except for the winner of the last hand, antes into the pot before down cards are dealt. All betting rounds start with the player to the left of the dealer. In tournament play, you would periodically increase the ante value in place of the blinds structure. Note: Arcade Ante is taken from "nexts", a term once used in the arcade scene with fighting games. With "nexts", players place tokens on the game's front metal bezel to claim the next match. The winner stays to fight whoever is next. With Arcade Ante, the winner stays for the next challenge - all other players must ante in to mark their next turn.
Secondary Bonus in Texas Hold`em: In this variation, Island Pineapple is used as an enhancement to a regular Texas Hold'em game. When playing Texas Hold`em, the bonus is triggered on the showdown when one player gets a Three-of-a-kind or better. The next hand is then played as Island Pineapple, and the winner must now get a Straight or better on the showdown to qualify for the Island Pineapple to continue. The winner in the next hand must get a Flush or better and so on up to a Royal Flush qualifier. When the winner gets the advancing qualifier on the showdown, Island Pineapple remains in play. But once the winner gets anything lower than the qualifier on the showdown, or wins without a showdown when the other players all fold, the game returns to Texas Hold`em and the qualifier goes back down to Three-of-a-kind or better.
Straight with Wild(s): In this variation, Deuces and Aces can be used as wild cards in Straights in a similar way to their use in Straight Flushes in the basic game. Any one Deuce can be used as a wild card to complete any Straight, irrespective of suit. When a Deuce is used in this way, the Ace of the same suit as the Deuce ("suited Ace") can be used as a second wild card for the same Straight. If there is a choice of where to add the Ace and Deuce, because the natural cards are consecutive, the Deuce is added to the bottom of the Straight and the Ace to the top. Examples:
5-
2-
7-
8-
A is a straight equivalent in rank to 5-6-7-8-9.
8-
2-
10-
2-
J is not a straight because only one Deuce can be used as wild.
A-
2-
2-
4-
5 IS a straight because the
2 is used as a natural Deuce and only the heart Deuce is wild.
This shared card poker game contributed by Thomas Yarbrough is also called just "The" for short. It was created and played by a group of home poker players in the late 1980's and was named by Ted Eichenlaub.
Each player antes and is dealt 3 cards and the 4 card board gets dealt in turn with the players cards. For instance with three players, Player 1 to the left of the dealer is dealt a card, then Player 2, then the dealer Player 3, then a card face down for the board. That process is repeated twice more so each player has three cards and the board has three cards face down.
The next card is dealt face up to the board and a round of betting begins with Player