This rule book is based on Cooke’s Rules of Real Poker published by ConJelCo and used with permission. However, it has been heavily modified to bring it up to current times with new rules and games that have evolved since it was originally published.
Please note that the transition into Markdown introduced many errors. We have fixed the ones we found. Also, Due to the technical limitations of changing this to Markdown, we are unable to provide the index as of this writing. Fortunately, your web browser has a search function.
Some editorial notes on these rules are available.
Table of Contents
- Foreword
- Acknowledgements
- About Cooke’s Rules
- 1. The Decision Making Process
- 2. The Paramount Rules
- 3. Rights & Privileges of Management
- 3.01. Final Word
- 3.02. Conduct of Others
- 3.03. Faulty Decisions in Good Faith
- 3.04. Starting and Breaking Games
- 3.05. Changing Game Conditions
- 3.06. Must Move
- 3.07. Seating
- 3.08. Spectators
- 3.09. Right to Inspect Cards
- 3.10. Chips and Cash on Table
- 3.11. Standards of Dress, Language and Conduct; Smoking
- 3.12. Suspension of Rules
- 3.13. House Employees
- 3.14. No Transfer of Liability
- 4. The Game of Poker
- 4.01. The Deck and Cards
- 4.02. Suits
- 4.03. The Pot
- 4.04. Player Actions
- 4.05. Start of the Hand
- 4.06. Order of Play
- 4.07. First to Act
- 4.08. Betting Rounds
- 4.09. Antes and Blinds
- 4.10. Number of Players
- 4.11. Number of Cards
- 4.12. Winning the Pot
- 4.13. High Hand Rankings
- 4.14. Kickers/Side Cards
- 4.15. Ranking Low Hands
- 4.16. Low Hand Rankings/Kansas City Rules
- 4.17. Qualifiers for Low
- 4.18. Poker Variants
- 5. Open Card (Stud Type) Games
- 5.01. Stud Distinguished
- 5.02. Basics of Stud Games
- 5.03. Seven-Card Stud Defined
- 5.04. Seven-Card Stud: Number of Players.
- 5.05. Seven-Card Stud: Antes
- 5.06. Seven-Card Stud: Initial Cards and Bring-In.
- 5.07. Seven-Card Stud: Responding to the Bring-In
- 5.08. Seven-Card Stud: Fourth Street
- 5.09. Seven-Card Stud: Fifth and Sixth Street
- 5.10. Seven-Card Stud: Seventh Street
- 5.11. Seven-Card Stud: Order Of Play
- 5.12. Seven-Card Stud: Dealer Announcements
- 5.13. Seven-Card Stud: Absent Player Who Has Anted
- 5.14. Seven-Card Stud: Money Necessary to Receive a Hand
- 5.15. Seven-Card Stud: Folded Hand Not Facing Action
- 5.16. Seven-Card Stud: Changing Order of Upcards
- 5.17. Seven-Card Stud: Turning Upcards Down; Mixing Upcards and Downcards
- 5.18. Seven-Card Stud: Wrong Player Designated as Low
- 5.19. Seven-Card Stud: Procedural Errors in Dealing
- 5.20. Seven-Card Stud: Last Card Face-Up
- 5.21. Seven-Card Stud: Not Enough Cards
- 5.22. Seven-Card Stud: Complete Hand to Win Pot
- 5.23. Seven-Card Stud: Calling Unable to Beat Board
- 5.24. Seven Card Stud, High-Low Split
- 5.25. Razz
- 5.26. Five-Card Stud
- 6. Community Card (Hold’em Type) Games
- 7. Closed Card (Draw Style) Games
- 7.01. Draw Games Generally
- 7.02. Historical Perspective
- 7.03. Button, Blinds, Antes
- 7.04. The Deck and Deal
- 7.05. The Draw
- 7.06. Order of Action
- 7.07. Betting Cap
- 7.08. Opening Bet
- 7.09. Asking How Many Cards Were Drawn
- 7.10. Changing Number of Cards to Replace
- 7.11. Exposed Cards
- 7.12. Rapping the Table
- 7.13. All-in for the Ante
- 7.14. Right to Ante In
- 7.15. Openers Button
- 7.16. Five-Card Draw
- 7.17. Jacks-or-Better
- 7.18. Lowball
- 7.19. Kansas City Lowball
- 7.20. Jacks Back
- 8. Other Betting Rules & Structures
- 9. Rules Relating to Money, Stakes, Buy-ins,
Etc.
- 9.01. Player’s Money
- 9.02. Minimum Buy-in
- 9.03. Minimum Betting Unit
- 9.04. Appropriate Chip Denomination
- 9.05. Table Stakes
- 9.06. Short Buy-Ins
- 9.07. Playing Behind
- 9.08. Money in View
- 9.09. All-In Bets
- 9.10. Pot Splitting
- 9.11. Insurance
- 9.12. Side Bets
- 9.13. Playing Cash
- 9.14. Wrong Amount in Pot
- 9.15. Players Noticing Errors
- 9.16. Betting Caps
- 9.17. Oversized Chip or Bill
- 9.18. Odd Chip
- 10. Betting Rounds, Action & Play of
Hands
- 10.01. Acting in Turn
- 10.02. Acting Promptly
- 10.03. Clock Request
- 10.04. Follow the Action
- 10.05. Chips Speak for Action
- 10.06. Actions With Chips; Forward Motion
- 10.07. Splashing the Pot
- 10.08. Action Out of Turn
- 10.09. Verbal Declaration of Action
- 10.10. String Raises
- 10.11. Chip Moves
- 10.12. Motions Constituting A Check Or Raise
- 10.13. Checkraising
- 10.14. One Player to a Hand
- 10.15. Conditions of Contest
- 10.16. Objecting to Errors
- 10.17. Substantial Action
- 10.18. Dead Hands
- 10.19. Retrieving Hands
- 10.20. Intentionally Exposing Cards
- 11. The Showdown Of Hands & Awarding The
Pot
- 11.01. Order of Showdown
- 11.02. Probable Winner at Showdown
- 11.03. Show all Cards
- 11.04. Reading Hands
- 11.05. Cards Speak
- 11.06. Tied Hands
- 11.07. Showdown With Side pots
- 11.08. Requests to See a Called Hand
- 11.09. Killing Losing Hands
- 11.10. Protecting Interest in the Pot
- 11.11. Pushing the Pot
- 11.12. Show One, Show All
- 11.13. After Showdown
- 12. Blinds and the Dealer Button
- 12.01. Blind Bet Defined
- 12.02. Factors Affecting Blind Rules
- 12.03. No Missed Blind Versus No Dead Button
- 12.04. Posting Blinds
- 12.05. Number and Placement of Blinds
- 12.06. Blinds are Live
- 12.07. Pot-Limit and No-Limit Blind Structure
- 12.08. No Missed Blind Rule Generally
- 12.09. Player Departing Before His Big Blind
- 12.10. Player Departing Having Paid His Big Blind
- 12.11. Player Departing On His Button
- 12.12. Making Up Missed Blinds
- 12.13. Alternate Rule: No Dead Button
- 12.14. Heads-Up
- 12.15. New Players
- 12.16. New Game
- 12.17. Short-Handed Games
- 12.18. Straddles & Sleepers
- 12.19. All-In For Part Of The Blind
- 12.20. Effect Of Seat Changes On The Blinds
- 12.21. Improperly Positioned Button
- 12.22. Blinds In Tournaments
- 12.23. Blinds In Internet Poker
- 13. Seating, Table Assignments, Starting Games, Transfers, Lists, Etc.
- 14. Dealers, the Deal and the Deck
- 14.01. General Principles.
- 14.02. Start Of The Hand.
- 14.03. The Shuffle And Cut.
- 14.04. Basic Dealer Procedures.
- 14.05. Blinds’ Option To Raise.
- 14.06. Scooping Bets.
- 14.07. Pitch.
- 14.08. Burning.
- 14.09. Exposed Cards.
- 14.10. Boxed Card.
- 14.11. Joker In The Deck.
- 14.12. Fouled Deck.
- 14.13. Dealing Community Cards Early.
- 14.14. Flop Placement.
- 14.15. Count The Stub.
- 14.16. Dealer Announcements.
- 14.17. Absent Player’s Chips.
- 14.18. Last Card.
- 14.19. Deck Changes And Set-Ups.
- 14.20. Misdeals
- 14.21. End Of The Hand
- 14.22. Dealers And Decisions
- 14.25. Improperly Dropped Deck
- 14.26. Reshuffles
- 14.27. Player Dealt Games
- 14.28. Mechanical Shufflers
- 15. Time Collection and Rake
- 16. Miscellaneous Rules
- 16.01. House Buttons
- 16.02. Table Signs
- 16.03. Overs
- 16.04. Shills and Prop Players
- 16.05. Smoking
- 16.06. Spectators
- 16.07. Collusion
- 16.08. Discussing Cards in Play
- 16.09. Reading
- 16.10. English Only
- 16.11. Rabbit Hunting
- 16.12. Cards Remain on Table
- 16.13. Back Man Out
- 16.14. Rovers
- 16.15. Telephones at Table
- 16.16. Profanity, Verbal Abuse
- 16.17. Announcing Irregularities
- 17. Poker Etiquette
- Definitions of Poker Terms
- Afterword
- Appendix A: Proposed Stake Structures & Minimum Buy-ins
- Appendix B: Proposed Jackpot Structure & Rules
- Appendix C: Tounament Rules
- About the Authors
- About the Publisher
- Copyright
- Colophon
FOREWORD
Cooke’s Rules of Real Poker is an important work which belongs on the bookshelf of every poker player.
It seems like I’ve known Roy Cooke forever. When he first moved to Vegas back in the early ’80s, he rented a house from me. He was an easy tenant, no wear and tear on the place; he was almost never there. And though he was a young poker pro living out of his bankroll, the rent was always on time. Those were the days he was putting in 3,000+ hours a year at the Nugget and Stardust, playing $10-$20 (that was the biggest daily hold ’em game in the country back then) along with the likes of Johnny Chan and Tom McEvoy. Not a lot of players from those days are still around.
I like to think that I discovered Roy as a writer. He began his writing career working for me in the early ’90s, when I was editor and publisher of Card Player. A dozen years later, I’m still amazed at how he comes up with fresh ideas and material every two weeks, whether it be nuances about the play of hands, issues affecting the industry, the life of the professional poker player, or just philosophical musings about life and the game I love. Finding something new to write about every two weeks isn’t as easy as it looks. I enjoyed his work back then and I still enjoy it today. If poker is important to you at all, what Roy Cooke has to say is always worth reading.
I know that Roy and his friend John Bond have been working on this rule book project for a long time. It first came to my attention in 1998, when I made a call for standardization of rules throughout the industry. While some progress has been made, there still are significant differences in the Rules of Poker as applied in different cardrooms. It’s my hope that this work will aid in that standardization.
It was my pleasure to be a founding member of the Tournament Director’s Association, which seeks to standardize tournament rules. I know how monumental an effort of this kind can be, and Roy and John are to be credited for the comprehensiveness of their effort. As they themselves note in the text, this book is a beginning and not an end. There will undoubtedly be tweaks and changes in future editions as the industry settles on a preferred way of doing things.
The authors have, at this time, chosen not to address differences in the rules as they would apply to tournament and Internet poker. They feel that an industry association should define standards in those arenas. It’s my genuine hope that major industry players will heed Roy’s repeated calls for a national association which can address these issues, as well as other matters of importance affecting the game we all love so much. As for tournament rules, you can check out the current state of standardization at the TDA website: http://www.pokertda.com.
Roy Cooke is a fixture in the poker industry and in Las Vegas. You can often find him at the Bellagio or the Mirage, and sometimes at the LA area casinos. He plays in various locales as he travels around the country. He also plays on Card Player Cruises poker vacations from time-to-time. Come along some time and have a chat with him and play against him. (More info can be found at: http://www.cardplayercruises.com)
Poker players everywhere owe Roy a debt of gratitude for this work. There’s no money in a rule book. It invites people to argue with you and disagree with you. It is, at its core, a labor of love—love of the game, and of the poker community. I thank him heartily for this effort.
Linda Johnson May, 2005
Linda Johnson has been a part of the poker world for more than two decades. Her dedication to the poker industry has earned her the nickname “First Lady of Poker.” As former publisher of Card Player magazine, she has contributed as much or more to the growth of poker and the dissemination of poker information as perhaps any other person in the poker world. She is a member of the Tournament Director’s Association, and a partner in Card Player Cruises. She founded the World Poker Industry Conference and the World Poker Players Conference. It was Linda’s calls for uniformity in poker rules which led to the writing of this book.
Linda played professional poker for many years before entering the management side of the poker industry. In 1997, she became the third woman in history to earn a gold bracelet in an open event at the World Series of Poker and has many tournament wins to her credit. She still has a real passion for poker and enjoys playing as often as her schedule allows.
Linda was instrumental in helping to establish the World Poker Tour. She loves her job as studio announcer for the WPT and has appeared on many television documentaries. She has also been quoted as an expert in many and various forms of print media. She enjoys teaching people to play poker and has given many seminars to players around the world. She currently lives in Las Vegas, Nevada, and can be found playing in high-limit games and poker tournaments all over the country.
ACKNOWLEDGEMENTS
We have reviewed hundreds of poker room rule books before writing this book. They were all different and all contributed something. The thing that struck us most was the need for some consistency in poker, and wherever possible, we used the rule which best served the spirit of the game, fairness, efficiency, simplicity and tradition.
Many thanks to the establishments which made their rules available for consideration in this project. Among the many books we consulted were: Bay 101 Book of Rules, Commerce Casino Poker Rule Book, Grand Casino Poker Gaming Guide, Hollywood Park Casino Poker Rule Book, Hollywood Seminole Gaming Poker Casino House Rules, MGM Grand Poker Rule Book, Mirage Poker Room General Rules and Policies, Resorts Casino Hotel Atlantic City Poker Wagering Guide, Sycuan Casino General House Poker Rules, Taj Poker Rule Book of the Trump Taj Mahal Casino Resort, and Texas Station Bad Beat Jackpot Rules.
Among the many readers from the casino industry who contributed thoughts to this project were: Tom Bowling, Alan Brachman, Dennis Jackson, Steve Lennet, and Bruce Meierkord. Among the many players who put in special efforts: Steve Abel; Chad Brown; Tod Levi; Elliot Levine; Buddy Martin; John McGary; Mark Porter; Mike Suchak, Jr. We’re sure we’ve forgotten someone, and apologize for leaving you out.
Note we have attached at the Appendices a set of Jackpot Rules based on those used by Station Casinos. Larger poker rooms tend not to have jackpots, and we felt that Station’s national reach made their rules representative. Also, they’re pretty good rules.
Special credit is due the women in our lives, Misty and Jeannie, who for some inexplicable reason tolerate us and support us in our endeavors and even love us.
ABOUT COOKE’S RULES
This is the first Poker Rule Book of the 21st century. A big part of poker’s appeal is that, at its essence, the rules are same everywhere. For the most part, you play with a deck of fifty-two cards, four suits, and thirteen ranks. The best five card hand takes the money. There are (some wild home game variations notwithstanding) only five combinations of actions: check, bet, call, raise, and fold.
The purpose of this book is to provide a uniform set of rules for the most popular poker games spread in public cardrooms. Some rules apply to all games. Some apply to particular games. In deciding upon which rules to use, the rulebooks of nearly every major cardroom in the country have been consulted.
Where rules differ, the authors have given preference to the rule that best serves the interest of fairness in the game. Indeed, as you will see, that is one of the first rules of the game: that all rules should be interpreted with the spirit of the game in mind. Beyond the issue of fairness, which is paramount, the next greatest weight has been given to the efficiency of the game—getting more hands out per hour benefits everyone: players get more hands, the house gets more rake, dealers get more tips. After fairness and efficiency, the next most important factor is simplicity. All other things being equal, where there is a simple and a complicated way to do things, the simpler rule has been chosen. Lastly, tradition has been considered. The game has a great history, and the aforementioned variables being equal, the traditional rule has been given preference. Fairness, Efficiency, Simplicity and Tradition: the foundations of the Rules of Poker.
An additional factor in establishing rules is inducing action. Although it is not as important as the other influences, action is important to the game. Rules can be constructed and interpreted to encourage action, or to inhibit it. All other things being equal, when one rule would limit action and another would induce it, the authors have given preference to the rule that will encourage players to get involved and play the hand.
That said, there are other reasons for preferring one rule to another. When several different rules applying to a certain situation meet the tests of fairness, efficiency, simplicity and tradition, the preferred rule is listed first, and an alternate rule—or rules, if there are several—are listed afterward as Alternate Rules. At times, explanatory notes and/or examples are added after a rule. When interpreting a rule, the explanatory notes and examples should be taken into consideration. These notes and examples, together with the Definitions and Appendices for suggested procedures at the end of the Rules, are the components of Cooke’s Rules of Real Poker.
While some players and cardroom managers may not agree with all the rules included herein, it is hoped that the comprehensiveness of Cooke’s Rules of Real Poker will result in it being used as a standard in cardrooms across the country. The inclusion of alternate rules that may be used in lieu of the preferred rule at the discretion of cardroom management is an attempt to address the legitimate differences of opinion regarding exactly what rule should be in force at a given establishment. Cardrooms will have the choice of adopting Cooke’s Rules exactly as they stand, or Cooke’s Rules as modified by house policy.
There are many thousands of variants of poker, however, this book is limited to those which are commonly spread in public cardrooms: Texas Hold’em, Seven-Card Stud, Seven Card Stud High-Low Split, Razz, Five-Card Stud, Omaha Hold’em High, Omaha Hold’em High-Low Split, Draw and Lowball. Five-Card Stud, Draw and Lowball are not frequently spread any more, but they are included because they have an important place in the development of the history and rules of modern poker. Also, Draw is a variation of the game most Americans are quite familiar with, and it can be useful as a reference point in understanding the rules of the other games. This Rulebook considers fixed limit, spread limit, pot-limit and no-limit games. Jackpot Rules are set forth in the appendices.
Also, although people often play the game for stakes other than money, since this book is principally about public cardrooms, the presumption here is that the chips in play represent real monetary gain or loss.
THE DECISION MAKING PROCESS
1.01. APPLICATION OF RULES
Management protects players and the integrity of the game through fair and even-handed application of the rules. Cooke’s Rules shall be enforced by the decision-making process. All dealers shall run the game in accordance with the Rules. If there is a disagreement or dispute among players involved in a hand or situation that calls for application or interpretation of a rule, then the dealer shall call the floorperson to the table to make a decision. All decisions will be made in the context of the Paramount Rules, as hereinafter set forth. The floorperson shall weigh the facts, consider the four criteria for rule making (Fairness, Efficiency, Simplicity and Tradition) and then apply the rule, making a decision. In applying the Rules, the floorperson shall use the Definitions of Poker Terms included in Cooke’s Rules to the exclusion of any other definitions.
1.02. TIMING OF RULINGS
The proper time to draw attention to an irregularity or error is at the time of occurrence. Objection to any matter arising in the course of a hand must be made before the first riffle (or scramble, depending on the shuffling policies of the cardroom) of the shuffle for the new hand. This principle applies to matters calling for a decision by a floorperson as well as matters within the purview of a dealer’s duties.
1.03. FACTORS INFLUENCING DECISIONS
An unintentional error shall be construed more liberally than what appears to be a deliberate violation of the rules. An inexperienced player shall be given leeway that a more experienced and knowledgeable player would not. The floorperson may presume that higher limit players have more experience and knowledge of the game, but shall always be aware that this is not necessarily the case. The floorperson shall weigh the actual damage done by the rule violation. The floorperson shall consider whether one or more players involved in a dispute has malicious intent, or seeks to take advantage of another player or a situation. All other factors being equal, the floorperson shall apply
the rules in such a way so as to induce action rather than inhibit it.
1.04. DECISION-MAKING PROCEDURES
Dealers shall never make decisions. All decisions shall be made by the floorperson. When a dealer calls a floorperson over to make a decision, the dealer shall describe the facts that make a decision necessary. Then players involved in the situation shall be asked if they have anything to add or if they disagree with the dealer’s rendition of the facts. The players shall be asked this in clockwise rotation, starting at the first seat to the left of the button in games played with a button, starting with the first seat to the left of the dealer in games played without a button. After players involved in the situation have had their say, if facts remain in dispute, the floorperson may, but shall not be obligated to, ask other persons seated in the game if they have any facts which shed light on the decision. Note that in all three cases—the dealer, players involved in the dispute and other players at the table—the floorperson seeks only relevant facts, not opinions, and particularly not opinions regarding the application of the Rules. The floorperson shall then render his decision that, as provided in the Paramount Rules, shall be final.
1.05. DECISIONS BEYOND THE RULES
At times, a situation may arise which is not expressly covered by the Rules. In such situations, the floorperson shall weigh the facts and render the most appropriate decision in light of the four principle considerations of the Rules of Poker: Fairness, Efficiency, Simplicity and Tradition.
1.06. DISCIPLINE ARISING FROM DECISIONS
More often than not, a decision will only result in a determination of what shall be done: is a hand live or dead, is a player entitled to a pot or not, has there been a misdeal, etc. However, sometimes a decision may result in disciplinary action against a player. Management, represented by the floorperson, is very limited in what it can—or for that matter should—do regarding disciplining a player who violates the rules. Among other issues, management’s authority and rights are legally limited. Intent and experience are important variables in disciplining players. Management’s choices in applying discipline are: 1) Expel the player from the game, setting a time limit before which he cannot return; 2) Suspend the player from the cardroom for a period of time; 3) Bar the player from the cardroom.
It is not the place of this Rule Book to set forth for cardroom management how they should resolve their disciplinary problems. Management shall always keep in mind the four principles of poker rules (Fairness, Efficiency, Simplicity and Tradition) and always serve the interest and spirit of the game.
1.07. CONFLICT OF RULES
When any provision of Cooke’s Official Rules is in conflict with the rules of a particular game, then the rules of the particular game shall take precedence and supersede the general rule. In any other case where two rules may conflict, then the interpretation that best serves the interest of the game shall be applied.
1.08. AVOIDING UNFAIR RESULTS
When strict enforcement of a rule will cause a patently and obviously unfair result, then the floorperson shall have the unrestricted right to waive any rule and make the decision that will cause a fair result. As the point of the game is to take the pot, in any questionable or marginal situation involving the awarding of the pot, the rules shall be interpreted in such a way so that the player with the best hand gets the pot. This is consistent with the Paramount Rules that fairness and the interest of the game shall always be served.
1.09. PRINCIPLES FOR INTERPRETING RULES
For purposes of these rules, it shall be presumed that all games are center-dealt: a professional and impartial dealer who is not participating in the game deals the cards and manages the game. (See Cooke’s Rules “14.27. Player Dealt Games.” on page 109 for a provision that addresses special issues for player-dealt games.) The rules also presume a public cardroom environment, although they may be applied to home poker games as well. The rules apply to all poker games, regardless of nature and structure. Rules peculiar to particular games are discussed in a separate Article relative to each commonly spread game. Subject and Article headings are not part of rules, but are included only for indexing purposes and ease of finding rules. For ease of syntax, the rules use the masculine for all personal pronouns. This is merely as a convenience, and is not meant to imply anything about the game—wherever the masculine gender is used, both genders are included. The rules distinguish between shall and should. “Shall” refers to those items that are mandatory. “Should” refers to those matters that are recommended for the good of the game, but are not rules per se. When any word included in the list of definitions at Article 18 is used in a Rule, then that word shall be construed pursuant to the definition provided here, to the exclusion of all other definitions. All rules automatically incorporate the Definitions.
THE PARAMOUNT RULES
2.01. SPIRIT OF THE GAME
All rules shall be interpreted and all rulings shall be made with the intent that the spirit, rather than the letter of the rule, be followed. The spirit of all rules is such that the fairest possible outcome shall be achieved. At no time shall interpretation or strict application of a rule be used to achieve an unjust result. The spirit of the game shall be considered the best interest of the game.
2.02. BASIC PRINCIPLES OF RULES
All rules shall be interpreted in the context of the four basic principles of Poker Rules: Fairness, Efficiency, Simplicity and Tradition. Given that the foregoing principles are considered, all rules shall be interpreted in favor of promoting action as opposed to inhibiting action.
2.03. DECISIONS FINAL
The decision of the floorperson is final, and not subject to appeal.
2.04. GOVERNMENT REGULATION
Wherever a Rule is in conflict with any governmental regulation, then the government regulation shall supersede the Rule. Governmental regulations shall be applied in such a way as to cause the least possible change in the Rules.
2.05. GROUNDS FOR EXPULSION
The following shall be grounds for immediate expulsion from the cardroom: verbally or physically threatening any patron or employee; destruction of cardroom property (including cards); throwing cards at an employee or patron. This list of grounds for expulsion is not all-inclusive; management shall always have the authority to expel a player for any grounds it deems reasonable.
2.06. PRIORITY OF PARAMOUNT RULES
These Paramount Rules shall supersede all other rules.
2.07. PURPOSE OF RULES
The purpose of Rules is not to create a fixed regimen where there is a penalty for the slightest infraction, but rather to foster an environment where the game is honest and fair to all.
Although a player is responsible for knowing the Rules of the game, it is not intended that an innocent or inexperienced player should be punished for his ignorance, but rather that the game be run in an efficient and impartial way. The Paramount Rules serve the spirit of the game, and all rules must be interpreted accordingly.
RIGHTS & PRIVILEGES OF MANAGEMENT
3.01. FINAL WORD
By taking or requesting a seat in a game, a player agrees that the house has the final word on who may play, the manner in which play shall be conducted, and the enforcement of any rules. Management further has the right to prohibit any player from using its facilities for any reason whatsoever.
3.02. CONDUCT OF OTHERS
Management is not in any way responsible for the conduct of any person who is not an employee of the house, or any employee of the house who is not performing his official duties. Management shall not be responsible for the behavior of players or guests of players or the consequences of behavior of players or guests of players.
3.03. FAULTY DECISIONS IN GOOD FAITH
A player shall have no claim against the house or any employee or agent of the house for a faulty decision given in good faith, or any honest error by a dealer or floorperson.
3.04. STARTING AND BREAKING GAMES
Whether and when to start or break a game is exclusively within management’s discretion. Management will make every effort to start games full, however, management may require that games start less than full. Management will make every effort to keep games going rather than break them, however, management may elect in its best judgment to break games. The house shall have the right to break a game at any time for any reason. As a general rule, games normally played nine and ten handed shall not be broken when five handed, games normally played eight handed shall not be broken when four handed. However, as with all other Rules, management reserves the right to change this policy. (See Cooke’s Rules Article 13 “Seating, Table Assignments, Starting Games, Transfers, Lists, Etc.” on page 90 for more details.)
3.05. CHANGING GAME CONDITIONS
Whether to change any element of a game—such as the structure, the rake or collection or any other condition—is completely within management’s discretion. However, no such change shall ever be made during the play of a hand. No change shall be made in structure or limits if two or more players object to the change. Any player who objects to the change shall be placed at the top of the list for any different game he wishes to enter. ALTERNATE RULE: No change in stakes or other condition may be made if any player objects; Cooke’s Rules prefers this rule, but recognizes that the main rule as stated is more prevalent. SECOND ALTERNATE RULE: No such change shall be made if half the table objects.
3.06. MUST MOVE
The house may require that players be placed on a move list and moved from the game they are in to another game of the same type with the same structure and limits. (See Cooke’s Rules Article 13 “Seating, Table Assignments, Starting Games, Transfers, Lists, Etc.” on page 90 for more details.)
3.07. SEATING
The house has the right to restrict seating or prohibit players from playing in a particular game. This includes prohibiting two players from playing in the same game. Any such decision by management shall not be deemed an accusation, but may be done to avoid even the appearance of impropriety and in an abundance of caution. Management further has the right to prohibit any player from using its facilities, for any reason whatsoever. (See Cooke’s Rules Article 3 “Rights & Privileges of Management” on page 9 for more details.)
3.08. SPECTATORS
The house has the right to prohibit, re-position or otherwise restrict spectators.
3.09. RIGHT TO INSPECT CARDS
The house has the right to inspect any discarded hand, whether called or not, to protect the honesty and integrity of the game.
3.10. CHIPS AND CASH ON TABLE
The house is not responsible for cash or chips left on the table by an absent player, whether verified by a floorperson or not. Players should take their cash with them when leaving the table, but if they re-enter the game they must return at least the same amount of cash to the table when re-entering the game.
3.11. STANDARDS OF DRESS, LANGUAGE AND CONDUCT; SMOKING
The house has the right to establish standards for dress, talk and behavior in the cardroom—including smoking. As a courtesy to dealers, the seats to either immediate side of the dealer shall be designated non-smoking seats. (ALTERNATE RULE: Smoking shall be prohibited in the cardroom.) As with all other Rules, applicable governmental regulation regarding smoking shall supersede this rule.
3.12. SUSPENSION OF RULES
The house shall have the right to suspend or waive the Rules, or institute different Rules. Every effort will be made to post a table sign when Rules have been suspended or waived, but the absence of such a sign shall not confer any rights to a player.
3.13. HOUSE EMPLOYEES
The rights, privileges and protections of management shall be extended to all employees of the house acting in the performance of their duties.
3.14. NO TRANSFER OF LIABILITY
In case of theft, natural disaster or other similar circumstance, management shall not be responsible for chips or money left on the table.
Article 4: THE GAME OF POKER
4.01. THE DECK AND CARDS
The game of poker is conducted with a fifty-two card deck consisting of four suits (clubs, diamonds, hearts, spades) of thirteen ranks each (2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King, Ace.) Some forms of Draw and Lowball are played with a fifty-third card, known as a joker or bug. (See Cooke’s Rules Article 7 “Closed Card (Draw Style) Games” on page 36 for more details regarding the use of the bug.) Except for the special case of the bug, there are no wild cards in any poker game spread in a public cardroom, although wild cards are not uncommon in private home games where such variations as baseball and deuces wild are played. Subject to an occasional exception arising from the Rules of a particular game, an Ace can serve as either the highest card (above a King) or the lowest card (below a deuce) or both, as the player holding the Ace may decide. Each player is dealt a pre-determined number of cards, depending on the variation of poker being played.
4.02. SUITS
Unlike other card games such as bridge, in poker, one suit does not have superiority over another suit except in a few situations, which will be discussed subsequently. Suits do not count in the ranking of hands. Thus, a flush of one suit does not take priority over a flush of another suit by virtue of suit. Suits can be used in determining the lowest or highest card for a forced bet, assigning seats, resolving disputes, etc., as more fully set forth elsewhere in Cooke’s Rules. For these purposes only, suits are ranked alphabetically, from lowest to highest (Clubs, Diamonds, Hearts, Spades, with Spades being the highest.)
4.03. THE POT
The game is a contest for a pot of money, which builds in the course of play of each hand. The game begins as a battle for the blind bets or antes—money the players put into the pot before they see their cards. As players receive their cards and consider the strength or potential strength of the hands they hold, they commit additional money to the pot by making and calling bets and raises. The process of betting, calling and raising continues through a number of betting rounds until all the cards been dealt pursuant to the Rules of the game, or until one player is left after all others have folded. After the last card has been dealt there is a final betting round.
4.04. PLAYER ACTIONS
The contest of the game of poker is made up of five possible player actions: Check, Bet, Call, Raise and Fold. (See Cooke’s Rules “Definitions of Poker Terms” on page 123 for more specifics on the five basic actions of poker.) Which player acts first, and what that player’s choices are depend upon the Rules of the particular game, as more fully hereinafter described.
4.05. START OF THE HAND
The hand begins when the dealer has awarded the pot from the previous hand, gathered in all the cards, scrambled the cards and begun the shuffle. Once the first riffle of the shuffle begins, the hand is considered in play, and may not stop until the end of the hand. (See Cooke’s Rules Article 14 “Dealers, the Deal and the Deck” on page 102 for more details regarding the shuffle and start of the hand.)
4.06. ORDER OF PLAY
The play of a hand always proceeds clockwise, beginning with the player in first position, and ending with the last player to respond to an action. Each player acts after the player to his immediate right. If no action is made, then play continues to the player in last position.
4.07. FIRST TO ACT
Who is to act first varies with the Rules of the particular poker game. In Stud games the lowest upcard (highest upcard in Eight-or-better or Razz) is required to commence the betting with a forced bet, known as the bring-in, which is usually (although not always) equivalent to one-third or one-half a small bet in fixedlimit games. Sometimes in seven-card-stud, though rarely, house Rules require the high card to bring it in. In Hold’em games the first two players after the dealer button are usually required to enter the pot blind, the first player for a portion of a small bet generally between one-third and two-thirds of the small bet—the second player for a full small bet. (See Cooke’s Rules Article 8 “Other Betting Rules & Structures” on page 46 for bring-in and blind requirements Pot-Limit and No-Limit games.) House Rules may instead require one or three blind bets. There are many variations of blind Rules, and they are handled differently at different establishments. (See Cooke’s Rules Article 12 “Blinds and the Dealer Button” on page 76 for more details.) Draw games are usually played with blinds, like community card games, although they often require antes as well, and who makes the first action is complicated by kill pot Rules and Rules relative to required openers. (See Cooke’s Rules Article 7 “Closed Card (Draw Style) Games” on page 36 and and Article 8 “Other Betting Rules & Structures” on page 46 for more details on kill pots.) Subsequent players acting in their turn must respond to these initial forced betting actions by folding, calling or raising. Action proceeds clockwise from the player who is required to act first. Once play is initiated, the hand progresses until the pot is awarded.
4.08. BETTING ROUNDS
Different games have different numbers of betting rounds. Draw games have two betting rounds, one before the draw and one after the draw. (Draw variations known as double draw and triple draw—where players get two or three opportunities to replace cards and thus have three or four betting rounds—are occasionally spread in public cardrooms.) Texas Hold’em, Omaha Hold’em and other Hold’em games (a.k.a. board or community card games) each have four betting rounds: before the flop (first three community cards), after the flop is dealt, after the turn (fourth community card) is dealt and after the river (fifth and last community card) is dealt. Seven-Card Stud and its variations have five betting rounds: one after the first three cards are dealt and one after each subsequent card is dealt.
4.09. ANTES AND BLINDS
There is a variety of betting structures in poker. The most common are Fixed-limit (a.k.a. Limit or Structured), Spread Limit (a.k.a. Unstructured), Pot-Limit and No-Limit. Some games require that players post blinds—effectively calling before the cards are dealt. Other games require antes—dead money contributed to the pot before the cards are dealt. Some require both. The principal distinction between blinds and antes is that antes do not constitute part of a player’s first bet after the initial deal, and blinds do. The proportion of the blinds and antes to the stakes of the game is an important procedural and strategic consideration, but is not an appropriate matter for Rules. Rather, the amounts of blinds and antes, like minimum buy-ins, are matters for each house to establish in accordance with its best business wisdom. Proposed betting structures are set forth at Appendix B, but they shall not be deemed Rules.
4.10 NUMBER OF PLAYERS
Anywhere from two to thirteen players seek to make the highest possible five-card hand from the cards made available to them by the particular form of poker they are playing. More players are theoretically possible, but impractical. In Seven-Card Stud games, the maximum number of players is eight. In Omaha games, the maximum number of players is ten. In Texas Hold’em, the maximum number of players is thirteen, although in Reno there used to be a fourteen-handed game spread. In Draw and Lowball, the maximum number of players is nine, although eight is a preferred maximum due to frequent card shortages in a nine-handed game, requiring constant re-shuffle of the discards to be dealt for the draw.
4.11. NUMBER OF CARDS
In Five-Card Stud, players are dealt five cards, and must make their best hand from those alone. In Draw and Lowball, players have five cards, with an opportunity to replace them. In the most popular games—Texas Hold’em and Seven-Card Stud—players have seven cards from which to make their best poker hand. In variations of Omaha, players have nine cards from which to make their five card hands. There are forms of poker that use both fewer and more cards, but they are seldom played in public cardrooms, and are not within the purview of this book.
4.12. WINNING THE POT
The pot may be won in one of two ways. If a player makes a wager that no other player chooses to match, then the player whose bet is unmatched wins the pot. In the event that more than one player contests the pot all the way through the final betting round, there is a showdown of hands, whereupon the player with the best hand is awarded the pot. In games played for low, the worst hand wins the pot. In high-low split games, the best hand and the worst hand—also known as the best low hand—each take half the pot. A player may relinquish his hand at any time when facing action by folding—refusing to match a bet—and in so doing he surrenders his interest in the pot, all money he has committed to the pot, and any interest in any future money added to the pot.
4.13. HIGH HAND RANKINGS
The highest possible hand is determined by the relative statistical frequency of the hand occurring. The following are the rankings of poker hands, in descending order:
- A. Five Aces. This hand is only possible in games played with a joker or bug.
- B. Royal Flush: The five highest-ranking cards in sequence, all of the same suit. A, K, Q, J, 10 all of the same suit.
- C. Straight Flush: Five cards in sequence of the same suit. The highest card of the straight flush determines the rank of the straight flush. An eight-high straight flush beats a seven-high straight flush. Example: 8, 7, 6, 5, 4 all of the same suit.
- D. Four of a Kind (a.k.a. Quads): Four cards of the same rank. The higher the ranking of the four matching cards, the higher the rank of the four of a kind. Example: 5, 5, 5, 5, K.
- E. Full House: A hand that contains three cards of the same rank and two cards of a different rank but of the same rank as each other. The higher the rank of the three cards the higher the rank of the full house. Example: K, K, K, Q, Q.
- F. Flush: Five cards of the same suit that are not in sequence The highest ranked card of the flush is used to determine the rank of the flush; in case of a tie for the highest card, ranking is based on the second highest card in the hand, and so on. Example: Q, 9, 8, 6, 3 all of one suit. This hand would beat the J, 10, 8, 6, 3 all of one suit.
- G. Straight: Five cards in sequence, not all of the same suit. The highest card within the straight determines the rank of the straight. A 9-high straight would beat an 8-high straight. Example: J, 10, 9, 8, 7.
- H. Three of a Kind (a.k.a. Trips): Three cards of the same rank and two non-matching cards. The rank of the three matching cards determines the ranking of the three of a kind. Example: 9, 9, 9, K, J.
- I. Two Pair: Two separate pairs of matching cards of different values contained within the same hand with an unrelated fifth card. The ranking of the highest pair within the two pair determines the ranking of the hand. A hand containing Kings and deuces beats one with Queens and Jacks. If two players hold the same high pair, then the ranking of the second pair determines the winner. (i.e., K, K, Q, Q, x beats K, K, 9, 9, x.) If two players held the same two pair (IE Kings and Jacks) then the ranking of the sidecard (a.k.a. kicker) would determine the winning hand.
- J. One Pair: Two matching cards of the same value combined with three unrelated cards. Example: Q, Q, 9, 7, 4. The ranking of the pair determines the strength of the hand. If two players hold the same pair, then the ranking of the sidecards determines the winning hand.
- K. High Card: A hand that contains no matching cards, is not of all the same suit or has no particular sequence. Example: A, Q, 10, 8, 6. The high card determines the strength of the hand. In case of a tie the second highest card would determine the winner and so on. Thus an A, J, 10, 8, 6 beats an A, 10, 9, 8, 7.
4.14. KICKERS/SIDE CARDS
In determining the highest possible five-card hand, if all five cards are not used to make a hand, such as with three of a kind, two pair, one pair or high card, then the rank of the side cards (a.k.a. kicker cards) shall determine which hand is better. For example, in Texas Hold’em, if the board were A, A, Q, 3, 2 and player A’s hole cards are A, 10 and player B’s hole cards are A, 6 then player A wins the pot since the best five-card hand wins. Player A has three Aces with a Q (on board) and a 10 (in hand). Player B has three Aces with a Q (on board) and a 6 (in hand). In Texas Hold’em, the best five cards play regardless of whether the cards are in the player’s hand or if they come from the board. In this game, where four of a kind sometimes comes on board, the ranking of the side card would determine the winner, even though all active players in the pot have four of a kind.
DRAW EXAMPLE: If in Draw, two players each held Aces and Kings, the fifth card in each hand would determine the winner. If one player’s fifth card were a Q and the other player’s fifth card were a Jack then the player with the queen would win the pot with Aces and Kings with a Queen over Aces and Kings with a Jack. In seven card stud, if two players held the same two pair the one with the highest fifth card would win the pot, just as in draw. If both players held an identically ranked fifth card the hand would be tied and the pot would be split.
OMAHA EXAMPLE: In Omaha Hold’em, because of that game’s Rule requiring that a player must play two cards from his hand and three from the board, the Rule is a little different, but the concept is the same. For example, if the board is A, A, K, Q, J and Player A holds A, 8, 6, 5 and Player B holds A, 7, 7, 6, the best five-card hand for player A using two cards from his hand as required by Omaha’s Rules would be A, A, A, K, 8. Players B ’s best hand would be A, A, A, K, 7. Thus, Player A would win the pot with the best five card hand.
4.15. RANKING LOW HANDS
In split-pot games and games for low, the following is the ranking of the best low hands:
- A. 5-4-3-2-A (a.k.a. Wheel)
- B. 6-4-3-2-A (a.k.a. Six-perfect or six-slick)
- C. 6-5-3-2-A (Six, no four)
- D. 6-5-4-2-A (Six, no three)
- E. 6-5-4-3-A (Six, no deuce)
- F. 6-5-4-3-2 (Straight Six)
- G. 7-4-3-2-A (A.k.a. Seven-perfect or seven-slick)
- H. 7-5-3-2-A
- I. et cetera.
This progression continues all the way through the smallest pair, trips, full house, four of a kind and straight flush (note that straights and flushes do not count against low hands, except when playing Kansas City Rules as hereinafter set forth). Thus, a player whose best low hand was a pair of deuces would win the pot against a player whose best low hand was a full house. In most low and high-low split games, aces play for high or low, so that a pair of aces is a better low hand than a pair of deuces.
4.16. LOW HAND RANKINGS/KANSAS CITY RULES
An exception to the above hand rankings for Low games is the game of Kansas City Lowball, a form of draw which is somewhat popular in tournaments but not generally otherwise spread in public cardrooms. In this game Aces play only for high, and straights and flushes count against a hand’s low value. Razz (Seven-Card Stud played for low only) is also sometimes played by Kansas City Rules. (See Cooke’s Rules Article 5 “Open Card (Stud Type) Games” on page 22 for more details.)
4.17. QUALIFIERS FOR LOW
Most high-low split games require an eight-or-better qualifier for low, meaning that if there is no low hand 8-7-6-5-4 or better, then the high hand wins the whole pot. Some houses play that a seven-or-better or even a nine-or-better is required to qualify for the low, but this is much more common in home games than in public cardroom games.
LOWBALL EXAMPLE: In a $20-40 lowball game with blinds of $10 and $20 in the first and second positions, after all players have received their cards the third player has the option to call $20, raise to $40 or fold. After the third player has acted the fourth player has the option of folding, calling the amount of the bet to him or raising the bet the amount of the betting unit (in this case $20) and so on clockwise around to the button. When the action gets to the little blind, his options remain the same and the money placed in the pot as the blind will be part of any call or raise on his part. The same concept applies to the big blind. (See Cooke’s Rules Article 12 “Blinds and the Dealer Button” on page 76 for more details of how the blinds may respond.) After all bets are called and the after the betting round is complete, the dealer scoops all bets into the center of the pot and each player is given the opportunity to replace cards in his hand with cards from the top of the deck. The first player declares to the dealer how many cards he would like to draw and surrenders from his hand an equal number of cards to the dealer. The dealer replaces the surrendered cards with cards from the deck. The procedure then moves clockwise around the table until each player has had the opportunity to draw anywhere from zero to five cards.
After the completion of the draw another betting round commences, starting with the first live player immediately to the left of the button who may check or bet, and proceeding clockwise around to all players who may check (if no bet is to them), fold (if a bet is to them), bet (if no bet is to them), call (if a bet or a raise is to them), or raise (if a bet or raise is to them.) After the completion of the second betting round the players show down their hands to determine who has the best five card hand. The last player to make action on the final betting round shows down his hand first. If no player bets on the final round, then the player in first position (closest to the dealer button, going from the dealer’s left) shows down first. (See Cooke’s Rules Article 11 “The Showdown Of Hands & Awarding The Pot” on page 72.) The dealer then awards the pot to the best shown five-card hand, and the cards are gathered and the procedure begins anew.
STUD EXAMPLE: In stud games, all players ante, except at the lowest limits where the game is sometimes played without an ante. The dealer scoops the antes to the center of the table and then deals the cards to all anteing players. In stud games for high, the lowest card opens the pot for the designated bring-in, a forced bet. The player to the immediate left of the bring-in has the option of calling the bring-in bet or completing the bet to the limit allowed on that round of betting (i.e., if the bring in is five dollars in a $15-30 game then a player raising the bring-in may make it $15; as set forth in more detail elsewhere, this technically does not constitute a raise) or folding. As in all other poker games, the action then moves clockwise around the table until it is back around to the opener. (In some cardrooms the opener is allowed to raise if there has been no raise to him. In others, if he wishes to raise the pot he must have done so as he opened. Cooke’s Rules prefers allowing the opener to raise himself, as this induces action, but recognizes that this Rule variation is not very common.) After the initial round of betting is complete, the dealer scoops the bets into the center of the pot, burns, then deals the next card. The second round of betting commences with the highest hand showing. That player may either bet or check, and players who act after him shall respond to his initial action.
In fixed-limit stud games the betting structure remains at the lower limit for the second betting round unless a player has a pair showing on board, in which case the limit may double to the higher limit. (See Cooke’s Rules Article 5 “Open Card (Stud Type) Games” on page 22 for more details.) At the conclusion of the betting action, all bets are again scooped to the middle and a new round of cards is dealt. Once again the player with the best hand showing on board starts the action. For the third betting round and all subsequent betting rounds, the higher limit is in effect, regardless of whether there is a pair showing on board. The seventh card is dealt face down.
Should there be not enough cards remaining in the deck for all players to receive an individual card then a card is dealt face up in the center of the table and is used as a community card with all players playing that card as if it were in their hands. After the seventh card is dealt, the action starts with the highest ranked board beginning the action and moves clockwise. As in all other games, the showdown of hands starts with the last better or raiser. If no one bets on the final round then the player with the highest board shows down first, and other players proceed to show down their hands clockwise after that player.
HOLD’EM EXAMPLE: In Hold’em games the two players to the left of the Dealer Button typically post blind bets to commence the action. The dealer deals each player two private cards in Texas Hold’em and four cards in Omaha Hold’em. The third player must call the blind bet, fold, or raise. Subsequent players act in response to the action of the third player. The blinds are live, meaning that the players who post them have the opportunity to raise themselves. (See Cooke’s Rules Article 12 “Blinds and the Dealer Button” on page 76 for more details.) After the betting round, the dealer burns and turns three community cards, known as the flop, then a single community card known as the turn, and a final community card known as the river. Betting stakes double on the turn and river.
4.18 POKER VARIANTS
Games where the winning hand is made from more or fewer than five cards, stripped deck games, and games where hand rankings are different from poker as normally played are poker variants, which management may or may not choose to spread. Should management elect to spread such games, then Cooke’s Rules shall be applied wherever possible. Such games include the likes of Chinese Poker, Boure and Guts. Games which players play against the house, where the house has a statistical advantage, shall not be deemed poker, regardless of whether poker is used in their name. This is because the essential elements of poker include that every hand dealt has a statistically equal chance to win the pot based on the Random Card Concept, and that the house has no interest in the outcome of any hand. Thus games like Caribbean Stud Poker and Let It Ride shall not be deemed poker variants within the meaning of the Rules.
OPEN CARD (STUD TYPE) GAMES
5.01. STUD DISTINGUISHED
The best-known open card game is Five-Card Stud; the most widely spread open card game is Seven-Card Stud. Open card games are distinguished from closed card games such as Draw and Lowball and community card games such as Texas Hold’em and Omaha. Open card games are never played as button games.
5.02. BASICS OF STUD GAMES
In open card games—also known as stud games—players receive some combination of cards that are exposed to other players (upcards) and cards that are not exposed, their private or “hole” cards (downcards). Most commonly, each player antes, and the low or high card (depending on the game) initiates the betting by bringing it in for a forced bet, usually equal to onequarter to one-half of a small bet. As with all games using antes and bring-ins, the ante is “dead” (meaning it does not constitute a part of a player’s bet once the cards are dealt) and the bring-in is “live” (meaning that it does constitute a part of a player’s bet.) In fixed-limit games (most open card games are spread as fixedlimit games) the first two rounds are small bet rounds, and the subsequent rounds are big bet rounds. The big bet is typically double the small bet. In all Stud games, the dealer burns a card at the conclusion of each betting round before dealing the next round of cards. Low-limit stud is often offered as a spread limit game. (See Cooke’s Rules Article 8 “Other Betting Rules & Structures” on page 46 for more details.)
5.03. SEVEN-CARD STUD DEFINED
As its name indicates, this is a stud game (meaning a game where some of a player’s personal cards are exposed for other players to see) played with seven cards.
5.04. SEVEN-CARD STUD: NUMBER OF PLAYERS
The game is typically played with a maximum of eight players, although sometimes it is played with nine. However, when played with nine, the situation sometimes arises where there are not enough cards to finish the deal, and special procedures must be instituted using burn cards and dead cards to complete the
hand. It is best to avoid this by limiting the game to eight, although it is possible to run out of cards even in an eighthanded game. (See Cooke’s Rules Article 16 “16.13. Back Man Out” on page 118 for possible solutions to handle too many players in this or any other game.)
5.05. SEVEN-CARD STUD: ANTES
Players ante before receiving a hand. The dealer deals a hand to every seat that has anted, and does not deal to any seat that has not anted. If a player seated at the table has not anted, the dealer shall ask him if he wants a hand before dealing. If a player away from the table has anted before leaving, the dealer shall give him a hand. As noted elsewhere, the size of the antes is not a matter for rules but one for house policy. However, suggested antes for various stakes are set forth at Appendix B.
5.06. SEVEN-CARD STUD: INITIAL CARDS AND BRING-IN
At the beginning of the hand, players receive two downcards and a single upcard. This is followed by the initial betting round, on which the lowest upcard (by suits if two players have the same lowest ranking upcard) is required to initiate the betting with a forced bring-in bet. The player required to make the forced bet has the option of opening for the partial bet or a full bet. An example would be in a $15-$30 game, where the forced bring-in is for $5, and the opener has the option of bringing it in for the $5 or for $15. This is often referred to as completing the bet. (The game is occasionally played where the high card instead of the low card must bring it in, but this is not the standard rule.) As in all other poker games, the action then moves clockwise around the table until it is back around to the opener.
5.07. SEVEN-CARD STUD: RESPONDING TO THE BRING-IN
Subsequent players react in clockwise rotation to the initial action. They can call the bet, complete the opening bet by increasing it to the full amount of the small bet (from $5 to $15 in the previous example; if the opener brought it in for a full bet they can raise to $30) or fold. ALTERNATE RULE: In some cardrooms the opener is allowed to complete the bet if the action has passed all around the table no other player has completed the bring-in. This is the preferred rule, because it induces action, but it is the less common rule. In other cardrooms, if the opener wishes to complete the bring-in he must do so when he opens. This rule remains more common. Each establishment shall decide in its best business judgment which rule to implement. A player raising
a forced bet when the bring-in is for less than a full bet shall be deemed to have completed the bet rather than having raised. Thus, where the rules of the establishment permit one bet and four raises, the completion of the forced bring-in does not constitute a raise, and four raises remain open.
5.08. SEVEN-CARD STUD: FOURTH STREET
Players receive a fourth card up, followed by a betting round.1
5.09. SEVEN-CARD STUD: FIFTH AND SIXTH STREET
The fifth card is dealt up, followed by a betting round. On fifth street the betting automatically moves to the higher limit, regardless of whether or not it did on the previous betting round. Then a sixth card is dealt up followed by a betting round.
5.10. SEVEN-CARD STUD: SEVENTH STREET
The seventh and final card is dealt down, followed by a fifth betting round. Thus, a player has four upcards and three hole cards from which to make his best possible five card hand.
5.11. SEVEN-CARD STUD: ORDER OF PLAY
After the first round of betting, the high hand on board initiates the action. If two players have the same high hand then the suit of the high card in the players’ hands breaks ties (i.e. if both players have A, Q showing, the player with the Ace of Hearts would be deemed to have a higher hand than a player with the Ace of Clubs, and thus would act first.) ALTERNATE RULE: Ties shall be broken by position, with the player closest to the dealer’s left acting first. The disadvantage of the alternate rule is that it creates a positional advantage in players starting at the dealer’s right.)
5.12. SEVEN-CARD STUD: DEALER ANNOUNCEMENTS
In the course of dealing the hand, the dealer shall announce the low card on the initial betting round, the high hand on all subsequent betting rounds, and all pairs on board. Dealers do not announce possible straights and flushes. ALTERNATE RULE: The house may require dealers to announce possible hands in low-limit games as a courtesy to inexperienced players. In such cases the dealer shall only announce that a straight or flush is possible, and not which cards are necessary to complete the possible.
5.13. SEVEN-CARD STUD: ABSENT PLAYER WHO HAS ANTED
A player who has posted an ante but is not present at the table when it is his turn to act forfeits his ante. If that player was required to bring in the forced bet, then the amount of the forced bet shall be taken from his stack by the dealer and placed in the pot. If he has not returned to the table by the time he faces action, the forced bet shall also be forfeited. In each case where the player has not returned to the table in time to act on his hand when facing action, the hand shall be killed.
5.14. SEVEN-CARD STUD: MONEY NECESSARY TO RECEIVE A HAND
A player shall not be eligible to receive a hand unless he has at least the amount of an ante and the forced bring-in in chips or playable cash in front of him or in transit. ALTERNATE RULE: A player may receive a hand if he has the ante. If he is all-in for the ante and must bring it in, the player to his left has the same choices as if the all-in player had made the forced bet—come in for the forced bet, make the maximum bet or fold the hand.
5.15. SEVEN-CARD STUD: FOLDED HAND NOT FACING ACTION
If a player folds his hand after making a forced bet or when not facing action, then that player’s seat will continue to receive cards until a bet is made. Cards shall be dealt the same way (up or down) as to all other players. A player who has folded, however, cannot be required to initiate action. In this circumstance, the highest-ranking live hand shall initiate the action.
5.16. SEVEN-CARD STUD: CHANGING ORDER OF UPCARDS
It is a violation of the rules tantamount to cheating for a player to deliberately change the order of his upcards in any open card game.
5.17. SEVEN-CARD STUD: TURNING UPCARDS DOWN; MIXING UPCARDS AND DOWNCARDS
A player who turns upcards facedown or mixes upcards and holecards together when facing a bet is deemed to have folded and his hand shall be declared dead. ALTERNATE RULE: Only if another player then acts behind the player who has so folded or mixed his cards shall the hand be declared dead. This rule should be loosely enforced in low limit games and when dealing with inexperienced players, so long as there is no suspicion of intent to deceive in the action.
5.18. SEVEN-CARD STUD: WRONG PLAYER DESIGNATED AS LOW
If the wrong player is designated as low and that person brings it in, the action will be corrected to the proper low card so long as there has not been substantial action (two or more players acting in turn behind the improperly designated bring-in), so that the true low card bets. In such a case the player with the improperly designated low card may take back his wager and make a decision whether or not to enter the pot when it is his turn. If there has been substantial action then the hand shall play as if the improperly designated bring-in were correct.
5.19. SEVEN-CARD STUD: PROCEDURAL ERRORS IN DEALING
All procedural errors regarding the deal shall be corrected to the extent possible so that each player receives the proper card.
- A. If the dealer burns two cards for one round or fails to burn a card, the cards will be corrected if at all possible to their proper positions, so long as there has been no action. If the improper card has been dealt as a final down card and is intermingled with a player’s downcards, or if a player looks at the improper card, then the deal shall not be corrected.
- B. If the dealer burns and deals one or more cards before a round of betting has been completed, the improperly dealt card or cards shall be eliminated from play, together with an additional card for each remaining player active in the hand, with these cards set aside from the muck to be available in the event the dealer runs out of cards before the completion of the hand. When the round of betting is completed, the dealer re-burns and play resumes. If the improper card has been dealt as a final down card and is intermingled with a player’s downcards, or if a player looks at the improper card, then the deal shall not be corrected.
- C. A card dealt off the table must play. If the card so dealt was to have been a player’s downcard it shall be turned face-up on the table and treated as an exposed card, as if the dealer had dealt a final downcard face-up to a player.
- D. If the dealer accidentally turns up a player’s first or second hole card, then the third card will be dealt face down. If both a player’s hole cards are dealt face up his hand shall be declared dead and his ante refunded from the pot. In the event a hand is declared dead for this reason, and the third card dealt would have resulted in that player making the forced bring-in, the low card among live hands shall bring it in. ALTERNATE RULE: The first active player to the immediate left of the dead hand shall make his action as if responding to the forced bring-in by folding, opening for the amount of the bring-in or opening for a full bet.
- E. If a player has not posted his ante but is dealt a hand, then that player shall be dealt an entire starting hand (two downcards and an upcard) and his hand shall then be killed. If this player would have been required to make the forced bring-in, then the player who would have been required to make the bring-in had that player not been dealt a hand shall have the obligation of initiating action. Dealing a player who has not anted a hand does not constitute a misdeal.
- F. If a dead seat is mistakenly dealt a card, or not dealt a card when it should have been pursuant to Cooke’s Rules, and if there has not been substantial action, the situation shall be remedied by moving the cards to the proper player. If there has been substantial action or if the error is on a round of downcards then the cards shall stand as dealt. Once the error has been discovered, the deal shall continue properly, with the dead hand either getting or not getting cards as it should pursuant to Cooke’s Rules.
5.20. SEVEN-CARD STUD: LAST CARD FACE-UP
If the dealer turns the last card face-up to any player, the procedure shall vary depending upon the circumstances and how many players remain in the hand.
- A. If there are more than two active players in the hand, all remaining players receive their last card face down. Prior to action for the final betting round, the player whose last card is exposed shall have the option of participating in the wagering or being treated as an all-in player who neither contributes to the pot on the final round nor is eligible to win any bets put into the pot on the final round. In the event the player elects to be treated as all-in, all bets of the other players in the hand shall go into a side pot for which that player is not eligible.
- B. If there are only two players remaining and the first player’s final hole card is dealt face-up, then the second player’s final downcard will also be dealt face up and the betting proceeds as normal.
- C. If there are only two players remaining, and the first player’s card is dealt facedown and the second player’s card is exposed, the player with the exposed card will have the option of being treated as an all-in player, in which case there will be no wagers permitted on the final betting round.
- D. In all cases, the player who is high on board shall initiate the action regardless of whether he has four or five upcards.
5.21. SEVEN-CARD STUD: NOT ENOUGH CARDS
If there are not enough cards left in the deck for all players to receive a final card then the dealer shall deal all cards except the last card. The last card shall then be set aside with the burn cards, together with any cards, which have been removed from the deck pursuant to the rule relative to setting aside cards that have been eliminated from play. These cards shall be scrambled and cut, and the dealer shall burn again and deal the remaining downcards, using the last card if necessary. The discarded hands in the muck are not included in this procedure. If the cards available will still not be sufficient to give every active player a final downcard, but skipping the sixth street burn would result in enough cards being available, then the dealer shall not burn prior to dealing the sixth street card. If there will not be enough cards available regardless of the burn, then the dealer will burn a card and turn one card up in the center of the table. This card shall play in all players' hands as a community card. In this event, the player who is high on board (including the community card) shall initiate action on the final betting round. The bottom card of the deck shall never be dealt.
5.22. SEVEN-CARD STUD: COMPLETE HAND TO WIN POT
A player must have exactly seven cards in his hand to be awarded the pot at showdown.
5.23. SEVEN-CARD STUD: CALLING UNABLE TO BEAT BOARD
A player who calls a bet even though his hand cannot beat an opponent’s upcards shall not be entitled to a refund.
5.24. SEVEN CARD STUD, HIGH-LOW SPLIT
In this game the high hand and the low hand each win half the pot. This game is also known as Seven Card Stud Eight-or-Better. Seven-card Stud High-Low Split is played by the same rules as Seven-Card Stud except that the high hand and the low hand split the pot. A qualifier of eight-or-better (meaning eight or lower) for low is necessary to win the low half of the pot, unless a table sign advising otherwise is posted. If no player’s hand qualifies to win the low, then the high hand shall win the whole pot. The low card initiates the action on the first betting round. If the low card is tied, then the low card by suit brings it in. (ALTER-NATE RULE: The high card initiates the action.) On subsequent rounds, the high hand initiates the action. If the high hand is tied, the first player clockwise from the dealer initiates the action. (ALTERNATE RULE: If the high hand is tied, then the highest card by suit as between the tied hands initiates the action.) A player may use any five cards to make the best high hand and any five cards to make the best low hand, whether the same cards or other cards. Aces may be used for high or low, and straights and flushes do not affect the low hand in any way. Sometimes, however, the game is played by Kansas City Rules, with Aces playing as high only, and straights and flushes counting against the low hand. In limit games, an open pair on fourth street does not affect the limit.
5.25. RAZZ
Razz is Seven Card Stud played for low only. Razz is played by exactly the same rules as Seven-Card Stud, with several major differences, as set forth in this paragraph. The game is sometimes played pot limit and no-limit. The lowest hand wins the pot. Aces play for low only. A pair of Aces is always lower than a pair of deuces. The high card is required to make the forced bring-in bet. On subsequent rounds the low hand rather than the high hand acts first. If two players have the same low hand, then the suit of the lowest card in the hand shall determine who acts first. If two players both have a deuce as their lowest card, the deuce of diamonds would act first as opposed to the two of spades. (ALTERNATE RULE: If two players have the same hand, the first player clockwise from the dealer acts first. However this creates positional advantage in seating, so it is not recommended.) In Limit games, an open pair does not affect the limit. Dealers announce all pairs the first time they occur; except pairs of face cards, which are never announced.
5.26. FIVE-CARD STUD
Five-Card Stud was the game of the Old West and is the game best known to movie-goers (It was the game in the classic poker movie The Cincinnati Kid), with the possible exception of Draw. It is almost never spread anymore, but is included here both because it provides a reference point for those familiar with the game, and because it is one of the poker games permitted by various state gaming authorities. Because of its place in the history of the game of poker, it is an important foundation of the rules of poker. All the rules of Seven-Card Stud apply to Five-Card Stud. Players receive two cards to start, an upcard and a downcard. This is followed by a betting round. Players then receive three more upcards one at a time, each followed by a betting round, for a total of four betting rounds. Sometimes the game is spread with the last card dealt as a downcard rather than an upcard. The bet doubles on the third upcard unless there is an open pair on the second upcard, in which case the same rules as in seven card-stud apply relative to increasing the limits. The game can be played high-low split, with Aces playing both high and low.
Article 6
COMMUNITY CARD (HOLD’EM TYPE) GAMES
6.01. HOLD’EM GAMES GENERALLY
By definition, a Hold’em game is a community card game (this term is used interchangeably with board game) where all players receive private hole cards, and then play those together with community (board) cards spread in the center of the table. In public cardrooms there are always five board cards, although many home game variations use more community cards. The first betting round takes place after the hole cards are dealt and before any community cards are dealt. The most common Hold’em games are Texas Hold’em and Omaha Hold’em.
6.02. THE DEAL: BETTING ROUNDS
In all forms of Hold’em spread in public cardrooms, the players first receive their private hole cards followed by a betting round. The dealer then burns a card and deals three cards in the center of the board. These three cards are referred to as the flop. After the flop there is a betting round. Then the dealer burns again and turns a single card on board, known as the turn card. In limit games the stakes generally double on the turn. After the turn card is dealt there is a betting round. The dealer burns and deals the final board card, known as the river, followed by a betting round and then the showdown. Thus, Hold’em games have five board cards shared by all players and the pot is built over four betting rounds.
6.03. THE DEALER BUTTON: ORDER OF PLAY
A flat disk known as the dealer button (usually referred to just as “the button”) determines the order of the deal and action on each betting round. This disk designates the player who shall be deemed the dealer for the hand. The player with the dealer button is the last to receive cards on the initial deal, and shall have the privilege of last action on each round of betting during the course of the hand, except on the first round where the blinds get to act last. (See Cooke’s Rules Article 12 “Blinds and the Dealer Button” on page 76 for more details.) The first card is dealt to the player immediately to the left of the dealer button.
Action proceeds clockwise from the “dealer” who has the button.
6.04. BLINDS
Betting is initiated on the first round by blind bets put into the pot before the players receive their cards. In limit games, the blinds typically (although not always) constitute one-third to twothirds of a small bet for the blind posted by the player immediately to the left of the dealer button (the small blind) and a full small bet by the player two to the left of the dealer button (the big blind). Where feasible, the small blind is half a small bet and the big blind a full small bet; i.e. in a $20-$40 game, the small blind would be $10 and the big blind would be $20; in a $15- $30 game the small blind can be $5 or $10. While this is the most common arrangement for blind posting, it is by no means the only one. (See Cooke’s Rules Appendix A “Proposed Stake Structures & Minimum Buy-ins” on page 146.) The first round of betting begins with the player to the left of the last player to post a blind bet, who may call the blind bet, fold or raise. On subsequent rounds, the first active player clockwise from the button acts first, followed by each player to his left until action for the betting round is completed. (See Cooke’s Rules Article 12 “Blinds and the Dealer Button” on page 76 for additional details regarding blinds.)
6.05. TEXAS HOLD’EM
When Hold’em is referred to without further qualification, it generally means Texas Hold’em, the most popular and widely spread form of the game. The game is never played for low in public cardrooms and rarely played high-low split. In Texas Hold’em, all the previous rules relating to community card games apply. A player receives exactly two hole cards on the initial deal to play with the five cards on the board in making his best possible five card hand. A player may use zero, one or two cards from his hand together with any combination of cards from the board to make his best possible five card hand. If a player uses zero cards from his hand and instead uses all five cards on the board, he is said to be playing the board. A player who wishes to play the board at showdown must declare this intention, and turn his two private hole cards face-up on the table. A player who throws his hand away without showing it forfeits his interest in the pot if the cards hit the muck without being turned over. As in other poker situations, both cards must be shown at the showdown to be awarded a pot or part of a pot. This ensures that a player has the proper number of cards in his hand and that there are no irregularities that would void the hand. It also avoids disputes as to whether a hand is eligible to win the pot and whether a player had in fact folded before the last betting round. (ALTERNATE RULE: A player may discard his hand face down after announcing his intention to play the board. A problem with this rule is that if a player announces his intention softly or forgets to announce it a dispute may arise as to whether he is eligible for a share of the pot.)
6.06. OMAHA HOLD’EM
In Omaha Hold’em (generally referred to as Omaha or Omaha High) all of the previous rules relating to community card games and Texas Hold’em apply, except as set forth herein. The betting structure, blinds, deal and all other procedures are exactly the same as in Texas Hold’em. Omaha Hold’em is played by exactly the same rules as Texas Hold’em, with two differences:
- A. Each player is dealt four downcards on the initial deal, rather than two as in Texas Hold’em.
- B. Instead of playing zero, one or two hole cards as in Texas Hold’em, a player must play exactly two cards from his hand and exactly three cards from the board to make a hand. Because of this rule, it is not possible to play the board in Omaha.
At the Showdown, a player must show all four of his cards to win the pot. If he verbally mis-declares his hand, and has a better hand than he declares using different cards, then the dealer shall point this out if he notices it, but the dealer’s failure to notice it shall not entitle a player to play the better hand. A player does not need to declare which two cards from his hand he chooses to play. The dealer shall assist any player in the reading of hands if the player is unsure of what his best five card hand is or if he misreads what his best hand is. The essence of this rule is the long-standing poker tradition that cards speak. (See Cooke’s Rules Article 11 “The Showdown Of Hands & Awarding The Pot” on page 72.) Omaha is often played with a Kill, so that a player who wins two pots in a row must “kill’ the subsequent pot. (See Cooke’s Rules Article 8 “8.04 Kill Pot Games” on page 50 for more details.)
6.07. OMAHA HOLD’EM, HIGH-LOW SPLIT
(a.k.a. Omaha Eight-or-Better.) Omaha is most commonly spread in public cardrooms as a split-pot game, high-low split. Omaha High-Low Split is played exactly the same way as Omaha, except that the pot is divided equally between the best possible high hand and the best possible low hand. If there is a tie for either the high or the low, the high or low portion of the pot is divided in exactly the same manner as any other tied pot would be. A qualifier of eight-or-better for low is required in all Omaha High-Low Split games, unless a table sign to the contrary advises otherwise. If there is no hand that qualifies for the low half of the pot, then the high hand wins the whole pot. A player can use one combination of cards to make a high hand and the same or any different combination to make a low hand, but shall always be limited by the Omaha Rule that two cards from the hand and three from the board shall be played in each case. Omaha High-Low Split is often played with a Kill, so that a player who “scoops” by winning both the high and low parts of the pot in a single hand must kill the subsequent pot. (See Cooke’s Rules Article 8 “Other Betting Rules & Structures” on page 46.)
6.08 THREE CARD COMMUNITY CARD GAMES
In a few public cardrooms, Hold’em games are spread where players are dealt three hole cards. The board contains five cards just as in all other community card games. Except as set forth, all rules of Texas Hold’em apply.
6.08.01. PINEAPPLE
Players receive three hole cards as opposed to two in Texas Hold’em or four in Omaha Hold’em. After the initial betting round, but before the Dealer burns and turns the flop, each player must discard one card into the muck.
6.08.02. CRAZY PINEAPPLE
This is played exactly the same as Pineapple, except that Players discard their third hole card after the dealer has burned and turned the flop, but before commencement of the second betting round.
6.08.03. TAHOE
This is played exactly the same as Texas Hold’em, except that players are dealt three hole cards, none of which they discard. Although players have three hole cards, they may not play all three cards from their hands. Rather, as in Texas Hold’em, they must play zero, one or two cards from their hands.
6.09 DOUBLE-FLOP HOLD’EM GAMES
All games played with community cards (board games) can be played with a variation which is growing in popularity: the double flop. Double-flop board games have five betting rounds like stud, rather than the four betting rounds in more commonly spread variations of board games. The flop is dealt, followed by a betting round. Then a second flop is dealt under the first flop, also followed by a betting round. As in stud, the betting limit in fixed limit games doubles on this third betting round (ie in a $10-$20 game, betting after the second flop is dealt is at the $20 limit.) After the second flop, the turn and river are dealt exactly as they are in all other community card games. Players contesting the pot may play one flop or the other, but not both. All other rules of specific games apply; ie in Texas Hold’em contestants may play zero, one or two from their hands, in Omaha, players must play two from their hand, three from the board, etc.
CLOSED CARD (DRAW STYLE) GAMES
7.01. DRAW GAMES GENERALLY
Draw games preceded both open-card (stud-type) games and community-card (Hold’em-type) games in the evolution of poker. It is the most widely understood of all poker variations. In draw, all cards are kept concealed by the players until a showdown, if necessary. There are only two rounds of betting–one when the five cards are received from the dealer and examined, and another after remaining players discard any cards they don’t like and receive replacements. Besides the traditional game where winners are decided with the usual hand values, beginning in strength with royal flush and working down, draw poker is widely played in a variation called lowball, in which the low hand wins.
7.02. HISTORICAL PERSPECTIVE
Because of peculiarities of California law, closed-card poker games have been legal in California since the late 1800’s. Even though other games (particularly stud games) were prohibited, Draw and Lowball were permitted, and gave rise to the modern public cardroom. The existence of these games in California is largely responsible for the birth of modern poker. Although neither game is very popular in public casinos anymore–probably because there are only two betting rounds, and therefore not enough action–they dominated the poker world through the 60s and early 70s, when Texas Hold’em began to take root in Nevada. Eventually a California court ruling permitted all poker games, and the closed-card games began to fade in popularity. Nonetheless, they are still offered in some locations, and are one of the most popular forms of poker in private games. Draw is among the simplest and most widely known poker games. It is sometimes played with a “jacks-or-better” opening requirement. This means a player must have at least a pair of jacks to open the pot. Games which require minimum openers are also sometimes played with a “progressive” feature, so that if nobody can open with at least a pair of jacks one hand, then everyone must re-ante, increasing the size of the pot, and the openers advance to queens or better. A fairly common variant of Draw is “Jacks Back,” discussed hereafter. Double Draw and Triple Draw are enjoying a comeback, because these variations overcome the usual objection that there are not enough betting rounds and action in draw. There are more variations of draw and lowball than most other games. The most common are discussed here. Many modern poker rules have their genesis in closed-card situations. The major California cardrooms—the most experienced in draw games—have fairly much standardized their Five-Card Draw rules. Cooke’s Rules has deviated from the standard California Rules only in very minor ways.
7.03. BUTTON, BLINDS, ANTES
The game is largely one of positional advantage, so it is played with a rotating dealer button, giving each player the same opportunity to play hands in early and late positions. Sometimes the game is played with blinds just as in Hold’em games. In addition to the two blinds to the left of the dealer position, a small blind is entered on the dealer position, making a total of three blind bets. One seat to the left of the dealer is the middle blind and two seats to the left is the big blind. In the common high-hand-wins variation, there are usually no blinds. Instead, all players post an ante. In the low-hand-wins variations, blinds are usually used instead of antes. Sometimes blinds are used in high-hand-wins, also. This latter form of high Draw is commonly called “California.” If all opponents who play only call the big blind, rather than raise, the player having posted the big blind has an option to raise.
7.04. THE DECK AND DEAL
As noted elsewhere in Cooke’s Rules, each player receives five cards facedown, one at a time in Draw and Lowball. The traditional version of the game requires a standard 52-card deck. In California casinos, the game is played with a fifty-three-card deck that includes an extra card known as a joker or bug. This joker isn’t a true wild card, because its use is limited to completing straights and flushes or serving as an ace. After completion of the deal there is a betting round. Players are then are given the opportunity to replace from zero to five cards. This is followed by a second betting round. In limit games, the stakes double on the second round as they do on the turn in Hold’em and on fifth street in Seven-card Stud. Five cards constitute a playing hand. More or fewer than five cards after the draw constitute a folded hand.
7.05. THE DRAW
After the first betting round each active player who stays for the draw may replace from zero to five cards. Any player may draw up to five cards, dealt consecutively from the deck. A second betting round follows the draw. In most limit games the stakes double on the second betting round. Fairly common variants of the game allow a second draw and a third draw.
7.06. ORDER OF ACTION
If blind bets are used instead of antes or in addition to antes, action on the first betting round proceeds exactly the same as in Hold’em games, beginning with the player to the left of the blinds, who may call the blind bet, fold, or raise. In ante-only games, action begins with the player to the left of the dealer, who may bet or check. In some ante-only games, the player must either bet or fold in an unopened pot on the first betting round. However, Checking is usually allowed. Action on the second betting round begins with the person who opened the betting on the first round and proceeds clockwise from there. If that player has folded, first action begins to the left of the opening position. In blind games, the middle blind, if still active, and then the big blind, if still active, are considered to have opened the betting and will act first. Therefore, the action always begins to the left of the dealer on the second betting round in blind games.
7.07. BETTING CAP
Historically, unlimited raises have been allowed. Sometimes the betting is limited to six raises. These raises are more than what is traditionally allowed in most other forms of poker to compensate for the reduced number of betting rounds. However, this tends to lend to collusion, so Cooke’s Rules limits raises to four. (ALTERNATE RULE: A bet and six raises shall be permitted.) As in all other poker games, raises are unlimited in heads-up play. If the second betting round starts with more than two players, and if other players fold so that the hand becomes heads-up, the betting cap remains. Caps are always in effect whenever a betting round begins with three or more active players who have chips remaining. (ALTERNATE RULE: Once the field of active opponents is reduced to two players, the betting cap is removed.) Cooke’s Rules recommends the main rule in the interest of simplicity.
7.08. OPENING BET
The minimum opening bet is the size of the large blind (unless otherwise posted). Thus, in a $30-$60 limit game where the Blinds are $10, $20, and $30, a player may open for a $30 call or a raise to $60 before the draw.
7.09. ASKING HOW MANY CARDS WERE DRAWN
If one active player asks another how many cards he drew, the player is obligated to respond honestly until there has been action after the draw, and the dealer is also obligated to respond honestly. Once there has been action after the draw, the player is no longer obligated to respond and the dealer shall not respond.
7.10. CHANGING NUMBER OF CARDS TO REPLACE
After stating how many cards he wishes to draw, a player may change the number of cards that he wishes to draw, provided that no cards have been dealt off the deck in response to the initial request and no player has acted in any way on his hand based on the number of cards that were originally requested.
7.11. EXPOSED CARDS
In high-hand variations of Draw, cards that are exposed face up by the dealer before the draw must be kept. Cards that are exposed by the dealer on the draw cannot be kept. Cards exposed on the draw will be replaced from the deck after all players remaining to act have made their draws. The purpose of this procedure is to minimize the impact of the exposed card on other hands, so that each player gets his proper random card. In low-hand variations, other rules may govern which exposed cards can be kept before the draw.
7.12. RAPPING THE TABLE
Rapping the table in turn constitutes a pass, but rapping the table in turn in draw games may mean the declaration of a pat hand. A player who indicates a pat hand by rapping the table, not knowing the pot has been raised, may still play his hand.
7.13. ALL-IN FOR THE ANTE
A player who is all-in for the ante (or part of the ante) may declare the pot opened if he has the minimum required openers or if no minimum openers are required. One who is all-in and declares the pot open without being able to show a hand that meets an opening requirement will lose his ante money and shall not continue to play on any subsequent deals until a winner is determined. Even if that player buys in again, he must wait until the pot has been legally opened and someone else has won it before the draw, provided: a) No cards have been dealt off the deck in response to your request; and b) No player has acted in any way on his hand based on the number of cards that player requested. If an all-in player playing for just the antes has declared the pot open, all callers must come in for the full opening bet. If a player has only a full ante and no other chips on the table, he may play for just the ante. If no one opens and there is another ante, he may still play for that part of the antes that he has matched, without putting in more chips.
7.14. RIGHT TO ANTE IN
In an ante-only game, a player has the right to pay the ante (single or multiple) at any time and receive a hand, unless there is any additional money in the pot that has been forfeited during a hand in which the player was not involved.
7.15. OPENERS BUTTON
Some establishments use a house button, known as an Openers Button, to designate the player who opened the pot. This is particularly common in establishments that spread Jacks-or-Better.
7.16. FIVE-CARD DRAW
The previously stated rules apply to all forms of Draw. However, there are several rules that are particular to Five Card Draw games that are played for high, as opposed to Lowball.
7.16.01. THE JOKER
The joker may only be played as an ace or to complete a straight or flush, including a straight flush. When used to complete a flush, it serves as the highest unmatched rank. This means that if a player held ace-queen-nine-six of hearts and the joker, then the joker would serve as the king of hearts. There is no such thing as a “double-ace flush.”
7.16.02. FIVE ACES
Because of the joker, all hand rankings are the same except that the highest hand in this game is five aces— four natural aces, plus a joker—ranking above a royal flush.
7.16.03. CHECK-RAISING
Check and raise is permitted. In games using blind bets, this applies to the second betting round only, because it isn’t possible on the first betting round.
7.16.04. OPENING REQUIREMENTS
Traditional Five-Card Draw without minimum opening requirements is also known as California Draw, or Guts. In this game, players can open with any five cards, regardless of the strength of their hands.
7.17. JACKS-OR-BETTER
Draw is frequently played with the requirement that a player hold a pair of jacks or better to open the betting. This game is known as Jacks-or-Better. If no player opens the pot, the dealer position moves forward and each player must ante again, unless a preestablished limit of antes has been reached for that particular game. Except as expressly in conflict with the provisions of this section, all previously stated rules of Draw Generally and Five-Card Draw for high apply to Jacks-or-Better.
7.17.01. SHOW OPENERS
A player who opens the pot in jacks-or-better must show his openers, whether the hand is called or not, in order to win the pot.
7.17.02. FALSE OPENERS
If the opener should show false openers before the draw, any other active player who has not yet acted on a hand meeting the minimum opening requirements has the opportunity to declare the pot opened. However, any player who originally passed openers is not eligible to declare the pot open. The false opener has a dead hand and his opening bet stays in the pot. Any other bet placed in the pot by the opener may be withdrawn, provided the action before the draw is not completed. If no other player declares the pot open, all bets are returned except the opener’s first bet. The opener’s first bet and antes will remain in the pot, and all players who were involved in the hand are entitled to play the next hand after anteing again.
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A. After an opener shows false openers, any player who legally declares the pot open becomes the new opener and must subsequently prove openers to win the pot. This is consistent with the principle that any player who has legally declared the pot opened must prove openers. If the opener is the only remaining player, either before or after the draw, and cannot prove openers, or if the opening hand is otherwise fouled, then all bets are returned except the opening bet and antes. Those players—and only those players—who participated in a falsely opened hand are eligible to compete thereafter, and must re-ante. Those players and only those players participate in the next hand.
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B. In all cases, the pot will play (even if the opener shows or declares a fouled hand) if there has been a raise, two or more players call the opening bet, or all action is completed before the draw. Once the action has been completed before the draw, the opener may not withdraw any bets, whether or not the hand contains openers. An opener may be allowed to retrieve his hand to prove openers at the floorperson’s discretion. Any player may request that the opener retain the opening hand and show it after the winner of the pot has been determined.
7.17. 03. SPLITTING OPENERS
A player who opens the pot may “Split” his openers and discard one of them, but must announce that he is doing so and place all discards under a chip to be exposed by the dealer after the completion of the hand. If a player declares that he is splitting openers, but it is determined that he could not possibly have had openers when the final hand is compared to the discards, he shall not be eligible to win the pot. A player is not splitting openers if he retains openers.
7.18. LOWBALL
Lowball is Five-Card Draw poker with the lowest hand winning the pot, ignoring straights and flushes, and rating the ace low. In Ace-to five Lowball (a.k.a. California Lowball, the most frequently spread version), the best hand is 5-4-3-2-A, followed by 6-4-3-2-A. (See Kansas City Lowball Rules.) Except where expressly inconsistent as set forth herein, all rules of Five-card Draw apply to Lowball. However, there are several special rules relating to Lowball which markedly distinguish it from Draw. As in Five-Card Draw, each player may ante. But more commonly, three blinds are posted, as previously described, and there are no antes. Each player is dealt five cards facedown, after which there is a betting round. Players are required to call the blind bet, raise or fold. The players who remain in the pot now have an option to improve their hand by replacing cards in their hands with new ones. In limit poker, the bet doubles after the draw unless otherwise posted. Lowball is frequently played with a Kill.
7.18.01. THE JOKER
As with Five-Card Draw, California Lowball is played with a fifty-three card deck that includes a joker. The joker automatically plays as the lowest card not present in a player’s hand.
7.18.02. VERBAL DECLARATIONS AT SHOWDOWN BINDING
As in other games, the cards speak. However, unlike in other games a verbal declaration in regards to a player’s hand is binding. i.e., If a player calls an “8”, that player must produce at least an “8” low or better to win. If by mis-calling his hand, one causes another player to muck or foul his, the hand of the player who improperly declared his hand is dead. If both hands remain intact, the best hand wins. If a mis-called hand occurs in a multi-handed pot, the mis-called hand is dead, and the best remaining hand wins the pot. As in all games, a player for his own protection should always protect his hand until an opponent’s winning cards are shown down.
7.18.03. VERBALLY ANNOUNCE PAIRS
Any player spreading a hand at showdown with a pair in it must announce “pair” or risk losing the pot if it causes any other player to foul a hand. If two or more hands remain intact, the best hand wins the pot.
7.18.04. MUST BET SEVENS
In limit play, if a player checks a seven-low or better and it is the best hand, all action after the draw is void, and that player cannot win any money on any subsequent bets. He is, however, still eligible to win whatever existed in the pot before the draw if he has the best hand. A player who checks a seven or better and is beaten by a better low loses the pot and any additional calls made. This is known as the “must bet sevens” rule and is a part of Lowball’s tradition. In ace-to five Lowball, in the event of an all-in bet that is less than half a bet, a seven or better may call this short bet after the draw and win. However, if another player overcalls this short bet and loses, the person who overcalls receives his bet back. If the seven-or-better fulfills his or her obligation by completing to a full bet, all subsequent betting action will stand. You cannot check-raise after the draw, even with a hand worse than seven-low.
7.18.05. NEW PLAYER ENTERING GAME; MISSED BLIND
A new player entering the game may either wait for the big blind or kill the pot and receive a hand immediately. (ALTER-NATE RULE*.* The new player may only kill the pot if no other player at the table objects.) A player who misses the blind must wait until it is his turn to post the blind to receive a
hand. In multiple blind games, if for any reason the big blind passes an active player, that player may either wait for the big blind or kill the pot (provided no active player objects) in order to receive a hand. This does not apply if the player has taken all of his blinds and changed seats. In that situation, he will be dealt in when his position, in relation to the blinds, entitles him to a hand.
7.18.06. PLAYER WITH LESS THAN HALF A BLIND
A player who has less than half a big blind when it is his turn to post may receive a hand. However, the next player to the left is obligated to enter the big blind. In the event that the all-in player wins the pot or buys in again, the player will then be obligated to post an amount equal to the big blind in the position where he next receives cards. Half a blind or more constitutes a full blind.
7.18.07. EXPOSED CARDS
In limit ace-to-five Lowball, before the draw, an exposed card of seven or under must be taken, and an exposed card higher than a seven must be replaced after the deal has been completed. This first exposed card is used as the burn card. After the draw, an exposed card cannot be taken. The draw is completed to each player, in order, and then the exposed card is replaced. A flashed card before the draw is not treated as an exposed card unless it lands face up without any intervention on the part of the player. After the draw, all flashed cards are considered exposed cards and replaced.
7.18.08. POT-LIMIT/NO-LIMIT VARIATIONS
In pot-limit and no-limit Lowball, a player must take an exposed card of A, 2, 3, 4 or 5 before the draw and any other card must be replaced. After the draw, any exposed card must be replaced. After the draw, a player may check any hand without penalty; the must-bet-sevens rule does not apply. Check and raise is always permitted in pot-limit and no-limit.
7.19. KANSAS CITY LOWBALL
In Kansas City Lowball (a.k.a. Deuce-to-Seven), the best hand is 7-5-4-3-2, not of the same suit, followed by 7-6-4-3-2, etc. The distinction is that in Kansas City Lowball, Aces play for high only and straights and flushes count as high hands. Thus, a holding of 5-4-3-2-A is not considered to be a straight but rather an ace-5 high that therefore beats other ace-high hands and pairs, but loses to king-high hands. In this variation of lowball, an exposed card of 7, 5, 4, 3 or 2 before the draw must be taken. Any other exposed card including a six must be replaced. Check and raise is permitted on any hand after the draw. Exposed cards after the draw are handled the same as in California Lowball. Kansas City Lowball is generally played with a traditional fifty-two card deck. All other Lowball and Draw Rules not inconsistent with the provisions of this section apply to Kansas City Lowball.
7.20. JACKS BACK
Jacks back is a five-card draw game that is a hybrid of Jacks-orbetter and ace-to-five Lowball. At the deal, it is Five-Card Draw with Jacks-or-better to open. The game converts to Lowball if no one with a pair of jacks or better opens the pot for high. In that case, the player immediately to the left of the dealer button must automatically open the pot for the designated opening lowball bet. This is an ante game, with a single added blind to the left of the dealer when the game turns to lowball. A pot that is opened as high uses all Jacks-or-Better rules. A pot that is opened as low uses all Lowball rules. Check and raise is always permitted in Jacks Back on the high side and never on the low side where the Must Bet Sevens Rule applies.
7.20.01.
If the opening forced Lowball bet is not raised; the player who made the forced bet has the option of raising after the dealer has acted. (See the live blind rule above.) If no one opens for high, and the player to the left of the button has less than half the blind, the next player is forced to make the blind bet. After the hand, if the all-in player wins the pot or buys in again, the button remains in the same position for the all-in player to take the blind, should no one open for high. The button then advances to its proper position.
7.20.02.
If the pot is opened falsely for high and no one calls, the opener loses the opening bet, and the bet remains in the pot. The button then freezes, and the hand is re-dealt.
OTHER BETTING RULES & STRUCTURES
8.01. NO-LIMIT POKER
No-limit is considered by many to be the purest form of poker. Many major tournaments, including the World Series of Poker championship and World Poker Tour events are played no-limit. In this betting structure, a player may bet all the money he has in play at any time pursuant to the rules governing table stakes. The only limit on the amount a player may bet is the amount he has in front of him.
8.01.01. NO CAP
There is no limit on the number of raises on any betting round.
8.01.02. MINIMUM BET AND RAISE
Except for a player going all-in, all bets must be for no less than the minimum bring-in designated for the structure. Further, all raises must be equal to or greater than the size of the previous bet or raise on that round, except when making an all-in wager.
8.01.03. NO CHECKRAISING AN ALL IN WAGER
An all-in bet for less than the minimum bring-in may not be raised by any player who has already checked. Further, a player who has already checked and called may not subsequently raise an all-in bet that is less than the amount of the last bet or raise. (i.e. if a player bets $100 and is raised $100 by a second player and a third player goes all in for a raise of less than $100 and the first player calls, the second player may not raise again because he was not raised by a “complete” raise. However the first player is permitted to raise, because his bet was raised the amount of a complete raise by the second player. If the first player does elect to raise, then the second player may re-raise because he has now been raised a complete raise.)
8.01.04. RELEASE CHIPS
A movement with chips is not binding as a wager until the chips are released into the pot.
8.01.05. VERBAL DECLARATIONS OF BETS BINDING
If a player announces a bet or raise of a certain size but puts a different amount in the pot, the bet will be corrected to match the amount of the verbal declaration.
8.01.06. OVERSIZED CHIPS
A large chip or bill placed into the pot without comment shall be presumed to be a wager for the full amount of the chip or bill, unless the action is responsive to action the player is facing. If the player is facing action, the oversized chip or bill without comment shall be deemed a call.
8.01.07. ANNOUNCING RAISE
A player who announces a raise may use more than one motion to place chips into the pot until his action is complete, notwithstanding any rule against string raises.
8.01.08. RIGHT TO KNOW MONEY
A player has the right to know the amount of money an opponent has in play. All players are entitled to an unimpeded view of the chips and cash of all opponents, and a count of an opponent’s cash and chips. That said, a player shall not unreasonably slow down the game by repeatedly asking for a countdown of his opponents. As in all other games, only hundred dollar bills play in no-limit, and other cash shall not be permitted on the table.
8.01.09 HOUSE MAY INVOKE CLOCK
The dealer shall give a player one minute and ten seconds to act pursuant to the rules relating to clock requests when a player fails to act timely (See Cooke’s Rules Article 10 “10.03. Clock Request” on page 65.)
8.01.10 INSURANCE AND PROPOSITION BETS
Insurance and proposition bets are private agreements between or among players not involving the house, common in both no-limit and pot-limit poker. While the house encourages players to honor their propositions, the house is not in any way responsible for them. The pot shall always be awarded to the proper player, either the player with the best shown down hand, or the player who has made an unmatched wager. Further, the house shall invoke the clock during insurance and proposition negotiations that unreasonably delay the game.
8.01.11. NO-LIMIT LOWBALL
Special rules apply to Lowball played no-limit. (See Cooke’s Rules Article 7 “Closed Card (Draw Style) Games” on page 36 for more details.)
8.02 POT-LIMIT POKER
Pot-limit is the prevalent form of poker in Europe and is commonly spread during tournament side action. Pot-limit is most common in button games, although stud games are sometimes played pot-limit. In pot-limit poker, a player may bet any amount between the minimum bring-in established by the house rules for that particular structure and the amount of the pot. A player has the right to bet the established minimum at any time, even if it is an amount larger than is presently in the pot.
8.02.01 NO-LIMIT RULES APPLY
Except for those matters set forth herein relative to the amount which may be wagered, all rules of no-limit poker apply to pot-limit poker.
8.02.02 OPENING BET
In pot-limit, the bring-in bet is sometimes larger than the combined total of the blinds and antes. Typically, the minimum opening bet is the size of the big blind and the maximum opening bet is any amount between the big blind and four times the size of the big blind. Nonetheless, requirements for opening bets are not an appropriate subject for rules and shall be set by each establishment in its best judgment.
8.02.03 DETERMINING THE SIZE OF THE POT
The size of the pot for purposes of determining the maximum bet shall be rounded upward to an even multiple of the minimum betting unit, with odd chips smaller than the minimum betting unit deemed to be combined to equal one minimum betting unit. Raked chips and chips taken out for time collection are counted as part of the pot. The maximum amount a player can raise is the amount of the pot after he has called the bet he is raising. Thus, when a player is calling a bet, the amount he places into the pot in making the call counts toward the size of the pot in establishing the maximum raise he can make. (i.e. if there is $100 in the pot, and a player makes a pot-sized wager of $100, a player responding to that wager can call the bet, which makes the pot $300, and raise the size of the pot another $300, which would make the size of the pot $600. A player responding to that bet could call the raise, making the pot $900, and raise the pot $900, making the size of the pot $1800.)
8.02.04. OVERBETS
If a player makes a wager that exceeds the size of the pot, any excess shall be returned to him if it is discovered prior to substantial action behind him. If two or fewer players have acted behind him, all action shall be corrected to reflect the proper amount. If more than two players have acted behind him, the overbet shall stand.
8.02.05. OVERSIZED CHIPS
A chip or bill larger than the pot placed into the pot without comment shall be presumed to be a wager for the size of the pot unless the action is responsive to action the player is facing. If the player is facing action, then the oversized chip or bill without comment shall be deemed a call.
8.02.06. POT-LIMIT VARIATIONS
Pot-limit can be played with several different variations, including:
- A. Pot-limit up to a certain amount, where players can bet and raise the size of the pot up to a maximum bet. (i.e. maximum bet is the size of the pot but not more than $100.)
- B. No-limit after the flop, but pot-limit before the flop, in which case the rules of pot-limit shall govern action before the flop and the rules of no-limit shall apply after the flop.
- C. Half pot-limit, wherein players may bet up to half the pot at any time.
8.02.07 LOWBALL
Certain special rules apply to Lowball played pot-limit. (See Cooke’s Rules Article 7 “Closed Card (Draw Style) Games” on page 36 for more details.)
8.03 SPREAD-LIMIT (UNSTRUCTURED) POKER
Spread-limit poker is also called unstructured poker because there is no structured amount to bet on a given street. Rather, there is a minimum bet and maximum bet. A player may wager any amount in between and including the higher and lower limits at any time pursuant to the current betting round. Spread-limit is most commonly used in low limit games. Common applications are $1-$5 Stud, where a player may bet from $1 to $5 at any time; $1-$4-$8-$8 hold’em or Omaha (a player may bet from $1-$4 before the flop and on the flop, and from $1-$8 on the turn and river) and $2-$6 hold’em. Example: In $2-$10 hold’em, a player may bet anywhere between $2 and $10 dollars. If a player bets $4, a subsequent player may call $4 or make it anywhere between $8 and $14. All raises must be at least the size of the last bet or raise made on that street. When spread limit games are played with a kill, both the minimum and maximum amounts of the bets are increased. (i.e. $2-$6 becomes $4- $12.)
8.04 KILL POT GAMES
All games played with blinds and only games played with blinds can be played for a kill. Kills are most common in Lowball and Omaha High-Low Split, but are not uncommon in Texas Hold’em, Draw and Omaha High. Games played with a kill are indicated on the table sign identifying the game, and there is a Kill Button either in the dealer’s tray or in play in the game.
8.04.01 KILL DEFINED
On the occurrence of a predetermined event—most commonly, one player either winning two consecutive pots or winning both the high and low portions in a high-low game, or winning a pot with more than a certain amount of money in it—a player shall be obligated on the subsequent hand to post an additional blind double the size of the regular big blind for that game, and the betting limits throughout the hand are doubled when the pot is killed. (i.e. in a $10-$20 game with $5 and $10 blinds, the player required to kill shall post a third blind of $20, and that hand shall be played $20- $40.) These events are said to trigger a kill. When a kill is triggered, the player who must kill the pot by posting an additional blind double the amount of the normal big blind is known as “the killer.”
8.04.02 WINNING TWO CONSECUTIVE POTS
(a.k.a. Natural Kill.) This kill variation can be used in any game played with blinds and is most common in Lowball, Texas Hold’em and Omaha High. A player who wins two pots consecutively is required to kill the subsequent pot. If a player who has posted a natural kill wins the killed pot, then that player must kill it again (for the same amount as the previous hand). The player who has won the last pot is said to
have a “leg up” and the kill button is placed in front of him, with the word KILL face down. If he wins the subsequent pot, he must then post the double blind, and for that pot the stakes shall be doubled. If a player with one leg up on a natural kill splits the next pot, that player still has a leg up for the next hand. If the player who split the pot was the killer in the previous hand, then that player must also kill the subsequent pot. (ALTERNATE RULE: If a player with one leg up on a natural kill splits a pot, then the kill button shall become neutral; if a player who killed a previous pot splits the subsequent pot, then the kill button shall become neutral.) A player who splits a pot does not get the kill button or have a leg up, unless he was the killer the previous pot. In such cases, the kill button becomes neutral. A player who has a leg up toward a natural kill and leaves the game still has a leg up upon returning to the game. When he returns to the game, if either a kill pot is in play or another player has a leg up toward a kill, then the returning player shall get the kill button and be deemed to have a leg up the next available pot. There is no pot-size requirement for the first pot or leg of a kill. For the second leg to qualify for a kill there must be a flop and the player must win at least one full bet for whatever limit is being played, which cannot be any part of the blind structure. (ALTERNATE RULE: A player must win a pot of a certain size to be set by the house for the pot to qualify as the second leg of a kill.) When a player has one leg up toward a natural kill and there is no flop, he keeps the kill button. This is known as a walk. A player who gets a walk keeps the kill button. (ALTER-NATE RULE: In the event of a walk, the kill button becomes neutral.)
8.04.03 SCOOPING HIGH AND LOW
In high-low games played with a kill, a player who wins both the high and low portions of the pot, whether at showdown or by making an unmatched wager, shall kill the subsequent pot. When a player wins both the high and the low pot (“scooper”) in a split-pot game with a kill provision, the next hand will be killed only if the total pot is at least five times the size of the upper limit of the game (i.e. $100 in a $10-$20 game.) A player’s uncalled bet is not included in determining the pot size.
8.04.04 WINNING A BIG POT
Winning a pot with more than a certain amount of money in it can be the event to trigger a kill. For example, in a $2-10 spread limit game or a $1-4-8-8 game, a player who wins a pot with more than $50 might be required to post a double live blind and the subsequent hand will be played for double stakes. Typically the size of the pot required to trigger a kill is five times the upper limit in a fixed limit game (i.e. winning $150 in a $15-$30 game.) Other formulae that can be used are five times the lower limit (which is also the amount of the big blind) or an arbitrary amount. The amount that triggers a kill when using the pot-size method is a matter for management to decide in its best business judgment.
8.04.05 NO OPENERS
In some draw games with openers requirements, if nobody can open, then the kill can come into play, and the player immediately to the left of the blinds posts the additional blind.
8.04.06 KILL BUTTON
Kill games are marked by the presence of a Kill Button on the table. The Kill Button has three statuses: neutral; a leg up; and killed. In those games that require a player who wins two consecutive pots to kill the next pot, the facedown kill button indicates which player has won the previous pot. The winner keeps the button until the hand is completed. If the player who has the kill button wins a second consecutive pot and it qualifies monetarily, the player must kill the next pot. The kill button is neutral (belonging to no player) if: a) It is the first hand of a new game; b) The winner of the previous pot has quit the game; c) The previous pot was split and neither player had the kill button (ALTERNATE RULE: The kill button becomes neutral regardless of whether either player in the split pot had the kill button.); d) The previous pot did not meet the monetary requirements for a kill. In a killed pot, the dealer shall place the kill button in the pot, with the word KILL face-up.
8.04.07 OPENING ROUND ACTION IN KILLED POTS
When a pot is killed, action on the first betting round shall begin to the left of the big blind, however, players shall be required to call the amount of the killed third blind. (i.e. in a $10-$20 game where the pot has been killed, action begins immediately to the left of the big blind, and the first player to act after the blind must call $20, raise to $40, or fold.) The exception to this is when the killer is under the gun, so that three blinds are posted in a row. In this circumstance, action shall begin to the left of the killer, who shall act after the big blind. (ALTERNATE RULE: Action begins to the left of the killer, so that the killer act last on the first betting round, with the same option that the big blind normally has. The reason this rule is disfavored is that it often cheats the button of the positional advantage for which he has paid in the form of his blinds.) If the killer raises when the action comes to him, further action proceeds clockwise from the killer.
8.04.08 UNPOSTED BUT REQUIRED KILLS
A player who refuses to post his kill shall be ejected from the game and not permitted to return for at least two hours. Should a mistake be made and a player fail to kill a hand he should have, the player may but shall not be required to kill the pot on the next dealt hand. (ALTERNATE RULE: If by reason of an unintentional error a player fails to kill when he should have, then he shall be required to kill the next unkilled pot.) A player who is required to post a kill must do so that same hand even if he wishes to be dealt out or quit the game. A player who fails to post a required kill blind will not be allowed to participate in the game until the kill money is posted.
8.04.09 HALF KILL
Some smaller stakes games are played with a half kill, where the amount of the additional blind is 150% of the big blind, and the stakes are increased accordingly (i.e. a $10-$20 game played with a half kill would require a kill of $15 to be posted and the hand would be played $15-$30.)
8.04.10 VOLUNTARY KILLS
If no player at the table objects, a player may voluntarily kill the pot at any time. The kill must be announced and the kill blind posted before the deal of the first card, except in Lowball as more fully described in Article 7 of Cooke’s Rules. In order to kill voluntarily, a player must have at least four times the amount of the kill blind in his stack. For example; if the big blind is two chips, and the kill blind is four chips, the voluntary killer must have at least 16 chips prior to posting the kill. (ALTERNATE RULE: Voluntary Kills shall be prohibited.) Voluntary kills are distinguished from Straddles and Sleepers (See Cooke’s Rules Article 12 “Blinds and the Dealer Button” on page 76) because a kill doubles the stakes, while straddles and sleepers do not.
8.04.11. MISCELLANEOUS KILL POT RULES
- A. Blind chopping is prohibited in killed pots.
- B. Kill Blinds are considered part of the pot for purposes of determining the size of the pot in pot limit, for the rake, and any other purposes relative to which the size of the pot is relevant.
- C. A problem sometimes arises in kill games where, despite the presence of the Kill Button in the pot, a player puts chips in the pot thinking he is raising at the original stakes when in fact he is calling at the kill pot stakes. It is important for the dealer to announce kill pots so every player is aware that the kill rules are in effect. If a player is unaware that the pot has been raised or killed, and puts in a lesser amount, he may withdraw that money and reconsider that action. However, if it is a required kill pot with the kill button face up and properly placed in the pot, he must complete the bet.
- D. Only one kill is allowed per hand.
- E. Broken game status is allowed only for players of the same limit and game type. For this purpose, a game with a mandatory kill is considered a different type of game than an otherwise similar game without a mandatory kill.
- F. Where a kill is triggered either by winning two pots in a row or by scooping the high and low pots in a split pot game, then winning the main pot shall determine whether a kill is triggered. (ALTERNATE RULE: The kill shall be triggered by the larger of the main pot and the side pot.)
- G. When the killer is either in the big or small blind for the hand he kills, only two blinds are posted, but the killer posts the full kill amount. He does not post his required blind plus the kill amount. Effectively the killer gets a discount in these circumstances. This is sometimes known as a “soft kill.” Voluntary soft kills shall not be permitted.
8.04.12 SPECIAL LOWBALL KILL RULES
- A. All other Kill Pot Rules apply to Lowball, except as they expressly conflict with the provisions of this section.
- B. In Lowball, players may look at their first two cards and then voluntarily decide to kill the pot. The pot may no longer be voluntarily killed if any player in the game has received a third card. As with other voluntary kills, a player must have at least four times the amount of the kill blind in his stack.
- C. A new player wanting to be dealt into an already killed pot in Lowball may receive a hand by agreeing to kill the next available pot, provided no one objects.
8.05 HOSE, HOE, HORSE AND OTHER GAMES OF ROUNDS
Games of rounds are those in which multiple games are played. They are known by their acronyms, including HOSE (Hold’em, Omaha Hi-Lo, Stud, and Eight-or-Better Stud), ROE (Razz, Omaha Hi-Lo and Eight-or-Better Stud), HORSE (Hold’em, Omaha Hi-Lo, Razz, Stud and Eight-or-Better stud), etc. A round shall begin with the player immediately to the dealer’s left and end with the player immediately to the dealer’s right. A rotating dealer button shall be used to show the progress of the round. One hand of each game shall be dealt for each active player at the table. When the button has come all the way around, the game shall change to the next game in the acronym. (ALTERNATE RULE: The game shall be changed every half hour.) A table sign shall indicate which game is in progress. The stakes shall be the same for all games played. Players may not share a seat in games of rounds.
Article 9: RULES RELATING TO MONEY, STAKES, BUY-INS, ETC.
9.01. PLAYER’S MONEY
A player is always responsible for his own chips and money on the table.
9.02. MINIMUM BUY-IN
The appropriate minimum buy-in for a game is a matter of house policy and sometimes government regulation. However, in no game shall the minimum buy-in be less than ten times the small bet in a fixed-limit game, or twenty times the amount of the big blind in a pot-limit or no-limit game. The minimum buyin applies to a player’s initial buy-in when entering the game, or a re-buy after going all-in in a pot or when returning to the table after leaving during a period that would constitute the same playing session. If a player is transferring from a game of the same type and limits then he does not need to buy additional chips. (ALTERNATE RULE: A player transferring to another game of the same type and limits must enter the game he is transferring to with at least the minimum buy-in, unless he is coming from a broken game. The logic behind this rule is that insofar as the players at the new table are concerned, the transferring player is a new player. This alternate rule induces action and is preferred, but because it is not widely accepted, it is the alternate rather than the main rule.) If a player leaves and returns during the same playing session then he must re-enter the game with whichever is greater: the amount of money he took off the table when he left or the minimum buy-in. Suggested minimum buy-ins for different games are set forth at Appendix B. No-limit and pot-limit games may in the house’s discretion have a maximum buy-in.
9.03. MINIMUM BETTING UNIT
In each game, a minimum betting unit will be established as the smallest chip normally used in the blinds, antes or a forced bet. When going all-in, a player must use all money in play in complete increments of the minimum betting unit. Any incidental money not totaling a full unit will not be playable (i.e. in a game where a $5 chip is the minimum betting unit, if a player has eight dollars in fifty-cent pieces, then $5 plays and must be put into the pot, $3 doesn’t and may not be put into the pot.) Suggested minimum betting units for different games are set forth at Appendix B.
9.04. APPROPRIATE CHIP DENOMINATION
Each game shall be played with chips of an appropriate denomination to expedite the game. Too many chips of either a large denomination (requiring constant change-making) or a small denomination (resulting in a lengthy time devoted to counting out chips) is both inefficient and inhibits action. For example, in a $2-$4 game, the appropriate chip denomination would be $1 chips. In a $10-$20 or $20-$40 game, the appropriate chip denomination would be $5 chips. In a $50-$100 or $75-$150 game, the appropriate chip denomination would be $25 chips. Although all chips on the table play as hereinafter set forth, players shall be required to have at least the minimum buy-in in chips of the appropriate denomination, and when buying additional chips, shall purchase sufficient chips of the appropriate denomination. Some establishments have special chips for baccarat, sports wagering or other activities that do not play in poker. It is the dealer’s responsibility to identify such chips when they are brought to the table and change them to chips that do play. Color changing to chips larger than the appropriate denomination shall only be permitted when a player has so many chips in front of them that they are a nuisance.
9.05. TABLE STAKES
All games are table stakes. A player can only wager the money in play at the start of the hand. Money in play may only be increased between hands and may only be taken out of play by quitting the game. A player may not remove any of his chips or cash on the table from play until he quits the game. (In home games, players are sometimes permitted to play shy—such games are not table stakes games.) Chips on the table may be used to pay for tips and beverages, food, cigarettes and other minor purchases normally made at the table. Further, chips may be transferred from one player at the table to another player at the table, but only if no active player at the table objects at the time of transfer. (ALTERNATE RULE: Such chip transfer shall be permitted in limit games, but prohibited in pot-limit and no-limit games.) Once the shuffle for a new hand has begun, the right of other players to object to such a transfer of chips is deemed
waived. In establishments which offer pari-mutual wagering, keno, or other games where bet-runners are regularly used, chips in play may be used to place bets with such bet-runners, so long as the placing of the bet does not result in the player having an amount of chips in play less than the minimum buy-in. Notwithstanding this, such non-poker bets shall not be made during the play of a hand in which the person making the bet is involved, so that the conditions of contest are not changed in the course of the hand.
9.06. SHORT BUY-INS
A short-buy-in of at least one half the size of the minimum buy-in will be allowed one time in the course of a playing session. However, a player with chips remaining—even a single chip, so long as it is a chip of at least the minimum betting unit—may add additional chips to his stack or money to the table at any time he is not involved in an active hand. It’s not a short buy if a player adds money or chips to his stack so long as he has at least one minimum betting unit remaining. Generally, the determining factor as to application of the short buy rule is whether or not a player has gone all-in on a previous hand, although this is not necessarily dispositive.
9.07. PLAYING BEHIND
A player who has chips in transit or who is in the process of putting cash on the table shall announce to the dealer that he is playing behind, as well as announcing the amount, and the dealer shall announce this to the rest of the table. Once the deal has started no additional chips or money may be brought into play until the end of the hand. The dealer should place a Playing Behind button in front of any player who is playing behind. If chips are in transit, the amount should be verified by a chip-runner or floor person. A player with no chips who requests a hand without specifying the amount he is playing behind must play exactly the amount of the minimum buy-in for that game at those stakes for the duration of that hand. When one who is playing behind is involved in a hand, the number of chips he wagers in the course of the hand shall be pulled from the pot and placed in front of him each time he makes action so as to avoid dispute over how much he owes the winner of the pot.
9.08. MONEY IN VIEW
At the start of each hand, every player at the table has the right to know how much money every other player at the table has in play. This is so he knows how much he stands to win relative to what he has at risk. All money in play shall be in full view at all times. Money hidden from view, such as under racks or ashtrays, does not play. (ALTERNATE RULE: Money hidden from view may or may not play, depending on the extent to which it is visible, as determined by the dealer.) Every player has the right to an unimpeded view of another player’s chips and cash, and should there be any doubt as to how much money is in play, any player may ask the dealer to determine how much money another player has in play. In many California cardrooms racks are not permitted on the table, thus avoiding the problem of money hidden under racks.
9.09. ALL-IN BETS
A player shall never be obliged to forfeit his interest in a pot because he has insufficient chips or money in play to match or make a bet. Such a player may put the last of his chips (in increments of the minimum betting unit for that game) into the pot, either to make a bet or raise or to call a bet or raise, whereupon he is declared all-in. However, such a player may only contest for that portion of the pot to which he has contributed. Further, a player who is going all-in must announce that he is all-in; failure to announce he is all-in may, in the floorperson’s discretion, result in a forfeiture of the player’s interest in the pot. Any action after a player is all-in shall go into a side pot that the all-in player is not eligible to win. If more than one player goes all-in during the course of a hand, there may be more than one side pot.
9.09.01. RAISING AN ALL-IN BET OF LESS THAN ONE-HALF A BET
A bet of less than one half a bet in limit games shall not be considered a full bet. A player may go all-in with a bet, call or raise, or any part thereof in increments of the minimum betting unit. If he goes all-in with a bet or raise, and the bet or raise is less than one half the amount of the bet for that street in limit poker, then players acting after that player may complete the bet by increasing it to the full amount of the bet. (i.e. if it is a flop bet for $20 in a $20-$40 game, and the all-in player has only five dollars, then subsequent players have the option of calling the $5 or completing the bet to $20.) An all-in bet of less than half a bet does not re-open the betting for any player who has already acted and has committed to the pot for all previous bets. A player facing
less than half a bet may fold, call, or complete the all-in bet. However, if another player or players have checked to a person who makes an all-in wager of less than half of the bet, then the player or players who have checked can only call and not complete the bet as this would be check-raising a wager that does not constitute a bet. Completing an all-in wager of less than half a bet does not constitute a raise for purposes of determining how many raises remain open. Such a wager for less then half a bet does not constitute a wager to be responded to, and is known as action only.
9.09.02. RAISING AN ALL-IN BET OF ONE-HALF A BET OR MORE
An all-in wager of half a bet or more shall be treated as a full bet, and a player facing such an all-in bet may fold, call, or make a full raise. If the amount of the all-in bet or raise is equal to one half the amount of the bet for that street or more, then a player has the option of calling the all-in action or calling and raising one complete bet. For example, if the player going all-in makes a flop bet of $10 in a $20-$40 game, then subsequent players have the option of calling the $10 or raising an additional $20 for a total of $30. (ALTERNATE RULE: A player responding to such an all-in bet shall have the option of calling the bet or calling and raising by completing the bet and raising an additional bet. (i.e. in a $20-$40 game, a player raising a $10 all-in bet on the flop does so by completing the bet to $20 and then raising it to $40. A player raising a $20 all-in bet on the turn would complete the bet and raise it a full bet, for a total of $80. Note that application of this alternate rule may create an inconsistency with the rule above.)
9.10. POT SPLITTING
Pot splitting, except chopping the blinds in button games, shall be prohibited. (ALTERNATE RULE: As chopping blinds inhibits action, it shall be prohibited.) Except when the rules dictate a split pot, the dealer shall always push the pot to the player who shows down the best hand, or who makes an unmatched wager. (ALTER-NATE RULE: Players may agree to split pots prior to the winning hand being determined, so long as there is no objection to such agreements by another player in the game. Once an objection has been lodged, pot splitting will no longer be allowed on subsequent hands until the objection is rescinded. In houses which permit pot splitting, if an objection has been raised and pot splitting is therefore prohibited, a table sign shall be posted so advising all persons in the game.) Pot splitting shall always be permitted in pot-limit and no-limit games.
9.11. INSURANCE
Insurance is a private agreement between the players involved and is not considered an integral part of the game. It is prohibited in limit games, and permitted in pot-limit and no-limit games. (ALTERNATE RULE: Insurance shall be permitted in all games.) Even where insurance is permitted, the house cannot guarantee either the opportunity to negotiate insurance or compliance of private agreements. However, notwithstanding this, any person who negotiates insurance in the course of the play of a hand and refuses to honor it is subject to disciplinary action including but not limited to ejection from the game.
9.12. SIDE BETS
Side bets, potting, kitties, pushing bets, saving, potting out, horsing, and other such arrangements are a violation of table stakes rules and are expressly prohibited. Pushing an ante is only allowed in time collection games.
9.13. CASH DOES NOT PLAY
Cash on the table does not play, except for playing behind.2
9.14. WRONG AMOUNT IN POT
If a player mistakenly bets the lower limit on a street which calls for an upper limit bet, and it is discovered before the betting round is completed, then all bets put into the pot shall be increased to the proper amount. However, the opposite is not true. If a player puts more chips into the pot than called for by the limit on that street, whether or not in error, then it shall be deemed a raise in accordance with the rules. (ALTERNATE RULE: If the player puts less than half a bet too much in the pot it shall be deemed a call. If a player puts a half bet or more in the pot, then it shall be deemed a raise.)
9.15. PLAYERS NOTICING ERRORS
Any player who sees an incorrect amount of chips put into the pot, or an error about to be made in awarding the pot, shall point out the error to the dealer at the earliest possible opportunity.
9.16. BETTING CAPS
In limit poker, all games allow a maximum of a bet and four raises in pots involving three or more players who are not all in. (ALTERNATE RULE: A bet and three raises shall be allowed.) In headsup situations, there is no limit on the number of raises. (ALTERNATE RULE: In heads-up situations, if the betting has been capped while the street was three handed or more, it cannot be uncapped when a player folding results in a heads-up situation. This alternate rule is disfavored because it inhibits action.) In games with only two betting rounds (such as Draw and Lowball), betting is capped after a bet and six raises. (ALTERNATE RULE: The same betting limits shall apply to draw and lowball as to other games. One reason to favor the alternate rule here is that permitting so many raises promotes collusion and partnerships.) In pot-limit and no-limit, there is no cap on raises.
9.17. OVERSIZED CHIP OR BILL
If, when responding to action, a player puts a single chip or bill in the pot that is larger than the bet, but does not announce a raise, he shall be deemed to have only called. Putting a single chip or bill in the pot with a denomination larger than the bet itself is only a call unless a raise is announced. The oversized chip or bill rule also applies when more than one chip is necessary to call a bet, but the last chip might be construed as a raise. In stud games, a single oversized chip or bill will not automatically complete a forced bring-in bet unless it is verbally declared to do so.
9.18 ODD CHIP
In all games where dividing the pot results in an odd chip when the pot is split, the odd chip—in increments of the minimum betting unit—will go to the player with the least advantageous position in button games for high (the player closest to the left of the dealer button) to the high card by suit in stud games for high and to the low card by suit in stud games for low and to the winner of the high hand in high-low split games. (ALTERNATE RULE: The odd chip will be broken down to units of one dollar, which shall be divided proportionately, with the odd dollar or dollars allocated as set forth in the main rule.)
BETTING ROUNDS, ACTION & PLAY OF HANDS
10.01. ACTING IN TURN
A player shall act on his hand when it is his turn and only when it is his turn. Acting out of turn, including the practice of checking out, is expressly prohibited. (ALTERNATE RULE: A player whose turn it is to act may muck his hand—known as checking out although he faces no action even if there are multiple players to act behind him. The problem with this rule is that it can result in people unintentionally mucking out of turn, creating an advantage or disadvantage for other players in the hand.) Repeatedly acting out of turn gives some players an advantage at the expense of other players and is grounds for ejection from the game.
10.02. ACTING PROMPTLY
A player is entitled to a reasonable amount of time to think about his action, but should in no other way slow the pace of the game. If a player wishes to take time to act he must stop the action by calling “Time.” Failure to stop the action before there has been substantial action behind a player may cause the player to lose his right to act. If the player is facing a bet when he has lost the right to act he shall be deemed to have folded, and his hand is dead. If he is not facing a bet when he has lost the right to act he will be deemed to have checked. A player does not forfeit his right to act if any player in front of him has not yet acted, so that the failure of another to act properly in turn shall not cause another player to lose his right of action, even if there is substantial action behind the second player who has not yet acted. All action made behind a player who has not acted shall be binding, so long as the action by the delaying player or any other intervening player does not change the action which the person acting behind him is facing. (See Article 11 of Cooke’s Rules relating to the deal for the dealer’s response to a player not acting timely.)
10.03. CLOCK REQUEST
When a player feels another player is taking too long to act on his hand, a clock may be requested. The player will then have one minute and ten seconds to complete his action. After one minute the dealer will count down from ten to zero, if the player has not then acted the player will be deemed to have checked if he is not facing action, or to have folded and forfeited his interested in the pot if he is facing action. If a player is legitimately subjected to a clock request three times in the course of a playing session then he shall be ejected from the game. Also, if a player unreasonably makes clock requests three times in the course of a playing session he shall be ejected from the game. (ALTERNATE RULE: A floorperson shall be called to put a player on the clock. The problem with this rule is that it takes too long and defeats the purpose of expediting the game.) At the request of the dealer, a floorperson may invoke the clock if a player refuses to act for any reason, including but not limited to drunkenness, illness or death.
10.04. FOLLOW THE ACTION
A player is responsible to follow the action. A player should know when it is his turn to act, and who has made what actions before him. A player should not ask the dealer or other players what the action is. As set forth in Article 11 of Cooke’s Rules, a player’s bets remain in front of him and are not scooped into the pot until the betting round is completed. Thus a player can tell who has made what action by looking at the table.
10.05. CHIPS SPEAK FOR ACTION
Chips placed in the pot shall always be presumed to reflect the intent of the player, absent a verbal declaration of different intent. Verbal declarations of intent, in order to be effective, must be made before a player has cut his chips if placing them in the pot or before chips hit the felt if throwing them into the pot. A player facing a bet who makes a short call—putting fewer chips in the pot than necessary to call a bet he faces—shall be deemed to have called the bet and must complete the call by putting the correct amount of chips into the pot.
10.06. ACTIONS WITH CHIPS; FORWARD MOTION
Absent a verbal declaration indicating otherwise, a player who puts more chips in the pot than necessary to respond to the action he is facing shall be deemed to have called if the amount is less than a bet and one half, or raised if the amount is a bet
and one half or more. If a player releases into the pot multiple chips equaling or exceeding one and one half times the amount required to call his wager shall be considered a raise. The player shall have the choice of completing the raise or forfeiting the extra chips into the pot. Likewise, a player initiating a bet with too few chips in hand must complete the bet. A player who bets or calls by making a forward motion and releasing chips into the pot is bound by that action. However, when facing a raise, if a player is unaware that a pot has been raised and places enough chips in the pot to call an unraised bet only, the dealer shall advise the player that the pot has been raised, whereupon the player may reconsider and change his action, provided that no one has acted behind the player. If someone has acted behind that player, that player has the option of forfeiting the chips he has released into the pot and surrendering his hand, or calling the raise he faces. If a player facing a raise, but who thinks he is facing a bet, puts enough chips in the pot to call the raise, but verbally announces raise because he did not know that the pot had been raised, he must raise the pot. This is consistent with the verbal declaration rule, and prevents players from taking shots to see what people behind them are going to do under the pretext of not knowing the pot has been raised. In limit poker, a player who makes a forward action with his chips shall be obligated to complete the action based on the number of chips in his hand regardless of whether or not a player acts behind him. (ALTERNATE RULE: The release of chips into the pot shall constitute action, rather than forward motion. SECOND ALTERNATE RULE: A line known as the betting line shall be drawn around the table nine inches from the rail. All chips and only chips brought forward of the betting line shall be deemed binding action.) Dealers should be aware that players often riffle their chips, and may from time to time bring their hands with chips in them forward to rap the table, not intending to bet, and caution such players that such a forward motion with chips in hand may constitute binding action if another player acts.
10.07. SPLASHING THE POT
A player shall not splash the pot. When placing chips in the pot, a player shall place them in front of him so that there is no confusion as to who placed the chips in the pot and the amount of the chips. This enables all other players at the table to know who has made what action, and enables the dealer to always be
aware that the correct number of chips is in the pot. When putting a stack of chips of different denominations in the pot, a player should place chips of larger denominations on the bottom, smaller denominations on the top.
10.08. ACTION OUT OF TURN
A player who makes action out of turn shall be held to that action when it is his turn, unless intervening action changes the action the out-of-turn player is facing. If a player checks or bets out of turn he may not then change his action when the action comes to him in turn. If a player checks out of turn he must check when it comes to him. If a player bets out of turn he must bet when the action comes to him. If a player calls out of turn and a player in between the better and the caller raises then the calling player may have the option to act on his hand as if he had not acted out of turn.
10.09. VERBAL DECLARATION OF ACTION
- In turn: a verbal declaration of action is binding if, when it is a player’s turn to act, he announces a fold, check, bet, call, or raise. The player shall be held to that action to the exclusion of all other actions. 2) Out of turn: a player who makes a verbal declaration of action out of turn shall be held to that action when it is his turn, unless intervening action changes the action the out-of-turn plater is facing, in which case the player may act on his hand as if he had made no declaration.
10.10. STRING RAISES
Chips should be placed in the pot in a single hand motion. A player who places chips in the pot shall not return to his stack for additional chips to raise, as this shall constitute a string raise, which is expressly prohibited. To protect the right to raise regardless of the number of chips in hand, a player shall either declare his intention to raise or place the proper amount of chips in the pot. Placing a full bet plus a half bet or more into the pot shall be deemed a raise, and the raise must be completed. Putting more chips in the pot than a full bet, but less than a bet and one half shall be deemed a call, and a player who does this shall not be permitted to raise. Note again that placing an oversized chip in the pot without declaring one’s intention constitutes a call.
10.11. CHIP MOVES
Chip moves are discouraged. A player shall not intentionally make moves with his chips to induce other players to act out of
turn or to encourage or to discourage betting. Misdirection, acting and deception are part of the game of poker. However, making fake moves with chips to encourage a player to act out of turn or to discover what a player will do is contrary to the spirit of the game and disrupts the game. While such behavior is (barely) within the rules, an excessive pattern of this behavior is a violation of the rules that may subject a player to ejection from the game.
10.12. MOTIONS CONSTITUTING A CHECK OR RAISE
The dealer and other players shall have the right to rely on a player’s hand motions. Any tapping of the table or other hand signal that the dealer might reasonably construe to be a check shall be deemed a check. A player who makes an upward motion with his hand, a thumbs up signal or other signal that might be reasonably construed by the dealer to indicate a raise shall be deemed a raise.
10.13. CHECKRAISING
Checking and raising is permitted in all games, except certain forms of Lowball (See Article 7 for more details.) The house may elect to offer a game where check and raise is prohibited, in which case a table sign announcing this shall be posted.
10.14. ONE PLAYER TO A HAND
The player seated at the table is the player for the hand, and no other person may give advice or otherwise participate in the play of the hand. Only one player shall play a hand. A player shall not show his hand to any other player at the table, whether the player is active or not, or to a spectator while the hand is in play. No player in the game may play another player’s chips. No person not in the game shall play another player’s chips unless the dealer has been advised before the start of the hand, and the dealer has announced it to all other players at the table, and no other player at the table has objected. If any player objects, then the chips may not be played except by the player who has the seat. (ALTERNATE RULE: To avoid list jumping, no player shall play another player’s chips. SECOND ALTERNATE RULE: A player shall be permitted to play another’s chips regardless of objection, unless the objection is founded in a premise relating to changing the conditions of play, to wit the change is made in the course of a hand, or if list-jumping can be proved.) (See Cooke’s Rules Article 13 “Seating, Table Assignments, Starting Games, Transfers, Lists, Etc.” on page 90 for details regarding playovers.) Showing hands to some players and not to others is disfavored because it causes resentment at the table, leads to suspicion of collusion, and may be suspected to be an unfair advantage. Further, cards flashed to one player, even an inactive player, during the play of the hand may be seen by other active players, creating an unfair advantage.
10.15. CONDITIONS OF CONTEST
A player shall make no changes of the conditions of contest in the course of the play of a hand. Money cannot be added to or taken from the table, a seat cannot be changed, a player cannot be substituted for another, no other change which would affect the conditions of the contest shall be permitted once the play of the hand has begun.
10.16. OBJECTING TO ERRORS
If a player is aware of a procedural error, or aware that the action has passed his position in error and he has not acted, it is his obligation to protect the game and his right to act by objecting immediately. If a player waits until it is to his advantage to object to an error, then the error shall be deemed to have never taken place. Further, that player shall forfeit all interest in the pot.
10.17. SUBSTANTIAL ACTION
If there has been substantial action (action by two players, or action by a player and the dealer) after a procedural or other error, the error may not be corrected, except in the case of a fouled deck. However, only action made prior to the discovery of an error will be used to determine substantial action. In the event of dispute as to whether action was prior to or subsequent to discovery, there shall be a rebuttable presumption that the action was subsequent and therefore does not constitute part of substantial action.
10.18. DEAD HANDS
Dead hands are all hands that are no longer eligible to win the pot. A player who throws his cards facedown with a forward motion has surrendered his hand and his interest in the pot, and his hand is dead if either the hand touches the muck or another player has acted behind him. That said, in the floorperson’s discretion the hand may be ruled live if it is clearly retrievable and such decision serves the best interests of the game. Retrieving a dead hand shall be discouraged, however, and shall only be permitted in extreme circumstances where fairness is clearly served.
A hand shall be deemed dead (subject to the floorperson’s discretion as previously noted) if:
- A. Any part of the hand touches the muck;
- B. Any part of the hand is thrown into another player’s cards face-up or face down;
- C. Another player’s cards are thrown into the hand, if the hand is unprotected. If the hand is protected and the cards can be distinguished, then it is still live;
- D. A player facing a bet announces he passes and another player subsequently acts (note that it doesn’t take substantial action but only a single player to act);
- E. The hand does not contain the proper number of cards (note that it does not matter whether it is too many cards or too few cards—a hand without the proper number of cards cannot win the pot.);
- F. The hand is thrown away or a forward motion with cards in hand is made causing another player to act (note that it doesn’t take substantial action but only a single player to act);
- G. A player initiates action when his hand contains a face down joker in a game where a joker does not play;
- H. A player folds or announces a fold when facing a bet or raise;
- I. In stud, if before the river a player turns the upcards face down or mixes upcards and downcards when facing a bet.
If a player relinquishes his claim to the pot by betting a fouled hand, then the pot—including his money—shall be divided equally among all remaining active players.
10.19. RETRIEVING HANDS
If a player discards his hand but no player has acted behind him, then the hand may be retrieved at the player’s request. A hand which has touched the muck can only be retrieved at the showdown, and only then if a) the objection is immediate, before the dealer has begun to gather in the cards and push the pot, and b) the hand was shown, and c) the cards can unquestionably be distinguished and d) the hand would have been the winning hand. (ALTERNATE RULE: Cards which have touched the muck cannot be retrieved. This rule is actually preferred because it is simpler, although the main rule is more common because the alternate rule is often deemed too harsh.)
10.20. INTENTIONALLY EXPOSING CARDS
A player shall not intentionally expose a card or reveal it verbally in order to induce or inhibit action. However, in head’s up matches (where only two players are dealt in) revealing a card shall be permitted.
THE SHOWDOWN OF HANDS & AWARDING THE POT
11.01 ORDER OF SHOWDOWN
Upon completion of action on the final betting round, the dealer shall ask the players to show their hands. If more than one player contests a pot through the final betting round, the pot will be awarded to the best hand pursuant to the rules of the game upon a showdown of hands. If there has been a bet but no raise on the final betting round, then the player who made the bet shall show his hand first, followed by other players still contesting the pot, in clockwise rotation. If there has been a bet and raise or multiple raises on the final betting round, then the person who made the final raise shall show his hand first, followed by all remaining players in a clockwise rotation. If there has been no bet on the final round then the showdown begins with the player who had the obligation of first action on the final betting round the player under the gun in draw and board games or the player with the highest board in stud games.
11.02 PROBABLE WINNER AT SHOWDOWN
In the interests of efficiency and speeding up the game, a player who is reasonably certain he has the winning hand should turn over his hand immediately, regardless of the order of showdown. If a player does so, then other players at the showdown who can beat that hand should also turn their hands over immediately.
11.03 SHOW ALL CARDS
All cards in a player’s hand must be shown face-up on the table to be awarded any part of the pot. Note that an exception to this rule may exist in Texas Hold’em, depending on which rule the house uses relative to playing the board.
11.04 READING HANDS
At showdown the dealer shall read all hands where cards are exposed and laid on the table face-up. However, the dealer shall never ask a player to turn up all his cards and shall only read cards that are shown. The dealer shall not read hands that are exposed but not laid on the table. The hand is to be read according to the exposed cards only. If it appears that a hand which does not have all cards exposed is entitled to the pot, the dealer shall advise that player that he must see a complete hand to award the pot. The winning hand must have all cards exposed and accounted for. If a player who loses the pot exposes only part of his hand, the dealer shall kill it without exposing the rest of the hand.
11.05 CARDS SPEAK
A hand that is turned over at the showdown is ranked according to the cards that are in it. If the hand is turned over, an incorrect assessment of a hand’s rank or a verbal concession is not binding at showdown—the cards speak for themselves. (The Lowball rule is different; see Article 7 of Cooke’s Rules.) If a player verbally mis-declares his hand, and has a better hand than he declares, then the dealer shall point this out if he notices it. However, the dealer’s failure to notice it shall not entitle a player to play the higher hand. Although verbal declarations as to the contents of a hand are not binding, deliberately miscalling a hand with the intent of causing another player to discard his hand is unethical and will result in forfeiture of the pot. If a player verbally declares a better hand than he has, causing an opponent to muck his hand, and if there is any suspicion that such declaration was an intentional ploy, the floorperson at his discretion may award the pot to the player who mucked his hand. Any player at the table may—and should—read a hand which is exposed face up on the table if he sees that the hand is misread and the pot about to be improperly awarded. A player shall not read a hand that is exposed so that he can see it but which is not laid face up on the table, nor shall a player encourage any other player to turn his hand face-up so that it is eligible for the pot. Chip declare—a method for determining whether a hand is eligible for the high, low or both ends of the pot in hi-lo games—is a violation of the cards speak principle and shall not be permitted in public cardrooms.
11.06 TIED HANDS
In the case of one or more tied hands at the showdown, the pot shall be divided accordingly and proportionately, with odd chips allocated as set forth in Article 9 of Cooke’s Rules. Suits shall in no way influence awarding any part of a pot.
11.07 SHOWDOWN WITH SIDE POTS
If one or more players are all-in in a multi-way contested pot, then the side pots shall be awarded first. If there is one all-in
player eligible for the main pot only then he shall show his hand last. If there are multiple side pots, then those participating for the last side pot shall show their hands down first, followed by those involved in the next-to-last side pot, etc., until the main pot is awarded.
11.08 REQUESTS TO SEE A CALLED HAND
Players shall not be entitled to see a called hand except in cases where there is a reasonable suspicion of collusion, in which case the floorperson shall be called over for examination of the called hand*.* This is contrary to the traditional rule. However the traditional rule, which was designed to prevent collusion, has not served its original purpose. Asking to see called hands slows down the game, causes resentment and impedes action. The first alternate rule continues to be the most prevalent, but in the interests of the game it should be completely done away with. (ALTERNATE RULE: At the showdown, any player who was dealt into the hand has the right to ask to see any called hand. Before turning over the hand the dealer shall kill the hand by touching it to the muck. If the hand is not killed it is still live and eligible to win the pot. In high limit games, the right to see a called hand is limited to situations where a floorperson is present for the request. The purpose of this rule is to protect against collusion, not to satisfy a player’s curiosity or get a read on a player’s style of play, or worst of all to intentionally irritate a player. Abuse of this rule is very bad for poker as it kills action and causes resentment. Many people favor retention of this rule because it makes new players comfortable that they are not being cheated. SECOND ALTERNATE RULE: Only players who have been in on the turn in hold’ em games, fifth street in stud games, and for the draw in draw games shall have the right to see a called hand; also, a winner cannot ask to see a loser’s hand.) Where the right to see a called hand is the rule, continuous requests to see hands shall be considered a breach of poker etiquette and may be grounds for removal from the game. There is no right to see a called losing hand under any circumstances in head’s up play.
11.09 KILLING LOSING HANDS
No pot shall be awarded until all losing hands have been mucked or killed. In all situations (including those of partially exposed hands at showdown) where a player asks to see another player’s hand, the dealer shall kill the hand first by turning it face down and touching it to the muck. Hands shall never be placed on top of the muck. A hand that has been killed and then exposed is not eligible to win the pot, except and unless the winner of the pot has asked to see it, in which case it does remain eligible to win the pot.
11.10 PROTECTING INTEREST IN THE POT
A player with a hand he believes to be the winning hand is responsible to hold onto his own hand until the pot is awarded. No player with an interest in the pot should release his hand to the dealer until his portion of the pot has been pushed to him.
11.11. PUSHING THE POT
The dealer shall gather in all cards except the winning hand, then push the pot to the player who holds the winning hand, then collect the cards from the player who won the pot. After all losing hands have been mucked, the winning hand shall remain face-up until the pot is awarded. In button games, the dealer shall then advance the button. A player shall never be permitted to reach into the center of the table and pull the pot to himself.
11.12 SHOW ONE, SHOW ALL
If after final action a hand is shown to one player at the table, then any other player at the table may ask to see the hand, and it shall be shown. If during the course of play of the hand a player flashes his hand to another player before mucking it, any player may ask that the hand be shown to all at the table, but it shall not be shown until after the end of the hand. Once the hand is mixed in the muck, however, the dealer shall not retrieve it. Upon request by a player who was dealt into the hand, if a hand has been shown to one but not all, the dealer shall protect the muck so that the exposed hand cannot be stuffed into it before being shown to all. Show One, Show All is part of poker’s tradition.
11.13 AFTER SHOWDOWN
After showdown and pushing the pot as previously set forth, the Dealer shall soft scramble the muck, hands and deck stub. Discarded hands shall be stuffed into the stub or muck and not placed on the top or bottom of the stub. Once the dealer has commenced the shuffle for the next hand then all rights to a decision regarding the previous hand are forfeited. Note that the scramble or soft shuffle is the act that constitutes the end of the hand and the first riffle of the deck is the beginning of the new hand.
BLINDS AND THE DEALER BUTTON
12.01. BLIND BET DEFINED
A blind bet, a.k.a. a blind, is a wager committed to the pot before the players have seen their cards. Generally, blind bets are required to be posted by the first two players to the left of the dealer button. Blind bets are a way of initiating action in games where none of a player’s cards are exposed, most commonly used in Draw, Omaha and Texas Hold’em games. In games using blinds, action on the first betting round is initiated by the first player to the left of the last blind who must call, raise or fold. On all subsequent betting rounds action begins with the first active player to the left of the button, except in certain draw games as more fully described in Article 5.
12.02. FACTORS AFFECTING BLIND RULES
Rules relative to blinds and the dealer button are complicated and varied because they are designed to achieve different and sometimes inconsistent purposes. One of the purposes of blind bets is the initial creation of the pot, like antes in stud games. Another is to induce action from early-position players. With money already committed to the pot, those players are more likely to compete for the pot even though poker strategy might indicate folding most hands in early position. This element of inducing action is a major theoretical underpinning of the idea of blinds. The rules are also designed to protect against angleshooters who make moves to avoid their blinds. Button and blind rules also weigh the unfairness of people missing blinds against positional advantage and disadvantage. Because of these variables, rules relating to blinds and the dealer button have evolved into a very convoluted, contorted exercise. While trying to induce action and adhere to the fundamental poker principles of efficiency and simplicity, fairness is the most important guiding principle and should take precedence.
12.03. NO MISSED BLIND VERSUS NO DEAD BUTTON
The principal philosophies of blind rules—each of which has variations—are the “No Missed Blind” philosophy and the “No Dead Button” philosophy. The first focuses on the idea that all players must meet all of their blind obligations for each round they play. The second emphasizes that the button should always move forward to maximize positional fairness, and that blinds be adjusted accordingly so that no player should get the button twice in a row. Also, players should have to act under the gun twice in a row as little as possible. The “No Missed Blind” philosophy tends to prevail in Las Vegas and also on the Internet (because of relative programming ease.) The “No Dead Button” philosophy tends to prevail in California. The authors had initially intended to make the No Dead Button philosophy the standard because it induces action more than the No Missed Blind philosophy, and also because, by always moving the button forward, it is more fair in terms of positional advantage and disadvantage. However, the No Missed Button philosophy is simpler, having fewer procedures which deviate from the norm. Because of this, and because of the virtually universal application of the No Missed Blind philosophy in Internet poker, we have elected instead to adopt the more widely applied No Missed Button philosophy, as more fully hereinafter described. The No Dead Button rule regarding missed blinds, button positioning, etc. is an alternate rule which may be adopted by poker establishments, and is described in greater detail hereafter on Article 12.13.
12.04. POSTING BLINDS
All required blinds must be posted by all players receiving hands on each round of play.
12.05. NUMBER AND PLACEMENT OF BLINDS
Two blinds shall be posted to the left of the dealer button, (arranged in clockwise order from the button), in limit, pot-limit, spread-limit and no-limit games. (ALTERNATE RULE: Some establishments have an additional blind posted on the button, and this shall be permitted when the house rules expressly provide for it.) The first bet to the left of the dealer button shall be a small (a.k.a. little) blind. The blind in the second seat to the left of the dealer button shall be the big blind. Suggested blind structures for different games and limits are set forth in Appendix A. The large blind shall be equal to a full small bet in limit games. The small blind may be anywhere from one-third of a small bet to two-thirds of a small bet, and is most commonly one half of a small bet. (In some establishments, house rules provide that two large blinds shall be posted.) The number and placement of blinds may be varied by each house in its best business wisdom. The rules may be adapted to accommodate house rules which provide for either one blind or three blinds, whether posted to the left of the button, on the button or behind the button.
12.06. BLINDS ARE LIVE
A player who posts a blind shall have the option of raising the pot when the action comes to him, regardless of whether the pot has already been raised, unless the betting for the initial round is already capped. If the player who posted the blind is facing action when it is his turn to act, he may raise, call or fold. If he raises or calls, the amount posted in the blind shall count as a part of the player’s bet. An exception to the live blinds rule sometimes applies when makeup blinds (both smalland big) are both posted behind the button as more fully described hereinafter. In such instances, only the big blind portion of the makeup is live. Also, if only a little blind is made up, then it is dead, except in the case of a person making a seat change out of the little blind and posting out of position.
12.07. POT-LIMIT AND NO-LIMIT BLIND STRUCTURE
The amount and placement of blinds in “big-bet” games varies widely. Historically, the normal blind structure for pot-limit and no-limit play has been three blinds, with the smallest blind generally (but not always) on the button and the other two blinds under the gun. The rise of Internet poker has resulted in a tendency to standardize blind positioning in a manner similar to limit games, and this approach has also been adopted by many tournaments. Thus the general rule, as adopted by Cooke’s Rules, mandates two blinds placed in front of the button, with the big blind being double the amount of the small blind. Establishments may, in their best business judgment, elect to provide that the small blind is 1/3 or 2/3 of the big blind. Often, there is a relationship between the amount of the blinds and the amount of the minimum or maximum buy-in for the game, although there is no set standard for this ratio. The basic principles are the same as in limit poker. As in other games played with blinds, a player who misses the blinds shall post all blinds missed when re-entering the game, or else wait for his turn to post the big blind in turn before receiving a hand. An important distinction in pot-limit and nolimit is that a player may post his missed blind between the big and small blind, or between the small blind and the button. However, in either such case, he shall not receive a hand on the button; when it is his turn to have the button it shall pass to the player to his left who shall, if appropriate, post a blind on the button. The house, in its best business judgment, may vary the number and placement of blinds in big bet games. However, when deviating from the standard, a sign indicating this should be posted.
12.08. NO MISSED BLIND RULE GENERALLY
When a player leaves after posting his big blind, the button is moved forward, the big blind is posted by the person scheduled to post it, and there is no small blind. On the following hand, the button is not moved forward and the previous big blind posts the small blind, with the big blind being posted by the player to his left. On the following hand, the button is moved forward and the hand is dealt in a normal fashion. When a player leaves after posting his small blind the button remains stationary, the previous big blind posts the small blind as he would if the player hadn’t left, and the big blind is posted normally. On the following hand, the button is advanced, the blinds are posted and the hand is dealt in a normal fashion. When a player leaves on the hand where he would have had the button, the button is pushed into the vacant seat and the hand is dealt normally. Sections 12.09, 12.10, 12.11 and 12.12 collectively represent application details of the No Missed Blind approach to dealing with departed players. The No Dead Button approach used in California and some smaller poker jurisdictions is set forth in Article 12.13, and shall be deemed an acceptable alternative rule.
12.09. PLAYER DEPARTING BEFORE HIS BIG BLIND
In the normal course of play all players shall post their blinds in turn. Most players elect to leave the game either temporarily or permanently in a position when it is their turn to post the big blind. If such a player leaves the game temporarily (meaning that he has left chips on the table, indicating an intention to return to the game), the dealer shall give the player a Missed Blind button (See Cooke’s Rules “16.01. House Buttons” on page 113.) If the player departs permanently (meaning that he picks up his chips indicating that he is not returning to the game), the dealer shall place a lock-up button in the seat of the departing player. In either case, the dealer button advances as it would otherwise, and the active player immediately to the left of the player who just left the table will post the big blind, with the player to the right of the player who just left the table posting the small blind. The game proceeds with all players receiving their hands in turn, having posted their blinds when they should.
12.10 PLAYER DEPARTING HAVING PAID HIS BIG BLIND
If a player pays his big blind but misses his small blind, then the button shall be advanced to the empty seat of the departed player, and only the big blind shall be posted. The hand shall be played with no small blind. A Missed Small Blind button shall be placed in the departed player’s seat. Upon the completion of that hand, the button shall stay stationary, and the player who was under the gun on the previous hand shall post the big blind, while the player who posted the big blind the previous hand posts the small blind. Thereafter, the button shall advance as normal, with the blinds having been appropriately adjusted.
12.11 PLAYER DEPARTING ON HIS BUTTON
If a player has posted both the big and small blind, and then departs the game when it is his turn to receive a hand on the button, the button will stay in the same location as the previous hand. This effectively gives the same player the button twice, and the blinds are posted normally.
12.12. MAKING UP MISSED BLINDS
A player who has departed the game temporarily must post all missed blinds before receiving a hand, or wait until it is his turn to post the big blind. He shall not be dealt a hand until he has made up his blinds. Makeup blinds may be posted in any position from under the gun to behind the button. Except in the case of Buying the Button as described in Article 12.12.03, a player who has missed his big blind may not enter the game until the button has passed him so that he cannot miss his big blind and receive a hand on his small blind or on the button. Thus, there is never a situation where a player has missed only his big blind. A player who elects to post must post his big and small blinds when they come to him in the normal course of the game. When a returning player has been dealt a hand without first posting his missed blinds, and if he has looked at any of his cards or if there has been action, the hand is dead. If he has not looked at any of his cards and there has been no action when the error is discovered, he may decide whether or not to post. If he elects not to post, then his hand is dead, and he shall not have the opportunity to post until the big blind comes to him. Whenever a player returns to the table after missing blinds, the dealer shall ask him if he chooses to post or to wait.
12.12.01 A PLAYER WHO HAS MISSED BOTH BLINDS
A player returning to the table after an absence where he has missed both his blinds shall have four choices: a) he may wait until it is his turn to post the big blind, whereupon he shall post in the normal course of play, receive a hand and resume play; b) he may immediately post an amount equal to the large and small blinds, whereupon he shall receive a hand and resume play. In this case the large blind is live, just as any other big blind would be. However, the amount equal to the small blind is dead, and shall be placed in the center of the pot. In this case the player shall have all the same choices of action as a player posting his big blind in the normal position; c) he may wait until the blinds and button pass him, whereupon he shall post an amount equal to the big and small blinds behind the button, with the amount of the big blind being live and the amount of the small blind being dead, just as in the previous scenario; d) he may straddle in the under-the-gun position, if straddling is permitted by the rules as adopted by the house. Makeup blinds shall not be posted between the big blind and the small blind, between the small blind and the button, or on the button. Some cardrooms permit a fifth choice, allowing a returning player to make up blinds to be posted in front of the button in a procedure known as “buying the button,” more fully described hereafter in Article 12.10.03.
12.12.02 A PLAYER WHO HAS MISSED JUST HIS SMALL BLIND
Occasionally a player pays his big blind and then either temporarily or permanently leaves the game when it is his turn to post the small blind. If a player does not post his small blind and has temporarily left the table, he shall receive a Missed Small Blind button. If he has permanently left the table, a lock-up button shall be placed in his seat. The button shall be moved into the empty seat of the departed player. In this case, there shall be a dead small blind for that hand, meaning there will be no small blind posted. Note that this meaning of a “dead small blind” is distinguished from the dead small blind which is posted when a player is making up blinds behind the button. In the case of makeup blinds, the word dead means that the posted blind is not live. In the case where a player misses the small blind (this instance) “dead small blind” means that no small blind at all is posted. (Under
the No Dead Button philosophy, the button in this circumstance would advance past the seat of the player who missed his small blind, and blinds would be posted in accordance with that approach which is more fully hereinafter described.) Because of the dead small blind, the button is advanced to the empty seat on the subsequent hand. This effectively gives one player the button two hands in a row and will often result in a player acting under the gun two hands in a row. (Under the No Dead Button philosophy, the player whose turn it is to post the small blind would post it on the button to avoid a dead button resulting in these positional advantages and disadvantages.)
12.12.03 BUYING THE BUTTON
Some establishments permit a returning player who has missed both blinds to post directly in front of the button, to the left of the button and to the right of what would have otherwise been the player posting the small blind. The returning player posts both the big blind and the small blind directly in front of the button. In this case, the small blind is a dead blind and is placed in the center of the pot. No other blinds are posted. The hand is played in turn with the action starting to the left of the player who has bought the button. On the following hand, the player who bought the button receives the button and the blinds are posted in a normal manner from the two players to the left of the button.
12.13. ALTERNATE RULE: NO DEAD BUTTON
As previously noted, sections 12,08, 12.09, 12.10, 12.11 and 12.12 of this article describe the No Missed Blinds approach to rules related to the blinds as adopted by Cooke’s Rules. The No Dead Button approach is presented here as an Alternate Rule. The No Dead Button Rule shall be deemed a valid alternative to the procedures relative to positioning the button and making up blind hereinbefore set forth. This philosophical approach and resultant policies relative to missed blinds, departing players, positioning the button, etc. has been prevalent in California the past twenty years and has gained broadening support until the advent of the Internet era. The underlying principle is that whenever possible, no player shall have the privilege of last action on two consecutive hands or the burden of first action on two consecutive hands. Thus, the button shall always be moved forward after each hand to a position in front of an active player. A dead button—effectively giving a player the benefit of last action on two consecutive hands—shall not be permitted. It will sometimes be necessary for a blind to be posted on the button and/or an additional blind to be posted, and/or two big or small blinds to be posted when applying the No Dead Button Rule.
12.13.01.
When a player leaves after paying his big blind, and when his small blind is due to be posted, the player in the small blind on the previous hand receives the button and the two players to the left of the big blind each post big blinds. On the following hand, the button is moved forward and the button posts a small blind. The first player to the left of the button also posts a small blind and the second player to the left of the button posts a big blind. The next hand is dealt normally, with the button advancing to the position of the player who just posted the small blind in front, with the two players to his left posting their small and big blinds.
12.13.02.
When a player leaves on the small blind, the button is moved forward to the player who previously held the big blind, and the button posts a small blind. The following two players each post a big blind. On the next hand, the button is moved forward and another small blind is posted on the button with a small blind and big blind posted from the players in front. The following hand is dealt normally. When a player leaves when he is due his button, the button is moved forward to the player who is due to post the small blind. The following two players post big blinds. On the following hand, the button is moved forward and the button posts a small blind again, with the first player also posting a small blind, and the next player (the one now two in front of the button) posting a big blind. The following hand is dealt normally. Often, several players may leave at the same time and the blinds can get confusing. Conceptually, he button always moves forward and all players must post their required blinds in order.
12.13.03.
If a player has paid his big and small blinds and then leaves the game on the hand where he would have had the button, then the button shall be advanced through that player’s seat to the seat of the player who has the small blind. This player shall have both the button and the obligation to post the
small blind for that hand. Two big blinds shall then be posted by the players under the gun. If the player with the button is not at the table at the commencement of the deal, and has not told the dealer to give him a hand, then the button shall be so advanced after the shuffle and cut and before the first card is dealt. Once the first card is dealt, the player who would have had the button returning to the table cannot be dealt in for that hand and must wait until the next hand, having forfeited his button hand. On the subsequent hand, the button shall be advanced, the player on the button shall post a small blind, the player to the immediate left of the button shall post a small blind and the player two to the left of the button shall post a big blind. On the following hand, the blind situation returns to normal. This procedure prevents a player from having the privilege of last action for two hands in a row or the burden of acting under the gun two hands in a row.
12.13.04
Buying the Button shall be permitted in No Dead Button games, except in circumstances where the blinds are being adjusted for a departing player.
12.14. HEADS-UP
Regardless of who may have posted what and where on the previous hand, in heads-up play, the small blind shall be posted by the player with the button and the large blind by the other player. The button is always moved to the player who is due the small blind. The player who does not have the button shall be dealt the first card, and shall be the first to act on all betting rounds except the initial round. On the initial betting round, because the big blind in effect has already acted, the player on the button who has posted the small blind shall be first to act. The big blind as always is live and may act after the small blind has acted.
12.15. NEW PLAYERS
A new player entering the game has three choices in posting blinds for his initial round of play: 1) post a big blind immediately; 2) wait until it would be his turn to post the big blind, usually two seats in front of the button; 3) wait until the button has passed and post a big blind behind the button. If he does not post by the time the button has passed him, a lockup button and a missed blind button shall be placed in his seat. If he has not returned and posted by the time the blind has passed him a second time, then he shall be picked up and his seat given to the next person waiting on the list. The picked up player shall then be placed on the bottom of the waiting list. A new player shall not receive a hand under any circumstances between the blinds, on the button, or on the small blind, except in the case of establishments which adopt the procedure known as Buying the Button as described in this article. (ALTERNATE RULE: A player may post the big blind immediately in front of the button, between the button and the small blind, and receive a hand. The blind is live and played in turn as the action comes around to him. On the following hand, the button is passed by the blinding player and the blind, and following hands are dealt in a normal fashion.) If a new player elects to post a blind in lieu of waiting for the big blind to come to his seat, the blind serves as the player’s opening bet, and is live. When it is that player’s turn to act he can either call the action—in which case he is already in—or raise. If he is facing a raise, he can call, fold, or re-raise. In any case, the blind he has posted counts as part of his bet, just as any other big blind does.
12.16. NEW GAME
Once the first hand of a new game has been dealt, any player entering the game shall be required to address blinds the same as a new player entering any other game. Some houses, however, for a set period, allow a new player in a new game to receive a free hand behind the button until the game fills, and that shall be deemed an acceptable alternate rule. (See Cooke’s Rules “13.02. Procedures For Starting A New Game” on page 90 for more details.)
12.17. SHORT-HANDED GAMES
When there are five or fewer players in a hold’em game, or four or fewer players in a draw game, a new player entering the game shall not be required to post his blinds, and shall get a free hand in his seat. He may take a hand immediately without posting, wait for the big blind and post in the normal course of play, or wait for the blinds and button to pass and post a big blind only behind the button. (ALTERNATE RULE: There shall be no differentiation between short-handed games and full games insofar as a new player posting blinds is concerned.)
12.18. STRADDLES & SLEEPERS
A player may elect to post an extra voluntary blind bet, which in limit games shall be twice the big blind, effectively raising the blind. If posted under the gun (immediately to the left of the big blind) then this blind raise is known as a straddle. this straddle bet is live, and if the pot is not raised when action comes back to the straddler, he shall have the option of raising his blind bet, just as any other blind bet is live. However, if the player making the blind raise is in any other position, then this blind raise is known as a sleeper. A sleeper is not live. Either a straddle or sleeper may be raised blind by any player to act behind the player who posts the straddle or sleeper. If the first active player immediately to the left of the straddler raises blind, then it is a re-straddle and is live, and so on, unless and until the pot is capped. (i.e., If in a $20-$40 game the under the gun player straddles making it $40 to go blind, then player #2 to act may re-straddle, making it $60, player #3 may re-straddle again making it $80, and player #4 may cap it at $100 blind.) If the pot is capped blind then the last straddler’s raise is not live, and no raises are open. If there is a straddle or re-straddle, pre-flop betting action is initiated by the player to the left of the last straddler. (ALTERNATE RULE: Straddles and sleepers are prohibited. This rule, however, kills action and it is strongly recommended that it not be adopted.)
12.19. ALL-IN FOR PART OF THE BLIND
If a player goes all in for a portion of the big blind, then subsequent action shall be made as if the player had posted the full big blind, requiring players to call the full amount of the big blind, raise or fold, regardless of whether the amount posted is more or less than half a bet. (ALTERNATE RULE: A player who is obligated to post a blind must have the full amount of the blind to receive a hand.)
12.20. EFFECT OF SEAT CHANGES ON THE BLINDS
Rules related to the effect of seat changes on blinds are formed on the idea that moving away from the blinds affords a player more hands than have been paid for, and moving into the blinds affords a player fewer hands than have been paid for. When moving away from the blinds, a player gains an unfair advantage over other players.
12.20.01.
A player who is moving closer to the blinds shall not be required to post in his new seat, and shall immediately receive a hand.
12.20.02.
A player who moves away from the blinds shall not receive a hand until the button has advanced so that he is the same number of seats away from the blinds that he was before the seat change; or the player may elect to post a big blind in his new seat. (ALTERNATE RULE: A player who moves two active players or fewer away from the blinds shall not be required to post in his new seat, and shall immediately receive a hand. A player who moves more than two active players away from the blinds shall be required to post a big blind before receiving a hand, or he may wait until the button has advanced to a position where his new seat is the same number of positions from the big blind as his old seat was before the seat change.) The main rule is more common in California, the alternate rule prevalent in Las Vegas. The main rule is preferred because it results in the least change in game conditions and is deemed to be more fair.
12.20.03.
A player who moves into a seat which is due to post the big blind may choose to receive a hand immediately or wait for the blinds and button to pass and then post a big blind behind the button. A player who moves into a seat which is due to post the small blind must wait until the button has passed him and shall post a big blind behind the button. A player who moves into a seat which is due to have the button shall wait one hand, and if he has moved more than two active players, he may post a big blind behind the button or wait to receive a hand until the button has advanced so that his seat is the same number of positions from the big blind as his old seat was before the seat change. (ALTERNATE RULE: A player may post the big blind immediately in front of the button, have the other blinds post as normal, and have the button pass over him the following hand.)
12.20.04.
A player who is due to post the small blind, having just posted his big blind, may move to any seat except the button or the big blind and post his small blind in the new seat. He
will then post the blinds in the normal course of play when they come to him. If he wishes to move into a seat which is due to have either the button or the big blind, he shall post his small blind where he is, deal off the button, and move into the seat behind the button. In this situation, when a player moves and posts his small blind in a different seat, the small blind is live.
12.20.05.
A player who has just paid his big blind or has dealt off his button may move to any seat except the button or blind seats and receive a free hand.
12.20.06.
Moving from the button. No player may move when on the button, as this would give the player to his right the benefit of last action twice in a row. The player must take a hand and deal off. If the player refuses the hand, the hand shall be dealt to him and folded, and deemed a dead hand.
12.20.07.
When a player is required to post both a big blind and small blind at the same time, the big blind is live and shall be placed in front of the player. The money which would constitute the small blind is dead and shall be pulled to the center of the pot.
12.20.08.
A player who deals off may allow the blinds to pass his new seat one time and re-enter the game behind the button without having to post any blinds.
12.21. IMPROPERLY POSITIONED BUTTON
Before the first card is dealt on the next hand, if it is determined that the button was out of position, the blind responsibilities will be corrected where possible. If the mistake is discovered before any action takes place (as defined elsewhere in Cooke’s Rules), the hand is declared a misdeal. If the mistake is discovered after action has taken place, the hand is played as dealt and the following hand is dealt as if the previous hand had been correctly dealt.
12.22. BLINDS IN TOURNAMENTS
The various procedures hereinbefore set forth for dealing with issues relative to missed blinds have no application in tournaments, except when a player busts out of the tournament, in which case the “No Missed Blind” variation of blind rules, permitting a dead button, applies. Since all players still in competition always get a hand in tournaments, regardless of whether they are at the table, there are special rules for blinds in tournaments. The general principle in tournaments is that all blinds are posted from a player’s stack by the dealer regardless of whether or not he is at the table. Seat changes are governed by tournament rules. Internet tournament software usually moves the player with the most advantageous position relative to the button to whichever available seat at his new table is most advantageous relative to the button. In live tournaments, players are usually moved by high carding for which player will move, and the moving player has his choice of available seats at the new table. In all cases, the tournament rules apply and shall supersede these rules.
12.23 BLINDS IN INTERNET POKER
Most Internet poker sites have adopted some variation of the No Missed Blinds philosophy, attempting to adjust blinds in such a manner as to provide that every player shall post the appropriate blinds for each round of hands he receives. However, because of the complexity of blind rules and the relative difficulty of programming every variable, the various approaches taken by Internet poker sites are not completely consistent with each other or with Cooke’s Rules. As with application of all poker rules, such sites may make such adjustment in the blind rules as they deem necessary in their best business judgment. However, each shall strive to apply rules consistent with Fairness, Efficiency, Simplicity and the Tradition of poker.
SEATING, TABLE ASSIGNMENTS, STARTING GAMES, TRANSFERS, LISTS, ETC.
13.01. NUMBER OF PLAYERS FOR STARTING A NEW GAME
In games that are usually nine or ten-handed, five players must be present at a table to start a new game. Four players must start for eight-handed games. Management shall make every effort to start full games, but may start short games if necessary. Further, if two, three or four players indicate a desire to start a game short-handed, it shall be permitted. However, a new shorthanded game shall not be deemed a full game for must-move and other such purposes until at least four or five players (depending on the game) are in action.
13.02. PROCEDURES FOR STARTING A NEW GAME
Players shall be called in order from the floorperson’s waiting list, sometimes known as the board. The order in which players are called shall be determined by the order in which players put their names on the list, not by the time a player arrived in the room. Players higher on the list have priority over players arriving earlier yet further down on the list.
13.02.01 BUTTON PLACEMENT
In button games, players shall draw for the button. Once the shuffle for the first hand has begun, players who did not participate in the draw shall be required to post blinds in accordance with the rules relating to blinds before receiving a hand. However, any player who takes a seat that the button has not yet passed on the first lap shall receive a free hand. (ALTERNATE RULE: The button shall be placed in the seat immediately to the right of the dealer when starting a new game. The problem with the alternate rule is that a player can take the button seat, play a free lap, then leave the game.)
13.03.02 SEAT SELECTION
The first player who has been properly called from the list to arrive at the table for a new game shall have first preference for a seat in the new game over anyone arriving after, regardless of their place on the waiting list or board. If two players arrive simultaneously and want the same seat, they shall draw for the seat, so long as play has not yet begun. A player involved in another game shall have the right to lock up a seat in the new game until the hand he is involved in is finished. If he has just paid his blinds, he shall be entitled to have his seat locked up until he has dealt off the button. However, if the blinds pass him in the new game he shall receive a missed blind button and be obligated to post or wait before taking a hand, pursuant to Article 12 of Cooke’s Rules relating to blinds. A player involved in a hand in another game may finish his hand before taking the seat in the new game, but the same rules relative to the blinds shall apply as to a player dealing off his button. (ALTERNATE RULE: Some establishments permit players to indicate a seat preference when placing their name on the list for a new game, and in such cases, a player who has indicated a seat preference when placing his name on the list shall have priority over a player arriving at the table ahead of him, so long as he arrives before the first hand is dealt. Once the first hand is dealt, those who indicated a seat preference on the waiting list lose their priority relative to seat choice.)
13.02.03. SPREADING THE DECK
When a new game starts, the dealer shall keep the suited deck spread on the table until he scrambles and shuffles for the first hand. This ensures that all players entering the game can see that all cards are present and accounted for.
13.02.04. DEALING THE FIRST HAND
If a full table has been called for the game and is expected to be seated, the dealer shall begin the shuffle when six players are seated with chips in ten-handed games, and when five players are seated with chips in eight or nine-handed games. Upon completion of the shuffle and cut, the first hand shall be dealt. Players arriving after the shuffle for the first hand has commenced shall receive a free hand if the button and blinds have not passed their seats. If the blinds pass their seats they shall be treated as new players in an existing game. (The rules for Draw are slightly different. See Article 7 of Cooke’s Rules for details.)
13.02.05. NEW PLAYER’S BUY-IN
When a new player enters the game, that player shall not be dealt in unless he has chips and/or money on the table equal to at least the minimum buy-in. The only exception shall be if the player has chips in transit, he is playing behind, and the dealer has announced the amount of money in transit.
13.03. SEAT CHANGE RULES
Seat selection is a matter of great importance to many players, and every effort shall be made to honor all seat change requests fairly.
13.03.01. EXISTING PLAYER’S PRIORITY
A player who is already in a game shall have preference over a new player entering the game for a vacant seat.
13.03.02. PRIORITY AMONG EXISTING PLAYERS
As among players who are already seated in a game, the seat shall be made available in the order that players have requested a seat change. A player who has requested a seat change and doesn’t take it when it becomes available loses his priority in the order and goes to the bottom of the list of those who have requested seat changes, unless he has requested a particular seat or seats and that seat or seats have not come open. When a dealer is leaving the box, he shall advise the incoming dealer of all pending seat requests, in order of priority. Further, each time a new dealer enters the box, a player who has requested a seat change should so advise the dealer. (ALTERNATE RULE: Seniority shall prevail. A player who has been in the game longer shall have preference over another player. If, when the seat comes open, no player has requested a seat change, the dealer shall ask if anybody wants it. It shall then be given to a player by order of seniority at the table. Once a player has used his seniority, he goes to the bottom of the seniority list of those present. Any new players entering the game shall rank in seniority behind the player who just took the seat change. If there is a dispute as to who has seniority, then players shall draw to see who receives the seat, with the high card winning the right to take the seat. A player who does not exercise his right when offered loses his table seniority and goes to the bottom of the seniority list for purposes of seat changes. SECOND ALTERNATE RULE: There shall be no requests. When a seat opens the dealer shall ask if anybody wants it. If more than one player wants it they shall draw for it. The advantage of this rule is that it is the simplest. The disadvantage is that it slows the game for repeated draws.) The request rule is much simpler than the alternate rules and is very much preferred, but since seat position is an important part of the strategy of the game, either alternate rule may be adopted. Regardless of whether the suggested rule or one of the alternate rules is adopted, if there is a legitimate dispute which cannot be readily resolved as to who is entitled to a seat, whether by seniority or by order of request, then the disputing players shall draw for the seat. With the second alternate rule, there is always a draw.
13.03.03. MOVING IN BLIND GAMES
In blind games, a player who has paid his blinds may deal off the button. However, he must take the new seat immediately thereafter if a player is waiting to take his seat and is willing to post the blind behind the button or is entitled to a free hand behind the button. If the player waiting for the seat is not entitled to a free hand or willing to post, then the player vacating the seat may keep it until it is his turn to post the big blind in his new seat. Once the incoming player has declared he will not post, he may not change his mind in the course of the round until the player who is vacating the seat would be required to move.
13.03.04. NEW PLAYER’S LOCK-UP
A new player has no prerogatives, choices or options which would come at the expense of existing players until he has taken a hand, at which point he has all the same rights and obligations as other players in the game. A new player is deemed to have taken a seat when his chips are down or he has placed money down to lock it up. However, a new player may not put down his chips or money without first asking the dealer if that is the seat he will receive. If the dealer verifies the seat, then the player may lock up the seat with his chips or money. If the dealer does not verify the seat, then other players have the opportunity to take the seat. The dealer shall verify the desires of those already seated in the game relative to the vacant seat prior to permitting the new player to take it. If a player puts down chips or money without first having checked with the dealer whether the seat is available, it shall not be deemed a seat lock-up. Once a new player locks up the seat it, is not available to other players in the game. If a player on the waiting list has left a lock-up with the floorperson as set forth elsewhere in this article, and the
floorperson puts the lock-up in a vacant seat, then the seat shall remain available to other players in the game until the new player arrives and is assigned his seat as hereinbefore set forth. Once the new player takes the seat, it shall not be available for a seat change to existing players.
13.04. PLAYER WAITING LISTS
A player who is called for an existing game must take his seat immediately. Rules relating to playing out the present hand the player is involved in, dealing off, locking up and handling blinds shall be the same as for a player leaving an existing game for a new game as hereinbefore set forth. A player who does not take his seat when called shall be rolled to the bottom of the waiting list. A player who has been called twice and does not take a seat shall be stricken from the waiting list. (ALTERNATE RULE: A player who does not take his seat when called shall be stricken from the waiting list.) A player must be present in the poker room to have his name added to the waiting list. No phone-ins shall be permitted and no one may place another player’s name on the list. (ALTERNATE RULE: Phoning the floorperson to be placed on the player waiting list shall be permitted. A player who phones in and doesn’t show when his name is called shall be crossed off the list and not rolled over to the bottom of the list.)
13.05 WAITING LIST LOCKUPS
A player who expects that he may be away from the room when his name is called but back shortly thereafter may leave lock-up money with the floorperson responsible for the waiting list. Lock-up money shall be the greater of twenty dollars or one small betting unit. If a player locks up a seat and does not return by the time it is his turn to post the big blind, then he shall receive a missed blind button. If he does not return before the time collection is due, collection shall be taken from his lock-up money. If he does not return by the time a new dealer comes into the box, he shall receive a player absent button. If he does not return within thirty minutes of the time his lock-up is placed in the seat, the he shall be picked up pursuant to the house’s normal pick-up procedure.
13.06 PLAYING OVER
When a player is going to be absent from the table for one half hour or more, but not long enough to be picked up, the house may permit a player on the waiting list to play over the absent player. A player may request a playover box and play over any player who has not requested that no one play over him. A floorperson will place the playover box over the existing player’s chips. If two players request playing over then the list order will take priority. The player whose seat it is may request his seat back at any time. (ALTERNATE RULE: Playing Over shall be prohibited. Sometimes two players—one in the game and one waiting for the game—collude to enable the player who is waiting for the game to enter ahead of others on the list. Also, playing over creates potential problems relative to the security of the chips belonging to the absent player. For these reasons, some establishments prefer to prohibit playing over. However, permitting playovers provides a method to get players in action when waiting lists are long, and thus serves the best interests of the game by accommodating the greatest number of players and getting the greatest number of chips into play. For this reason, permitting playovers is preferred.) To protect a player’s money, a player may request of the floorperson that when he is absent from the table, no person shall be permitted to play over the player. Such requests shall be granted. Some establishments, in cases of players who object to being played-over, will not allow those players themselves to play over another player.
13.07. TABLE TRANSFERS
Players who wish to transfer to a different table of the same game and limits shall place their names on a transfer list with the floorperson responsible for the player waiting list. Transfers shall be granted in the order of priority of request. As with all situations where a player takes a seat in a game, a player shall not transfer into a different game without the approval of the floorperson. When changing tables, a player must take his seat at the new table with not less than the minimum buy-in, except when coming from a broken game. (ALTERNATE RULE: A player may transfer tables with the chips he has, regardless of whether he has a minimum buy-in. The main rule gets more chips in play and is fairest to the players at the new table, and is greatly preferred.) A transfer shall not be permitted where the result would be that the table the player is transferring from would be left with fewer players than the table the player is transferring to. (ALTERNATE RULE: Transfers which leave one game shorter than another shall be permitted when there is no net difference in the table make-up; i.e., when one table is six handed and another seven handed, a player may transfer from the seven handed game to the six
handed game. However, this shall not be permitted when, in the floorperson’s opinion, the result would be a broken game or a short-handed game.) Transfer lists are to be maintained by the floorperson and moves may take place only with floorperson’s authorization. Table transfer rules shall be superseded by mustmove rules when they are in effect. There are no table transfers permitted when must- move rules are in effect. Players transferring into a game are treated as new players for seat selection purposes.
13.08. PLAYER ABSENT PROCEDURES
When an incoming dealer deals the first hand of his down, and there is a vacant seat with chips in front of it indicating that it is held by a player, then the player will be given an Absent button. Different houses will have different rules regarding how many Absent buttons a player is to receive before being picked up. A fairly standard procedure is two Absent buttons plus fifteen minutes, but this is a matter appropriate for house policy rather than rules. Some establishments require that when a player returns to the table, he must play at least two dealer downs or he keeps one Absent button. This is also a matter for house policy. If a player is absent from the table when time collection is due, then the time charge shall be taken from his stack. If there is not enough money in front of the absent player to pay the time, he will be picked up when the collection comes due. If a player is picked up and returns within a specified time of being picked up (the length varies anywhere from 15 minutes to one hour, depending upon the policy of the establishment), he shall be first up on the player’s list for the next available seat in a game of the same stakes, but not necessarily at the same table. If more than one player has been picked up, then the one who returns first shall be the first to receive a seat, and the one who returns second shall be next up, etc., regardless of which player was picked up first.
13.09 BROKEN GAMES
No player shall be required to play in a game that is four-handed or less in a game normally dealt eight or nine-handed, or fivehanded or less in a game that is normally dealt ten-handed. So long as at least three players are willing to play, however, a game shall not be broken. If there are not three players willing to play, then the game shall be broken and the players in the game shall be afforded an opportunity to take another seat in the same type of game at the same limits in accordance with these rules relating to broken games. (ALTERNATE RULE: If there are four players in an eight or nine-handed game, or five players in a ten-handed game, and two or more wish to have the game broken, then it shall be broken. SECOND ALTERNATE RULE: If a majority of players at the table wish to break the game, and there are sufficient seats in other games of the same type and limit available to accommodate all players, then the game may be broken.)
13.09.01. DRAWING FOR SEATS IN OTHER GAMES
When a game breaks, the remaining players shall draw cards to determine the priority of seating order for open seats as they become available. Players who took at least one hand in the last five dealt shall have priority and shall draw first and be offered the first available seats. After those players have drawn, other players seated at the table shall draw. Persons absent from the table being broken shall be added to the list after those who where present at the table. If more than one player is absent, then the floorperson shall draw for them to determine their place on the list. If cards are tied as to rank, priority on the list shall be determined by suit. If there are several games available at that limit, the player from the broken game with first priority based on the draw shall have first choice of seating. Players on the transfer list from games currently running shall have the opportunity to transfer first before any player from the broken game may select a seat. A player from the broken game on the transfer list shall be treated identically to other players from the broken game. (ALTERNATE RULE: Players from the broken game draw and select seats superseding the transfer list.) A player who has been momentarily gone from the table (such as to use the bathroom) and who returns immediately shall be treated as a player who has just taken a hand, in the floorperson’s reasonable discretion. A player who has refused to take a hand shall be placed on the waiting list after players who have played all the last hands, in the floorperson’s reasonable discretion. The purpose of this is to ensure that those who are willing to continue playing not be penalized to the benefit of a player who was unwilling to continue to play. When moving to another table because of a broken game, the player who drew the high card shall have the first choice of seats, etc. Players entering a game from a broken game shall not be required to post blinds to receive a hand in blind games.
13.09.02. MINIMUM BUY-IN COMING FROM BROKEN GAME
A player who is forced to transfer to a game of the same type and limit because of a broken game shall not be required to buy additional chips, even if he has less than the minimum buy-in when entering the new game.
13.10. MUST-MOVE GAMES
In order to protect an existing game (usually referred to as the “main” game) a must-move (a.k.a. forced move) procedure may be invoked by the house when an additional game of the same type and limit is started. The must-move list is maintained in the same order as the original waiting list for the game. The following are the procedures for must-move.
13.10.01 ORDER OF LIST
When the second (or third or fourth) game is started, players shall be seated in the order of the player waiting list, notwithstanding the order in which they arrive at the table (note that this is different from rules relating to seating—must-move priority is based on list position only. Seat selection, however, is still based on arrival rather than list position.) Any player who does not take a seat in the game shall either have his name crossed off the list or rolled to the bottom of the list in accordance with house policy.
13.10.02 SELECTING THE PLAYER TO MOVE
When a seat in the main game becomes vacant, a player forced to move from the must-move game to the main game or the next oldest game feeding the main game shall fill it. The player who shall be forced to move shall be determined as follows:
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A. The player at the top of the list shall be afforded the option to leave the must-move game and enter the other game. If he elects not to take the seat, then the next player on the list shall be offered the option, and so on until a player elects to take the seat or all players at the table on the must-move list have rejected the seat. If no player wishes to take the seat in the other game, then the player at the bottom of the list—the one who has most recently entered the must-move game—shall be forced to take the seat, and that player’s seat shall be filled by the first person on the player waiting list. Notwithstanding the foregoing, if there is more than one game, the last player to enter that limit shall be forced to move. If there is a waiting list and no one already seated wishes to move, then the next player on the list shall be required to take the vacant seat in the main game.
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B. If the player who is forced to move refuses to move, then he must quit the game he is in. In such circumstance, the next person up from the bottom of the must-move list the player now with the least seniority in the game—shall be forced to move or quit the game. A player who quits a game because he refuses to move into the main game shall not be placed on the player waiting list for a seat in a game of that type at that limit for at least two hours. Note that he shall not be placed on the list for two hours, as opposed to being seated for at least two hours. (ALTER-NATE RULE: When a seat comes open in the main game, the player at the top of the list shall be forced to move to the main game. If he refuses to take the seat in the main game he shall be forced to quit the game and shall not be placed on the player waiting least for at least two hours, The next player on the must-move list shall be required to move to the main game, and so on until there is a player who is willing to move to the main game. The seat or seats in the must-move game shall be filled by a player or players from the player waiting list, who shall be added to the must-move list in the order in which they were on the player waiting list. The alternate rule is currently the prevalent rule, but the main rule as set forth is significantly better for players, even though it requires a little extra effort from the house. The disadvantage of the suggested rule is that it takes a minute or two longer each time a transfer is necessary. The advantage is that it protects players without jeopardizing the main game.)
13.10.03 MINIMUM BUY-IN IN MUST-MOVES
A player who is forced to transfer pursuant to must-move rules to a game of the same limit shall not be required to buy additional chips, even if he has less than the minimum buy-in when entering the new game.
13.10.04 BLINDS IN BUTTON MUST-MOVE GAMES
In all button games, a player going from a must-move game to the main game shall get a free hand without posting any blinds, or he may wait and take a free hand behind the button. Because of this rule, a player leaving a must-move game must move immediately, rather than playing to his blinds, except when he is on the button, in which case he shall be allowed to deal off. (ALTERNATE RULE: The player may play until his blind in the game which he is leaving, in which case he must either post or wait for the big blind in the game he is entering.)
13.10.05 SHORT-HANDED MUST-MOVE GAMES
A player in a must-move game must continue playing to remain on the list for the main game, unless the game is less than five-handed in nine or ten-handed games or less than four-handed in eight-handed games. However, if a player refuses to play short-handed, he shall move to the bottom of the must-move list for that game, and shall be proffered an option to take a seat in the main game after those players who have continued to play.
13.10.06 ABSENT PLAYER MOVED
A player who is absent from the table when it is his turn to have the option of moving shall be deemed to have accepted the move, and shall be moved accordingly. The floorperson shall count down his chips and confirm the amount in the same manner as if there were a pick-up and move his chips to the other table. Any missed blind or player absent buttons the absent player has received shall be moved with his chips to the new table.
13.10.07 STATUS OF THIRD GAME
If a third game of the same type and limits starts and fills, then it shall become the must-move game. If the third game starts and no one from the second game wishes to move, then players from the third game shall go to the first game. Further, if a seat in the second game opens, the third game acts as a must-move to the second game. A player in the main game cannot go to the second or third game when must-move rules are in effect, nor can a player go from the second game to the third game. The concept of offering players with seniority the option of moving shall remain consistent through the third game.
13.10.08 STATUS OF FOURTH GAME
If there are more than three games of the same type and limit, then both the first game started and second game started shall have main game status, and seats in those games shall be filled from the third and fourth game. However, transfer requests between the two main games shall be honored before a vacant seat is filled. If and when the fourth game breaks, then the second game shall return to mustmove status. (ALTERNATE RULE: Once a game has run for two hours, it shall lose its must-move status and be treated as any other game. If after this has happened, both the original main game and the former must-move game become shorthanded, then the must-move rules shall be re-instated.)
13.10.09 TEMPORARY MUST-MOVE GAMES
The house may require that a second, third, fourth or other new game of a given type and limit shall have must-move status for a limited period of time, typically an hour or two hours. This is common in establishments where a game runs all night and new games start during the day, as it protects the players in the all-night game.
13.10.10 TRANSFER FROM MAIN GAMES
No transfers shall be permitted from protected main games into must-move games.
DEALERS, THE DEAL AND THE DECK
14.01. GENERAL PRINCIPLES
Cooke’s Official Rules of Real Poker is not intended to be a “how-to” manual for dealers. However, dealers are an integral part of the game, and just as players must follow certain rules so that the game proceeds in an orderly and efficient fashion, players must also be able to rely on the dealers to preform their duties correctly. The procedures set forth in this Article are deemed to be essential to the game, and shall be treated as Rules. Dealers as well as players shall conduct themselves accordingly.
14.02. START OF THE HAND
The previous hand ends with the gathering of all cards, followed by the scramble or soft shuffle. The next hand begins with the first riffle of the collected deck. Once the riffle has begun, the hand must be dealt regardless of intervening circumstances. The only exceptions are a misdeal, which requires a new shuffle, or a situation arising that requires a decision from a floorperson.
14.03. THE SHUFFLE AND CUT
After each hand, the dealer shall scramble the cards and shall shuffle them at least three times and box them at least once, in either of the following orders: shuffle/shuffle/box/shuffle or shuffle/box/shuffle/shuffle. This is immediately followed by the cut. The shuffle shall never begin or end with a box, always with a riffle. Also, the dealer shall never box twice in a row. To box the cards, the dealer shall pull about ten cards off the top of the deck and set them on the table, continuing four or five times until the entire deck has been re-arranged, always protecting cards from flashing. After the shuffle/box procedure, the dealer then shall place the deck on the table, clearly and obviously releasing it, and then cut it onto the cover card (cut card) with one hand.
14.04. BASIC DEALER PROCEDURES
Beyond the shuffle, cut and deal, the dealer is responsible to maintain the game as efficiently as possible. The dealer shall make sure that all pre-deal money (blinds and antes) is posted. The dealer shall prompt players to act when it is their turn, and when necessary, to act in turn. At the beginning of each betting round the dealer shall announce how many active players are in the hand. The dealer shall verify that the proper amount of money goes into the pot. The dealer shall ensure that all proper procedures are followed, especially regarding showdown and awarding the pot.
14.05. BLINDS’ OPTION TO RAISE
In games with blinds, the dealer shall verbally confirm whether any live blind elects to exercise his option to raise.
14.06. SCOOPING BETS
Wagers are not to be pulled into the pot until each betting round is completed. All bets, including blinds, should remain in front of players until betting is completed. If a portion of a made-up blind is dead, it should be moved to the center of the pot after the shuffle and cut but before commencing the deal. If a player splashes the pot, the dealer shall verify that the correct number of chips have been placed in the pot and push them back in front of the player who has made the action so that they are clearly distinguishable from the pot and from chips placed in the pot by other players. The dealer shall not scoop until he has verified that each player has placed the proper number of chips in the pot and received proper change from the pot. Players shall never make their own change from the pot or from other players’ bets.
14.07. PITCH
The dealer shall pitch the cards so that they reach the players. Down cards shall be dealt carefully in such a fashion so that they are not flashed. In stud games, the final down card should be dealt so that it is not mixed in with the player’s other hole cards. The dealer shall never turn over or roll the deck, never cover the top of the deck with his free hand, and shall always keep it squared.
14.08. BURNING
At the conclusion of each betting round except the final betting round, the dealer shall burn a card before proceeding to deal the cards for the next round. Before burning a card the dealer shall lightly tap the table, letting the players know that he is about to deal. This enables players to stop the dealer’s action if the betting is incomplete. The dealer shall place each burn card under the prior one. Burn cards are to be placed in the center of the table under the edge of the pot and should be dealt in such a manner that they are not flashed to the players. They are to remain there, separate from the muck, until the pot is pushed to the winning player.
14.09. EXPOSED CARDS
A flashed card, a card that is dealt off the table, or a card that might reasonably be suspected to have been flashed shall be deemed an exposed card. If a private card is flashed, exposed by the dealer, or by a player discarding his hand, the exposed card and only the exposed card is to be shown face up in the center of the table and announced by the dealer. A card that is exposed by a player, either intentionally or inadvertently, shall not be replaced. A card pitched by the dealer that is exposed because it strikes a player’s hand shall be deemed exposed by the dealer, not by the player. In stud games, exposed cards may or may not play. (See Cooke’s Rules Article 5 “Open Card (Stud Type) Games” on page 22*.*) In hold’em and draw games, the deal of the hand shall be completed and a new card shall be given to replace the exposed card. The exposed card is then displayed to all players at the table and announced by the dealer. The burn card shall replace the exposed card, and the exposed card shall become the burn card. The only time in poker a player may receive two cards in a row off the deck is when the last downcard dealt to the last player in a Hold’em or Draw game is exposed.
14.10. BOXED CARD
A boxed card is considered a non-existent card. The next card in the deck will be dealt to the player who would have received the boxed card. A boxed card does not constitute a fouled deck. However, two or more boxed cards in the deck shall be deemed a fouled deck if it is discovered before substantial action on the first betting round, and the deal shall be considered a misdeal. If the second boxed card is discovered after substantial action on the first betting round, then it too shall be treated as a non-existent card, and the hand shall proceed as if that card were not in the deck.
14.11. JOKER IN THE DECK
A joker inadvertently included in a game where a joker is not used is considered a non-existent card. A joker received face up (boxed) is replaced by the next card. The top card of the deck replaces a joker received face down after the remaining players have all received their proper cards. (ALTERNATE RULE: A joker in the deck shall constitute a fouled deck in the same way any deck with too many cards would. The alternate rule is actually preferred in games played with a joker or bug in the event there are two jokers in the deck.)
14.12. FOULED DECK
The following shall constitute a fouled deck: a deck containing too many or too few cards; a deck containing one or more cards of a different colored back; a deck containing two cards of same rank and suit. When a fouled deck is discovered, all betting will cease and all money in the pot shall be returned to the players in the hand. If this information is available to only one player and that player attempts to win the pot by initiating action, that player shall forfeit all rights to the pot and all chips in the pot shall be divided among all active players at the time the fouled deck is discovered. If there are no remaining players, then the chips shall be forfeited to all who committed money to the pot, with the forfeited interest divided equally as if it were a split pot, regardless of how much money any individual player has committed to the pot. In button games, the next hand will be played with the button and blinds remaining in the same positions.
14.13. DEALING COMMUNITY CARDS EARLY
If the dealer burns and turns community cards before action is complete, the cards shall be returned to the deck and action shall be completed. This shall be so even if only one player who is checking has not acted before the cards are improperly dealt. The procedure for returning the cards to the deck and continuing with the action vary slightly on the flop, turn and river.
14.13.01. MIS-DEALT FLOP
After the pre-flop betting is correctly completed, the mis-dealt flop—but not the burn card—shall be reshuffled into the deck, and the flop shall be re-dealt with no burn.
14.13.02. MIS-DEALT TURN
After the flop betting is correctly completed, the card which was improperly dealt shall be set aside, and the dealer shall burn and turn so that the card which would have been the river card becomes the turn card. After the turn betting is completed, the dealer shall then shuffle the improperly dealt card back into the deck, and shall deal a river card without burning. The card that was burned before the improper dealing shall not be included in the shuffle.
14.13.03. MIS-DEALT RIVER
After the turn betting is correctly completed, the dealer shall shuffle the improperly dealt card back into the deck, then turn a new river card without burning.
14.14. FLOP PLACEMENT
In hold’em games, the flop should be in the center of the table with the pot to the side and the burn cards placed under the edge of the pot. Side pots should be situated as close as possible to the players involved in the side pot, and always clearly distinguished from the main pot. Where possible, side pots should be placed on the opposite side of the flop from the main pot
14.15. COUNT THE STUB
The dealer shall count down the deck stub no less than once a half hour, preferably early in his down.
14.16. DEALER ANNOUNCEMENTS
The dealer shall always announce the following circumstances to the table: a) when a player is playing behind; b) when a card has been exposed and which card it is—in board games, the dealer shall clarify whether the card came from a player’s hand or from the deck, and that the exposed card will be the burn card; c) action when an all-in bet has been made; d) when a make-up blind is being posted; e) all raises; f) how many players are contesting the pot on each street; g) in stud, the forced bring-in and high hand for purposes of commencing action on each street.
14.17. ABSENT PLAYER’S CHIPS
When in the box it is the dealer’s responsibility to watch all chips belonging to players absent from the table. Notwithstanding this, each player at the table has an obligation to the integrity of the game and each player shall protect the chips of any absent player. Notwithstanding this rule, as noted in Article 2 of Cooke’s Rules, the house assumes no responsibility for a player’s chips or money left on the table.
14.18. LAST CARD
The last card of a shuffled deck shall not be used in any game under any circumstances. (See Cooke’s Rules relating to particular games for procedures in the event there are not sufficient cards to complete the deal in draw and stud games.)
14.19. DECK CHANGES AND SET-UPS
If a dealer notices a marred card, he shall immediately change decks and call for a set-up. When bringing in a new deck, it shall be spread face up and verified for completeness, then scrambled face up, then scrambled again face down, then shuffled no fewer than five times. A player may request a deck change at any time. However, a deck shall not be changed until at least two laps of hands have been played since the previous deck change. A player may not request a set-up except for a marred card. (ALTER-NATE RULE: A player may request a deck change at any time, but set-ups shall not be replaced more frequently than once per half hour. The alternate rule slows down the game and is discouraged.) Excessive requests for deck changes and set-ups may result in management electing to post a table sign limiting the frequency of deck changes to once per half hour and set-ups to once per hour.
14.20. MISDEALS
Misdeals may be called for any irregularity in the initial dealing round, until substantial action has taken place. Once substantial action has taken place, the hand must proceed. The following constitute a misdeal: a) failure to shuffle and/or cut the deck before dealing; b) dealing to the wrong player first; c) failure to deal each player his proper card. (A card initially dealt to the wrong player but not looked at can be moved to its proper owner. However, no more than two cards may be pushed back. If more than two cards have to be pushed back, the hand will be declared a misdeal.); d) dealing out a player with money committed to the pot (blinds or antes) or a player on the button. (An absent player other than the above who has expressly asked for a hand but has been dealt around will also cause a misdeal unless all other players have received starting cards.); e) dealing too many cards to a player, except when the last card dealt was due to be the burn card and can be returned to the deck. (If the player has seen the card, it is a misdeal. If the player has not seen the card, it is not a misdeal.); f) dealing too few cards to a player except when that player is due to get the top card of the deck; g) exposing the first or second card dealt; h) the exposure of two or more cards that need to be replaced; i) the presence of more than one boxed card on the initial dealing round; j) the discovery of one or more cards missing from the deck; k) dealing any cards that were supposed to be part of the flop or draw. In the event of a misdeal, all cards shall be returned to the dealer, and the cards shall be scrambled, shuffled, cut and dealt. Note that if a player is dealt in who should not have received a hand,
then the hand is not a misdeal and that player’s hand will be declared a dead hand. l) dealing in a player who hasn’t anted or posted (ALTERNATE RULE: A player who hasn’t anted or posted has a dead hand, and it shall not be considered a misdeal.)
14.21. END OF THE HAND
When all dealing is complete, the dealer shall drop the deck so that the cards are spread out, and not set it neatly down in a stack. After the showdown, the dealer shall confirm the hand is over and shove the discards into the deck stub. The cards are not to be placed on the top or bottom. The top of the deck should always be retrievable in case of an irregularity in the deal of the final betting round. (ALTERNATE RULE: The top of the deck should never be retrievable, except in draw games, where the remaining stub should be placed on the table so that the top of the deck is retrievable. The alternate rule, which is quite common in California, seems to be related somehow to the integrity of the game, but the main rule is much more practical and preferred.) The dealer shall determine that the proper number of cards has been returned, and shall verify all discarded hands. Players shall discard their hands in such a manner as to facilitate such inspection. In games that use a dealer button, the dealer shall push the pot to the winner, then move the button. The soft scramble is the last act of the old hand; the first riffle is the first act of the new hand.
14.22. DEALERS AND DECISIONS
If the dealer makes an error which will result in a change in the cards a player would receive (i.e. dealing before action is completed, improperly turning the flop, etc.) then the floorperson must be called for a decision. If the dealer makes an error which does not affect the card a player is to receive or one which does not give any player an advantage (i.e. forgetting to burn or dealing to the wrong seat), then the dealer shall correct the error in accordance with the rules and a floorperson does not need to be called unless a player objects. In any circumstance where there is any doubt whatsoever, dealers shall not take remedial action or render decisions, but shall call a floorperson to do so.
14.25. IMPROPERLY DROPPED DECK
If the deck is dropped by the dealer, regardless of the reason, the dealer shall pick the deck back up and continue to use it if at all possible, and if the top of the deck can be determined. If the correctness or integrity of the deck is questioned by any player or is otherwise in doubt, then a floorperson shall be called. The dealer shall then reshuffle the unused cards and cut them. Cards known to be discards shall not be included in this re-shuffle, nor shall any cards which were burned. Cards which might or might not be part of the discards, but which cannot be determined shall be deemed discards and shall not be reshuffled. After cutting, the dealer shall continue the deal, including all requisite burns.
14.26. RESHUFFLES
In any situation in any game requiring a reshuffle, neither discards nor burns shall be included in the reshuffle. If there is any doubt as to whether a card ought be included in the reshuffle, then it shall not be so included.
14.27. PLAYER DEALT GAMES
In some jurisdictions, center dealers are prohibited and players must deal the games. In these cases, all previous rules apply. In all player dealt games, a rotating dealer button shall be used to designate the dealer. Player dealt games shall use two decks. The player to the left of the dealer shall cut. The player to the right of the dealer shall shuffle the deck just dealt. The deck used in the hand will have been shuffled by the player two to the dealer’s right. Having three separate persons shuffle, cut and deal reduces the potential for cheating.
14.28. MECHANICAL SHUFFLERS
Mechanical devices which shuffle the cards are becoming more commonplace. Usually these devices contain two compartments, one for placement of the deck which has just been used, and one for the deck which as been shuffled. Certain procedures relative to the course of a hand are different when using mechanical shufflers. When using mechanical shufflers, at the beginning of the hand the dealer shall remove the deck from the shuffler, place it flat on the table and release it, then cut it onto the cover card. At the end of a hand the dealer shall give the muck, discards and deck stub a soft scramble, gather the cards together and place them into the mechanical shuffler in a single block. When using a mechanical shuffler, the hand shall officially be deemed to have begun when the dealer places the new deck on the table to be cut. The end of the hand shall officially be deemed to have occurred when the dealer places the used deck into the shuffler.
TIME COLLECTION AND RAKE
15.01. TIME AND RAKE GENERALLY
The amount which establishments charge players is not an appropriate subject for rules. Notwithstanding this, uniformity of methodology serves the best interest of the game. The two basic methods of generating revenue from poker games are collection of time—akin to seat rental, with the services of dealer, chips, etc. provided—and rake, or a percentage taken from each pot up to a maximum. Some governmental regulations favor one over the other, prohibit one and not the other (i.e. in California the house is prohibited from having any interest in the outcome of the pot, which has been interpreted in some communities to include the size of the pot, which has sometimes been construed to prohibit raking the pot.) Each establishment must devise its own procedures in accordance with its own local laws and best business judgment.
15.02. TIME COLLECTION
Time collections are paid by each player to the dealer when due, usually when the dealer enters the box. Time collections are always paid in advance. A typical time charge might be $5 per half-hour at one limit, or $7 per half-hour at a higher limit. When time collection is due, each player shall post the amount of the collection in front of him, and the dealer shall collect it starting with the player immediately to the dealer’s left. In some stud games, time is taken from the antes, in which case the dealer will make the collection immediately after pulling the antes into the pot area. The dealer shall take collection from the stack of any player not at the table. A player who enters a game within five minutes after time is collected (when paid in half-hour increments) shall be required to pay time. A player entering more than five minutes after time is collected shall not be required to pay time. Time shall not be pro-rated. If a game breaks within fifteen minutes after collection, the last time collected shall be refunded to the players.
15.03. TIME POTS
Collection is sometimes taken from the first pot after time is due, rather than from each player, so that the winner of the first pot
pays all the time. Because they inhibit action, time pots shall not be permitted. (ALTERNATE RULE: When all players agree, time for all active players present at the table shall be collected from the first pot after time is due which exceeds the total amount necessary to pay the time. When time pots are used, the dealer shall take collection from the stacks of players not present at the table, and reduce the amount taken from the time pot accordingly. Whenever time collection is being taken from the pot, the dealer will announce “time pot” upon completion of dealing the first round of cards and prior to taking the collection. The reason this is the alternate rule is that time pots kill action.) The house may elect to permit an alternative to time pots where a portion of the collection is taken from each pot until the total has been collected. This method creates problems relative to players who are at the table for some of the pots and not for others, and is advised against.
15.04. TAKING RAKE
The most common procedure for generating revenue in Nevada casinos, Internet cardrooms and in many other jurisdictions is the rake. A typical rake is five percent or ten percent of the pot, up to a maximum of three dollars. In some locales the maximum is five or even ten dollars. Rake is taken based on the amount of the pot as a whole, regardless of whether there are side pots involved. Where there are side pots, regardless of size, the rake is always taken from the main pot. Once a pot has been awarded, no additional rake may be taken from it, regardless of whether the dealer failed to take the full rake. If too much rake is taken, and the pot is awarded before it is intermingled with the winner’s other chips and before the next hand has been dealt, then the pot shall be corrected and the player shall be refunded the overage from the dealer’s tray.
15.05. BUTTON COLLECTION
In a few jurisdictions, in board and draw games, the player who has the button posts an amount of money that is collected in lieu of time charge or rake. In low-limit games, the amount posted on the button is live. In higher-limit games, the amount posted on the button is dead. This is usually characterized as a fee for services rendered, for legal reasons. In places where button collection is used, stud-game collection is taken from the antes. If there is no flop in button games, or no fourth street card dealt in stud games, no collection is taken. If a player is away from his
seat when it is his turn to post collection on the button, the dealer shall take the amount of the collection from the player’s stack and place it in the pot, where it shall be deemed dead money.
Article 16: MISCELLANEOUS RULES
16.01. HOUSE BUTTONS
(Player Absent, Missed Blinds, Lock-up, Playing Behind, Overs, Openers, Kill) House buttons are distinguished from the dealer button. They are among other things used to indicate absence from the table, missed blinds, locked-up seats, playing behind and overs.
16.01.01. PLAYER ABSENT BUTTON, A.K.A. NO PLAYER BUTTON
This is used to indicate that a player has been absent from the table. It is white in most card rooms.
16.01.02. LOCK-UP BUTTON A.K.A. RESERVE BUTTON
This identifies an open seat so that prospective players, floorpersons and others are aware that there is an open seat at the table. It is yellow in most card rooms. A new player shall not be placed in a seat with a yellow button in front of it without consulting the floorperson or other person responsible for the player list.
16.01.03. BIG BLIND BUTTON
This button indicates that a player has missed both the big and small blinds. (If a player misses his big blind, he cannot post the small blind He must wait and post both blinds behind the button, or wait a full round until his big blind comes to him again. He may also straddle or buy the button, pursuant to rules relating to blinds.) It is orange in most cardrooms, with red being a common alternate color.
16.01.04. LITTLE BLIND BUTTON
This indicates that a player has missed his small blind and only the small blind. It is tan/light brown in most cardrooms. Players most often miss the little blind when they have paid their big blind and lost all their money or been called away from the table. When made up, this blind is dead. A player moving out of the little blind shall post it in his new seat. Note that there is no middle blind button. In games with three blinds (most often pot-limit or no-limit) the small blind is posted on the button (where a player may not re-enter the game) and a player who misses the small and middle blinds can enter the game by posting one big blind. (See Cooke’s
Rules Article 12 “Blinds and the Dealer Button” on page 76.)
16.01.05. OVERS BUTTON
This is used to indicate that a player is participating in overs. At the time overs begins, each player participating is given an overs button. If some players are playing overs and other players are playing super-overs, then the super-overs players shall be given two overs buttons. There is no standardization of color for overs buttons. (See the provision 16.03 of this article relating to overs play.)
16.01.06. PLAYING BEHIND BUTTON
Some establishments use a playing behind button to advise other players at the table that a player actually has more money in play than is in front of him. The use of playing behind buttons is recommended, but not required.
16.01.07. OPENERS BUTTON
This button shall be used to indicate who opened a particular pot in a draw game that has qualifiers to open. (See Cooke’s Rules Article 7 “Closed Card (Draw Style) Games” on page 36.) The use of this button is recommended, but not required.
16.01.08. KILL BUTTON
A kill button shall be used in games with kills to identify the person who has fulfilled the first part of the kill requirements, where there are two parts to the kill procedure (i.e. winning two pots in a row.) In all kill games, the kill button is placed into the pot to show that betting limits have increased when the conditions of the kill game have been met. (See Cooke’s Rules Article 8 “Other Betting Rules & Structures” on page 46.)
16.01.09. SEAT CHANGE REQUEST BUTTON
In establishments or games that prioritize seat change requests based on the order of the request, this button indicates that a player has requested a seat change. These buttons are not commonly used, but they are very helpful for efficiently managing the game and are recommended.
16.02. TABLE SIGNS
Any time the normal rules or procedures of the house are not in effect, a placard shall be posted on the table so advising all players in the game, as well as those players entering the game.
Common table signs restrict the number of deck changes and prohibit pot splitting or insurance. A table sign stating the current game being played, the limits, the minimum buy-in, and the maximum rake shall be posted on all tables.
16.03 OVERS
When two or more players wish to play for higher stakes than offered in the game, they shall be permitted to play overs. Overs are typically (although not necessarily) double the stakes of the game being spread (i.e. $20-$40 game overs would typically be $40-$80.) Overs shall not go into effect on any street in which a player who is not playing overs is active and contesting for the pot, unless the non-overs player is all in. However, if on the final round of action (i.e. the river or seventh street) a non-overs player is in the pot and folds his hand when facing a wager, then overs shall come into play. (ALTERNATE RULE: If there is a non-overs player in on the river, then overs shall not be permitted regardless of whether all non-overs players have dropped out.) Overs shall not be optional; when overs players are the only ones contesting the pot the stakes automatically increase. If players are playing super-overs (meaning stakes over and above the overs stakes), then all the same rules shall be in effect. A player shall not be permitted to play super-overs unless he is also playing overs. Overs and super-overs are sometimes played pot-limit and even no-limit. (i.e. $15-$30 with $30-$60 overs and pot-limit or no-limit super-overs.) Overs are primarily played in smaller cardrooms to enable players to play for different stakes that are not available in the cardroom. Where a variety of games at different stakes are offered, there is no reason for overs and they should not be permitted.
16.04. SHILLS AND PROP PLAYERS
Any player put in action by the house in any manner shall be identified by the dealer when the player enters the game. (ALTER-NATE RULE: The house shall post a sign in the room advising whether proposition players are used, but they do not have to be identified when entering a game. However, these players must be identified at the request of any active player.)
16.05. SMOKING
In all games, without exception, the two seats to either side of the dealer shall be non-smoking seats. Cigar and pipe smoking shall be prohibited. Smoking by spectators seated behind a player shall be prohibited. (ALTERNATE RULE: Smoking shall be pro-
hibited in the cardroom.) Where State or local law prohibits smoking, smoking is of course prohibited.
16.06. SPECTATORS
Only players, employees and guests of players shall be permitted on the poker room floor. Spectators who are guests of players shall be permitted. However, any player within two seats of a player who has a guest at the table can object to a spectator being seated behind a player. A new player entering a game may not object to a spectator already seated. Objections to spectators must be raised at the time the spectator is seated. Notwithstanding any of the foregoing, the house has the right to disallow spectators generally or any particular spectator, regardless of the presence or absence of objections.
16.07. COLLUSION
A player shall act only in his own self-interest, and shall make no action for the benefit of another player. The following actions shall be considered collusion, and any player participating in a collusive effort may forfeit all interest in the pot and may be subject to ejection from the game. In extreme cases, the player may even be barred from the establishment:
- A. Imparting information about one’s hand to a player in the pot.
- B. Advising someone how to play or suggesting a particular betting action.
- C. Rendering a verbal opinion about a player’s holding when he bets.
- D. Agreeing to check out a hand when a third player is all-in.
- E. When there is potential betting remaining for one or both of the players and other players are involved in the pot, agreeing to save a certain amount of money with another player if either wins the hand.
- F. Encouraging another player to show his hand face-up at the showdown so that he has a claim on the pot.
- G. Soft-play agreements, such as refraining from betting or raising another player when heads-up.
- H. Refunding money won to a player, such as the last bet.
16.08. DISCUSSING CARDS IN PLAY
A player shall not make any statement that could unfairly influence the play of the hand, whether or not the offender is involved in the pot. (i.e. Two queens flop and a player whispers to the person next to him “I had a queen” or slaps the table in disgust indicating he had a queen.)
16.09. READING
Reading at the poker table is prohibited. A player who is reading might not act in turn, and this slows down the game to the detriment of other players. Notwithstanding this, at establishments that also offer pari-mutuel wagering or sports betting, players may consult such periodicals as racing forms or sports forms, but only when they do not have cards.
16.10. ENGLISH ONLY
During the play of a hand, all players seated at the table and all spectators shall speak only in the language of the country where the game is being played, regardless of whether or not the player is contesting for the pot. In the United States, this means English. During the shuffle and between hands, players and spectators may speak in other languages.
16.11.RABBIT HUNTING
Rabbit hunting—asking the dealer to show the next card even though an unmatched wager has been made and the hand is over—is prohibited. (ALTERNATE RULE: Rabbit hunting shall be permitted by contributing one minimum betting unit to the next pot as dead money. SECOND ALTERNATE RULE: Rabbit hunting shall be permitted. However, if this permission is abused then the privilege of rabbit hunting shall be revoked. Where rabbit hunting is permitted, the card shall not be shown until all live hands have been surrendered to the dealer*.*)
16.12. CARDS REMAIN ON TABLE
All cards must be visible at all times. In button games, a card dealt off the table shall be deemed an exposed card. In stud games, a card dealt off the table plays, as more fully set forth pursuant to Article 6 of Cooke’s Rules. A player’s hand which is removed from sight or has a card dropped on the floor shall be declared dead. If a card falls to the floor for any reason other than being dealt off the table by the dealer, that player’s hand is automatically dead.
16.13. BACK MAN OUT
Sometimes a game can be spread with the “back man out,” meaning that each player in rotation takes a turn sitting out a hand, where there would otherwise not be enough cards to deal the full hand. If the back man out rule is in effect, a table sign indicating this shall be posted, and a dealer button shall be used to indicate the person sitting out. This button shall be advanced one player position each hand. The back man out rule can be used in any poker game where there may not be enough cards to deal all players at the table a hand.
16.14. ROVERS
A procedure may be used wherein one player each lap or each pre-determined period of time gives his seat up to the first player on the waiting list. Typically, the waiting player replaces one seated player for one lap, then the player to that player’s left for the next lap, etc. The point of the rovers rule is to get players into action. It is common in home games, but rare in public cardroom games. In public games, it is most often used in one or two table cardrooms.
16.15. TELEPHONES AT TABLE
Telephone calls at the table, whether on cell phones or house phones, shall be limited to two minutes. Further, no player may speak on the telephone more than six minutes in an hour. If a player is speaking on the phone in violation of this rule, the dealer shall deal around him.
16.16. PROFANITY, VERBAL ABUSE
Players shall not use profanity or obscenities at the table or create a disturbance by arguing or shouting.
16.17. ANNOUNCING IRREGULARITIES
A player should speak up immediately when he sees an error such as an incorrect amount going into the pot; a pot that is about to be awarded to the wrong person; a card going to the wrong person; or a flashed or marred card. A player who knowingly takes advantage of an irregularity to gain an unfair advantage should be disciplined, and shall forfeit any interest in the pot in question.
Article 17: POKER ETIQUETTE
17.01. PRINCIPLES OF POKER ETIQUETTE
Issues presented in this Article are not Rules, per se, but relate to the orderly maintenance of the game and civility among those who participate in the game. A player who repeatedly violates these principles of Poker Etiquette is a disruption to the game, and accordingly, is subject to discipline, up to and including ejection from the game and being suspended or barred from the cardroom. The dealer shall call a floorperson to the table regarding improper behavior, either at the request of a player or any time the orderly flow of the game is impeded by violations of poker etiquette. Application of this principle rests completely within the discretion of the floorperson, who must exercise particularly good judgment in enforcing it, since many of the issues involved are subjective. That subjectivity is the reason these matters are not presented as Rules. As noted in certain other Rules, the floorperson should enforce these principles of etiquette less stringently with inexperienced players. Notwithstanding that, a player shall respect and play the game in conformity with the principles of poker etiquette
17.02. TALKING, CRITIQUING, ETC
Players should not talk across a player who is involved in a hand. (In the United Kingdom historically no talking has been allowed during the play of a hand. There is much to be said for implementing this rule in the United States.) A player who has won a pot should not needle a player who has lost the pot. No player should critique another’s play. No player should give lessons at the poker table. While acting is a part of the game, a player should not engage in deceptive conduct which delays the game, or which abuses other players at the table. A player should not criticize another player for leaving the game; a player may quit at any time without criticism.
17.03. TREAT DEALERS COURTEOUSLY
As a practical matter, without center dealers there can be no fair, honest, efficient game of poker. The dealer is not responsible for which card comes off the deck, for winning streaks or losing streaks. There are no lucky or unlucky dealers, although some-
times it seems otherwise. Players should treat dealers with respect, and understand that dealers depend on players’ tips to support their families and pay their bills. Players should not throw cards violently towards dealers, even into the muck or the dealer’s tray, or in any way verbally abuse dealers or call them names; this includes speaking rudely about a dealer to others at the table. Cards should be discarded on a low line of flight so that other players cannot see them, and should be directed to the muck with an effort made to not hit the dealer’s hands, and not thrown hard. Chips should be placed as far forward as reasonably possible to make it easier for the dealer to scoop them. Deliberately discarding cards or placing chips beyond the dealer’s reach is childish and bad for poker. A player should not stack his chips in a way which interferes with dealing or other players’ viewing of cards or to conceal how much money the player has in action.
17.04. STALLING
A player should not use an excessive amount of time to make a play one knows will be made or in any other way deliberately stall the action of the game. At showdown, a player should immediately muck his hand when he knows it will not take the pot.
17.06. TABLE SPACE
A player should manage his table space in such a way as to be fair and reasonable to other players. In card rooms where convenience tables are provided behind players, nothing should be permitted on the poker table except for chips and cash and a token with which to cover cards. In cardrooms that do not provide convenience tables, a player shall confine his personal belongings—drinks, ashtrays, etc.—to the area immediately in front of him. A player shall have the right to ask the dealer to have another player move his belongings if they infringe on that player’s table space.
17.07. LEAVING THE TABLE
If leaving the game for an extended period, a player should advise the floorperson and the dealer. Unless the player has a strong objection or it is prohibited by the rules of the establishment, the player should advise the dealer and floorperson that it is permissible for another player to play over the player who will be absent.
17.08. PEEKING
A player should not lean over or back to see another player’s cards. However, if he is able to see them without making an inordinate effort, he is not obliged to look away. It is proper, however, for an opponent to object when another player constantly has the opportunity to see another’s hole cards, in which case the dealer shall advise the person whose cards are being seen to protect his hand.
17.09. DELIBERATE OBSTRUCTION
No player should deliberately act out of turn, deliberately stall, deliberately splash, or reveal the contents of his hand (regardless of whether or not he is active in the pot, all-in, or any other circumstance) before the betting is complete.
17.10. CLARIFY ACTION VERBALLY
A player should verbally announce his action to avoid confusion. A player going all-in or playing behind should announce that fact to the dealer, who shall make sure the entire table is aware of it. A player stepping away from the table when his blinds are due should advise the dealer of his intention in button games, and in stud games, a player should indicate if he intends to ante and take a hand.
17.11. EXPEDITING THE GAME
A player should assist in the orderly conduct of the game. A player should know when it is his turn, put blinds and antes in timely, use increments of correct change and stack his chips in such a manner as to not interfere with the dealer’s pitch. If the pot is raked, a player should put the small change in the pot (particularly in the blinds) to make it easier for the dealer. A player should pass his cards to the dealer or muck in a proper manner. A player who expects to win the pot should show down his hand immediately. Players should limit rabbit hunting and setup and deck changes and asking to see called hands unnecessarily.
17.12. ABUSE
Verbal or physical abuse of other players, dealers, spectators and others shall not be tolerated. Any abuse of others in the cardroom is grounds for immediate discipline, including but not limited to ejection, suspension and barring from the card room. Throwing cards shall be deemed abuse.
17.12. SLOWROLLING
At the showdown, no player who holds a hand he believes to be the best hand should declare or reveal his hand in such a way so as to lead his opponents to believe they hold the winning hand, when he knows in fact they don’t. Such behavior is antithetical to the spirit of the game.
DEFINITIONS OF POKER TERMS
- Act
- To check, bet, call, fold or raise, show down a hand, deal a card or commence the shuffle.
- Action
- Checking, betting, calling, folding and raising all constitute action. The dealer commencing the next betting round by dealing (but NOT by burning) also constitutes action. Showdown of a hand constitutes action.
- Action Only
- An all-in bet of less than half a bet, in a limit game. The various choices of players acting after an action-only bet are set forth in the Rules.
- Action Out Of Turn
- A check, bet, call, raise, fold or any other action made by an active player or the dealer behind an active player who has not yet acted, or otherwise made before it is that player’s turn to act.
- Active Player
- a) A player who is involved in the present pot. For the purposes of some rules, a player no longer involved in the present pot, but who has been involved in the present pot. b) Relating to seat changes, a player who is seated and present at the table, and who was dealt in the preceding hand.
- Aggressive Action
- A wager that would enable a player to win a pot without a showdown; a bet or raise.
- All-In
- To bet the last of the playable money/chips you have on the table in the course of a hand. (See Table Stakes)
- Ante
- A proportionately small wager required to be posted by each player who wishes to receive a hand before the cards are dealt.
- Back Man Out
- A procedure for games where there are not enough cards for all players involving dealing one player out each hand.
- Bet
- (a.k.a. Wager) As a noun, the chips placed into the pot by a player initiating action; as a verb, the act of initiating action by putting chips into the pot.
- Bet Blind
- To make a bet before the cards or dealt, or if in the course of a hand before the next card is dealt, without knowing what the card is.
- Betting Structure
- The definition of how much a player may bet on each betting round during the course of the hand. In fixedlimit games, there is typically a blind or ante and two limits of betting, one on the first two rounds of cards dealt, one on the next two or three rounds of cards dealt. Typically the size of bets doubles on the later rounds (i.e. $10-$20, $15-$30, $20-$40.) (See Cooke’s Rules Appendix A “Proposed Stake Structures & Minimum Buy-ins” on page 146.)
- Betting Round
- After each stage of dealing a hand, each player in turn has an opportunity to wager and respond to the wagers of other players prior to the next stage of dealing the hand; a complete wagering cycle in the course of a hand between the deal of each card.
- Big Bet
- a) In limit games where, pursuant to the betting structure, there are two different sizes of wagers, the big bet is the bet on the later betting rounds. (i.e. in $15-$30, the $30 bet is the big bet.) b) In pot-limit and no-limit, a large wager.
- Big Bet Game
- Pot-limit or no-limit poker.
- Big Blind
- The largest blind bet posted prior to the cards being dealt. In two blind games, it is usually posted by the second player to the left of the dealer. In three blind games, it is usually posted by the third player to the left of the dealer.
- Big Blind Button
- A clay or plastic disk given by the dealer to a player who has failed to post his big blind, and who must either wait a round before receiving a hand or make up the big blind in accordance with the Rules.
- Blind
- a) (a.k.a. Blind Bet) A forced wager posted by early position players before the hand is dealt to commence the action. b) A bet made by a player before the turn of a card (See Bet Blind.)
- Blind Game
- A game played where players are required to post blinds.
- Board
- a) In community card games such as Texas Hold’em and Omaha Hold’em, the face up cards in the center of the table. In Stud games, the open cards in a player’s hand. b) In some cardrooms, the waiting list kept for players seeking to get into the game.
- Board Game
- A game in which players use community cards in the center of the table, known as the board. In public cardrooms, all board games are button games, although not all button games are board games.
- Box
- a) The center position of the table where the dealer sits. b) Part of the process of shuffling the cards. (See Cooke’s Rules Article 14 “Dealers, the Deal and the Deck” on page 102.)
- Boxed Card
- A card that appears face-up in the deck.
- Bring-In
- In stud games, a forced bet to start the action, usually dictated by having either the high card or low card, depending upon the game.
- Broken Game
- A game which has discontinued play, usually because it has become short-handed and the players prefer not to play short; a game no longer in action.
- Bug
- (a.k.a. Joker) A wild card used in some forms of draw and lowball which may be used as an ace, to complete a straight or flush, or in low games as the lowest card not held in a player’s hand.
- Burn
- After the initial round of cards is dealt, the first card off the deck in each subsequent round is set aside (usually under the chips in the pot) before dealing the cards for the next betting round.
- Burn Card
- The card that is set aside when the dealer burns. This card does not play in the hand in any way, although burn cards may be used pursuant to special procedures set forth in the Rules when there are not sufficient cards to complete the deal of a hand.
- Button
- a) (a.k.a. Dealer Button) A plastic disk placed in front of a player who is designated the “dealer” for each hand, and thus the last player to act for the hand. The button moves clockwise after each hand and is given to the next player who played the previous hand. When the term button is used without qualification it is presumed to be the Dealer button. b) House Buttons - given to indicate missed blinds, lock-ups, player absent, overs, etc.
- Button Collection
- A form of charge by the house where the player who has the button pays the house for the hand.
- Button Games
- Games in which the player who must act first is determined by the position of a Dealer Button, particularly community-card and draw games, as distinguished from Stud games.
- Buy-In
- (a.k.a. Take-out) The amount of money a player puts in play when he enters a game. (See Minimum Buy-in)
- Buying the Button
- A procedure allowing a player who has missed his blinds to make them up in front of the button, and to receive a hand on the button on the next deal. (See Cooke’s Rules Article 12 “Blinds and the Dealer Button” on page 76.)
- Call
- When it is a player’s turn to act, and the player is facing a bet made by another player, the player may elect to continue to contest for the pot by matching the bet the player is facing. When facing a bet the player’s other choices are to raise or fold.
- Called Hand
- On the final betting round, when a player facing a bet matches that bet, the hand of the player who made the bet must be shown down, as it has been called.
- Cap
- To put in the last permitted raise when the number of raises is limited.
- Cards Speak
- The idea that a player’s hand speaks for itself, and need only be opened on the table to be in contest for the pot at showdown, and that it is ranked according to the face value of the cards, regardless and to the exclusion of verbal declarations.
- Check
- a) When it is a player’s turn to act, and the player is not facing a bet, the player may either bet, or refrain from betting by checking. Checking is usually indicated by verbal declaration, rapping the table, or hand motion. A player who refrains from betting by checking continues to be in contention to win the pot. b) Another term for chips.
- Check Out
- To fold and remove oneself from contention for the pot, acting in turn, even though one is not facing a bet.
- Check-Raise
- To check and then raise a player who subsequently bets.
- Chiprunner
- A cardroom employee who brings chips to customers.
- Chips
- (a.k.a. checks or cheques) Clay or plastic disks used in lieu of cash in poker games.
- Chip Declare
- In High-Low split games, a method for determining whether a player elects to contest for the high, low or both sides of the pot. Chip declare is never used in public cardrooms.
- Chips Down
- When a new player is entering a game, and he puts his chips or cash on the table, in order to lock up his seat.
- Chips In Transit
- When a player has purchased chips from a chiprunner and the chips have not yet been delivered to the player in his seat.
- Chip Moves
- Ploys made by players, usually with chips in hand, to extricate information from other players.
- Chips Talk
- (a.k.a. Chips Speak) The amount of chips put into the pot represent the player’s intentions and therefore his action.
- Clock
- Timepiece used in a clock request. Typically, the dealer’s watch.
- Clock Request
- A request by an active player or the dealer that a player who has not acted be required to act within one minute.
- Collection
- The take of money by rake, button collection or time charge by the house.
- Collusion
- Two or more players working in tandem to gain an advantage against other players in the game.
- Common Card
- In stud games, a card dealt face upward if there are insufficient cards left in the deck to deal each player a card individually. This card is then used by all remaining active players at the showdown.
- Community Card(s)
- In board games, (i.e. Texas and Omaha Hold’em) cards dealt face up in the center of the table that are shared by all active players in the hand. In stud games, a common card shared by all players when there are not sufficient cards to deal the final round.
- Conclusion Of The Hand
- When the pot has been awarded, and the dealer has gathered in all cards and the collected cards have been scrambled, the hand is over.
- Cut
- a) Regarding the deck, to break the deck into two approximately equal blocks and place what was the bottom block on top of what was the top block. b) Regarding collection by rake, to take the money from the pot for the house.
- Cut Card
- (a.k.a. Cover card) A plastic card onto which the top of the deck is cut in order to prevent players from seeing the bottom of the deck as the cards are dealt.
- Cut Chips
- To break a stack of chips into two or more stacks.
- Dead Blind
- a) A blind that does not constitute part of a player’s bet. This blind is generally posted in games where the players have agreed that one player will ante for all players in rotation or in board games where a player has missed his blinds and is making them up from a position other than the normal blind position. b) A required blind that will not be posted because the player who should post the blind has quit the game. There can never be a dead big blind. Although the procedure may vary with custom in the community and house procedures, a dead small blind or middle blind occurs when a player has paid his big blind and departs the game when it is his turn to post the small or middle blind.
- Dead Button
- A Dead Button can occur when, because of players departing or entering the game, the button would not be properly advanced, giving the same player last action two hands in a row. (See Cooke’s Rules Article 12 “Blinds and the Dealer Button” on page 76.)
- Dead Card
- A card that, for some reason pursuant to the Rules, is not playable.
- Dead Hand
- A hand that is no longer eligible to win the pot. Often used to refer to a hand which, for some reason pursuant to the Rules, is not playable and therefore is not eligible to win the pot. A hand that has been mucked or killed.
- Dead Money
- a) Money taken into the center of the pot because it is not considered part of a player’s bet. b) A term used to describe money placed into the pot by players who are no longer contending for the pot.
- Deal Around
- To not deal a player in, either pursuant to a player’s request, or as a decision by the floorperson for purposes of discipline or to maintain control of the game.
- Dealer
- The person who shuffles, cuts and deals the cards, handles the pot, represents the house, and manages the game.
- In community-card games, the person who has the button from whom position is determined for the play of the hand.
- Deal Off
- In games played with a button, to pay the blinds and play the button hand before taking a new seat or moving to another table.
- Decision
- When a question regarding the rules is necessary, the judgment rendered by the floorperson.
- Deck
- Fifty-two playing cards of four suits and thirteen ranks, plus a joker in draw and lowball.
- Deck Change
- Taking the deck that is currently being used out of play and replacing it with a different deck.
- Deck Stub
- The remnants of the deck after all the cards have been dealt.
- Deuce
- Cards of the rank of two are always referred to as deuces.
- Discards
- Cards surrendered by players who have folded their hands.
- Door Card
- The first upcard in a player’s hand in a stud game.
- Drop-Box
- A box under the table, usually locked, into which the dealer drops the rake taken from each pot.
- Draw
- (a.k.a. Five card draw) A card game normally played with two betting rounds, in which five cards are dealt and then players are given an opportunity to replace them with random cards from the deck.
- An exchange of cards by a player wherein the player discards cards from his hand and receives an equal number of cards as replacements.
- Draw For The Button
- In community-card board games, when a new game begins, each player pulls a card from a scrambled deck, with the person who draws the highest card getting the dealer button. If two players pull cards of the same rank, the one that is higher by suit gets the button.
- Eight-Or-Better
- In high-low split games, in or order to qualify for the low half of the pot, it is generally required that the five-card hand which wins the low have no card in it higher than an eight. The worst eight or better hand is eight-seven-six-fivefour. The best eight or better hand is five-four-three two-one. When eight-or-better is spoken of without any qualification, it generally refers to seven-card stud, high-low split, with an eight-or-better to qualify for low.
- Exposed Card
- (a.k.a. Flashed card) A private or hole card that is seen or might be reasonably believed to have been seen by one or more players other than the player who was to receive it.
- Fifth Street
- In hold’em games, the final community card dealt. In stud games, the fifth card dealt to a player.
- Fill
- Replenish the dealer’s tray with chips.
- Fixed Limit
- (a.k.a. Structured) A poker game in which the betting limits are established at a certain amount. There can be no variance in the amount bet on any given betting round except for all-in bets made pursuant to the Rules. (Distinguished from spread limit, pot-limit or no-limit.)
- Flop
- In hold’em games, the first three community cards, which are dealt simultaneously.
- Floorperson
- The person responsible for making final decisions on rulings. This person may have a variety of titles in the cardroom—supervisor, floorperson, manager. He or she is the person the dealer calls to the table to resolve disputes and make decisions regarding rules.
- Flush
- Five cards of the same suit.
- Fold
- When it is a player’s turn to act, and the player is facing a bet, the player may surrender his interest in the pot by throwing away his hand. A player who folds is not obligated to put any more money in the pot, but cannot win the pot.
- Forced Bet
- A bet that a player is required to make by the rules of the game
- Forward Motion
- To move one’s hand forward while holding chips as if one has the intention of betting, calling or raising. Also includes the same motion with cards in hand, as if one has the intention of folding.
- French Cut
- A method of cutting the deck wherein the dealer pulls a block of cards out of the middle of the deck and places them on top of the deck, rather than dividing the deck in half and placing the bottom half on the top half.
- Fouled Deck
- A deck which has in some way been contaminated, such as by the dealer mixing folded cards, burn cards or other dead cards into it. A deck that is missing a card, has an extra card or has two identical cards (i.e. two nines of clubs) is also a fouled deck.
- Fouled Hand
- A hand that has been contaminated by addition of a card, exclusion of a card, contact with other cards, a card dropping to the floor, or other circumstances.
- Fourth Street
- The fourth card (second upcard) in a stud game, or the fourth community card (first card after the flop, the turn card) in a hold’em game.
- Four Of A Kind
- (a.k.a. Quads) Four cards of the same rank.
- Free Card
- When no action is made on a betting round, then another card is dealt without any players having to put money into the pot. This card is known as a free card.
- Free Hand
- When a player enters a game which uses blinds, under certain circumstances pursuant to the rules, he is permitted to receive a hand without posting blinds, which is known as a free hand.
- Full House
- (a.k.a. Full Boat) Three cards of one rank together with two cards of another rank.
- Heads-Up
- When only two players remain in the hand.
- Heads-Up Game
- when only two players are in the game.
- High Card
- a) (a.k.a. No Pair) The lowest poker hand in high-only poker games; a hand which contains no pair. b) When drawing for seats, table changes, the button or other purposes, the high card gets preference. If two persons draw the same card, for example a King, then they shall be ranked in order of suit.
- High-Low Split (a.k.a. Hi-Lo Split)
- Poker games where the best possible poker hand (high) and the worst possible poker hand (low) split the pot. Usually played with an eight-or-better qualifier for low.
- HOE
- A poker game in which the player play alternating rounds or time periods (such as a half hour or hour) of Hold’em, Omaha High-Low Split and Seven Card Stud High-Low Split with an Eight-or-Better to qualify for Low.
- Hole Cards
- A player’s private cards, dealt to him face down.
- Hold-em Game
- Any game in which five community cards shared by all players are spread face up on the table: first three cards, known as the flop, then one card known as the turn or fourth street, and then a final card known as the river or fifth street. All hold’em games commence the action with one or more forced blind bets known as blinds. When hold’em is spoken of without any qualification, it is presumed to be Texas Hold’em.
- HORSE
- A poker game in which alternating rounds or time periods (such as a half hour or hour) of Hold’em, Omaha High-Low Split, Razz, Seven Card Stud and Seven Card Stud High-Low Split with an Eight-or-Better to qualify for Low are played.
- HOSE
- A poker game in which the player alternating rounds or time periods (such as a half hour or hour) of Hold’em, Omaha High-Low Split, Seven Card Stud and Seven Card Stud High-Low Split with an Eight-or-Better to qualify for Low.
- House
- The business or establishment that manages the game; in brick and mortar casinos, also where the game is played.
- House Rules
- The Rules of Poker as adopted by the establishment. If the establishment uses Cooke’s Rules, those house policies relative to matters not addressed in Cooke’s Rules, in addition to Cooke’s rules, or which the house has adopted in lieu of certain of Cooke’s Rules; i.e. betting structures, dealing procedures, adopting alternate rules.
- Insurance
- A private proposition regarding the hand between players, usually but not necessarily between those contesting the pot. Typically some part of the pot—even the entire pot is contested by a different arrangement or wager between other players at the table. Sometimes a settlement or guarantee negotiated regarding the final outcome of the hand.
- Kicker
- (a.k.a. Side Card) An unpaired card in a poker hand which does not make a flush or straight. When poker hands tie (for example when two players both hold two kings) then the best kicker determines who wins the pot. If the kicker also ties, then the next highest ranked card breaks the tie, etc.
- Kill
- To render a hand dead, and therefore no longer eligible to win the pot, usually by touching it to the muck.
- A method of varying the stakes of a limit game by having a player who has met certain conditions (such as winning two pots in a row or winning both the high and low halves of a high-low pot) post an additional blind (usually double the amount of the big blind) into the pot on the next hand, and increasing the stakes (usually doubling them) for that hand.
- Kill Button
- A house button used in games with a kill that require two events to trigger the kill rules. The kill button is placed in front of a player who has fulfilled the first part of the requirements, and who must kill the next pot if the second requirement occurs.
- Lammer
- a) A plastic disk used to separate stacks of chips in the dealer’s tray. b) A monetary marker used in transactions between dealers and chip runners to indicate how much money has been taken out of the dealer’s tray and is owed to the dealer by the chip runner.
- Lap
- (a.k.a. Round) A term used in button games to indicate a round of play where every person at the table has had the dealer button.
- Last Action
- On the final betting round, the last bet or raise made, to which other active players contesting the pot must respond.
- Limit Game
- A game with structured betting defining how much may be wagered on each betting round. Most limit games are defined in terms of big bets and small bets, with small bets being mandated on earlier betting rounds, and the big bet, being double the small bet, mandated on later betting rounds.
- Little Blind
- (a.k.a. Small Blind) The first and smallest blind in a game which has more than one blind, posted by the player immediately to the left of the dealer.
- Live Blind
- A blind which is part of a player’s bet on the initial betting round (as opposed to a dead blind or ante which is not part of a player’s bet) and that the player can raise when it is his turn to act, even though he has already put money in the pot.
- Lock-Up
- To secure a seat for player; most commonly where a player on the waiting list has left money with the floor person to put in his seat so that it is secured, even though the player may have left the room temporarily.
- Lock-Up Button
- A house button used by the dealer to indicate that a seat is empty and to secure the seat for a player to enter the game in the future.
- Lowball
- Five-card draw played so that the lowest hand wins the pot
- Main Game
- A game designated as one that the house shall keep going, even at the expense of other games of the same type and limit, through application of Must-Move Rules. The game which shall be the last permitted by the house to break.
- Main Pot
- In those situations where a player goes all-in and thus only contests the part of the pot to which he contributed, the initial pot for which the all-in player is eligible. The main pot is distinguished from the side pot, created after the all-in player has put in the last of his chips.
- Make Action
- (a.k.a. Show Aggression) Initiate a bet or raise to which other active players must respond by calling, raising or folding.
- Marred Card
- A card, the back of which is marked or deformed in any way which would make it distinguishable from other cards, or a card which is warped or bent.
- Mechanical Shuffler
- A mechanical device used to shuffle the cards, usually with two compartments; one to hold the deck which has just been shuffled, and one to hold the deck which has just been used and needs to be shuffled.
- Middle Blind
- In three-blind games, the second blind posted, usually two to the left of the dealer button.
- Middle Blind Button
- In games where three blinds are posted, the house button that indicates the player has missed his middle blind.
- Minimum Betting Unit
- The smallest chip normally used in the play of the particular stakes shall be deemed the minimum betting unit. (i.e. in $20-$40 and $30-$60 games, $5 chips constitute the minimum betting unit; in $40-$80, the minimum betting unit is a $10 chip.)
- Minimum Buy-In
- The minimum amount of money a player must put in play to secure a seat in a game. The amount varies with the stakes and the rules of the house.
- Misdeal
- A deal which has been commenced but because of an irregularity must be stopped and the cards gathered back in and redealt.
- Missed Blind
- A required blind bet that was not posted by a player seated in the game because he was absent from the table or elected not to take a hand. Missed blinds are indicated by house buttons showing which blind was missed, and must be made up pursuant to the Rules.
- Money In Play
- The total amount of money available to a player for the play of a particular hand.
- Muck
- The pile of collected discards.
- Multi-Way
- (a.k.a. Multi-Handed) A pot for which two or more active players are contending.
- Must-Move
- A game that is started while one or more of a previous started game of the same limit is going. In an effort to protect the initial game (known as the Main Game), if a seat opens in the initial game, a player from the must-move game is forced to leave his seat in the second game and move to the first game. Usually used only for higher limit games. Rules relative to must-move games vary greatly vary from house-to-house.
- New Player
- A player who has taken a seat in a game but has not yet been dealt a hand.
- No-Limit
- A poker betting structure used in any game wherein players may bet or raise a variable amount up to all the money a player has in front of him when it is that player’s turn to act, regardless of what street or betting round it is.
- No Pair
- (a.k.a. High Card) The lowest-ranking hand in a high poker game. The highest-ranking card in the hand determines the hand, followed by the next highest-ranking card, etc.
- Odd Chip
- In split pots, whether split because of a tied hand, a highlow split game, or otherwise, when the pot is divided there is sometimes an extra or odd chip which will be given to one of the player’s in accordance with the Rules relating to money, stakes, etc.
- Omaha Hold-em
- A community-card game in which the player receives four cards in his hand to play with the five community cards. The player must play two cards from his hand, no more, no less, together with three cards from the board, no more, no less. Generally referred to as Omaha. Most commonly played hi-low split.
- One Pair
- A five card hand which contains two cards of the same rank together with three unrelated side or kicker cards.
- Open
- Cards that are available for all to see are said to be open cards. Open-card is another term for stud-type games. Open cards are those that are exposed for all players to see. 2) The first person to enter a pot voluntarily is said to open the pot.
- Openers
- (See also, Split Openers) In draw games, a ranking of a hand that an opening player must possess, or higher. The best-known openers are Jacks or better. Also, the person who opens the pot by commencing action is said to be the opener.
- Opening Bet
- The first bet in a round of play. In community card and draw games, the blinds are the opening bet. In stud games, the forced bring-in is the opening bet. Antes are not considered bets.
- Open Pair
- (a.k.a. Exposed Pair) In stud games, a pair in sight on a player’s board.
- Overbet
- In pot-limit games, a wager which is greater than the permitted amount.
- Overs
- An increase in the stakes of the game to a higher limit when only those players who have indicated their desire to play the higher limit and therefore have an “Overs” house button remain contesting the pot. Typically, the overs limit is double the limit of the game in question.
- Oversized Chip
- When responding to another player’s action, and a player puts a chip of a denomination that is large enough to either call the action or raise the action, then the chip of such denomination is defined as an oversized chip.
- Paramount Rules
- Rules relating to fairness and the floorperson’s authority which supersede and have precedence over all other rules.
- Pass
- When not facing action, to check. When facing action, to fold.
- Pickup
- When a player has been absent too long from the table and the house collects his chips, money and other belongings he may have left at the table so that the seat may given to a player waiting on the player list, he is said to have been picked up. The act of collecting the player’s chips is known as a pickup.
- Pitch
- The dealer’s toss of a card to a player.
- Play Of A Hand
- The period from the beginning of the hand to the end of a hand. The play of a hand begins when the dealer begins the shuffle and ends when the pot has been awarded, the last player involved in the showdown has surrendered his cards, and the cards have been gathered together and scrambled.
- Player
- A participant in the game.
- Player Absent Button
- A house button given to a player when a new dealer enters the game and the player is not present at the table. These buttons are used to determine when a player shall be picked up.
- Player List
- (a.k.a. Waiting List, List or Board) A list of names held by the floorperson of players waiting to enter the game. (See also Transfer List)
- Player-Dealt
- A game in which there is no center dealer, but in which the players deal the cards themselves. In several states, center dealers are prohibited, and it is required that games be player-dealt. In these games there is typically no representative of the house at the table.
- Playing Behind
- As a deal starts, when a player has sent to the cage for more chips, or is reaching in his pocket for more money, he announces to the dealer how much money he really has in play, inclusive of those sums, and the dealer announces it to the table.
- Playing Behind Button
- A house button used to indicate that a player with no chips or cash in front of him has chips or money in play, about to be delivered from the cage.
- Playing Light
- (a.k.a. Playing Shy) Playing with more money than a player has in front of him at the table. Playing light or shy is not permitted in table stakes games in public cardrooms, except when a player has chips in transit or is otherwise playing behind in accordance with the rules. When he is said to be playing behind. When playing behind with no chips in front of a player, a separate pile of chips is created from the wagers of other players to indicate the amount that the player owes to the pot when it is awarded.
- Playing Over
- When a player is absent from the table for an extended period and a different player sits in that player’s seat with his own chips and plays the seat until the absent player returns.
- Playing Session
- A session is the period from when a player begins playing to when a player stops playing. An absence from the table of less than two hours shall be deemed to be the same session for purposes of the Rules.
- Playover Box
- A clear plastic box placed over an absent player’s chips when another player is playing over the absent player’s seat.
- Ploy
- A chip move or other deceptive effort to solicit information from a player involved in the hand.
- Poker Variant
- A game which is similar to poker and has the essential elements of poker (the house has no interest in the outcome; hands are ranked by statistical frequency; skill rather than luck prevails over time; etc.) but is different in some element. Stripped deck poker, Chinese poker and Guts are some examples of poker variants.
- Position
- A player’s place in the order of play. The first player to act is in first position. The last player to act is in last position.
- Possibles
- In stud games, after the third upcard (Fifth Street) is dealt and after the fourth upcard (Sixth Street) is dealt, if there are three to a straight or three to a flush showing, then the player is said to have a possible straight or possible flush.
- Pot
- The chips and/or money in the center of the table for which the players are contending.
- Pot-Limit
- A betting structure used in any game wherein players may bet or raise a variable amount up to the current size of the pot.
- Potting
- (a.k.a. Kittying) An agreement between players where the winner of the pot will give money or purchase an item (cigarettes, drinks, etc.), or an arrangement whereby two or more players will set aside money from each pot won to be divided among them at the end of the playing session.
- Prompt
- When a Player is unaware that it is his turn to act, or otherwise fails to fact, a verbal encouragement by the dealer for the player to act.
- Proper Card
- The card a player is supposed to get on a deal if there are no procedural irregularities. This card is always the top card on the deck. Also, the card a player is supposed to get in lieu of a fouled card in the event of a procedural irregularity. Which card this is will vary with the particular irregularity and the particular poker game being played.
- Protecting A Hand
- Ensuring that a hand remains intact and in contention for the pot, and that it does not become fouled in any way or is not inadvertently swept into the muck by the dealer. This term is also used to describe preventing other players from seeing your hole cards, as well as for certain kinds of poker plays.
- Qualifier
- When the rules of a particular game require a certain holding to qualify to enter a pot, or to be eligible for a pot, that holding is known as a qualifier. Examples include jacks or better to open in certain draw games, and eight-low or better to qualify for part or all of the pot in games for low and hilow split games.
- Raise
- When it is a player’s turn to act, and the player is facing a bet, the player may match the bet and increase the wager.
Players yet to act must now react to the initial action (the Bet) and the raise by calling, folding, or re-raising.
- Rack
- (a.k.a. Tray) a) The space in front of the dealer where chips, change, cash, lammers and decks are kept. b) A plastic or wooden container for chips, usually designed to hold five rows of twenty chips.
- Rake
- (a.k.a. Chop) An amount of money taken by dealer for the house from each pot pursuant to a predetermined formula. It is typically a percentage of the pot up to a maximum.
- Random Card
- A card selected from a group of unknown cards that have not yet come into play, each having an equal chance of being chosen.
- Random Card Principle
- Since each card has a mathematically equal chance of coming into play, substituting one random card for another random card to correct an irregularity or error has no material effect on the play or outcome of the hand, notwithstanding the actual results.
- Rank
- The relative superiority of the cards (2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King, Ace)
- Razz
- Seven-Card Stud played for low. The lowest hand wins the pot with straights and flushes not affecting the value of the hand. The Ace is the lowest card in Razz, so that two aces is the lowest pair, and Ace-2-3-4-5 (the Wheel) is the best possible hand.
- Re-Buy
- In tournaments, the option of making an additional purchase of chips. Typically a player does not have to go broke in order to re-buy.
- Release Of Chips
- When making a bet or raise, the point at which the player releases chips from his hand, committing them to the pot.
- Re-Raise
- Raising a raiser.
- Retrieved Hand
- A hand that has been discarded by a player, and then pulled back. So long as there has been no action behind the player, and the player’s hand has not touched the muck, the hand can be retrieved.
- Riffle
- The act of separating the deck into two separate blocks and holding one in each hand to intermingle them so as to change their order randomly. The beginning of the first riffle in the shuffle procedure is the delineation point of a new hand beginning.
- River
- In community-card games, the last card dealt on the board. In stud games, the last hole card dealt to a player.
- Rovers
- A procedure to allow an extra person to play in a game, most commonly used in one and two-table cardrooms and private games.
- Royal Flush
- The highest-ranking poker hand (except in draw games played with a bug) consisting of the Ten-Jack-Queen-King-Ace of the same suit.
- Satellite
- A mini-tournament for which the prize is entry into a main tournament.
- Scoop
- In hi-low games, to win both the high portion and the low portion of the pot. When a pot is scooped it is known as a scooper. One who scoops a pot is also known as the scooper.
- Scramble
- (Also, Soft Shuffle) Spreading the cards face down on the table and mixing them. The last act of a hand is collecting the cards and scrambling them.
- Seat Change
- To move from one seat in a game to another seat in the same game.
- Set
- In community-card games, three-of-a-kind where two of the three are held in your hand and the third is on the board.
- Set-Up
- Two new decks brought into the game.
- Seventh Street
- The last card in seven-card stud games.
- Side Bet
- A bet or wager made on the side not correlating to the rules of the game. Side bets are a violation of table stakes.
- Short Call
- A call where a player has released chips into the pot, but not enough chips to match the bet the player is calling.
- Short Buy
- A buy-in that is less than the required minimum buy-in for the game.
- Showdown
- After completion of the final betting round, the turning over of cards to determine who has the best hand and wins the pot.
- Shuffle
- A dealing procedure to mix the cards. The deck is cut into two roughly equal blocks and the cards are riffled, mixing the cards together and changing their order in the deck.
- Side Pot
- A separate pot created when one or more players has gone all-in, to which the remaining payers contribute by their subsequent action after the player has gone all in, and for which the remaining players contend, and for which the all-in player does not contend. There may be more than one side pot in a hand, if more than one player goes all-in during the
course of the hand. A side pot is distinguished from the main pot. There may be a first, second, third, etc. side pot.
- Sixth Street
- The sixth card (last upcard) dealt in stud games.
- Sleeper
- A blind raise made before the cards are dealt. Unlike a straddle, it is not live. In board games it is made in a position other than under the gun.
- Slowroll
- To reveal the winning hand at showdown in such a way that your opponent believes he has the best hand, when in fact you have a better hand. Generally considered to be unethical.
- Small Bet
- In fixed-limit games, the smallest of the betting units (i.e. in $15-$30, the $15 bet.)
- Small Blind Button
- A house button used to indicate that a player has paid the big blind but missed the small blind.
- Soft-Play
- To not play your hand appropriately against another player as dictated by the strategic situation of the game, so as to not cost the other player more money.
- Spectator
- A person watching the game who is not a player in the game.
- Spit Card
- (a.k.a. Common Card) A card in the center of the table that may be played by all players contesting the pot in stud games. Required when there will not be enough cards for players to receive a final down card but otherwise rarely used in public cardroom games.
- Splash The Pot
- To place chips in the pot in a manner where they become intermingled with the pot, usually resulting in difficulty determining how many chips were placed into the pot.
- Split Openers
- In those games (usually draw) where a minimum hand is required to open the pot (openers), to open the pot and then discard for replacement cards constituting part or all of the qualifying holding. Typically this requires a declaration that openers have been split and the discarded card be set aside for examination.
- Split Pots
- a) In high-low games, the division of the pot between the high and low hands. b) The division of the pot when two hands of equal strength win at showdown. Note that in hilow games, this can result in a player getting a quarter, a sixth or other fraction of the pot. c) An agreement between or among players to divide the pot. Typically this is prohibited by the house rules.
- Spread-Limit
- (a.k.a. Flexible Limit or Unstructured Poker) A form of limit poker where a player may wager any amount between two numbers (i.e. $2-$10) at any time. Typically used in lower-limit games.
- Start (And End) Of The Hand
- Except when a mechanical shuffler is used, a hand of poker begins with the first riffle of the shuffle. It ends after the pot has been awarded, all cards collected from players, and the cards scrambled. When a mechanical shuffler is used, the hand starts with the removal of the deck from the shuffler and ends with the placement of the deck into the shuffler.
- Straight
- Five cards of consecutive ranks, such as 5-6-7-8-9, where all cards are not of the same suit.
- Straight Flush
- Five cards of consecutive ranks, such as 5-6-7-8-9, where all cards are of the same suit, such as all hearts or all spades.
- Straddle
- In games with blinds, a blind raise by a player posted before the cards are dealt. Straddles are live, just as all other blinds. Most houses require that straddles be posted only by the player immediately to the left of the big blind. Re-straddles, by the player to the left of the straddler, are also usually permitted and are also live.
- Street
- Term for betting round
- String Bet
- A bet put into the pot in more than one motion with the hand; i.e. a player puts chips into the pot and returns to his stack for more chips. String bets and string raises are always prohibited.
- Stud Game
- A variety of poker where a player receives one or more cards face down and up to four cards face up, and shares no community cards with other players.
- Substantial Action
- Action by two players, or by a player and the dealer.
- Suit
- One of the four categories of cards into which the ranks are divided; to wit: clubs, diamonds, hearts and spades.
- Super-Overs
- (a.k.a. Monster Overs) When overs are permitted, some players may play overs and others may play over the overs. Those playing at the highest overs level are playing superovers. Super-overs are sometimes played as pot limit.
- Super-Satellite
- A mini-tournament for which the prize is entry into a satellite tournament.
- Table Signs
- Plastic placards placed on the table to advise players and incoming dealers of special rulers which are in effect for the
course of the game. Typical table signs prohibit pot splitting and limit deck changes.
- Table Stakes
- Poker played where only the money in front of the player at the commencement of the shuffle is in play. A player is prohibited from putting more money in the table during the course of a hand and from taking money off the table in the course of a playing session. Also prohibits players from playing light or shy. Virtually all public cardroom poker is played table stakes.
- Table Transfer
- To change from one table of a certain game to another table of the same game at the same limits.
- Texas Hold-em
- A community-card game in which the player receives two cards in his hand to play with five community cards. Zero, one or two cards play from the hand, together with five, four or three from the board. Generally referred to as Hold’em.
- Three-Bet
- Another term for the first re-raise; raising the initial raiser. (Likewise Four-bet, etc.)
- Three Of A Kind
- (a.k.a. Trips) A hand containing three cards of the same rank and two unrelated kickers or side cards.
- Time Collection
- In lieu of a rake, the charge by some establishments for the game per unit of time, typically per half hour. Each player is charged a certain amount for the subsequent time unit of play.
- Time Pot
- A pot from which the time collection is taken so that the winner of that pot pays for the whole table rather than each player paying his own time collection.
- Tissue Paper
- (a.k.a. scrap paper) It is part of the tradition of the game that certain irregularities shall require an improper card to be deemed “a piece of tissue paper” that is, that it shall be treated as if it did not exist and a piece of tissue were in the deck in its place. Most commonly this applies to a boxed card or a joker that is mistakenly left in the deck.
- Toke
- A tip or gratuity, usually given to a dealer when having just won a pot or placing in a tournament.
- Transfer List
- A list maintained by the same person who maintains the player list—usually the floorperson—that determines the order in which players may transfer from one game to another table of the same game at the same limits.
- Turn
- a) As in turn to act b) In community-card games, the fourth upcard.
- Trey
- Cards of the rank of three are always referred to as treys.
- Two Pair
- Hand ranking in which two cards of equal rank, two other cards of equal rank and a side card make up the player’s best five-card hand.
- Under The Gun
- In games played with blinds, the position who is first to act after the blinds.
- Upcards
- In stud games, the cards that are face up. In community card games, the cards face up on the board.
- Verbal Action
- Action made verbally before putting chips into the pot to indicate the action.
- Verbal Declaration
- A declaration of action (check, bet, call, fold, raise) made verbally.
- Wheel
- A five-high straight.
Afterword
Cooke’s Rules of Real Poker is not an end, but a beginning. For the first time in the modern era of poker, there is an effort to incorporate all the varying ideas and theories of poker rules into a work designed to both achieve maximum efficiency for cardrooms and maximum advantage for players.
Many will disagree with the choices that have been made here. However, in each and every case, the authors have tried to serve the best interest of the game. There will be discussion and debate. And from all this, an even better set of rules will evolve for the future. The authors intend to be part of that evolution.
In fact, we are ready to start the debate right now. We have some suggestions for the game that we hope will be adopted:
- We feel that poker tables should be marked with a white line about six inches from the rail, and that players should be obligated to place their chips forward of that line when making action. Chip movement, etc. behind that line would not constitute action.
- The era of the right to see all called hands in live poker has passed. The original purpose of the rule, as noted, was to protect against collusion. But cheaters have gotten more sophisticated and very few who trap people with raises play to the end. The rule creates far more problems than it solves, slows the game down, creates animosity, embarrasses players and should be done away with.
- There should be a limit on set-up changes. The right to unlimited changes between the decks in the tray should remain, but setups should be changed no more frequently than once per hour, if that often, in the absence of a marred card.
There are other issues, but this is a beginning. The ongoing evolution of Internet poker as the dominant form of the game will require much adjustment.
If you disagree with a rule incorporated in this text, write us and tell us why. Suggest an alternative. Also, please recommend additional rules or changes. Send your recommendations to Roy Cooke & John Bond (cookesrules@conjelco.com). If you wish to be included in the acknowledgments, please include your name, email address and phone number. There will be no compensation for suggestions incorporated in future editions, however, we will make every effort to credit those who contribute to future versions of Cooke’s Rules of Real Poker.
The game that you must love as much as we do if you’ve read this far will only grow. And we hope that we will grow with it.
Appendix A: PROPOSED STAKE STRUCTURES & MINIMUM BUY-INS
Note that in Stud games the first raise can only complete the forced bring-in, unless itis brought in for a full bet. An alternate, and very reasonable, method of determiningthe minimum buy-in for stud is to make it 100x the ante, rather than tying it to thelower betting limit. (* Spread Limit)
Table 1: Fixed and Spread Limit Stud Games
| Stakes | Ante | Minimum Buy | Bring-in | Minimum Betting Unit |
|---|---|---|---|---|
| $1-to-$5* | 0 | $20 | $1 | $1 |
| $5-$10 | $0.50 | $50 | $2 | $1 |
| $10-$20 | $1 | $100 | $3 | $1 |
| $15-$30 | $2 | $150 | $5 | $5 |
| $20-$40 | $3 | $200 | $5 | $5 |
| $30-$60 | $5 | $500 | $10 | $5 |
| $40-$80 | $10 | $800 | $10 | $5 |
| $50-$100 | $10 | $1000 | $20 | $5 |
| $75-$150 | $15 | $1,500 | $25 | $5 |
| $150-$300 | $25 | $3,000 | $50 | $25 |
Table 2: Fixed and Spread Limit Board Games
| Stakes | Big Blind | Small Blind | Minimum Buy | Minimum Betting Unit |
|---|---|---|---|---|
| $2-to-$10* | $2 | $1 | $40 | $1 |
| $4-to-$20* | $4 | $2 | $80 | $1 |
| $1-$4-$8* | $1 | $1 | $40 | $1 |
| $3-$6 | $3 | $2 | $30 | $1 |
| $6-$12 | $6 | $3 | $60 | $1 |
| $10-$20 | $10 | $5 | $100 | $5 |
| $15-$30 | $15 | $10 | $150 | $5 |
| $20-$40 | $20 | $10 | $200 | $5 |
| $30-60 | $30 | $20 | $500 | $5 |
| $40-$80 | $40 | $20 | $800 | $5 |
| $50-$100 | $50 | $25 | $1,000 | $25 |
| $75-$150 | $75 | $50 | $1,500 | $25 |
Table 3: Pot Limit & No Limit Games
| Big Blind | Middle Blind | Small Blind | Minimum Buy | Min. Open Raise |
|---|---|---|---|---|
| $5 | $3 | $1 | $300 | $20 |
| $10 | $5 | $5 | $500 | $40 |
| $25 | $10 | $5 | $1,000 | $65 |
| $50 | - | $25 | $2,000 | $150 |
Table 4: Draw & Lowball Games3
| Stakes | Ante | Small Blind | Big Blind | Minimum Buy | Minimum Betting Unit |
|---|---|---|---|---|---|
| $1-$2 | $0.50 | $1 | $20 | $0.50 | |
| $3-$6 | $1 | $3 | $60 | $0.50 | |
| $5-$10 | $1 | $3 | $5 | $100 | $1 |
| $10-$20 | $2 | $5 | $10 | $200 | $1 |
| $20-$40 | $5 | $10 | $20 | $400 | $5 |
| $40-$80 | $10 | $20 | $40 | $800 | $10 |
Appendix B: PROPOSED JACKPOT STRUCTURE & RULES4
A. Jackpots Generally
Bad beat, high hand, royal flush and other jackpots are not so much a part of the game of poker as they are part of the business of poker. They are typically defined as “promotional progressive pools” which are contributed to by poker patrons and distributed back to poker patrons based upon the occurrence of certain events in the course of play. Establishments use jackpots much as they use discounted buffets, freeroll tournaments and morning Danish and coffee—to induce players to play in their establishments. Typically, jackpots are only offered in lower limit games, with some establishments collecting for and paying jackpots in games of the $10-$20 limit and lower, others including games of the $20-$40 limit and lower.
B. Collection of Jackpot Money
Typically, an amount of money is taken from each pot for the jackpot and maintained separate from the collection and other money. Most often this money is dropped into a lockbox through a hole in the poker table. A typical jackpot rake is $1 per hand, collected $.25 at $10, $.25 at $20, $,25 at $30 and $.25 at $40, up to the maximum of one dollar per hand. Jackpot money shall be placed in front of the jackpot collection box until the hand is completed at which time it will be dropped, just as the rake is in games that have a rake. Jackpot money shall be allocated to high hand, Royal Flush and Bad Beat jackpots in accordance with the establishment’s posted rules.
C. Administrative Fees
In many states (including but not limited to California, Nevada and New Jersey) rules governing the jackpot are subject to government regulation. In some jurisdictions (most particularly Indian reservations and gambling cruises into international waters) jackpots are unregulated, and there is no way of knowing whether all the jackpot money—or all the jackpot money less a reasonable percentage for administration costs—goes back to the players. At least one gambling ship operation in Florida uses half the jackpot money to pay for the passage and drinks of the players, and so advises the players. Some house games make their profit from a percentage of the jackpot rather than raking. Regardless of the procedure, if an administration fee or other money is deducted from the jackpot money, the players should be so advised in the establishment’s posted jackpot rules.
D. High Hand and Royal Jackpots
Some establishments pay a daily jackpot for the high hand of the day and for Royal Flushes. If these establishments spread Omaha, either straight high or high-low split, it is not uncommon that Omaha hands will not be eligible for the high hand jackpot, since players getting extra cards have an edge as big hands are much easier to make in Omaha. The same holds true for Royal Flush jackpots, which are also common. Any game in which the players are not eligible to win the jackpot should not have jackpot money taken from its pots. Money for high hand and Royal Flush payouts is taken from the Jackpot pool. Typically anywhere from twenty to fifty percent of jackpot money is allocated to high hand and Royal Flush funds, with the high hand being won at a certain time each day for the previous twentyfour hour period. If an establishment offers both high hand and Royal Flush jackpots, then eighty percent of the fund is paid out daily for the high hand, with the balance rolling over for the Royal Flush jackpot. A Royal Flush will always also win the high hand jackpot the day it is hit, although it is possible that more than one Royal will be hit in a day and the money split accordingly. Ties for these jackpots shall be divided equally.
E. Bad Beat Jackpots
Establishments offering Bad Beat Jackpots shall prominently post the rules relative to eligibility for Bad Beat Jackpots. These rules shall include the amount of funds to be contributed from each pot, what type of hand must be beaten to constitute a bad beat; how many cards from the hand must be used; how the promotional funds will be paid out; counting, recording and distribution procedures; allocation of jackpot monies. At the start of each business day (at the start of day shift in cardrooms operating twenty-four hours a day) the jackpot total through the previ-
ous day (through the previous swing shift in cardrooms operating twenty-four hours a day) shall be posted. That total shall represent the available jackpot until the next posting. The change in available jackpot shall be effective as of the actual posting. Regardless of the time, if the size of the pool has not been changed on the posting, then only the amount posted shall be eligible to be won.
If there has been no jackpot payout within the previous ten days, then sixty-five percent of the posted amount shall be distributed if the jackpot is hit, with the balance retained to start the next jackpot fund. If there has been a jackpot payout within the previous ten days, then eighty percent of the posted amount shall be distributed, with the balance retained to start the next jackpot fund.
Bad Beat Jackpot money shall be divided in accordance with the posted rules, to the nearest one dollar increment, with any overage being returned to the jackpot pool for the next jackpot fund.
While each establishment shall divide jackpot pools as it sees fit in its best business judgement, a typical and appropriate division of jackpot is as follows:
| Losing Hand | 50% |
| Winning Hand | 30% |
| Other players dealt in | 20%, divided equally among them. |
A player must have been dealt a starting hand to be eligible for a portion of this distribution.
In the event of a situation where two players take a bad beat, the allocation shall be as follows:
| Best Losing Hand | 35% |
| 2nd Best Losing Hand | 25% |
| Winning Hand | 20% |
| Other Players Dealt In | 20% |
In the event of a situation where three players take a bad beat, the allocation shall be as follows:
| Best Losing Hand | 30% |
| 2nd Best Losing Hand | 20% |
| 3rd Best Losing Hand | 15% |
| Winning Hand | 15% |
| Other Players Dealt In | 20% |
In the event that two losing hands tie, then their shares shall be combined and divided equally.
Some establishments may wish to provide that players at other tables participating in jackpot eligible games also receive a portion of the jackpot money. This is most often true in small poker rooms—those with ten or fewer tables. A typical and appropriate allocation for those who wish to divide Bad Beat Jackpot money this way is as follows:
| Losing Hand | 50% |
| Winning Hand | 20% |
| Other players dealt in | 15%, divided equally among them. |
| Players at Other tables | 15%, divided equally among them. |
In the event of a situation where two players take a bad beat, the allocation shall be as follows:
| Best Losing Hand | 35% |
| 2nd Best Losing Hand | 20% |
| Winning Hand | 15% |
| Other Players Dealt In | 10% |
| Players at Other tables | 10%, divided equally among them |
In the event of a situation where three players take a bad beat, the allocation shall be as follows:
| Best Losing Hand | 30% |
| 2nd Best Losing Hand | 18% |
| 3rd Best Losing Hand | 12% |
| Winning Hand | 16% |
| Other Players Dealt In 12% | divided equally among them |
| Players at Other tables | 12%, divided equally among them |
For players at other tables to be eligible for their portion of the distribution, they must have taken a starting hand within the five minute period prior to the jackpot being announced and still be in action, meaning that they have chips on the table.
F. Jackpot Qualifiers and Conditions
To be eligible for a jackpot hand, there must be at least four players dealt into the hand. The house may impose a minimum pot size for jackpot eligibility. Payout to players dealt in the bad beat jackpot hand and players at other tables shall be conditioned upon their participation in the game or games as previously noted. Omaha games shall not qualify for jackpots, and jackpot money shall not be raked from Omaha games. Only Seven-Card Stud and Texas Hold’em games shall be eligible for high hand, Royal and bad beat Jackpots. However the establishment may offer a separate Omaha jackpot, with a separate fund raked and maintained accordingly
In Seven-Card Stud, four of a kind or better that loses shall qualify as a bad beat. In Texas Hold’em, Aces full of tens or better beaten by four of a kind or beater shall qualify as a bad beat. Each establishment has the right to tighten or lessen its own requirements.
To be eligible for a bad beat in Texas Hold’em, both the winning and losing hands must meet the following conditions: 1) the hand must be the player’s best possible five card hand; 2) both cards in each player’s hand must be used in making the best possible five card hand (If four of a kind is beaten, either two of the four or one of the four plus the kicker which plays must be in the player’s two-card private hand); 3) If Aces full is beaten to qualify, at least one of the cards in the losing player’s two-card private hand must be an Ace (meaning that three Aces on the board combined with a pair in a player’s hand does not qualify for the bad beat jackpot.)
No player, whether or not involved in the play of the hand, may verbally communicate to another player that a bad beat jackpot situation is possible. Such verbal communication shall void the jackpot. A hand that has been mucked when facing action does not qualify for the bad beat jackpot.
To be eligible for the Royal jackpot in Texas Hold’em, two of the five Royal cards must be in the player’s two-card private hand. To be eligible for high hand of the day, only one of the cards in a player’s two-card private hand must be used. A Royal which qualifies for high hand of the day using only one card from a player’s two-card private hand wins the high hand of the day but does not win the Royal Flush jackpot.
All poker room employees playing when not on shift except managers and shift supervisors are eligible to win all jackpots. Proposition players and shills are not eligible to win Bad Beat jackpots. However, they shall be eligible for the portion allocated to other players dealt in or active players at other tables, and shall be eligible for High Hand and Royal jackpots. Poker room employees playing when on shift shall be characterized as proposition players for these purposes.
G. Payout Procedures
In those establishments using video surveillance, surveillance tapes will be reviewed prior to distribution of the jackpot to ensure that there were no improprieties in the play of the jackpot hand. The supervisor shall bring the payout money to the table where it has been won and shall distribute it. The supervisor, in the presence of another poker room employee who shall verify all amounts, shall make distribution. All recipients of jackpot money in excess of $2500 shall be required to provide photo ID for photocopying and Social Security numbers, and shall be issued IRS Form 1099G reflecting the amount won in the jackpot.
Appendix C: Tounament Rules
As originally conceived, Cooke’s Rules was to have an Appendix addressing rules which were applied differently in tournaments, or were peculiar to tournaments.
However, in 2001, a group called the Tournament Director’s Association, founded by Linda Johnson, Matt Savage, David Lamb and Jan Fisher began the task of organizing a uniform set of tournament rules, in the hopes that they would be universally accepted and applied by tournament promoters throughout the country, and indeed around the world.
The effort to achieve uniformity in tournament rules is ongoing. The rules adopted to date, and generally in effect at most tournaments, can be found on the Internet at:
https://www.pokertda.com/poker-tda-rules/
The authors of Cooke’s Rules applaud this effort and encourage tournament promoters and directors around the country to adopt these rules.
ABOUT THE AUTHORS
Roy Cooke
Roy Cooke is generally acknowledged to be the most consistent hold’em player in the world in a career that spans over 30 years, and is a master of limit hold’em, having one of the best records over time at the middle limits. By his forty-fifth birthday, Roy had played some 60,000 hours of poker—sixteen years as a professional—from the Florida Keys to Puget Sound, from San Diego to New England, in bowling alleys, strip joints and private homes. But mostly he has played in the public cardrooms of Nevada, California and the Northwest. He has, since 1993, been a featured columnist for Card Player magazine. His first book, Real Poker, The Cooke Collection sold out. His second book Real Poker II, The Play of Hands is available from sellers of gambling books. He has three more books in development. He has also been a consultant to Planet Poker, the first realmoney Internet poker site.
Roy lives in Las Vegas with his wife Misty and daughter Krystle. Roy and Misty have a successful real estate and mortgage brokerage business.
John Bond
John Bond is a retired attorney and free-lance writer with thousands of hours in both private games and public cardrooms. He has also run private games. His travel articles are regularly featured in the Ft. Lauderdale Sun-Sentinel. He is a former weekly newspaper editor and real estate columnist for the Miami Herald and has his Master’s in Fine Arts in Creative Writing from Florida International University. He has taught Creative Writing at Trinity College in Dublin, Ireland, the University of British Columbia in Vancouver, Florida International University in Miami, and Journalism at Nova University in Fort Lauderdale. He brings to this effort knowledge of how laws and regulations are written. He is currently at work on a novel and screenplay set in the poker world.
John lives in Fort Lauderdale, Florida, with his wife, Jeannie Deininger, and their two shih tzus, Mookie and Riley.
ABOUT THE PUBLISHER
ConJelCo specializes in books and software for the serious gambler. In addition to this book, ConJelCo publishes Winning Low-Limit Hold’em by Lee Jones, Hold’em Excellence: From Beginner to Winner by Lou Krieger, More Hold’em Excellence: A Winner for Life by Lou Krieger, Internet Poker: How to Play and Beat Online Poker Games, by Lou Krieger and Kathleen Keller Watterson, Winning Omaha/8 Poker by Mark Tenner and Lou Krieger, Serious Poker by Dan Kimberg, Stepping Up: The Recreational Player’s Guide to Beating Casino and Internet Poker by Randy Burgess, Mastering No-Limit Hold’em by Russell Fox and Scott T. Harker, as well as Video Poker—Optimum Play by Dan Paymar. ConJelCo also publishes software including Blackjack Trainer for the Macintosh and Windows, Ken Elliott’s CrapSim for DOS, and StatKing for Windows (record keeping software).
We periodically publish a newsletter sent free to our customers. The Intelligent Gambler carries articles by our authors as well as other respected authors in the gambling community. In addition, it is the source of information about new ConJelCo products and special offers.
We also sell books, software and videos from other publishers. If you’d like a free catalog or to be put on the mailing list for The Intelligent Gambler you can write to us at:
ConJelCo
1460 Bennington Ave.
Pittsburgh, PA 15217
Our phone number is 800-492-9210 (412-621-6040 outside of the U.S.), and our fax number is 412-621-6214.
ConJelCo, and its catalog, is on the Web at http://www.conjelco.com or e-mail us at orders@conjelco.com.
Colophon
barge.org presentation
In 2026, the original text from the book was excerpted as Markdown and cleaned up with the aid of various tools. Some parts of the original book (notably, excerpts from Roy Cooke’s other books, and the index) have been removed.
We hope to restore the index in the future, but due to Markdown limitations, we can’t do that easily.
Copyright
Cooke’s Rules of Real Poker
Roy Cooke
John Bond
Copyright © 2005 by Roy Cooke and John Bond
All rights reserved. This book may not be duplicated in any way or stored in an information retrieval system, without the express written consent of the publisher, except in the form of brief excerpts or quotations for the purpose of review. Making copies of this book, or any portion, for any purpose other than your own, is a violation of United States copyright laws.
ConJelCo LLC
1460 Bennington Ave
Pittsburgh, PA 15217
[412] 621-6040
http://www.conjelco.com
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Older practice allowed players to optionally play for a double-bet if any player had a paired door card. By 2026, this rule was mostly extinct, and forbidden by TDA rules (2024, RP-10, bullet F). ↩︎
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Until 200X, most Vegas rooms allowed that $100 bills played just as chips. This makes it difficult to judge how much a player has in play. ↩︎
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Games can be spread with or without an ante; higher stakes games usually have antes. ↩︎
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Adapted from the Jackpot Rules of Station Casinos. ↩︎