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Robert's
Rules of Poker |
VERSION
3
“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.
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.
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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 anyone who violates it. The
following is 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.
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.
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.
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. |
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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 an error or
irregularity 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, but the time limit
for a ruling request given in the previous rule has been
complied with, 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 for a short period. The delay could be needed
to check the overhead camera tape, get the shift supervisor
to give the ruling, or some other good reason. In such
circumstances, a pot or portion thereof 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.
PROCEDURES
1. Management will decide when to start or close any game.
2. 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
the first hand. 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.
3. Cash is not permitted on the table. All cash should
be changed into chips in order to play. If a player appears
unaware of this rule and attempts 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 establishment are not permitted on the table,
do not play in the game, and if discovered will be treated
similarly to unnoticed cash. [See Section 16 – “Explanations,”
discussion #5, for more information on this rule.]
4. 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.
5. All games are table stakes (except “playing behind”
as given in the next rule). All chips and money must
be kept in plain view. Chips may be removed for security
purposes when leaving the table, but must be fully restored
upon return. 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.
6. "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.
7. Playing out of a rack is not allowed.
8. Only one person may play a hand.
9. No one is allowed to play another player’s chips.
10. Permission is required before taking a seat in a
game.
11. Playing over without permission from the floorperson
is not allowed. A playover box is required. Permission
from the absent player is not necessary.
12. Pushing bets (“saving” or “potting out”) is not
allowed.
13. Pushing an ante or posting for another person is
not allowed.
14. 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.
15. Insurance propositions are not allowed. Dealing
twice (or three times) when all-in is permitted at big-bet
poker.
16. The game's betting limit will not be changed if
two or more players object. Raising the limit is subject
to management approval.
17. 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.
18. Any player is entitled to a clear view of an opponent’s
chips. Higher denomination chips should be easily visible.
19. 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.
20. 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.
21. 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.
22. Looking through the discards or deck stub is not
allowed.
23. After a deal ends, dealers are asked to not show
what card would have been dealt.
24. 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.
25. A non-player may not sit at the table.
26. 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.
27. 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
it makes the game being left shorter-handed 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. 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, as to assist
in ease of reading the board for a person with a vision
problem, or some other good reason.
8. To avoid a seating dispute, a supervisor may decide
to start the game with one extra player over the normal
number participating. If so, a seat will be removed as
soon as someone quits the game.
9. In order 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 may not play in the must-move
game or get on that list for one hour.
10. You must play in a new game or must-move game to
retain your place on the list, if by your playing there
would be three or fewer empty seats.
11. 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.
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. |
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THE BUY-IN
1. When you enter a game, you must make a full buy-in for that
particular game. A full buy-in at limit poker 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 who is forced to transfer 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.
MISDEALS
1. The following circumstances cause a misdeal, provided
attention is called to the error before two players
have acted on their hands. (If two players have acted
in turn, the deal must be played to conclusion, as
explained in rule #2)
(a) The first or second card of the hand has been dealt
faceup or exposed through dealer error.
(b) Two or more cards have been exposed by the dealer.
(c) Two or more 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.
2. Action is considered to occur in stud games when
two players after the forced bet have acted on their
hands. In button games, action is considered to occur
when two players after the blinds have acted on their
hands. Once action occurs, a misdeal can no longer be
declared. The hand will be played to conclusion and no
money will be returned to any player whose hand is fouled.
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
at management’s discretion if doing so is in the best
interest of the game. We will make an extra effort to
rule a hand retrievable if it was folded as a result
of false 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 a card on the floor out of your hand,
you must still play that card.
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.
BETTING AND RAISING
1. Check-raise is permitted in all games, except in certain forms
of lowball.
2. In no-limit and pot-limit games, unlimited raising
is allowed.
3. 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.]
4. Unlimited raising is allowed in heads-up play. 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.
5. 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 facing 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 is on a $20 betting round, raising a $15
all-in bet to $35).
6. Any wager must be at least the size of the previous
bet or raise in that round, unless a player is going
all-in.
7. 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.
8. A verbal statement denotes your action and is binding.
If in turn you verbally declare a fold, check, bet, call,
or raise, you are forced to take that action.
9. Rapping the table with your hand is a pass.
10. 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. An action or verbal declaration
out of turn may be ruled binding if there is no bet,
call, or raise by an intervening player acting after
the infraction has been committed.
11. 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.
12. A player who bets or calls by releasing chips into
the pot is bound by that action. 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.
13. 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.
14. String raises are not allowed. 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. A player must show all cards in the hand face-up on the table
to win any part of the pot.
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 us 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 has been called, 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. If you show cards to another player during or after
a deal, any player at the table has the right to see
those exposed cards. Cards shown during a deal to a player
not in the pot should only be shown to all players when
the deal is finished.
7. 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 is a side pot,
players involved in the side pot should show their hands
before anyone who is all-in for only the main pot.
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.
(d) All side pots and the main pot will be split as
separate pots, not mixed together. |
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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 after the first betting round. The
button moves 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 the structure of a game
or the situation requires part or all of a particular blind
to be “dead.” Dead chips are not part of a player’s bet.
With two blinds, the small blind is posted by the player
immediately clockwise from the button, and the big blind
is posted by the player two positions clockwise from the
button. With more than two blinds, the little blind is
normally left of the button (not on it). Action is initiated
on the first betting round by the first player to the left
of the blinds. On all subsequent betting rounds, the action
begins with the first active player to the left of the
button.
RULES FOR USING BLINDS
1. 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.]
2. A player who posts a blind has the option of raising
the pot at the first turn to act. (This does not apply
when a "dead blind" for the collection is used
in a game and has been posted).
3. In heads-up play with two blinds, the small blind
is on the button.
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 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
#3, for more information on this rule.]
8. When you post the big blind, it serves as your opening
bet. When it is your next turn to act, you have the option
to raise.
9. 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.
10. 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.
11. 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.)
12. 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.
13. 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 move closer
to the big blind, you can be dealt in without any penalty.
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.)
14. 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.
15. A live “straddle bet" is not allowed at limit
poker except in specified games. |
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In hold’em, 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 community cards, 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 first holecard dealt 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 flop contains too many cards, it must be redealt.
(This applies even if it were possible to know which
card was the extra one.)
3. If the flop needs to be redealt because the cards
were prematurely flopped before the betting was complete,
or the flop contained too many cards, 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 #2, for
more information on this rule.]
4. If the dealer turns the fourth card on the board
before the betting round is complete, the card is taken
out of play for that round, even if subsequent players
elect to fold. The betting is then completed. The dealer
burns and turns 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 turns
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 #2, for more information on this rule.]
5. 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.
6. You must declare that you are playing the board before
you throw your cards away; otherwise you relinquish all
claim to the pot. |
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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 hand, a player must use precisely two holecards
with three boardcards. The betting is the same as in hold'em.
At the showdown, the entire four-card hand should be shown
to receive the pot.
RULES OF OMAHA
1. All the rules of hold’em 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). |
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Omaha is often
played high-low split, 8-or-better. 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 applies to all
high-low split games, unless a specific posting to the
contrary is displayed. If there is no qualifying hand
for low, the best high hand wins the whole pot. |
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Seven-card stud
is played with two downcards and one upcard dealt before
the first betting round, followed by three more upcards
(with a betting round after each card). After the last
downcard is dealt, there is a final round of betting. The
best five-card poker hand wins the pot. In all fixed-limit
games, the smaller bet is wagered on the first two betting
rounds, and the larger bet is wagered after the 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. 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).
2. The player with the forced bet has the option of
opening for a full bet.
3. 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.
4. 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.
5. 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.)
6. If you are not present at the table when it is your
turn to act on your hand, 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.
7. 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.
8. If you are all in for the ante and have the lowcard,
the player to your left acts first. That player may fold,
open for the forced bet, or open for a full bet.
9. If the wrong person is designated as low and that
person bets, the action will be corrected to the true
lowcard if the next player has not yet acted. The incorrect
lowcard takes back the wager and the true lowcard must
bet. If the next hand has acted after the incorrect lowcard
wager, the wager stands, action continues from there,
and the true lowcard has no obligations.
10. If you pick up your upcards without calling when
facing a wager, this is a fold and your hand is dead.
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 must play and it is treated
as an exposed card.
12. In all games, 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).
(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 #4,
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
player is receiving information about an opponent’s hand
that is not available for free.) |
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RAZZ
(SEVEN CARD STUD LOW) |
The lowest hand
wins the pot. The format is similar to seven-card stud
high, except the high card (aces are low) is required to
make the forced bet on the first round, and the low hand
acts first on all subsequent rounds. Straights and flushes
have no ranking, so the best possible hand is 5-4-3-2-A
(a wheel). An open pair does not affect the betting limit.
RULES OF RAZZ
1. All seven-card stud rules apply in razz except as
otherwise noted.
2. The lowest hand wins the pot. Aces are low, and straights
and flushes have no effect on the low value of a hand.
The best possible hand is 5-4-3-2-A.
3. The highest card by suit starts the action with a
forced bet. The low hand acts first on all subsequent
rounds. If the low hand is tied, the first player clockwise
from the dealer starts the action.
4. Fixed-limit games use the lower limit on third and
fourth streets and the upper limit on subsequent streets.
An open pair does not affect the limit.
5. The dealer announces all pairs the first time they
occur, except pairs of facecards, which are never announced. |
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Seven-card stud
high-low split is a stud game which is played both high
and low. A qualifier of 8-or-better for low applies to
all high-low split games, unless a specific posting to
the contrary is displayed. The low card 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
clockwise from the dealer acts first. Fixed-limit games
use the lower limit on third and fourth street and the
upper limit on subsequent betting rounds, and an open pair
does not affect the limit. Aces may be used for high or
low. Straights and flushes do not affect the low value
of a hand. A player may use any five cards to make the
best high hand, and the same or any other grouping of 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 otherwise noted.
2. A qualifier of 8-or-better for low applies to all
high-low split games, unless a specific posting to the
contrary is displayed. If there is no qualifying hand
for low, the best high hand wins the whole pot.
3. 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.
4. The low card by suit initiates the action on the
first round, with an ace counting as a high card for
this purpose.
5. An ace may be used for high or low.
6. Straights and flushes do not affect the value of
a low hand.
7. 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.
8. Splitting pots is only determined by the cards and
not by agreement among players.
9. 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.
10. 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.
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Lowball is draw
poker with the lowest hand winning the pot. Each player
is dealt five cards facedown, after which there is a betting
round. Players are required to open with a bet or fold.
The players who remain in the pot after the first betting
round now have an option to improve their hand by replacing
cards in their hands with new ones. This is the draw. The
game is normally played with one or more blinds, sometimes
with an ante added. Some betting structures allow the big
blind to be called; other structures require the minimum
open to be double the big blind. In limit poker, the usual
structure has the limit double after the draw (Northern
California is an exception). The most popular forms of
lowball are ace-to-five lowball (also known as California
lowball), and deuce-to-seven lowball (also known as Kansas
City lowball). Ace-to-five lowball gets its name because
the best hand at that form is 5-4-3-2-A. Deuce-to-seven
lowball gets its name because the best hand at that form
is 7-5-4-3-2 (not of the same suit). For a further description
of the forms of lowball, please see the individual section
for each game. All rules governing kill pots are listed
in “Section 13 – Kill Pots.”
RULES OF LOWBALL
1. The rules governing misdeals for hold’em and other
button games will be used for lowball. [See “Section
16 – Explanations,” discussion #7, for more information
on this rule.] These rules governing misdeals are reprinted
here for convenience.
“The following circumstances cause a misdeal, provided
attention is called to the error before two players have
acted on their hands:
(a) The first or second card of the hand has been dealt
faceup or exposed through dealer error.
(b) Two or more cards have been exposed by the dealer.
(c) Two or more extra cards have been dealt in the
starting hands of a game.
(d) An incorrect number of cards has been dealt to
a player, except the button may receive one more card
to complete a starting hand.
(e) The button was out of position.
(f) The first card was dealt to the wrong position.
(g) Cards have been dealt out of the proper sequence.
(h) Cards have been dealt to an empty seat or a player
not entitled to a hand.
(i) A player has been dealt out who is entitled to
a hand. This player must be present at the table or have
posted a blind or ante.”
2. In limit play, a bet and four raises are allowed
in multihanded pots. [See “Section 16 – Explanations,”
discussion #6, for more information on this rule.]
3. As a new player, you have two options:
(a) To wait for the big blind.
(b) To kill the pot for double the amount of the big
blind.
4. In a single-blind game, a player who has less than
half a blind may receive a hand. However, the next player
is obligated to take the blind. If the all-in player
wins the pot or buys in again, that player will then
be obligated to either take the blind on the next deal
or sit out until due for the big blind.
5. In single-blind games, half a blind or more constitutes
a full blind.
6. In single-blind games, if you fail to take the blind,
you may only be dealt in on the blind.
7. In multiple-blind games, if for any reason the big
blind passes your seat, you may either wait for the big
blind or kill the pot in order to receive a hand. This
does not apply if you have taken all of your blinds and
changed seats. In this situation, you may be dealt in
as soon as your position relative to the blinds entitles
you to a hand (the button may go by you once without
penalty).
8. Before the draw, whether an exposed card must be
taken depends on the form of lowball being played; see
that form. (The player never has an option.)
9. On the draw, an exposed card cannot be taken. The
draw is completed to each player in order, and then the
exposed card is replaced.
10. A player may draw up to four consecutive cards.
If a player wishes to draw five new cards, four are dealt
right away, and the fifth card after everyone else has
drawn cards. If the last player wishes to draw five new
cards, four are dealt right away, and a card is burned
before the player receives a fifth card. [See “Section
16 – Explanations,” discussion #9, for more information
about this rule.]
11. Five cards constitute a playing hand; more or fewer
than five cards after the draw constitutes a fouled hand.
Before the draw, if you have fewer than five cards in
your hand, you may receive additional cards, provided
no action has been taken by the first player to act (unless
that action occurs before the deal is completed). However,
the dealer position may still receive a missing fifth
card, even if action has taken place. If action has been
taken, you are entitled on the draw to receive the number
of cards necessary to complete a five-card hand.
12. You may change the number of cards you wish to draw,
provided:
(a) No card has been dealt off the deck in response
to your request (including the burncard).
(b) No player has acted, in either the betting or indicating
the number of cards to be drawn, based on the number
of cards you have requested.
13. If you are asked how many cards you drew by another
active player, you are obligated to respond until there
has been action after the draw, and the dealer is also
obligated to respond. Once there is any action after
the draw, you are no longer obliged to respond and the
dealer cannot respond.
14. Rapping the table in turn constitutes either a pass
or the declaration of a pat hand that does not want to
draw any cards, depending on the situation.
15. Cards speak (cards read for themselves). However,
you are not allowed to claim a better hand than you hold.
(Example: If a player calls an "8", that player
must produce at least an "8" low or better
to win. But if a player erroneously calls the second
card incorrectly, such as “8-6” when actually holding
an 8-7, no penalty applies.) If you miscall your hand
and cause another player to foul his or her hand, your
hand is dead. If both hands remain intact, the best hand
wins. If a miscalled hand occurs in a multihanded pot,
the miscalled hand is dead, and the best remaining hand
wins the pot. For your own protection, always hold your
hand until you see your opponent’s cards.
16. Any player spreading a hand with a pair in it must
announce "pair" or risk losing the pot if it
causes any other player to foul a hand. If two or more
hands remain intact, the best hand wins the pot.
ACE-TO-FIVE LOWBALL
In ace-to-five lowball, the best hand is any 5-4-3-2-A.
Straights and flushes do not count against your hand.
1. If a joker is used, it becomes the lowest card not
present in your hand. The joker is assumed to be in use
unless the contrary is posted.
2. In limit play, check-raise is not permitted (unless
the players are alerted that it is allowed).
3. In limit ace-to-five lowball, before the draw, an
exposed card of seven or under must be taken, and an
exposed card higher than a seven must be replaced after
the deal has been completed. This first exposed card
is used as the burncard. [See “Section 16 – Explanations,”
discussion #8, for more information on this rule.]
4. In limit play, the “sevens rule” is assumed to be
in use (the players should be alerted if it is not).
If you check a seven or better and it is the best hand,
all action after the draw is void, and you cannot win
any money on any subsequent bets. You are still eligible
to win whatever existed in the pot before the draw if
you have the best hand. If you check a seven or better
and the hand is beaten, you lose the pot and any additional
calls you make. If there is an all-in bet after the draw
that is less than half a bet, a seven or better may just
call and win that bet. However, if another player overcalls
this short bet and loses, the person who overcalls receives
the bet back. If the seven or better completes to a full
bet, this fulfills all obligations.
DEUCE-TO-SEVEN LOWBALL
In deuce-to-seven lowball (sometimes known as Kansas
City lowball), in most respects, the worst conventional
poker hand wins. Straights and flushes count against
you, crippling the value of a hand. The ace is used
only as a high card. Therefore, the best hand is 7-5-4-3-2,
not all of the same suit. The hand 5-4-3-2-A is not
considered to be a straight, but an ace-5 high, so
it beats other ace-high hands and pairs, but loses
to king-high. A pair of aces is the highest pair, so
it loses to any other pair.
The rules for deuce-to-seven lowball are the same as
those for ace-to-five lowball, except for the following
differences:
1. The best hand is 7-5-4-3-2 of at least two different
suits. Straights and flushes count against you, and aces
are considered high only.
2. Before the draw, an exposed card of 7, 5, 4, 3, or,
2 must be taken. Any other exposed card must be replaced
(including a 6).
3. Check-raise is allowed on any hand after the draw,
and a seven or better is not required to bet.
NO-LIMIT AND POT-LIMIT LOWBALL
1. All the rules for no-limit and pot-limit poker (see Section
14 - No-limit and Pot-limit) apply to no-limit and pot-limit
lowball. All other lowball rules apply, except as noted.
2. A player is not entitled to know that an opponent
does not hold the best possible hand, so these rules
for exposed cards before the draw apply:
(a) In ace-to-five lowball, a player must take an exposed
card of A, 2, 3, 4, or 5, and any other card must be
replaced.
(b) In deuce-to-seven lowball, the player must take
an exposed card of 2, 3, 4, 5, or 7, and any other card
including a 6 must be replaced.
3. After the draw, any exposed card must be replaced.
4. After the draw, a player may check any hand without
penalty (The sevens rule is not used).
5. Check-raise is allowed. |
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There are two
betting rounds, one before the draw and one after the draw.
The game is played with a button and an ante. Players in
turn may check, open for the minimum, or open with a raise.
After the first betting round the players have the opportunity
to draw new cards to replace the ones they discard. Action
after the draw starts with the opener, or next player proceeding
clockwise if the opener has folded. The betting limit after
the draw is twice the amount of the betting limit before
the draw. Some draw high games allow a player to open on
anything; others require the opener to have a pair of jacks
or better.
RULES OF DRAW HIGH
1. A maximum of a bet and four raises is permitted
in multihanded pots. [See “Section 16 – Explanations,”
discussion #6, for more information on this rule.]
2. Check-raise is permitted both before and after the
draw.
3. Any card that is exposed by the dealer before the
draw must be kept.
4. Five cards constitute a playing hand. Less than five
cards for a player (other than the button) before action
has been taken is a misdeal. If action has been taken,
a player with fewer than five cards may draw the number
of cards necessary to complete a five-card hand. The
button may receive the fifth card even if action has
taken place. More or fewer than five cards after the
draw constitutes a fouled hand.
5. 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.]
6. You may change the number of cards you wish to draw,
provided:
(a) No cards have 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.
7. 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.
8. 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.
9. 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. A player
who indicates a pat hand by rapping the table, not knowing
the pot has been raised, may still play his or her hand.
10. You may not change your seat between hands when
there are multiple antes or forfeited money in the pot.
11. You have the right to pay the ante (whether single
or multiple) at any time and receive a hand, unless there
is any additional money in the pot that has been forfeited
during a hand in which you were not involved.
12. If the pot has been declared open by an all-in player
playing for just the antes, all callers must come in
for the full opening bet.
13. If you have only a full ante and no other chips
on the table, you may play for just the antes. If no
one opens and there is another ante, you may still play
for that part of the antes that you have matched, without
putting in any more money.
JACKS-OR-BETTER
1. A pair of jacks or better is required to
open the pot. If no player opens the pot, the button
moves forward and each player must ante again, unless
the limit of antes has been reached for that particular
game. (Most games allow three consecutive deals before
anteing stops.)
2. If the opener should show false openers before the
draw, any other active player has the opportunity to
declare the pot opened. However, any player who [HP1]
originally passed openers is not eligible to declare
the pot open. The false opener has a dead hand and the
opening bet stays in the pot. Any other bet placed in
the pot by the opener may be withdrawn, provided the
action before the draw is not completed. If no o | | | |