Poker and Other Game Variations

 

Email comments, etc: bobby@mbsc.com

 

 

 

5/3 Triple Draw

 

This is a version of 5-card draw. Deal 5 cards face down to each player. There are 3 rounds of drawing (maximum of 2 cards per player per round). At showdown, each player constructs 2 3-card hands from his 5 cards, one played high and the other low. The high hand follows the normal 3-card poker ranking order, where straights and flushes count and straights beat flushes (straight flushes also count and beat everything else). For the low hand, aces are low and straights and flushes do not count, and a hand must be an 8-high or lower to qualify. Pot is split between the best high and low hand (if no qualifying low hands, the high hand wins the pot).

 

 

7-Card Triple Draw High/Low

 

Deal 7 cards to each player. There are 3 draws. Each player can only draw a maximum number of 2 cards in each round. 4 betting rounds altogether.

 

Best 5-card high hand, and best 5-card low hand (if any qualify) split the pot. Low hands follow the Omaha-8 rules (Aces low, straights and flushes do not count, 8-high or lower to qualify.)

 

Plays pretty well. Not as ‘wild’ as you might think, since optimal strategy is to go for high and low at the same time.

 

Maximum of 4 players to avoid running out of cards (and this assumes no burning of cards). This game plays well heads up.

 

Variation: Deal the first 2 cards face up. These cards cannot be discarded.

 

 

5-Card 21

 

Similar basic concept, but this is a 5-card triple draw game with an element of Badugi. Object is to use as many cards as possible to add up to a total of no more than 21. Aces count as 1, 2-10 is the face amount, and face cards are 10. If a player has multiple cards of the same rank (say, 2 6’s), he can only use 1 of those cards.

 

All 5-card hands (totaling 21 or less) beat all 4-card hands, all 4-card hands beat all 3-card hands, etc. Between 2 hands with the same number of cards, the lowest total wins. (Unlike Blackjack, 21 isn’t a “magic” total to strive for here, just an upper limit.)

 

(Note: I have experimented with different maximum totals, not just 21. I tried 18 (seemed too hard to get a 5-card hand) and 25 (seemed too easy to get a 5-card hand). I didn’t pick 21 just because of Blackjack, but it seems to offer the best balance.)

 

 

Beat the Zombie

 

Everyone antes into a pot.  Deal the cards to each player (both, face down), plus an additional hand (the “zombie” hand).  The number of cards dealt to the zombie hand will vary, based on the number of players (see chart below).  Each player then decides to either fold or stay in the game, which requires a second ante of double the initial ante.  Next there is a showdown among the players’ hands.  The player with the best hand then compares his hand to the zombie hand (the zombie hand consists of the best 2-card poker hand within the zombie hand’s cards).  If the player’s hand is better, he wins the pot.  If he loses to the zombie hand, all the chips remain in the pot.  If there is a tie, the chips are divided evenly among the winning player(s) and the “zombie”, with the zombie’s chips remaining in the pot for the next hand.  If all players elect to fold, the accumulated pot is evenly divided by all players at the table.

 

You might think that if all players except the last player to act fold, the last player would automatically place the second ante, since it’s a small bet to win a big pot.  However, if his hand is poor, and the probability of beating the zombie hand is poor, a call might be fruitless, and in the next hand someone else might win a very big pot.  Winning a portion of the current large pot might be the better play.

 

                   Number of Cards

Number of Players  Dealt to Zombie Hand

-----------------  --------------------

2                  3

3-6                4

7-8                5

9 or more          6

 

These numbers will give the zombie hand about a 50/50 chance of winning against the best player hand.

 

 

Battle 40

 

This is not a poker game, but something of a combination of blackjack / baccarat and poker. Each player receives 5 cards (plus an optional 6th). The first round is one down card and two up cards, followed by betting. Round 2 is one up card followed by betting. Round 3 is one down card followed by betting. Finally, each player may: (1) stand with his current cards, (2) receive a 6th card (face down), or (3) discard one of his down cards and receive a replacement for that card (also face down). This is followed by the final round of betting.

 

The object of the game is to obtain a card total as close as possible to 40, without going over. Face cards count as 10, and aces can be either 1 or 11.

 

Bluffing is possible in this game, so even if a player has a total over 40, he can win. If, at showdown, all remaining players have totals over 40, these players evenly split the pot.

 

A possible rule variation is to allow any card to be replaced on the final round, not just the down cards (a discarded down card is replaced by another down card, and a discarded up card is replaced by another up card).

 

Another variation is to compare totals over 40 if everyone at showdown has a card total over 40, so that the lowest total wins instead of a split pot.

 

 

Texas Hold ‘Em In-Between

 

Overall game play is similar to Texas Hold ‘Em, with a different method of determining the winning hand.  The winner is determined by the greatest number of board cards between the ranks of the player’s hole cards.

 

Deal 2 down cards to each player, and also deal out 3 cards to the board face up.  If any player has a pair in their hand, they may show it to get it replaced with 2 new cards (multiple times if necessary).  First round of betting.  Next, each player can replace either or both of his hole cards, followed by another round of betting.  Then a 4th board card is dealt, followed by a betting round, and then the final card is dealt to the table, followed by the final round of betting.  The player who has the largest number of board cards whose rank is between the ranks of the player’s hole cards wins.  Aces are always low.  A hole card and a board card which have the same rank do not count.

 

If there are multiple players with the same card count, the winner is the player whose hole cards have the smallest range.  To determine this, Ace = 1, 2-10 = face value, Jack =11, Queen = 12, King = 13.  Subtract the higher card rank from the lower card rank to compute the range.  If there is still a tie, it is a split pot.

 

 

1-2-3

 

Based on a Greg Raymer game.

 

 Deal 6 cards to each player. Each player constructs:

 

  1. A 1-card hand
  2. A 2-card hand
  3. A 3-card hand

 

Straights and flushes are only legitimate in the 3-card hand (a 3-card straight beats a 3-card flush). Straight flushes also count in the 3-card hand and beat everything else.

 

After each player has his hand constructed, they all reveal just the 1-card hand. The lowest ranking 2 players are eliminated from the hand.

 

Next the remaining players reveal their 2 card hands. Once again the 2 lowest players are eliminated.

 

Finally the remaining players reveal their 3-card hands, and the best hand wins the pot.

 

The above rules are for 6 or more total players. If 5 or less, eliminate a single player in the first 2 rounds.

 

Ties are possible in the first 2 rounds, most commonly in the 1st. Many will be irrelevant (such as a tie for 1st or 2nd place), but if a relevant tie occurs (such as a tie for 6th place in the first round with 8 players), there are 2 ways to handle it:

 

1) In round 1 (the 1-card hand), denomination ties are broken by suits (clubs / diamonds / hearts / spades is ascending order). In round 2 (the 2-card hand), ties are once again broken by suits as above; if 2 players both have identical no-pair hands, the suit of the higher-ranking denomination is considered; if they both have the same pair, the player with the spade has the higher hand.

 

2) Alternately, you can allow more players than usual to go on to the next round, so that (with 8 players) if there is a tie for 6th place in the first round, 7 players advance to the next round, with 3 players eliminated in that round (unless there is another tie in the 2nd round for 4th place, of course).

 

Ties for 1st place in the final 3-card hand showdown always result in a split pot; suits are not relevant to breaking ties in this final stage.

 

If 9 players wish to play this game, include 2 jokers in the deck. They are not wild, but they are the highest ranking cards (outranking the aces), and they match each other, so if a player has both of them, he can use them as a pair.

 

Variation:  Play open-faced.  Perhaps have each player keep their 1-card hand face down.

 

 

88 Poker

 

Use 2 decks of identical cards to create a larger deck (of 88 cards).

 

From the first deck use the usual 52 cards (no jokers).

 

From the second deck use these cards:

 

Rank      Number of cards

--------  ---------------

2,3,4,5   All 4 for each

6,7,8,9   3 each (diamonds, hearts, spades)

10,J,Q    2 each (hearts, spades)

K,A       Only 1 each (spades)

 

The suits were selected to be easy to remember.  Going alphabetically (clubs / diamonds / hearts / spades), there are the fewest in the first suit (clubs) and the most in the last suit (spades).

 

Shuffle all 88 of these cards together.  (Trouble shuffling such a large deck?  Split into parts, shuffle each, shuffle back together several times as needed.)

 

This is a 5-card triple draw game.

 

Obvious strategy in play here is the choice of going for lower ranking cards which are more abundant, versus higher ranks that have fewer cards available.  Also, flushes and straight flushes are more likely in some suits than in others.

 

Variation: A “qualifying” rule for low ranking cards, requiring 2-9 ranks to be at least trips (simple pairs do not count), to counter their relative abundance.

 

Note: This deck construction could be used in any poker games, especially if more cards are needed.  Unlike simply using 2 decks, this adds an additional level of strategy.

 

 

Competitive Poker Solitaire

 

Based on the solitaire game Poker Solitaire, but played by 2 people.  Winner wins a pre-determined pot.

 

Each card is dealt out 1 at a time, alternating between the 2 players.  Each player will construct a 5x5 grid of cards (open-faced on the table).  At then end, points are totaled both horizontally and vertically (but not diagonally).  Points awarded:

 

Straight Flush:    30

4 of a kind:       16

Straight:          12

Full House:        10

3 of a kind:       6

Flush:             5

2 pair:            3

1 pair:            1

 

The rankings are different than normal poker because the ease of making various hands is different in this game.

 

The player with the most points wins the pot.

 

Variations:  (1) Also count the 2 diagonals.  (2) Also award 60 points for a royal flush.  (3) Also award 4 points for a 4 card straight, and 2 points for a 4 card flush.  (4) Play multiple games, keeping running points totals.  First player to reach a pre-determined number of points wins the pot (if both players hit the goal on the same hand, player with the most points wins).

 

 

Columbia Poker (High Version)

 

Everyone antes initially (this rule may be dropped if desired).

 

Stage 1: Initial Deal. Each player is dealt 4 cards face down. Players must discard one card, and turn one other card face up ("Door Card"). The other 2 cards remain face down ("Hole Cards"). Players should clearly segregate their door card from the hole cards, then all players should show their door card at the same time, not in turn. Round of betting: Betting starts with the highest door card showing after the initial deal; if a tie, break via the suits-break-ties rule (Clubs, Diamonds, Hearts, and Spades in lowest-to-highest order). This high card must bet the first round amount (or minimum amount if pot limit betting is in effect). Once a betting order is established, it remains (it is not constantly re-evaluated as the game progresses). (These rules make which card to show a more involved decision, as it affects betting order).

 

Stage 2: The Flop. Dealer burns a card and then deals 3 community cards to the table. Round of betting.

 

Stage 3: The Draw. Players may discard 0, 1, or both of their hole cards (but not their door card) and get replacements. (The betting order established by the high door card is followed here as well.) The usual Draw Poker procedure is in effect here: All players discard first, card is burned, then replacements dealt. Round of betting.

 

Stage 4: The River. Card is burned, then each player gets 1 final, private card face down. Final round of betting.

 

 

Best 5 card hand is constructed from the 7 cards available to each player (door card, 3 hole cards, and the 3 community cards).

Betting Rules

 

As mentioned above, the high card showing has to make the initial bet on the first round (with suit breaking ties), and leads the betting on all subsequent rounds. If limit betting is not desired, pot-limit may play well, but no-limit would probably not.

 

Hi / Lo Version

 

Pot is split between the best 5-card high hand, and the best 5-card low hand (if anyone qualifies). Qualification for the low hand is an 8-high or lower. Low hand follows Ace to Five rules.

 

 

Columbia Poker (3-Way Split Version)

 

Everyone antes initially (this rule may be dropped if desired).

 

Stage 1: Initial Deal. Each player is dealt 4 cards face down. Players must discard one card, and turn one other card face up ("Door Card"). The other 2 cards remain face down ("Hole Cards"). Players should segregate their door card from the hole cards, then all players should show their door card at the same time, not in turn. Round of betting: Betting starts with the highest door card showing after the initial deal (aces are considered high here); if a tie, break via the suits-break-ties rule (Clubs, Diamonds, Hearts, and Spades in lowest-to-highest order). This high card must bet the first round amount. Once a betting order is established, it remains (it is not constantly re-evaluated as the game progresses). (These rules make which card to show a more involved decision, as it affects betting order).

 

Stage 2: The Flop. Dealer burns a card and then deals 3 community cards to the table. Round of betting.

 

Stage 3: The Draw. Players may discard 0, 1, or both of their hole cards (but not their door card) and get replacements. (The betting order established by the high door card is followed here as well.) The usual Draw Poker procedure is in effect here: All players discard first, card is burned, then replacements dealt. Round of betting.

 

Stage 4: The River. Card is burned, then each player gets 1 final, private card face down. Final round of betting.

 

Winning Hands Determination:

 

  • High Hand: Best 5 card high hand is constructed from the 7 cards available to each player (door card, 3 hole cards, and the 3 community cards).

 

  • Low Hand: Best 5 card low hand is constructed from the 7 cards available to each player (door card, 3 hole cards, and the 3 community cards). Rules for lowball hands are the same as in Omaha 8: straights and flushes do not count, aces are low, and a hand must be an 8-high or lower to qualify.

 

  • 3-Card Hand: Best 3-card high hand is constructed from the 3 hole cards. Qualifying hands are (best to worst): straight flush, 3 of a kind, straight, flush, pairs. High card hands do not qualify.

 

At the showdown, the pot is split equally among the best 5-card high hand, best 5-card low hand (if any qualify), and best 3-card high hand (if any qualify) - however, note the following scoop rule:

 

Scoop Rule: If there are qualifying low and 3-card hands, and one player wins two of the three hands, that player scoops the pot (wins the entire amount in the pot). The player must win both hands outright (winning a share of a hand when there is a tie is not good enough). (To further clarify this, the winner of a scoop only needs to win 2 hands outright. If he is also involved in a tie for the 3rd hand, he still scoops the entire pot. However, if a player only wins 1 hand outright, he cannot scoop if he only wins a portion of one or both of the other hands.)

 

Betting Rules

 

As mentioned above, the high card showing has to make the initial bet on the first round (with suit breaking ties), and leads the betting on all subsequent rounds.

 

 

Columbia Points Poker

 

Everyone antes initially (this rule may be dropped if desired).

 

Stage 1: Initial Deal. Each player is dealt 4 cards face down. Players must discard one card. One card must be turned face up ("Door Card"). The other 2 cards remain face down ("Hole Cards"). Players should segregate their cards, then all players should show their door card at the same time, not in turn. Round of betting: Betting starts with the highest door card showing after the initial deal (aces are considered high here); if a tie, break via the suits-break-ties rule (Clubs, Diamonds, Hearts, and Spades in lowest-to-highest order). This high card must bet the first round fixed or (at least) minimum amount. Once an order is established, it remains (it is not constantly re-evaluated as the game progresses). Use of a “first to act” button is recommended.

 

Stage 2: The Flop. Dealer burns a card and then deals 3 community cards to the table. Round of betting.

 

Stage 3: The Draw. Players may discard 0, 1, or both of their hole cards (but not their door card) and get replacements. The order established by the high door card is followed here. The usual Draw Poker procedure is in effect here: All players discard first, card is burned, then replacements dealt. Round of betting.

 

Stage 4: The River. Card is burned, then each player gets 1 final, private card face down. Final round of betting.

 

At showdown, there are various ways to earn points. The points each player earns are accumulated, and the highest point total wins the pot.

 

  • High Hand: Best 5 card high hand is constructed from the 7 cards available to each player (door card, 3 hole cards, and the 3 community cards). 18 points.

 

  • Low Hand: Best 5 card low hand is constructed from the 7 cards available to each player (door card, 3 hole cards, and the 3 community cards). Rules for lowball hands are the same as in Omaha 8: straights and flushes do not count, aces are low, and a hand must be an 8-high or lower to qualify. If no one has a qualifying hand, these points are not awarded. 12 points.

 

  • Badugi Hand: The best Badugi hand, composed of the 4 private cards of each player. If all 4 of the private cards are of different suits and denominations, all 4 can be used in composing the Badugi hand; otherwise cards with the same suit or denomination cannot be used. All 4 card hands beat all 3 card hands. Lowest hand wins, with Aces being low; straights do not count. The ideal hand is A-2-3-4 rainbow suits. To qualify, a player must have at least a 3-card Badugi hand; if no one has a qualifying hand, these points are not awarded. 12 points.

 

  • 3-Card Hand: Best 3-card high hand is constructed from the 3 hole cards of each player. Qualifying hands are (best to worst): straight flush, 3 of a kind, straight, flush, pairs. High card hands do not qualify. If no one has at least a qualifying hand, these points are not awarded. 8 points.

 

  • Blackjack hand: The card total from the 3 hole cards each player has, using the same rules as in Blackjack: Aces are either 1 or 11, face cards are 10, other cards are their face value. The closest total to 21 wins. If every player’s total is above 21, these points are not awarded. All 3 cards are used in adding up the total. 6 points.

 

  • Highest spade: Determined from each player’s 3 hole cards. If no one has a spade, these points are not awarded. 3 points.

 

For ties in these categories, split the points. (Note that numbers that are evenly divisible have been chosen to make this simpler). In the rare case of a multi-way tie that cannot be evenly divided, divide the points to be awarded by the number of players involved, and drop any fractions. For example, if there were a 5-way tie for low hand, 12 / 5 = 2.4. Round down to 2 and award each of these players 2 points. In the very rare case of a multi-way tie that would result in less than a point per person, award each player one point.

 

In addition to these basic point categories, unusually good hands in certain categories get a 10-point bonus award. These 10 points are not divided, even if multiple players achieve them, and even if a player does not have the best hand in that category. For example, if one player has a 5-card straight flush, and another player has 4 Kings, they both get a 10-point bonus for these hands.

 

Bonus award categories:

  • 5-card high hand: straight flush (including royal flushes)
  • 5-card high hand: 4 of a kind
  • Wheel (A-2-3-4-5)
  • 3-card hand: straight flush or 3 of a kind
  • Blackjack hand of exactly 21
  • Badugi ideal hand (A-2-3-4 rainbow)

 

Points Summary

18        Best 5-card high hand

12        Best 5-card low hand

12        Best Badugi hand

 8         Best 3-card high hand

 6         Best ‘Blackjack’ hand

 3         Highest hole-card spade

10        All Bonus Awards

 

Notes and Variations

 

1) Points categories can be dropped (or new ones added) as the players like, if everyone agrees. Some additional possible concepts:

 

  • 12 points for the best 4-card poker hand (using the hole cards and door card). Hand order is: four of a kind, straight flush, straight, flush, three of a kind, 2 pair, pair. High card only does not qualify. 10 bonus points for four of a kind, straight flush, straight or flush.

 

  • 6 points for the best straight or flush (not necessarily using 5 cards). Using the community cards, door card, and hole cards, players construct their best 5-card straight-flush (best), or flush, or straight. If no one can make a 5-card hand, the player with the best 4-card straight-flush or flush or straight wins these points. To qualify a hand must be at least a 4-card hand. Alternatively, all 7 cards could be utilized – the best hand is a 7-card straight flush, then a 7-card flush, 7-card straight, 6-card straight-flush, etc. If all 7 cards are utilized, 10 bonus points are awarded for any 7-card hand.

 

  • Baccarat Hand: Add the points total of each player’s 3 hole cards. Drop the “tens” digit, like in Baccarat. The highest total (9 is the best) wins these points. If a player has a winning total of 9 or 8, 6 points are awarded, otherwise 4 points.

 

  • Colors. Use all 7 cards. Black cards add to the total, red cards subtract. Ace=1, face cards=10. Smallest positive total wins (zero is ideal). 4 points. 10 bonus points for a zero total.

 

  • 3 points for a royal marriage. This is a King and Queen of the same suit (using the player’s door and hole cards)

 

  • Highest heart: Determined from each player’s 3 hole cards. If no one has a heart, these points are not awarded. 3 points.  Alternately could award 3 points for the highest card in each suit.

 

  • 28 Total:  Same rules as the blackjack hand, but all 4 private cards (hole cards and door card) are used, and the target total is 28.  Cannot exceed 28 and qualify.  6 points.  10 bonus points for a total of exactly 28.

 

  • Point Count in One Suit:  Using the 4 private cards, players add the point count of the cards, only using a single suit.  Highest point count gets 6 points.  Ace=11, face cards are 10, others are their numeric value.  10 bonus points for the highest possible total (31).

 

  • Double Blackjack:  Using all 4 private cards, the highest blackjack hand of red cards and the highest blackjack hand of black cards each receive 6 points (busted hands with totals over 21 are not eligible).  10 bonus points for a total of exactly 21

 

2) “Rummy” Draw option: Instead of the final card being dealt in the normal fashion, use a “rummy” draw.  As in rummy, a card is turned face-up on table. The 1st player to act can take that card or topmost down card (if the face-up card is taken, it is placed in the player’s hand face down, and a new face-up card is revealed). Other players have same option.

 

3) A second draw round could be added after the first draw, or after the last hole card is dealt. (This would limit the maximum number of players a bit.)

 

4) An accumulated version of Columbia Points Poker would eliminate all betting within each hand. Each player contributes an equal amount of money to a single betting pool. A running count of the points for each player is accumulated across hands. The first person to a pre-determined point goal wins the betting pool. If multiple players get to the pre-determined point goal at the end of a hand, the player with the most points wins; if they both have the same number of points, they split the pot. Variation: Only the winning hand(s) get to add their points to their running total at the end of each hand (I think this is a better idea). Variation: Instead of aiming for a pre-set point total, player simply accumulate points as they go, and settle up with each other at the end of play, based on a pre-determined money amount per point (the same way points are accumulated and paid off in Chinese Poker).

 

5) An alternate version of accumulated Columbia Points Poker would have normal betting for each hand. At the end of each hand, award 80% of each pot to the winner(s). 20% of each pot goes into a special reserve pot. The first person to cross a pre-determined number of points (say, 500) gets the reserve pot. This version should use the rule that only the winning hand(s) get to add their points to their running total at the end of each hand.

 

 

Columbia 8 Poker

 

Stage 1: Initial Deal. Each player is dealt 4 cards face down. Players must separate their cards into 2 2-card groups, and turn one group of 2 cards face up. Players should clearly segregate their up cards from their hole cards, then all players should show their up cards at the same time, not in turn. Round of betting.

 

Stage 2: The Flop. Dealer burns a card and then deals 3 community cards to the table. Round of betting.

 

Stage 3: The River. Card is burned, then each player gets 1 final, private card face down. Final round of betting.

 

Winning Hands Determination:

 

This game can be played high, high-low split, or 3-way split. The 3-way split rules follow:

 

  • High Hand: Best 5 card high hand is constructed from the 8 cards available to each player (2 private up cards, 3 hole cards, and the 3 community cards).

 

  • Low Hand: Best 5 card low hand is constructed from the 8 cards available to each player (2 private up cards, 3 hole cards, and the 3 community cards). Rules for lowball hands are the same as in Omaha 8: straights and flushes do not count, aces are low, and a hand must be an 8-high or lower to qualify.

 

  • 3-Card Hand: Best 3-card high hand is constructed from the 4 hole cards. Qualifying hands are (best to worst): straight flush, 3 of a kind, straight, flush, pair.

 

At the showdown, the pot is split equally among the best 5-card high hand, best 5-card low hand (if any qualify), and best 3-card high hand (if any qualify) - however, note the following scoop rule:

 

Scoop Rule: If there are qualifying low and 3-card hands, and one player wins two of the three hands, that player scoops the pot (wins the entire amount in the pot). The player must win both hands outright (winning a share of a hand when there is a tie is not good enough). (To further clarify this, the winner of a scoop only needs to win 2 hands outright. If he is also involved in a tie for the 3rd hand, he still scoops the entire pot. However, if a player only wins 1 hand outright, he cannot scoop if he only wins a portion of one or both of the other hands.)

 

 

Showdown

 

A cross between Poker and Bridge.

 

Deal 6 cards to each player face down, followed by a betting round.

 

In the second, third and fourth rounds, each player may discard up to 2 of his cards and get replacements. Each round concludes with betting.

 

After the third draw, the showdowns occur. A showdown consists of each player moving 1 card, face down, in front of their other cards. There is a simultaneous reveal.

 

Showdown rules:

 

For the first 3 showdowns, the lowest card wins. For the last 3, the highest card wins.

 

Denomination order is the usual 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, and an Ace can be either high or low.

 

Suit order is Club, Diamond, Heart, Spade. For low hands, clubs are best; for high hands, spades are best.  (Suit order is used to break denomination order ties.)

 

For each showdown round, the winning player keeps his winning card, face up, next to his other cards. This is an easy way to keep count. At the end of play, if there is a tie, each of the players with the highest total turns their winning cards face down, and another round of showdowns takes place (using all of their winning cards in any order desired). In the tie-breaker rounds, the highest card always wins. A further tie results is another round of showdowns, until a winner is determined.

 

Jokers:

 

Jokers may be used. They outrank everything else (both high and low). If multiple jokers are used, determine before play the ranking order of the jokers, in case multiple jokers are played in one showdown.

 

Variation:

 

When the initial 6 cards are dealt, deal them 4 down and 2 up. After the first round of betting is complete, the up cards are turned face down and integrated into the player's down cards.

 

 

 

 

Additional Games

 

These are some game variations that I and others have invented.

 

 

Draft Poker

 

From a website:

 

Various base poker games can be modified. Some of the cards in play are distributed in this manner: Deal, face up to the center of the table, one card for each player currently in the game. The first player to the left of the dealer gets to choose one card, then it rotates to the left. For the next set of cards, the first player to select rotates left one position. The number of cards distributed to the players in this manner should equal the number of players currently playing.

 

In stud games, I would have these cards remain face up on the table during the remainder of gameplay, to avoid making memory too important.

 

This would be an interesting variation on Chinese poker to have some of the cards distributed this way.  For 4 players, cards 6-13 could be distributed this way.  For 3 players, cards 6-11 would be dealt this way, with the final 2 dealt in the normal fashion.  Variation:  When dealing the cards to the middle of the table, leave 1 card face down.  The player selecting the face down card must place it in his tableau, but gets to keep the card face down.  Could be applied to either Open or Closed Face Chinese.

 

 

Straights and Flushes

 

Only straights, flushes, and straight flushes count (no pairs, trips, etc.). The best 5-card hand wins, using the normal order: straight-flushes are best, then flushes, then straights. If no one has such a 5-card hand, the best 4-card hand wins, using the same order of hand quality. If no 4-card hand, then the best 3-card (or even 2-card) hand wins. Could be applied to any base game: draw poker, stud, community card, etc. Works well as a 5-card triple-draw game. This rule can be applied to more-than-5-cards poker, such as a 7-card game where all 7 cards are in play.  Variation:  Also allow 3-card plus 2-card hands, or 2 2-card hands (see explanation in the “Wheelers” game below).  Variation:  Lowest hand wins.

 

 

"Wheelers"

 

(from a web site): You only go for straights. The rank of hands is

 

1)      straight flush

2)      5-card straight

3)      4-card straight

4)      3-card straight + 2-card straight

5)      3-card straight

6)      2-card straight + 2-card straight

7)      2-card straight

8)      high card

 

Aces can be high or low. When comparing similar hands, the highest card in the straight counts first. If a tie, then highest unattached card is considered.

 

In hand type (4), the 3-card straights are compared first, then the 2-card straights. In hand type (6), the higher straights are compared first, then the lower straights, then the odd card.

 

 

Modified Lowball

 

In this modified version of Ace-5 lowball, Aces are the lowest cards, straights do not count, nor do flushes, nor do pairs, trips, or quads. Furthermore, the hands are compared from the lowest card upward (opposite of normal lowball poker). The lowest possible hand (in a 5-card game) would be A-A-A-A-2. This could also be played with an Uno deck of cards with the special action cards removed (using just the 0 through 9 cards). 5-card triple-draw would play well, as would 7-card stud.

 

 

Chinese Poker With Multiple Pots

 

Another variation on Chinese-type poker games is to have separate pots for each hand created, not of the same size. For example, players ante 2 chips into 1 pot, 3 chips into a second pot, and 4 chips into a 3rd pot. The best 3-card hand wins the first pot, the best middle hand wins the 2nd pot, and the best back hand wins the 3rd pot. Any variation of rules (regarding number of cards dealt to each player, number of hands created from them, which rules determine the best hands, etc.) could be utilized. The normal Chinese rule about each hand being stronger than the previous one should be removed, so that players are free to concentrate their strengths based on which pot(s) they are trying to win.

 

 

Chinese Poker Variations

 

Might be interesting to deal cards 6-13 via the rules of “Draft Poker” (see above).

 

Another variation for Open Chinese would be to allow each player to place 1 card in his tableau face down instead of face up.

Alternately, cards 6-13 could be dealt via a “rummy” method:  The deck is placed in the middle of the table and the top card is placed face up next to the rest of the deck.  Each player can either take the displayed card or the top card from the deck.  If the displayed card is taken, the next card is then displayed.  For closed Chinese, if only 2 or 3 players are playing, the extra cards could be used to add additional “replacement” rounds, where each player can (optionally) take either the displayed card or the top card of the deck and use it to replace 1 card in his hand – note that you need to have as many replacement rounds as players in order to be fair with first-choice rotation (if there aren’t enough cards for this, don’t display a card, just allow replacement from a closed deck).

 

Alternate rules for 3-player Open Chinese that incorporate several of these ideas:  Cards 1-5 are dealt as usual.  For cards 6-10, the 3 top cards from the deck are displayed in the middle of the table.  Each player can select any of these 3, or the top down card still in the deck.  Whenever a face up card is selected from the table, it is replaced with a new face up card in the middle of the table.  No need to alternate “first selection” here, just go around in a round-robin.  After everyone has 10 cards, the 3 remaining face up cards are discarded, and the rest of the deck is used to deal cards 11-13 in the traditional manner.  During gameplay, players may place 1 card face down in each of their 3 hands in their tableau if they desire.  Optional additional element:  After everyone has created their 3 hands, a 14th card is dealt to each player.  They may replace 1 card in their tableau with this card if desired.  If they are replacing a face up card, the replacement must be shown.  If they are replacing a face down card, the replacement may be played face down.  If they discard the 14th card, it may be discarded face down or face up.

 

 

Rummy Draw Poker

 

A 5 card triple draw game.  Uses the “rummy” draw technique (see below).  At the start of the draw rounds, a single card is turned up and placed next to the rest of the deck, which is face down.  On each draw round, a player can pass (stand pat), select the up card on the table, or select the topmost down card on the stack.  If a card was selected, the player then discards one card from his hand, placing it face up on the table (only the topmost face up card is available at any time for selection).  Bets occur after the initial deal and after each draw round.

 

 

 

 

Additional Concepts

 

  • Decks can be constructed by taking cards from multiple decks that have different backs.  For example, from one deck use cards 2, 4, 6, 8, 10, Queen, Ace.  From a second deck use cards 3, 5, 7, 9, Jack, King.  This allows players to have some idea of what range of cards an opponent might have, without giving away too much information.  For community card games, pre-deal the entire board, face down, at the start of the game.

 

  • “Rummy” Draw option: As in rummy, a card is turned face-up on table. 1st player can take that card or topmost down card, then must discard 1 card face-up. Other players have same option. Possible additional rounds added to Chinese Poker when there are only 2 or 3 players.

 

  • Straights and flushes additional hands. All regular 5-card hands count as normal. In addition, straights, flushes, and straight-flushes with more or less than 5 cards also count. For games with 7 cards in play (7-Card Stud, Texas Hold ‘Em, etc.), the hand ranking would be: 7-card straight-flushes, 7-card flushes, 7-card straights, 6-card straight-flushes, 6-card flushes, 6-card straights, most 5-card hands in their normal order, 4-card straight-flushes, 4-card flushes, 4-card straights, a single pair, 3-card straight-flushes, 3-card straights, and finally high-cards (3-card flushes don’t count, they are too common). In a 5-card game, order would be: most 5-card hands, 4-card straight-flushes, 4-card flushes, 4-card straights, a single pair, 3-card straight-flushes, 3-card straights, 3-card flushes, and finally high-cards.

 

  • 5-card single draw can be converted to a 4 betting round game by only dealing the first 3 cards, then the 4th, then the 5th, then the draw round (with a betting round after each).

 

  • Only recognize 2 suits instead of 4 (red and black).

 

  • Flushes are compared by bridge suit rather than high card (spades beats hearts beats diamonds beats clubs).

 

  • Players can add 2 or more cards together to make a higher "virtual" card.  If a player has an 8, plus a 5 and a 3, he can combine the 5 and the 3 to make a second 8, giving him a pair of 8's.  For addition purposes, J=11, Q=12, K=13, Ace=14.  The final hand must still contain 5 “cards” (either real or virtual); you cannot combine so many cards that your final hand contains 4 or less.  This plays best with a reasonably small number of cards in play (7 seems ideal, such as Texas Hold ‘Em or 7-Card Stud).  Can also be played with the 2-6 cards from a second deck (with identical card backs) added to the deck, to increase the number of low cards in play. Test gameplay revealed things get messy and confusing with a large number of cards per player, such as 10 or more, and also showed that requiring a final hand of 5 cards was a good idea.  Variation: You can also multiply 2 cards together to make a virtual card.

 

  • Split pot game where high hand splits with the best straight, flush or straight flush of at least 3 cards.

 

  • Extra cards:  In any game with community cards, if all players still in the hand agree, an extra community card is dealt to the table.  This can occur repeatedly until someone doesn't want any more cards dealt.

 

  • For community card games where players have 5 or more hole cards, allow them to compose their final hand using only down cards (no community cards).  Could also allow players to play the board if there are 5 community cards in the game.

 

  • Omaha variation:  If a low hand is possible, given the board, each player must split their hand into a two-card high hand and a two-card low hand.

 

  • Omaha variation:  The high hand takes half the pot. The other half is taken by the best hand made with the two down cards not used for the first high hand.

 

  • Omaha variation:  After both the flop and the turn, players must expose one of their down cards.

 

  • Deal multiple hands from the same deck.  With Texas Hold 'Em, even 9-handed, 2 games could be played out.  Obviously rewards memory skills.

 

  • To allow an additional player to play a game where just a few extra cards are needed in the deck, use the jokers (assuming the deck has at least 2), but don’t play them as wild cards.  They are just another rank.  They rank highest, above the Aces.  They can be combined into pairs, trips, etc.  They can also create the highest ranking straight (Jack / Queen / King / Ace / Joker).  They have no suit, so they cannot be used to create flushes.  If you have multiple decks with the same back design, you can get additional jokers to use.  If 5 or more are in the deck, 5 jokers becomes the highest possible hand.

 

  • Too many betting rounds in a game?  Change the first few rounds to “ante only”.  Players ante before play.  For next few rounds of actions, to stay in the game they only need to pay an additional ante.  Last 4 rounds of betting would be normal betting rounds.