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Table of Contents
- P1What
are the basic rules of poker? What are the hand rankings?
- P2 What
are some fun home poker games?
- P3 How
is Texas Hold'em played?
- P4 How
is Omaha Hold'em played?
- P5 What
should I expect the first time I play poker in a casino or card
room? What etiquette should I follow?
- P6 What
are some good books about poker?
- P7 What
are some good magazines about poker?
- P8 What
computer poker programs are best for my PC or Mac?
- P9 What
is IRC poker and how can I play?
- P10
What skills are important for Texas Hold'em?
- P11
What is a good preflop strategy for Texas Hold'em?
- P12
What is a good third street strategy for Seven Card Stud?
- P13
Why are poker hands ranked the way they are?
- P14
Why are ace-hi flushes ranked highest, when it's much harder to
get a seven-hi flush? And similarly for two pairs?
- P15
What is the correct ranking for 3-card poker hands?
- P16
What are my chances of sucking out on my opponent in Hold'em?
- P17
What does pot-limit mean? What is half-pot-limit?
- P18
What is a kill pot? What is a game with a kill? What is a half
kill? What is a straddle bet?
- P19
What is a poker tournament? How does one work? What is a chip
race? What is a satellite?
- P20
How does tournament strategy differ from that of regular games?
- P21
What is the World Series of Poker? What is the Tournament of Champions?
- P22
What the hell is Rumple Mintz?
- P23
What is a burn card and why is it dealt?
- P24
What happens if there aren't enough cards in the deck to deal
the final card in 7-card stud?
- P25
What is the difference between a shill and a proposition player?
What skills are needed to be one?
- P26
What cards are in the Dead Man's Hand?
- P27
What are the Las Vegas poker room phone numbers?
- P28
What poker games are spread in certain Las Vegas casinos?
- P29
What do all these poker terms mean?
- P30
When can I meet and play poker with fellow r.g.pers? What are
BARGE, FARGO, etc?
- P31
Where can I play online poker against real people for real money?
Is it legal? Is it safe?
- P32
How do you play no-limit seven-card stud? What is Mississippi
Stud?
- P33
Can one overcome the rake at low limit poker games?
- Q:P1 What are the basic rules of poker? What
are the hand rankings?
- A:P1 [Michael Maurer]
Most variants of poker satisfy the following definition, but in
a home game of course you are free to modify the rules as you see
fit.
Poker is a card game in which players bet into a communal pot during
the course of a hand, and in which the player holding the best hand
at the end of the betting wins the pot. During a given betting round,
each remaining player in turn may take one of four actions:
- check, a bet of zero that does not forfeit interest
in the pot
- bet or raise, a nonzero bet greater than preceding
bets that all successive players must match or exceed or else
forfeit all interest in the pot
- call, a nonzero bet equal to a preceding bet that maintains
a player's interest in the pot
- fold, a surrender of interest in the pot in response
to another players's bet, accompanied by the loss of one's cards
and previous bets
Betting usually proceeds in a circle until each player has either
called all bets or folded. Different poker games have various numbers
of betting rounds interspersed with the receipt or replacement of
cards.
Poker is usually played with a standard 4-suit 52-card deck, but
a joker or other wild cards may be added. The ace normally plays
high, but can sometimes play low, as explained below. At the showdown,
those players still remaining compare their hands according to the
following rankings:
- Straight flush, five cards of the same suit in sequence,
such as 76543 of hearts. Ranked by the top card, so that AKQJT
is the best straight flush, also called a royal flush. The ace
can play low to make 5432A, the lowest straight flush.
- Four of a kind, four cards of the same rank accompanied
by a "kicker", like 44442. Ranked by the quads, so that 44442
beats 3333K.
- Full house, three cards of one rank accompanied by two
of another, such as 777JJ. Ranked by the trips, so that 44422
beats 333AA.
- Flush, five cards of the same suit, such as AJ942 of
hearts. Ranked by the top card, and then by the next card, so
that AJ942 beats AJ876. Suits are not used to break ties.
- Straight, five cards in sequence, such as 76543. The
ace plays either high or low, making AKQJT and 5432A. "Around
the corner" straights like 32AKQ are usually not allowed.
- Three of a kind, three cards of the same rank and two
kickers of different ranks, such as KKK84. Ranked by the trips,
so that KKK84 beats QQQAK, but QQQAK beats QQQA7.
- Two pair, two cards of one rank, two cards of another
rank and a kicker of a third rank, such as KK449. Ranked by the
top pair, then the bottom pair and finally the kicker, so that
KK449 beats any of QQJJA, KK22Q, and KK445.
- One pair, two cards of one rank accompanied by three
kickers of different ranks, such as AAK53. Ranked by the pair,
followed by each kicker in turn, so that AAK53 beats AAK52.
- High card, any hand that does not qualify as one of
the better hands above, such as KJ542 of mixed suits. Ranked by
the top card, then the second card and so on, as for flushes.
Suits are not used to break ties.
Suits are not used to break ties, nor are cards beyond the fifth;
only the best five cards in each hand are used in the comparison.
In the case of a tie, the pot is split equally among the winning
hands.
Several variations are possible when playing for low. Some games
permit the ace to play low and ignore straights and flushes, making
5432A the best possible low, even if it makes a straight flush.
Other games just reverse the order used for high hands, making 75432
of mixed suits the best possible low. Still others count straights
and flushes against you but let the ace play low, making 6432A best.
Note that in most games in which the ace plays low, a pair of aces
is lower than a pair of deuces, just as an ace is lower than a deuce.
When a joker is in play, it usually can only be used as an ace
or to complete a straight or flush. It cannot be used as a true
wild card, for example, as a queen to make QQ43X play as three queens.
When playing for low, the joker becomes the lowest rank not already
held, so 864AX is played as 8642A, with the joker used as a deuce.
Although true wild cards are rarely seen in a casino, they are
a popular way to add excitement to a home game. Wild cards introduce
an additional hand, five of a kind, which normally ranks above a
straight flush. They can also cause confusion when two players hold
the same hand composed of different wild card combinations. The
standard rules of poker do not distinguish between such hands, but
some players prefer to rank hands using fewer wild cards above less
"natural" versions of the same hand.
Another explanation of poker is at http://www.contrib.andrew.cmu.edu/org/gc00/reviews/pokerrules.
Caro and Cooke's comprehensive poker rulebook, suitable for use in cardrooms
or at home, is at http://www.planetpoker.com/cookbook/b_index.htm.
- Q:P2 What are some fun home poker games?
- A:P2 [Michael Maurer]
There are enough crazy home game poker variants to fill a book. Good
sources of games ranging from plain to insane are http://gamereport.com/poker and http://www.contrib.andrew.cmu.edu/org/gc00/reviews/poker.html
and http://www.homepoker.com/
and http://www.pokermike.com/poker/popular_games.html.
Poker variants differ in the amount of skill they admit. Some,
like 7-card stud high/low with declare (no qualifier), provide skilled
players many opportunities to gain an edge. Others are a virtual
crap shoot. In general, the crazier games are designed to discourage
folding and minimize the influence of skill on the outcome. They
accomplish this through a betting structure that requires a large
investment before the value of one's hand is known. The level playing
field that results is ideal for many informal social groups.
- Q:P3 How is Texas Hold'em played?
- A:P3 [Michael Maurer]
Texas Hold'em is a "community card" game, meaning that some cards
are dealt face-up in the middle of the table and shared by all the
players. Each player has two down cards that are theirs alone, and
combines them with the five community cards to make the best possible
five-card hand.
Play begins by dealing two cards face down to each player; these
are known as "hole cards" or "pocket cards". This is followed by
a round of betting. Most hold'em games get the betting started with
one or two "blind bets" to the left of the dealer. These are forced
bets which must be made before seeing one's cards. Play proceeds
clockwise from the blinds, with each player free to fold, call the
blind bet, or raise. Usually the blinds are "live", meaning that
they may raise themselves when the action gets back around to them.
Now three cards are dealt face up in the middle of the table; this
is called the "flop". A round of betting ensues, with action starting
on the first blind, immediately to the dealers left. Another card
is dealt face up (the "turn"), followed by another round of betting,
again beginning to the dealer's left. Then the final card (the "river")
is dealt followed by the final round of betting. In a structured-limit
game, the bets on the turn and river are usually double the size
of those before and on the flop.
The game is usually played for high only, and each player makes
the best five-card combination to compete for the pot. Players usually
use both their hole cards to make their best hand, but this is not
required. A player may even choose to "play the board" and use no
hole cards at all. Identical five-card hands split the pot; the
sixth and seventh cards are not used to break ties.
- Q:P4 How is Omaha Hold'em played?
- A:P4 [Michael Maurer]
The rules of Omaha are very similar to those of Texas Hold'em.
There are only two differences:
- Each player receives four hole cards, instead of two.
- One must use *exactly* three community cards and two hole cards
to make one's hand.
The second difference is confusing for most beginners. These examples
show how it works.
Board Hole Cards Best High Hand
===== ========== ==============
As Kc Qc 8d 2d Ac 2c Jd Th Jd Th makes ace-hi straight.
As Kc Qc Jh Td Ac 2c Jd 8h Ac Jd makes ace-hi straight.
As Kc Qc Jh Td 3c 2c Jd 8h Jd 8h makes pair of jacks. No straight
is possible using two hole cards.
As Ks 8h 9d 2s Qs 4h 4d 4s Qs 4s makes AKQ42 "nut" flush.
As Ks 8s 9s 2s Qs 4h 4d Qd Qs Qd makes pair of queens. No flush is
possible using two hole cards.
As Ts 8s 8h 4d Td Tc Ad 9c Td Tc makes TTT88 full house.
As Ts 8s 8h 4d Td 8c Ad 9c Ad 8c makes 888AA full house.
As Ac 8s 8h 4d Ah 2h 3h 5h Ah 5h makes trip aces AAA85. No full
house is possible using two hole cards.
As Ac 8s 8h 4d Ah 2h 3h 4h Ah 4h makes full house AAA44.
Omaha is often played high/low, meaning that the highest and lowest
hands split the pot. The low hand usually must "qualify" by being
at least an 8-low (the largest card must be 8 or lower). One can
use a different two cards to compete for the high and low portions
of the pot, and the game is played "cards speak" rather than "declare".
Aces are either low or high, and straights and flushes don't count
for low. Since everybody must use two hole cards to make a hand,
the board must have three cards 8 or lower for a low to even be
possible. Players often tie for low, and the low half of the pot
is divided equally among them. Some more examples:
Board Hole Cards Best Low Hand
===== ========== =============
As Kc Qc 8d 2d 8c Jc Jd Th Jd Th makes the low hand JT82A, which
does not qualify as 8-or-better.
3d 5h 8d Tc Ts Ac 2c Jd Th Ac 2c makes the "nut low" 8532A.
3d 5h 8d Tc Ts Ac 3c 4d Th Ac 4d makes 8543A.
3d 5h 8d Ad Ts Ac 3c 5d 8h Any two make T853A, not qualifying.
Ac 2c 3d 4h 5s Ad 2d Th Td Ad 2d makes "nut low" 5432A.
Ac 2c 3d 4h 5s 4d 5d Th Td 4d 5d makes "nut low" 5432A.
5h 7h 8d Ac 2c Ad 2d Th Td Ad 2d makes 8752A, but the nut low is
5432A with a 3 and 4. On the flop we
had the best possible low, but the turn
and river "counterfeited" us.
As in all split-pot games, the real goal of playing any hand is
to win both halves of the pot, or "scoop". Thus, hands that have
a chance to win both ways are far superior to those that can only
win one way.
- Q:P5 What should I expect the first time I
play poker in a casino or card room? What etiquette should I follow?
- A:P5 [Michael Maurer]
Many people are intimidated on their first visit to a public cardroom.
Knowing what to expect and some simple rules of etiquette will help
the first-time visitor relax and have a good time.
Any cardroom with more than a few tables will have a sign-up desk
or board for the various games being played. Usually someone will
be standing here to take your name if a seat is not immediately
available. This person can explain what games are offered, the betting
limits, special house rules and so on. This is the moment of your
first decision: which game and for what stakes?
Choosing a game is fairly easy; you already know which game is
most familiar to you. You may be surprised to find that your favorite
home games are not spread in public cardrooms. Most will offer one
or more of Texas Hold'em, Seven-Card Stud, and Omaha Hold'em (usually
hi/lo split, 8-or-better for low). Sometimes you will find California
Lowball (5-card draw for low), Seven-Card Stud hi/lo, or Hold'em
variations like Pineapple. You will rarely find High Draw (5-card
draw for hi), and will never find home game pot-builders like Anaconda,
Follow-the-Queen, 7-27 or Guts. Except for the joker in draw poker,
cardrooms never use wild cards.
Choosing a betting limit is a bit harder. It is best to start playing
at a limit so small that the money is not important to you. After
all, with all the excitement of your first time playing poker there
is no need to be worried about losing the nest egg to a table full
of sharks. Betting limits are typically expressed as $1-$5 or $3-$6,
and may be "spread-limit" or "structured-limit". A spread-limit
means one can bet or raise any amount between the two numbers (although
a raise must be at least as much as a previous bet or raise). For
example, in $1-$5 spread-limit, if one person bets $2 the next person
is free to call the $2 or raise $2, $3, $4, or $5, but cannot raise
just $1. On the next round, everything is reset and the first bettor
may bet anything from $1 to $5. In structured-limit like $3-$6 (usually
recognizable by a factor of two between betting limits), all betting
and raising on early rounds is in units of $3, and on later rounds
is in units of $6. One only has a choice of *whether* to bet or
raise; the amount is fixed by the limit. One usually doesn't have
a choice between spread and structured betting at a given limit.
Keep in mind that it is quite easy to win or lose 20 "big bets"
(the large number in the limit) in an hour of play. Also, since
your mind will be occupied with the mechanics of the game while
the regular players consider strategy, you are more likely to lose
than win. In other words: choose a low limit.
If the game you want is full, your name will go on a list and the
person running the list will call you when a seat opens up. Depending
on the cardroom, you may have trouble hearing your name called and
they may be quick to pass you over, so be alert. Once a seat is
available, the list person will vaguely direct you toward it, or
toward a floorman who will show you where to sit.
Now is the time for you to take out your money and for the other
players to look you over. A good choice for this "buy-in" is ten
to twenty big bets, but you must buy-in for at least the posted
table minimum, usually about five big bets. Most public poker games
are played "table-stakes", which means that you can't reach into
your pocket for more money during the play of a hand. It also means
that you can't be forced out of a pot because of insufficient funds.
If you run out of money during a hand you are still in the pot (the
dealer will say you are "all-in"), but further betting is "on the
side" for an additional pot you cannot win. Between hands, you are
free to buy as many chips as you want, but are not allowed to take
any chips off the table unless you are leaving. This final rule
gives opponents a chance to win back what they have lost to you.
If you bust out, you may buy back in for at least the table minimum
or leave.
Once you have told the dealer how much money you are playing, the
dealer may sell you chips right away or call over a chip runner
to do so. You may want to tell the dealer that you are a first-time
player. This is a signal to the dealer to give a little explanation
when it is your turn to act, and to the other players to extend
you a bit of courtesy when you slow down the game. Everyone will
figure it out in a few minutes anyway, so don't be bashful. You
may even ask to sit out a few hands just to see how it all works.
There are three ways that pots are seeded with money at the beginning
of the hand. The most familiar to the home player is the "ante",
where each player tosses a small amount into the pot for the right
to be dealt a hand. The second way, often used in conjunction with
an ante, is the "forced bring-in". For example, in seven-card stud,
after everyone antes and is dealt the first three cards, the player
with the lowest upcard may be forced to bet to get things started.
The third way, often used in games without upcards like Hold'em
or Omaha, is a "forced blind bet". This is similar to the bring-in,
but is always made by the person immediately after the player with
the "button". The "button" is a plastic disk that moves around the
table and indicates which player is acting as dealer for the hand
(of course, the house dealer does the actual dealing of cards, but
does not play). A second or even third blind may follow the first,
usually of increasing size. Whichever seed method is used, note
that this initial pot, small as it is, is the only reason to play
at all.
If the game has blinds, the dealer may now ask you if you want
to "post". This means, "do you want to pay extra to see a hand now,
in bad position, and then pay the blinds, or are you willing to
sit and watch for a few minutes?" Answer "no, I'll wait" and watch
the game until the dealer tells you it's time to begin, usually
after the blinds pass you.
Finally, it is your turn to get cards and play. Your first impression
will probably be how fast the game seems to move. If you are playing
stud, several upcards may be "mucked" (folded into the discards)
before you even see them; if you are playing hold'em, it may be
your turn to act before you have looked at your cards. After a few
hands you should settle into the rhythm and be able to keep up.
If you ever get confused, just ask the dealer what is going on.
When playing, consider the following elements of poker etiquette:
Acting in Turn
Although you may see others fold or call out of turn, don't do
it yourself. It is considered rude because it gives an unfair advantage
to the players before you who have yet to act. This is especially
important at the showdown when only three players are left. If players
after you are acting out of turn while you decide what to do, say
"Time!" to make it clear that you have not yet acted.
Handling Cards
You may find it awkward at first to peek at your own cards without
exposing them to others. Note that the other players have no formal
obligation to alert you to your clumsiness, although some will.
Watch how the other players manage it and emulate them. Leave your
cards in sight at all times; holding them in your lap or passing
them to your kibitzing friend is grounds for killing your hand.
Finally, if you intentionally show your cards to another player
during the hand, both your hands may be declared dead. Your neighbor
might want to see *you* declared dead :) if this happens!
Protecting Cards
In a game with "pocket cards" like Hold'em or Omaha, it is your
responsibility to "protect your own cards". This confusing phrase
really means "put a chip on your cards". If your cards are just
sitting out in the open, you are subject to two possible disasters.
First, the dealer may scoop them up in a blink because to leave
one's cards unprotected is a signal that you are folding. Second,
another player's cards may happen to touch yours as they fold, disqualifying
your hand and your interest in the pot. Along the same lines, when
you turn your cards face up at the showdown, be careful not to lose
control of your cards. If one of them falls off the table or lands
face-down among the discards your hand will be dead, even if that
card is not used to make your hand.
Accidentally Checking
In some fast-paced games, a moment of inaction when it is your
turn to act may be interpreted as a check. Usually, a verbal declaration
or rapping one's hand on the table is required, but many players
are impatient and will assume your pause is a check. If you need
more than a second to decide what to do, call "Time!" to stop the
action. While you decide, don't tap your fingers nervously; that
is a clear check signal and will be considered binding.
String Bets
A "string bet" is a bet that initially looks like a call, but then
turns out to be a raise. Once your hand has put some chips out,
you may not go back to your stack to get more chips and increase
the size of your bet, unless you verbally declared the size of your
bet at the beginning. If you always declare "call" or "raise" as
you bet, you will be immune to this problem. Note that a verbal
declaration in turn is binding, so a verbal string bet is possible
and also prohibited. That means you cannot say "I call your $5,
and raise you another $5!" Once you have said you call, that's it.
The rest of the sentence is irrelevant. You can't raise.
Splashing the Pot
In some home games, it is customary to throw chips directly into
the pot. In a public cardroom, this is cause for dirty looks, a
reprimand from the dealer, and possibly stopping the game to count
down the pot. When you bet, place your chips directly in front of
you. The dealer will make sure that you have the right number and
sweep them into the pot.
One Chip Rule
In some cardrooms, the chip denominations and game stakes are incommensurate.
For example, a $3-$6 game might use $1 and $5 chips, instead of
the more sensible $3 chip. The one-chip rule says that using a large-denomination
chip is just a call, even though the chip may be big enough to cover
a raise. If you don't have exact change, it is best to verbally
state your action when throwing that large chip into the pot. For
example, suppose you are playing in a $1-$5 spread-limit game, the
bet is $2 to you, and you have only $5 chips. Silently tossing a
$5 chip out means you call the $2 bet. If you want to raise to $4
or $5, you must say so *before* your chip hits the felt. Whatever
your action, the dealer will make any required change at the end
of the betting round. Don't make change for yourself out of the
pot.
Raising Forever
In a game like Hold'em, it is possible to know that you hold "the
nuts" and cannot be beaten. If this happens when all the cards are
out and you get in a raising war with someone, don't stop! Raise
until one of you runs out of chips. If there is the possibility
of a tie, the rest of the table may clamor for you to call, since
you "obviously" both have the same hand. Ignore the rabble. You'll
be surprised how many of your opponents turn out to be bona fide
idiots.
The Showdown
Hands end in one of three ways: one person bets and everyone else
folds, one person bets on the final round and at least one person
calls, or everybody checks on the final round. If everybody folds
to a bet, the bettor need not show the winning cards and will usually
toss them to the dealer face down. If somebody calls on the end,
the person who bet or raised most recently is *supposed* to immediately
show, or "open", their cards. They may delay doing so in a rude
attempt to induce another player to show their hand in impatience,
and then muck their own hand if it is not a winner. Don't do this
yourself. Show your hand immediately if you get called. If you have
called a bet, wait for the bettor to show, then show your own hand
if it's better. If the final round is checked down, in most cardrooms
everyone is supposed to open their hands immediately. Sometimes
everyone will wait for someone else to show first, resulting in
a time-wasting deadlock. Break the chain and show your cards.
Most cardrooms give every player at the table the right to see
all cards that called to a showdown, even if they are mucked as
losers. (This helps prevent cheating by team-play.) If you are extremely
curious about a certain hand, ask the dealer to show it to you.
It is considered impolite to constantly ask to see losing cards.
It is even more impolite if you hold the winning cards, and in most
cardrooms you will forfeit the pot if the "losing" cards turn out
to be better than yours.
As a beginner, you may want to show your hand all the time, since
you may have overlooked a winning hand. What you gain from one such
pot will far outweigh any loss due to revealing how you played a
particular losing hand. "Cards speak" at the showdown, meaning that
you need not declare the value of your hand. The dealer will look
at your cards and decide if you have a winner.
As a final word of caution, it is best to hold on to your winning
cards until the dealer pushes you the pot. If the dealer takes your
cards and incorrectly "mucks" them, many cardrooms rule that you
have no further right to the pot, even if everyone saw your winning
cards.
Raking in the Pot
As you win your first pot, the excitement within you will drive
you beyond the realm of rational behavior, and you will immediately
lunge to scoop up the precious chips with both arms. Despite the
fact that no other player had done this while you watched, despite
the fact that you read here not to do it, you WILL do it. Since
every dealer has a witty admonition prepared for this moment, maybe
it's all for the best. But next time, let the dealer push it to
you, ok?
Touching Cards or Chips
Don't. Only touch your own cards and chips. Other players' chips
and cards, discards, board cards, the pot and everything else are
off-limits. Only the dealer touches the cards and pot.
Tipping
Dealers make their living from tips. It is customary for the winner
of each pot to tip the dealer 50 cents to a dollar, depending on
locale and the stakes. Sometimes you will see players tip several
dollars for a big pot or an extremely unlikely suckout. Sometimes
you will see players stiff the dealer if the pot was tiny or split
between two players. This is a personal issue, but imitating the
other players is a good start.
Correcting Mistakes
Occasionally the dealer or a player may make a mistake, such as
miscalling the winning hand at the showdown. If you are the victim
of such a mistake, call it out immediately and do not let the game
proceed. If your opponent is the victim, let your conscience be
your guide; many see no ethical dilemma in remaining silent. If
you are not involved in the pot, you must judge the texture of the
game to determine whether to speak up. In general, the higher the
stakes, the more likely you should keep your mouth shut.
Taking a Break
You are free to get up to stretch your legs, visit the restroom
and so on. Ask the dealer how long you may be away from your seat;
20 or 30 minutes is typical. It is customary to leave your chips
sitting on the table; part of the dealer's job is to keep them safe.
If you miss your blind(s) while away, you may have to make them
up when you return, or you may be asked to sit out a few more hands
until they reach you again. If several players are gone from a table,
they may all be called back to keep the game going; those who don't
return in time forfeit their seats.
Color Change
If you are in the happy situation of having too many chips, you
may request a "color change" (except in Atlantic City). You can
fill up a rack or two with your excess chips and will receive a
few large denomination chips in return. These large chips are still
in play, but at least you aren't inconvenienced by a mountain of
chips in front of you. Remember the one chip rule when betting with
them.
Leaving
Leave whenever you feel like it. You never have an obligation to
stay at the table, even if you've won a fortune. You should definitely
leave if you are tired, losing more than you expect, or have other
reasons to believe you are not playing your best game. Depending
on the cardroom, you can redeem your chips for cash with a chip-runner
or floorman or at the cashier's cage.
House Charges
Last but not least is the matter of the house take. Somebody has
to maintain the tastefully opulent furnishings and pay the electric
bill. The money taken by the house is called the "drop", since it
is dropped down a slot in the table at the end of each hand. The
house will choose one of three ways to charge you to play.
- Time Charge
- A simple "time charge" is common in higher limit games and at
some small games: seats are rented by the half hour, at rates
ranging from $4 to $10 or so, depending on the stakes. This method
charges all players equally.
- Rake
- Other cardrooms will "rake" a percentage of the final pot, up
to some maximum, before awarding it to the winning player. The
usual rake is either 5% or 10%, capped at $3 or $4. If the pot
is raked, the dealer will remove chips from the pot as it grows,
setting them aside until the hand is over and they are dropped
into a slot in the table. This method favors the tight player
who enters few pots but wins a large fraction of them.
- Button Charge
- A simpler method is to collect a fixed amount at the start of
each hand; one player, usually the one with the dealer button,
pays the entire amount of the drop. Depending on house rules,
this "button charge" of $2-$4 may or may not play as a bet. If
the chips do play as a bet, this method also favors the tighter
players, but not nearly as much as the rake does.
Regardless of the mechanism, a cardroom will try to drop about
$80-$120 per hour at a $3-$6 table. The exact amount is most dependent
on the local cost of doing business: Nevada is low, California and
Atlantic City are high. Since there are 7-10 players at the table,
expect to pay somewhere from $7 to $14 per hour just to sit down.
Add $2-$4 per hour for dealer tips and you see why most low-limit
players are long-run losers.
More information on cardroom play and etiquette can be found in
George Percy's "Seven-Card Stud: The Waiting Game" and Lee Jones'
"Winning Low-Limit Holdem". Beginning
players may also want to watch for special cardroom promotions to
draw new players; many offer free lessons followed by a very low-stakes
game with other novices. Since everyone is a beginner, much of the
tension is relieved.
- Q:P6 What are some good books about poker?
- A:P6 [Michael Maurer, December 1994]
All thinking poker players should have this book on their shelf:
David Sklansky, "The Theory of
Poker" (formerly titled "Winning Poker"), Two Plus Two Publishing,
1992, $30. ISBN 1-880685-00-0.
Beginners will benefit from the following:
Dan Kimberg, "Serious Poker", Dan Kimberg Books,
2000, $13. ISBN: 0-970378-90-4.
Lou Krieger and
Richard Harroch, "Poker
for Dummies", IDG Books Worldwide, 2000, $15. ISBN 0-764552-32-5.
Mason Malmuth and Lynne Loomis, "Fundamentals
of Poker", Two Plus Two Publishing, 1992, $4. ISBN 1-880685-11-6.
This classic in the field is an advanced but slightly out-of-date
work covering a wide range of games, including an excellent section
on no-limit Hold'em:
Doyle Brunson et al., "Super/System: A Course
in Poker Power", B & G Publishing, 1978/1989, $50. ISBN
0-931444-01-4.
The most recommended book for medium-limit Hold'em is
David Sklansky and Mason Malmuth, "Hold'em
Poker for Advanced Players", Two Plus Two Publishing, 1988/1993,
$30. ISBN 1-880685-01-9.
These works by fellow rec.gamblers have received favorable reviews:
Lee Jones, "Winning
Low-Limit Holdem", ConJelCo, 1994, $25. ISBN 1-886070-15-6.
Lou Krieger, "Hold'em Excellence", ConJelCo, 2000, $20.
ISBN 1-886070-14-8 .
Beginning Seven Card Stud players must read this small spiral-bound
gem:
George Percy, "7 Card Stud: The Waiting Game", GBC Press,
1979, $9. ISBN 0-89650-903-6.
More experienced stud players may benefit from
David Sklansky, Mason Malmuth and Ray Zee, "Seven
Card Stud for Advanced Players", Two Plus Two Publishing, 1992,
$29.95. ISBN 1-880685-02-7.
Finally, in a different vein is the following book about reading
your opponents and preventing them from reading you:
Mike Caro, "Mike Caro's Book of Tells - The Body
Language of Poker." Title from Planet Poker, http://www.planetpoker.com/mcu/mc_books.htm.
Many of these books are available to rec.gamblers with an
Internet discount from ConJelCo.
See Dan Kimberg's Poker Reading Page at http://www.kimberg.com/poker/reviews.html
for other publishers and for some unsolicited reviews that have
appeared on the net. Nick Christenson reviews an amazing number
of books at http://www.jetcafe.org/~npc/reviews/gambling/index.html.
- Q:P7 What are some good magazines about poker?
- A:P7 [Michael Maurer]
Card Player is the best established periodical for poker
players. Each issue has several columns specifically about poker
strategy, including regular features by Mike Caro and other household
names. It lists schedules for small daily and weekly tournaments
in the U.S. and Europe and reports large tournament results. Other
sections cover gambling and the law, cardroom management, sports
betting and general gambling news. Because it is financed largely
by casino industry advertisements, it does not print unfavorable
casino news and is not a good place to find a balanced review of
a cardroom. It is available free in most cardrooms and offers subscriptions
at first-class and bulk-mail rates.
The Card Player
3140 S. Polaris #8
Las Vegas, NV 89102
(702) 871-1720
(702) 871-2674 FAX
http://www.cardplayer.com/
Another magazine is Poker Digest magazine. Some of the popular
writers formerly at Card Player are now regular contributors. Find
out more from
Poker Digest
1455 E. Tropicana Suite #300
Las Vegas, NV 89119
http://www.pokerdigest.com/
- Q:P8 What computer poker programs are best
for my PC or Mac?
- A:P8 [Hans Ruegg, John Salmom]
Commercial Programs
There are many poker programs available but the quality of them
ranges from terrible to fairly good. The following are worth considering:
Wilson Software Turbo Series
Seperate games are available for Texas Holdem, 7-card stud, Omaha-8
and Omaha High. There are both ring-game and tournament versions.
Runs under DOS.
Computer players are driven by large tables describing each decision
point. These tables can be modified by the user to create new players.
Play against the computer or let the computer players play each
other in a fast mode. Check resulting statistics for the various
strategies.
Demo versions of Texas Holdem, 7-card stud, and Omaha-8 are available.
The demos are limited in that only 50 rounds can be played and the
cards are always the same. You can get the demos via FTP from the
ConJelCo server (ftp.conjelco.com).
Masque World Series of Poker Adventure
Plays Texas Holdem, 7-card stud and Omaha. Also plays blackjack
and other casino games. Runs under DOS.
This is more of a fun simulation of playing in the World Series
at Binions. Play ring games or other casino games to get enough
money to enter a satellite. Win the satellite to get into the no-limit
finals. Poker opponent play is pretty good, but not exactly World
Champion level.
No demo. Sometimes can be found in retail computer software stores.
Simplified versions with only one game for a cheaper price (Masque
Lite series) can also sometimes be found.
iPoker
Shareware for Macintosh, with nice graphics and GUI. See http://www.ouzts.net/iPoker/.
Hotpoker (formerly Netpoker)
Hotpoker (http://www.hotpoker.com/) is a suite of programs
for multi-player hold'em over the internet. C source for Netpoker
used to be available; I'm not sure about Hotpoker.
Source Code
If you want to write some of your own poker software, a fast poker
hand evaluator is available at ftp://ftp.csua.berkeley.edu/pub/rec.gambling/poker/poker.tar.gz.
It is in C but uses some Gnu C extensions.
- Q:P9 What is IRC poker and how can I play?
- A:P9 [Michael Maurer, February 1998]
See also http://www.poker.net/irc.html for the
latest information.
IRC poker is a real-time network poker game that allows people
from around the world to play poker with each other via the Internet.
The stakes are "etherbucks", which is to say imaginary. Each player's
imaginary bankroll is recorded from session to session, and rankings
of both bankroll and earning rate inspire competitiveness. An automatic
program serves as the dealer and controls the action. World Wide
Web users can find out more about the dealer program by looking
at http://www.cs.cmu.edu/People/mummert/ircbot.html.
Note: don't confuse this IRC poker game with the older 5-card draw
games on regular IRC (http://www.mcgill.ca/services/IRC_Poker/homepage.html)
or undernet IRC (http://www.atlantic.net/~phod).
The game uses the Internet Relay Chat, or IRC, to arrange communications
amongst the players and with the dealer. IRC is normally a sort
of global cocktail party, with several thousand people from around
the globe engaged in small pockets of conversation on various "channels".
Within each channel, anything one person types appears on the screens
of all the other people tuned in to the channel (although one person
can also "whisper" privately to another). The poker channels are
unusual in that an automaton is always present to supervise a poker
game. However, the chat aspect of the channel is preserved, so that
the poker games can become quite social.
In order to play IRC poker, you must have an IRC client and access
to the Internet. The client is a program running on your local machine
that connects you to the IRC network. The most popular Windows interface
to IRC poker is Greg Reynolds' Gpkr, available for free at http://www.anet-stl.com/~gregr.
Gpkr is reguarly maintained and sure to be up to date with the latest
IRC poker changes. If you get Gpkr you can ignore most of
what follows, since the Gpkr graphical interface takes care of the
details behind the scenes.
On the Macintosh, Larry Weinberg's McPoker is the client
of choice; see http://www.ghosteffects.com/McPoker.html.
If you are on a Unix machine, try typing 'irc' to see if a client
is already installed. If not, or if you are on a Macintosh or other
system, you will have to obtain a client by FTP. One archive site
for IRC clients is ftp://cs-ftp.bu.edu/pub/irc/clients.
The Unix client is named ircII. This archive also contains a primer
on using IRC. The official IRC FAQ is available at ftp://ftp.undernet.org/irc/docs, or
from ftp://rtfm.mit.edu/pub/usenet/alt.irc.
An excellent generic Windows client is mIRC, available at http://gator.naples.net/~nfn03824/mirc/main.html.
Once you have a client up and running, you need to connect to the
special, isolated IRC poker server. In order to speed up the games,
the poker server is not a part of the standard IRC network. The
different clients have various ways to specify the IRC server you
want to use; on Unix you can say
irc nickname irc.poker.net
or irc nickname 198.85.228.79
where 'nickname' is the name by which you will be known to other
IRC users. After a moment, this command should connect you to the
IRC poker server and print a welcome message. (From this point on
the instructions are Unix-specific, but many of the commands will
work on the other clients as well).
At this point you can find out what channels are open by typing
/list
which prints the topic of each channel, or you can see a more detailed
view with
/names
which lists all of the people on each channel. As of May 1994,
typical channels included #holdem, #omaha, and #nolimit. To join
a particular channel (for instance, #holdem), type
/join #holdem
The action of the poker game and the ongoing conversations should
now appear on your screen. The play of the game is governed by sending
special messages to the dealer automaton; for example, the message
p fold
indicates that you wish to fold. All poker commands are prefixed
with the letter 'p'. The command
p commands
gives a list of all possible commands. The most important are
p join password % join the game (pick any password)
% this starts your bankroll at $1000
p quit % quit the game
p fold % fold when the action gets to you
p check % check (do not bet or fold)
p call % call a bet
p raise % raise the bet
On the non-structured channels like #nolimit, some of these commands
may take an argument, such as
p raise 50
When you join the channel you will notice the conspicuous absence
of these 'p' commands despite the ongoing play. This is because
most players send their messages privately to the dealer only, using
a command like
/msg hbot p raise
where 'hbot' is the nickname of the dealer. (This is especially
useful to hide your password when you join.)
Because poker players are inherently lazy, most users of ircII
have a special set of IRC macros that saves them the effort of typing
all those characters each time they have to act. These poker macros
are available from ftp://ftp.csua.berkeley.edu/pub/rec.gambling/poker/ircrc.poker.
The file contains instructions for using it on a Unix machine. Although
mIRC doesn't understand these macros, it does let you set up customized
menus and aliases yourself.
In addition, curses and X-windows based front ends have been written
for the poker games. The curses version uses simple terminal graphics
to draw pictures of your cards and those of the other players, helping
you to visualize the action. When other players fold their cards
are mucked, and the board and pot are shown in the middle. This
front end can be used in conjunction with the IRC macros mentioned
above. Both curses and X-windows versions of the program are available
on the web in source code form for Unix machines at http://www.jcsw.com/poker.html.
[Note: as of 11/2/1999 this site was not responding.]
- Q:P10 What skills are important for Texas
Hold'em?
- A:P10 [Michael Hall]
(Hold 'em) Poker Skills in Order of Importance
Disclaimer: I'm a poker novice, not an expert.
- 0. Table selection
- 1. Hand selection
- 2. Reading opponents' hands
- 3. Opponent assessment
- 4. Heads up play, bluffing, and semi-bluffing
- 5. Seat selection
- 6. Check-raising
- 7. Getting tells
- 8. Pot odds calculations
The exact order of importance of skills varies by game type. For
example, you cannot read your opponent when your opponent does not
know what he has. The list above is geared towards mid-level games
where some sanity prevails but the game is not at an expert level
either.
0. Table Selection.
By far the most important skill is table selection, so it ranks
better than #1, it's #0. It doesn't matter how well you play if
you are always picking the games with no fish where even an expert
can't beat the rake. Most of your income will come from a few very
bad players. If you play fairly well, you won't lose much to the
better players, nor win much from the slightly inferior players;
it's the fish that count.
1. Hand selection
Now that you've found your table with a live one or two, be patient.
More than just having the discipline to play good hands and the
stomach for surviving the variance, you should realize that most
of our income in Hold 'em comes from AA and KK, with notable mention
to the other pocket pairs and AK. Your object is to not lose too
much while waiting for these premium hands, and particularly not
to lose too much to these hands when other players get them. At
$10-$20 and below, go ahead and make it 3 bets if you can before
the flop with your AA or KK; you'll be surprised at how little respect
you get with people calling you all the way to the river even though
your betting is screaming "I HAVE POCKET ACES!!!" And respect preflop
raises done by other players, dumping a lot of hands you would normally
play such as AT and KJ or even AJ and KQ, as you don't want to make
top pair versus an overpair. On the flop, don't bet into someone
who has made it three bets unless you can beat the shit out of AA
and KK and *want* to be raised back and then just call and go for
a check-raise on the turn.
2. Reading opponents' hands
Now, think about the range of hands and their probabilities that
your opponents could have. Initially, when the players receive their
first two cards, every possible two card hand is equally probable
(unless you start grouping them like 87 offsuit, pocket aces, etc.,
but you get the idea.) Every action a player takes gives you information
that you can use to adjust these probabilities. It's a Bayesian
inference problem. Unfortunately, actually applying Bayes' rule
exactly is beyond any puny human brain's capability. So, you make
a major approximation and essentially just keep around a set of
possible hands, which you then prune down as action take place.
Suppose a player just calls preflop in early position and the flop
comes Q 7 2 offsuit and he suddenly goes berserk by reraising, you
have to think about what hands are likely. The hands that make sense
to reraise like that are AQ, KQ, Q7, 72, Q2, 77, and 22. QQ would
probably be slow-played here instead. Now join that set with the
possible hands before the flop. We can just look at these hands
and see which are reasonable to just call preflop in early position.
AQ and KQ are often raised in early position, but at least sometimes
they just call, so they are still consistent. Q7, 72, and Q2 are
not reasonable calls from early position. 77 and 22 are reasonable
calls, though tight players would probably dump the 22. So that
leaves AQ, KQ, 77, and 22 as his possible hands, which has narrowed
down the field quite a bit. Be aware also of how other players may
interpret your betting.
3. Opponent assessment
As play goes along, give yourself a running commentary of the events,
"she open-raises, he folds, he cold-calls...". You must make a lot
of mental notes based on this, and you must do this even when you're
not in a hand, because in addition to being useful during a hand,
it's useful for later hands. You want to see the frequency with
which a player sees the flop, the frequency with which a player
defends his blinds from raises, and the hands a player open-raises
with, raises with, reraises with, cold-calls with, and just calls
with. This in conjunction with narrowing down the hands above will
often give you a good idea of what's going on even when there is
no showdown. Your goal is to stereotype each player, as well as
to note particular idiosyncrasies of the individuals for use not
only now but in future sessions.
4. Heads up play, semi-bluffing, and bluffing
Especially when heads-up, you should be constantly applying pressure
to the other player to make him fold. You may reraise when you think
you're either beaten badly or your opponent is bluffing. It's a
bit like chess or wargames, with attacks, feints, counterattacks,
and graceful retreats. This is part of the "feel" of poker that's
hard to put into words, but hopefully you get the idea. Bluffing
and semi-bluffing is important to keep yourself unpredictable, and
with since you're keeping track of the ranges of plausible hands,
it's quite likely you'll often know where your opponent stands.
Cold bluffing is usually restricted to the river, where you might
bet into one or two opponents (who might fold) if you have no chance
of winning the pot if there is a showdown. Semi-bluffing is betting
with a hand that is not likely best but has some big outs. Your
opponent may fold immediately, and if not, you may hit your out
and your opponent may seriously misread you. There is an important
balance here; you must have sufficiently tight hand selection criteria
such that when you do bet your opponent is positively terrified
that you may have a big hand like an overpair. Semi-bluffing is
very powerful, because you've been so careful in choosing your starting
hands that even if you aren't there yet you are likely to get there.
5. Seat selection
Generally, you want the loose aggressive players to your right
and the tight passive players to your left. This is so that you
can see a raise coming before calling the first bet. However, if
the game is tight enough that it is being folded around to the blinds
often, then you want some very tight passive players in the two
seats to your right, so that your blinds will not be stolen. This
is a very important skill, and just because you've found a good
table, doesn't mean that every seat at that table would be a winning
seat on average for you.
6. Check-raising
Because the nature of fixed limit Hold 'em makes calling one bet
often correct for very weak hands, it's difficult to protect your
hand. A major weapon you have to protect your hand is check-raising.
However, you must be conscious of where you think the bettor will
be. Typically, if you had a made but vulnerable hand you would check
in early position if you thought there would be a bet in late position;
you then raise and the players in between face two bets plus a risk
of a reraise by the late position player, making it difficult for
them to call. If you have an invulnerable hand that you want to
make everyone pay you through the nose for, then you would check
in early position if you thought there would be an early position
bet, and then you would raise after everyone trailed in calling
behind. The down side of check-raising is that you risk giving a
free card if no one bets.
7. Getting tells
Be aware of tells. If a player has his hands on his chips and is
leaning forward, all ready to raise if you bet, usually this is
an act intended to get you to just check, as the player in fact
does not what to raise you or maybe even call a bet. Two other incredibly
valuable tells are the "what the heck, I raise" tell (get *out*,
he has a monster!) and the "let me check to see if I have one of
that suit with three on the board" tell (so you know he doesn't
have a flush already.) Remember that if they think they're being
watched, players typically act the opposite of what they have.
8. Pot odds calculations
Be aware of pot odds. You can count the number of "outs" you have
to estimate if calling is a positive expected value play. You may
be surprised that I rank this so low. Although it is a subjective
opinion, particularly when heads up it's much more important outplay
your opponent rather than outdraw him. In loose games, outdrawing
becomes much more important, but then the pots are so big that you
usually have odds for any half way reasonable draw anyway.
- Q:P11 What is a good preflop strategy for
Texas Hold'em?
- A:P11 [Abdul Jalib]
Abdul Jalib describes a carefully thought out preflop strategy
at http://www.posev.com/poker/holdem/strategy/preflop-abdul.html
- Q:P12What is a good third street strategy
for Seven Card Stud?
- A:P12 [JP Massar]
Two Plus Two Publishing has requested that this section be removed
from the FAQ. Until this issue is resolved, we are complying
with their request.
- Q:P13 Why are poker hands ranked the way
they are?
- A:P13 [Michael Maurer, Darse Billings, Roy Hashimoto]
The standard poker hands are ranked based on the probability of
their being dealt pat in 5 cards from a full 52-card deck. The following
table lists the hands in order of increasing frequency, and shows
how many ways each hand can be dealt in 3, 5, and 7 cards.
Hand 3 cards 5 cards 7 cards
==== ======= ======= =======
Straight Flush 48 40 41,584
Four of a Kind 0 624 224,848
Full House 0 3,744 3,473,184
Flush 1,096 5,108 4,047,644
Straight 720 10,200 6,180,020
Three of a Kind 52 54,912 6,461,620
Two Pair 0 123,552 31,433,400
One Pair 3,744 1,098,240 58,627,800
High Card 16,440 1,302,540 23,294,460
=================================================================
TOTALS 22,100 2,598,960 133,784,560
Notes:
1. The standard rankings are incorrect for 3-card hands, since
it is easier to get a flush than a straight, and easier to get a
straight than three of a kind. See question P15.
2. For 7-card hands, the numbers reflect the best possible 5-card
hand out of the 7 cards. For instance, a hand that contains both
a straight and three of a kind is counted as a straight.
3. For 7-card hands, only five cards need be in sequence to make
a straight, or of the same suit to make a flush. In a 3-card hand
a sequence of three is considered a straight, and three of the same
suit a flush. These rules reflect standard poker practice.
4. In a 7-card hand, it is easier for one's *best* 5 cards to have
one or two pair than no pair. (Good bar bet opportunity!) However,
if we changed the ranking to value no pairs above two pairs, all
of the one pair hands and most of the two pair hands would be able
to qualify for "no pair" by choosing a different set of five cards.
5. Within each type of hand (e.g., among all flushes) the hands
are ranked according to an arbitrary scheme, unrelated to probability.
See question P14.
- Q:P14 Why are ace-hi flushes ranked highest,
when it's much harder to get a seven-hi flush? And similarly for
two pairs?
- A:P14 [Michael Maurer, Giancarlo DiPierro]
- [Michael Maurer's original answer:] Only the classes themselves
(flush, straight, etc) are ranked by the probability of getting
them in five cards. Within each class we use an arbitrary system
to rank hands of the same type. For example, our arbitrary system
ranks four aces higher than four deuces, even though the hands
occur with the same frequency. Similarly, flushes are ranked by
the highest card, with the next highest card breaking ties, and
so on down to the fifth card. This has the curious effect of creating
many more ace-hi flushes than any other kind, because any flush
that contains an ace is "ace-hi", regardless of the other cards.
Thus, although 490 of the 1277 flushes in each suit contain a
seven, only four of them are seven-hi flushes: 76542, 76532, 76432,
and 75432. The median flush turns out to be KJT42.
A similar situation occurs for two pair hands. There are twelve
times as many ways to make two pair with aces being the high pair
("aces up") as there are to do it with threes as the high pair ("threes
up"). While the aces can go with another other rank of pair, the
threes must go with twos, or we would reverse the order and call
them, for instance, "eights up". Note that it is fruitless to alter
the relative rankings to try to account for this imbalance, since
as soon as we do the cards will be reinterpreted to make the best
hand under the new system. For example, if we decide to make "threes
up" the best possible two pair hand, now all the hands like "eights
and threes" will be interpreted as "threes and eights", and the
population of "threes up" hands will soar twelve-fold. The median
two pair hand turns out to be a tie between JJ552 and JJ44A.
[Giancarlo DiPierro suggests a fresh interpretation:] You've figured
it out. Flushes are not correctly ranked according to their mathematical
probability. The ranking of flushes and no-pair hands by the highest
card (hence the term "high-card" for no-pair hands) that is commonly
used around the world today is an arbitrary system that likely dates
back to when someone first started betting on poker hands.
The correct way to rank these hands according to how hard they
are be dealt becomes clear if you have ever played lowball or any
high-low split game. In those games, low hands are ranked by the
worst card, not the best card. Any 6-high low hand is ranked higher
than any 7-high low hand because a 6-high is dealt three times less
frequently than a 7-high. It doesn't matter if the lowest card in
the 7-high hand is an ace and the lowest card in the 6-high hand
is only a deuce, the 6-high wins.
Applying that principle to flushes and no-pair hands in high poker,
a 9-low hand is dealt about three times less frequently than an
8-low and about seven times less frequently than a 7-low. So the
9-low should ranked higher, even if the 7-low contains an ace and
the 9-low does not. In any situation where unpaired cards are determining
the ranking of a hand, whether it is a flush, no-pair, or the side
cards in hands with trips of equal rank, the worst card -- the lowest
one -- should be used for the ranking.
This concept also applies to two pair hands -- the mathematically
correct way of ranking them would be to use the value of the lower
pair. Kings-under-aces is twice as rare as any queens-under hand,
three times are rare as jacks-under, four times as rare as tens-under,
and twelve times as rare as dueces-under -- the easiest two pair
to make. The next time your queens-under-kings loses to a pair of
aces that turns into aces-and-dueces on the river, you can feel
justified that mathematically, at least, you had the better hand!
- Q:P15 What is the correct ranking for 3-card
poker hands?
- A:P15 [Darse Billings]
The standard ranking of poker hands is based on their frequency
of occurrence in a five card hand. In three card hands the relative
frequency of hands is different, so different in fact that three
of a kind beats a straight, and a straight beats a flush.
The following is a break down of all three card poker hands. They
can be used for certain three card games, such as Guts or 3-card-6.
They can also be used to analyze starting hands for games like 7-Card
Stud.
Hand Type Kinds Each Total Cuml Rating
--------- ----- ---- ----- ---- ------
straight flush 12 4 48 48 0.9978
trips 13 4 52 100 0.9955
straight 12 60 720 820 0.9629
flush ** 274 4 1096 1916 0.9133
pair *** 156 24 3744 5660 0.7439
Ace high 64 60 3840 9500 0.5701
King high 54 60 3240 12740 0.4235
Queen high 44 60 2640 15380 0.3041
Jack high 35 60 2100 17480 0.2090
Ten high 27 60 1620 19100 0.1357
Nine high 20 60 1200 20300 0.0814
Eight high 14 60 840 21140 0.0434
Seven high 9 60 540 21680 0.0190
Six high 5 60 300 21980 0.0054
Five high 2 60 120 22100 0.0000
** More on Flushes
------------------
High Card Kinds Percent Total Cuml Rating
--------- ----- ------- ----- ---- ------
Ace high 64 23.4 256 1076 0.9513
King high 54 19.7 216 1292 0.9415
Queen high 44 16.1 176 1468 0.9336
Jack high 35 12.8 140 1608 0.9272
Ten high 27 9.9 108 1716 0.9224
Nine high 20 7.3 80 1796 0.9187
Eight high 14 5.1 56 1852 0.9162
Seven high 9 3.3 36 1888 0.9146
Six high 5 1.8 20 1908 0.9137
Five high 2 0.7 8 1916 0.9133
*** More on Pairs
-----------------
Hand Type Kinds Each Total Cuml Rating
--------- ----- ---- ----- ---- ------
AAx 12 24 288 2204 0.9003
KKx 12 24 288 2492 0.8872
QQx 12 24 288 2780 0.8742
JJx 12 24 288 3068 0.8612
TTx 12 24 288 3356 0.8481
99x 12 24 288 3644 0.8351
88x 12 24 288 3932 0.8221
77x 12 24 288 4220 0.8090
66x 12 24 288 4508 0.7960
55x 12 24 288 4796 0.7830
44x 12 24 288 5084 0.7700
33x 12 24 288 5372 0.7569
22x 12 24 288 5660 0.7439
In the preceding tables, "Kinds" refers to the number of card combinations
in each class, while "Each" is the number of non-distinct hands
of each Kind. The product of these two numbers gives the total number
of hands in that class. "Cuml" is the cumulative total of all hands,
and "Rating" is a percentile ranking of the lowest hand in the class.
Note that "Rating" is only an estimate of the probability of beating
a random hand. To compute the exact probability, a given hand must
be compared to the (49 choose 3) combinations of the remaining cards
in the deck.
- Q:P16What are my chances of sucking out on
my opponent in Hold'em?
- A:P16 [Jason Steinhorn]
The following is an extension of the probability table offered
by Sklansky and Malmuth in their Hold'em For Advanced Players. It
lists the probability (%) and odds (X:1) of making any given hand
on the turn, the river, or combined turn and river, given the number
of outs for the hand.
Below that is a chart listing the number of outs given a particular
drawing hand, and what hands those outs will give if made.
Chances of making a hand on the turn/river/both
turn turn river river t/r t/r
Outs (%) (X:1) (%) (X:1) (%) (X:1)
------------------------------------------------------
20 42.6 1.35 43.5 1.30 67.5 0.48
19 40.4 1.47 41.3 1.42 65.0 0.54
18 38.3 1.61 39.1 1.56 62.4 0.60
17 36.2 1.77 37.0 1.71 59.8 0.67
16 34.0 1.94 34.8 1.88 57.0 0.76
15 31.9 2.13 32.6 2.07 54.1 0.85
14 29.8 2.36 30.4 2.28 51.2 0.96
13 27.7 2.62 28.3 2.54 48.1 1.08
12 25.5 2.92 26.1 2.83 45.0 1.22
11 23.4 3.27 23.9 3.18 41.7 1.40
10 21.3 3.70 21.7 3.60 38.4 1.61
9 19.1 4.22 19.6 4.11 35.0 1.86
8 17.0 4.88 17.4 4.75 31.5 2.18
7 14.9 5.71 15.2 5.57 27.8 2.59
6 12.8 6.83 13.0 6.67 24.1 3.14
5 10.6 8.40 10.9 8.20 20.4 3.91
4 8.5 10.75 8.7 10.50 16.5 5.07
3 6.4 14.67 6.5 14.33 12.5 7.01
2 4.3 22.50 4.3 22.00 08.4 10.88
1 2.1 46.00 2.2 45.00 04.3 22.50
Number of Outs Given a Particular Hand to Improve
Outs Given In attempt to make
-----------------------------------------------------------------------
15 Open Straight Flush Draw Straight, Flush, Straight Flush
12 Inside Straight Flush Draw Straight, Flush, Straight Flush
9 Flush Draw Flush
8 Open Straight Draw Straight
4 Gut Shot Straight Straight
4 2 Pair Full House
2 1 Pair Three of a kind
1 Three of a Kind Four of a kind
Mike Caro has published an extensive set of tables for draw, stud, holdem,
and lowball at http://www.planetpoker.com/mcu/mc_statistictables.htm.
- Q:P17 What does pot-limit mean?
- A:P17 [Steve Brecher]
This is an explanation of bet size limits in pot limit poker.
In pot limit, as in all poker, you may fold, or call the previous
bet -- which may be a forced blind, if there is no previous voluntary
bet -- or you may raise. A raise, as in all poker, must be at least
as large as the previous bet or raise. In pot limit, however, your
raise may be no larger than the size of the pot after your call.
If you are the opening bettor on a round for which no blinds are
made, your bet can be no more than the size of the pot.
Say that the pot contains p units before a previous bettor bets
(or blinds) b units. You wish to raise the maximum. What is the
total amount that you should bet?
The size of the pot when it is your turn to act is p+b. Your action
includes a call, making the pot p+2b, and thus the amount of your
raise will be p+2b and your total bet will be p+3b. Therefore:
If you wish to raise the previous bettor (or big blind) the maximum
amount, your total bet will be three times the previous bet plus
the size of the pot before the previous bet was made. If you are
the first to act on the first round, the size of the pot before
the previous bet is the total of the small blind(s), and the previous
bet is the big blind.
Sometimes the minimum betting unit is larger than the size of one
or more blinds. E.g., it may be that only $5 chips play for betting,
but one or more blinds are smaller than $5. In this case, the maximum
initial bring-in is rounded to the betting unit.
Some people state the general rule that the maximum initial bring-in
is "four times the big blind." This is correct only if the total
of the small blinds, after rounding if appropriate, is equal to
the big blind, and this is not always the case. E.g., in a tournament
when the blinds are $100 and $200, the maximum bring-in is $700,
not $800. The correct rule is "three times the big blind plus the
total of the small blinds, rounded as appropriate."
Examples:
- 1, 2, and 5 blinds. 3 times 5 = 15; 15 + 1 + 2 = 18. Assuming
that the minimum betting unit is 5, the maximum initial bring-in
would be 18 rounded up to become 20 -- a raise of 15.
- With 1, 2, and 5 blinds, someone brings it in for 10. The maximum
bet of the next to act would be 3 times 10 = 30, plus the total
blinds of 7, rounded up to 40 -- a raise of 30.
- The pot contains, say, 1 unit. Suppose each successive bettor
wishes to raise the maximum; how fast will the bets increase?
size of pot before 3 x previous bet
previous bet previous bet + size of pot before
previous bet
= next bet
1 - 1
1 1 4
2 4 14
6 14 48
20 48 164
68 164 560
232 560 1912
So, if the initial pot size were $100, the seventh maniacal
raiser would be making a total bet of $191,200. The action can
escalate quickly.
Q: What is half-pot-limit? 
A: [David Zanetti, March 2000]
In half-pot betting the maximum bet is half of whatever is in the
pot. In a head-to-head contest, HP pots and bets double with each
additional bet or raise, so four bets or raises increase the pot
by a factor of 2 x 2 x 2 x 2, or sixteen times. Pot-sized bets triple
the pot, giving 3 x 3 x 3 x 3 or eighty-one times the original pot
after four bets or raises, in a head-to-head contest.
Half-pot is the smallest of the big-bet games, and like its big
brothers pot-limit and no-limit, it provides plenty of scope for
using position and well timed bluffs to win with inferior hands,
and the pot builds quickly when you are betting for value. At the
same time the more moderate bet sizes mean that half-pot games last
much longer than pot-limit or no-limit games with a given amount
of money available. Half-pot games are much easier to keep alive
than pot-limit and no-limit games, and this alone makes them worthy
of consideration as a big-bet option.
Half-pot, like limit-betting, is a game which provides reasonable
odds for a call -- 3/1 in a head to head contest, as opposed to
2/1 in pot-limit -- and as a result there is more action and multi-way
pots than in pot-limit and no-limit. Because half-pot is a big-bet
game, bets and bluffs do not decrease in effect as the hand progresses,
as they do in limit, where a final round bet can be as little as
two or three percent of the pot. In effect, half-pot combines the
best features of pot-limit/no-limit, and limit-betting: it has multi-way
action, favorable pot-odds and reasonable bankroll longevity, like
limit-betting, and it's also an excellent bluffing form in which
pots and bets build quickly, like PL and NL.
Here is a chart comparing half-pot and pot-limit pot sizes and
bets in a 50-100 (cents or dollars, depending on your BR) game of
holdem. In this example the opener raises, and then bets at every
round, and one player (other than either of the blinds) calls at
every round, and then raises and is called at the end. The pot size
at the start of each round includes all bets and calls for the preceding
round, so the pot at the start of the second round in the half-pot
column is 150 (blinds) + 100 + 125 (call and raise) + 225 (call)
= 600.
Half-pot Pot-limit
Start: call 100, raise 125 call 100, raise 250
Flop: pot 600, bet 300 pot 850, bet 850
Turn: pot 1200, bet 600 pot 2550, bet 2550
River: pot 2400, bet 1200 pot 7650, bet 7650
raise 2400, final pot 9600 raise 22,950, final pot 68,850
The rapid escalation of the bets means that a hand of PL in which
there is serious action at every round of play is something of a
rarity, because players with average bankrolls tap out after three
or four bets. Four rounds of action, even multi-way action, is common
in half-pot play.
Pot-limit is good, but half-pot lasts longer.
While it is perfectly understandable that some players will always
prefer pot-limit to half-pot -- and if bankroll conditions and the
players are right I like it myself -- I b |