Dead Money Poker Club - Rulebook
The Dead Money Poker Club is a tournament format Poker club where players/members earn points by participating in poker tournaments. Points are then exchanged for chips which are used in the season ending Championship Tourney.
Players earn points by participating in league sanctioned online and live poker tournaments. At the end of each poker season there will be a Championship tournament. Starting chips for the Championship tournament will be based on the end of season points and rankings. Points are earned in the following ways:
- Placing: One point per player in each tournament. If a tournament has 10 players then first place gets 10 pts, second place 9 pts, etc.
- In The Money:Two BONUS points.
- Winner: Three BONUS points.
- Knockout: One point is awarded for each knockout. A Knockout constitutes any time a player is left with zero chips regardless if the player uses any kind of rebuy.
- Multi-knockout: One point for a multi-player knockout on the same hand will be awarded for each Knockout.
- Chip Leader: One point will be awarded to the player with the most chips at regular intervals during the tournament. The number of players that qualify for chip leader points will be the same as the number of payouts for the tournament. Chip leader points are not awarded after play reaches In the Money. Rebuy chips do not count toward chip leader points. For example, a player that has rebought for 3000 chips will have to reduce their chip count by 3000 to see where they stand for chip leader points.
- Tourney Factor: Each tourney will have a factor applied to it based on the discretion of the Elders.
BIG MONEY: 3x
Season 20 will consist of 15 total poker tournaments. Of the 15 poker tournaments, 1 is the Championship, 4 are Big Money tourneys with increased buyins and 10 are Regular tourneys. Some online tourneys may be added at the discretion of the club elders. A tournament will only be played if there is at least 6 players present. If a tournament is scheduled but the required number of players are not present a Ring Game will commence or the tournament will be postponed.
Dead Money Poker Club Poker Championship
The Championship will be held after the poker season has concluded. The player with the most Championship points after the Championship will be crowned the Poker Champion for that season.
- Buyin: The Championship will be a freeze out tournament.
- Qualification: All players can participate in the Championship.
- Starting chips: The minimum starting stack will be 3000 chips. For each point earned during the poker season the starting chip stack will increase by 10 chips. In addition, for each BONUS point (In the Money/Winner) the starting chip stack will increase by 50 chips.
- Rebuy: There are NO rebuys at the Championship. However unlimited rebuys are available in all regular tourneys.
- Pot: 10% of all buyins/rebuys/addons will be kept from each live tournament during the poker season to go towards the Championship pot. The Championship pot will also have all buyins. Monies will be used from the Championship pot to purchase tournament prizes and Championship trophies.
- Payout: The payout structure at the Championship is slightly different in that there will be one additional payout. See the payout table below.
- Points: The champion of the league season will be determined by adding the points earned at the Championship to the top 9 tourneys played during the regular season based on total points earned at each tourney. For example player X earns a total of 100 points for the 10 regular season tourneys and earns a total of 88 for their top 9 tourneys. 88 Points will be added to the points earned at the Championship to come to player X's total Championship points. Ties are to be broken by the number of BONUS points earned during the league season including the Championship, then by the order of finish for the Champ Tourney.
The Dead Money Poker Club Elders are made up of the founding members of the club. The Elders are responsible for agreeing of modifications to the Club rulebook and how our poker tournaments and all side game/jackpots are administered. Club Elders: Boss (Tadd S), Manhole (Dan P), Bling (Lee B) and PubShark (Jim M).
Ring Game Structure
Our Ring Game will happen on days where either there is no scheduled tourney or when there is not enough players to hold a tourney. Max $10.00 buyin No-limit game. A player may rebuy only if they have no chips remaining. Blinds: $.05 - $.10, Chip Values: Red = $.05, Blue = $.10, Green = $.25, Black = $1.00, Purple = $5.00, Yellow = $10.00
Buyin/Rebuy/AddonOnline Tournaments: Buyin: $10/3k chips
Turbo Tournaments: Buyin: $10/1.5k chips; Rebuy: $5/1.5k chips
Regular Tournaments: Buyin: $20/3k chips; Rebuy: $10/3k chips
Big Money Tournaments: Buyin: $40/6k chips; Rebuy: None
Championship: Buyin: $60/3k+ chips
Rebuys: Each player that buys into a regular tournament during the season can also rebuy at their own discretion up to the cut off (2 hours) as long as they have <= 1/3 of the starting chips. Rebuys are not available at Big Money tournaments and at the Championship. Knockout points are still awarded even if the knocked out player chooses to rebuy. They are then worth another knockout point for the chips they have rebought. Rebuy chips are not counted when determining chip leader points.
If more than one player is eliminated on the same hand, the player with the highest chip count at the start of the hand will be awarded the highest place.
A portion of all buyins/rebuys/addons in live tournaments will go toward the Championship Pot (10%), Season Jackpot (4%) and League Kitty (1%). The League Kitty is used for playing cards and other items needed to operate our tournaments.
|Online||15% of players are In the money|
Turbo Tournament Rules
In the event we only have 5 or 6 players we will play two tournaments in one night, I.E. Turbo Tournament.
- Placing points are based on the placing of each player for both turbo tournaments combined. So, the player with the highest overall placing in both turbo tournaments will earn First Place placing points for the night. (Ties: placing points are split between the players, I.E. tie for 3rd/4th place awards 3 pts each, 2.5 pts each rounded up)
- Winner/In The Money points are based on the placing points.
- Knockout points are awarded as usual but only count half points rounded up during each turbo tournament; 1pt for each KO; 1pt for each multi-KO.
- Chip Leader are awarded as usual but only count half points rounded up during each turbo tournament; 1pt for each chip leader at each interval.
- Buyin: Split between each turbo tournament. I.E. If the buyin for the night is $20 then the buyin for each turbo tournament will be $10.
- Rebuys: If rebuys are in effect they are only half the cost for half the chips and can only be taken at half the limit.
- Starting Chips will be half the normal amount.
- Blinds will be the same aside from half the time.
- Season Jackpot: Game will end at In The Money during the each turbo tournament. See Season Jackpot rules.
Deals are allowed at the end of the tourney between players "In the money" to split the winnings if the tournament is running long. Deals can only be made if all remaining players agree. If a deal is made only points gained up to the point the deal is made are awarded. So, no tourney winner points are given. The club wants to play out all tournaments. Deals cannot be made at the Championship.
Players who have committed their attendance to the tournament but have not arrived by the deal of the first hand will be assigned a seat, issued chips, and dealt hands. The absent player will auto post all appropriate blinds/antes. If the absent player has not arrived before the first hand of the blind level is dealt after cut-off (2 hours) after the scheduled start of the tourney, the absent playerís chips are removed from play and he forfeits any chance to play. If a player does not show for a tournament in which they were scheduled to play they will receive zero points. A player may cancel up to one hour before the tournament starts. If a player fails to attend a scheduled (RSVP) tournament twice during the poker season they will not be allowed to participate in any poker tournaments for the rest of the season including the Championship tournament.
Timer Use and Breaks
When the blinds timer expires, it shall be paused until the end of the current hand. The next hand will be dealt at the new blind level. For the purpose of this rule, a new hand is considered currently in play once the previous hand has completed. Breaks will be at the discretion of the Tournament Director. The timer is stopped during breaks and during any disputes that occur which require attention from the director to resolve as well as for some all-ins that are more time consuming. No additional hands at any table should be started during such a break although hands already in progress should be completed.
Heads Up Tournaments
This type of tournament is designed for 8 or more players. Each player will be placed in one of two pools. Players will play heads up against each player in their own pool. The top two players from each pool will playoff in the winners bracket. The next two from each group will play in the 2nd tier bracket and so on. With 8 players, each player is guaranteed to play 5 heads up matches. Ties will be broken by a separate heads up match.
Please see the tourney director for the blind schedule.
In order to have a tournament end at a reasonable, expected time the tournament director has the option to use one or more of the following rules:
1) The length of rounds will change based on the number of players remaining.
Normal rounds 6+ players
-20% for 5 players
-40% for 4 players
-60% for 3 players
-80% for 2 players
2) Big Blind Antes: The player on the big blind (or the player on the button in stud games) posts all the antes for the table at a value that is the same as the current big bling (or small bet in stud games) without regard to the number of players currently at the table. This will speed up play and make it easier to collect the antes. The ante is dead and added to the main pot at the start of the hand. If the player that is to post the ante cannot cover both the antes and big blind, they will split their remaining chips between the ante and the big blind with any odd chip going toward the big blind.
3) Running clock (no pausing). 20 second decision clock.
Players will be seated using a random draw with seat cards. If more than one table are to be used then two tables worth of seat cards will be used. When a table is removed from play a new random seat drawing will occur. The dedicated dealer at each table will be seated in the middle of the table. The player that draws the Dealer card is the designated dealer until the rebuy period ends or two hours at which point all players shift to the right one seat, seat 2 becomes the dealer for the rest of the night. New players may redraw if they choose the Dealer card or seat 2. Also, a player that was the dealer at the last tourney may redraw if they draw the Dealer card or seat 2.
If the number of players differs by two or more between any tables, one player must move from the highest populated table to the lowest populated table. This ensures a balanced number of players between tables. The player who is due to be the big blind next will move to the open seat at the low table. If this player is positioned at the small blind they will skip a hand.
Dead Button RuleWhen the Big Blind busts: the button moves to the player who posted the small blind and the player to the left of the former big blind assumes the big blind. There is small blind for that hand. On the following deal, the button moves to the now empty seat (the seat vacated by the eliminated big blind player) and the two players to the left post the normal blinds. This will result in the same player being the dealer two hands in a row.
When the Small Blind busts: the button does not move. The player who was the big blind will now post the small blind and the player to his left will post the big blind. This will result in the same player being the dealer two hands in a row.
We use a dead button in all DMPC tournaments. This ensures all players post big and small blinds fairly.
Red = 5, Blue = 10, Green = 25, Black = 100, Purple = 500, Yellow = 1000, White = 5000
Coloring UpAll players color up their lesser-valued chips into greater denominations from the cashier.
All leftover chips are colored up to the next highest chip denomination from the cashier.
At a specific time in the blind structure all lower-denomination chips that are no longer needed are removed from play. This has the effect of reducing the number of physical chips in front of any player, and makes it easier for the players to count their stacks and their bets.
Dealers: The dealer is the player who draws the Dealer seat card at each table in play. The dealer shall ALWAYS re-cut the deck after it has been shuffled either by the person shuffling or by the auto-shuffler.
Shufflers: The player who is on the button or under the gun will shuffle the deck when not using the auto-shuffler. There will always be 2-3 decks in play. When the dealer is on the button the dealer has the choice of who will shuffle. The cards MUST ALWAYS REMAIN ON THE FELT when shuffling.
Chipmasters: The player that is directly opposite the dealer is the chipmaster. The chipmaster is responsible for assisting the dealer in potting chips, making change as needed and scooping pots to the winner. NO OTHER PLAYERS should be handling chips other than their own bet.
$$ at live tournaments is contributed to the season jackpot which is then split by the winners of the following:
BUZZER BEATERJOKERS: Jokers are the name of the game.
Buzzer Beater honors the greatest player in Denver Nuggets historyÖNikola Jokic... THE JOKER! Earn the most points you can before fouling out by redeeming qualifying poker hands in Buzzer Beater. The top 2 players will be paid out 70/30%.
Four Two jokers in the poker deck and 12 jokers in the Buzzer Beater deck (~12% chance to receive a joker).
ACTIVATION: Any time you are dealt a Joker you COLLECT. Any time a Joker is shown on the board you scoop you COLLECT.
COLLECT: Receive 3 cards from the Buzzer Beater deck.
(*ADDED 1/13/20) DISCARD: No one can have more than 8 cards in their hand at any one time. If a player has >8 cards after COLLECTING cards they must either REDEEM or DISCARD down to 8 cards.
(*EDIT 1/13/20) FOULS: Each player has six fouls (represented by blue foul chips) before they FOUL OUT, surrender all their cards and are out of the game for the night. If you receive a joker from the Buzzer Beater deck you have to surrender one of your foul chips and you have to discard down to 3 cards half of your cards rounded down including the cards you just received (i.e. you hold 7 cards you must discard 3 cards). The Buzzer Beater dealer will use the blue foul chips to indicate how many jokers remain in the Buzzer Beater deck.
REDEEM: Between hands a player may redeem their cards for points. Players earn points based on the rank of the hand using the following chart.
- 5 OF A KIND: 30pts
- STRAIGHT FLUSH: 20pts
- QUADS: 15pts
- FULL HOUSE: 10pts
- FLUSH: 8pts
- TRIPS: 5pts
- TWO PAIR: 3pts
- BOBTAIL/FOURFLUSH: 2pts
- ONE PAIR: 1pt
- RECEIVE THREE JOKERS AT ONCE: 20%$$
NOTES: The game ends and all poker hands are redeemed when the tourney reaches ""In The Money"". Discards are held until the Buzzer Beater deck is complete at which time the discards are shuffled to make a new Buzzer Beater deck. When tables combine the players that moved to the final table will immediately begin to use the final table deck. When a player receives a joker in hand they will be dealt a replacement card after the deal is complete. When a joker is shown on the board the next card is dealt as a replacement.
- 5 OF A KIND: 60pts
- STRAIGHT FLUSH: 40pts
- QUADS: 30pts
- FULL HOUSE: 20pts
- FLUSH: 16pts
- TRIPS: 10pts
- TWO PAIR: 6pts
- BOBTAIL/FOURFLUSH: 4pts
- ONE PAIR: 2pt
- RECEIVE THREE JOKERS AT ONCE: 20%$$
4/11/2021: In order to reduce the drag on tourney play we are halving the side game by reducing the number of activation jokers and the points earned up to this point.
We will randomly choose 1 player and that player will have a bounty on their head. The player that knocks the Bounty player out of the tournament wins the pot. If the Bounty player is not knocked out then the Bounty player wins the pot. If rebuys are in effect then the Bounty is only awarded if the bounty player does not rebuy.
Each player buys a head hunter chip for $1-$5.00 if they choose. Players acquire head hunter chips by knocking players out of the tournament. Head hunter chips can then be turned in for $1-$5.00 each. If you knockout a player who has already earned a head hunter chip they only surrender their own head hunter chip. Players who do not buy a head hunter chip cannot earn a chip. If rebuys are in effect then a Head Hunter chip is only surrendered if the player does not rebuy.
One randomly chosen player will start with the Golden/Silver Chip. The player who possesses the Golden/Silver Chip at the end of Level 6 in the tournament wins the corresponding pot. The Golden Chip is up for grabs each time the current owner posts the Big Blind. The Silver Chip is up for grabs each time the current owner posts the Small Blind. The Golden/Silver Chip is placed next to the Blind bet. The winner of the pot for that hand receives the Golden/Silver Chip. In case of a split pot or side pot, the winning player nearest to the left of the button receives the Golden/Silver Chip.
The player with the highest WINNING hand shown down using ANY five cards for the tournament wins the pot. A playerís high hand CAN use the five community cards. Suit will determine a winner for tied high hands. (Spades, Hearts, Diamonds, Clubs)
The player with the lowest WINNING hand shown down using ANY five cards for the tournament wins the pot. A playerís low hand CAN use the five community cards. Suit will determine a winner for tied high hands. (Spades, Hearts, Diamonds, Clubs)
- The number of raises in any betting round is unlimited.
- The minimum bet size is the amount of the minimum bring-in, unless the player is going all-in. The minimum bring-in is the size of the big blind unless the structure of the game is preset by the house to some other amount (such as double the big blind). The minimum bet remains the same amount on all betting rounds. If the big blind does not have sufficient chips to post the required amount, a player who enters the pot on the initial betting round is still required to enter for at least the minimum bet (unless going all-in for a lesser sum) and a preflop raiser must at least double the size of the big blind. At all other times, when someone goes all-in for less than the minimum bet, a player has the option of just calling the all-in amount. If a player goes all-in for an amount that is less than the minimum bet, a player who wishes to raise must raise at least the amount of the minimum bet. For example, if the minimum bet is 100, and a player goes all-in on the flop for 20, a player may fold, call 20, or raise to at least a total of 120.
- All raises must be equal to or greater than the size of the previous bet or raise on that betting round, except for an all-in wager. Example: Player A bets 100 and Player B raises to 200. Player C wishing to raise must raise at least 100 more, making the total bet at least 300. A player who has already acted and is not facing a full-size wager may not subsequently raise an all-in bet that is less than the minimum bet or less than the full size of the last bet or raise. (The half-the-size rule for reopening the betting is for limit poker only.)
- Multiple all-in wagers, each of an amount too small to qualify as a raise, still act as a raise and reopen the betting if the resulting wager size to a player qualifies as a raise. Example: Player A bets 100 and Player B raises 100 more, making the total bet 200. If Player C goes all in for less than 300 total (not a full 100 raise), and Player A calls then Player B has no option to raise again, because he wasn't fully raised. (Player A could have raised, because Player B raised.)
- "Completing the bet" is a limit poker wager type only, and not used in big bet poker.
- At non-tournament play, a player who says "raise" is allowed to continue putting chips into the pot with more than one move; the wager is assumed complete when the player's hands come to rest outside the pot area. (This rule is used because No-Limit play may require a large number of chips be put into the pot.)
- A wager is not binding until the chips are actually released into the pot, unless the player has made a verbal statement of action.
- If there is a discrepancy between a player's verbal statement and the amount put into the pot, the bet will be corrected to the verbal statement.
- If a call is short due to a counting error, the amount must be corrected, even if the bettor has shown down a superior hand.
- A bet of a single chip or bill without comment is considered to be the full amount of the chip or bill allowed. However, a player acting on a previous bet with a larger denomination chip or bill is calling the previous bet unless this player makes a verbal declaration to raise the pot. (This includes acting on the forced bet of the big blind.)
- If a player tries to bet or raise less than the legal minimum and has more chips, the wager must be increased to the proper size (but not greater). This does not apply to a player who has unintentionally put too much in to call.
- Because the amount of a wager at big-bet poker has such a wide range, a player who has taken action based on a gross misunderstanding of the amount wagered may receive some protection by the decision maker. A "call" or "raise" may be ruled not binding if it is obvious that the player grossly misunderstood the amount wagered, provided no damage has been caused by that action. Example: Player A bets 300, player B reraises to 1200, and Player C puts 300 into the pot and says, "call". It is obvious that player C believes the bet to be 300 and he should be allowed to withdraw his 300 and reconsider his wager. A bettor should not show down a hand until the amount put into the pot for a call seems reasonably correct, or it is obvious that the caller understands the amount wagered. The decision-maker is allowed considerable discretion in ruling on this type of situation. A possible rule-of-thumb is to disallow any claim of not understanding the amount wagered if the caller has put eighty percent or more of that amount into the pot.
- A bet may not exceed the pot size.
- The maximum amount a player can raise is the amount in the pot after the call is made. Therefore, if a pot is 100, and someone make a 50 bet, the next player can call 50 and raise the pot 200 for a total wager of 250.
- If a wager is made that exceeds the pot size, the surplus will be given back to the bettor as soon as possible, and the amount will be reduced to the maximum allowable.
- The maximum opening bet is 3.5 times the big blind. This includes the small blind, the big blind, one call and one minimum raise. Example: If the small blind is 50 and the big blind is 100 then the maximum opening wager is 350. After the opening wager the normal Pot-Limit rules apply.
- In Pot-Limit, a player who puts a chip or a bill larger than the pot size into the pot without comment is considered to be making a bet of the pot size (unless he is facing a bet).
- In limit poker all raises are limited to the amount of the BIG BLIND in the first two betting rounds and DOUBLE THE BIG BLIND in the remaining betting rounds.
- There is a maximum of four raises in any betting round.
To kill a pot means to post an over blind that increases the betting limit for that hand. A player who wins two consecutive pots must kill the next pot. A "Kill Pot" button indicates which player has won the pot, and the winner keeps this marker until the next hand is completed. If the player who has the kill button wins a second consecutive pot that 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.
- In a kill pot, the killer acts in proper turn (after the person on the immediate right)
- There is no pot-size requirement for the first pot or "leg" of a kill. For the second leg to qualify for a kill, you must win at least one full bet that is not part of the blinds.
- If a player with one "leg up" splits the next pot, that player still has a "leg up" for the next hand. If the player who split the pot was the kill in the previous hand, then that player must also kill the next pot.
- A player who leaves the table with a "leg up" toward a kill still has a "leg up" when they return.
- Kill blinds are considered part of the pot. If a player with a required kill wins again, then that player must kill it again.
- In a Hi-Lo split pot game, when a player scoops both the high and low pot the next hand will be killed only if the pot was at least five times the size of the big blind.
Texas Hold Em Rules
REFER TO TDA RULES FOR ANY POKER RELATED RULES NOT FOUND IN THIS RULEBOOK.
- The player to the left of the button posts the small blind.
- The player to the left of the small blind posts the big blind.
- Each player, beginning with the player to the left of the button, is dealt two cards face-down (The Pocket Cards or Hole Cards).
- The first betting round begins with the player to the left of the big blind. The small and big blinds may fold, check, call, or raise, as appropriate, when called upon to act.
- The dealer burns one card and turns three community cards face-up (The Flop).
- The second betting round begins with the player to the left of the button.
- The dealer burns one card and turns one community card face-up (The Turn).
- The third betting round begins with the player to the left of the button.
- The dealer burns one card and turns one community card face-up (The River).
- The fourth, and final, betting round begins with the player to the left of the button.
- Card showdown with the pot being awarded to the winner(s).
- The button is advanced clockwise one player.
- The dealer shall ensure that each bettor bets the proper number of chips.
- Bets shall remain in front of the bettor until the betting round is complete.
- Bets are not to be scooped (placed into the pot by the dealer) until the end of the betting round.
- The pot shall be placed in the center of the table, to the side of the community cards.
- Side pots shall be placed as close as possible to the players involved in that side pot.
- 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.
The Community Cards
- The five community cards (flop, turn and river) shall be placed face-up in the center of the table with the pot to the side.
- The community cards must be placed in proper order with the turn card placed to the right of the flop cards, and the river card placed to the right of the turn card.
- After each betting round (except the final round) the dealer shall burn a card before turning over the community card(s).
- Before burning a card the dealer shall lightly tap the table.
- Burn cards are placed face-down, in the center of the table, under the edge of the pot.
- Each burn card shall be placed under the previous burn card.
- Burn cards are to remain on the table, separate from the muck, until the pot is awarded to the winning player.
- 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.
- A player must show all cards in the hand face-up on the table to win any part of the pot.
- If everyone checks (or is all-in) on the final betting round, the player who acted first is the first to show the hand. If there is wagering on the final betting round, the last player to take aggressive action by a bet or raise is the first to show the hand.
- Cards speak (cards read for themselves). The dealer assists in reading hands, but players are responsible for holding onto their cards until the winner is declared.
- Suits never break a tie for winning a pot.
- In determining the winning hand, if all five cards are not used to make a hand, the rank of the side cards (kicker cards) shall determine which hand is better.
- If hands tie, any odd chip will be awarded to the first hand clockwise from the button.
- After the showdown the dealer shall push (award) the pot to the winner and then advance the dealer button clockwise one player.
When Only Two Players Remain
- When going from three to two players, determine which player would have been the next big blind if no player has been eliminated, that player is the big blind and the other player is the small blind and button.
- The player who does not have the button shall be dealt the first card.
- The small blind shall act first on the first betting round and last on all other rounds.
Omaha is similar to Texas Hold Em in using a three-card flop on the board, a fourth board card, and then a fifth board card. Each player is dealt four hole cards (instead of two) at the start. In order to make a hand, a player must use precisely two hole cards with three board cards. Therefore it is not possible to play the board (using four or five board cards). The betting is the same as in Texas Hold Em, using a preflop, flop, turn, and river betting rounds. At the showdown, the entire four-card hand should be shown to receive the pot.
Omaha Hi-Lo Rules
Omaha is often played high-low split. The player may use any combination of two hole cards and three board cards for the high hand and another (or the same) combination of two hole cards and three board cards for the low hand. A qualifier of 8-or-better for low is used. This means to win the low half of the pot, a playerís hand at the showdown must have five cards of different ranks that are an eight or lower in rank. (An Ace is the highest card and also the lowest card.) If there is no qualifying hand for low, the best high hand wins the whole pot.
Irish Hold Em Rules
Irish Hi is played in the same way as Omaha Hi except the players must discard two of their four cards after the second round of betting. After discard the game is played used Texas Hold Em rules, so a winning hand CAN consist of 3-5 board cards.
Seven-Card Stud Rules
Seven-card stud is played with a starting hand of two down cards and one up card dealt before the first betting round. There are then three more up cards and a final downward, with a betting round after each, for a total of five betting rounds on a deal played to the showdown. The best five-card poker hand wins the pot. In all fixed-limit games, the smaller bet is wagered for the first two betting rounds, and the larger bet is wagered for the last three betting rounds (on the fifth, sixth, and seventh cards). If there is an open pair on the fourth card, any player has the option of making the smaller or larger bet. Deliberately changing the order of your up cards in a stud game is improper because it unfairly misleads the other players.
- If your first or second hole card is shown a misdeal is called.
- The first round of betting starts with a forced bet by the lowest up card by suit. On subsequent betting rounds, the high hand on board initiates the action (a tie is broken by position, with the player who received cards first acting first).
- The player with the forced bet has the option of opening for a full bet.
- If the player with the low card is all-in for the ante, the person to that playerís left acts first. If the player with the low card has only enough chips for a portion of the forced bet, the wager is made. All other players must enter for at least the normal amount in that structure.
- When the wrong person is designated as low and bets, if the next player has not yet acted, the action will be corrected to the real low card, who now must bet. The incorrect low card takes back the wager. If the next hand has acted after the incorrect low card wager, the wager stands, action continues from there, and the real low card has no obligations.
- Increasing the amount wagered by the opening forced bet up to a full bet does not count as a raise, but merely as a completion of the bet.
- In all fixed-limit games, when an open pair is showing on fourth street (second up card), any player has the option of betting either the lower or the upper limit. For example: In a $5-$10 game, if you have a pair showing and are the high hand, you may bet either $5 or $10. If you bet $5, any player then has the option to call $5, raise $5, or raise $10. If a $10 raise is made, then all other raises must be in increments of $10. If the player high with the open pair on fourth street checks, then subsequent players have the same options that were given to the player who was high.
- If a hand is folded when there is no wager, that seat will continue to receive cards until the hand is killed as a result of a bet.
- If you pick up your up cards without calling when facing a wager, this is a fold and your hand is dead. This act has no significance at the showdown because betting is over; the hand is live until discarded.
- A card dealt off the table is treated as an exposed card.
- If the dealer burns and deals one or more cards before a round of betting has been completed, the card(s) must be eliminated from play.
- If there are not enough cards left in the deck for all players, all the cards are dealt except the last card, which is mixed with the burn cards (and any cards removed from the deck, as in the previous rule(s). The dealer then scrambles and cuts these cards, burns again, and delivers the remaining down cards, using the last card if necessary. If there are not as many cards as players remaining without a card, the dealer does not burn, so that each player can receive a fresh card. If the dealer determines that there will not be enough fresh cards for all the remaining players, then the dealer announces to the table that a common card will be used. The dealer will burn a card and turn one card face up in the center of the table as a common card that plays in everyoneís hand. The Player who is now high using the common card initiates the action for the last round.
- An all-in player should receive hole cards dealt facedown
Seven-Card Stud Low (Razz) Rules
The lowest-ranking hand wins the pot. Aces are low only, and two aces are the lowest pair. The format is similar to seven-card stud high, except the high card (aces are low) is required to make the forced bet on the first round, and the low hand acts first on all subsequent rounds. Straights and flushes have no ranking, so the best possible hand is 5-4-3-2-A (a wheel). An open pair does not affect the betting limit.
Seven-Card Stud Hi-Lo Rules
Seven-card stud high-low split is a stud game which is played both high and low. A qualifier of 8-or-better for low applies to all high-low split games. This means to win the low half of the pot, a playerís hand at the showdown must have five cards of different ranks that are an eight or lower in rank. (An ace is the highest card and also the lowest card.) If there is no qualifying hand for low, the best high hand wins the whole pot. A player may use any five cards to make best high hand, and the same or any other grouping of five cards to make the best low hand. The low card by suit initiates the action on the first round, with an ace counting as a high card for this purpose. On subsequent rounds, the high hand initiates the action. If the high hand is tied, the first player in the tie clockwise from the dealer acts first If the high hand is all-in, action proceeds clockwise as if that person had checked. Straights and flushes do not affect the value of a low hand. The high hand receives the odd chip.
Crazy Pineapple Rules
Crazy Pineapple is similar to Texas Hold Em in using a three-card flop on the board, a fourth board card, and then a fifth board card. Each player is dealt three hole cards (instead of two) at the start. After the flop and the second round of betting all players remaining must discard one card from their hand. Extra strategy is involved in Pineapple. For example, you must sometimes decide whether to discard your current "best hand" after the flop in order to potentially draw to an even better hand such as a flush or a straight!
Crazy Watermelon Rules
Crazy Watermelon is similar to Texas Hold Em in using a three-card flop on the board, a fourth board card, and then a fifth board card. Each player is dealt four hole cards (instead of two) at the start. After the flop and the second round of betting all players remaining must discard one card from their hand. After the turn and the third round of betting all players remaining must discard one card from their hand. Extra strategy is involved in Watermelon. For example, you must sometimes decide whether to discard your current "best hand" after the flop in order to potentially draw to an even better hand such as a flush or a straight!
Triple Flop Rules
Triple Flop is played in a similar fashion to Texas Hold Em. The only variation is that there are three separate two card flops instead of a flop-turn-river on the board. So, instead of potentially seeing a total of 7 cards (2 hole cards and 5 board cards) players now could potentially see a total of 8 cards (2 hole cards and 6 board cards). All other rules for Texas Hold Em apply.
Cincinnati Hold Em Rules
Cincinnati Hold Em is played in a similar fashion to Texas Hold Em. The only variation is that players receive four down cards and there are four board cards shown one at a time with a betting round after each. So, instead of potentially seeing a total of 7 cards (2 hole cards and 5 board cards) players now could potentially see a total of 8 cards (4 hole cards and 4 board cards). All other rules for Texas Hold Em apply.
Double Board Hold Em Rules
Double Board Hold Em is played in a similar fashion to Texas Hold Em. The only variation is that the dealer will play out two boards instead of one. The high hand on each board takes half the pot. The dealer will play out two flops followed by two turns and then two rivers. All other rules for Texas Hold Em apply.
Double Hold Em Rules
Double Hold Em is played in a similar fashion to Texas Hold Em. The only variation is that each player receives 3 down cards and after the flop bet each remaining player must identify one of his three cards that will play with each of the other two cards to make two different Hold Em hands. The two unmarked cards do not play with each other as a hand. All other rules for Texas Hold Em apply.
Rocky Mtn Rules
Rocky Mtn is similar to Texas Hold Em in using a three-card flop on the board, a fourth board card, and then a fifth board card. Each player is dealt five hole cards (instead of two) at the start. After each betting round all players remaining must discard one card from their hand. Extra strategy is involved in Rocky Mtn. For example, you must sometimes decide whether to discard your current "best hand" after a betting round in order to potentially draw to an even better hand such as a flush or a straight!
River of Blood
River of Blood plays the same as Texas Hold Em with one exception. If the river card is RED then another river card, a 6th board card, will be dealt with another betting round. This continues until the river card is BLACK.
Run it Twice
Run It Twice plays the same as Texas Hold Em with one exception. Each player receives 3 blue RUN IT TWICE chips to be used during the tournament. RUN IT TWICE chips can only be used before any cards are mucked. When a RUN IT TWICE chip is played a second board is run and the pot is split between the two boards. Running it twice is done to minimize bad beats and reduce bankroll swings. Running it twice is a form of insurance. Only one RUN IT TWICE chip can be played per hand.
Use your powers to take down your opponents!
Power(s) will be selected by the club elders.
All powers are played during or prior to the betting round listed.
Showdown: Played after the final betting round is complete and cards are shown.
Only one power can be used per player each hand.
The max number of powers a player can hold can never be more than what a player started the game with.
Knockout (No rebuy): Powers are transferred -OR- Receive one additional power from the bank.
Knockout (Rebuy)-or-Rebuy: Receive one additional power from the bank.
- RUN IT AGAIN RUN A SECOND BOARD (FLOP/TURN/RIVER). THE POT IS SPLIT BETWEEN BOTH BOARDS
- BLACK WIDOW MARK ONE OF YOUR HOLE CARDS TO USE AS A BUG. THAT CARD BECOMES A BUG. THE BUG IS USED TO FILL A STR, FLUSH OR STR FLUSH OR AS AN ACE.
- RIVER OF BLOOD WHEN THE RIVER CARD IS RED DEAL A 3 CARD SUPER FLOP THAT CAN BE USED WITH YOUR HAND ONLY. ONE EXTRA BETTING ROUND AFTER SUPER FLOP.
- BREAKER BREAK ALL STRAIGHTS, FLUSHES AND STRAIGHT FLUSHES. USED AS HIGHEST KICKER. ONLY WORKS IF IT WOULD MAKE YOU A WINNER
- HANS GRUBER STEAL A CARD FROM THE BOARD AND ADD IT TO YOUR HAND. REPLACE THE MISSING BOARD CARD FROM THE DECK. DISCARD ONE HOLE CARD.
- KABOOM REMOVE A BOARD CARD FROM PLAY.
- MR T STARTER KIT SWAP ONE CARD FROM YOUR HAND WITH A CARD FROM THE BOARD. THE SWAPPED BOARD CARD BECOMES WILD AS DOES ALL OTHER CARDS WITH THE SAME RANK.
- SHOPGRIFTING TAKE BACK YOUR MOST RECENT BET. FOLD YOUR HAND.
- DOUBLE ENTENDRE RECEIVE A THIRD HOLE CARD. MARK ONE OF YOUR THREE HOLE CARDS. THAT CARD WORKS WITH THE OTHERS TO CREATE TWO SETS OF HOLE CARDS.
- GOLDSCHLAGER EXCHANGE ONE OR BOTH OF YOUR HOLE CARDS WITH CARDS FROM THE DECK.
- SHOW ONE SHOW ALL RECEIVE A THIRD HOLE CARD. PLACE ONE OF YOUR THREE HOLE CARDS FACE UP FOR ALL TO SEE. YOUR THREE CARD HAND CAN WORK WITH ONLY TWO BOARD CARDS.
- PHOENIX RISING PLACE THIS POWER ON YOUR FOLDED HAND. USE THIS POWER TO RESURRECT YOUR HAND. CALL THE LAST BET, ADD 10X THE BIG BLIND TO THE POT. CANíT BE USED WHEN AN OPPONENT IS ALLIN
- DON'T TASE ME BRO FORCE ANOTHER PLAYER TO FOLD. CANNOT BE USED HEADS UP OR ON AN OPPONENT THAT IS ALL-IN.
- BANK HEIST PLACE ONE BET USING CHIPS FROM THE BANK. BANK HEIST CHIPS ARE IN PLAY. MAX BANK HEIST IS THE SIZE OF THE POT+BETS; DIFFERENCE MADE UP BY OWNER.
Code Of Conduct
The following actions are improper and grounds for warning, suspending or barring a violator. The tourney director/elder at their discretion has the right to warn and/or require a player to sit out a number of hands or an amount of time if any of the following rules is not followed.
- Reading a hand for another player at the showdown before it has been placed face up on the table.
- Speaking about another playerís hand when not in the hand and the hand is not complete.
- Do not divulge the contents of a hand during a deal even to someone not in the pot, so you do not leave any possibility of the information being transmitted to an active player.
- Making statements or taking action that could unfairly influence the course of play, whether or not the offender is involved in the pot.
- Revealing your cards at any time when still in a pot.
- Deliberately acting out of turn.
- Deliberately splashing chips into the pot.
- Agreeing to check a hand out when a third player is all-in.
- Revealing the contents of a folded hand before the betting is complete.
- Needlessly stalling the action of a game.
- Deliberately discarding hands away from the muck.
- Cards should be released in a low line of flight, at a moderate rate of speed (not at the dealer's hands or chip rack).
- Stacking chips in a manner that interferes with dealing or viewing cards.
- Showdown, Show one, show all. Players are entitled to receive equal access to information about the contents of another playerís hand.
- No smoking, drugs or foul language will be allowed at any time. If you show up intoxicated, you will be asked to leave, and not invited to come back. The host will not provide any refreshments, however you can bring your own refreshments which can be consumed during the tourney.
- You are expected to treat the house as if it is your motherís house (if you donít have a mother, then pretend, and if you donít treat your motherís house with respect, then make believe).
- Please throw away your trash.
- Respect the house, the players, and the host, and you will receive the same in return.
- Come to have a good time.
- BYOC - If you are a LARGE person please bring your own chair to games so the chairs we have do not get damaged.
- BYOB - Please bring your own food/drink if you plan to be eating a lot!
- If the first or second card is flipped on a deal than it is a misdeal.
- If more than one card is flipped on a deal it is a misdeal.
- If the first card is dealt to the wrong person.
- Cards have been dealt to an empty seat or to a person not entitled to a hand.
- If the flop needs to be redealt because the cards were prematurely flopped before the betting was complete, the board cards are mixed with the remainder of the deck. The burn card remains on the table. After shuffling, the dealer cuts the deck and deals a new flop without burning a card.
- If the dealer turns the fourth card on the board before the betting round is complete, the card is taken out of play for that round, even if subsequent players elect to fold. Nobody has an option of accepting or rejecting the card. The betting is then completed. The error is rectified in a manner to least influence the identity of the board cards that would have been used without the error. The dealer burns and deals what would have been the fifth card in the fourth cardís place. After this round of betting, the dealer reshuffles the deck, including the card that was taken out of play, but not including the burn cards or discards. The dealer then cuts the deck and deals the final card without burning a card. If the fifth card is turned up prematurely, the deck is reshuffled and dealt in the same manner.
- Once action begins, a misdeal cannot be called. The deal will be played, and no money will be returned to any player whose hand is fouled. In button games, action is considered to occur when two players after the blinds have acted on their hands. In stud games, action is considered to occur when two players after the forced bet have acted on their hands.
- No string bets.
- All verbal bets are binding (if you put in more chips, we go by your verbal bet, if you do not say anything, your bet is whatever you push in to the pot).
- Players are not allowed to agree to chop the pot/blinds.
- No collusion with another player.
- Any wager not all-in must be at least the size of the previous bet or raise in that round.
- Cards must be kept on the felt at all times.
- When shuffling cards the shuffler may not bring the cards to the rail or in their lap.
- When viewing your hand the cards may not come to the rail or to your chest.
Acting Out of Turn
- At any time when a player takes action out of turn they will not be allowed to raise when action correctly returns to them during that betting round for that bet unless they are facing a subsequent raise.
- Any chips used for a call or raise out of turn will be pulled back.
- All players are subject to the rules on poker etiquette and persistence regarding acting out of turn.
||Version rewrite after first meeting of the members. Added Poker Rules for various games.
||Added to website; Added Crazy Pineapple Rules.
||Changed Big Money Tourney Rule. Changed buyin for Champ Tourney. Changed Buyin/Rebuy/Add-on for Tourneys. Modified Bounty Hunter rules. Added High Hand rules. Changed antes for regular tourneys.
||Changed House Rules regarding refreshements.
||Poker Season: Changed required players from 8 to 6 for tournaments. Changed Payouts for less required players and to balance out placings. Added the Silver Chip SideGame.
||Poker Tournament: Clarified the High Hand SideGame rules.
||Added Mini-Tournament rules. Added Season Jackpots: Worst Beat. Poker Tournament: Changes payout structure from 6-8 to 6-7 for two payouts and from 9-14 to 8-14 for three payouts. Sidegames: Added Low Hand. Modified High Hand to be ANY five and it must be the WINNING hand.
||Modified/Clarified the Chip Race rules.
||Modified Worst Beat Jackpot rules.
||Added 1500 chip blind structure.
||Added Championship points and changed the winner of the poker season to be the top point getter after the Championship Tourney.
||Modified rules for play in Season II.
||Changed Regular Tourney Blinds Structure: 15 min from level 10 and higher.
||Changed minimum player to hold a tournament to 5.
||Added rule changes for season 3. Outlaw points, blinds, bad beat and bullets jackpot, deals, and Irish Hold Em
||Added dealer selection rules.
||Change tourney payouts rules.
||Added No-Limit, Pot-Limit, Limit and Kill Pot rules.
||Season 5 setup
||Season 6 setup
||Season 7 setup
||Season 8 setup
||Season 9 setup
||Modify Code of conduct and Shuffling rules.
||Season 10 setup
||Season 11 setup
||Season 12 setup
||Season 13 setup; out of turn rules
||Season 14 setup
||Season 15 setup
||Season 16 setup
||Season 17 setup
||Modify Redrum rules
||Season 18 Setup
||Season 19 Setup
||Season 20 Setup
||Modify various rules after discussion at first tourney of season