GAME RULES
 

North American Euchre

In the USA and Canada, Euchre is played without a joker, so there are only 24 cards in the deck, and the right bower is the highest trump. The target score is 10 points. The score is shown by using two low cards overlapped, either a six and a four, or two fives, or even a two and a three as shown below:


In the USA any player, including the dealer's partner, can order up the up-card and play with a partner. In other places, such as Australia, England and Canada - if the dealer's partner orders the card up, he/she must play alone; therefore, the dealer's cards are laid face-down and the dealer does not play the hand.

Some people do not allow a defender to play alone - only the maker is allowed to play alone. Some only allow a defender to play alone against a lone maker.

In Canada it is unusual for the cards to be cut before dealing.

A common way to choose the first dealer is to deal the cards until a black jack appears.

Stick the Dealer (aka "Screw the dealer") - the dealer cannot pass a second time when naming the trump suit. On the second round, if the first three players pass, the dealer must name a suit. This method is often played when time is limited.

The Super-Euchre - occurs when the making team takes zero tricks. Some play that the defending team then scores 4 points.

Railroading - if your partner decides to play alone, you may pass your partner a card (your best card) face down. Before looking at the card the partner must decide whether to discard a card from hand and take the card offered in exchange, or to discard the offered card.

In Canada, some play that if the first three players pass, the dealer is only allowed to take up the turned trump if already holding at least one trump in hand. For this purpose, the left bower is not counted as a trump.



British Euchre

Euchre is a plain-trick game for 4 players in fixed partnerships, partners sitting opposite.

Only 5 cards are dealt to each player and the object is to win at least 3 of the 5 tricks - with an extra bonus for winning all five.

A pack of 25 cards is used consisting of A, K, Q, J, 10, 9 in each of the four suits: hearts, diamonds, spades and clubs, plus a joker. If you do not have a joker, the two of spades can be substituted.

The trump suit has 8 cards ranking from highest to lowest as follows:

Benny, or Best Bower - the joker or two of spades

Right Bower - the jack of the trump suit
Left Bower - the other jack of the same colour as the trump suit
Ace
King
Queen
Ten
Nine

The other suits have 6 or 5 cards ranking as normal: A K Q (J) 10 9.

Note that Benny and Left count for all purposes as belonging to the trump suit. For example, if hearts are trump, the jack of diamonds is a heart, not a diamond. It can be played to a heart lead, and if it is led, hearts must be followed.

The word Bower comes from the German Bauer, which means farmer or peasant and is also a word for Jack.

The first dealer is chosen at random. The turn for dealing rotates clockwise throughout the game. The dealer shuffles, and the player to dealer's left can either cut or "bump" - which means knock the cards to indicate that they should be dealt as is, without cutting.

Five cards are dealt to each player in two rounds. The dealer deals clockwise, giving each player a packet of two or three cards in any order - any player who was dealt two in the first round gets three in the second and vice versa.

The dealer then turns the next card in the pack face up. This up-card is used as a basis for selecting the trump suit. The remaining four cards are left face-down and are not used.

This process determines the trump suit and which team are the makers - that is, the team which plans to win three tricks. First, each player in turn, beginning with the player to the dealer's left, has the option of accepting up-card's suit as the trump suit or passing. Specifically:

- The player to dealer's left may either pass or say "I order it up"

- If the first player passes, the dealer's partner may either pass or say "I turn it down"
- If the first two players pass, the player to dealer's right may either pass or say "I order it up"
- If all three other players pass, the dealer may either take up the up-card, saying "I take it up", or pass by saying "over" and turning the up-card face-down.

If either of the dealer's opponents order it up or if dealer decides to take it up, the suit of the up-card becomes a trump; the dealer adds the up-card to her hand and discards a card face-down. Note that the dealer's partner cannot make trump and play with a partner. The dealer's partner can only make the turned up suit trump by playing alone. In Britain, this is done by saying, "I turn it down", in which case the dealer's cards are placed face-down on the table and dealer's partner plays alone, with the turned suit as trump.

If all four players pass, the up-card is turned face-down, and there is a second round in which players have the option to make any suit trump, other than the suit of the up-card. Again the player to dealer's left speaks first and may either pass again or name a suit. If the first player passes the second may name a suit or pass, etc. If all four players pass a second time the cards are thrown in and the next player deals.

Note that the trump making process ends as soon as someone accpets or makes trump (rather than passing). That player's side are the makers and the other side are the defenders.

If the Benny is turned up then the dealer's team are automatically the makers - no one else gets a chance. The dealer must choose a trump suit without looking at ther cards. She then picks up her five cards and the Benny and discards one.

After trump is decided, but before the first lead, any player may announce they are playing alone. The partner of a lone player puts her cards face-down and takes no part in the play.

Either a member of the makers side or a defender may play alone. A maker and a defender may even choose to play alone, in which case there will be only two active players.

If all four players are in the game, the play begins with the player to dealer's left leading the first trick. If one player is playing alone, the person to that player's left leads first. If two players are playing alone, the defender leads.

Any card may be led, and each player in clockwise order must follow suit by playing a card of the same suit as the card led if possible. A player who cannot follow suit may play any card.

Remember that, for purposes of following suit, Benny and the Left Bower are considered to belong to the trump suit and not to any other suit.

The trick is won by whomever played the highest card of the suit led, unless a trump was played in which case the highest trump wins. The winner of each trick leads the next one.

If all four players are playing then the scores are as follows:

- If the makers win 3 of 4 tricks they score 1 point.

- If the makers win all 5 tricks they score 2 points.
- If the makers take fewer than 3 tricks they are euchred, and the defenders score 2 points.

If a member of the makers' team is playing alone and wins all 5 tricks, the team scores 4 points instead of 2 - otherwise the scores are as above.

If a member of the defenders' team is playing alone and succeeds in winning at least 3 tricks, thereby euchring the makers, the defenders score 4 points instead of 2 - otherwise the scores are as above.

The game is normally played to 11 points. It is usual for each team to keep score using a spare 5 and 6 from the pack. The cards are arranged on the table so that the number of pips showing shows the team's current score. Sometimes people play to 15 points or to 10 points.

In Cornwall, England, this is played between two teams of three, sitting alternately. Either adds the sevens and eights to the pack, making 33 cards (the 8 and 7 are then the lowest cards of each suit, below the 9), or play with a double 25 card pack - 50 cards in all.

When using a double pack, if two equally high cards are played to a trick, the second to be played beats the first. If the two Bennies are red and black, the one which is the same colour as the trump suit beats the other one. If they both look the same, then the second one played beats the other, as with other cards.

If a player wants to play alone, both of the player's partners discard their hands face down, but the lone player can ask one of them for a card. The partner asked gives a card of his choice to the lone player, without consultation and without showing it to the others, and the lone player discards a card face-down in return.

The score for winning all the tricks or euchring the makers is 3 points instead of 2. If the winner is playing alone the score is 6 points instead of 4.


Variations

In some places the 8s and 7s are included in the pack as the lowest cards in each suit, making a pack of 32 or 33 cards. This makes it more uncertain whether the high cards are in play. It is said that 32 card Euchre is the normal version in New Zealand. Also, there are a few people in the USA who still play this way.

A North American variation in which there are three or four players, playing as individuals. There is a penalty for any individual who wins no tricks.

The rules are the same as 6 player Euchre, with the following variations:

There are 6 players (3 per team) using a 30 card deck consisting of 8-9-10-Q-K-A-J in each suit, plus three jokers, represented by the 2,3,and 4 of spades (4 of Spades is the highest trump, followed by 3 of Spades, 2 of Spades, right bower, left bower, A, K, Q, 10, 9).

The dealer distributes 5 cards to each of the 6 players and then turns over the last one (i.e. no hidden cards). If the card turned up is a joker, then dealer calls the trump before looking in his or her hand.

Scoring is the same as for British six player Euchre, but play is up to fifteen. Or in euchre leagues, players play twice around the table (i.e. 12 hands) before moving to another table.

There is a version in which, if a joker is turned up, the dealer cannot turn it over at the end of the first round of bidding, but must take it into his or her hand and become the maker, assuming the other 5 players have passed on the called trump.

A four-hand variation is played with 21 cards: the Q-K-A-J of clubs and diamonds, the 10-Q-K-A-J of hearts and spades, plus the 3 jokers; scoring is the same as in six-hand.

This can be played by 4 people using a 24 card deck (A-K-Q-J-10-9), or by 6 or 8 using a double deck of 48 cards. There are two equal sized teams, sitting alternately (each player is between two opponents). All the cards are dealt, so 4 or 8 players get 6 cards each; 6 players get 8 cards each.

Bids name a number of tricks, but not a trump suit. The minimum bid is 3. The dealer is allowed to equal the highest bid so far, rather than bidding higher. If everyone else passes, the dealer must bid at least 3.

The highest bidder names a trump suit, or 'no trump, high' or 'no trump, low'. 'No trump, high' is a normal no trump game; in 'no trump, low' the cards rank in reverse order: 9(high), 10, J, Q, K, A(low) in each suit.

The target score is 32 points.

 

From England

Have an eye - have a score of at least one

Whitewashed - beaten without a score ( i.e. 11-0)
Dockyard Play or Playing Policeman - opponents of dealer who do not order up with good cards, in the hope of euchring the dealer's team.

From North America

Don't send a boy to the mill - when you trump a suit trick with something like a 9 or 10 and the other opponent takes it with something higher.

Crossing the creek - when the top card is turned down and someone makes trump of the opposite color.
Dutchman's Point - you win when you're holding both bowers and the ace of trump. (In the USA, where the joker is not used, these are the highest three trumps.)
Bushing or Waiting in the bushes - passing when you have enough cards to make trump, hoping instead to euchre the opponent who picks up.
Having a dog from every county - your five cards comprise all four suits, usually low cards.
To be set - to be euchred
Sweep or March - winning all tricks
In the barn - one point away from victory
To get cut - to lead an ace that gets trumped by the first opponent.
Loner - a hand suitable for playing alone
Walk - a low card is lead and takes the trick

Euchre probably came from the game Jucker which was formerly played in Alsace. Euchre reached the USA in the early nineteenth century and was the original game for which the joker was introduced into the playing-card pack in the 1850s (to serve as the highest trump). It has already been mentioned that Euchre is popular in the US Navy, and it may be through this maritime connection that in the later nineteenth century it travelled from America to other English speaking countries. In Britain, it is mainly found in areas where there has been a strong Naval influence.

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

Object: The best possible five card poker hand, using any combination of hole cards and community cards, wins the pot.

Betting Rounds


1.The dealer deals each player their own two cards face-down (pocket cards)

2.1st betting round

3.The dealer burns a card then turns over three community cards face-up
(the flop)

4.2nd betting round

5.The dealer burns another card then turns over 1 more community card (the turn,4th street)

6.3rd betting round

7.The dealer burns another card then turns over 1 final community card (the river,5th street)

8.Last betting round

9.Showdown (Every remaining player shows hand with bettor showing first)

All remaining players must use one of the following choices at the showdown:

  1. Two pocket cards & three board cards
  2. One pocket card & four board cards
  3. No pocket cards & five board cards (called playing the board

Texas Hold'em Rules
1. If the first hole card dealt is exposed, a misdeal results. The dealer will retrieve the card, reshuffle, and re-cut the cards. If any other hole card is exposed due to a dealer error, the deal continues. The exposed card may not be kept. After completing the hand, the dealer replaces the card with the top card on the deck, and the exposed card is then used for the burn card. If more than one hole card is exposed, this is a misdeal and there must be a re-deal.

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

3. If the flop needs to be re-dealt because the cards were prematurely flopped before the betting was complete, or the flop contained too many cards, the board cards are mixed with the remainder of the deck. The burn card remains on the table. After shuffling, the dealer cuts the deck and deals a new flop without burning a card. [See – Explanations, discussion #2, for more information on this rule.]

4. If the dealer turns the fourth card on the board before the betting round is complete, the card is taken out of play for that round, even if subsequent players elect to fold. The betting is then completed. The dealer burns and turns what would have been the fifth card in the fourth card’s place. After this round of betting, the dealer reshuffles the deck, including the card that was taken out of play, but not including the burn cards or discards. The dealer then cuts the deck and turns the final card without burning a card. If the fifth card is turned up prematurely, the deck is reshuffled and dealt in the same manner. [See – Explanations, discussion #2, for more information on this rule.]

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

6. You must declare that you are playing the board before you throw your cards away; otherwise you relinquish all claims to the pot.

Poker rules:
As early as the sixteenth century, Germans played a bluffing game which they called "Pochen." It later developed into a French version, called "Poque," which was eventually brought over to New Orleans and played on the riverboats that plied the Mississippi.

In the 1830s, the game was refined further and became known as Poker. During the Civil War, the key rule about drawing cards to improve one's hand was added. A variation - Stud Poker - appeared at about the same time.

Today, Poker is truly an international game, enjoyed in virtually every country where card games are played. There are hundreds of versions of Poker, and the game is played not only in private homes, but also in countless Poker rooms at famous casinos. Poker can be played socially for pennies or matchsticks, or professionally for thousands of dollars. There is plenty of luck in Poker, but the game requires incredibly great skill as well, and each player is the master of his own fate.

As with Backgammon and Gin Rummy, the luck-to-skill ratio is hard to quantify, but with games such as these, a novice can win in a short session; however, over the course of playing for many hours, the better player will invariably prevail. Herbert O. Yardley, who wrote the classic book The Education of a Poker Player in 1957, said that he never lost at more than three consecutive sessions. Indeed, if a player constantly loses in more sessions than he wins, then such a player is not just unlucky; he is simply being outplayed. With the exception of Bridge, Poker demands more skill than any other card game. Some people would debate even this statement and say that Poker stands at the very apex of card games requiring skill.

General Rules of Poker
Number of Players. Any number of players from two to 14 may play in one of the various forms of Poker, but most experienced players consider five to eight players ideal. Everyone plays for himself. There are never any partnerships in Poker.

The Pack. The standard 52-card pack, sometimes with the addition of one or two jokers, is used. Poker is a one-pack game, but today, in virtually all games played in clubs and among the best players, two packs of contrasting colors are utilized in order to speed up the game. While one pack is being dealt, the other is being shuffled and prepared for the next deal. The procedure for two packs is as follows: While the deal is in progress, the previous dealer assembles all the cards from the pack he dealt, shuffles them, and places them to the left. When it is time for the next deal, the shuffled deck is passed to the next dealer. In many games in which two packs are used, the dealer's left-hand opponent, instead of his right-hand opponent, cuts the pack.

In clubs, it is customary to change cards often and to permit any player to call for new cards whenever he wishes. When new cards are introduced, both packs are replaced, and the seal and cellophane wrapping on the new decks should be broken in full view of all the players.

Object of the Game. The goal of each player is to win the pot which contains all the bets that the players have made in any one deal. A player makes a bet in hopes that he has the best hand, or to give the impression that he does. In most Poker versions, the top combination of five cards is the best hand.

Poker Hands. While Poker is played in innumerable forms, a player who understands the values of the Poker hands and the principles of betting can play without difficulty in any type of Poker game. Except in a few versions of the game, a Poker hand consists of five cards. The various combinations of Poker hands rank from five of a kind (the highest) to no pair or nothing (the lowest):

Five of a Kind. This is the highest possible hand and can occur only in games where at least one card is wild, such as a joker, the two one-eyed jacks, or the four deuces. Examples of five of a kind would be four 10s and a wild card or two queens and three wild cards.

Straight Flush. This is the highest possible hand when only the standard pack is used, and there are no wild cards. A straight flush consists of five cards of the same suit in sequence, such as 10, 9, 8, 7, 6 of hearts. The highest-ranking straight flush is the A, K, Q, J, and 10 of one suit, and this combination has a special name: a royal flush or a royal straight flush. The odds on being dealt this hand are 1 in almost 650,000.

Four of a Kind. This is the next highest hand, and it ranks just below a straight flush. An example is four aces or four 3s. It does not matter what the fifth, unmatched card is.

Full House. This colorful hand is made up of three cards of one rank and two cards of another rank, such as three 8s and two 4s, or three aces and two 6s.

Flush. Five cards all of the same suit, but not all in sequence, is a flush. An example is Q, 10, 7, 6, and 2 of clubs.
Straight. Five cards in sequence, but not all of the same suit is a straight. An example is [Spade Symbol]9, [Diamond Symbol]8, [Diamond Symbol]7, [Heart Symbol]6, [Spade Symbol]5.
Three of a Kind. This combination contains three cards of the same rank, and the other two cards each of a different rank, such as three jacks, a seven, and a four.

Two Pairs. This hand contains a pair of one rank and another pair of a different rank, plus any fifth card of a different rank, such as Q, Q, 7, 7, 4.

One Pair. This frequent combination contains just one pair with the other three cards being of different rank. An example is 10, 10, K, 4, 3.

No Pair. This very common hand contains "nothing." None of the five cards pair up, nor are all five cards of the same suit or consecutive in rank. When more than one player has no pair, the hands are rated by the highest card each hand contains, so that an ace-high hand beats a king-high hand, and so on.

Two hands that are identical, card for card, are tied since the suits have no relative rank in Poker. In such a case, the tied players split the pot. Note that if two hands contain the same high pair, then the ranking of the next card in the hands determines which one wins. For example: 9, 9, 7, 4, 2 beats 9, 9, 5, 3, 2. Likewise, two hands that have identical pairs would be decided by the fifth card. For example: Q, Q, 6, 6, J beats Q, Q, 6, 6, 10.

 rank of poker hands


How the Betting Works. In the course of each Poker deal, there will be one or more betting intervals in which the players have an opportunity to bet on their hands. Betting is the key to Poker, for the game, in essence, is a game of chip management. Minimizing losses with poor hands and maximizing winnings with good hands is the underlying skill that Poker requires.

Before the cards are even dealt, the rules of the Poker game being played may require that each player put an initial contribution, called an "ante," of one or more chips into the pot, to start it off.

Each betting interval, or round, begins when a player, in turn, makes a bet of one or more chips. Each player to the left, in turn, must either "call" that bet by putting into the pot the same number of chips; or "raise," which means that he puts in more than enough chips to call; or "drop" ("fold"), which means that he puts no chips in the pot, discards his hand, and is out of the betting until the next deal.

When a player drops, he loses any chips he has put into that pot. Unless a player is willing to put into the pot at least as many chips as any preceding player, he must drop out.

A betting interval ends when the bets have been equalized - that is, when each player has either put in exactly as many chips as his predecessors or has dropped. There are usually two or more betting intervals for each Poker deal. After the final interval there is a "showdown," which means that each player who remains shows his hand face up on the table. The best Poker hand then takes the pot.

If a player makes a bet or a raise that no other player calls, he wins the pot without showing his hand. Thus, in Poker, there is a bluffing element, and the best combination of cards does not always win the pot! Bluffing is one of the key reasons why Poker is so popular.

If a player wishes to remain in the game without betting, he "checks." This means, in effect, that the player is making a "bet of nothing." A player may check provided no one before him in that betting interval has made a bet. If another player has bet, he cannot check but must at least call the bet or drop. A player who checks may raise a bet that has been raised by another player. This is called "sandbagging," which is allowed, unless it has been decided beforehand that this practice is forbidden. If all players check during a round of play, the betting interval is over, and all the players still in the pot remain in the game.

In each betting round, one player is designated as the first bettor, according to the rules of the game. The turn to bet always moves to the left, from player to player, and no one may check, bet, or even drop, except when it is his turn.

Knowing When to Bet. The ranking of Poker hands is based on mathematics. The less likely a player is to get a certain hand, the higher it ranks and the more likely it is to win the pot. For example, a player should not expect to be dealt a straight flush more than once in 65,000 hands, but he can expect to be dealt two pair about once in every 21 hands.

Unless a player is planning to bluff, he should not make a bet without holding a hand that he thinks may be the best. No Poker player can bet intelligently unless he knows what constitutes a good hand, a fair hand, and a bad hand. A table of the various Poker hands and the number of combinations of each in a pack of cards is provided. (See chart next page).

possibl poker hands in a 52 card pack

The Kitty. By unanimous or majority agreement, the players may establish a special fund called a "kitty." Usually the kitty is built up by "cutting" (taking) one low-denomination chip from each pot in which there is more than one raise. The kitty belongs to all the players equally, and it is used to pay for new decks of cards or for food and drinks. Any chips left in the kitty when the game ends are divided equally among the players who are still in the game. Unlike the rule in some other games, such as Pinochle, when a player leaves a Poker game before it ends, he is not entitled to take his share of chips that comprised part of the kitty.

Chips. Poker is almost always played with poker chips. For a game with seven or more players, there should be a supply of at least 200 chips. Usually, the white chip (or the lightest-colored chip) is the unit, or lowest-valued chip, worth whatever the minimum ante or bet is; a red chip (or some other colored chip) is worth five whites, and a blue chip (or some other dark-colored chip) is worth 10 or 20 or 25 whites or two, four or five reds. At the start of the game, each player "buys in" by purchasing a certain number of chips. All of the players usually buy in for the same amount.

Banker. One player should be designated as the banker, who keeps the stock of chips and records how many have been issued to each player or how much cash the player has paid for his chips. Players should make no private transactions or exchanges among themselves; a player with surplus chips may return them to the banker and receive credit or cash for them, while a player who wants more chips should obtain them only from the banker.

Betting Limits. There are different ways of fixing a betting limit. Some limit is necessary; otherwise a player with a lot more money would have, or would be perceived to have, an unfair advantage. Once fixed, the limit should be unalterable throughout the game unless the players unanimously agree to change the stakes. Some popular limit systems follow:

Fixed limit. No one may bet or raise by more than a stipulated number of chips, for example, two, or five, or 10. Usually this limit varies with the stage of the game: In Draw Poker, if the limit is five before the draw, it might be ten after the draw. In Stud Poker, if the limit is five in the first four betting intervals, it is ten in the final betting interval (and often ten whenever a player has a pair or better showing).

Pot limit. Any bet or raise is limited to the number of chips in the pot at that time. This means that a player who raises may count as part of the pot the number of chips required for him to call. If there are six chips in the pot, and a bet of four is made, the total is 10 chips; it requires four chips for the next player to call, making 14; and the player may then raise by 14 chips. But even when the pot limit is played, there should be some maximum limit, such as 50 chips.

Table stakes. The limit for each player is the number of chips the player has in front of him. If the player has only 10 chips, he may bet no more than 10 and he may call any other player's bet to that extent. In table stakes, no player may withdraw chips from the table, or return chips to the banker, until he leaves the game. A player may add to his stack, but only between the deal just completed and the beginning of the next deal.

Whangdoodles, or Roodles. In a fixed-limit game, it is often agreed that following any very good hand - a full house or better, for example - there will be one deal by each player of Jackpots, in which everyone antes double, and the betting limit is doubled for these deals as well.

Poverty Poker. A maximum limit is put on the number of chips any player may lose. Each takes out one stack at the start; if he loses that stack, the banker issues the player another, without charging for it, and in many cases, the player can get still a third stack free before dropping out of the game. (Some limit should be placed on the number of free stacks so that a player will have the incentive to play carefully.)

No limit. In these sessions, the "sky's the limit," but such games are rarely played today.

Limits on Raises. In almost all games played today, there is a limit on the number of raises at each betting interval, and this limit is invariably three raises.

Poker Terms

  • Aces Full - A full house with three aces, and any other pair. This is the highest ranking full house.
  • All-in - When a play puts all of his remaining bankroll into a pot. In World Poker Tour style no limit Texas Hold’em tournaments, a player that goes all risks being eliminated if he/she loses.
  • Bad Beat - When one of the premier hands gets beat (i.e. a four of a kind gets beat by a straight flush). Sometimes players also use the term "Bad beat" when they get beat by a lucky draw.
  • Bankroll - The amount of chips that you have. This is a relative term, and can represent your bankroll for a particular game, for the day, or for any defined time period.
  • Big Blind - In Texas Hold em tournaments (like the World Series of Poker or the World Poker Tour), the Big Blind is the larger of two forced bets that kick off the first round of betting in each hand. The Large Blind is required from the player sitting two spots to the left of the dealer, or dealer button. The blinds are set and usually increase over time during a tournament. The Large Blind is typically twice the size of the Small Blind.
  • Big Slick - In Texas Hold em, having an ace and a king as your hole cards is called Big Slick. It's a very strong starting hand.
  • Bottom Pair - In Texas Hold’em, a pair that uses the lowest card on the flop. This is obviously not as good as a pair with the other two flop cards.
  • Bullets - Pair of aces as your hole cards in Texas Hold em. This is a very strong hand to start from.
  • Button - The position on the table that represents the dealer. In casinos, as there is a house dealer, the button is indicated by a white disk that rotates one to the left after each hand. In Texas Hold’em, the player on the button is the last to bet in all betting rounds except the first (due to the small and big blinds betting first to the left of the button).
  • Buy-in - The amount of money you must cash into chips to join a game.
  • Check-raise - To check the first time the bet comes to you, and then raise the next time it comes to you, all within a single betting round. This tactic is often used to lure other players into committing more funds to a pot.
  • Connectors - Any two cards in succession (i.e. a ten and a jack). A related term called "Suited connectors" refers to any two cards in succession that are also the same suit.
  • Cowboys - Pair of kings as your hole cards in Texas Hold em. A very strong hand.
  • Dominated Hand - In Texas Hold’em, this is a hand that looks good on the face to an uneducated player, but is known to typically lose to another hand that has a high likelihood of being played (i.e. a King and a 4 will often lose to another King with a higher kicker, or a stronger hand altogether).
  • Double Up - Going all in on a hand during a no-limit game and winning, which essentially doubles your bankroll. Even with a short stack, a player who doubles up 2 or 3 times in a row can get right back into contention in most poker tournaments.
  • Drawing Dead - A player that is in a pot hoping to make their hand with a draw, but doesn’t realize that he/she can’t win even with the draw.
  • Early Position - Relative to the button, an early position on the table is the first few places immediately to the left. Players in an "Early position" are at a disadvantage because they have to bet before the rest of the table on each betting round.
  • Flop - In Texas Hold’em, the flop is the first three community cards flopped over, which all come as the same time between the first and second betting round.
  • Free Roll - A Free Roll poker tournament is one where entry is free, or comp’d by the house.
  • High Roller - A gambler who plays for large stakes. Being a High Roller is often times relative. Extreme High Rollers are also referred to as "Whales".
  • Hit - Drawing a card or cards that help your hand. In Texas Hold’em, you are looking to get "Hit" by the flop so your hand improves. If you don’t get hit, it may be time to get out.
  • Hole Card(s) - In Texas Hold’em, the two cards that each player gets dealt are called the "Hole cards". In Blackjack, the hole card is the face down card of the dealer.
  • Late Position - Relative to the button, a late position on the table is the first few places immediately to the right. Players in a "Late position" are at an advantage because they get to bet after seeing how the rest of the table bets on each betting round.
  • Limp In - To call a bet before the flop with the intent of either seeing the flop cheaply, or hoping to check-raise a player that bets farther around the table.
  • No Limit - A poker game where a player may bet all of the chips he/she has on the table on any given turn. The Texas Hold’em version of this is the game seen on the World Poker Tour and at the World Series of Poker.
  • Kicker - The highest card in a poker (Texas Hold'em or any poker game) hand that isn't being used to create a pair, three, or four of a kind. Often times, the kicker serves as a tie-breaker with equally ranked poker hands. For example, a pair of jacks with an ace kicker beats a pair of jacks with a king kicker.
  • Monster - Not the for sure winner, which is called "The Nuts", but a huge hand that has a really good chance of winning.
  • Muck - The Muck is the discard pile. Additionally, you Muck your cards when you throw them in, or fold.
  • Nuts - In Texas Hold em, you've got The Nuts if you've got a hand that can't be beat no matter what community cards come up next. The nuts is also often used to refer to the best possible straight and/or flush hand (i.e. the "Nuts Flush" is the best possible flush, but may be beaten by a full-house)
  • Outs - All the cards that can come on the draw to make a player’s existing hand a winning hand (i.e if 5 cards can make your hand, then you have 5 "Outs").
  • Over the top - When you re-raise another player’s raise, you are said to be "Going over the top of him". In no limit games, if you throw all of your bankroll in after another player raises, you are going "All-in over the top".
  • Pot Odds - The amount of money in the pot compared to what you must put in to continue playing. If there’s $100 already in a pot, and you have to call a $5 bet to stay in the pot, then you’re getting 20:1 pot odds.
  • Quads - Four of a kind. The 3rd strongest hand in poker. It can only be beaten by a straight flush and a royal flush.
  • River - In Texas Hold em, the fifth and final community card flipped over in the center of the table is called The River. As many "gamblers", often times foolish players, love the thrill of drawing into a hand on the last card, the popular wisdom is, "Live by the River, die by the River." Also referred to as "Fifth Street".
  • Short Stack - The player with the fewest chips at the table is considered to be sitting on the short stack. In no-limit Texas Hold em games like the World Series of Poker, the short stack player is at a considerable disadvantage as he/she often has to go all in with every good hand to avoid getting his/her bankroll slowly eaten by the blinds.
  • Small Blind - In Texas Hold em tournaments (like the World Series of Poker or the World Poker Tour), the Small Blind is the smaller of two forced bets that kick off the first round of betting in each hand. The Small Blind is required from the player sitting immediately to the left of the dealer, or dealer button. The blinds are set and usually increase over time during a tournament.
  • Structured Betting - A poker game where there are fixed amounts for bets and raises. In Texas Hold’em, it’s common to hear games referred to by the structured betting amounts of the first two and last two betting rounds (i.e. a 2-4 game, or a4-8 game). The vast majority of casino poker games have structure betting.
  • Table Stakes - A popular rule that states you can’t add money to the bankroll you have on the table during a hand. As a corollary, you can’t be forced to fold by someone with a larger bankroll than you, and instead a side pot is created for bets exceeding your contribution. This is a universal rule in casino poker.
  • Top Pair - In Texas Hold’em, a pair that uses the highest card on the flop.
  • Turn - In Texas Hold’em, the fourth community card flipped over. Also referred to as "Fourth Street".

 

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