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Version 2

TABLE OF CONTENTS
TABLE OF CONTENTS..........................................................2
ACKNOWLEDGEMENTS......................................................14
ABOUT PAGCOR POKER'S IMPLEMENTING RULES AND
GUIDELINES.....................................................................15
ARTICLE ONE - THE DECISION-MAKING_PROCESS...........16
1.01 APPLICATION OF RULES..........................................16
1.02 TIMING OF OBJECTIONS TO ERRORS.......................16
1.03 FACTORS INFLUENCING DECISIONS........................16
1.04 DECISION-MAKING PROCEDURES............................16
1.05 DECISIONS BEYOND THE RULES..............................17
1.06 DISCIPLINE ARISING FROM DECISIONS..................17
1.07 CONFLICT OF RULES................................................17
1.08 AVOIDING UNFAIR RESULTS....................................17
1.09 PRINCIPLES FOR INTERPRETING RULES..................18
ARTICLE TWO – THE PARAMOUNT RULES.........................19
2.01 SPIRIT OF THE GAME...............................................19
2.02 BASIC PRINCIPLES OF RULES..................................19
2.03 DECISIONS ARE FINAL............................................19
2.04 GROUNDS FOR EXPULSION......................................19
2.05 PRIORITY OF PARAMOUNT RULES............................19
2.06 PURPOSE OF RULES.................................................19
ARTICLE THREE – RIGHTS AND PRIVILEGES OF
MANAGEMENT..................................................................20
3.01 FINAL WORD...........................................................20
3.02 CONDUCT OF OTHERS..............................................20
3.03 FAULTY DECISIONS IN GOOD FAITH........................20
3.04 STARTING AND BREAKING GAMES...........................20
3.05 CHANGING GAME CONDITIONS................................20
3.06 MUST-MOVE.............................................................20
3.07 SEATING..................................................................21

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3.08 SPECTATORS...........................................................21
3.09 RIGHT TO INSPECT CARDS.......................................21
3.10 CHIPS ON THE TABLE...............................................21
3.11 STANDARDS OF DRESS, LANGUAGE AND CONDUCT;
SMOKING........................................................................21
3.12 SUSPENSION OF RULES...........................................21
3.13 HOUSE EMPLOYEES..................................................21
3.14 NO TRANSFER OF LIABILITY....................................21
ARTICLE FOUR – THE GAME OF POKER.............................22
4.01 THE DECK AND CARDS.............................................22
4.02 SUITS......................................................................22
4.03 THE POT (THE OBJECT OF POKER)...........................22
4.04 PLAYER ACTIONS.....................................................22
4.05 START OF THE HAND................................................22
4.06 ORDER OF PLAY.......................................................23
4.07 FIRST TO ACT..........................................................23
4.08 BETTING ROUNDS....................................................23
4.09 ANTES & BLINDS.....................................................23
4.10 NUMBER OF PLAYERS..............................................23
4.11 NUMBER OF CARDS..................................................24
4.12 WINNING THE POT..................................................24
4.13 HIGH HAND RANKINGS............................................24
4.14 KICKERS/SIDE CARDS.............................................25
4.15 RANKING OF LOW HANDS........................................26
4.16 QUALIFIERS FOR LOW.............................................26
4.17 HOLD'EM EXAMPLE..................................................26
4.18 STUD EXAMPLE........................................................26
ARTICLE FIVE – COMMUNITY CARD (HOLD'EM-TYPE)
GAMES..............................................................................28
5.01 HOLD'EM GAMES GENERALLY...................................28
5.02 THE DEAL; BETTING ROUNDS...................................28
5.03 THE DEALER BUTTON; ORDER OF PLAY....................28

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PAGCOR Poker Implementing Rules and Guidelines version 2
5.04 BLINDS....................................................................28
5.05 TEXAS HOLD'EM.......................................................29
5.05.01 BOARD GAME RULES APPLY................................29
5.05.02 TWO HOLE CARDS...............................................29
5.05.03 PLAY ZERO, ONE OR TWO...................................29
5.05.04 PLAYING THE BOARD..........................................29
5.06 OMAHA HOLD’EM.....................................................29
5.06.01 PROCEDURES SAME AS TEXAS HOLD'EM.............29
5.06.02 NUMBER OF CARDS.............................................29
5.06.03 TWO FROM THE HAND, THREE FROM THE BOARD30
5.06.04 SHOWDOWN.......................................................30
5.07 OMAHA HOLD'EM HIGH-LOW SPLIT..........................30
5.07.01 PROCEDURES SAME AS OMAHA HOLD'EM HIGH. .30
5.07.02 TIED HANDS.......................................................30
5.07.03 QUALIFIERS.......................................................30

ARTICLE SIX – SEVEN-CARD STUD...................................31


6.01 STUD DISTINGUISHED.............................................31
6.02 BASICS OF STUD GAMES..........................................31
6.03 SEVEN-CARD STUD (SCS) DEFINED..........................31
6.03.01 NUMBER OF PLAYERS.........................................31
6.03.02 ANTES................................................................31
6.03.03 INITIAL CARDS AND BRING-IN..........................32
6.03.04 RESPONDING TO THE BRING-IN.........................32
6.03.05 FOURTH STREET.................................................32
6.03.06 FIFTH & SIXTH STREET.......................................32
6.03.07 SEVENTH STREET................................................32
6.03.08 ORDER OF PLAY..................................................33
6.03.09 DEALER ANNOUNCEMENTS.................................33
6.03.10 ABSENT PLAYER WHO HAS ANTED......................33
6.03.11 MONEY NECESSARY TO RECEIVE A HAND............33
6.03.12 FOLDING WHEN NOT FACED WITH A BET............33
6.03.13 CHANGING ORDER OF UPCARDS.........................33
6.03.14 TURNING UPCARDS DOWN; MIXING UPCARDS &
DOWNCARDS...................................................................33
6.03.15 WRONG DESIGNATED 'BRING-IN' LOWCARD......34
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6.03.16 PROCEDURAL ERRORS IN DEALING....................34
6.03.17 LAST CARD FACE-UP...........................................35
6.03.18 NOT ENOUGH CARDS..........................................35
6.03.19 COMPLETE HAND TO WIN POT............................35
6.03.20 CALLING EVEN THOUGH UNABLE TO BEAT THE
BOARD CARDS.................................................................35

ARTICLE SEVEN – BETTING STRUCTURES.........................36


7.01 NO-LIMIT POKER.....................................................36
7.01.01 AMOUNT BET......................................................36
7.01.02 NO CAP...............................................................36
7.01.03 MINIMUM BET & RAISE......................................36
7.01.04 NO CHECKRAISING AN ALL-IN WAGER...............36
7.01.05 RELEASE OF CHIPS.............................................36
7.01.06 VERBAL DECLARATIONS OF BETS ARE BINDING. 36
7.01.07 OVERSIZED CHIP................................................37
7.01.08 ANNOUNCING RAISE..........................................37
7.01.09 RIGHT TO KNOW MONEY....................................37
7.01.10 HOUSE MAY INVOKE CLOCK................................37
7.01.11 INSURANCE AND PROPOSITION BETS................37
7.02 POT-LIMIT POKER...................................................37
7.02.01 BETTING UP TO THE AMOUNT IN THE POT..........37
7.02.02 NO-LIMIT RULES APPLY......................................38
7.02.03 OPENING BET.....................................................38
7.02.04 DETERMINING THE SIZE OF THE POT..................38
7.02.05 OVERBETS..........................................................38
7.02.06 OVERSIZED CHIP................................................38
7.02.07 POT-LIMIT VARIATIONS.....................................38
7.03 SPREAD-LIMIT (A.K.A. UNSTRUCTURED) POKER......39
ARTICLE EIGHT – RULES RELATING TO MONEY, STAKES
AND BUY-INS...................................................................40
8.01 PLAYER'S MONEY.....................................................40
8.02 MINIMUM BUY-IN....................................................40
8.03 MINIMUM BETTING UNIT.........................................40
8.04 APPROPRIATE CHIP DENOMINATION.......................40

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8.05 TABLE STAKES.........................................................41
8.06 SHORT RE-BUYS......................................................41
8.07 PLAYING BEHIND....................................................41
8.08 CHIPS IN VIEW........................................................41
8.09 ALL-IN BETS............................................................42
8.09.01 RAISING AN ALL-IN BET OF LESS THAN ONE-HALF
A BET..............................................................................42
8.09.02 RAISING AN ALL-IN BET OF ONE-HALF A BET OR
MORE..............................................................................42
8.10 POT SPLITTING.......................................................43
8.11 INSURANCE.............................................................43
8.12 SIDE BETS...............................................................43
8.13 PLAYING CASH........................................................43
8.14 WRONG AMOUNT IN THE POT..................................43
8.15 PLAYERS NOTICING ERRORS...................................43
8.16 BETTING CAPS.........................................................43
8.17 OVERSIZED CHIP.....................................................44
8.18 ODD CHIP................................................................44
ARTICLE NINE – BETTING ROUNDS, ACTION AND PLAY OF
HANDS.............................................................................45
9.01 ACTING IN TURN.....................................................45
9.02 ACTING PROMPTLY..................................................45
9.03 CLOCK REQUEST......................................................45
9.04 FOLLOW THE ACTION...............................................45
9.05 CHIPS SPEAK FOR ACTION.......................................46
9.06 ACTIONS WITH CHIPS; FORWARD MOTION..............46
9.07 SPLASHING THE POT...............................................46
9.08 ACTING OUT-OF-TURN.............................................47
9.09 VERBAL DECLARATIONS OF ACTION........................47
9.10 STRING RAISES.......................................................47
9.11 CHIP MOVES............................................................47
9.12 MOTIONS CONSTITUTING A CHECK OR RAISE..........47

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9.13 CHECKRAISING........................................................48
9.14 ONE PLAYER TO A HAND..........................................48
9.15 CONDITIONS OF CONTEST.......................................48
9.16 OBJECTING TO ERRORS...........................................48
9.17 SUBSTANTIAL ACTION.............................................48
9.18 DEAD HANDS...........................................................49
9.19 RETRIEVING HANDS................................................49
9.20 INTENTIONALLY EXPOSING CARDS..........................49
ARTICLE TEN - THE SHOWDOWN OF HANDS AND
AWARDING THE POT........................................................50
10.01 ORDER OF SHOWDOWN.........................................50
10.02 PROBABLE WINNER AT SHOWDOWN......................50
10.03 SHOW ALL CARDS..................................................50
10.04 READING HANDS...................................................50
10.05 CARDS SPEAK........................................................50
10.06 TIED HANDS..........................................................51
10.07 SHOWDOWN WITH SIDEPOTS................................51
10.08 REQUESTS TO SEE A CALLED HAND........................51
10.09 KILLING LOSING HANDS........................................51
10.10 PROTECTING INTEREST IN THE POT......................52
10.11 PUSHING THE POT.................................................52
10.12 SHOW ONE, SHOW ALL..........................................52
10.13 AFTER SHOWDOWN...............................................52
ARTICLE ELEVEN - BLINDS AND THE DEALER BUTTON......53
11.01 THEORY BEHIND BLIND RULES..............................53
11.02 LIMIT BLIND STRUCTURE......................................53
11.03 POT-LIMIT AND NO-LIMIT BLIND STRUCTURE.......54
11.04 NO DEAD BUTTON..................................................54
11.05 POSTING BLINDS...................................................54
11.06 MISSED BIG AND SMALL BLINDS...........................54
11.07 MAKING UP BLINDS...............................................55

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11.08 ADJUSTING BLINDS FOR PLAYERS WHO LEAVE ON
THEIR SMALL BLIND........................................................55
11.09 EXPLANATORY NOTE..............................................56
11.10 ADJUSTING BLINDS FOR PLAYERS WHO LEAVE ON
THEIR BUTTON................................................................56
11.11 BLINDS ARE LIVE...................................................56
11.12 HEADS-UP PLAY.....................................................56
11.13 NEW PLAYERS.......................................................57
11.14 NEW GAME.............................................................57
11.15 SHORT-HANDED GAMES.........................................57
11.16 STRADDLES & SLEEPERS........................................57
11.17 ALL-IN FOR PART OF THE BLIND............................58
11.18 EFFECT OF SEAT CHANGES ON THE BLINDS............58
11.18.01 MOVING INTO THE BLINDS...............................58
11.18.02 MOVING AWAY FROM THE BLINDS...................58
11.18.03 MOVING INTO A SEAT WITH THE DEALER
BUTTON OR THE BLIND...................................................58
11.18.04 MOVING WHEN IT IS A PLAYER'S TURN TO POST
THE SMALL BLIND...........................................................58
11.18.05 MOVING IMMEDIATELY AFTER HAVING POSTED
THE BLINDS OR PLAYED THE BUTTON.............................58
11.18.06 MOVING FROM THE BUTTON.............................59
11.18.07 DEAD SMALL BLIND MONEY..............................59
11.18.08 DEALING OFF....................................................59
11.19 IMPROPERLY POSITIONED BUTTON.......................59
ARTICLE TWELVE - TABLE ASSIGNMENTS, SEATING,
STARTING GAMES, TRANSFERS, LISTS, ETC......................60
12.01 NUMBER OF PLAYERS TO START A NEW GAME........60
12.02 PROCEDURES FOR STARTING A NEW GAME............60
12.02.01 CALLING FROM LIST.........................................60
12.02.02 BUTTON PLACEMENT........................................60
12.02.03 SEAT SELECTION..............................................60
12.02.04 SPREADING THE DECK......................................61

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12.02.05 DEALING THE FIRST HAND...............................61
12.02.06 NEW PLAYER'S BUY-IN.....................................61
12.03 SEAT CHANGE RULES.............................................61
12.03.01 EXISTING PLAYER'S PRIORITY.........................61
12.03.02 PRIORITY AMONG EXISTING PLAYERS.............61
12.03.03 MOVING IN BLIND GAMES................................62
12.03.04 NEW PLAYER'S LOCK-UP...................................62
12.04 PLAYER WAITING LISTS........................................62
12.05 WAITING LIST LOCK-UPS......................................62
12.06 PLAYING OVER......................................................63
12.07 TABLE TRANSFERS.................................................63
12.08 PLAYER ABSENT PROCEDURES...............................63
12.09 BROKEN GAMES.....................................................63
12.09.01 NUMBER OF PLAYERS TO BREAK GAME.............63
12.09.02 DRAWING FOR SEATS IN OTHER GAMES...........64
12.09.03 MINIMUM BUY-IN COMING FROM A BROKEN
GAME..............................................................................64
12.10 MUST-MOVE GAMES...............................................64
12.10.01 ORDER OF LIST.................................................65
12.10.02 SELECTING THE PLAYER TO MOVE....................65
12.10.03 MINIMUM BUY-IN IN MUST-MOVES..................65
12.10.04 BLINDS IN BUTTON MUST-MOVE GAMES...........66
12.10.05 SHORT-HANDED MUST-MOVE GAMES................66
12.10.06 ABSENT PLAYER MOVED...................................66
12.10.07 STATUS OF THIRD GAME...................................66
12.10.08 WHEN A FOURTH GAME STARTS........................66
12.10.09 TEMPORARY MUST-MOVE GAMES......................67

ARTICLE THIRTEEN - DEALERS, THE DEAL AND THE DECK 68


13.01 GENERAL PRINCIPLES...........................................68
13.02 START OF THE HAND..............................................68
13.03 THE SHUFFLE AND CUT..........................................68
13.04 BASIC DEALER PROCEDURES.................................68
13.05 BLINDS' OPTIONS..................................................68
13.06 SCOOPING BETS....................................................69
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13.07 PITCH....................................................................69
13.08 BURNING...............................................................69
13.09 EXPOSED CARDS....................................................69
13.10 BOXED CARDS........................................................70
13.11 JOKER IN THE DECK...............................................70
13.12 FOULED DECK........................................................70
13.13 PREMATURE DRAWING OF BOARD CARDS..............71
13.13.01 PREMATURE EXPOSURE OF FLOP-CARDS..........71
13.13.02 PREMATURE EXPOSURE OF TURN-CARD............71
13.13.03 PREMATURE EXPOSURE OF RIVER-CARD..........71
13.14 FLOP PLACEMENT..................................................71
13.15 STUB COUNTS........................................................71
13.16 DEALER ANNOUNCEMENTS.....................................72
13.17 ABSENT PLAYER'S CHIPS.......................................72
13.18 LAST CARD............................................................72
13.19 DECK CHANGES AND SET-UPS................................72
13.20 MISDEALS..............................................................72
13.21 END OF THE HAND.................................................73
13.22 DEALERS AND DECISIONS.....................................73
13.23 IMPROPERLY DROPPED DECK................................74
13.24 RESHUFFLES..........................................................74
ARTICLE FOURTEEN – TIME COLLECTION AND RAKE........75
14.01 TIME AND RAKE GENERALLY..................................75
14.02 TIME COLLECTION.................................................75
14.03 TIME POTS.............................................................75
14.04 TAKING RAKE........................................................75
14.05 BUTTON COLLECTION............................................76
ARTICLE FIFTEEN – MISCELLANEOUS RULES....................77
15.01. HOUSE BUTTONS..................................................77
15.01.01 PLAYER ABSENT BUTTON, A.K.A. NO PLAYER
BUTTON..........................................................................77
15.01.02 LOCK-UP BUTTON A.K.A. RESERVE BUTTON......77
15.01.03 MISSED BIG BLIND BUTTON.............................77
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PAGCOR Poker Implementing Rules and Guidelines version 2
15.01.04 MISSED SMALL BLIND BUTTON.........................77
15.02 TABLE SIGNS.........................................................77
15.03 SMOKING...............................................................77
15.04 SPECTATORS.........................................................78
15.05 COLLUSION...........................................................78
15.06 DISCUSSING CARDS IN PLAY.................................79
15.07 READING...............................................................79
15.08 ENGLISH ONLY......................................................79
15.09 RABBIT HUNTING..................................................79
15.10 CARDS REMAIN ON THE TABLE...............................79
15.11 TELEPHONES AT THE TABLE...................................79
15.12 PROFANITY, VERBAL ABUSE..................................79
15.13 ANNOUNCING IRREGULARITIES............................79
ARTICLE SIXTEEN – POKER ETIQUETTE............................80
16.01 PRINCIPLES OF POKER..........................................80
16.02 ACTING IN TURN...................................................80
16.03 ABUSE...................................................................80
16.04 ACTING OUT-OF-TURN...........................................80
16.05 CHIPS IN VIEW......................................................80
16.06 CHANGING ORDER OF UPCARDS............................81
16.07 CLARIFY ACTION VERBALLY...................................81
16.08 DELIBERATE OBSTRUCTION...................................81
16.09 DISCARDING HANDS PROPERLY............................81
16.10 DISCUSSING CARDS IN PLAY.................................81
16.11 EXPEDITING THE GAME.........................................81
16.12 ILLEGAL STACKING OF CHIPS................................82
16.13 INTENTIONALLY EXPOSING CARDS........................82
16.14 LEAVING THE TABLE..............................................82
16.15 FOLLOW THE ACTION.............................................82
16.16 PEEKING................................................................82
16.17 ONE PLAYER TO A HAND........................................82
16.18 PLAYERS NOTICING ERRORS.................................83

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16.19 SLOWROLLING......................................................83
16.20 SPLASHING THE POT.............................................83
16.21 SHOW ALL CARDS..................................................83
16.22 STALLING..............................................................83
16.23 TABLE SPACE.........................................................83
16.24 TALKING, CRITIQUING, ETC...................................83
16.25 TREAT DEALERS COURTEOUSLY.............................84
ARTICLE SEVENTEEN – SUMMARY OF IRREGULARITIES. . .85
17.01 ABSENT PLAYER.....................................................85
17.02 ACTING OUT-OF-TURN...........................................85
17.03 BOXED CARDS........................................................85
17.04 COLLUSION...........................................................85
17.05 DEAD HANDS.........................................................86
17.06 ERRORS IN BURNING CARDS.................................87
17.07 EXPOSED CARDS....................................................88
17.08 EXPOSED HOLECARDS IN SEVEN-CARD STUD.........88
17.09 EXTRA MONEY IN THE POT.....................................88
17.10 FLASHED CARDS....................................................88
17.11 FOLDING WHEN NOT FACED WITH A BET...............88
17.12 FOULED DECK........................................................88
17.13 IMPROPERLY DROPPED DECK................................89
17.14 INCORRECT NUMBER OF CARDS.............................89
17.15 INCORRECT NUMBER OF FLOP-CARDS....................89
17.16 JOKER IN THE DECK...............................................89
17.17 LAST CARD FACE-UP..............................................90
17.18 MISDEALS..............................................................90
17.19 MISSING CARDS....................................................91
17.20 NO-LOOK PLAY......................................................91
17.21 OVERDEALT CARD..................................................91
17.22 PLAYING THE BOARD.............................................91
17.23 PREMATURE DRAWING OF BOARD CARDS..............92
17.23.01 PREMATURE EXPOSURE OF FLOP-CARDS..........92

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17.23.02 PREMATURE EXPOSURE OF TURN-CARD............92
17.23.03 PREMATURE EXPOSURE OF RIVER-CARD..........92
17.24 PROCEDURAL ERRORS IN DEALING........................92
17.25 TURNING UPCARDS DOWN; MIXING UPCARDS &
DOWNCARDS...................................................................93
17.26 UNPROTECTED HANDS...........................................93
17.27 WRONG AMOUNT IN THE POT................................94
17.28 WRONG DESIGNATED 'BRING-IN' LOWCARD..........94
17.29 WRONG PLACEMENT OF THE BUTTON.....................94
GLOSSARY........................................................................95
AFTERWORD...................................................................139
APPENDIX A - PROPOSED STAKES STRUCTURES.............140
FIXED AND SPREAD-LIMIT BOARD GAMES.....................140
POT-LIMIT AND NO-LIMIT BOARD GAMES......................140
FIXED AND SPREAD-LIMIT SEVEN-CARD STUD...............140
APPENDIX B – PROPOSED JACKPOT STRUCTURE AND
RULES.............................................................................141
COLLECTION OF JACKPOT MONEY..................................141
ADMINISTRATIVE FEES.................................................141
HIGH HAND AND ROYAL JACKPOTS................................141
GENERAL RULES OF BAD BEAT JACKPOTS......................142
JACKPOT QUALIFIERS AND CONDITIONS.......................143
PAYOUT PROCEDURES...................................................144
APPENDIX C – SAMPLE TOURNAMENT RULES.................145
INDEX..............................................................................149

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PAGCOR Poker Implementing Rules and Guidelines version 2
ACKNOWLEDGEMENTS

The task of creating and writing a poker manual that will provide a
comprehensive knowledge on the rules of poker games being offered in
Pagcor’s poker rooms required the expertise of the members of the Poker
Manualization Committee.

This included the review of numerous poker rulebooks and manuals, extensive
research and study, thorough discussions, editing and re-writing. During the
evolution of this project, the members gave preference to the rule that best
serves the interest of fairness, efficiency, simplicity and tradition: the
foundation of the rules of poker.

The general philosophy used in this manual is to make the rules sufficiently
concise so a floorperson/arbiter can accurately apply the proper ruling to
ensure the integrity of the games.

In this regard, the Poker Manualization Committee extends its heartfelt thanks
to Mr. Efraim C. Genuino, Chairman and Chief Executive Officer, Mr. Rafael
“Butch” A. Francisco, President and Chief Operating Officer, and the Board of
Directors for their leadership and support for the development of this manual.

The Committee Chairmen, MH Tomas A. Consolacion and CSM Dennis H.


Dacanay, and the members would like to thank Mr. Sam “Butch” Sundram,
ex-dealer/floorperson and rated WPT/WSOP player, for immeasurably sharing
to the committee his personal experience, knowledge and expertise in the
game of poker.

Manila
May 02, 2006

The Poker Manualization Committee


MH Tomas A. Consolacion
CSM Dennis H. Dacanay
AMH Eduardo C. Garcia
PM Ruel I. Castillo
GAO Victor O. De Leon
PS Cheryl Anne C. Francisco
PS Jonathan T. Gregorio
PS Maximino B. Pilarta, Jr.
Consultant Teodoro S. Ela, Jr.

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PAGCOR Poker Implementing Rules and Guidelines version 2
ABOUT PAGCOR POKER'S IMPLEMENTING RULES AND
GUIDELINES

A big part of poker's appeal is that at its essence, the rules are almost the
same everywhere. For the most part, you play with a deck of fifty-two cards,
four suits, thirteen ranks, and the best five-card hand takes the money. There
are only five combinations of actions: check, bet, call, raise, and fold.

The purpose of this manual is to provide a uniform set of rules for our
cardrooms.

Where rules differ, the preference has been given 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, and the 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, preference has been given to the rule that will encourage players to
get involved and play the hand.

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. Together with the Glossary and the Appendices for suggested
procedures at the end of the rules, these are the components of Pagcor
Poker’s Implementing Rules and Guidelines.

While some players and other poker cardroom managers may not agree with
all the rules included herein, it is the comprehensiveness of Pagcor Poker’s
Implementing Rules and Guidelines that will result in it being used as a
standard in Pagcor cardrooms nationwide.

There are thousands of varieties of poker, however this manual is limited to


Texas Hold’em, Seven-Card Stud, Omaha Hold’em High and Omaha Hold’em
High-Low Split. This manual considers fixed-limit, spread-limit, pot-limit and
no-limit games. Sample tournament rules are set forth in the appendices.

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PAGCOR Poker Implementing Rules and Guidelines version 2
ARTICLE ONE - 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. Pagcor Poker’s Implementing Rules and
Guidelines 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 a situation that calls for
application or interpretation of a rule, 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 rulemaking (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 herein
to the exclusion of any other definitions.

1.02 TIMING OF OBJECTIONS TO ERRORS

The proper time to draw attention to an irregularity or error is when it occurs.


Objection to any matter arising in the course of a hand must be made before
the first riffle 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 than a more experienced and knowledgeable player. 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 another player 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. The players
involved in the situation shall then 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
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have any facts which may shed light on the decision. 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, 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 Pagcor’s
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 the pot or not, has
there been a misdeal, etc. However, at some times a decision may result in
discipline of a player. Management, through its representative the
floorperson, is very limited in what it can do -- or for that matter should do --
regarding disciplining a player who violates the rules. Player intent and
experience are important variables in disciplining them. Depending on the
gravity of the offense, the floorperson may choose to:

a. Expel the player from the game and set a time limit before which he
cannot return;
b. Suspend the player from the card room for a period of time;
c. Bar the player from the card room.

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 Pagcor Poker’s Implementing Rules and Guidelines is in


conflict with the rules of a particular game, the rules of that particular game
shall take precedence and supersede the general rule. In any other case
where two rules may conflict, 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, the floorperson shall have the 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.

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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. The rules apply to all poker
games, regardless of nature and structure. Rules peculiar to particular games
are discussed in separate Articles. 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 Glossary is used in a rule, that word shall be construed
pursuant to the definition.

ARTICLE TWO – 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, and the spirit of
all rules is 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

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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 ARE FINAL

Management decisions, through the floorperson, are final and not subject to
appeal.

2.04 GROUNDS FOR EXPULSION

The following shall be grounds for immediate expulsion from the card room:

a. Verbally or physically threatening any patron or employee.


b. Destruction of card room property (including cards).
c. Throwing cards at an employee or patron.

This list of grounds for expulsion is not all-inclusive; Management has the
authority to expel a player for any grounds it deems reasonable.

2.05 PRIORITY OF PARAMOUNT RULES

The Paramount Rules shall supersede all other rules.

2.06 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 it is the responsibility of the players to
know the rules of the game, it is not intended that an innocent or
inexperienced one 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.

ARTICLE THREE – RIGHTS AND 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, on the manner in which play shall be
conducted, and on enforcement of any rules. Management further has the
right to prohibit any player from using its facilities for any reason whatsoever.
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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 the consequences of behavior 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 and 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. (See Article 12 of Pagcor’s
Rules relating to seating and lists 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. Furthermore, no change in structure or limits shall be made if any
player objects.

3.06 MUST-MOVE

The house may require that players be placed on a must-move list and moved
from the game they are in to another game of the same type with the same
structure and limits. (See Article 12 of the Pagcor’s Rules relating to seating
and lists 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 or more 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 Article 12 of
Pagcor's Rules relating to seating and lists for more details.)
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3.08 SPECTATORS

The house has the right to prohibit the entry of spectators from the card
room, re-position them or otherwise restrict their movements.

3.09 RIGHT TO INSPECT CARDS

The house has the right to inspect any discarded hand, whether called or not,
to protect the integrity of the game.

3.10 CHIPS ON THE TABLE

The house is not responsible for chips left on the table by an absent player,
whether verified by a floorperson or not. Players should take their chips with
them when leaving the table, but they must return with at least the same
amount of chips to the table if and when they re-enter the game.

3.11 STANDARDS OF DRESS, LANGUAGE AND CONDUCT;


SMOKING

The house has established standards for dress, talk and behavior in the
cardroom. The poker room is a non-smoking room.

3.12 SUSPENSION OF RULES

The house has 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 left on the table.

ARTICLE FOUR – 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). 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

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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 are 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 which suit it
is. 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 Pagcor’s Rules. For these purposes only, suits are ranked alphabetically,
from lowest to highest (clubs, diamonds, hearts, and spades, with spades
being the highest).

4.03 THE POT (THE OBJECT OF POKER)


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 and potential strength of the hands they
hold relative to the hands they believe their opponents hold and other
variables, 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 have been dealt pursuant to the
rules of the game, or one player is left after all the 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 the Glossary for more specifics on the
five basic actions of poker.) Which player acts first and what the 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 after 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 in play and may not stop until
the end of the hand. (See Articles 13.02 and 13.03 of Pagcor’s Rules 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

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Seven-Card Stud, the lowest upcard is required to commence the betting with
a forced bet known as the bring-in, which is equivalent to one-half a small bet
in fixed-limit games. In Hold'em games, the first two players after the dealer
button are required to enter the pot blind, the first player for a portion of a
small bet -- one-half the small bet -- the second player for a full small bet.
(See Article 11 for bring-in and blind requirements.) House rules require two
blind bets. 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. Texas Hold'em and
Omaha Hold'em (a.k.a. board or community card games) each have four
betting rounds: before the flop (first three community cards) is dealt, 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 has five
betting rounds: one after the first three cards are dealt and one after each
subsequent card is dealt.

4.09 ANTES & 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
betting 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, while 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 in Appendix A, but they shall not be deemed
rules.

4.10 NUMBER OF PLAYERS


Anywhere from two to ten 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, the maximum number of players is eight. In Texas Hold'em
and Omaha Hold'em, the maximum number of players is ten.
4.11 NUMBER OF CARDS

In the most popular games, Texas Hold'em and Seven-Card Stud, the 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.

4.12 WINNING THE POT

The pot may be won in one of two ways. If a player makes a wager that no

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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 lesser the relative statistical frequency of
occurrence, the higher is the ranking. The following are the rankings of poker
hands, in ascending order:

a. High Card: A hand that contains no matching cards, is not of all the
same suit, and has no particular sequence. Example: A, Q, 10, 8, 6.
The high card determines the rank 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 is higher ranked than A, 10, 9, 8, 7.
b. One Pair: Two matching cards of the same value combined with
three unrelated cards. Example: Q, Q, 9, 7, 4. The value of the pair
determines the ranking of the hand. If two players hold the same
pair, then the ranking of the side cards determines the winning
hand.
c. Two Pair: Two separate pairs of matching cards of different values
contained within the same hand with an unrelated fifth card. The
value of the higher pair within the two pairs 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
value of the second pair determines the winner (i.e., K, K, Q, Q, x
beats K, K, 9, 9, x). If two players hold the same two pairs (i.e.,
kings and jacks), then the rank of the sidecard (a.k.a. kicker)
determines the winning hand.
d. Three of a Kind (a.k.a. Trips): Three cards of the same value and
two non-matching cards. The value of the three matching cards
determines the ranking of the three of a kind (i.e., 9, 9, 9, J, K is
higher ranked than 8, 8, 8, K, A).

e. Straight: Five cards in consecutive order, not of the same suit. The
highest card within the straight determines its rank. A nine high
straight would beat an eight high straight. Example: 5, 6, 7, 8, 9.
f. Flush: Five cards of the same suit that are not in consecutive order.
The highest value card of the flush is used to determine the rank of
the hand; in case of a tie for the highest card, ranking is based on
the hands' second highest cards and so on. Example: Q, 9, 8, 6, 3
all in spades. This hand would beat the J, 10, 8, 6, 3 of hearts.

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g. Full House: A hand that contains three cards of the same value
along with a pair. The higher the value of the three cards, the higher
the rank of the full house. Example: K, K, K, Q, Q.
h. Four of a Kind (a.k.a. Quads): Four cards of the same value. The
higher the value of the four matching cards, the higher the rank of
the four of a kind. Example: 5, 5, 5, 5, K.
i. Straight Flush: Five cards of the same suit in consecutive order.
The highest card of the straight flush determines its rank. An eight
high straight flush beats a seven high straight flush. Example: 4, 5,
6, 7, 8 all hearts.
j. Royal Flush: The five highest value cards in consecutive order, all
of the same suit. Example: 10, J, Q, K, A all spades.
k. Five Aces: This hand is only possible in games played with a
joker/s or a bug/s.

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, 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, 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 cards would determine the winner, even though all active
players in the pot have four of a kind.

In Seven-Card Stud, if two players held the same two pairs, the one with the
highest fifth card would win the pot. If both players held an identically ranked
fifth card, the hands would be tied and the pot would be split.

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
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 OF LOW HANDS


In split pot games and games for low, the following is the ranking of the best
low hands from best to worst:

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)
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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. Etcetera. This progression continues all the way through the worst
(highest) low hand, that is, 8-7-6-5-4.

4.16 QUALIFIERS FOR LOW

Omaha High-Low Split requires 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.

4.17 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
Article 11.11 of Pagcor’s rules relating to the blinds and the dealer button for
more details.) After the betting round, the dealer burns and turns three
community cards, known as the flop, burns again then draws a single
community card known as the turn, burns again and then draws a final
community card known as the river. More details of how each of these games
is played are provided in the Articles related to each game.

4.18 STUD EXAMPLE

In Seven-Card Stud, 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. 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 fifty pesos in a Php100-200 game, then a player raising the bring-
in may make it Php100; 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.
After the initial round of betting is complete, the dealer scoops the bets into
the center of the table, 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 Seven-Card Stud, 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 Article 6.03
of Pagcor's Rules relating to Seven-Card Stud 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
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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, 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 bettor or raiser. If
no one bets on the final round, the player with the highest board card shows
down first and moves clockwise from there.

ARTICLE FIVE – COMMUNITY CARD (HOLD'EM-


TYPE) GAMES

5.01 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

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cards, and then play those together with community cards spread in the
center of the table, or the "board." The first betting round takes place after
the hole cards are dealt and before any community card is dealt.

5.02 THE DEAL; BETTING ROUNDS


In all forms of Hold'em, 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 known as the flop. After the flop there is a
betting round. Then the dealer burns again and turns a single board card,
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.

5.03 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.
Since this is a significant strategic advantage in poker (and the corollary is
true -- the obligation of first action is a disadvantage), our rules are
constructed so that the button shall, whenever possible, be advanced one
active player after the conclusion of each hand. (See Article 11 of the rules
relating to the blinds and dealer button 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.

5.04 BLINDS
Betting is initiated on the first round by blind bets put into the pot before the
players see their cards. In limit games, the blinds are typically one-half of a
small bet for the blind posted by the player immediately to the left of the
dealer button and a full small bet by the player to the left of the small blind
(i.e. in a Php100-200 game, the small blind would be Php50 and the big blind
would be Php100). While this is the most common arrangement for blind
posting, it is by no means the only one. (See recommended blind structures
set forth in Appendix A.) 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.
5.05 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.

5.05.01 BOARD GAME RULES APPLY

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In Texas Hold'em, all the previous rules relating to community card
games apply.

5.05.02 TWO HOLE CARDS

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.

5.05.03 PLAY ZERO, ONE OR TWO

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.

5.05.04 PLAYING THE BOARD

If a player uses zero cards from his hand and uses instead 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 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.

5.06 OMAHA HOLD’EM

5.06.01 PROCEDURES SAME AS TEXAS HOLD'EM

In Omaha Hold'em (generally referred to as Omaha or Omaha High), all


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, as hereinafter set forth.

5.06.02 NUMBER OF CARDS

Each player is dealt four downcards on the initial deal, rather than two
as in Texas Hold'em.

5.06.03 TWO FROM THE HAND, THREE FROM THE


BOARD

Instead of playing zero, one or two hole cards as in Texas Hold'em, in


Omaha Hold'em a player MUST play exactly two cards from his private

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cards 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 Hold’em.

5.06.04 SHOWDOWN

At the showdown, a player must show all of his cards to be able to win
the pot. If he verbally misdeclares his hand and has a better hand than
he declares using different cards, the dealer shall point this out if he
realizes it, but the dealer's failure to notice it shall not entitle a player
to play the higher hand. A player does not need to declare which two
cards from his private cards he chooses to play. The dealer shall assist
any player in reading of hands if the player is unsure of what his best
five card hand is or if he misdeclares what his best hand is. The
essence of this rule is the long-standing poker tradition that cards
speak. (See Article 10 of Pagcor's Rules relating to the showdown of
hands and awarding the pot.)

5.07 OMAHA HOLD'EM HIGH-LOW SPLIT

Omaha Hold’em High-Low Split (a.k.a. Omaha Eight-or-Better) is most


commonly spread in public cardrooms as a split pot game, high-low split.

5.07.01 PROCEDURES SAME AS OMAHA HOLD'EM


HIGH

Omaha Hold’em High-Low Split is played exactly the same manner as


Omaha Hold’em High, except that the pot is divided equally between
the best high hand and the best low hand.

5.07.02 TIED HANDS

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.

5.07.03 QUALIFIERS

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.

ARTICLE SIX – SEVEN-CARD STUD


6.01 STUD DISTINGUISHED
The most widely spread open card game is Seven-Card Stud. Open card
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games are distinguished from closed card games such as Draw and Lowball
and community card games such as Texas Hold'em and Omaha Hold’em.
Open card games are never played as button games. In fact, when button
games are spoken of, what it generally means is most popular poker games
except open card games.

6.02 BASICS OF STUD GAMES


In open card games (a.k.a. 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 one-quarter 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 (the way open card games are most
commonly spread), 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 Seven-Card 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 the provisions of
Article 7.03 of Pagcor’s Rules relating to spread-limit for more details.)

6.03 SEVEN-CARD STUD (SCS) DEFINED


As its name indicates, this is a stud game played with seven cards.

6.03.01 NUMBER OF PLAYERS


The game is typically played with a maximum of eight players, although
sometimes it is played with nine. When played with nine however, the
situation sometimes arises where there are not enough cards to finish
the deal and special procedures have to 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
eight-handed game.

6.03.02 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 ante is not a matter for rules but one for
house policy; however, suggested antes for various stakes are set forth
in Appendix A.

6.03.03 INITIAL CARDS AND BRING-IN

At the beginning of the hand, players receive two downcards and an


upcard. This is followed by the initial betting round, on which the lowest
upcard (by suits if two players have the same lowest upcard) is
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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 Php100-200 game,
where the forced bring-in is for Php50, and the opener has the option of
bringing it in for the Php50 or for Php100. (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.

6.03.04 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 Php50 to Php100 in the previous
example; if the opener brought it in for a full bet they can raise) or fold.

6.03.05 FOURTH STREET

Players receive a fourth card face up, followed by a betting round. On


this betting round, if any player's two upcards are of the same value (a
pair), the size of the bet doubles. The doubling of the bet is optional not
mandatory and any active player may exercise this option. If a player
pairs his door card on fourth street, he has the option of checking or
betting the small fixed-limit amount or the large fixed-limit amount. If
the player bets the small limit amount, the players after him have the
option of calling the small limit amount, raising the bet the size of the
small limit amount or raising the bet the size of the large limit amount.
(e.g., In a Php100-200 game where the initial betting rounds are
Php100, if a player's board pairs on fourth street, then any player in
action may bet or raise Php200 or Php100, whichever he prefers.) Once
the stakes are raised to the large bet amount, they cannot go back
down.

6.03.06 FIFTH & SIXTH STREET

Then a fifth card is dealt face 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 face up, followed by a betting round.

6.03.07 SEVENTH STREET

The seventh and final card is dealt face down, followed by a betting
round. Thus, a player has four upcards and three hole cards from which
to make his best possible five card hand, and there are five betting
rounds.
6.03.08 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, the suit of the high
card in the players' hands breaks ties. (i.e. if both players have A, Q
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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.)

6.03.09 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.

6.03.10 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.

6.03.11 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 in front of him or
in transit.

6.03.12 FOLDING WHEN NOT FACED WITH A BET


In Seven-Card Stud, if a player folds his hand after making a forced bet
or when not faced with a wager, that player’s seat will continue to
receive cards until the hand is killed as a result of a bet (so the fold
does not affect who gets the cards to come). Cards shall be dealt the
same way (up or down) as to all other players. However, a player who
has folded cannot be required to initiate action. In this circumstance,
the highest-ranking live hand shall initiate the action.

6.03.13 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.

6.03.14 TURNING UPCARDS DOWN; MIXING UPCARDS


& DOWNCARDS
A player who turns upcards face-down or mixes upcards and holecards
together when facing a bet is deemed to have folded and his hand is
dead.

If a player picks up his upcards without calling a bet when facing a


wager, and by doing so causes someone to act behind him (even in a
heads-up situation), his hand is dead.

6.03.15 WRONG DESIGNATED ‘BRING-IN’ LOWCARD


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If the wrong player is designated as low and that person brings it in,
the action will be corrected to the proper lowest 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 lowest card
bets. In such a case, the player with the improperly designated lowest
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,
the hand shall play as if the improperly designated bring-in were
correct.

6.03.16 PROCEDURAL ERRORS IN DEALING


All procedural errors regarding the deal shall be corrected to the extent
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 downcard and is intermingled with
a player's downcards or a player looks at the improper card, then
the deal shall not be corrected.
b. If a 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 downcard and is
intermingled with a player's downcards or 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, 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.
e. If a dead seat is mistakenly dealt a card or not dealt a card when
it should have been, pursuant to Pagcor’s Rules, 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
Pagcor's Rules.

6.03.17 LAST CARD FACE-UP


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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 sidepot 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 face-down 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.

6.03.18 NOT ENOUGH CARDS


If there are not enough cards left in the deck for all players to receive a
final card, the dealer will burn a card and turn one card face-up in the
center of the table, which shall play in ALL players' hands as a
community card.

6.03.19 COMPLETE HAND TO WIN POT


A player must have exactly seven cards in his hand to be awarded the
pot at showdown.

6.03.20 CALLING EVEN THOUGH UNABLE TO BEAT THE


BOARD CARDS
A player who calls a bet even though his hand cannot beat an
opponent's upcards shall not be entitled to a refund.

ARTICLE SEVEN – BETTING STRUCTURES


7.01 NO-LIMIT POKER

No-Limit is considered by many to be the purest form of poker. Many major

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tournaments, including the World Series of Poker championship event, are
played no-limit.

7.01.01 AMOUNT BET

A player may bet all money he has in play at any time, pursuant to the
rules governing table stakes. Literally, there is no limit on the amount a
player may bet, up to everything he has in front of him.

7.01.02 NO CAP

There is no limit on the number of raises on any betting round.

7.01.03 MINIMUM BET & RAISE

Except for a player going all-in, all bets must be for no less than the
minimum bet 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.

7.01.04 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 Php100
and is raised Php100 by a second player and a third player goes all-in
for a raise of less than Php100 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 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.)

7.01.05 RELEASE OF CHIPS

A movement with chips is not binding as a wager until the chips are
released into the pot.

7.01.06 VERBAL DECLARATIONS OF BETS ARE


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.

7.01.07 OVERSIZED CHIP

A large chip placed into the pot without comment shall be presumed to
be a wager for the full amount of the chip, unless the action is

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responsive to action the player is facing. If the player is facing action,
then the oversized chip without comment shall be deemed a call.

7.01.08 ANNOUNCING RAISE

A player who announces raise may use more than one motion to place
chips into the pot until his action is complete, provided the amount of
raise is stated.

7.01.09 RIGHT TO KNOW MONEY

A player has the right to know how much money an opponent has in
play. All players are entitled to an unimpeded view of the chips of all
opponents and a count of opponent's chips. That said, a player shall not
unreasonably slow down the game by repeatedly asking for a
countdown of his opponents’ money.

7.01.10 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 Article 9.03 for more details relative to clock requests.)

7.01.11 INSURANCE AND PROPOSITION BETS

Insurance and proposition bets are private agreements between or


among players not involving the house. 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.

7.02 POT-LIMIT POKER

Pot-limit is the prevalent form of poker in Europe and is commonly spread


during tournament side action.

7.02.01 BETTING UP TO THE AMOUNT IN THE POT

Pot-limit is most common in button games, although Seven-Card 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.
7.02.02 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.

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7.02.03 OPENING BET

In pot-limit, the bring-in bet is sometimes larger than the combined


total of the blinds and antes. 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.

7.02.04 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 Php100 in the pot, and a player makes a pot-sized wager of Php100,
a player responding to that wager can call the bet, which makes the pot
Php300, and raise the size of the pot another Php300, which would
make the size of the pot Php600. A player responding to that bet could
call the raise, making the pot Php1000, and raise the pot Php1000
making the size of the pot Php2000.)

7.02.05 OVERBETS

If only one 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.

7.02.06 OVERSIZED CHIP

A chip 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 without comment shall be deemed a call.

7.02.07 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.
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.

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c. Half Pot-Limit, wherein players may bet up to half the pot at any
time.

Requirements for Pot-Limit Variations selected shall be set by casino


management in its best judgment.

7.03 SPREAD-LIMIT (A.K.A. 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 the higher
and lower limits at anytime pursuant to the current betting round. Spread-
limit is most commonly used in low limit games. Common applications are
Php100 - 500 Stud where a player may bet from Php100 to Php500 at any
time; Php100 – 400 – 800 Hold'em or Omaha (a player may bet from Php100
- 400 before the flop and on the flop, and from Php100 - 800 on the turn and
river) and Php200 - 600 Hold'em. Example: in Php200 - 1000 Hold'em, a
player may bet anywhere between Php200 and Php1000. If a player bets
Php400, a subsequent player may call Php400 or make it anywhere between
Php800 and Php1400. All raises must be at least the size of the last bet or
raise made on that street.

ARTICLE EIGHT – RULES RELATING TO MONEY,


STAKES AND BUY-INS
8.01 PLAYER'S MONEY

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A player is always responsible for his own chips and money on the table.

8.02 MINIMUM BUY-IN

The appropriate minimum buy-in for a game is a matter of house policy.


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 buy-in 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, he does not need to buy additional chips. If a player leaves and
returns during the same playing session, 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 in Appendix A.

8.03 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 chips in play in complete increments of the minimum betting
unit. Suggested minimum betting units for different games are set forth in
Appendix A.

8.04 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 inefficient and inhibits action. For example,
in a Php20 - 40 game, the appropriate chip denomination would be Php10
chips, in a Php100 - 200 or Php200 - 400 game, the appropriate chip
denomination would be Php100 chips, in a Php1000 - 2000 game, the
appropriate chip denomination would be Php1000 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 and 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.

8.05 TABLE STAKES

All games are table stakes. A player can only wager the chips in play at the
start of the hand. Chips 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
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PAGCOR Poker Implementing Rules and Guidelines version 2
any of his chips on the table from play until he quits the game. Chips on the
table may be used to pay for 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. 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.

8.06 SHORT RE-BUYS

A short re-buy of at least one-half the size of the minimum re-buy 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 at any time he
is not involved in an active hand. It is not a short re-buy if a player adds chips
to his stack so long as he has at least one minimum betting unit remaining.
Generally, the determining factor as to whether the short re-buy rule applies
is whether a player has gone all-in on a previous hand, although this is not
necessarily dispositive.

8.07 PLAYING BEHIND

A player who has chips in transit shall announce to the dealer that he is
playing behind, and how much, 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 chiprunner or floorperson. A player
with no chips, who requests a hand without specifying the amount he is
playing behind must, for the duration of that hand, play exactly the amount of
the minimum buy-in for that game at those stakes. 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 there is no dispute how much he owes the winner of the pot.

8.08 CHIPS IN VIEW

At the start of each hand, every player at the table has the right to know how
much chips every other player at the table has in play, so that he knows how
much he stands to win relative to what he has at risk. All chips in play shall be
in full view at all times. Chips hidden from view, such as under racks or
ashtrays, do not play. Every player has the right to an unimpeded view of
another player's chips, and should there be any doubt as to how much chips
are in play, any player may ask the dealer to determine how much chips
another player has in play.

8.09 ALL-IN BETS

A player shall never be obliged to forfeit his interest in a pot because he has
insufficient chips 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)
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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.

8.09.01 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, 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 Php200 in a Php200 - 400 game, and the
all-in player has only Php50, then subsequent players have the option
of calling the Php50 or completing the bet to Php200.) 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 checkraising 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 than half a bet does not constitute a wager to be
responded to, and is known as action only.

8.09.02 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 or more the
amount of the bet for that street, 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 in a Php200 - 400 game and
has Php100, then subsequent players have the option of calling the
Php100 or raising an additional Php200 for a total of Php300.

8.10 POT SPLITTING


Pot Splitting, except chopping the blinds in button games, 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.
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8.11 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,
permitted in pot-limit and no-limit 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 play of a hand and refuses to honor
it is subject to disciplinary action including, but not limited to, ejection from
the game.

8.12 SIDE BETS


Side bets, kitties, pushing bets, saving, potting out, horsing, and other such
arrangements are a violation of table stakes rules and are expressly
prohibited.

8.13 PLAYING CASH


Cash does not play and is not permitted on any poker table. If players were
allowed to keep bills of different denominations on the table, then opposing
players would have no idea how much money a player has in play, as a
thousand peso bill, for example, could be wrapped around a wad of twenties.

8.14 WRONG AMOUNT IN THE 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, all bets
put into the pot shall be increased to the proper amount. The opposite
however is not true --if a player puts more chips in 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.

8.15 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.

8.16 BETTING CAPS


In limit poker, all games allow a maximum of a bet and three raises in pots
involving three or more players who are not all-in. In heads-up situations,
there is no limit on the number of raises. In pot-limit and no-limit, there is no
cap on raises.

8.17 OVERSIZED CHIP

If, when responding to action, a player puts a single chip 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 in the pot with a denomination larger
than the bet itself is only a call unless a raise is announced. The oversized
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chip 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 Seven-Card Stud, a single
oversized chip will not automatically complete a forced bring-in bet unless it is
verbally declared to do so.

8.18 ODD CHIP

In all games where splitting the pot results in an odd-chip, the odd chip -- in
increments of the minimum betting unit –- will go to the player closest to the
left of the dealer button.

ARTICLE NINE – BETTING ROUNDS, ACTION


AND PLAY OF HANDS
9.01 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. Repeatedly acting out of turn gives some players an advantage at
the expense of other players and is grounds for ejection from the game.

9.02 ACTING PROMPTLY

A player is entitled to a reasonable time to think about his action, but should
in no other way slow the game down. 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
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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.

9.03 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, he will be deemed to have
checked if he is not facing action, or to have folded and forfeited his interest
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, he shall then 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. 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.

9.04 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
13.06 of Pagcor’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.

9.05 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.

9.06 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 a half, or raised if
the amount is a bet and a half or more. If a player releases into the pot
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multiple chips equaling or exceeding one and a half times the amount
required to call his wager, it 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, if when facing a raise, 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 him. If someone has acted behind him,
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 thinking he is facing a bet, puts enough chips in the pot to call the
bet, 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. 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.

9.07 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.
9.08 ACTING OUT-OF-TURN

A player who acts 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 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
bettor 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.

9.09 VERBAL DECLARATIONS OF ACTION

a. 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.

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b. 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 player is
facing, in which case the player may act on his hand as if he had
made no declaration.

9.10 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. Placing into the pot more chips than a
full bet, but less than a bet and a 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.

9.11 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-ofturn 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.

9.12 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 thumb's up signal or other signal
that might be reasonably construed by the dealer to indicate a raise, shall be
deemed to have raised.

9.13 CHECKRAISING
Checking and raising is permitted in all games. 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.

9.14 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
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PAGCOR Poker Implementing Rules and Guidelines version 2
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. 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 during the play of the hand may be seen by other active
players, creating an unfair advantage.

9.15 CONDITIONS OF CONTEST


A player shall make no changes of the conditions of contest in the course of
the play of a hand. Chips cannot be added to or taken from the table, a seat
cannot be changed, a player cannot be substituted for another, and no other
change which would affect the conditions of the contest shall be permitted
once the play of the hand has begun.

9.16 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 and further, that player shall forfeit all interest in the pot.

9.17 SUBSTANTIAL ACTION


If there has been substantial action (action by two players, or 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.

9.18 DEAD HANDS


Dead hands are all hands that are no longer eligible to win the pot. The
following conditions constitute dead hands:

a. A player folds or announces a fold when facing a bet or a raise;


b. The hand is thrown away or a forward motion with cards in hand is
made causing another player to act behind you. (Note that it doesn’t
take substantial action but only a single player to act);
c. Any part of the hand touches the muck. Cards thrown into the muck
shall be ruled dead. However, a hand that is clearly identifiable may
be retrieved and ruled live at management’s discretion if doing so
is in the best interest of the game. The floorperson shall exert extra
effort to rule a hand retrievable if it was folded as a result of
incorrect information given to the player.
d. The hand does not contain the proper number of cards for that
particular game. (Note that it doesn’t matter whether the hand has
too many cards or too few cards - a hand without the proper
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number of cards cannot win the pot except at Seven-Card Stud
where a hand missing the final card may be ruled live).
e. A player acts on a hand with a joker as a holecard in a game where
a joker does not play. (A player who acts on a hand without looking
at a card assumes the liability of finding an improper card. See
Article 17.15)
f. Any part of the hand is thrown into another player’s cards whether
face-up or face-down. If the other player’s cards are protected and
can be distinguished, then his hand is still live.
g. 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.)
h. A player has the clock on him when facing a bet or raise and
exceeds the specified time limit.
i. In Seven-Card Stud, when facing a bet, a player picks his face-up
cards off the table, turns his upcards facedown or mixes his upcards
and downcards together.

9.19 RETRIEVING HANDS


At showdown, if a hand is discarded by a player as a result of incorrect
information given to 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.
b. the hand was shown.
c. the cards can unquestionably be distinguished.
d. the hand would have been the winning hand.

9.20 INTENTIONALLY EXPOSING CARDS


A player shall not intentionally expose a card or reveal it verbally in order to
induce or inhibit action. However, in heads-up matches (where only two
players are dealt in) revealing a card shall be permitted.
ARTICLE TEN - THE SHOWDOWN OF HANDS AND
AWARDING THE POT
10.01 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.

a. If there has been a bet but no raise on the final betting round, the
player who made the bet shall show his hand first, followed by other
players still contesting the pot, in clockwise rotation.
b. If there has been a bet and raise or multiple raises on the final
betting round, the person who made the final raise shall show his
hand first.

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c. If there has been no bet on the final round, the showdown begins
with the player who had the obligation of first action on the final
betting round--the player under the gun in board games or the
player with the highest board in Seven-Card Stud games.

10.02 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 this happens, then other
players at the showdown who can beat that hand should also turn their hands
over immediately.

10.03 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.

10.04 READING HANDS

At showdown, the dealer shall read all hands where cards are exposed and
laid face-up on the table. However, the dealer shall never ask a player to turn
up all his cards, but 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.

10.05 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. If a player verbally misdeclares his hand and has a better hand
than he declares, 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 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

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PAGCOR Poker Implementing Rules and Guidelines version 2
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 Pagcor cardrooms.

10.06 TIED HANDS

In the case of one or more tied hands at the showdown, the pot shall be
divided accordingly proportionately, with odd chips allocated as set forth in
Article 8.18 of Pagcor’s Rules. Suits shall in no way influence awarding any
part of a pot.

10.07 SHOWDOWN WITH SIDEPOTS

If one or more players are all-in in a multi-way contested pot, 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 sidepots, then
those participating for the last sidepot shall show their hands down first,
followed by those involved in the next-to-last sidepot, etc., until the main pot
is awarded.

10.08 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. 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
circumstance in heads-up play.

10.09 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.

10.10 PROTECTING INTEREST IN THE POT

A player with a hand he believes to be the winning hand is responsible to hold


onto his own cards until the pot is awarded. A player with an interest in the
pot should not release his hand to the dealer until his portion of the pot has
been pushed to him.

10.11 PUSHING THE POT

The dealer shall gather in all cards except the winning hand, push the pot to
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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.

10.12 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. However,
once the hand is mixed in the muck, 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.

10.13 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, 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.

ARTICLE ELEVEN - BLINDS AND THE DEALER


BUTTON
11.01 THEORY BEHIND BLIND RULES

As noted earlier in Pagcor Poker’s Implementing Rules and Guidelines, blind


bets are a way of initiating action in games where none of a player's cards are
exposed. In Texas Hold’em and Omaha Hold’em, action is initiated on the first
betting round by the first player to the left of the big 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. Rules relative to blinds and the dealer
button are complicated and varied because they are designed to achieve
different, sometimes inconsistent purposes. One of the purposes of blind bets
is to induce action from early-position players, who with money already
committed to the pot are more likely to compete for the pot even though
poker strategy might indicate they should fold most hands in early position.
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This element of inducing action is a major theoretical underpinning of the idea
of blinds. The rules are also designed to protect against angle-shooters who
make moves to avoid their blinds; to protect regular players against those
who take shots. Button and blind rules also weigh the unfairness of people
missing blinds against positional advantage and disadvantage. Because of all
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 takes precedence.

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 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
and 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. The
‘No Dead Button’ philosophy tends to prevail in California. Pagcor’s rules try to
blend the best features of each, with an emphasis toward the ‘No Dead
Button’ philosophy because that philosophy favors circumstances relating to
the game. Because the two blinds system is most commonly used, all
examples in this Article will be based on the use of two blinds, a small (a.k.a.
little) blind and a big (a.k.a. large) blind, posted to the left of the button.

Since all players still in competition always get a hand in tournaments,


regardless of whether they are at the table or not, there are special rules for
blinds in tournaments. See proposed rules relating to tournaments in the
Appendices for more details.

11.02 LIMIT BLIND STRUCTURE

Blinds shall be posted by players in clockwise order from the button. The
number and placement of blinds is not an appropriate subject for rules, but
should be determined by Casino Management in its best business wisdom.
The normal blind structure for limit games is that two blinds shall be posted; a
small blind by the first player from the button in clockwise rotation and a big
blind posted by the player second from the button. The big 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. Suggested blind structures for different games and
limits are set forth in Appendix A.

11.03 POT-LIMIT AND NO-LIMIT BLIND STRUCTURE

The normal blind structure for pot-limit and no-limit play is two blinds, with
the small blind on the immediate left of the button and the big blind on the
immediate left of the small blind. The principles are the same as in limit
poker.

11.04 NO DEAD BUTTON

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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, so
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 because of this rule, as hereinafter discussed.

11.05 POSTING BLINDS

Except where it would cause a conflict with the prior rule prohibiting dead
buttons, all blinds must be posted in turn by designated players on every
hand.

11.06 MISSED BIG AND SMALL BLINDS

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 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 the rules relating to house buttons.) 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 posts the big blind, with the player to the right of the player who
just left the table posting the small blind, and the game proceeds with all
players receiving their hands in turn, having posted their blinds when they
should, with no player having the positional advantage of last action twice in a
row.

11.07 MAKING UP BLINDS

A player who has departed the game temporarily, missing his blinds and then
returns, 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. A player returning to the table after an absence where he has
missed his blinds shall have three 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 big and
small blinds, whereupon he shall receive a hand and resume play. In
this case the big 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

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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;

Make-up blinds shall not be posted between the big blind and the small blind,
or between the small blind and the button, or on the button. They shall be
made up in any other position ranging from under the gun to behind the
button. 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 only 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
put up his big and small blinds when they come to him in the normal course of
the game. If a player has returned to the table and has not posted his blinds
but has been dealt a hand, 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 elect whether
or not to post. If he elects not to post, his hand is dead and further, he shall
not have the opportunity to post until the big blind comes to him. Whenever a
player returns to the table after missing his blinds, the dealer shall ask him if
he chooses to post or to wait.

11.08 ADJUSTING BLINDS FOR PLAYERS WHO LEAVE ON


THEIR 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
get a missed small blind button. If he has permanently left the table, a
lock-up button shall be placed in his seat. In this case there shall be a dead
small blind for that hand. On the subsequent hand, the dealer button shall be
given to the left of the player who has missed his small blind, and that player
shall post the small blind on the button, to avoid a dead button.

11.09 EXPLANATORY NOTE

Whenever a player leaves on his small blind, it inherently creates an


advantage for another player at the table. If the ‘No Missed Blinds’ philosophy
is adhered to, the button is advanced to a vacant seat and the player who just
had the button gets the benefit of last action two hands in a row. If the ‘No
Dead Button’ philosophy is adhered to, then the player who posted only a
small blind instead of a small blind and a big blind for that round of play gets
a round of hands at a discount. In weighing all issues, we have opted for the
‘No Dead Button’ philosophy, as the benefit of last action is deemed to have
greater potential value than the discounted blinds.

11.10 ADJUSTING BLINDS FOR PLAYERS WHO LEAVE ON


THEIR BUTTON

If a player has paid his big and small blinds and then leaves the game, either
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temporarily or permanently on the hand where he would have had the button,
the button shall be advanced through that player's seat to the seat of the
player who has the small blind, who 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 start of the deal and has not told the dealer to deal 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 next active player shall post a big blind. 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.

11.11 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.

11.12 HEADS-UP PLAY

In heads-up play, the small blind shall be posted by the player with the
button and the big blind by the other player. 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.

11.13 NEW PLAYERS

A new player entering the game has three choices in posting blinds for his
initial round of play:

a. Post a big blind immediately;


b. Wait until it would be his turn to post the big blind;
c. 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, he shall be picked
up and his seat given to the next person waiting on the list. If there is no list,
he shall be given a missed blind button and a player absent button. A new
player shall not receive a hand under any circumstances between the blinds,
on the small blind, or on the button. 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
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player's opening bet. 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, but in any case, the blind he has posted counts as
part of his bet, just as any other big blind does.

11.14 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, although for a set period, we allow a new player in a new
game to receive a free hand behind the button until the game fills. (See the
rules relating to the start of new games for more details).

11.15 SHORT-HANDED GAMES

There shall be no differentiation between short-handed games and full games


insofar as a new player posting blinds is concerned.

11.16 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 and it is live, so that 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 and it is not
live. Either a straddle or a 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 100-200
game, the under the gun player straddles making it 200 to go blind, then
player #2 to act may re-straddle, making it 300, player #3 may cap it at 400
blind.) If the pot is capped blind, 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.
11.17 ALL-IN FOR PART OF THE BLIND

A player who is obligated to post a big blind may not go all-in for a portion of
the big blind; he must have the full amount of the blind to receive a hand.

11.18 EFFECT OF SEAT CHANGES ON THE BLINDS

11.18.01 MOVING INTO THE BLINDS

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.

11.18.02 MOVING AWAY FROM THE BLINDS

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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.

11.18.03 MOVING INTO A SEAT WITH THE DEALER


BUTTON OR THE BLIND

A player who moves into a seat which is due to post the big blind may
receive a hand immediately in the big blind or may wait for the blinds
and button to pass and 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.

11.18.04 MOVING WHEN IT IS A PLAYER'S TURN TO


POST THE SMALL BLIND

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, and 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.

11.18.05 MOVING IMMEDIATELY AFTER HAVING


POSTED THE BLINDS OR PLAYED THE BUTTON

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.

11.18.06 MOVING FROM THE BUTTON

No player may move when it is his button hand 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.

11.18.07 DEAD SMALL BLIND MONEY

When a player is required to post both a big blind and a small blind at
the same time, the big blind is live and shall be placed in front of the
player, and the money which would constitute the small blind is dead
and shall be pulled to the center of the pot.

11.18.08 DEALING OFF


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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.

11.19 IMPROPERLY POSITIONED BUTTON

a. In button games, if it is discovered that the button was placed


incorrectly on the previous hand, the button and blinds will be
corrected for the new hand in a manner that gives every player one
chance for each position on the round (if possible).

b. If, before the first card is dealt on the next hand, it is determined
that the button was out of position, the blind responsibilities will be
corrected where possible.

ARTICLE TWELVE - TABLE ASSIGNMENTS,


SEATING, STARTING GAMES, TRANSFERS, LISTS,
ETC.
12.01 NUMBER OF PLAYERS TO START A NEW GAME

Five players must be present at the table to start a new game in games that
are played nine or ten handed. Four players must start for eight handed
games. Management shall make every effort to start full games, but may start
short games. Further, if two, three or four players indicate a desire to start a
game short-handed, then this shall be permitted, however a short-handed
new game shall not be deemed a full game for must-move and other such

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purposes until at least four or five players (depending on the game) are in
action.

12.02 PROCEDURES FOR STARTING A NEW GAME

12.02.01 CALLING FROM LIST

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 when a player arrived in the room. Players higher on the
list have priority over players arriving earlier yet further down on the
list.

12.02.02 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.

12.02.03 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 11 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.
12.02.04 SPREADING THE DECK

When a new game starts, the dealer shall keep the new deck spread
face-up on the table until he scrambles and shuffles for the first hand
so that all players entering the game can see that all cards are present
and accounted for.

12.02.05 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

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chips in eight 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.

12.02.06 NEW PLAYER'S BUY-IN

When a new player enters the game, that player shall not be dealt in
unless he has chips on the table equal to at least the minimum buy-in.
The only exception shall be if the player has chips in transit and he is
playing behind, and the dealer has announced the amount of money in
transit.

12.03 SEAT CHANGE RULES

Which seat he sits in is a matter of great importance to many players, and


every effort shall be made to honor all seat change requests fairly.

12.03.01 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.

12.03.02 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 and that seat has 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.

12.03.03 MOVING IN BLIND GAMES

In blind games a player who has paid his blinds may deal off the
button, but 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 not willing to post,
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.

12.03.04 NEW PLAYER'S LOCK-UP


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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 get. If the dealer says yes, then the
player may lock up the seat with his chips or money. If the dealer says
no, 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, then 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.

12.04 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. A player must be present in the poker room
to have his name added to the player waiting list. No phone-ins shall be
permitted and no one may place another player's name on the list.

12.05 WAITING LIST LOCK-UPS

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. 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 by 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 then he shall be picked up pursuant to the house's normal
pick-up procedure.

12.06 PLAYING OVER

When a player is going to be absent from the table for half an hour or more,
but not long enough to be picked up, the house may permit a player on the

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waiting list to play over the absent player. A player may request a play over
box and play over any player who has not requested that no one play over
him. A floorperson will place the play over 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.

12.07 TABLE TRANSFERS

Players who wish a table 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.

12.08 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 but
the player is not at the table, then the player is given a Player Absent button.
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 are not enough chips 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 15 minutes, 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, the one who returns second shall be next up, etc, regardless of which
player was picked up first.

12.09 BROKEN GAMES

12.09.01 NUMBER OF PLAYERS TO BREAK GAME

No player shall be required to play in a game that is four-handed or less


in a game normally dealt eight-handed, or five-handed or less in a
game that is normally dealt ten-handed. So long as at least two or
three players are willing to play, a game shall not be broken. If there
are not two or 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.

12.09.02 DRAWING FOR SEATS IN OTHER GAMES

When a game breaks, the 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
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draw. Persons absent from the table being broken shall be added to the
list after those who were 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. 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 that those who were
willing to continue to play should 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.

12.09.03 MINIMUM BUY-IN COMING FROM A 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.

12.10 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:
12.10.01 ORDER OF LIST

When the second (or third or fourth) game is started, players shall be
seated in the order their names are on 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.

12.10.02 SELECTING THE PLAYER TO MOVE

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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:

a. The player at the top of the list shall be accorded 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 the 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.
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.

12.10.03 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.

12.10.04 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.

12.10.05 SHORT-HANDED MUST-MOVE GAMES

A player in a must-move game must continue playing to remain on the


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list for the main game, unless the game is less than five-handed in ten-
handed games or less than four-handed in eight-handed games.
However, if a player refuses to play short-handed, then he shall move
to the bottom of the must-move list for that game, and shall be offered
an option to take a seat in the main game after those players who have
continued to play.

12.10.06 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.

12.10.07 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.

12.10.08 WHEN A FOURTH GAME STARTS

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 must-move status.

12.10.09 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. Note: no transfers shall
be permitted from protected main games into must-move games.

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ARTICLE THIRTEEN - DEALERS, THE DEAL AND
THE DECK
13.01 GENERAL PRINCIPLES

Pagcor Poker’s Implementing Rules and Guidelines 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 do what they are supposed to do. 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.

13.02 START OF THE HAND

The previous hand ends with the gathering-in of all cards and beginning 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.

13.03 THE SHUFFLE AND CUT

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After each hand the dealer shall scramble the cards and shall riffle them thrice
and strip in between riffles, in the following order: riffle/riffle/riffle/strip,
riffle/riffle/riffle/strip, riffle/riffle/riffle, then cut. The shuffle shall
never begin or end with a strip, always with a riffle, and the dealer shall never
strip twice in a row. To strip the cards, the dealer shall pull about one-third
off the top of the deck and set them on the table, continuing for three times
until the entire deck has been re-arranged, always protecting cards from
flashing. After the riffle/strip procedure, the dealer shall make an obvious
release of the deck, and then cut it onto the cut card with a one-handed
forward motion.

13.04 BASIC DEALER PROCEDURES

Beyond the shuffle, cut and deal, the dealer is responsible to maintain the
game as quickly and efficiently as possible. The dealer shall make sure that all
pre-deal monies (blinds and antes) are 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 make sure the proper amount of
monies goes into the pot. The dealer shall ensure that all proper procedures
are followed, especially regarding showdown and awarding the pot.

13.05 BLINDS' OPTIONS

In games with blinds, the dealer shall verbally confirm whether any live blind
elects to exercise his option to raise.

13.06 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 made-up blinds 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 has 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
the bets 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.

13.07 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
Seven-Card Stud, 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.

13.08 BURNING

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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 twice,
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.

13.09 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
Seven-Card Stud, exposed cards may or may not play. In Hold'em games the
deal of the hand shall be completed, and a new card shall be given to replace
the exposed card and then the exposed card is 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.
13.10 BOXED CARDS

A card discovered face-up in the deck (boxed card) shall be treated as a


meaningless scrap of paper – a non-existent card. The next card in the deck
shall be replaced by the next card below it in the deck, which shall be dealt to
the player who would have received the boxed card, except when the said
next card has already been dealt face-down to another player and mixed in
with other downcards. In that case, the boxed card shall be replaced after all
the other cards are dealt for that round.

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 meaningless scrap of paper
and the hand shall proceed as if that card were not in the deck.

13.11 JOKER IN THE DECK

A joker that appears in a game where it is not used constitutes a misdeal,


except when action has already ensued. A newly opened deck of cards has
three jokers and the chance of having another joker to appear is most likely.
If no action has taken place, all bets (blinds and antes) will be returned to the
players who wagered them. The deck of cards shall then be replaced.

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However, when substantial action has already occurred when the joker is
noticed in a player’s pocket cards, the hand is considered dead and will not
get his chips back.

13.12 FOULED DECK

The following shall constitute a fouled deck:

a. A deck with too many or too few cards in it.


b. A deck with one or more cards of a different colored back in it. If a
card with a different color back appears during a hand, all action is
void and all chips in the pot are returned to the respective bettors. If
a card with a different color back is discovered in the stub, all action
stands.
c. A deck with two cards of same rank and suit in it. If two cards of the
same rank and suit are found, all action is void and all chips in the
pot are returned to the players who wagered them.

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. The money in
the pot shall be returned to the players who put them in, 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.

13.13 PREMATURE DRAWING OF BOARD CARDS

If the dealer draws a burn card and turns community cards before action is
complete, the cards shall not play and shall be returned to the deck and
action 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.

13.13.01 PREMATURE EXPOSURE OF FLOP-CARDS

If the cards are prematurely flopped before the betting is 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 cards and
deals a new flop without burning a card.

13.13.02 PREMATURE EXPOSURE OF TURN-CARD

Should the dealer turn the fourth card on the board before the betting
round is completed, the card is taken out of play for that round after
which the betting is completed. The dealer then burns and turns what
would have been the fifth card in the fourth card’s place. After this
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round of betting, the dealer inserts the card that was taken out of play
in the middle of the stub. The dealer reshuffles the stub leaving the
burn card in place. The dealer then cuts the deck and turns the final
card without burning a card.

13.13.03 PREMATURE EXPOSURE OF RIVER-CARD

If the fifth and final card on the board is turned up prematurely, that
particular card (except the burn card) shall be inserted back into the
stub and then reshuffled and cut. Betting is then completed after which
the dealer draws the final card on the board.

13.14 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.

13.15 STUB COUNTS


The dealer shall count down the deck stub no less than once every half an
hour, preferably early in his down.

13.16 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 if 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 Seven-Card Stud, the forced bring-in and high hand for purposes
of commencing action on each street.

13.17 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
3.10, the house assumes no responsibility for a player's chips left on the
table.

13.18 LAST CARD

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The last card of a shuffled deck shall not be used in any game under any
circumstances.

13.19 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
checked to see if all cards are present and then shuffled according to official
shuffling procedures. A player may not request a set-up except for a marred
card.

13.20 MISDEALS

Misdeals may be called for any irregularity in the initial dealing round, until
substantial action has taken place. 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, it is 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 looked at the cards, it is a misdeal. If the player did not look
at the cards, 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 card dealt.
h. The exposure of two 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 card that was supposed to be part of the flop. In the
event of a misdeal all the cards shall be returned to the dealer, and
the cards scrambled, shuffled, cut, and dealt.
l. The button was out of position.
m. Cards have been dealt to an empty seat.
n. The discovery of a duplicate or foreign card in the deck. A duplicate
or foreign card causes a misdeal in the absence of substantial
action. All players are to receive their money back and the hand is
dealt again (with a different deck) with same blinds and or antes.

Once substantial action has been committed, a misdeal can not be called. The
deal will be played and no money will be returned to any player whose hand is
fouled. In button games, substantial action is considered to have occurred
when two players after the blinds have acted on their hands. In Seven-Card
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Stud, it is considered to have occurred when two players after the bring-in
forced bets have acted on their hands.

13.21 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. The dealer, to determine that the proper number of cards has
been returned, 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.

13.22 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.), 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 give any
player an advantage (i.e., forgetting to burn or dealing to the wrong seat),
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.

13.23 IMPROPERLY DROPPED DECK

If the deck is dropped by the dealer, either because the dealer mistakenly
believes the hand is over or otherwise, 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, the floorperson shall be called and the dealer
shall take the unused cards, reshuffle 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 continues the deal, including all requisite
burns.

13.24 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 to be included in the reshuffle, then it shall not be so included.

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ARTICLE FOURTEEN – TIME COLLECTION AND
RAKE
14.01 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.

14.02 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. 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 Seven-Card Stud, time is taken from the
antes. 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
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fifteen minutes after collection, the last collection gathered shall be refunded
to the players. Amount to be collected from the players shall be determined
by the Casino Management.

14.03 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.

14.04 TAKING RAKE

The most common procedure for generating revenue at Pagcor Casinos 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 Php1000. 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, and 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.

14.05 BUTTON COLLECTION

In board games, the player who has the button posts an amount of money
that is collected in lieu of time charge or rake. This is usually characterized as
a fee for services rendered by the dealer. In places where button collection is
used in stud games, collection is taken from the antes and not from the player
who has the button. 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 due for
collection from that player's stack.

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ARTICLE FIFTEEN – MISCELLANEOUS RULES
15.01. HOUSE BUTTONS

(Player Absent, Missed Blinds, Lock-up, Playing Behind) 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.

15.01.01 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.

15.01.02 LOCK-UP BUTTON A.K.A. RESERVE BUTTON

This identifies an open seat so that floorpersons, prospective players,


and others are aware 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 persons responsible
for the player list.

15.01.03 MISSED BIG BLIND BUTTON

This button indicates the player has missed both the big and small
blinds. (If a player misses his big blind he cannot put in the small blind,
but must wait and post both behind the button, or wait a full round
until his blind comes to him again, or may straddle).

15.01.04 MISSED SMALL BLIND BUTTON

This indicates a player has missed his small blind and only the small
blind. Players most often miss the small 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 small
blind shall post it in his new seat. (See Article 11.08 of Pagcor’s Rules
relating to blinds)
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15.02 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 and
entering the game. Common table signs restrict the number of deck changes
and prohibit pot splitting or insurance. A table sign stating what game is being
played, what the limits and minimum buy-in are, and the maximum rake,
shall be posted on all tables.

15.03 SMOKING

Pagcor Poker Rooms are non-smoking rooms.

15.04 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 not allow spectators generally or any
particular spectator, regardless of the presence or absence of objections.

15.05 COLLUSION

Collusion is when two or more players are working in tandem to give them an
advantage against other players in the game. One example is when two
players agree to check a hand out when a third party is all-in. Playing in a
manner to favor one player over another; 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 is subject to ejection
from the game and even barred from the establishment:

a. Advising someone how to play or suggesting a particular betting


action.
b. Agreeing to check out a hand when a third player is all-in.
c. Agreeing to save a certain amount of money with another player if
either wins a hand, when there is potential betting remaining for one
or both of the players and other players who are involved in the pot.
d. Dumping chips: Deliberately losing to a partner (perhaps someone
you are backing financially or with whom you have traded a
percentage stake.)
e. Encouraging another player to turn his hand over face-up at the
showdown so that he has a claim on the pot.
f. Hand-mucking: Switching or altering hands. Two people next to
each other might try to switch hands or alter them in some way.
g. Hot seat: A new player is invited to a game, only to play against a
team of players all secretly working together.
h. Imparting information about one’s hand to a player in the pot.
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i. Refunding money won to a player, such as the last bet.
j. Rendering a verbal opinion about a player’s holding when he bets.
k. Signaling: Trading information between partners. Signals can take
many forms, from the placement of the chips on the cards, to
coughing, to Morse code tappings on the table. The key ingredient in
all signaling systems is the ability to be repeated without being
noticed. In a game where people (hopefully) are always watching
each other, this can prove problematic. When a cheater is signaling
the value of his hand to his partner(s), he is also signaling the value
of his hand to everybody else at the table.
l. Soft-play agreements not to bet or raise another player when
heads-up.
m. Whipsawing: Partners raise and reraise each other to trap players in
between.
15.06 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.)

15.07 READING

Reading at the poker table is prohibited, as a player who is reading will not
act in turn, and this slows down the game to the detriment of other players.

15.08 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.

15.09 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.

15.10 CARDS REMAIN ON THE 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 Seven-Card Stud, a card dealt off
the table plays when it is an upcard. 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.

15.11 TELEPHONES AT THE TABLE

Telephone calls/messages at the table, whether on cell-phones or house


phones, shall not be allowed.

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15.12 PROFANITY, VERBAL ABUSE

Players shall not use profanity or obscenities at the table, or create a


disturbance by arguing or shouting.

15.13 ANNOUNCING IRREGULARITIES

A player should speak up immediately when he sees an error such as incorrect


amount going into the pot or the pot about to be awarded to the wrong
person, a card going to the wrong person or a flashed card. A player who
knowingly takes advantage of an irregularity to gain an unfair advantage
should be disciplined and forfeits any interest in the pot in question.

ARTICLE SIXTEEN – POKER ETIQUETTE


16.01 PRINCIPLES OF POKER
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
card room. The dealer shall call a floorperson to the table regarding improper
behavior either at the request of a player or any time when 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 etiquette less stringently with other players. Notwithstanding that, a
player shall respect and play the game in conformity with the principles of
poker etiquette.

16.02 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. Repeatedly acting out of turn gives some players an advantage at
the expense of other players and is grounds for ejection from the game.

16.03 ABUSE
Verbal or physical abuse of other players, dealers, spectators, and others shall
not be tolerated. Any abuse of others in the card room is grounds for
immediate discipline, including but not limited to ejection, suspension and
being barred from the cardroom. Throwing cards shall be deemed abuse.

16.04 ACTING OUT-OF-TURN


A player who acts out-of-turn shall be held to that action when it is his turn,
unless intervening action changes the action the out-of-turn bettor is facing. If
a player checks or bets out-of-turn, he may not then change his action when

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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
bettor 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.

16.05 CHIPS IN VIEW

At the start of each hand every player at the table has the right to know how
much chips every other player at the table has in play, so that he knows how
much he stands to win relative to what he has at risk. All chips in play shall be
in full view at all times. Chips hidden from view, such as under racks or
ashtrays, do not play. Every player has the right to an unimpeded view of
another player's chips, and should there be any doubt as to how much chips
are in play, any player may ask the dealer to determine how much chips
another player has in play.

16.06 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.

16.07 CLARIFY ACTION VERBALLY


A player should verbally announce his action so there is no 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; in Seven-Card Stud, a player should indicate if he intends to
ante up and take a hand.

16.08 DELIBERATE OBSTRUCTION


No player should deliberately act out of turn, stall, 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.

16.09 DISCARDING HANDS PROPERLY

Players should not deliberately discard their 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 chiprack).

16.10 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).

16.11 EXPEDITING THE GAME

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A player should assist in the orderly conduct of the game. A player should
know when it is his turn to act, timely put blinds and antes in, use increments
of correct change and stack his chips in such a manner as not to 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 discard them in a proper manner. A
player who expects to win the pot should show down his hands immediately.
Players should limit requesting set-up and deck changes and asking to see
called hands unnecessarily.

16.12 ILLEGAL STACKING OF CHIPS

Stacking chips in a manner that interferes with dealing or viewing cards is


illegal. Players are entitled to a clear look at the amount of chips in the
opponent’s possession.

16.13 INTENTIONALLY EXPOSING CARDS

A player shall not intentionally expose a card or reveal it verbally in order to


induce or inhibit action. However, in heads-up matches (where only two
players are dealt in) revealing a card shall be permitted.

16.14 LEAVING THE TABLE

If leaving the game for an extended period a player should advise the
floorperson and the dealer. Unless there is strong objection from the players,
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
him (the player who will be absent).

16.15 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
13.06 of Pagcor’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.

16.16 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. However, it is proper for an opponent to complain when a
player constantly has the opportunity to see another’s hole cards.

16.17 ONE PLAYER TO A HAND

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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. 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 during the play of the hand may be seen by other active
players, creating an unfair advantage.
16.18 PLAYERS NOTICING ERRORS
A player should speak up immediately when he sees an error such as an
incorrect amount going into the pot or the pot about to be awarded to the
wrong person, a card going to the wrong person or a flashed card. A player
who knowingly takes advantage of an irregularity to gain an unfair advantage
should be disciplined and forfeits any interest in the pot in question.

16.19 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.

16.20 SPLASHING THE POT


A player shall not splash the pot. When betting chips in the pot, a player shall
position them in front of him so that there is no confusion as to who wagered
the chips and the amount of the chips placed in the pot.

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.

16.21 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.

16.22 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.

16.23 TABLE SPACE


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A player should manage his table space in such a way as to be fair and
reasonable to other players. In card rooms where tables are provided behind
players, nothing should be permitted on the table except for chips and a token
with which to cover cards. In card rooms that do not provide 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.

16.24 TALKING, CRITIQUING, ETC.


Players should not talk across a player who is involved in a hand. 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 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.

16.25 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 sometimes 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 the dealers to others at the table. Cards should be directed to the muck
with an effort made not to 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.

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ARTICLE SEVENTEEN – SUMMARY OF
IRREGULARITIES
17.01 ABSENT PLAYER

If a player is not present at the table when it is his turn to act on his hand, he
forfeits his ante and his forced bet, if any. If the player has not returned to
the table in time to act, the hand will be killed when the betting reaches his
seat. (In tournament play, the dealer is instructed to kill the hand of any
absent player as soon as all the players have received their entire starting
hands.)

17.02 ACTING OUT-OF-TURN


A player who acts out-of-turn shall be held to that action when it is his turn,
unless intervening action changes the action the out-of-turn bettor 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
bettor 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.

17.03 BOXED CARDS

A card discovered face-up in the deck (boxed card) shall be treated as a


meaningless scrap of paper – a non-existent card. The next card in the deck
shall be replaced by the next card below it in the deck, which shall be dealt to
the player who would have received the boxed card, except when the said
next card has already been dealt face-down to another player and mixed in
with other downcards. In that case, the boxed card shall be replaced after all
the other cards are dealt for that round.

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 meaningless scrap of paper
and the hand shall proceed as if that card were not in the deck.
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17.04 COLLUSION

Collusion is when two or more players are working in tandem to give them an
advantage against other players in the game. One example is when two
players agree to check a hand out when a third party is all-in. Playing in a
manner to favor one player over another; 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 is subject to ejection
from the game and even barred from the establishment:

a. Advising someone how to play or suggesting a particular betting


action.
b. Agreeing to check out a hand when a third player is all-in.
c. Agreeing to save a certain amount of money with another player if
either wins a hand, when there is potential betting remaining for one
or both of the players and other players who are involved in the pot.
d. Dumping chips: Deliberately losing to a partner (perhaps someone
you are backing financially or with whom you have traded a
percentage stake.)
e. Encouraging another player to turn his hand over face-up at the
showdown so that he has a claim on the pot.
f. Hand-mucking: Switching or altering hands. Two people next to
each other might try to switch hands or alter them in some way.
g. Hot seat: A new player is invited to a game, only to play against a
team of players all secretly working together.
h. Imparting information about one’s hand to a player in the pot.
i. Refunding money won to a player, such as the last bet.
j. Rendering a verbal opinion about a player’s holding when he bets.
k. Signaling: Trading information between partners. Signals can take
many forms, from the placement of the chips on the cards, to
coughing, to Morse code tappings on the table. The key ingredient in
all signaling systems is the ability to be repeated without being
noticed. In a game where people (hopefully) are always watching
each other, this can prove problematic. When a cheater is signaling
the value of his hand to his partner(s), he is also signaling the value
of his hand to everybody else at the table.
l. Soft-play agreements not to bet or raise another player when
heads-up.
m. Whipsawing: Partners raise and reraise each other to trap players in
between.

17.05 DEAD HANDS


Dead hands are all hands that are no longer eligible to win the pot. The
following conditions constitute dead hands:

a. A player folds or announces a fold when facing a bet or a


raise;
b. The hand is thrown away or a forward motion with cards in
hand is made causing another player to act behind you. (Note that it
doesn’t take substantial action but only a single player to act);
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c. Any part of the hand touches the muck. Cards thrown into the
muck shall be ruled dead. However, a hand that is clearly
identifiable may be retrieved and ruled live at management’s
discretion if doing so is in the best interest of the game. The
floorperson shall exert extra effort to rule a hand retrievable if it was
folded as a result of incorrect information given to the player.
d. The hand does not contain the proper number of cards for
that particular game. (Note that it doesn’t matter whether the hand
has too many cards or too few cards - a hand without the proper
number of cards cannot win the pot except at Seven-Card Stud
where a hand missing the final card may be ruled live).
e. A player acts on a hand with a joker as a holecard in a game
where a joker does not play. (A player who acts on a hand without
looking at a card assumes the liability of finding an improper card.
See Article 17.15)
f. Any part of the hand is thrown into another player’s cards
whether face-up or face-down. If the other player’s cards are
protected and can be distinguished, then his hand is still live.
g. 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.)
h. A player has the clock on him when facing a bet or raise and
exceeds the specified time limit.
i. In Seven-Card Stud, when facing a bet, a player picks his
face-up cards off the table, turns his upcards facedown or mixes his
upcards and downcards together.

17.06 ERRORS IN BURNING CARDS

a. If the dealer fails to burn a card or burns more than one card for
one round, the error should be corrected, if at all possible, to their
proper positions if discovered before the cards are exposed and that
no betting action has started for that round.
b. Once action has been taken on a board card, the card must stand.
c. If the dealer fails to burn a card before the flop and the cards were
not exposed, the error must be corrected by determining the
supposed burn card in the order in which the three cards were laid
on the table. However, if the proper sequence of the cards in which
they were laid can not be determined, all three cards will have to be
put back into the deck and re-shuffled.
d. If the dealer burns two or more cards before the flop and no action
has occurred, then the error will have to be rectified by determining
the sequence in which the cards were drawn. In the case wherein
two cards were burned before the flop and the error is noticed after
subsequent action and before drawing the next burn card, no burn
card will be drawn before the turn card. If it is discovered that two
burn cards were drawn before the turn card and betting has already
occurred, then there will be no more burn card before the river card.
e. If the dealer fails to burn a card and draws the turn card and no
betting has ensued, the card that was exposed as the turn-card will
be used as the burn card afterwhich, the supposed turn card will be
drawn. However, the card will stay if betting has already occurred.

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In order to preserve the sequence in which the river card would
have come, two burn cards will have to be drawn before the river
card.
f. If the dealer fails to burn a card before the river card and no betting
has ensued, the card that was exposed as the river card will be used
as the burn card and the supposed river card will be drawn. If
betting has already occurred, then the card stands.
g. Whether the error can be corrected or not, subsequent cards dealt
should be those that would have come if no error had occurred.

17.07 EXPOSED CARDS

If a card is exposed due to dealer error, a player does not have the option to
take or reject the card. The situation will be governed by the rules for the
particular game being played.

If a player drops any card out of his hand onto the floor, the card shall not be
replaced.

17.08 EXPOSED HOLECARDS IN SEVEN-CARD STUD

In Seven-Card Stud, when a player’s first or second holecard is accidentally


turned up by the dealer, then the player’s third card will be dealt faced-down.
If both holecards are dealt faced-up, that particular hand is dead and the ante
returned to the player. If the first card dealt face-up would have been the
lowcard, the lowcard among live hands shall bring it in. That player may fold,
open for the forced bet, or open for a full bet. (In tournament play, if a
downcard is dealt faced-up, a misdeal is called.)

17.09 EXTRA MONEY IN THE POT

If there is extra money in the pot on a deal as result of forfeited money from
the previous deal, or some similar reason, only a player dealt in on the
previous deal is entitled to a hand.

17.10 FLASHED CARDS

Procedure for an exposed card varies with the poker form and is given in the
section for each game. A card that is flashed by a dealer is treated as an
exposed card. A card that is flashed by a player will play. To obtain a ruling on
whether a card was exposed and should be replaced, a player should
announce that the card was flashed or exposed before looking at it. A
downcard dealt off the table is an exposed card.

17.11 FOLDING WHEN NOT FACED WITH A BET

In Seven-Card Stud, if a player folds his hand after making a forced bet or
when not faced with a wager, that player’s seat will continue to receive cards
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until the hand is killed as a result of a bet (so the fold does not affect who
gets the cards to come). Cards shall be dealt the same way (up or down) as
to all other players. However, a player who has folded cannot be required to
initiate action. In this circumstance, the highest-ranking live hand shall initiate
the action.

17.12 FOULED DECK

The following shall constitute a fouled deck:

a. A deck with too many or too few cards in it.


b. A deck with one or more cards of a different colored back in it. If a
card with a different color back appears during a hand, all action is
void and all chips in the pot are returned to the respective bettors. If
a card with a different color back is discovered in the stub after the
river, all action stands.
c. A deck with two cards of same rank and suit in it. If two cards of the
same rank and suit are found, all action is void and all chips in the
pot are returned to the players who wagered them.

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. The money in
the pot shall be returned to the players who put them in, 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.

17.13 IMPROPERLY DROPPED DECK

If the deck is dropped by the dealer, either because the dealer mistakenly
believes the hand is over or otherwise, 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, the floorperson shall be called and the dealer
shall take the unused cards, reshuffle 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 continues the deal, including all requisite
burns.

17.14 INCORRECT NUMBER OF CARDS

If two or more players have acted in turn and a player does not have the
correct number of cards on the deal, he receives his ante back and is out of
the hand. If the player is in the blind position or takes action on his hand, he
has a foul hand and forfeits all rights to the pot and monies involved.

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17.15 INCORRECT NUMBER OF FLOP-CARDS

If the flop contains too many cards, the board cards are mixed with the
remainder of the deck. The burn-card remains on the table. After shuffling,
the dealer cuts the cards and deals a new flop without burning a card.

17.16 JOKER IN THE DECK

A joker that appears in a game where it is not used constitutes a misdeal,


except when action has already ensued. A newly opened deck of cards has
three jokers and the chance of having another joker to appear is most likely.
If no action has taken place, all bets (blinds and antes) will be returned to the
players who wagered them. The deck of cards shall then be replaced.
However, when substantial action has already occurred when the joker is
noticed in a player’s pocket cards, the hand is considered dead and will not
get his chips back.

17.17 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 sidepot 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 face-down 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.

17.18 MISDEALS

Misdeals may be called for any irregularity in the initial dealing round, until
substantial action has taken place. 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

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owner; however, no more than two cards may be pushed back. If
more than two cards have to be pushed back, it is 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 looked at the cards, it is a misdeal. If the player did not look
at the cards, 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 card dealt.
h. The exposure of two 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 card that was supposed to be part of the flop. In the
event of a misdeal all the cards shall be returned to the dealer, and
the cards scrambled, shuffled, cut, and dealt.
l. The button was out of position.
m. Cards have been dealt to an empty seat.
n. The discovery of a duplicate or foreign card in the deck. A duplicate
or foreign card causes a misdeal in the absence of substantial
action. All players are to receive their money back and the hand is
dealt again (with a different deck) with same blinds and or antes.

Once substantial action has been committed, a misdeal can not be called. The
deal will be played and no money will be returned to any player whose hand is
fouled. In button games, substantial action is considered to have occurred
when two players after the blinds have acted on their hands. In Seven-Card
Stud, it is considered to have occurred when two players after the bring-in
forced bets have acted on their hands.

17.19 MISSING CARDS

One or more cards missing from the deck does not invalidate the result of a
hand. However, the deck of cards shall be replaced after the hand.

17.20 NO-LOOK PLAY

If you play a hand without looking at all of your cards, you assume the liability
of having an irregular card or an improper joker. An unseen hand with an
improper joker will be considered a fouled hand and will not be eligible to win
any portion of the pot.

17.21 OVERDEALT CARD

Before the first round of betting, if a dealer deals one additional card, it is
returned to the deck and used as a burn card.

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17.22 PLAYING THE BOARD

If a player uses zero cards from his hand and uses instead 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 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.
17.23 PREMATURE DRAWING OF BOARD CARDS

If the dealer draws a burn card and turns community cards before action is
complete, the cards shall not play and shall be returned to the deck and
action 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.

17.23.01 PREMATURE EXPOSURE OF FLOP-CARDS

If the dealer draws a burn card and turns flop cards before action is
complete, the cards shall not play and shall be returned to the deck and
action 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.

17.23.02 PREMATURE EXPOSURE OF TURN-CARD

Should the dealer turn the fourth card on the board before the betting
round is completed, the card is taken out of play for that round after
which the betting is completed. The dealer then burns and turns what
would have been the fifth card in the fourth card’s place. After this
round of betting, the dealer inserts the card that was taken out of play
in the middle of the stub. The dealer reshuffles the stub leaving the
burn card in place. The dealer then cuts the deck and turns the final
card without burning a card.

17.23.03 PREMATURE EXPOSURE OF RIVER-CARD

If the fifth and final card on the board is turned up prematurely, that
particular card (except the burn card) shall be inserted back into the
stub and then reshuffled and cut. Betting is then completed after which
the dealer draws the final card on the board.

17.24 PROCEDURAL ERRORS IN DEALING

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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 their 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 a player looks at the improper card, then the deal
shall not be corrected.
b. If a 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 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, 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.
e. If a player has not posted his ante but is dealt a hand, 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 Pagcor’s Rules, 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 Pagcor's Rules.

17.25 TURNING UPCARDS DOWN; MIXING UPCARDS &


DOWNCARDS
A player who turns upcards face-down or mixes upcards and holecards
together when facing a bet is deemed to have folded and his hand is dead.

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If a player picks up his upcards without calling a bet when facing a wager, and
by doing so causes someone to act behind him (even in a heads-up situation,
his hand is dead.

17.26 UNPROTECTED HANDS

You must protect your own hand at all times. Your card may be protected with
your hand, a chip, or other object placed on top of them. If you fail to protect
your hand, you will have no redress if it becomes fouled or the dealer
accidentally kills it.

a. It is the responsibility of each player to ensure that his hand has lost
to other hands at the table before discarding the hand.
b. A player who has a protected hand collected by the dealer or fouled
by discarded cards shall be entitled to a refund from the pot all the
monies he has put in the pot, if the player has been the victim of
and not a contributor to the error.
c. A player who leaves the table without comment and has an
unprotected hand is assured to have no interest in the pot, and his
hand will be mucked.

17.27 WRONG AMOUNT IN THE 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, all bets
put into the pot shall be increased to the proper amount. The opposite
however is not true--if a player puts more chips in 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.

17.28 WRONG DESIGNATED ‘BRING-IN’ LOWCARD

In the first round of betting in Seven-Card Stud a wrong player is designated


to “bring it in” and bets; if the next player has not acted, the action will be
corrected to the real lowcard, who now must bet. The incorrect designated
player takes back the wager. If the next hand has acted after the incorrect
lowcard wager, the wager stands, action continues from there, and the real
lowcard has no obligations.

17.29 WRONG PLACEMENT OF THE BUTTON

a. In button games, if it is discovered that the button was placed


incorrectly on the previous hand, the button and blinds will be
corrected for the new hand in a manner that gives every player one
chance for each position on the round (if possible).

b. If, before the first card is dealt on the next hand, it is determined
that the button was out of position, the blind responsibilities will be
corrected where possible.

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GLOSSARY
ABSENT BUTTON - A chip-sized marker placed at a player’s stack of chips
when a new dealer sits down and the player is not at the table.
ACE - The highest-ranking card.

ACE (CARD) UP THE SLEEVE - (1) In which a cheater surreptitiously


withdraws an ace (or other beneficial card) from the deck, waiting for the
right situation to take unfair advantage of others by using it; (2) A genuine
description for any advantage (usually ill-gotten).

ACE IN THE HOLE - (1) Having an ace as a down card (usually in stud
poker); (2) Indicates a desirable condition, an advantage and/or hidden
resource kept in reserve until an opportunity presents itself.

ACE OUT - To win (perhaps by bluffing) while holding an ace high hand (that
is, a relatively worthless hand since it doesn’t contain even a pair). This
phrase has passed into general usage with the meaning of winning by
deception or just barely beating someone. (If your opponent holds a totally
worthless hand, an ace-high hand would just barely beat him; that is, you
would ace him out.)
ACE-TO-FIVE - A version of Lowball Draw in which the ace is the lowest card
in the deck, straights and flushes are of no value, and the best hand a player
can have is a wheel (A-2-3-4-5).

ACEY-DEUCEY - (1) Any game where aces and deuces are wild; (2) When a
player’s two cards or two cards showing are an ace and a deuce.
ACT - To check, bet, call, raise, fold, show down a hand, deal a card or
commence the shuffle.

ACTION - (1) When it is a player’s turn to make a decision, it is said to be


that player’s action; a hand with lots of betting is said to have good action;
(2) A check, bet, call, raise or fold. For certain situations, doing something
formally connected with the game that conveys information about your hand
may also be considered as having taken action. An example would be showing
your cards at the end of the hand, or indicating the number of cards you are
taking at Draw.

ACTION ONLY - Is an all-in bet of less than half a bet.

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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 BET - A bet (i.e., blind bets, raises, straddles).

ACTIVE PLAYER - Any player still participating in the current hand.

ADD-ON – (1) A last buy-in optionally permitted in a re-buy tournament,


usually with no minimum requirement of chips in possession. That is, at the
point of the add-on, every player still in the tournament can get another buy-
in, generally receiving for the add-on a larger amount of tournament chips
than any of the re-buys. The add-on usually comes after a predetermined
amount of time, say one hour; (2) The act of adding on, or the point in a
tournament at which players can add on to their chip stack.
ADVERTISE - To make a point of showing cards after a bluff (indicating that
you are capable of bluffing… or to relay some other piece of information),
usually to set-up players for a future misdirection play.

AGGRESSIVE – Pertaining to a style of play characterized by much betting,


raising, and reraising. This is not the same as loose play. Some of the best
players are very selective about the cards they play, but when they do get
into a pot, they play those cards aggressively.

AGGRESSIVE ACTION - A wager that could enable a player to win a pot


without a showdown; a bet or raise.

AHEAD – (1) Winning. “Are you ahead or behind?”; (2) With regard to a
reference position at the table, acting before (usually immediately before). If
the deal is one position to your right, you are ahead of the deal. If a player is
sitting to your right, he acts ahead of you.

ALEXANDER –The king of clubs.

ALLIGATOR BLOOD - Used to describe a player who plays fearlessly when


short-stacked and wins, or optionally, a player who plays short-stacked for a
long time, winning just enough to keep him in the game. (USA) A tough
player who is good under pressure.

ALL-IN - When you bet all your money on a hand, either voluntarily in the
belief that you have the strongest hand, or because you do not have enough
money to cover the full amount bet by someone else. You then contend for
the pot in an amount proportional to what you contributed to it. Also Tapped
Out.
AMMUNITION - Chips. A call from a player for more ammunition is a request
to purchase additional chips.

ANGLING - Proposing to another player an agreement, private and outside


the rules; for example, that the pot be split evenly regardless of which player
wins it, or that the players refrain from raising against each other.

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ANIMAL - A player who is prone to frenzy; generally profiled as being
younger players, who oftentimes are very talented and quite fearless.

ANNOUNCED BET - A verbal declaration by a player in turn, in a no-limit or


spread-limit game, of the amount of his bet, or in other games, that he is
betting. In games in which announced bets are permitted, they are usually
binding (when made in turn).
ANTE - The minimum amount of chips that players must place into the pot
before the game begins. The ante is placed before any cards are dealt.

ANTE UP - A dealer request for players to post their antes.

AQUARIUM - A likely place to find fish (poor players); usage in a sentence or


phrase: “Don’t tap on the aquarium!”; (as in: “Don’t wake, or chase away,
the ‘school’ in session!”).

ARBITER – A cardroom or casino official, other than the floorperson, who


decides disputes, rulings and other controversies relating to conflicting poker
rules.

ARKANSAS FLUSH – A four-card flush.


AS NAS - An ancient Persian game often cited as one of the direct ancestors
of Poker.

ASSASSIN - During tournaments, a player on a lucky streak who eliminates


several or all of his opponents from play.

AUTOMATIC - Play made regardless of one’s cards, often in a situation where


the bet wins.

BABY - Low value cards, usually 2, 3, 4, or 5 (add an ace or a 6, and you’ve


got a baby straight).

BACKDOOR – In Hold’em (and sometimes in Seven-Card Stud), catch two


cards to a straight or flush on the turn and river when a player had only three
cards to the hand on the flop (or fifth street in Seven-Card Stud, and then
catch on the sixth and seventh streets), always followed by the name of the
hand caught. The term often applies to a hand made on the end that the
player of the hand wasn’t trying to make, implying that the player had
something else to go for on three cards than the straight or flush. For
example, a player starts with A♥ 8♥ and the flop is A♠ 6♦ 4♥. The turn is 9♥,
and the river J♥, causing the player to backdoor a flush. See runner-runner.
Sometimes the term refers to making four of a kind when a player had a pair
in the hole (and nothing else on the flop). “I had a set the whole way, and he
backdoored a straight on me!”

BACKDOOR FLUSH - Catching two cards to a flush as described under


backdoor.

BACKDOOR STRAIGHT - Catching two cards to a straight as described under


backdoor.

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BACK-IN - (1) In a pass-and-back-in game, come into the pot after having
passed; (2) Come into a pot cheaply as a result of having a blind and there
not having been a raise.

BACK INTO - (1) To win a pot unexpectedly or by default. For example, in a


lowball game, John drew three cards and caught K-Q-J. He passed after the
draw, planning to fold if anyone bets. The three one-card draws also passed,
all having paired and all afraid to bet, and John backed into the pot; (2) To
end up with a hand other than the one you were drawing to. (For example, in
Seven-Card Stud, to start with two pair on the first four cards and end up with
a flush.)

BACK PEEK – A cheating maneuver that enables the dealer to see the face of
the top card on the deck, accomplished by squeezing the top of the deck
between thumb and little finger in such a way as to bow the top card in the
middle so that its value can be surreptitiously viewed. This move is made
prior to dealing seconds. (Also called HEEL PEEK. Compare with front peek.)

BACKRAISE – (1) Reraise; (2) Make a small raise to prevent further or larger
raises, when the number of raises in a betting interval is limited.

BACK-TO-BACK – (1) Serially, or in a row. “I drew two cards and caught


kings back to back!”; (2) Wired.

BAD BEAT – The situation in which a strong hand is beaten by a longshot or


improbable hand, particularly when the holder of the eventual winning hand
should never have been in the pot in the first place (if playing correctly, at
least by the reckoning of the loser of the pot).

BAD-BEAT STORY - A story told by someone who lost a pot, often a big one,
in a bad beat. Usually no one is interested in hearing the story.

BAIT – (n) A small bet made to encourage a raise. (See TRAP); (v) To make
such a bet.

BAKER - The second position to the left of the dealer. Sometimes called just
B.

BANK – The money and chips contained in the rack in front of the dealer.

BANKER - In a card game, the dealer or the player who books the action of
the other bettors at the table.

BANKROLL - The total amount of money one has the intention to gamble
with.

BASE DEAL - Dealing the cards from the bottom of the deck. A form of
cheating.

BATTLE OF THE BLINDS – A hand where everyone else folds to the players
who have the forced bets.

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BEAT ON BOARD - (1) In Hold’em, to have a hand that is better than the
board. The opposite is can’t beat the board, and implies that the player is
playing the board. See play the board. (2) In a Stud game, to have a hand
better than any other player’s board. (The opposite is can’t beat the board,
and means that a particular player’s entire seven card hand cannot beat the
four exposed cards of another player.)

BEHIND - (1) Losing. “Are you behind or ahead?”; (2) With regard to a
reference position at the table, acting after (usually immediately after). If the
deal is one position to your left, you are behind the deal. If a player is sitting
to your left, he acts behind you.

BEHIND A LOG - Describing a situation in which a player is far ahead of a


game and thus playing only premium hands. (Sometimes PLAYING BEHIND
A LOG.)

BEING STAKED - A player who is put in action by one or more backers is


said to be staked.

BELLY BUSTER – Completing an inside straight draw on the turn or river in


Texas Hold’em.

BELLY CARD - A board card (on the turn or river) that forms an inside
straight for a player.

BELLY HIT - (1) A card that makes an inside straight; (2) The situation in
which a hand catches a card that makes an inside straight.

BELLY STRAIGHT – A successful inside straight draw.

BERRIES - The nuts; usually preceded by the.

BET (a.k.a. WAGER) - When it is a player’s turn to act and the player is not
facing a bet, that player may elect to make a wager by putting chips into the
pot. Players yet to act must respond to the bet when it is their turn to act.

BET BLIND - Make a bet without looking at one’s cards. This occurs most
frequently in Lowball in which a player draws one or more cards and, on the
second round of betting, bets before receiving the card or cards. This is done
usually for the purpose of stimulating action, but sometimes to discourage an
opponent from raising. Sometimes players claim to bet blind but have actually
seen their draw card or cards; doing this is considered bad form, and gives
the claimant a bad reputation. The term is also heard in Hold’em before the
river card is dealt, or in Seven-Card Stud, with a player betting before
receiving his river card .

BET INTO - Make a bet before another player, often one who potentially has
a better hand, or make a wager aimed at a particular player or hand.

BET OUT-OF-TURN - Put money in the pot before it is one’s turn to do so,
that is, before other players who are supposed to act first have had a chance
to indicate what they are going to do. (In most cardrooms, acting out-of-turn

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is not binding. A player who puts money in the pot out-of-turn is usually
permitted to withdraw that money, and is usually required to do so. Betting
out-of-turn is often an honest mistake, particularly from a beginner or
someone who doesn’t pay enough attention to what is going on; sometimes,
though, it is an angle intended to influence the action of others.)

BET THE LIMIT - Bet the maximum permitted, usually in a spread-limit, no-
limit, or pot-limit game.

BET THE POT - Make a bet equal to the size of the current pot in a no-limit
or pot-limit game.

BETTING AREA - The central area of the table where, if a player places any
chips, it is taken as a bet or raise. If a player releases his cards face-down in
this area, it is taken as a fold. (Unfortunately this area is often poorly
defined.)

BETTING LEVEL - The limit at which a tournament is currently being played


at a particular time. For example, a Hold’em tournament might start at a
betting level of Php200-400, and then after 20 minutes, increase to a betting
level of Php400-800.

BETTING ROUND – A complete wagering cycle in the course of a hand


between the deal of each card(s). After each stage of dealing a card(s), each
player in turn is given the opportunity to wager and respond to the wagers of
other players prior to the next stage of dealing the hand.

BETTING STRUCTURE - The definition of how much a player may wager on


each betting round during the course of the hand. In fixed-limit games there
are two blinds and/or antes, and two limits of betting, one on the first two
rounds of cards dealt, another on the next two or three rounds of cards dealt.
Typically the size of bets doubles on the later rounds.

BETTOR – The first person who puts money in the pot on any betting round.

BIG BET - (1) Describing a pot-limit or no-limit game; (2) In a double-limit


game, a bet at the larger bet size. For example, in Php100-200 limits, small
bets are Php100 and big bets are Php200.

BIG BLIND - The larger of two forced bets in Hold’em, for the player in
second position.

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 subsequently post it in
accordance with the rules. (See also Missed Big Blind Button.)

BIG PAIR – A pair of cards with a value of 10 or greater.

BLANK - A term often used in Hold’em to describe a card that comes on the
Turn or on the River and does not improve the value of a player’s hand.

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BLEED – To win a lot of money, a little at a time, from either a game or a
particular player.

BLIND BET (BLINDS) - A forced bet that is placed before any cards are
dealt. It is considered a live bet for the first round of betting. (You have big
blind and small blind bets in the first round of betting.)

BLIND OFF – In a tournament, when a player doesn’t show up at the start of


the tourney but has paid for his chips, or after a break, or on a second or
succeeding day of play, his chips are put into the pot to cover his blind or
blinds each time the blinds come to him until he does show up. If the player
never shows up, all his chips would be blinded off.

BLIND RAISE - When a player raises without looking at his hand.

BLIND ROBBER – Someone who steals the blinds (usually from the small
blind position to win the big blind, or the dealer position to win both blinds),
that is, opens a pot without having good cards, hoping the blind will just
throw away his cards and the opener can win the chips represented by the
blind or blinds without having to actually play the hand. (See steal the blinds.)

BLUE - The color of poker chips most often used to represent the highest
denomination of money. It’s the source of the term blue chip stock. Slang for
a club or spade flush (All Blue).

BLUFF - (v) To bet a weak hand with the hope of driving out the other
players. Sometimes done with the intention of losing thus being forced to
show the hand, making it a form of advertising. See advertise; (n) The act of
bluffing, “That was a good bluff!” (For both meanings, also called snow.)

BLUFF CATCHER - A hand with which a player feels he must call, even in a
situation in which he is likely to lose.

BOARD - (1) 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; (2) In California cardrooms, the waiting list
kept for players seeking to get into a 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.

BOARD MAN/BOARD PERSON - The casino employee who writes names or


initials on the board and calls players as their seats open up.

BOBTAIL FLUSH – Four cards to a flush.

BOBTAIL STRAIGHT - (1) Four cards to a straight. See also double-ended


straight, open-ended straight, two-way hand, two-way straight; (2) A non-
standard hand, four cards to a straight, that ranks higher than one pair and
lower than a four-card flush.

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BOSS KICKER - The equivalent of having the nut kicker.

BOTTOM DEALER - A card manipulator (cheat) who can deal cards off the
bottom of the deck.

BOTTOM PAIR - When a player uses the lowest card in the flop to create a
pair with one of his own cards.

BOTTOMS - Cards dealt illegally from the bottom of the deck.

BOX - (n) The dealer’s position at the table, including the rack; (v) To strip-
shuffle the cards.

BOXED CARD - A card that is found to be face-up in the deck. A boxed card
is usually treated as a meaningless piece of paper.

BRACELET - The coveted piece of jewelry awarded (along with the prize
money) to the winners of every event in the annual World Series of Poker held
at Binion’s at Las Vegas.

BREATHE (a.k.a. ‘BY ME’) - Same as check.

BRICK - (1) In Community Card poker, a board card that is flipped up and
does nothing to help a player’s hand. (2) In Stud poker, a card dealt face-up
to a player that does nothing to help that player’s hand. (See also Blank.)

BRIEF - A tiny ledge shuffled into a deck by a cheater so that his accomplice
can cut it at the prearranged location; a card offset by a barely perceptible
fraction of an inch, but able to be found by touch when cut. A brief can be felt
but is not easily seen; a good cutter can feel a 1/32-inch brief. (Sometimes
called jog, needle or step.)

BRING-IN - A mandatory first bet made in the first betting round of a Stud
Poker game only. The Bring-in is usually placed by the player showing the
lowest value card, though in some games the player showing the highest
value card is forced to do so. On all additional rounds, the player showing the
highest ranked hand on board has the option to bet first, or not.

BRING IT IN - To initiate the betting in the hand’s first betting round.

BROKEN FALL - A Flop where a straight cannot be made on the next call.
(e.g. Q-7-2.)

BROKEN GAME – A game no longer in action; one which has discontinued


play, usually because it has become short-handed and the players prefer not
to play short.

BROOMCORN’S UNCLE - A player who uses up all his chips through placing
antes.

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BRUSH - (n) A cardroom employee whose duties include keeping a list and
seating players in the games (In many small rooms, this function is performed
by a floorperson or by dealers on break); (v) To clean a table.

BUBBLE - The position just out of the money in a tournament; often part of
the phrase on the bubble. (For example, if a tournament pays 16 places, the
player unfortunate enough to bust out in the 17 th position is said to have been
on the bubble.)

BUCK - The term used to describe the dealer button which indicates which
player represents the dealer in casino play; this player should receive the last
card. It is the source of the phrase “The Buck stops here”. (See Button.)

BUG - A joker card.

BULL - Another name for an ace.

BUMP - A slang term used instead of the word raise.

BURIED - A buried pair is a pair in the hole in Seven-Card Stud; a pair in the
first two down cards.

BURN - (v) To take the top card out of play, usually by placing it face-down
among the discards (in Hold’em, a card is usually discarded before each round
is dealt); (n) The card that is burned or discarded by the dealer in Texas
Hold’em.

BURNCARD - After the initial round of cards is dealt, the first card off the
deck in each round that is placed under a chip in the pot, for security
purposes. To do so is to burn the card; the card itself is called the burncard.

BUST - To run out of money. Busted out in competitions where it’s final.

BUTTON - A flat clay or plastic disk called the dealer button. The player with
the button is the last to receive cards on the deal.

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
games as distinguished from Stud games.

BUY-IN - (1) The minimum amount of money required to get into a game;
(2) The amount of money (or chips) with which one starts a poker session.

BUY THE POT - To match the amount of money in any given pot.

‘BY ME’ (a.k.a. BREATHE) - Another way for a player to check or pass on a
particular betting round when not facing a bet.

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CAGE - The casino cashier’s booth, so called because there usually are bars
on the windows.

CALL - When it is a player’s turn to act and the player is facing a bet, the
player may elect to continue to contest for the pot by matching the bet he is
facing. (When facing a bet, the player’s other choices are to raise or fold.)

CALLED HAND – When, on the final betting round, a player facing a bet
matches that bet, the hand of the player who made the bet is a called hand,
which must be shown down.

CALLER - A player who calls a bet or raise.

CALLING STATION – (1) A player who will call almost any bet that you
make; (2) A sucker who is next-to-impossible to bluff.

CAN’T BEAT THE BOARD - (1) In a Stud game, to have an entire seven-
card hand that cannot beat the four exposed cards of another player; (2) In
Hold’em, to have a hand that cannot beat the board (this implies that the
player is playing the board).

CAP - The limit used to describe the third raise in a round. Betting is then
capped and players can only call or fold.

CARD SHARK - (1) Cardsharp, sometimes spelled cardshark; (2) An expert


card player, usually a professional gambler. The term is not necessarily
synonymous with cheater.

CARDSHARP - A cheater, implying one who manipulates the cards; (a


mechanic.) Sometimes spelled card sharp.

CARDS SPEAK - A house rule determining that players do not need to


declare their own hands. If a player misdeclares a hand, the house corrects
that player. The opposite of Players Speak.

CARPET JOINT (a.k.a. BUG JOINT and SAWDUST JOINT) - A lavishly


decorated casino having top-grade gaming equipment.

CASE - (n) Descriptive of the only remaining card of a rank or suit; (v) Look
over; usually said of a cardroom, referring to checking out the action.

CASE CARD - The only remaining card (in the deck) of a rank or suit. See
case. The term comes from Faro, in which cards are kept track of with an
abacus-like device called a case rack.

CASE CHIPS - A player’s last remaining chips.

CASE MONEY - (1) Emergency money; (2) The last of a gambler’s bankroll or
stake.

CASH-IN - To leave a game and change one’s chips for cash with the dealer.

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CASH-OUT - To leave a game and change one’s chips for cash at the cage.

CATBIRD SEAT - The position immediately to the right of the dealer. This is
a restricted usage of the more general term, which means advantageous
situation or position.

CATCH - To have the card a player wanted to pull appear at a draw.

CATCHING CARDS - Getting favorable cards.

CHANGE GEARS - To strategically alternate your play between conservative


and aggressive; Adjusting your style of play from loose to tight or vice-versa.

CHARLIE - The third position to the left of the dealer. Sometimes called just
C.

CHASE - When a player remains in the pot because his hand has the potential
to improve to a better hand, that player is said to be chasing the better hand.

CHECK - When you want to stay in the game but not place a bet. You can
only check if no other bets have been placed in the betting round. To eschew
a bet; (If everyone checks, you get the next card/s for free.)

CHECK OUT - To fold one’s hand when there has been no bet. (That is, the
player could just have checked.)

CHECK-RAISE - A play in which a player initially checks, then after someone


else makes a bet, raises. It is usually considered a tactical, aggressive act
designed to maximize the money in the pot, or to scare opponents out of the
pot.

CHIP MOVES - Ploys made by players to extricate information from other


players.

CHIPRUNNER - A cardroom employee whose duties include getting fills for


the dealers, getting soft breaks and player’s chips. In small rooms, this
function is usually performed by a floorperson or by dealers who are on break.

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 UP - (1) To color up; (2) To exchange odd chips for higher
denomination chips when the betting level goes up in a tournament.

CHOP - To return the blind bets to the players who posted them, when no
other player elects to call in a Poker game’s first betting round. The game
then moves on to the next hand. (Also referred to as Splitting the Pot).

CINCH PLAYER - One who plays only the nuts (usually used in a derisive
sense).

CIRCLING THE DRAIN OR CTD - Running bad in tournaments and/or cash


games for an extended period of time.
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CLEAR THE DECK - This refers to the requirement that the dealer should
take both hands clear of the deck before cutting the cards.

CLOSE TO THE VEST, PLAYING - (1) Playing cautiously; (2) Holding one’s
cards close enough to oneself so that players on either side of him cannot see
them.

COFFEEHOUSING - When players chat about a hand they are or were


involved in, with the intent of misleading or manipulating other players.

COLD CALL (OR CALL COLD) – (1) To call more than one bet (e.g. one
player bets, the next raises and the next calls); (2) When a player, who has
no money invested in the pot besides the ante, calls a raise and a re-raise.

COLD CARDS - A player who is receiving cold cards, usually an experienced


rounder who is having bad luck due to a long running string of bad cards. A
similar example is a writer who is experiencing writers block.

COLD DECKING - Occurs when the deck conspires against a player, forcing
that player to put in lots of chips with the worst hand.

COLLECTION - The fee charged in a game (taken either out of the pot or
from each player).

COLLECTION DROP - A fee charged for each hand dealt.

COLLUSION – (1) When two or more players work together in order to win a
hand or succession of hands. (2) A form of cheating in which two or more
players signal their holdings or otherwise form a cheating partnership to the
detriment of the other players.

COLOR CHANGE - Replacing chips of one color with those of another. Usually
implies the exchanging of many smaller denomination chips for fewer of a
higher denomination.

COLOR UP – To replace many chips of small denomination for fewer of a


higher denomination.

COME HAND - A hand which must improve to be able to win; A hand that has
not yet been made, with more cards still to be dealt, thus a four-card flush
would be a come hand.

COMMON CARD - In Stud games, a card dealt face-up and placed in the
middle of the layout if there are insufficient cards left in the deck to deal each
player a card individually and which is then used by all remaining active
players at the showdown.

COMMUNITY CARDS - Cards that are dealt to the board. All players can use
these cards to complete their five-card hands.

CONCEALED PAIR – (1) A pair where both cards are face-down. (2) In Stud,
a pair, both cards of which are among a player’s first two downcards.
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CONCLUSION OF THE HAND - When the pot has been awarded, and the
dealer has gathered in all the cards and the collected cards have been
scrambled, then the hand is over.

CONNECTOR - Cards of consecutive ranks, especially pocket cards, are called


connectors. If they're also of the same suit, they're called suited connectors.

COUNTERFEITED – When one or more of a player’s low cards is duplicated


on the board, often ruining a low hand (especially in Omaha High-Low Split).

COVER CARD - A non-playing faceless card, usually a plain plastic card used
to cover the bottom of the deck for security purposes. Some rooms use the
joker as a cover card. (See also Cut Card.)

CRACK - When a powerful hand is beat, it is cracked. (e.g. pocket aces that
lose to two low pairs.)

CRYING CALL - (n) A call by a player who is virtually certain he will not win
the pot, and probably knows it; (v) To complain while making a call.

CUT - (v) Regarding the deck, to break the deck into two blocks and place
what was the bottom block on top of what was the top block; (n) Regarding
the collection by rake, to rake the money from the pot for the house.

CUT CARD – A colored faceless plastic card used to cut the cards after the
shuffle. It is not used to cut the deck, although the deck is cut onto the cut
card by the dealer. (Same as the Cover Card.)
DEAD BET - A non-active bet or penalty fee which is placed in the pot, but
which other players at the table are not required to refer to (i.e. if the player
misses both the blind bets, upon re-sitting-in that player must post a live bet
equal to the big blind, plus a dead bet equal to the small blind).

DEAD BLIND - (1) A blind that does not constitute part of the player’s bet.
The 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; (2) 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. A dead small blind occurs when a player has paid his big blind
and departs the game when it is his turn to post the small blind.

DEAD BUTTON - The dealer button is advanced to a seat that is not


occupied. Some cardrooms use an advancing button rule which prevents this
situation.

DEAD COLLECTION BLIND - A fee posted by the player having the dealer
button, used in some games as an alternative method of seat rental.

DEAD HAND – (1) 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. (2) A hand that has been

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mucked or killed. (3) A hand that is not playable. (e.g. one that has too many
or too few cards).

DEAD IN THE POT - When there is no way for you to win a hand, you are
said to be dead in the pot.

DEAD MONEY – (1) Cash or chips put into the pot by players who have
folded. (2) Money invested in a tournament by a player or players unlikely to
win. (3) When a player missed his blinds, he must immediately post an
amount equal to the big and small blinds, whereupon he shall receive a hand
and resume play. In this case the big 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.
DEALER BUTTON - When there is a house dealer, the dealer button is a
round-shaped flat disk made of clay or plastic that rotates clockwise around
the table to signify the dealer position and to indicate which player is first to
act.

DEALER’S CHOICE - Any poker game in which the dealer has the right to
name the variant to be played in that deal.

DECK CHANGE - Taking the deck that is currently being used out of play and
replacing it with a different deck.

DECK STUB (a.k.a. STUB) - The remnants of the deck after all the cards
have been dealt. (See Talon.)

DECLARE (DECLARATION) - Announcing whether you are trying for the


high hand, low hand, or both. Typically, this is done by secretly putting no
chips in your hand if you are going low, one chip if you are going high, or two
chips if you are going both. Everyone then opens his or her fists
simultaneously.

DESIGNATED DEALER - In a poker room where each game has a resident


dealer, a different player serves as the designated dealer for each hand. In
poker games like Texas Hold’em, the player to the left of the dealer bets first.

DESTINY SEAT (a.k.a. HOT SEAT or LUCKY SEAT). A position that wins
regardless of what hole cards the player has; wins all hands played, even with
ridiculously inferior odds; lays bad beats and causes tilt in players.

DEUCE - A card of rank two. A two spot. There are no twos in a poker deck,
always deuces.

DIRTY STACK - A stack of chips containing one or more chips with a different
denomination.

DISCARD - (v) The act of releasing one’s hand with a forward motion; the
dealer should immediately slide the cards into the muck (See fold); (n) any
card or hand that has been discarded.

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DISCARD TRAY - A tray on the dealer’s right side that holds all the cards
that have been played or discarded.

DOG - Abbreviation for underdog. The opposite of favorite.

DOMINATE - A starting hand that will almost always beat another starting
hand is said to dominate that hand. For example, in Hold’em, AK dominates
K2. Most of the time K2 makes a playable hand, AK will make a better hand.
However, a 2 might still lose the hand.

DONKEY - A poor player who does stupid things while playing poker.

DOOR CARD - The first face-up card dealt to each player in Stud poker,
otherwise called Second Street in Five-Card Stud, and Third Street in Seven-
Card Stud.

DOUBLE BET - A bet that is double the minimum allowable bet at the table
on Fourth Street only in Seven-Card Stud, made by the player in first position.
The player can only make this bet if he is showing a pair.

DOWN - (n) A dealer’s twenty or thirty minutes turn of dealing at one table.
(adj) Face-down, so that the value of the card isn’t showing. (a.k.a. In the
Hole)

DOWN TO THE FELT – (Slang) Totally out of money, broke.

DRAW – (v) To draw a card (e.g. if you need a card to make a straight, you
are on a straight draw or are drawing to a straight. (n) In Draw poker, the
second round of cards that is dealt. The word draw has slightly different
meanings in different contexts, although generally it has something to do with
receiving more cards, with the hope of improving your hand. Draw games are
games where at some point during the hand you are allowed to discard some
or all your cards, to be replaced from the deck. Drawing two is thus
exchanging two of your cards. The draw is the point during the game at which
players may do this. By default, when someone asks if you want to play some
draw, they usually mean five card draw. In other poker games, drawing
simply means staying in the game with the hope of improving your hand when
more cards come. When you stay in a hand with the hope of improving, you
are said to be on draw.

DRAW FOR THE BUTTON - In Community Card 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.

DRAWING - Remaining in the round and accepting more cards.

DRAWING DEAD (a.k.a. DEAD IN THE POT) - When a player remains in a


round even though his hand cannot possibly be improved; Drawing to a hand
that would be impossible to win with, regardless of the card or cards drawn.

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DRAWING TO A HAND - Remaining in the round with the hope of making
one's potential hand as more cards are dealt.

DROP (a.k.a. FOLD) - To abandon your hand or throw away your cards
without calling a bet.

DROPBOX - A box under the table, usually locked, into which the dealer
drops the rake taken from each pot.

EARLY, MIDDLE AND LATE POSITION - The early positions in an eight-


handed game are the first three players to act on their hand, the middle
positions are the next three and the late positions are the last two.

EIGHT OR BETTER - In High-Low Split games, in order to qualify for the low
half of the pot, it is generally required that the five-card hand which wins the
low has no card in it higher than an eight. The worst Eight or Better hand is
eight, seven, six, five, four. The best Eight or Better hand is five, four, three,
deuce, ace. When Eight or Better is spoken of without qualification, it
generally refers to Seven-Card Stud, High-Low Split with an Eight-or-Better to
qualify for low.
EIGHTY SIX – (v) To suspend, expel or ban a person from a casino or from a
particular game. (Slang)

EQUALIZED - When all players have contributed the same amount of money
to the pot.

EXCHANGE – To discard cards from one’s hand and replace them with
different cards from the top of deck (usually in draw poker).

EXPOSED CARD - Any card whose face was seen by one or more players who
should not have seen it. (See also boxed card which should not be confused
with an exposed card; they are different and treated differently.)

EXPOSED PAIR – An open pair that is in-sight. (Usually a pair on the board.)

FALL - See Flop.

FALSE SHUFFLES - Sleight of a hand technique used to shuffle a deck but


maintain its original order all the time.

FAMILY POT - A pot in which all or most players have stayed in the hand
until the showdown.

FAST COMPANY – Tough players; Sometimes meaning unscrupulous.

FEELER - A bet made to see what the other player(s) will do. (See also
nuisance raise.)

FELT – (1) The surface of most poker tables; (2) A player who is running low
on chips is said to be down to the felt.

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FELTED - To bust a player in a tournament, coined by professional poker
player Phil Laak.

FIFTH STREET - (1) In Stud Poker, the fifth card dealt to each player; (2)
The third round of betting, called Fifth Street because the players have five
cards each. (3) In Hold’em, the last community card that is dealt – the River.

FILL UP - To fill a full house.

FISH (a.k.a. JOBBER, CHUMP, MONKEY, or MARK.) - A habitual loser; A


player who lacks many poker skills.
FISHING - A player who stays in a poker game longer than advisable is said
to be fishing for the card or two that will make the hand a winner.

FIXED-LIMIT (a.k.a. STRUCTURED LIMIT) - A poker game in which the


betting limits are established at a certain amount. There can be no variance in
the amount wagered on any given betting round except for all-in bets made
pursuant to the rules.

FLASHED CARD - A card that is partially exposed.

FLAT CALL - Calling a bet without raising.

FLOAT THE BOAT - When a player catches the miracle card he needs to win
on the River.

FLOORPERSON – The person responsible for making final decisions on


rulings. This person may have a variety of titles in the cardroom -- supervisor,
floorperson, manager -- but he is the person the dealer calls to the table to
resolve disputes and make decisions regarding rules.

FLOP - The first three community cards dealt to the table.

FLOPPING A SET - In Hold’em, when out of the first three community cards
(the Flop) and your two hole cards, three of the cards are of the same value.

FLUSH DRAW (FLUSHING) - When a player holds four cards of the same
suit and is hoping to draw a fifth card of that suit to complete a flush.

FOLD - When players discard their hands. They give up any claim on the pot
in exchange for not having to contribute more money to the pot. (See Drop.)

FOLD OUT-OF-TURN - When a player folds before his turn. This is


technically against the rules of poker and looked down upon in any serious
game.

FORCED BET - A required wager to start the action on the first betting round
(the normal way action begins in a stud game).

FORWARD MOTION - To move one’s hand forward with chips in it as if one


has the intention of betting, calling or raising, or cards in it as if one has the
intention of folding.
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FOULED DECK - A deck which has in some way been soiled, such as by the
dealer mixing discarded hands, burn cards or other dead cards into it. A deck
that is missing a card, has an extra card, or has two identical cards, is also a
fouled deck.

FOULED HAND – A hand that has been invalidated by addition of a card,


exclusion of a card, contact with other cards, or other circumstances.

FOURFLUSH - A hand that is four cards to a flush. Typically, these hands do


not have any true value as a poker hand; Four cards of the same suit.

FOURTH STREET - The second round of betting and is called Fourth Street
because the players have four cards each. (See Turn.)

FREE CARD - When no action is made on a betting round (a check round),


then another card is dealt without any player having to put money into the
pot. This card is known as a free card.

FREE RIDE - A betting round in which no player chose to bet, allowing all live
players to remain in the game at no cost.

FREEROLL - When you have a hand that will at least share the pot and still
have a chance of winning, you are said to be freerolling.

FREEZE-OUT - Tournaments such as the World Series of Poker that are


played down to one winner. An additional requirement of a Freeze-out
tournament is that no player can add more money to his original Buy-In. So,
when a player loses all his money, he’s out of the tournament and cannot get
back in.

FRENCH CUT (a.k.a. SCARNE CUT) - A method of cutting the deck wherein
the dealer pulls a block of cards out of the middle of the deck and places it on
top of the deck, rather than dividing the deck in half and placing the bottom
half on the top half.

FRENZY - Refers to a player becoming incredibly aggressive; extreme


aggression on a part of a player, and is not always a result of running bad.

FURNITURE - A cheat who uses a holdout machine. (See Machine Man.)

GALLERY - An area from which an audience is allowed to watch a poker game


or tournament.

GLIMMER – (Slang) Money.

GO ON TILT - When a player loses emotional balance during a game and


plays irrationally.

GOULASH JOINT – (Slang) A restaurant or bar that runs a regular card


game hidden in a back room.

GREEK DEALER (a.k.a. MECHANIC) - A player who cheats when dealing.


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GRIND - To play tight (usually, but not always, in a low-limit game) and
accept relatively small winnings.

GRINDER - A player who only aims to win a little money each day.

GUT SHOT - An inside-straight draw, or more precisely, a one-card straight


draw.

HAMMER - Having the button thus being the last to act, which puts the
player in a strategically strong position.

HAND - (1) The best combination a player can make with the cards he holds
plus the communal cards; (2) Any player’s cards; (3) The complete play of a
hand of poker, from shuffle and deal through all betting rounds and the
showdown.

HANGER - A card that juts out conspicuously when a cheater is dealing.

HARD ROCK - A particularly tight player.

HEADS-UP (HEAD TO HEAD OR HEADS-UP PLAY) - When a game is


reduced to two players, these players are said to be competing heads-up for
the pot.

HELICOPTER - To pitch a player’s card high and spinning, which is an


undesirable show-off move. (See also snapping and spinning.)

HELP - Someone who needs help needs their hand to improve for a chance of
winning the pot.

HIGH CARD - 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 POKER - Any game of poker in which the pot is split between the
highest and lowest hands. It is possible to have a hand that wins both, for
example A-2-3-4-5 is a straight, but is also (in most forms of high-low poker)
considered the lowest possible hand. In some high-low games of poker, the
lowest possible hand is A-2-3-4-6, and in others (although usually this is true
only in low-only games), the lowest possible hand is 2-3-4-5-7 as this hand
does not contain an ace.

HIGH POKER - Standard poker, as compared to low poker or Lowball. In high


poker, the highest hand wins.

HIGH SOCIETY - The highest denomination of chips in a card room.

HIT AND RUN ARTIST - One who plays briefly in each of several games,
usually with the intention of having a short winning session in each game.
(This kind of player is usually disliked because he takes money out of the
game, leaving the remaining players trying to win from a reduced pool of
chips.)
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HOLD’EM - A form of community card poker where some cards are dealt to
each player and the rest are dealt in the middle of the table and shared by all
players. There are five community cards, with the first three flipped up
together, followed by the fourth, followed by the fifth, with betting rounds in
between. Texas Hold’em is the staple casino poker game, made popular as
the featured game of the World Series of Poker.

HOLDOUT, HOLDOUT MACHINE - Any secret device that allows a cheat to


conceal cards with the intention of gaining unfair advantage by switching
them for the cards that have been dealt to him.

HOLE CARDS (a.k.a. POCKET CARDS) - These are the cards dealt face-
down in front of the players of Hold’em and Stud games.

HOLLYWOODING - Used to describe the actions of a player who is


attempting to give off a false tell.

HORSE - A game usually held as a tournament event in which five different


variations are played (one per rotation or round) - Hold’em; Omaha; Razz;
Seven-Card Stud; Eights or Better.

HOUSE - The host of the game (e.g. the casino).

IGNORANT END - The low end of a straight.

INDIAN POKER OR SCHMUCK - A stud variation that is only played in a


home game late at night, preferably with alcohol (or an equivalent legal
recreational substance) at hand; every player is dealt one down card, which is
then shown to everyone but himself (this is usually accomplished by placing
said card on each player’s forehead). There is one round of betting; high card
wins.

INSIDE STRAIGHT - Four cards needing a card of interior rank to make a


straight, as nine, eight, six, five.

INSIDE STRAIGHT DRAW - Drawing to a straight where the cards needed


to complete the straight are those in the middle of the straight. For example,
you have 6-7-9-10 and need the middle card (8) to make the straight.

INSURANCE - A private proposition between players regarding the hand,


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.

IN THE HOLE - See Down.

ISOLATE - To isolate a player is to raise with the intention of removing


everyone else from the hand except that player.

JACK IT UP - Slang for raise.

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JAM THE POT - Excessive bets and raises by one or more players.

JAM-UP GAME - A game where several players are building very large pots,
often with little or no regard to hand values.

JOHNNY - A jack. Jacks are also referred to as Jake, Jacques or Knave.

JOKER (a.k.a. WILD CARD) - The 53rd card in a deck of playing cards,
sometimes used as a wild card. A card that can be labeled whatever suit and
rank the possessor wishes to, as dictated by the particular game variaton’s
pre-set rules.

JUDITH - The queen of hearts.

JUICE - (1) Slang for markings on the cards, put there by a cheat; (2) The
percentage of each pot that is kept by the house.

KAMIKAZE - (1) A person who is so on tilt that he is literally throwing away


his money with no regard by betting, calling and raising, even with the least
chances of winning the pot.

KIBITZ - (1) To observe and comment on the action while playing; (2) To
observe and comment on the action as a non-player (less frequent usage).

KIBITZER - One who observes or comments on the action (either while


playing or as a non-player).

KICK - Another term for raise; the preferred term of more experienced poker
players (as opposed to bump).

KICKER(S) - (1) The highest unpaired card in a player’s hand is the player’s
kicker and is used to determine the winner between tied hands; (2) The two
cards in a seven-card stud hand that are not part of the best five-card hand.

KILL OR KILL BLIND - An oversize blind, usually twice the size of the big
blind and doubling the limit. Sometimes a half-kill, increasing the blind and
limits by fifty percent, is used. A kill can be either voluntary or mandatory.
The most common requirement of a mandatory kill are for winning two pots in
a row or for scooping a pot in high-low split.

KILL BUTTON - A button used in a Lowball game to indicate a player who


has won two pots in a row, and is required to kill the pot.

KILL POT - A pot with a forced kill by the winner of the two previous pots, or
the winner of an entire pot with sufficient size in a high-low split game. (Some
pots can be voluntarily killed.)

KING WITH THE BATTLE AXE - The king of diamonds.

KNAVE - A jack.

KNOCK - A player may knock the table with a fist to indicate a check.
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LAMMER - (1) A plastic disk used to separate stacks of chips in the dealer’s
tray; (2) 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 player 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.

LAY DOWN - To reveal a hand at showdown.

LEG UP - Being in a situation equivalent to having won the previous pot and
thus liable to have to kill the following pot if you win the current pot.

LIMIT POKER - A poker game where the minimum and maximum amounts a
player may bet or raise on any given round of betting are fixed.

LIMPER - The first player in the first betting round to call the blind bets.
LIMP IN - In any no-limit game, to just barely call, or call reluctantly. This
tactic can be used by a player with a good hand to appear weak.

LINE-UP - The people playing in a game.

LINE WORK – Markings such as lines, checks, squiggles, etc., placed on a


deck by a cheat to identify the cards so that they can be read during a game.

LIVE BET - An active bet, which all other players at the table must refer to
(i.e. blind bets, bets, raises, straddles).

LIVE BLIND - Used when describing blinds to indicate that the blind is part of
a player’s bet (as opposed to a dead small 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.

LIVE CARD - A fresh card or a card that has not been seen.

LIVE GAME - A game with lots of betting action.

LIVE ONE - A poor player with plenty of money to lose. (See whale.)

LOCKSMITH – (Slang) A player who plays a hand only if it is almost certain


to be the winner.

LOCK-UP - Where a player on the waiting list has left money with the
floorperson to put in his seat so that it is secured, even though the player
may have left the room temporarily.

LONGHAND - This refers to a poker game with seven or more players.

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LOOKING OUT THE WINDOW - An expression used to describe a player
who is not paying attention to the action.

LOOSE - Description of a player who’s in for too many hands; Usually


undisciplined, often hyper-aggressive.

LOTTO PLAYER - A player who plays any cards and stays in the pot.

LOWBALL (a.k.a. LOW, LOWBOY) A type of game where the lowest hand
at the table wins instead of the best hand. Players, who do not count
Straights and flushes in Lowball, count the A-2-3-4-5 as the best possible
Lowball hand. (See Bicycle wheel.) Players, who count straights and flushes in
Lowball, count the A-2-3-4-6 as the best possible Lowball hand, as it is the
worst possible poker hand.

LOWEST CARD - The card that has the lowest value. Aces are high. If two
players have the same lowest card, the value is determined by suit. Suits are
arranged in alphabetical order from lowest to highest value - Clubs,
Diamonds, Hearts and Spades.

LOW POKER - Also called Lowball, is poker in which the pot is awarded to
the lowest poker hand.

LUCK BOX - This refers to someone who is running extremely well in the
short run.

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 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 to win. The main pot is distinguished from the side pot,
created after the all-in player has put in the last of his chips.

MANIAC - A very loose and aggressive player, playing almost any hand and
usually raising rather than calling.

MARKING CARDS - Some of the most popular methods a hustler uses to


cheat involve marking cards before, and even during play.

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.

MECHANIC (a.k.a. GREEK DEALER) - A cheater who manipulates the cards


to his benefit when dealing.

MECHANIC'S GRIP - The way a cheater holds the deck of cards to facilitate
his manipulations.

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MIDDLE PAIR - If there are three cards of different ranks on the flop in
Hold'em and you pair the middle one, you have middle pair.

MISCALL - An incorrect verbal declaration of the ranking of one’s hand.

MISDEAL - A deal which has been commenced but because of an irregularity


must be stopped and the cards gathered back in and re-dealt.

MISSED BLIND BUTTON - A chip sized marker placed by the dealer at a


player’s chips when the player does not post a blind in turn, usually because
the player is absent from the table. (In a game with two blinds, there may be
separate missed small blind and missed big blind buttons. A missed small
blind button is given when the player has missed the small blind only.)

MIXED LIMIT - A spread-limit game where the betting structure allows a


small spread on early streets and a larger spread on later streets.

MUCK - (n) The collection of discarded hands that forms when a game is
played; (v) To discard one’s hand.

MULTI-WAY (a.k.a. MULTI-HANDED) - A pot for which two or more active


players are contending.

NATURAL - A term used in wild card games to describe the cards that make
up a player’s hand but are not wild cards.

NO-LIMIT POKER - A risky variety of poker in which any player may bet as
many of his chips at any time.

NO QUALIFIER - In a high-low split game with no qualifier, the highest and


the lowest hands will split the pot.

NULLIFYING THE CUT - Returning the deck to its original order after the
pack has been cut by another player.

ODD CHIP - In split pots, whether split because of tied hands, a high-low
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 players in accordance with the
rules relating to money, stakes, etc.

ODDS - The probability of making or not making a hand (e.g. if you have a
25% chance of making a hand, the odds are 3 to 1 against your making it).

OFF-SUIT - Cards of different suits.

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 High-Low Split.

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ONE MOTION - In No-limit or Pot-limit, when raising, a player must either
put the amount of the raise out in one motion or state the raise amount. By
stating the word raise, a player protects his right to raise, but the raise must
be made in one additional motion unless he states the amount.

ON-TILT - Going on tilt is a bad reaction to an unlucky hand or a bad beat


resulting in uncontrolled wild play.

OPEN - (1) Cards that are available for all to see are said to be open cards.
Open card games 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.

OPEN-ENDED STRAIGHT - Four cards to a straight, which can be made with


cards of two different ranks.

OPENING BET - The first bet in a round of play. In Community Card and
Draw games, the blinds are the opening bets. 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.

OPTION - An option is a live blind bet made before the cards are dealt. If no
one raises, the option player may raise.

OUTDRAW - To make a better hand than an opponent by drawing more


cards.

OUTS - The number of cards in the deck that will improve one’s hand. Also,
ways of improving one’s hand. The term is used particularly in reference to a
hand that needs to improve to become the best hand.

OVERBET - In pot-limit games, a wager which is greater than the permitted


amount.

OVERCARD - (1) In Hold’em games, a card which is higher in value than any
card on the board; (2) In Stud games, a card higher in value than any card
your opponent has showing.

OVERPAIR - In flop games, a pocket pair higher than the highest value card
on the board. If you hold AA and the flop is K62, you have a nice overpair.

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 it, then the chip of such denomination is defined as an oversized chip.

PAINT CARDS - The picture cards (king, queen, jack).

PAIR - Any two cards that have the same value.

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PARAMOUNT RULES – Refers to rules relating to fairness and the
floorperson’s authority which supersede and have precedence over all other
rules.

PASADENA – (slang) To fold.

PASS - (1) Decline to bet. In a pass-and-out game, this differs from a check
because a player who passes must fold; (2) Decline to call a wager, at which
point you must discard your hand and have no further interest in the pot.

PASSIVE PLAY - A style of play that is characterized by reluctance to bet and


raise.

PAT - In Draw poker, a hand that does not need any more cards. In
Blackjack, an unbusted hand worth at least 17 points.

PEEKS - Sleight of hand technique used to glimpse at a card before it is dealt.

PIG - When a player declares he’s going for both in high-low. In most games,
you must win both ways -- no ties even -- to take the entire pot. (See scoop.)

PIGEON - A card drawn that greatly improves one’s hand.

PINBALL MACHINE (a.k.a. TILT-A-WHIRL) - Someone playing overly


loose or aggressive after a bad beat.

PINEAPPLE - A variation of Hold'em where players receive three cards each


and are forced to discard one of them after the flop is dealt, thus reverting to
Hold'em.

PITCH - The dealer’s toss or dealing of a card to a player.

PLAY BACK - To play back at someone is to raise their opening bet.

PLAY BEHIND - Have chips in play that are not in front of you (allowed only
when waiting for chips that are already purchased). This differs from table
stakes.

PLAYERS SPEAK - The House Rule that each individual player is responsible
for identifying or declaring his hand. What the player calls must indeed be in
that player’s hand for the call to count. A player that undercalls his hand has
identified that hand as worse than it really is. (The opposite of Cards Speak.)

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 THE RUSH - A poker term referring to a player who has just
enjoyed a short run of good luck marked by winning a very large pot of
money in one hand or winning several hands in close succession. If the player
subsequently begins to play more loosely or more aggressively, he is said to
be playing the rush.
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PLAY ON YOUR BELLY - To play without cheating.

PLAYOVER BOX - A clear plastic box placed over an absent player’s chips
when another player is playing over the absent player’s seat.
PLAY THE BOARD - In flop games like Hold'em, if your best five card hand
uses the five community cards, you're playing the board.

POCKET CARDS (a.k.a. HOLE CARDS) - The cards dealt face-down to each
player.

POKER FACE - Adopted by more seasoned players, this refers to the ability
to hide the strength or weakness of one’s hand based on one’s ability to retain
composure. A player has no poker face if that player’s hand can be read by
other players.

POKER HAND - A collection of exactly five cards that constitute a hand


according to the accepted list of hands.

POSITION - (1) Respective location of each player at the table when it is his
turn to act, which changes on each hand. (As a rule, early positions are at a
disadvantage since they must make their play first); (2) A player’s proximity
to the dealer. A player immediately to the left of the dealer is said to be in
early position, while the dealer is considered to be in last position. Late
position is generally an advantage as it allows a player to see how everybody
else has bet before making his decision.

POSITION BET - (1) A bet made in a late position. (May be trying to steal
the pot since no one else has bet, or may have a strong hand and wants
others to call, believing he’s on the steal); (2) A bet based on that player’s
position at the table, as opposed to betting solely on the strength of one’s
hand. (For example, betting in late position on an earlier betting round to
discourage players from betting against you on later betting rounds.)

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,
possible flush or possible straight flush.

POST NOW - A choice given to new players joining an existing game. They
can either post now or wait for the big blind bet. If they decide to post now,
they bet the equivalent of a big blind bet and receive cards immediately.

POST OAK BLUFF - A very small bet in a large pot… in the hopes the other
players don’t have anything and will give you the pot. (Originated from a tight
player trying to bluff at a pot when he didn’t have enough guts to make a big
bet and really trying to win it.)

POT - The pot is the pile of chips that accumulates as each player antes, bets
and raises. All winnings are paid from the pot. The value of the pot varies. It
is dependant on the stakes involved and the amount the players bet. The pot
goes to the winner(s) of each hand.

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POT-LIMIT - Game stakes in which a player’s maximum bet or raise is equal
to the size of the current pot.

POT-LIMIT POKER - Poker game in which players may bet or raise any
amount up to the current size of the pot. The call amountof a player’s wager
is usually considered to be part of the current pot for the purpose of
determining the maximum raise.

POT ODDS - (1) The ratio of what is in the pot compared to what the player
must call to stay in the hand; (2) A means to assess the value of an
investment into a hand. Pot odds calculate the amount of money in the pot
against the player’s chances of winning the hand.

POTSTUCK - Investing so much in a single hand that it makes folding


financially unsound.

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 themselves at the end of the playing
session.

POTTING OUT - Agreeing with another player to take money out of a pot,
often to buy food, cigarettes, or drinks, or to make side bets.

PROPOSITION PLAYER - A proposition player, or prop, is a player who is


paid by a cardroom to play poker, usually in order to keep games going when
they get short-handed, or to get games started. Props are paid a salary, but
they gamble with their own money.

PROTECT - To protect a hand is to bet so that more people will fold, reducing
the chances of anyone outdrawing you.

PROTECTED HAND - A hand of cards that the player is physically holding, or


has topped with a chip or some other object to prevent a fouled hand.

PROTECTING A HAND - Ensuring that a hand remains intact and in


contention for the pot, that it does not become fouled in anyway or is not
inadvertently swept into the muck by the dealer. This term is also used to
describe preventing other players from seeing your private hole cards.

PUPPY FEET - Clubs, the suit (slang).

PUSH - When a new dealer replaces an existing dealer at a particular table.

PUSHKA - (USA) An arrangement between two or more of the players to


share part of the pot's win, or more precisely, the container into which the
shared chips are placed.

PUT SOMEONE ON A HAND – When a player tries to determine as best he


can the possible hand an opponent is most likely to have.

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QUALIFIER - In poker, the minimum standard a hand must meet in order for
it to be eligible for part of the pot.

QUARTERED - When players tie with either the highest hand or the lowest
hand and earn a quarter of the pot.

RABBIT HUNTING - Is the act of asking to see what cards would have come
up if a hand had continued. (For example, if a Hold’em poker player folds a
flush draw, but would like to know if the flush would have come in, he might
ask the dealer to deal out the next few cards. This is prohibited in all
Pagcor cardrooms.)

RABBITS - Weak players.

RACK - Plastic, wooden or metal tray which the house dealer uses to place
rows of poker chips.

RAGS - Useless cards; cards that don't improve a hand. (For example, being
one card away from a flush and being dealt a card of a different suit that does
not even pair up with any cards currently held.)

RAGS TO RICHES - To be in the big blind with a hand you wouldn't call (ex.
2, 3 offsuit), but since you are in the big blind, you check. With your rags (2,
3 offsuit), the flop comes A45. Your rags just became riches.

RAILBIRD - Spectator. A railbird is someone who watches poker games.


They get their name because generally observers of poker games must stand
behind a rail. Sometimes, railbirds are poker players who are broke and want
to get back into the action.

RAILROAD BIBLE - Deck of cards.

RAINBOW - When the board contains 3 or 4 cards of different suits.

RAISE - When you increase the bet made by a preceding player. This
increases the stakes for remaining players, who now have to match the total
amount including the raise.

RAKE (a.k.a. CHOP) - An amount of money taken by the dealer for the
House from each pot pursuant to a predetermined formula. It is typically a
percentage of the pot up to a maximum.

RAM AND JAM - To bet, raise, and re-raise aggressively in order to


intimidate opponents (Mike Caro method) or when you have the stone cold
nuts.

RANK - (1) The value of a card. There are 13 ranks in a deck of cards; (2)
The number or hierarchy of a single card in a deck of cards. (For example, in
the queen of spades, spades makes reference to the suit, while the queen
makes reference to the rank.)

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READ - An experienced player tries to read the other players in an attempt to
put them on a hand.

RE-BUY - When you first sit down at a game, you buy-in with a certain
amount of money. Re-buying is what you do when you buy more chips before
you leave. Re-buys are also allowed in some tournaments to players who fall
below a certain point - usually only up until a certain point and often limited
to a fixed number of re-buys. (The time during which one may re-buy, usually
lasting from the start through the early stages of the tournament, is called the
re-buy period. Tournaments with re-buys are called, generically, re-buy
tournaments.)

RED - The color of poker chips most often used to represent the middle
denomination of money, typically two times the table’s ante and/or minimum
bet.

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.

REMBRANDT - A form of Draw poker in which face cards are wild.

RE-RAISE - The act of adding another raise to an already-raised bet.

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.)

RIFFLING (CARD RIFFLING) - A commonly used shuffling process. To


accomplish a riffle, the deck is divided roughly in half and the two halves are
interleaved by pulling the card corners up with the thumbs and letting the two
halves riffle together. Riffling is also sometimes called zipping the cards. Like
card-stripping, the riffling process can span a range from a fine riffle to a
coarse riffle.

RINGER - (1) An expert poker player who acts like an amateur (slang); (2)
An unknown player who plays very well.

RING GAME - A normal real money table game, as opposed to a tournament


game.

RIVER CARD - The final community card dealt.

ROAD GANG – A team of card cheats.

ROCK - A player who will only play the best hands and nothing less.

ROCK GARDEN - A poker game with very tight players.

ROLL – To flip a down card up.

ROLLED UP - In Seven-Card Stud, three of a kind on the first three cards.

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ROLLING SHOWDOWN - A showdown in which cards are stacked and
revealed one at a time with a round of betting after each card is revealed.

ROPE-A-DOPE - To slowplay an opponent when you have the stone cold


nuts; this usually involves a lot of acting and feigning weakness in order to
get your opponents to bet or raise big on a bluff or weaker hand. (See also
slowplay.)

ROTATING BET - Each round of betting starts with the next player clockwise.
Typically, the player to the left of the dealer starts the first betting round. The
second round would thus be started by the player to his left, and so forth.

ROUND – This refers to either to a round of betting or a round of hands.

ROUNDER - An astute player who knows all the angles and earns his living at
the poker table. The opposite of a sucker.

ROUND OF PLAY - A round or hand of play can consist of a single wager or


several wagers made during the time of a short wagering event. For example,
in poker the round of play (wagering event) begins with the dealing of the
cards and ends when the winning player takes the pot.

RUNNER-RUNNER - In Hold’em, flush or straight cards that arrive on the


fourth and fifth cards, appearing for someone who, on the flop, had only three
to that particular hand. (For example, Loose Larry starts with hole cards 2♥
7♥. The flop is A♠ K♣ 8♥. The J♥ 5♥ that appear on the turn and river are
called runner-runner. Larry probably beats Salty Sam, who started with A♣ A♦
and bet it all the way. Sam says, “How can I beat this game? I start with
pocket rockets and it’s capped before the flop. I flop a set! I’m betting all the
way, the live one stays with deuce-seven suited and of course, he catches
runner-runner while I’m just praying to pair the board because I know what’s
gonna happen when I see two hearts and him hanging on!” Also called
perfect-perfect.

RUNNING - Two needed cards that come as the last two cards dealt are said
to be running.

RUNNING BAD - On a losing streak.

RUNNING GOOD - On a winning streak.

RUSH - (1) A player who wins a large number of pots in a short period of
time is said to be on a rush; (2) A player who is playing against the odds due
to a streak of good cards is said to be on a rush.

SANDBAG - To check a strong hand with the intention of raising or re-raising


any bets. (See Check-raise.)

SATELLITE - A small-stakes tournament whose winner is granted entry into a


bigger tournament.

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SAUSAGE - A player who plays with no sense. (For example going all-in with
2, 9).

SCARE CARD - High value board card(s); (e.g. an ace that appears on the
flop).

SCARNE CUT - To cut by pulling cards from the center of the deck and
placing them on top of the deck. (See also French Cut.)

SCHENCK'S RULES – Fthe frst known rules of poker.

SCHOOLBOY DRAW - An unsound, unwise draw.

SCOOP - To win an entire pot, especially in high-low split games.

SCOOT - Scooting is the practice of passing chips to another player after


winning a pot. Typically, scooting partners will agree to scoot each other a
predetermined number of chips after winning each pot.

SCRAMBLE (a.k.a. WASHING THE CARDS) - To mix the cards by sliding


them around the table.

SEATING LIST - In most cardrooms, if there is no seat available for you


when you arrive, you can put your name on a list to be seated when a seat
opens up. Typically, games are listed across the top of a board, and names
are written below each game so that players are seated for games in the
order in which they arrive.
SEAT POSITION - The position of a player relative to the other players.

SECONDS - Cheating by dealing from the deck the second card instead of the
top card.
SEE - To see someone is to call his bet.

SEMI-BLUFF - To bluff with a hand that still has drawing potential and could
improve to be the winning hand.

SEQUENCE - Cards of consecutive value as in a straight.

SEQUENTIAL DECLARATION - The last bettor or raiser being required to


declare his hand in high-low poker.

SESSION - The time period in which a poker game is held.

SETUP - Two new decks, each with different colored backs, to replace the
current decks in use.

SEVEN CARD FLIP – Seven-card stud poker in which the first four cards are
dealt facing down and then the player turns any two, face-up.

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SEVEN-CARD STUD - A well-known poker game in which players get three
face-down cards and four face-up cards. You play the best five of those seven
cards.

SEVENTH STREET - The fifth and final round of betting, and is called
Seventh Street because the players have seven cards each.

SHARK - A shark is a good player who typically wins. A shark's goal is often
to simply just win money at poker, so they seek out games with a lot of fish.
Basically, in the poker ecosystem, sharks feed on fish.

SHILL - A shill is a poker player who is paid by the house and plays with the
house money. He essentially tries to win money for the house at the poker
game. Employing shills is considered immoral and is sometimes illegal. No
poker player wants to play at a casino that uses shills because they are afraid
the games won’t be fair. Because of this, it is very rare occurrence for a
casino to use shills. A shill is very different from a prop. Props are players that
play poker with their own money. The only difference between a prop and a
regular player is that a prop is paid hourly by the house in order to keep
games going. Props will generally be forced to play at short-handed tables or
more unpopular games in order to earn their hourly stipend.

SHINERS - Concealed reflective devices used to obtain the value of cards as


they’re dealt off the pack. (See Glims, Sparkles.)

SHOOTOUT - A tournament event that is played down to one winner per


table before advancing. (See also freeze out.)

SHORT CALL - (1) To call part of a bet in table stakes with all the money one
has on the table; (2) A call where a player has released chips into the pot, but
not enough chips to match the bet the player is facing.

SHORTHANDED - A game is said to be shorthanded when it falls below a


certain standard number of players.

SHORT PAIR - A pair lower than openers, such as a pair of tens in Jacks or
Better.

SHORT STACK - (1) A player who is short stacked has too few chips to cover
the likely betting in a hand; (2) The player with the least amount of chips.

SHORT STUD - Five-Card Stud poker.

SHOVELS - Spades, the suit (slang).

SHOWDOWN - The process of revealing hands and determining the winner.


After the last betting round, when the remaining players compare hands to
determine the winner. The player with the highest ranked hand wins the pot.

SHUFFLING (CARD SHUFFLING) - A generic term which encompasses all


card-mixing techniques used to prepare a deck of cards for continued play. All
casino shuffling processes employ a combination of mixing techniques. These
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may include stripping or washing the cards as well as riffling, boxing,
plugging, cutting and other off-spring techniques. All shuffling processes
employ multiple riffles of clumps, picks, or grabs to achieve some level of
randomization. The shoe games, which use multiple decks of cards (4, 6, or 8
decks), will often employ the most intricate riffling patterns of all. In these,
the picks are riffled together and then re-picked and re-riffled in complex
symmetric patterns.

SIDE MONEY - The amount set aside from the main pot in table stakes. (See
Side Pot below.)
SIDE POT - A separate pot created when one or more players have gone all-
in, to which the remaining players contribute by their subsequent action after
the player has gone all-in, and for which the remaining players contend, and
for which the first 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.

SIGN ON YOUR BACK - Someone identified as a cheater.

SINGLETON - In poker, a card that is the only one of its rank.

SIXTH STREET - The fourth round of betting and is called Sixth Street
because the players have six cards each.

SKATING - A less common term given to bluffing.

SKIN GAME - A game having two or more collusion cheaters.

SKINNING THE HAND - A cheater's technique to get rid of extra cards.

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.

SLOW PLAYING (a.k.a. SANDBAGGING) - Playing non-aggressively with a


powerful hand; calling and betting instead of raising. This in the hope of not
driving players out of the hand and thus sucking more money into the pot.

SLOWROLL (SLOW ROLLING) - An annoying habit that means you slowly


reveal that you have the winning hand. To reveal one's hand slowly at
showdown, one card at a time to irritate other players who think they won.

SMALL BLIND - The first bet posted by the player to the Dealer's left. It is a
forced bet. The small blind bet amount is equal to half of the lower bet. For
example, in a Php20 - 40 game, the small blind is Php10.

SMOOTH CALL - To call one or more bets with a hand that's strong enough
for a raise.

SNAP OFF - To beat someone, often a bluffer, and usually with a not-
especially-powerful hand, is to snap them off.

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SNARKER - A player who wins a pot and then ridicules the loser.

SOFT-PLAY - To not play your hand appropriately against another player as


dictated by the strategic situation of the game, so as not to cost the other
player more money.

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 and cannot be distinguished from it, so that it is
difficult or impossible to determine how many chips the player put in.

SPLIT LIMIT - Usually the same as Structured Limit or Fixed Limit, but
this term may also be used to indicate Mixed Limit.

SPLIT POT - (1) In high-low games, the division of the pot between the
highest and lowest hands; (2) The division of the pot when two hands of equal
strength win at showdown. (Note that in high-low games this can result in a
player getting a quarter of the pot); (3) 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 at
any time. (Typically used in lower limit games.)

SPREAD THE HAND - Respond to a request to see the entire hand. If


someone cannot see the winning hand, he might say to the dealer, “Spread
the hand!”

SQUARED DECK – A deck arranged in a neat pile, with no edges protruding,


usually prior to cutting or dealing.

SQUEEZE - To look slowly at one’s hole cards without removing them from
the table. The common method by which most players examine their cards in
Hold’em.

SQUEEZE BET OR SQUEEZE RAISE - To bet or raise against another strong


hand in order to extract more money from a third player holding a weaker
hand.

STACK - A player's chips.

STANDOFF - A hand which ends in a tie. The pot is divided evenly.

START (AND END) OF THE HAND - 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.

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STEAL - (1) To try and win the pot by betting when everyone else has
checked, or by making a large raise when everyone else has called; (2) A late
position bluff intended to take the pot from a table of weak hands.

STEAL THE BLINDS – To win just the blinds by bluffing; To get the blinds to
fold, usually by opening in late position, and thus win the blinds.(See blind
robber.)

STEAM - A player who is on tilt is sometimes said to be steaming.

STEREOTYPING - Trying to get a line on how all types of different players


play and what they are capable of.

STILL PACK - The deck of cards not in play when two decks are used.

STONEWALL - One who calls to the end with a poor hand.

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 are. 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.

STREAK - A run of winning or losing hands.

STREET - The betting interval in a hand; (e.g. the fifth card dealt in Seven-
Card Stud is known as fifth street.)

STRING BET - After placing some chips into the pot and then going back to
one’s stack for more chips, without a declaration of the amount to be bet or to
raise. To complete a structured bet is not a string bet.

STRING RAISE - A wager made in more than one motion, without


announcing a raise before going back to one’s stack for more chips (This is
not allowed).

STRIPPING (CARD STRIPPING) – This is a shuffling technique which


reverses the sequential order of the cards in the deck. For instance, imagine if
a dealer took the first card off the top of a deck and placed it on the table and
then took the second card off the top and placed it on top of the first card. If
this process were continued until the 52nd card was placed on top, then the
sequential ordering among the cards would have been completely reversed.
This characterizes the basic process of stripping. The process described above
would be a very fine strip. Often the dealers will speed up the process by
rapidly pulling small clumps of cards off the top of the deck rather than a
single card at a time. The number of cards in the clumps determine how fine
or coarse the stripping process is.

STRUCTURE - A game’s predetermined limits, normally placed on the


ante/blinds, bet amounts, and number of permissible raises per betting round.

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STRUCTURED-LIMIT - Betting limits where the amount of any bet or raise is
specified for each betting round, and no range of bets is allowed. (See also
fixed-limit and split limit.)
STUD POKER - One of the two basic forms of poker games (the other is Draw
poker) and played with open or exposed cards (up cards) and with one or
more concealed cards known as hole cards (down cards).

SUICIDE KING - The king of hearts (showing a sword pointed at its head).

SUIT - Any one of the four types of cards: clubs, diamonds, hearts or spades.

SUITED - A term often used to describe the first two cards in Hold’em that
are of the same suit.

TABLE STAKES - Stakes in which the betting and raising is limited to the
amount of money a player has in front of him. The amount of money or chips
a player puts on the table, which he may not add to or reduce, during the
hand.

TALON - The remainder of the deck after the deal.

TAP - Tap the table means to check; Also, to bet all one's money in table
stakes; Also (USA), to bet the amount of an opponent's entire stack, forcing
him to go all-in if he calls the bet.

TAP CITY - A player having gone broke in a game.

TAPIOCA - Out of money.

TAP OUT (a.k.a. All-in) This happens whenever a player bets all of his
remaining money. If only that player and one other are still playing the hand,
then the remaining cards for the hand are dealt out and no more bets are
placed. If more than two players are still playing the hand, than a separate
pot is created to hold the bets for the players who are not Tapped Out.
Betting continues as normal for those other players in the new pot. When the
hand is over, if the player who tapped out wins, then that player gets the first
pot and the player with the second highest hands gets the second pot. If the
player who tapped out does not win the hand, then the winning player gets
both pots.

TAP YOU - A raise; Also, an expression for a player betting an amount equal
to all the money his opponent has on the table in table stakes.

TELL(S) - (1) A habitual move or gesture recognized by another player, thus


telling the opponent whether they have a weak or strong hand. (See also
read); (2) Signals from a particular player that help the observer discern what
kind of a hand that player has. (For example, biting one’s bottom lip
whenever dealt a good hand or lighting up a cigarette whenever dealt a bad
hand.)

TELL PLAY - Observing a player's body language and expressions to


determine his hole cards. In poker, tells pertain to quirks or readable aspects
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of a player’s actions, verbal behavior, or body language that give away
information about what cards he is holding.

THIRD STREET – In Seven-Card Stud, the first round of betting and is called
third street because the players have three cards each. The player with the
lowest card displayed starts the betting in this round with a forced bring-in
bet.

TIERCE - A three-card straight flush.

TIGHT - Conservative.

TIGHT PLAYER - A player who seldom bets unless he has a strong hand.

TILT (TILTING) - Players who are on tilt make bad betting decisions because
of their emotions (e.g. frustrated, angry or upset).

TIME CUT (ALSO, AXE OR COLLECTION) - Money charged each player on


a time basis by the casino or by the poker room owner. Charge is usually on a
30 minute or an hourly basis.

TOP-CARD DRAW - A method of determining, at the start of a new game,


who deals the first hand. Each player draws a card from the deck, which is
often fanned faced down on the table, and the holder of the highest card
deals; Often suits are used to break ties (in bridge order); Sometimes ties are
broken by the winner being the first person to draw that tying card. To
participate in this is to draw for deal.

TOP PAIR - If there are three cards of different ranks on the flop in Hold'em
(or any flop game), and you pair the highest one, you have top pair.

TOURNAMENT - Competition among players, sometimes with one buy-in, in


which case it is often called a freeze-out tournament, and then played down
till there are a preset number of players remaining, at which point all win the
chips they have at that time; or till one is left, at which point prizes are
awarded that are percentages of the total bought in, with the most for the
first-place winner, next for second, and so on, sometimes with a guaranteed
amount for first place, or a guaranteed total for the entire prize pool; and
sometimes with multiple buy-ins, in which case it is usually called a re-buy
tournament, and often with the same prize structure. In such a tournament,
first place might be worth 40% or 50 % of the prize pool, second place 20%
or 25%, third 15%, and so on, down to the last qualifying place, which might
just pay the cost of the buy-in. The larger the tournament, the more places
paid, from as few as one in a one-table satellite, to three in a small
tournament, eight in a medium-sized tournament, and as many as 3,600 in,
for example, the $10,000 buy-in main event of the World Poker Tour.

TOURNAMENT CHIPS - Chips with no actual cash value, used just in a


tournament, and that cannot be cashed in when the tournament is over. At
the end of the tournament, such chips are used merely as counters to
determine the winners. Sometimes rendered TC in print.

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TOURNAMENT DIRECTOR - The cardroom or casino official in charge of
organizing and running tournaments (See tournament). Sometimes rendered
TD in print.

TRAP - You're trapped if after putting some money in the pot, you're faced
with the proposition of calling a raise in order to continue, especially an
uncomfortably large raise.

TREY - A card rank of three. There are no threes in a poker deck, always
treys. (See also crab.)

TURN – In Hold’em, the fourth community card dealt.

TWO-CARD POKER - A poker game in which the best two cards win.

TWO-MINUTE RULE - A house rule that a player must act on his hand within
two minutes, or else give up the hand and have no claim on the pot. This rule
is found mainly in no-limit games and is usually invoked on players who
frequently abuse the time limits, that is, when confronted with a large bet,
often study the situation for long periods of time. The five-minute rule is
similar, though not as common.

UNDERDOG - When two hands face off, the underdog is the one that is less
likely to win.

UNDERPAIR - In Hold’em, a player’s pair lower than any card among the
community cards. (For example, you start with 7-7, and the flop is A-Q-9.
Compare with overpair.)

UNDER THE GUN - To the dealer’s left; often refers to the first person to bet
in a particular round.

UNLIMITED POKER - Poker in which no limit is placed on bets or raises.

UP - A term used, as in aces up, to designate the higher pair in a two pair
hand.

UPCARDS - In Stud games, the cards that are face-up. In Community Card
games, the cards face-up on the board.

VALET - A jack.
VALUE - The return you get on your betting investment.

VERBAL DECLARATION - A declaration of action (check, bet, call, raise,


fold) made verbally.

VIGORISH - The fee or percentage accruing to the banker of the game.

VISIBLE CARDS - Cards dealt face-up to each player. Players use these
cards to complete a five-card combination.

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WASHING OR CARD WASHING (a.k.a. SCRAMBLE) - A card shuffling
technique where the dealer spreads the cards on the table face-down and
then proceeds to mix them around with his hands flat in a face-washing-like
action before gathering them up and performing a more normal shuffle. Card
washing is intended to remove any consistencies in the sequencing among the
cards that new decks of cards have, or that were produced in play prior to the
present shuffle. In standard table poker the cards are washed after every
hand before they are subjected to a more conventional shuffling. In Blackjack
and Baccarat, the cards are washed when old decks are taken out of play and
fresh new decks brought in to replace them.

WEAK - (1) Pertaining to a poor hand, one that will likely lose a given pot;
(2) Pertaining to a player without good cards; (3) Pertaining to a player who
loses because of timid play, that is, he is reluctant to raise and quick to fold.

WHALE - A poor player with plenty of money to lose.

WHANGEDOODLE - A round of jackpots played after a big hand such as four


of a kind.

WHIPSAW - Perform the action of two players who keep raising and reraising
each other, while one player between them keeps having to call further bets
to remain in the pot. This can happen in a high-low game in which one player
has an excellent high, another thinks he has a lock on low, and a third is
trying to make a hand that he thinks will beat one or both of them. While a
whipsaw situation may be quite honest, it sometimes also involves collusion
between the raisers for the purpose of extracting the maximum from the
sandwiched player. To prevent this sort of situation, most cardrooms limit the
number of raises in any one round in limit games. (Comes from the action of
two men wielding a whipsaw, a large, two-handled crosscut saw, to cut down
a tree. Also called crossfire, sandwich or squeeze.)

WHITE - The color of poker chips most often used to represent the smallest
denomination of money, typically the table’s ante and/or minimum bet. The
logic behind this is that store-bought poker chips typically contain more white
chips than red or blue.

WILD CARD (a.k.a. JOKER) - A card that can be labeled whatever suit and
rank the possessor wishes to.

WIRED (BACK-TO-BACK) - A pair, trips, or four of a kind dealt


consecutively or back-to-back in a hand, usually in a Stud hand starting with
the first card.

WIRED-UP – In Stud Poker, three of a kind with the first three cards.

WORLD POKER TOUR - A series of tournaments on the tournament trail,


held throughout the year at various casinos and cardrooms and online, the
winners of which advance to a $25,000 invitation-only buy-in final event that
crowns a world champion. The individual events are shown later on television.
Sometimes rendered as the initialism WPT.

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WORLD SERIES OF POKER - The premier tournament on the tournament
trail, held in late spring at Binion’s Horseshoe in Las Vegas, consisting of more
than 15 events with buy-ins ranging from $1500 to $10,000 for the main
event, no-limit Hold’em, and prizes ranging from around $80,000 to a
guaranteed $2 million, attended by the best poker players in the world, all of
whom strive to earn the coveted custom gold bracelet that goes with winning
an event. Sometimes rendered as the initialism WSOP.

ZILCH OR ZIP - A hand worth nothing; nada; garbage; opposite of the


goods.

ZOMBIE - A poker player with no tells (See tell); one who has a poker face,
shows no emotion, and otherwise exhibits no behavior to give away his
holdings.

POKER HANDS

ACE HIGH - A five-card hand containing an ace but no pair. (Beats a king
high hand, loses to a pair.)
ACES FULL - A hand with three aces and a pair of any other rank.

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ACES UP - A hand with two pairs, where one pair is aces, is said to be Aces
Up.

ALL BLACK (OR) ALL BLUE (OR) ALL PURPLE - A spade or club flush.

ALL PINK (OR) ALL RED - A heart or diamond flush.


ART GALLERY - A five-card poker hand made up of entirely face cards.

BARNBURNER - A very good hand; likely a wheel in Lowball or a high


straight flush in high poker.

BEGGAR – In high games, a no-pair hand (and one that is not a straight or
flush, either) with no card higher than a ten.

BELLY BUSTER STRAIGHT - A straight made by catching a belly buster.

BICYCLE WHEEL - The hand A-2-3-4-5, also called a wheel or bicycle.

BIG DOG - A hand consisting of ace-high and nine-low but no pair.

BIG FULL - In Hold’em, the highest possible full house, that is, three aces
and two kings.

BIG TIGER - A hand consisting of king-high and eight-low but no pair.

BLAZE - A hand consisting of five face cards.

BOAT - Slang for a full house.

BRASS BRAZILIANS - The best hand, also known as the nuts.

BROADWAY - A straight made up of a ten, jack, queen, king, and ace.


Otherwise called a High Straight, the highest possible straight.

BUSTED HAND - A hand of less value than a pair (e.g. if you miss a straight,
you have a busted straight).

CINCH HAND - A hand which cannot be beaten. (See nuts.)

COJONES - The nuts, usually preceded by los. (Pronounced co-HO-nayss.)

DEAD MAN'S HAND - Aces and eights, all black (the cards that James Butler
‘Wild Bill’ Hickok was holding when he was shot in the back of the head by
Jack McCall on August 2, 1876, in a Deadwood, Dakota Territory saloon).

DOUBLE NUTS - The best possible hand for both high and low in high-low
split games. (See nut-nut.)
FIVE-OF-A-KIND - Five cards of the same denomination; only possible in
wild card games.

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FLUSH - Five cards of the same suit. Beats a Straight, but loses to a Full
House.

FOUR OF A KIND – A hand with four cards of the same rank and a kicker.
(Also known as quads.)

FULL HOUSE - A hand consisting of three cards of one rank and two cards of
another rank.

GOLF BAG - A hand with five cards, all clubs.

HIGH CARD (a.k.a. No Pair) - The lowest poker hand in high-only poker
games; a hand which contains no pair.

KILTER – A nine-high hand with no pair, straight or flush.

LITTLE DOG - A hand consisting of seven-high and deuce-low but no pair.

LITTLE TIGER - A hand consisting of eight-high and three-low but no pair.

LOCK - A hand that cannot lose. (See nuts.)

NO PAIR (a.k.a. No pair) - 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. (See runt.)

NUT-NUT - A hand having both the nut high and the nut low in a high-low
split game. (Also called double nuts.)

NUTS - The best possible hand that a player can have, given the information
that is available. In Community Card poker or Hold’em, that information is the
shared community cards. In Stud Poker, that information is the face-up cards
that the player has showing. (Also known as the nut hand.)

NUT STRAIGHT - The highest possible straight in a given hand.

NUT FLUSH - A flush containing the ace.

ONE PAIR - A five card hand which contains two cards of the same rank
together with three unrelated side cards or kickers.

PERFECT LOW - A perfect low is usually A-2-3-4-6. However, it can also be


A-2-3-4-5 if you play that straights don’t count when you go low, or it can be
2-3-4-5-7 if you play that aces are always high, or 2-3-4-5-6 if you play both
of the above.

QUADS - Four of a kind (four cards of the same denomination).

ROYAL FLUSH (ALSO ROYAL STRAIGHT FLUSH OR ROYAL) - An ace-


high straight flush; the best possible poker hand.

RUNT - A hand ranking lower than a pair. (See no pair.)


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SET - Three of a kind with two in the hole.

STEEL WHEEL - A five-high straight flush (that is, a wheel, the cards of
which are all the same suit); usually used in high-low games, but sometimes
extended to high-only games.

STENOGRAPHERS - Four queens.

STRAIGHT FLUSH - A hand consisting of five cards of consecutive ranks and


of the same suit.

STRINGER - A straight.

THREE OF A KIND (TRIPS, TRICON, TRIO OR TRIPLETS) – Three cards


of the same rank. (See also set.)

TUGBOAT - Expression for a full house made up of low cards. For example, a
full house of three deuces and a pair of fives.

TWO PAIRS - A hand containing two pairs. Beats a pair, but loses to three-
of-a-kind.

AFTERWORD
Pagcor Poker’s Implementing Rules and Guidelines is not an end but a
beginning. For the first time in the era of poker in the Philippines, 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

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set of rules will evolve for the future. The authors intend to be part of that
evolution.

The era of the right to see all called hands 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 every four hours, if that often, in the absence of
a marred card.

There are other issues, but this is a beginning. 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 STAKES STRUCTURES

FIXED AND SPREAD-LIMIT BOARD GAMES

Stakes Small Blind Big Blind Minimum Buy-in


20 – 40 10 20 2,000
40 – 80 20 40 4,000
100 – 200 50 100 10,000
200 – 400 100 200 20,000

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POT-LIMIT AND NO-LIMIT BOARD GAMES

Small Blind Big Blind Minimum Buy-in


20 40 2,000
50 100 5,000
100 200 10,000
200 400 20,000

FIXED AND SPREAD-LIMIT SEVEN-CARD STUD

Stakes Ante Bring-in Minimum Buy-in


20 – 40 10 10 2,000
50 – 100 20 20 5,000
100 – 200 50 50 10,000
200 – 400 100 100 20,000

Note that the first raise can only complete the forced bring-in, unless it is
brought in for a full bet.

APPENDIX B – PROPOSED JACKPOT STRUCTURE


AND RULES
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 coffee
-- to induce players to play in their establishments. Typically jackpots are only
offered in lower limit games.

COLLECTION OF JACKPOT MONEY


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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 Php100 per hand, collected Php10 at Php100, Php 20 at Php
200, Php 30 at Php 300 and Php 40 at Php 400, up to the maximum of one
hundred pesos 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 Casino Management guidelines on jackpot awards.

ADMINISTRATIVE FEES

In some casinos (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.

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 twenty-four 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.

GENERAL RULES OF BAD BEAT JACKPOTS

Cardrooms 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

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PAGCOR Poker Implementing Rules and Guidelines version 2
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 previous 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 hundred peso 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 %


nd
2 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 %


nd
2 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

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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.

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:

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PAGCOR Poker Implementing Rules and Guidelines version 2
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.

PAYOUT PROCEDURES

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
Floorperson shall bring the payout money to the table where it has been one
and shall distribute it. The Floorperson, in the presence of the Casino Shift
Manager and/or Pit Manager/Arbiter, and an internal security and/or
surveillance monitoring staff, who shall verify all amounts, shall make
distribution with the coverage of the CCTV.

APPENDIX C – SAMPLE TOURNAMENT RULES


By participating in a tournament, you agree to abide by the rules and behave
in a courteous manner. A violator may be verbally warned, suspended from
play for a specified length of time, or disqualified from the tournament. Chips
from a disqualified participant will be removed from play. Players, whether in
the hand or not, may not discuss the hands until the action is complete.
Players are obligated to protect the other players in the tournament at all
times. Discussing cards discarded or hand possibilities are not allowed. A
penalty may be given for discussion of hands during the play.

1. Whenever possible, all rules are the same as those that apply to
live games.

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PAGCOR Poker Implementing Rules and Guidelines version 2
2. Initial seating including satellite seats will be randomly assigned
electronically.
3. The appropriate starting amount of chips will be placed on the
table for each paid entrant at the beginning of the event,
whether the person is present or not.
4. If a paid entrant is absent or late at the start of an event, at
some point an effort will be made to locate and contact the
player. If the player requests the chips be left in place until
arrival, the request will be honored, with antes and blinds
appropriately paid. If the player is unable to be contacted, the
chips may be removed from play at the discretion of the director
anytime after a new betting level is begun or a half-hour has
elapsed, whichever occurs first.
5. In all tournament games using a dealer button, the starting
position of the button is determined by the players drawing for
the high card.
6. Limits and blinds are raised at regularly scheduled intervals.
7. If there is a signal designating the end of a betting level, the new
limits apply on the next deal. (A deal begins with the first riffle of
the shuffle.)
8. Chip race rule: When it is time to color up chips, the lowest
denomination of chip in play will be removed from the table when
it is no longer needed in the blind or ante structure. All lower-
denomination chips that are of sufficient quantity for a new chip
will be changed up directly. The method for removal of odd chips
is to deal one card to a player for each odd chip possessed.
Cards are dealt clockwise starting with seat#1, with each player
receiving all cards before any cards are dealt to the next player.
The player with the highest card by suit gets enough odd chips to
exchange for one new chip. They will be raced off with a
maximum of one chip going to any one player. the second-
highest card gets to exchange for the next chip, disregarding the
cards of the first player who was given the first chip, and so
forth, until all the lower-denomination chips are exchanged. A
player may not be eliminated from the event by the chip-change
process, unless chips that are left can answer the ante and post
the blind. Therefore, if a player has only an odd chip left, he will
be given a chip of the higher denomination before anyone else is
awarded a chip.
9. A player must be present at the table to stop the action by
calling "time."
10. A player must be at the table by the time all players have their
complete starting hands in order to have a live hand for that
deal. (The dealer has been instructed to kill the hands of all
absent players immediately after dealing each player a starting
hand.)
11. As players are eliminated, tables are broken in a pre-set order,
with players from the broken tables assigned to empty seats at
other tables.
12. A change of seat is not allowed after play starts, except as
assigned by the director.
13. In button games, if a player is needed to move from a table to
balance tables, the player due for the big blind will be
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PAGCOR Poker Implementing Rules and Guidelines version 2
automatically selected to move, and will be given the earliest
seat due for the big blind if more than one seat is open.
14. New players are dealt in immediately and take over the
obligations of that position, including the small blind or button
position.
15. The number of players at each table will be kept reasonably
balanced by the transfer of a player as needed. With more than
six tables, table size will be kept within two players. With six
tables or less, table size will be kept within one player.
16. In all events, there is a redraw for seating when the field is
reduced to three tables, two tables, and one table. (Redrawing at
three tables is not mandatory in small tournaments with only
four or five starting tables.)
17. A player who declares all-in and loses the pot, then discovers
that one or more chips were hidden, is not entitled to benefit
from this. That player is eliminated from the tournament if the
opponent had sufficient chips to cover the hidden ones (A re-buy
is okay if allowable by the rules of that event). If another deal
has not yet started, the director may rule the chips belong to the
opponent who won that pot, if that obviously would have
happened with the chips out in plain view. If the next deal has
started, the discovered chips are removed from the tournament.
18. If a player, after putting up an ante, lacks sufficient chips for a
blind or a forced bet, that player is not entitled to get action on
whatever amount of money is left in his stack and is
automatically eliminated. A player may not be eliminated from
the event by the chip-change process, unless chips that are left
can answer the ante and post the blind. Therefore, if a player has
only an odd chip left, he will be given a chip of the higher
denomination before anyone else is awarded a chip. A player who
posts a small blind with nothing left in his/her stack does not
need to make up the blind.
19. All players must leave their seat immediately after being
eliminated from an event.
20. Showing cards from a live hand during the action injures the
rights of other players still competing in an event, who wish to
see contestants eliminated. A player in a multihanded pot may
not show any cards during a deal. Heads-up, a player may not
show any cards unless the event has only two remaining players,
or is winner-take-all. If a player deliberately shows a card, the
player may be penalized (but his hand will not be ruled dead).
Verbally stating one's hand during the play may be penalized.
21. The limit on raises is also applied to heads-up situations (except
the last two players in a tournament are exempted from a
limitation on raises).
22. At pot-limit and no-limit play, the player must either use a verbal
statement giving the amount of the raise or put chips into the
pot in a single motion. Otherwise, it is a string bet.
23. Non-tournament chips are not allowed on the table.
24. Higher-denomination chips must be placed where they are easily
visible to all other players at the table.

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PAGCOR Poker Implementing Rules and Guidelines version 2
25. All tournament chips must remain visible on the table throughout
the event. Chips taken off the table will be removed from the
event, and a player doing this may be disqualified.
26. Inappropriate behavior like throwing cards that go off the table
may be punished with a penalty such as being dealt out for a
length of time. A severe infraction such as abusive or disruptive
behavior may be punished by eviction from the tournament.
27. The deck is changed only when dealers change, unless a card is
damaged.
28. The dealer button remains in position until the appropriate blinds
are taken. Players must post all blinds every round. Because of
this, last action may be given to the same player for two
consecutive hands by the use of a "dead button."
29. In heads-up play with two blinds, the small blind is on the
button.
30. In stud, if the dealer accidentally turns up a player's first or
second hole card, 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.
31. If a player announces the intent to re-buy before cards are dealt,
that player is playing behind and is obligated to make the re-buy.
32. All hands will be turned face-up whenever a player is all-in and
betting action is complete.
33. If multiple players go broke on the same hand, the player
starting the hand with the larger amount of chips finishes in the
higher place for prize money and any other award.
34. Management is not required to rule on any private deals, side
bets, or redistribution of the prize pool among finalists. Players
who qualified for the pool prizes will be given a place finished
certificate when they bust out of the tournament at the pay-out
phase. This certificate indicates their finish in the tournament
and is issued for pay-out purposes. Players may not be paid
without this certificate. At the discretion of the tournament
director, prizes may be immediately paid out.
35. Private agreements by remaining players in an event regarding
distribution of the prize pool are not condoned. (However, if such
an agreement is made, the tournament director has the option of
ensuring that it is carried out by paying those amounts.) Any
private agreement that does not include one or more active
competitors is improper by definition.
36. A tournament event is expected to be played until completion. A
private agreement that removes all prize money from being at
stake in the competition is unethical.

Management retains the right to cancel any event, or alter it in a manner fair
to the players.

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PAGCOR Poker Implementing Rules and Guidelines version 2
INDEX

_______________________________________________________________________ 147
PAGCOR Poker Implementing Rules and Guidelines version 2
ABSENT PLAYER........................................................................................................85
ABSENT PLAYER MOVED........................................................................................66
ABSENT PLAYER WHO HAS ANTED.....................................................................33
ABSENT PLAYER'S CHIPS.......................................................................................72
ABUSE........................................................................................................................... 80
ACTING IN TURN.................................................................................................45, 80
ACTING OUT-OF-TURN................................................................................47, 80, 85
ACTING PROMPTLY..................................................................................................45
ACTIONS WITH CHIPS; FORWARD MOTION...................................................46
ADJUSTING BLINDS FOR PLAYERS WHO LEAVE ON THEIR BUTTON....56
ADJUSTING BLINDS FOR PLAYERS WHO LEAVE ON THEIR SMALL
BLIND........................................................................................................................ 55
AFTER SHOWDOWN.................................................................................................52
ALL-IN BETS............................................................................................................... 42
ALL-IN FOR PART OF THE BLIND........................................................................58
AMOUNT BET.............................................................................................................. 36
ANNOUNCING IRREGULARITIES.........................................................................79
ANNOUNCING RAISE...............................................................................................37
ANTES........................................................................................................................... 31
ANTES & BLINDS.......................................................................................................23
APPLICATION OF RULES........................................................................................16
APPROPRIATE CHIP DENOMINATION..............................................................40
AVOIDING UNFAIR RESULTS...............................................................................17
BASIC DEALER PROCEDURES...............................................................................68
BASIC PRINCIPLES OF RULES..............................................................................19
BASICS OF STUD GAMES........................................................................................31
BETTING CAPS........................................................................................................... 43
BETTING ROUNDS....................................................................................................23
BETTING UP TO THE AMOUNT IN THE POT.....................................................37
BLINDS......................................................................................................................... 28
BLINDS ARE LIVE.....................................................................................................56
BLINDS IN BUTTON MUST-MOVE GAMES.........................................................66
BLINDS' OPTIONS....................................................................................................68
BOARD GAME RULES APPLY..................................................................................29
BOXED CARDS......................................................................................................70, 85
BROKEN GAMES.........................................................................................................63
BURNING..................................................................................................................... 69
BUTTON COLLECTION.............................................................................................76
BUTTON PLACEMENT...............................................................................................60
CALLING EVEN THOUGH UNABLE TO BEAT THE BOARD CARDS..............35
CALLING FROM LIST................................................................................................60
CARDS REMAIN ON THE TABLE...........................................................................79
CARDS SPEAK............................................................................................................. 50
CHANGING GAME CONDITIONS..........................................................................20
CHANGING ORDER OF UPCARDS...................................................................33, 81
CHECKRAISING......................................................................................................... 48
CHIP MOVES............................................................................................................... 47
CHIPS IN VIEW....................................................................................................41, 80
CHIPS ON THE TABLE..............................................................................................21
CHIPS SPEAK FOR ACTION...................................................................................46
CLARIFY ACTION VERBALLY.................................................................................81
CLOCK REQUEST........................................................................................................45
COLLUSION...........................................................................................................78, 85
COMPLETE HAND TO WIN POT............................................................................35
CONDITIONS OF CONTEST....................................................................................48
CONDUCT OF OTHERS.............................................................................................20
CONFLICT OF RULES................................................................................................17
DEAD HANDS........................................................................................................49, 86
DEAD SMALL BLIND MONEY.................................................................................59
DEALER ANNOUNCEMENTS.............................................................................33, 72
DEALERS AND DECISIONS....................................................................................73
DEALING OFF............................................................................................................. 59
DEALING THE FIRST HAND...................................................................................61
DECISION-MAKING PROCEDURES......................................................................16
DECISIONS ARE FINAL...........................................................................................19
DECISIONS BEYOND THE RULES.........................................................................17
DECK CHANGES AND SET-UPS.............................................................................72
DELIBERATE OBSTRUCTION.................................................................................81
DETERMINING THE SIZE OF THE POT...............................................................38
DISCARDING HANDS PROPERLY.........................................................................81
DISCIPLINE ARISING FROM DECISIONS.........................................................17
DISCUSSING CARDS IN PLAY........................................................................79, 81
DRAWING FOR SEATS IN OTHER GAMES.........................................................64
EFFECT OF SEAT CHANGES ON THE BLINDS...................................................58
END OF THE HAND....................................................................................................73
ENGLISH ONLY.......................................................................................................... 79
ERRORS IN BURNING CARDS...............................................................................87
EXISTING PLAYER'S PRIORITY...........................................................................61
EXPEDITING THE GAME..........................................................................................81
EXPLANATORY NOTE...............................................................................................56
EXPOSED CARDS.................................................................................................69, 88
EXPOSED HOLECARDS IN SEVEN-CARD STUD...............................................88
EXTRA MONEY IN THE POT...................................................................................88
FACTORS INFLUENCING DECISIONS.................................................................16
FAULTY DECISIONS IN GOOD FAITH................................................................20
FIFTH & SIXTH STREET..........................................................................................32
FINAL WORD.............................................................................................................. 20
FIRST TO ACT............................................................................................................. 23
FLASHED CARDS........................................................................................................88
FLOP PLACEMENT.....................................................................................................71
FOLDING WHEN NOT FACED WITH A BET.................................................33, 88
FOLLOW THE ACTION........................................................................................45, 82
FOULED DECK.......................................................................................................70, 88
FOURTH STREET........................................................................................................32
GENERAL PRINCIPLES............................................................................................68
GROUNDS FOR EXPULSION...................................................................................19
HEADS-UP PLAY........................................................................................................ 56
HIGH HAND RANKINGS..........................................................................................24
HOLD'EM EXAMPLE...................................................................................................26
HOLD'EM GAMES GENERALLY...............................................................................28
HOUSE BUTTONS......................................................................................................77
HOUSE EMPLOYEES..................................................................................................21
HOUSE MAY INVOKE CLOCK.................................................................................37
ILLEGAL STACKING OF CHIPS.............................................................................82
IMPROPERLY DROPPED DECK........................................................................74, 89
IMPROPERLY POSITIONED BUTTON.................................................................59
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PAGCOR Poker Implementing Rules and Guidelines version 2
INCORRECT NUMBER OF CARDS.........................................................................89
INCORRECT NUMBER OF FLOP-CARDS.............................................................89
INITIAL CARDS AND BRING-IN..........................................................................32
INSURANCE................................................................................................................. 43
INSURANCE AND PROPOSITION BETS.............................................................37
INTENTIONALLY EXPOSING CARDS............................................................49, 82
JOKER IN THE DECK...........................................................................................70, 89
KICKERS/SIDE CARDS............................................................................................25
KILLING LOSING HANDS.......................................................................................51
LAST CARD.................................................................................................................. 72
LAST CARD FACE-UP..........................................................................................35, 90
LEAVING THE TABLE................................................................................................82
LIMIT BLIND STRUCTURE......................................................................................53
LOCK-UP BUTTON A.K.A. RESERVE BUTTON...................................................77
MAKING UP BLINDS.................................................................................................55
MINIMUM BET & RAISE..........................................................................................36
MINIMUM BETTING UNIT......................................................................................40
MINIMUM BUY-IN.....................................................................................................40
MINIMUM BUY-IN COMING FROM A BROKEN GAME...................................64
MINIMUM BUY-IN IN MUST-MOVES..................................................................65
MISDEALS..............................................................................................................72, 90
MISSED BIG AND SMALL BLINDS.......................................................................54
MISSED BIG BLIND BUTTON................................................................................77
MISSED SMALL BLIND BUTTON...........................................................................77
MISSING CARDS........................................................................................................91
MONEY NECESSARY TO RECEIVE A HAND.......................................................33
MOTIONS CONSTITUTING A CHECK OR RAISE..............................................47
MOVING AWAY FROM THE BLINDS....................................................................58
MOVING FROM THE BUTTON................................................................................59
MOVING IMMEDIATELY AFTER HAVING POSTED THE BLINDS OR
PLAYED THE BUTTON..........................................................................................58
MOVING IN BLIND GAMES....................................................................................62
MOVING INTO A SEAT WITH THE DEALER BUTTON OR THE BLIND.......58
MOVING INTO THE BLINDS..................................................................................58
MOVING WHEN IT IS A PLAYER'S TURN TO POST THE SMALL BLIND. .58
MUST-MOVE................................................................................................................ 20
MUST-MOVE GAMES.................................................................................................64
NEW GAME.................................................................................................................. 57
NEW PLAYERS............................................................................................................ 57
NEW PLAYER'S BUY-IN...........................................................................................61
NEW PLAYER'S LOCK-UP........................................................................................62
NO CAP......................................................................................................................... 36
NO CHECKRAISING AN ALL-IN WAGER............................................................36
NO DEAD BUTTON.....................................................................................................54
NO TRANSFER OF LIABILITY................................................................................21
NO-LIMIT POKER......................................................................................................36
NO-LIMIT RULES APPLY.........................................................................................38
NO-LOOK PLAY.......................................................................................................... 91
NOT ENOUGH CARDS...............................................................................................35
NUMBER OF CARDS............................................................................................24, 29
NUMBER OF PLAYERS........................................................................................23, 31
NUMBER OF PLAYERS TO BREAK GAME............................................................63
NUMBER OF PLAYERS TO START A NEW GAME..............................................60
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PAGCOR Poker Implementing Rules and Guidelines version 2
OBJECTING TO ERRORS.........................................................................................48
ODD CHIP.................................................................................................................... 44
OMAHA HOLD’EM......................................................................................................29
OMAHA HOLD'EM HIGH-LOW SPLIT..................................................................30
ONE PLAYER TO A HAND..................................................................................48, 82
OPENING BET............................................................................................................. 38
ORDER OF LIST.......................................................................................................... 65
ORDER OF PLAY...................................................................................................23, 33
ORDER OF SHOWDOWN.........................................................................................50
OVERBETS................................................................................................................... 38
OVERDEALT CARD....................................................................................................91
OVERSIZED CHIP..........................................................................................37, 38, 44
PEEKING...................................................................................................................... 82
PITCH............................................................................................................................ 69
PLAY ZERO, ONE OR TWO......................................................................................29
PLAYER ABSENT BUTTON, A.K.A. NO PLAYER BUTTON..............................77
PLAYER ABSENT PROCEDURES............................................................................63
PLAYER ACTIONS......................................................................................................22
PLAYER WAITING LISTS........................................................................................62
PLAYER'S MONEY......................................................................................................40
PLAYERS NOTICING ERRORS.........................................................................43, 83
PLAYING BEHIND.....................................................................................................41
PLAYING CASH.......................................................................................................... 43
PLAYING OVER.......................................................................................................... 63
PLAYING THE BOARD........................................................................................29, 91
POSTING BLINDS......................................................................................................54
POT SPLITTING......................................................................................................... 43
POT-LIMIT AND NO-LIMIT BLIND STRUCTURE.............................................54
POT-LIMIT POKER....................................................................................................37
POT-LIMIT VARIATIONS........................................................................................38
PREMATURE DRAWING OF BOARD CARDS................................................71, 92
PREMATURE EXPOSURE OF FLOP-CARDS..................................................71, 92
PREMATURE EXPOSURE OF RIVER-CARD..................................................71, 92
PREMATURE EXPOSURE OF TURN-CARD....................................................71, 92
PRINCIPLES FOR INTERPRETING RULES.........................................................18
PRINCIPLES OF POKER...........................................................................................80
PRIORITY AMONG EXISTING PLAYERS............................................................61
PRIORITY OF PARAMOUNT RULES.....................................................................19
PROBABLE WINNER AT SHOWDOWN................................................................50
PROCEDURAL ERRORS IN DEALING............................................................34, 92
PROCEDURES FOR STARTING A NEW GAME...................................................60
PROCEDURES SAME AS OMAHA HOLD'EM HIGH...........................................30
PROCEDURES SAME AS TEXAS HOLD'EM.........................................................29
PROFANITY, VERBAL ABUSE................................................................................79
PROTECTING INTEREST IN THE POT.................................................................52
PURPOSE OF RULES.................................................................................................19
PUSHING THE POT...................................................................................................52
QUALIFIERS................................................................................................................ 30
QUALIFIERS FOR LOW............................................................................................26
RABBIT HUNTING.....................................................................................................79
RAISING AN ALL-IN BET OF LESS THAN ONE- HALF A BET......................42
RAISING AN ALL-IN BET OF ONE-HALF A BET OR MORE...........................42
RANKING OF LOW HANDS.....................................................................................26
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PAGCOR Poker Implementing Rules and Guidelines version 2
READING...................................................................................................................... 79
READING HANDS......................................................................................................50
RELEASE OF CHIPS...................................................................................................36
REQUESTS TO SEE A CALLED HAND...................................................................51
RESHUFFLES............................................................................................................... 74
RESPONDING TO THE BRING-IN.........................................................................32
RETRIEVING HANDS................................................................................................49
RIGHT TO INSPECT CARDS...................................................................................21
RIGHT TO KNOW MONEY.......................................................................................37
SCOOPING BETS........................................................................................................69
SEAT CHANGE RULES..............................................................................................61
SEAT SELECTION.......................................................................................................60
SEATING....................................................................................................................... 21
SELECTING THE PLAYER TO MOVE.....................................................................65
SEVEN-CARD STUD (SCS) DEFINED...................................................................31
SEVENTH STREET......................................................................................................32
SHORT RE-BUYS........................................................................................................41
SHORT-HANDED GAMES.........................................................................................57
SHORT-HANDED MUST-MOVE GAMES...............................................................66
SHOW ALL CARDS...............................................................................................50, 83
SHOW ONE, SHOW ALL...........................................................................................52
SHOWDOWN............................................................................................................... 30
SHOWDOWN WITH SIDEPOTS.............................................................................51
SIDE BETS................................................................................................................... 43
SLOWROLLING........................................................................................................... 83
SMOKING..................................................................................................................... 77
SPECTATORS.........................................................................................................21, 78
SPIRIT OF THE GAME..............................................................................................19
SPLASHING THE POT.........................................................................................46, 83
SPREADING THE DECK............................................................................................61
SPREAD-LIMIT (A.K.A. UNSTRUCTURED) POKER.........................................39
STALLING.................................................................................................................... 83
STANDARDS OF DRESS, LANGUAGE AND CONDUCT; SMOKING..............21
START OF THE HAND.........................................................................................22, 68
STARTING AND BREAKING GAMES....................................................................20
STATUS OF THIRD GAME........................................................................................66
STRADDLES & SLEEPERS.......................................................................................57
STRING RAISES.........................................................................................................47
STUB COUNTS............................................................................................................ 71
STUD DISTINGUISHED...........................................................................................31
STUD EXAMPLE.......................................................................................................... 26
SUBSTANTIAL ACTION...........................................................................................48
SUITS............................................................................................................................ 22
SUSPENSION OF RULES.........................................................................................21
TABLE SIGNS.............................................................................................................. 77
TABLE SPACE.............................................................................................................. 83
TABLE STAKES........................................................................................................... 41
TABLE TRANSFERS...................................................................................................63
TAKING RAKE............................................................................................................. 75
TALKING, CRITIQUING, ETC................................................................................83
TELEPHONES AT THE TABLE.................................................................................79
TEMPORARY MUST-MOVE GAMES.......................................................................67
TEXAS HOLD'EM........................................................................................................ 29
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PAGCOR Poker Implementing Rules and Guidelines version 2
THE DEAL; BETTING ROUNDS..............................................................................28
THE DEALER BUTTON; ORDER OF PLAY............................................................28
THE DECK AND CARDS............................................................................................22
THE POT (THE OBJECT OF POKER).....................................................................22
THE SHUFFLE AND CUT...........................................................................................68
THEORY BEHIND BLIND RULES...........................................................................53
TIED HANDS.........................................................................................................30, 51
TIME AND RAKE GENERALLY................................................................................75
TIME COLLECTION....................................................................................................75
TIME POTS................................................................................................................... 75
TIMING OF OBJECTIONS TO ERRORS...............................................................16
TREAT DEALERS COURTEOUSLY..........................................................................84
TURNING UPCARDS DOWN; MIXING UPCARDS & DOWNCARDS......33, 93
TWO FROM THE HAND, THREE FROM THE BOARD........................................30
TWO HOLE CARDS....................................................................................................29
UNPROTECTED HANDS............................................................................................93
VERBAL DECLARATIONS OF ACTION.................................................................47
VERBAL DECLARATIONS OF BETS ARE BINDING..........................................36
WAITING LIST LOCK-UPS......................................................................................62
WHEN A FOURTH GAME STARTS.........................................................................66
WINNING THE POT..................................................................................................24
WRONG AMOUNT IN THE POT........................................................................43, 94
WRONG DESIGNATED 'BRING-IN' LOWCARD..........................................34, 94
WRONG PLACEMENT OF THE BUTTON................................................94

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PAGCOR Poker Implementing Rules and Guidelines version 2

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