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House Rules

[ an email Rafe sent to Kim on the eve of her first Tiltboy home game ]

*    *    *    *    *    *    *    *    *    *    *    *    *    *    *    

Kim,

I've included a set of rules with some of the games we most often play
below.  We are not really anal about the rules.  If a dispute comes up
and it's precedented we go with the precedent, if not then we just
come to some group consensus as to what's fair.  Last ditch is
roshambo of course.

One thing that might freak you out that isn't mentioned in the rules
is that there is often a "tilt cap".  Which means that one person says
he's in for the cap on this round, and if anyone else agrees to cap
it, then it's capped without going through the normal sequence of
bets.  If you are not one of the two tilt-cappers, you can decide to
be in for the cap or fold.  Since 80% of the time the pot is capped
anyway, it doesn't really change much.  It may affect your strategy
though inasmuch as you have one.  I sure don't :-)


--Rafe

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

            House Rules
              (as of 2/27/96)



1) No wild card games.  Other than that it's dealer's choice.

    a) Within reason.  We play mostly poker, with a few
        aberrations (e.g. ding-a-ling).  No 727, unless there is
        a football player present.

    b) Majority vote can veto a choice.

2) Only the dealer antes (deal rotates).  $3 with 6 or more $2 otherwise

    a) Occasionally we will agree to a round or so of "blind" structure
        games

3) Betting structure is $1, $1-$2, unless otherwise stated by dealer.

    a) In most games it is $1 for the first two rounds of betting and
        thereafter $1-$2.  In draw games it is $1 before the draw,
        and $1-$2 after.

    b) The bet automatically becomes $1-$2 on an open pair.

    c) Betting starts with the best high hand in games where there
        are non-common open cards (e.g. seven stud, spit-n-shit).
        Otherwise (e.g. in Holdem, Ding-a-ling) betting starts
        with the last bettor/raiser from the previous round.

4) Three raise maximum (not including original bet).

    a) If two players are heads up, unlimited raising is allowed in
        increments of the current maximum bet.

5) In split pot games there is a declare after the last round of cards
    are dealt and bet upon.  Declaring is done with one or more chips
    in hand, all players declaring simultaneously.  None for low, one
    for high, two for both.

    a) There is a final round of betting after the declare
    b) If one person is "locked", then that person starts the
       betting and is on autoraise up to the max

6) Best Low Hand

    a) Default is 5-4-3-2-A ("wheel"), i.e. straights and flushes
             do not "ruin" your low hand.

    b) A common variant we play is "64".  Best low is 6-4-3-2-A, and
            here straights and flushes are NOT low hands (or more precisely
        they rank above two-pair for low)

7) Qualifiers

    a) Default is there is no "qualifier" for low.  A pair of Aces is the
            best possible pair to have for low, followed by Deuces, etc.

    c) A common variant we play is "8 qualifier", aka "The Stupid Eight
        Rule (SER)".  Here you must qualify by having an Eight low
        or better.  You must show your qualifier even if you are the only
        on to declare low.

7) In split pot games, when declaring both ways

    a) You may use a different five cards for each way (in a
        non five card game)

    b) You must win (or tie) each way have any claim on
            the pot.  If not, you lose both ways.  On a tie in either
        or both directions, you get your share of the direction(s)
            you tie.  E.g. win high, tie one person low = 75% of the pot.

8) Misdeals are redealt with no penalty to any party.  After the first
    round of betting has occurred, exposed cards from the deal are
    shuffled back in, or become burn cards in flop games
     (e.g. hold'em, omaha)

    a) prematurely exposed live cards (e.g. dealer jumps the gun)
       are shuffled back into the deck before the deal

9) Debts

    a) Before Play - Everyone starts on a master list for the buy in.
        No money needs change hands until a player leaves.

    b) During Play - All transactions may be done on the list or with
        chips or "in the air" (see below)

        i) Late in a particular hand, instead of throwing in chips
           the betting may be done by calling out bets and settled
           in chips or on paper after the hand is over.

    c) After Play - All debts concerning a player should be settled with
        cash or check when a player leaves.  One-on-one debts may be
        handled however the two parties feel like it (e.g. IOUs).

10) Miscellaneous

    a) Unless the dealer specifically states otherwise before looking
        at his cards, the default rules are in effect (e.g. wheel,
        no qualifier).

    b) The Miranda Maneuver:  In "spit-n-shit", the first player (in deal
        order) to turn an Ace in the beginning must bet a dollar (live).

    c) No eating the cards (not even a perfect low), for less than $20.

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

RULES TO COMMON HOME GROWN GAMES WE PLAY


    Spit-n-Shit ("The Best Game We Play")
    -------------------------------------

Normal Rules

 1) Everyone is dealt three cards face down, chooses two of them to
     play with and discards the third (face down).  Then he rolls one of his
     two remaining cards face up.

 2) Round of Betting ($1)

 3) A "spit" card (common card) is dealt in the middle.  Everyone may
     use this card to complete their hand.  Everyone is dealt a
     private up card.

 4) Round of Betting ($1).
    Everyone is dealt a private up card.
    Round of Betting ($2)
    Everyone is dealt a private up card.
    Round of Betting ($2)

 9) Replacement.  At this point everyone has one hole card, four private
    up cards, and a common spit card.  Now each person may replace one
    of his private cards with a new one.  It is $1 to replace an up
    card, and $2 for the down card.  The decision process happens as follows:

    The person who made the last raise decides if he will take an
    up card, a down, or stay pat.  Each player makes this same
    decision in turn, paying the appropriate fee.  Then each
    person reveals which card (in the case of an up card) he will
    be replacing, again in turn beginning with the last raiser.
    Finally, each person is dealt his new card (if any).

 10) A final round of betting ($2)

 11) Declare Hi or Lo or Both


1-2-5-10 Variant

 Same as Normal Except:

 - You keep your discard from 1) above and put it aside for possible
    later use in the hand
 - Play proceeds as normal until the replacement
 - During the replacement, you get the following four choices:
    1) Take a new up card ($1) (same as before)
    2) Take a new down card ($2) (same as before)
    3) Replace one of your up cards with your "discard" ($5)
    4) Replace your hole card with your "discard" ($10)

1-2-5 Variant

 Same as Normal Except:

 - You can replace the spit card for yourself with a new up card for $5





    Ding-a-Ling (Technically not a poker game)
    ------------------------------------------

Normal

 0) Hands are valued as follows: Add up your cards using blackjack
    scoring(i.e. face value, picture cards are 10, and Aces are 1 or
    11).  You can go Hi, Lo, or Both

 1) Everyone is dealt five down cards to start.

 2) A middle card is dealt and if you have any cards matching its
    exact rank, you must drop (expose) them.  They are no longer part
    of your hand.

 3) Repeat (2) four more times. (There will be five middle cards (they
    do not play for you)).

 4) If you do drop all of your cards, this is called Ding-a-Ling and
    you automatically get the whole pot. (see Note 1 below)

 5) Otherwise, Declare Hi, Lo, or Both

 Note 1: If a middle card appears which gives you Ding-a-Ling, you have
    the option of not exposing any or all of that rank that you hold
    in hopes to squeeze more bets out of your opponents.  E.g. Suppose
    you have three 9's in your hand left and the case 9 comes up in
    the middle.  At that point you can either drop them all and claim
    the pot, drop 2 of them, drop 1 of them, or drop none of them.
    If you do not claim the pot immediately, you must declare both.
    If more than one person gets ding-a-ling (theoretically possible,
    but highly unlikely), then the first person to claim it, wins.

 Note 2: If you fail to drop a card you are supposed to (with the
    exception of when you get Ding-a-Ling), you automatically forfeit
    the hand.

With a Twist

 Same as normal except before the declare you may replace one of your
    remaining cards for $1 with a new one.  If the new one matches any
    middle card, you must drop it.



    Criss-Cross
    -----------

Normal Rules

 1) Everyone is dealt five down cards.
    (There will be five common cards arranged in a cross at the end
     of the hand.  You may use all five of your hold cards OR any two
     of your hole cards plus either of the two rows of the cross to
     make a complete five card hand.  You may use a different
     combination to go hi and lo).

 2) Initially all of the cross cards are face down except one (an end
     card).

 3) Each remaining cross card is exposed one by one moving clockwise,
     ending with the middle card, and a round of betting takes place
     in between each exposure.

 4) Declare Hi, Lo, or Both

2-3-5 Variant

 Same as normal except you have the further option of using three hole
     cards and any TWO of the cross cards to make your hand(s).

With a Twist

 In either of the above versions an optional twist may occur ($1) for
     one of your hole cards after the round of betting after the
     middle card is exposed.


    Spit-n-Cross-Ding-a-Ling-With-A-Twist
    -------------------------------------

Sort of a combo of Spit-n-Shit, Criss Cross and Ding-a-Ling.  It is
fundamentally a ding-a-ling game (i.e. count up your points), played
high/low.

1) Everyone is dealt 3 cards face down and there is a communal cross
   pattern dealt in the middle face down.  One communal card is
   flipped and betting starts.

2) Cards will be flipped over just as in Criss Cross, ending with the
   middle card.  You must drop all cards you hold that match a
   communal card, and they no longer play for you.

3) You make a hand by using any one row of communal cards and the
   cards left in your hand.  You MUST use the maximum number of cards
   in your hand UNLESS you have all three left, in which case you have
   the option of using either two and any row OR all three and any two
   from a row.  If you lose all three cards, you ding-a-ling and
   automatically scoop the pot (or split with any other ding-a-lings).

4) After the last round of betting, but before the declaration, you
   have the option twisting a card for $5.

This is one sick game.  To malaprop a well known pro: "If you don't
lose alot of money making a fundamental error in this game, you are
not playing it right." :-)