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The Joker's
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I finally decided to come up with my house rules. Since others have already done the same I decided to see how they worded and phrased their rules, picked and chose what I felt fit well for my poker games and added a few of my own.
1.) BYOB. The host is not responsible for your particular alcohol fetish or carbonated preference. If your palette requires a specific beverage, bring it. Host will supply all the water for free.
2.) Costs for food, snacks, and supplies purchased before and during the game will be split equally by the collective group. Whenever possible, prior to the event, an agreement between all players be reached as to the types of snacks that shall be purchased so that all cravings are met.
3.) No smoking in the house. The wife will castrate me if someone lights up. Take it outside please.
1.) The Host is the banker and is responsible for maintaining the monies and chips. Any discrepancies in the bank are the responsibility of the banker. If the host is not able to perform the duties of banker he may assign the duties to another person willing to accept the responsibilities of the position.
2.) Cash for chips from the bank. NO Bank Notes, IOU's, etc. to the bank. Whenever possible players should buy chips from each other before buying from the bank. Players may exchange IOU's between themselves and they accept full responsibility on collecting/paying their own debts to each other.
3.) Each player shall buy chips from the bank in multiples of $10.00.
Chips are worth:
White = $0.05
Red = $0.10
Blue = $0.25
Yellow = $0.50
Black = $1.00
Green = $5.00
4.) At the end of the game, players will cash in with the banker. If a player's chips do not add up to an even dollar amount, the change is put into a final pot. After all players have cashed in their chips and all change is placed into the final pot, one last hand (dealer's choice) is dealt to claim the final pot. There is no betting, straight showdown, winner takes all. Note that the total change in the pot should add up to an even dollar amount. If it doesn't see banking rule number 1.
1.) Game Selection- It is recommended that all regular players agree on a certain list of acceptable games to play during the course of the night. Rules to these games should be readily available should any disagreement occur regarding the play of cards, betting, etc. Dealer chooses game. If a new game is introduced by the dealer he must explain ALL rules and variations. Any player unfamiliar with a game may request rule clarification prior to play and request a dummy hand played out to explain the flow of the game. If game is too confusing the majority can overrule game choice. Dealer must endure the humiliation of introducing the stupid game and choose a different one.
2.) Game Variations- Dealer's choice. Any minor variation(s) of the accepted games selected must be declared PRIOR to any cards being dealt.
3.) Wild Cards- No unusual wild cards declared or confusing wild card games declared (ie. left-handed players holding black eights or every other red odd card dealt on a night with a full moon.) Let's be sensible. Too many wild cards tends to spoil a game. See GP&PE rule number 1.
4.) Dealing- First ace to a player determines the first dealer. Dealing rotates to the left. Prior to a deal the cards must be offered to be cut to the player seated to the right of dealer. Failure to do so results in a penalty to the dealer in the amount of matching the ante. No unusual dealing order unless specified by a particular game's rules (ie 2 to the left, 1 to the right, 2 to the top...). The player sitting on the first dealer's right shall be the last dealer. No player may leave until after the last dealer has dealt the same number of hands as the first. If the deck runs out of cards before the deal can be completed then the players still in must unanimously decide on the proper course of action. One way is to re-shuffle any discarded cards and folded hands, although this is generally not acceptable. If there's no fair way to deal common cards the hand is considered a misdeal, players throw in their hands, and the game is re-dealt to the players that were still in at the time that the deck ran out.
5.) Betting- Unless otherwise specified due to irregularities in the particular game selected by the dealer, betting proceeds counter-clockwise from the dealer's left. For a draw game the player to the left closest to the dealer opens the betting. For subsequent rounds of betting in a draw game, openers default to the player who had the last raise. For a stud game highest hand for a high game (or lowest hand for low game) showing opens the betting. For a High/Low split stud game the high hand opens betting. The bet is limited to the maximum bet as set in the beginning of the game. Maximum of 3 (three) raises per betting round. The maximum bet may be raised as the game drags on into the night per agreement by all players.
6.) Betting out of turn- Betting follows order of players in a counter-clockwise fashion, unless game rules dictate otherwise. It is considered poor etiquette to bet out of turn. Those who bet out of turn are penalized an amount agreed to by all players prior to the commencement of the poker party. There will be one warning per dealt GAME, not per person, before this rule is inforced. This does not include the situation of players folding their hands prior to their turn but it is also considered poor etiquette to do so.
7.) Showdowns- Cards speak. Hands played are the best that can be made from the cards available regardless of what the player declares, though it is helpful that the player be aware of what he actually has in his hand and can declare the best hand he can without looking like an amatuer.
1.) Match Pot Games- Matching the pot can get rather expensive. If all players agree a limit can be placed on match pot games as to how much "out of pocket" one can expect to shell out.
2.) Ties- Ties are never broken by looking at anything outside of the cards used to create the hand. There is no suit ordering, number of wild cards vs. number of natural cards, etc. Typically hands declared as 5 card hands cannot have a tie broken by a sixth card.
3.) Goal-Posting- Classification for two or more hands that tie for the best hand and no one hand is better than another then the hands are considered to have "goal-posted".
If goal-posting is in effect as declared by the dealer prior to a game, in the event of a tie then NO player is entitled to the portion of the pot that those players would have won, and that portion of the pot remains for the next game.
Goal-posters will be treated as losers, and are subject to all rules that any other loser is subject to regarding penalties.
The rules for goal-posting override any other rules that may seem to conflict.
4.) In "1-2-3-Drop" games, if a player hesitates before dropping the cards, then that player is considered in. Similarly, if a player who wished to drop his cards but did not and "accidentally" stayed in, then that player is considered in, too. If a player "accidentally" drops his cards but actually wished to stay in then they are out. They should hold their cards tighter next time.
5.) High-Low games and declaration of hands- In order to prevent the possibility of an edge to one player over the others the declaration of hands going high and/or low will be determined at the same time. Chips in hand will determine the way a hand will be evaluated. One (1) chip in hand for players going High; Zero (0) chips in hand for those players going Low; Two (2) chips in hand for those going Both Ways (Going Pig). All players will reveal the number of chips held at the same time.
6.) "Pigging"- Declaring your hand both ways (going both High and Low). For players declaring BOTH ways the pigger MUST win both the High and the Low in order to claim the pot. A pigger is a loser if he wins one of the ways but not the other and is denied any part of the pot. This prevents a pigger from capitalizing on other players. If this rule was not in place then everyone would have nothing to lose if they called their hands to go both High and Low at showdown. In the event of a tie for the high or low half then the pigger loses and is denied any portion of the pot.
Five card hands with NO wild cards are evaluated in the following order (high to low)
Royal Straight Flush
Straight Flush
Four-of-a-kind
Full House
Flush
Straight
Three-of-a-kind
Two Pair
Pair
High Card
*For Five card hands with 1 or 2 total Wild Cards the 5 of a Kind ranks as the top hand.
*For Five card hands with 3 or more Wild Cards the 5 of a Kind ranks below the Royal Flush.
Three card hands are evaluated in the following order (from highest to lowest):
Three-of-a-kind
Straight Flush (optional)
Straight (optional)
Flush (optional)
Pair
High Card
High/Low Game Ranks:
For High hands the above ranks for 5 cards hold true. For the Low Hands the best Low is considered A-2-3-4-6 unsuited. Straights and Flushes count as they are considered against high hands.
LowBall (True low hand poker):
For the Low hand only the best low is considered A-2-3-4-5 any suit. Straights and Flushes do NOT count. Ranks from best to worst:
A-2-3-4-5 any suit
5 cards, any suit, no pairs
1 pair
2 pair
3 of a kind
Full House
4 of a kind
These rules are not set in stone. Should some discrepancy arise from this they will be corrected as agreed by the collective players.
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