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FyrFytr998
Old 09-30-2004, 01:02 AM     Post subject: Poker Rule Book #1 (permalink)  
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FyrFytr998
Robert's Rules Of Poker Version 11.

“Robert’s Rules Of Poker” is authored by Robert Ciaffone, better known in the poker world as Bob Ciaffone, a leading authority on cardroom rules. He is the person who has selected which rules to use, and formatted, organized, and worded the text. Nearly all these rules are substantively in common use for poker, but many improved ideas for wording and organization are employed throughout this work. A lot of the rules are similar to those used in the rulebook of cardrooms where he has acted as a rules consultant and rules drafter. Ciaffone authored the rulebook for the Poker Players Association (founded in 1984, now defunct), the first comprehensive set of poker rules for the general public. He has done extensive work on rules for the Las Vegas Hilton, The Mirage, and Hollywood Park Casino, and assisted many other cardrooms. Ciaffone is a regular columnist for Card Player magazine, and can be reached through that publication. This rulebook will be periodically revised, so suggestions are welcome.

Poker rules are widely used and freely copied, so it is impossible to construct a rulebook without using many rules that exist as part of a rule set of some cardroom. If such a rule is used, no credit is given to the source (which is unlikely to be the original one for the rule).

The goal of this rulebook is to produce the best set of rules in existence, and make it generally available, so any person or cardroom can use it who so desires. The purpose is the betterment of poker.

The general philosophy used in this rulebook is to make the rules sufficiently detailed so a decision-maker will know what the proper ruling is in each situation. A rule should do more than produce the right ruling. It should be stated so the decision-maker can refer to specific language in the rulebook, to have the ruling is accepted as correct.

The author has strongly supported uniform poker rules, and applauds the work done in this direction by the Tournament Director’s Association (TDA). Nearly all the rules herein are compatible with the TDA rules, although there are some slight differences in wording.

This rulebook may be copied or downloaded by anyone, provided it is not sold for profit without written permission from the author, and the name “Robert’s Rules of Poker” is used or credited. Excerpts of less than a full chapter may be used without restriction or credit. People are welcome to use these rules, and even put their own business name on them, but this does not give a person or business any rights other than to use the rules in their own establishment, or to make copies available to someone else with the same restrictions applied to the recipient as stated here. Anyone may make copies of these rules and distribute them at no charge to recipients as a business promotion without obtaining permission.

THIS IS THE OFFICIAL RULEBOOK FOR OUR CARDROOM

Welcome to our cardroom. Your presence in our establishment means that you agree to abide by our rules and procedures. By taking a seat in one of our card games, you are accepting our management to be the final authority on all matters relating to that game.
SECTION 1 - PROPER BEHAVIOR
CONDUCT CODE

Management will attempt to maintain a pleasant environment for all our customers and employees, but is not responsible for the conduct of any player. We have established a code of conduct, and may deny the use of our cardroom to violators. The following are not permitted:

Collusion with another player or any other form of cheating.
Verbally or physically threatening any patron or employee.
Using profanity or obscene language.
Creating a disturbance by arguing, shouting, or making excessive noise.
Throwing, tearing, bending, or crumpling cards.
Destroying or defacing property.
Using an illegal substance.
Carrying a weapon.
POKER ETIQUETTE

The following actions are improper, and grounds for warning, suspending, or barring a violator:

Deliberately acting out of turn.

Deliberately splashing chips into the pot.

Agreeing to check a hand out when a third player is all-in.

Softplaying by refusing to bet against a certain opponent whenever heads-up.

Reading a hand for another player at the showdown before it has been placed faceup on the table.

Telling anyone to turn a hand faceup at the showdown.

Revealing the contents of a live hand in a multihanded pot before the betting is complete.

Revealing the contents of a folded hand before the betting is complete. Do not divulge the contents of a hand during a deal even to someone not in the pot, so you do not leave any possibility of the information being transmitted to an active player.

Needlessly stalling the action of a game.

Deliberately discarding hands away from the muck. Cards should be released in a low line of flight, at a moderate rate of speed (not at the dealer's hands or chip-rack).

Stacking chips in a manner that interferes with dealing or viewing cards.

Making statements or taking action that could unfairly influence the course of play, whether or not the offender is involved in the pot.

Using a cell phone at the table.
TOBACCO USE

(These rules are for an establishment that does not completely bar smoking.)

The seat on each side of the dealer is a nonsmoking seat.
Cigar or pipe smoking is not allowed in the cardroom.
Smoking by a guest or spectator is not allowed.
SECTION 2 - HOUSE POLICIES
DECISION-MAKING

1. Management reserves the right to make decisions in the spirit of fairness, even if a strict interpretation of the rules may indicate a different ruling.

2. Decisions of the shift supervisor are final.

3. The proper time to draw attention to a mistake is when it occurs or is first noticed. Any delay may affect the ruling.

4. If an incorrect rule interpretation or decision by an employee is made in good faith, the establishment has no liability.

5. A ruling may be made regarding a pot if it has been requested before the next deal starts (or before the game either ends or changes to another table). Otherwise, the result of a deal must stand. The first riffle of the shuffle marks the start for a deal.

6. If a pot has been incorrectly awarded and mingled with chips that were not in the pot, and the time limit for a ruling request given in the previous rule has been observed, management may determine how much was in the pot by reconstructing the betting, and then transfer that amount to the proper player.

7. To keep the action moving, it is possible that a game may be asked to continue even though a decision is delayed. The delay could be to check the overhead camera tape, get the shift supervisor to give the ruling, or for some other good reason. In such circumstances, a pot or portion of it may be impounded by the house while the decision is pending.

8. The same action may have a different meaning, depending on who does it, so the possible intent of an offender will be taken into consideration. Some factors here are the person’s amount of poker experience and past record.

9. A player, before he acts, is entitled to request and receive information as to whether any opposing hand is alive or dead, or whether a wager is of sufficient size to reopen the betting.
PROCEDURES

1. Only one person may play a hand.

2. No one is allowed to play another player’s chips.

3. Management will decide when to start or close any game.

4. Collections (seat rental fees) are paid in advance. In all time-collection games, the dealer is required to pick up the collection from each player before dealing. A player not wishing to pay collection may play one courtesy hand in stud, and may play until the blind in button games, provided no one is waiting for the game. If there is more than one person on the list for that game when the collection becomes due, everyone must pay collection. A new player is not required to pay if there is either no list or only one person waiting.

5. Cash is not allowed on the table. All cash should be changed into chips in order to play. If a player seems unaware of this rule and tries to play unnoticed cash that was on the table during a pot, the dealer may let the cash play if no one in the pot objects, then have all the cash changed into chips after the hand. Any chips from another cardroom are not permitted on the table, do not play in the game, and when found will be treated similarly to unnoticed cash. [See Section 16 – “Explanations,” discussion #5, for more information on this rule.]

6. Money and chips may be removed for security purposes when leaving the table. The establishment is not responsible for any shortage or removal of chips left on the table during a player’s absence, even though we will try to protect everyone as best we can. All removed funds must be fully restored when returning to the game.

7. If you return to the same game within one hour of cashing out, your buy-in must be equal to the amount removed when leaving that game.

8. All games are table stakes (except “playing behind” as given in the next rule). Only the chips in front of a player at the start of a deal may play for that hand, except for chips not yet received that a player has purchased. The amount bought must be announced to the table, or only the amount of the minimum buy-in plays. Awareness of the amount being in play for each opponent is an important part of poker. All chips and money must be kept in plain view.

9. "Playing behind" is allowed only for the amount of purchased chips while awaiting their arrival. The amount in play must be announced to the table, or only the amount of the minimum buy-in plays.

10. Playing out of a rack is not allowed.

11. Permission is required before taking a seat in a game.

12. Playing over without permission from the floorperson is not allowed. A playover box is required. Permission from the absent player is not necessary.

13. Pushing bets (“saving” or “potting out”) is not allowed.

14. Pushing an ante or posting for another person is not allowed.

15. Splitting pots will not be allowed in any game. Chopping the big and small blind by taking them back when all other players have folded is allowed in button games.

16. Insurance propositions are not allowed. Dealing twice (or three times) when all-in is permitted at big-bet poker.

17. The game's betting limit will not be changed if two or more players object. Raising the limit is subject to management approval.

18. Players must keep their cards in full view. This means above table-level and not past the edge of the table. The cards should not be covered by the hands in a manner to completely conceal them.

19. Any player is entitled to a clear view of an opponent’s chips. Higher denomination chips should be easily visible.

20. Your chips may be picked up if you are away from the table for more than 30 minutes. Your absence may be extended if you notify a floorperson in advance. Frequent or continuous absences may cause your chips to be picked up from the table.

21. A lock-up in a new game will be picked up after five minutes if someone is waiting to play. No seat may be locked up for more than ten minutes if someone is waiting to play.

22. A new deck must be used for at least a full round (once around the table) before it may be changed, and a new setup must be used for at least an hour, unless a deck is defective or damaged, or cards become sticky.

23. Looking through the discards or deck stub is not allowed.

24. After a deal ends, dealers are asked to not show what card would have been dealt.

25. A player is expected to pay attention to the game and not hold up play. Activity that interferes with this such as reading at the table is discouraged, and the player will be asked to cease if a problem is caused.

26. A non-player may not sit at the table.

27. In non-tournament games, you may have a guest sit behind you if no one in the game objects. It is improper for a guest to look at any hand other then your own.

28. Speaking a foreign language during a deal is not allowed.
SEATING

1. You must be present to add your name to a waiting list.

2. It is the player’s responsibility to be in the playing area and hear the list being called. A player who intends to leave the playing area should notify the list-person, and can leave money for a lockup. The lockup amount is $20.

3. When there is more than one game of the same stakes and poker form, and a must-move is not being used, the house will control the seating of new players to best preserve the viability of existing games. A new player will be sent to the game most in need of an additional player. A transfer to a similar game is not allowed if the game being left will then have fewer players than the game being entered.

4. A player may not hold a seat in more than one game.

5. The house reserves the right to require that any two players not play in the same game (husband and wife, relatives, business partners, and so forth).

6. When a button game starts, active players will draw a card for the button position. The button will be awarded to the highest card by suit for all high and high-low games, and to the lowest card by suit for all low games.

7. To avoid a seating dispute, a supervisor may decide to start the game with one extra player over the normal number. If so, a seat will be removed as soon as someone quits the game.

8. In a new game, the player who arrives at the table the earliest gets first choice of remaining seats. If two players want the same seat and arrive at the same time, the higher player on the list has preference. A player playing a pot in another game may have a designated seat locked up until that hand is finished. Management may reserve a certain seat for a player for a good reason, such as to assist reading the board for a person with a vision problem.

9. To protect an existing game, a forced move may be invoked when an additional game of the same type and limit is started. The must-move list is maintained in the same order as the original waiting list. If a player refuses to move into the main game, that player will be forced to quit, and cannot play in the must-move game or get on that list for one hour.

10. In all button games, a player going from a must-move game to the main game may play until due for the big blind. The player must then enter the game as a new player, and may either post an amount equal to the big blind or wait for the big blind. In all stud games, a player may play only one more hand before moving.

11. You must play in a new game or must-move game to retain your place on the list, if with your playing there would be three or fewer empty seats.

12. A player who is already in the game has precedence over a new player for any seat when it becomes available. However, no change will occur after a new player has been seated, or after that player’s buy-in or marker has been placed on the table, unless that particular seat had been previously requested. For players already in the game, the one who asks the earliest has preference for a seat change.

13. In all button games, a player voluntarily locking up a seat in another game must move immediately if there is a waiting list of two or more names for the seat being vacated, except that the player is entitled to play the button if a blind has already been taken. Otherwise, a player may play up to the blind before moving. In a stud game, a player changing tables may play only the present hand if someone is waiting for the seat being vacated, or one more hand when no one is waiting.

14. When a game breaks, each player may draw a card to determine the seating order for a similar game. The floorperson draws a card for an absent player. If the card entitles the absent player to an immediate seat, the player has until due for the big blind in a button game to take the seat (two hands in a stud game), and will be put first up on the list if not back in time.
SECTION 3 - GENERAL POKER RULES
THE BUY-IN

1. When you enter a game, you must make a full buy-in. At limit poker, a full buy-in is at least ten times the maximum bet for the game being played, unless designated otherwise.

2. You are allowed to make only one short buy-in for a game. Adding to your stack is not considered a buy-in, and may be done in any quantity between hands.

3. A player coming from a broken game or must-move game to a game of the same limit may continue to play the same amount of money, even if it is less than the minimum buy-in. A player switching games voluntarily must have the proper buy-in size for the new game. A player switching games is not required to buy in for any more than the minimum amount.
MISDEALS

1. Once action begins, a misdeal cannot be called. The deal will be played, and no money will be returned to any player whose hand is fouled. In button games, action is considered to occur when two players after the blinds have acted on their hands. In stud games, action is considered to occur when two players after the forced bet have acted on their hands.

2. 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 exposed by a dealer error.

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

(c) Two or more boxed cards (improperly faced cards) are found.

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

(e) An incorrect number of cards has been dealt to a player, except the top card may be dealt if it goes to the player in proper sequence.

(f) Any card has been dealt out of the proper sequence (except an exposed card may be replaced by the burncard).

(g) The button was out of position.

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

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

(j) 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.
DEAD HANDS

1. Your hand is declared dead if:

(a) You fold or announce that you are folding when facing a bet or a raise.

(b) You throw your hand away in a forward motion causing another player to act behind you (even if not facing a bet).

(c) In stud, when facing a bet, you pick your upcards off the table, turn your upcards facedown, or mix your upcards and downcards together.

(d) The hand does not contain the proper number of cards for that particular game (except at stud a hand missing the final card may be ruled live, and at lowball and draw high a hand with too few cards before the draw is live). [See Section 16 - “Explanations,” discussion #4, for more information on the stud portion of this rule.]

(e) You act on a hand with a joker as a holecard in a game not using a joker. (A player who acts on a hand without looking at a card assumes the liability of finding an improper card, as given in Irregularities, rule #8.)

(f) You have the clock on you when facing a bet or raise and exceed the specified time limit.

2. Cards thrown into the muck may be ruled dead. However, a hand that is clearly identifiable may be retrieved and ruled live at management’s discretion if doing so is in the best interest of the game. An extra effort should be made to rule a hand retrievable if it was folded as a result of incorrect information given to the player.

3. Cards thrown into another player’s hand are dead, whether they are faceup or facedown.
IRREGULARITIES

1. In button games, if it is discovered that the button was placed incorrectly on the previous hand, the button and blinds will be corrected for the new hand in a manner that gives every player one chance for each position on the round (if possible).

2. You must protect your own hand at all times. Your cards may be protected with your hands, a chip, or other object placed on top of them. If you fail to protect your hand, you will have no redress if it becomes fouled or the dealer accidentally kills it.

3. If a card with a different color back appears during a hand, all action is void and all chips in the pot are returned to the respective bettors. If a card with a different color back is discovered in the stub, all action stands.

4. If two cards of the same rank and suit are found, all action is void, and all chips in the pot are returned to the players who wagered them (subject to next rule).

5. A player who knows the deck is defective has an obligation to point this out. If such a player instead tries to win a pot by taking aggressive action (trying for a freeroll), the player may lose the right to a refund, and the chips may be required to stay in the pot for the next deal.

6. If there is extra money in the pot on a deal as a result of forfeited money from the previous deal (as per rule #5), or some similar reason, only a player dealt in on the previous deal is entitled to a hand.

7. A card discovered faceup in the deck (boxed card) will be treated as a meaningless scrap of paper. A card being treated as a scrap of paper will be replaced by the next card below it in the deck, except when the next card has already been dealt facedown to another player and mixed in with other downcards. In that case, the card that was faceup in the deck will be replaced after all other cards are dealt for that round.

8. A joker that appears in a game where it is not used is treated as a scrap of paper. Discovery of a joker does not cause a misdeal. If the joker is discovered before a player acts on his or her hand, it is replaced as in the previous rule. If the player does not call attention to the joker before acting, then the player has a dead hand.

9. If you play a hand without looking at all of your cards, you assume the liability of having an irregular card or an improper joker.

10. One or more cards missing from the deck does not invalidate the results of a hand.

11. Before the first round of betting, if a dealer deals one additional card, it is returned to the deck and used as the burncard.

12. Procedure for an exposed card varies with the poker form, and is given in the section for each game. A card that is flashed by a dealer is treated as an exposed card. A card that is flashed by a player will play. To obtain a ruling on whether a card was exposed and should be replaced, a player should announce that the card was flashed or exposed before looking at it. A downcard dealt off the table is an exposed card.

13. If a card is exposed due to dealer error, a player does not have an option to take or reject the card. The situation will be governed by the rules for the particular game being played.

14. If you drop any cards out of your hand onto the floor, you must still play them.

15. If the dealer prematurely deals any cards before the betting is complete, those cards will not play, even if a player who has not acted decides to fold.

16. If the dealer fails to burn a card or burns more than one card, the error should be corrected if discovered before betting action has started for that round. Once action has been taken on a boardcard, the card must stand. Whether the error is able to be corrected or not, subsequent cards dealt should be those that would have come if no error had occurred. For example, if two cards were burned, one of the cards should be put back on the deck and used for the burncard on the next round. On the last round, if there was no betting because a player was all-in, the error should be corrected if discovered before the pot has been awarded, provided the deck stub, boardcards, and burncards are all sufficiently intact to determine the proper replacement card.

17. If the deck stub gets fouled for some reason, such as the dealer believing the deal is over and dropping the deck, the deal must still be played out, and the deck reconstituted in as fair a way as possible.
BETTING AND RAISING

1. The smallest chip that may be wagered in a game is the smallest chip used in the antes, blinds, rake, or collection. (Certain games may use a special rule that does not allow chips used only in house revenue to play.) Smaller chips than this do not play even in quantity, so a player wanting action on such chips must change them up between deals. If betting is in dollar units or greater, a fraction of a dollar does not play. A player going all-in must put all chips that play into the pot.

2. Check-raise is permitted in all games, except in certain forms of lowball.

3. In no-limit and pot-limit games, unlimited raising is allowed.

4. In limit poker, for a pot involving three or more players who are not all-in, these limits on raises apply:

(a) A game with three or more betting rounds allows a maximum of a bet and three raises.

(b) A game with two betting rounds (such as lowball or draw) allows a maximum of a bet and four raises. [See “Section 16 - Explanations,” discussion #6, for more information on this rule.]

5. Unlimited raising is allowed in heads-up play except in tournaments. This applies any time the action becomes heads-up before the raising has been capped. Once the raising is capped on a betting round, it cannot be uncapped by a subsequent fold that leaves two players heads-up. (For tournament play in limit events there will be a limit to raises even when heads-up until the tournament is down to two players.)

6. Any wager not all-in must be at least the size of the previous bet or raise in that round.

7. In limit play, an all-in wager of less than half a bet does not reopen the betting for any player who has already acted and is in the pot for all previous bets. A player who has not yet acted (or had the betting reopened to him by another player’s action), facing an all-in wager of less than half a bet, may fold, call, or complete the wager. An all-in wager of a half a bet or more is treated as a full bet, and a player may fold, call, or make a full raise. (An example of a full raise on a $20 betting round is raising a $15 all-in bet to $35.) Multiple all-in wagers, each of an amount too small to individually qualify as a raise, still act as a raise and reopen the betting if the resulting wager size to a player qualifies as a raise.

8. In limit poker, if you make a forward motion with chips and thus cause another player to act, you may be forced to complete your action.

9. A verbal statement in turn denotes your action, is binding, and takes precedence over a differing physical action.

10. Rapping the table with your hand is a pass.

11. Deliberately acting out of turn will not be tolerated. A player who checks out of turn may not bet or raise on the next turn to act. A player who has called out of turn may not change his wager to a raise on the next turn to act. An action or verbal declaration out of turn is binding unless the action to that player is subsequently changed by a bet or raise. If there is an intervening call, an action may be ruled binding.

12. To retain the right to act, a player must stop the action by calling “time” (or an equivalent word). Failure to stop the action before three or more players have acted behind you may cause you to lose the right to act. You cannot forfeit your right to act if any player in front of you has not acted, only if you fail to act when it legally becomes your turn. Therefore, if you wait for someone whose turn comes before you, and three or more players act behind you, this still does not hinder your right to act.

13. A player who bets or calls by releasing chips into the pot is bound by that action and must make the amount of the wager correct. (This also applies right before the showdown when putting chips into the pot causes the opponent to show the winning hand before the full amount needed to call has been put into the pot.) However, if you are unaware that the pot has been raised, you may withdraw that money and reconsider your action, provided that no one else has acted after you. At pot-limit or no-limit betting, if there is a gross misunderstanding concerning the amount of the wager, see Section 14, Rule 8.

14. String raises are not allowed. The dealer should enforce obvious infractions to this string-raise law without being asked. To protect your right to raise, you should either declare your intention verbally or place the proper amount of chips into the pot. Putting a full bet plus a half-bet or more into the pot is considered to be the same as announcing a raise, and the raise must be completed. (This does not apply in the use of a single chip of greater value.)

15. If you put a single chip in the pot that is larger than the bet, but do not announce a raise, you are assumed to have only called. Example: In a $3-$6 game, when a player bets $6 and the next player puts a $25 chip in the pot without saying anything, that player has merely called the $6 bet.

16. All wagers and calls of an improperly low amount must be brought up to proper size if the error is discovered before the betting round has been completed. This includes actions such as betting a lower amount than the minimum bring-in (other than going all-in) and betting the lower limit on an upper limit betting round. If a wager is supposed to be made in a rounded off amount, is not, and must be corrected, it shall be changed to the proper amount nearest in size. No one who has acted may change a call to a raise because the wager size has been changed.
THE SHOWDOWN

1. To win any part of a pot, a player must show all of his cards faceup on the table, whether they were used in the final hand played or not.

2. Cards speak (cards read for themselves). The dealer assists in reading hands, but players are responsible for holding onto their cards until the winner is declared. Although verbal declarations as to the contents of a hand are not binding, deliberately miscalling a hand with the intent of causing another player to discard a winning hand is unethical and may result in forfeiture of the pot. (For more information on miscalling a hand see “Section 11 - Lowball,” Rule 15 and Rule 16.)

3. Any player, dealer, or floorperson who sees an incorrect amount of chips put into the pot, or an error about to be made in awarding a pot, has an ethical obligation to point out the error. Please help keep mistakes of this nature to a minimum.

4. All losing hands will be killed by the dealer before a pot is awarded.

5. Any player who has been dealt in may request to see any hand that was eligible to participate in the showdown, even if the opponent's hand or the winning hand has been mucked. However, this is a privilege that may be revoked if abused. If a player other than the pot winner asks to see a hand that has been folded, that hand is dead. If the winning player asks to see a losing player’s hand, both hands are live, and the best hand wins.

6. Show one, show all. Players are entitled to receive equal access to information about the contents of another player’s hand. After a deal, if cards are shown to another player, every player at the table has a right to see those cards. During a deal, cards that were shown to an active player who might have a further wagering decision on that betting round must immediately be shown to all the other players. If the player who saw the cards is not involved in the deal, or cannot use the information in wagering, the information should be withheld until the betting is over, so it does not affect the normal outcome of the deal. Cards shown to a person who has no more wagering decisions on that betting round, but might use the information on a later betting round, should be shown to the other players at the conclusion of that betting round. If only a portion of the hand has been shown, there is no requirement to show any of the unseen cards. The shown cards are treated as given in the preceding part of this rule.

7. If there is a side pot, the winner of that pot should be decided before the main pot is awarded. If there are multiple side pots, they are decided and awarded by having the pot with the players starting the deal with the greatest number of chips settled first, and so forth.

8. If everyone checks (or is all-in) on the final betting round, the player who acted first is the first to show the hand. If there is wagering on the final betting round, the last player to take aggressive action by a bet or raise is the first to show the hand. In order to speed up the game, a player holding a probable winner is encouraged to show the hand without delay. If there are one or more side pots (because someone is all-in), players are asked to aid in determining the pot winner by not showing their cards until a pot they are in is being settled. A player may opt to throw his hand away after all the betting for the deal is over, rather than compete to win the pot. However, the other players do not lose the right to request the hand be shown if he does so.
TIES

1. The ranking of suits from highest to lowest is spades, hearts, diamonds, clubs. Suits never break a tie for winning a pot. Suits are used to break a tie between cards of the same rank (no redeal or redraw).

2. Dealing a card to each player is used to determine things like who moves to another table. If the cards are dealt, the order is clockwise starting with the first player on the dealer’s left (the button position is irrelevant). Drawing a card is used to determine things like who gets the button in a new game, or seating order coming from a broken game.

3. An odd chip will be broken down to the smallest unit used in the game.

4. No player may receive more than one odd chip.

5. If two or more hands tie, an odd chip will be awarded as follows:

(a) In a button game, the first hand clockwise from the button gets the odd chip.

(b) In a stud game, the odd chip will be given to the highest card by suit in all high games, and to the lowest card by suit in all low games. (When making this determination, all cards are used, not just the five cards that constitute the player's hand.)

(c) In high-low split games, the high hand receives the odd chip in a split between the high and the low hands. The odd chip between tied high hands is awarded as in a high game of that poker form, and the odd chip between tied low hands is awarded as in a low game of that poker form. If two players have identical hands, the pot will be split as evenly as possible.

(d) All side pots and the main pot will be split as separate pots, not mixed together.
SECTION 4 - BUTTON AND BLIND USE

In button games, a non-playing dealer normally does the actual dealing. A round disk called the button is used to indicate which player has the dealer position. The player with the button is last to receive cards on the initial deal and has the right of last action on all but the first betting round. The button moves one seat clockwise after a deal ends to rotate the advantage of last action. One or more blind bets are usually used to stimulate action and initiate play. Blinds are posted before the players look at their cards. Blinds are part of a player’s bet (unless a certain structure or situation specifies otherwise). A blind other than the big blind may be treated as dead (not part of the poster’s bet) in some structures, as when a special additional "dead blind" for the collection is specified by a cardroom. With two blinds, the small blind is posted by the first player clockwise from the button and the big blind is posted by the second player clockwise from the button. With more than two blinds, the smallest blind is normally left of the button (not on it). On the initial betting round, action starts with the first player to the left of the blinds. On all subsequent betting rounds, the action starts with the first active player to the left of the button.
RULES FOR USING BLINDS

1. The minimum bring-in and allowable raise sizes for the opener are specified by the poker form used and blind amounts set for a game. They remain the same even when the player in the blind does not have enough chips to post the full amount.

2. Each round every player must get an opportunity for the button, and meet the total amount of the blind obligations. Either of the following methods of button and blind placement may be designated to do this:

(a) Moving button – The button always moves forward to the next player and the blinds adjust accordingly. There may be more than one big blind.

(b) Dead button – The big blind is posted by the player due for it, and the small blind and button are positioned accordingly, even if this means the small blind or the button is placed in front of an empty seat, giving the same player the privilege of last action on consecutive hands. [See “Section 16 – Explanations,” discussion #1, for more information on this rule.]

3. In heads-up play with two blinds, the small blind is on the button. When play becomes heads-up, the player who had the big blind the most recently is given the button, and his opponent is given the big blind.

4. A new player entering the game has the following options:

(a) Wait for the big blind.

(b) Post an amount equal to the big blind and immediately be dealt a hand. (In lowball, a new player must either post an amount double the big blind or wait for the big blind.)

5. A new player who elects to let the button go by once without posting is not treated as a player in the game who has missed a blind, and needs to post only the big blind when entering the game.

6. A person playing over is considered to be a new player, and must post the amount of the big blind or wait for the big blind.

7. A new player cannot be dealt in between the big blind and the button. Blinds may not be made up between the big blind and the button. You must wait until the button passes. [See “Section 16 – Explanations,” discussion #5, for more information on this rule.]

8. Chips posted by the big blind are treated as a bet.

9. A player posting a blind in the game’s regular structure has the option of raising the pot at the first turn to act. This option to raise is retained if someone goes all-in with a wager of less than the minimum raise.

10. A player who misses any or all blinds can resume play by either posting all the blinds missed or waiting for the big blind. If you choose to post the total amount of the blinds, an amount up to the size of the minimum opening bet is live. The remainder is taken by the dealer to the center of the pot and is not part of your bet. When it is your next turn to act, you have the option to raise.

11. If a player who owes a blind (as a result of a missed blind) is dealt in without posting, the hand is dead if the player looks at it before putting up the required chips, and has not yet acted. If the player acts on the hand and plays it, putting chips into the pot before the error is discovered, the hand is live, and the player is required to post on the next deal.

12. A player who goes all-in and loses is obligated to make up the blinds if they are missed before a rebuy is made. (The person is not treated as a new player when reentering.)

13. These rules about blinds apply to a newly started game:

(a) Any player who drew for the button is considered active in the game and is required to make up any missed blinds.

(b) A new player will not be required to post a blind until the button has made one complete revolution around the table, provided a blind has not yet passed that seat.

(c) A player may change seats without penalty, provided a blind has not yet passed the new seat.

14. If you move closer to the big blind, you can be dealt in without any penalty.

15. In all multiple-blind games, a player who changes seats will be dealt in on the first available hand in the same relative position. Example: If you move two active positions away from the big blind, you must wait two hands before being dealt in again. If you do not wish to wait and have not yet missed a blind, then you can post an amount equal to the big blind and receive a hand. (Exception: At lowball you must kill the pot, wait for the same relative position, or wait for the big blind; see “Section 11 – Lowball,” rule #7.)

16. A player who "deals off" (by playing the button and then immediately getting up to change seats) can allow the blinds to pass the new seat one time and reenter the game behind the button without having to post a blind.

17. A live “straddle bet" is not allowed at limit poker except in specified games.
SECTION 5 - HOLD'EM

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

These rules deal only with irregularities. See the previous chapter, “Button and Blind Use,” for rules on that subject.

1. If the initial holecard dealt to the first or second player is exposed, a misdeal results. The dealer will retrieve the card, reshuffle, and recut the cards. If any other holecard is exposed due to a dealer error, the deal continues. The exposed card may not be kept. After completing the hand, the dealer replaces the card with the top card on the deck, and the exposed card is then used for the burncard. If more than one holecard is exposed, this is a misdeal and there must be a redeal.

2. If the dealer mistakenly deals the first player an extra card (after all players have received their starting hands), the card will be returned to the deck and used for the burncard. If the dealer mistakenly deals more than one extra card, it is a misdeal.

3. If the flop contains too many cards, it must be redealt. (This applies even if it were possible to know which card was the extra one.)

4. If the dealer failed to burn a card before dealing the flop, or burned two cards, the error should be rectified by using the proper burncard and flop, if no boardcards were exposed. The deck must be reshuffled if any boardcards were exposed.

5. If the dealer burns and turns before a betting round is complete, the card(s) may not be used, even if all subsequent players elect to fold. Nobody has an option of accepting or rejecting the card. The betting is then completed, and the error rectified in the prescribed manner for that situation.

6. If the dealer fails to burn a card or burns more than one card, the error should be corrected if discovered before betting action has started for that round. Once action has been taken on a boardcard by any player, the card must stand. Whether the error is able to be corrected or not, subsequent cards dealt should be those that would have come if no error had occurred. For example, if two cards were burned, one of the cards should be put back on the deck and used for the burncard on the next round. If there was no betting on a round because a player was all-in, the error should be corrected if discovered before the pot has been awarded.

7. If the flop needs to be redealt for any reason, the boardcards are mixed with the remainder of the deck. The burncard remains on the table. After shuffling, the dealer cuts the deck and deals a new flop without burning a card. [See “Section 16 – Explanations,” discussion #4, for more information on this rule.]

8. A dealing error for the fourth boardcard is rectified in a manner to least influence the identity of the boardcards that would have been used without the error. The dealer burns and deals what would have been the fifth card in the fourth card’s place. After this round of betting, the dealer reshuffles the deck, including the card that was taken out of play, but not including the burncards or discards. The dealer then cuts the deck and deals the final card without burning a card. If the fifth card is turned up prematurely, the deck is reshuffled and dealt in the same manner. [See “Section 16 – Explanations,” discussion #4, for more information on this rule.]

9. You must declare that you are playing the board before you throw your cards away. Otherwise, you relinquish all claim to the pot. (The rule for tournament play is you must retain your hand and show it if asked, in order to win part of the pot.)
SECTION 6 - OMAHA

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

1. All the rules of holdem apply to Omaha except the rule on playing the board, which is not possible in Omaha (because you must use two cards from your hand and three cards from the board).
SECTION 7 - OMAHA HIGH-LOW

Omaha is often played high-low split. The player may use any combination of two holecards and three boardcards for the high hand and another (or the same) combination of two holecards and three boardcards for the low hand.

The rules governing kill pots are listed in “Section 13 – Kill Pots.”
RULES OF OMAHA HIGH-LOW

1. All the rules of Omaha apply to Omaha high-low split except as below.

2. A qualifier of 8-or-better for low is used. This means to win the low half of the pot, a player’s hand at the showdown must have five cards of different ranks that are an eight or lower in rank. (An ace is the highest card and also the lowest card.) If there is no qualifying hand for low, the best high hand wins the whole pot.

3. Straights and flushes do not impair the low value of a hand.
SECTION 8 - SEVEN-CARD STUD

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

1. If your first or second holecard is accidentally turned up by the dealer, then your third card will be dealt down. If both holecards are dealt up, you have a dead hand and receive your ante back. If the first card dealt faceup would have been the lowcard, action starts with the first hand to that player’s left. That player may fold, open for the forced bet, or open for a full bet. (In tournament play, if a downcard is dealt faceup, a misdeal is called.)

2. The first round of betting starts with a forced bet by the lowest upcard by suit. On subsequent betting rounds, the high hand on board initiates the action (a tie is broken by position, with the player who received cards first acting first).

3. The player with the forced bet has the option of opening for a full bet.

4. If the player with the lowcard is all-in for the ante (or any player designated to start the action on a round of betting is all-in), betting action proceeds to the first active player to the left of the all-in player. If the player with the lowcard has only enough chips for a portion of the forced bet, the wager is made. All other players must enter for at least the normal amount in that structure.

5. When the wrong person is designated as low and bets, if the next player has not yet acted, the action will be corrected to the real lowcard, who now must bet. The incorrect lowcard takes back the wager. If the next hand has acted after the incorrect lowcard wager, the wager stands, action continues from there, and the real lowcard has no obligations.

6. Increasing the amount wagered by the opening forced bet up to a full bet does not count as a raise, but merely as a completion of the bet. For example: In $15-$30 stud, the lowcard opens for $5. If the next player increases the bet to $15 (completes the bet), up to three raises are then allowed when using a three-raise limit.

7. In all fixed-limit games, when an open pair is showing on fourth street (second upcard), any player has the option of betting either the lower or the upper limit. For example: In a $5-$10 game, if you have a pair showing and are the high hand, you may bet either $5 or $10. If you bet $5, any player then has the option to call $5, raise $5, or raise $10. If a $10 raise is made, then all other raises must be in increments of $10. If the player high with the open pair on fourth street checks, then subsequent players have the same options that were given to the player who was high.

8. If you are not present at the table when it is your turn to act, you forfeit your ante and your forced bet, if any. If you have not returned to the table in time to act, the hand will be killed when the betting reaches your seat. (In tournament play, the dealer is instructed to kill the hand of any absent player as soon as everyone has received their entire starting hand.)

9. If a hand is folded when there is no wager, that seat will continue to receive cards until the hand is killed as a result of a bet (so the fold does not affect who gets the cards to come).

10. When facing a wager, picking up your upcards without calling is a fold. This act has no significance at the showdown because betting is over; the hand is live until discarded.

11. A card dealt off the table is treated as an exposed card.

12. The dealer announces the lowcard, the high hand, all raises, and all pairs. Dealers do not announce possible straights or flushes (except for specified low-stakes games).

13. If the dealer burns two cards for one round or fails to burn a card, the cards will be corrected, if at all possible, to their proper positions. If this should happen on a final downcard, and either a card intermingles with a player's other holecards or a player looks at the card, the player must accept that card.

14. If the dealer burns and deals one or more cards before a round of betting has been completed, the card(s) must be eliminated from play. After the betting for that round is completed, an additional card for each remaining player still active in the hand is also eliminated from play (to later deal the same cards to the players who would have received them without the error). After that round of betting has concluded, the dealer burns a card and play resumes. The removed cards are held off to the side in the event the dealer runs out of cards. If the prematurely dealt card is the final downcard and has been looked at or intermingled with the player's other holecards, the player must keep the card, and on sixth street betting may not bet or raise (because the player now has all seven cards).

15. If there are not enough cards left in the deck for all players, all the cards are dealt except the last card, which is mixed with the burncards (and any cards removed from the deck, as in the previous rule). The dealer then scrambles and cuts these cards, burns again, and delivers the remaining downcards, using the last card if necessary. If there are not as many cards as players remaining without a card, the dealer does not burn, so that each player can receive a fresh card. If the dealer determines that there will not be enough fresh cards for all of the remaining players, then the dealer announces to the table that a common card will be used. The dealer will burn a card and turn one card faceup in the center of the table as a common card that plays in everyone’s hand. The player who is now high using the common card initiates the action for the last round.

16. An all-in player should receive holecards dealt facedown, but if the final holecard to such a player is dealt faceup, the card must be kept, and the other players receive their normal card.

17. If the dealer turns the last card faceup to any player, the hand now high on the board using all the upcards will start the action. The following rules apply to the dealing of cards:

(a) If there are more than two players, all remaining players receive their last card facedown. A player whose last card is faceup has the option of declaring all-in before betting action starts, meaning that the player does not put any more chips into the pot and subsequent betting by the other active players will be on the side.

(b) If there are only two players remaining and the first player's final downcard is dealt faceup, the second player's final downcard will also be dealt faceup, and the betting proceeds as normal. In the event the first player's final card is dealt facedown and the opponent's final card is dealt faceup, the player with the faceup final card has the option of declaring all-in (before betting action starts).

18. A hand with more than seven cards is dead. A hand with less than seven cards at the showdown is dead, except any player missing a seventh card may have the hand ruled live. [See “Section 16 – Explanations,” discussion #2, for more information on this rule.]

19. A player who calls a bet even though beaten by an opponent’s upcards is not entitled to a refund. (The caller receives information about the opponent that is not available for free.)
SECTION 9 - SEVEN-CARD STUD LOW (RAZZ)

The lowest-ranking hand wins the pot. Aces are low only, and two aces are the lowest pair. The high card (aces are low) is required to make the forced bet on the first round; the low hand acts first on all subsequent rounds. Straights and flushes have no adverse effect on the low value of a hand, so the best possible hand is 5-4-3-2-A. An open pair does not affect the betting limit.
RULES OF RAZZ

1. All seven-card stud rules apply in razz except as otherwise noted.

2. The 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.

3. 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.

4. The dealer announces all pairs the first time they occur, except pairs of facecards, which are never announced.
SECTION 10 - SEVEN-CARD STUD HIGH-LOW

A qualifier of 8-or-better for low applies to all high-low split games. To win for low, a player’s hand at the showdown must have five cards of different ranks that are an eight or lower. If there is no qualifier for low, the best high hand wins the whole pot. Any five cards may be used to make the best high hand, and the same or any other five cards to make the best low hand.
RULES OF SEVEN-CARD STUD HIGH-LOW

1. All rules for seven-card stud apply to seven-card stud high-low split, except as noted.

2. A player may use any five cards to make the best high hand and any five cards, whether the same as the high hand or not, to make the best low hand.

3. An ace is the highest card and also the lowest card.

4. The low card by suit initiates the action on the first round, with an ace counting as a high card for this purpose. On subsequent rounds, the high hand initiates the action. If the high hand is tied, the first player in the tie clockwise from the dealer acts first. If the high hand is all-in, action proceeds clockwise as if that person had checked.

5. Straights and flushes do not affect the value of a low hand.

6. Fixed-limit games use the lower limit on third and fourth streets and the upper limit on subsequent rounds. An open pair on fourth street does not affect the limit.

7. Splitting pots is determined only by the cards, and not by agreement among players.

8. When there is an odd chip in a pot, the chip goes to the high hand. If two players split the pot by tying for both the high and the low, the pot shall be split as evenly as possible, and the player with the highest card by suit receives the odd chip. When making this determination, all cards are used, not just the five cards used for the final hand played.

9. When there is one odd chip in the high portion of the pot and two or more high hands split all or half the pot, the odd chip goes to the player with the high card by suit. When two or more low hands split half the pot, the odd chip goes to the player with the low card by suit.
SECTION 11 - 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 holdem 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 exposed by a 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 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. 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.

12. 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.

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. An ace is the lowest-ranking card. For hands with a pair, A-A beats 2-2. 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 be

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