(2) The draw is much more valuable to a weak hand than to a strong one,

and weak hands will improve in much greater proportion than strong ones

will. For instance: The chances for a player to improve by drawing to

a pair of Queens are one in three and a half. He may make two pairs, or

triplets, or a full hand, or four of a kind. The chances of improvement

for a player drawing to two pairs, say Eights up, are only one in

thirteen. This consideration leads players to adopt two lines of play:

To bet all they intend to on two pairs before the draw, in order to

prevent weaker hands drawing cards and improving; or, to discard the

smaller pair in order to increase their chances of improvement.

(3) The smaller the number of players, the greater the value of the

hands; and the larger the number of players, the greater the chance

that any given hand will be beaten. When only two play, you can safely

bet the limit on a pair of Eights; but in a party of eight players they

are hardly worth drawing to. For this reason average hands should force

the weaker out, and reduce the number of players _=before the draw=_.

For the benefit of those interested in such matters _=the probable

improvement by the draw=_ may be briefly given.

It is 2½ to 1 against improving _=a pair=_ by drawing three cards; the

chances against making triplets or two pairs being 8 to 1; against a

full hand, 61 to 1; and against four of a kind, 364 to 1. It is 4 to

1 against improving a pair by drawing two cards; the chances against

triplets being 12 to 1, and 8 to 1 against two pairs.

It is 12 to 1 against making a full hand by drawing to _=two pairs=_.

It is 8 to 1 against improving _=triplets=_ by drawing two cards; 14½

to 1 against a full hand, and 23 to 1 against four of a kind. It is 12

to 1 against improving if one card is drawn; 16 to 1 against the full,

and 46 to 1 against four of a kind.

It is 11 to 1 against making a straight out of a sequence of four cards

which is open in the middle, or at one end only. It is 5 to 1 against

making a straight out of a sequence of four which is open at both ends.

[Illustration:

🂻 🃚 🂨 🂧 | 🂹 🃘 🂧 🃆

IN-BETWEEN STRAIGHT. OPEN-END STRAIGHT.

]

It is 4½ to 1 against filling a four-card flush. It is 23 to 1 against

filling a three-card flush. It is 95 to 1 against filling a two-card

flush.

It is 3 to 1 against improving a four-card straight flush which is open

at both ends. The chances against getting the straight or the flush

have been given; the odds against getting the straight flush are 24 to

1. The chance for getting a pair exists; but the pair would probably be

worthless.

It is 4 to 1 against improving a four-card straight flush open in the

middle, or at one end only; the odds against getting the straight flush

being 46 to 1.

There are several minor or speculative draws which may be of interest.

Drawing to an ace and a King, it is 3 to 1 against making a pair of

either. It is 4 to 1 against making a pair of aces by drawing four

cards to an ace; and 12 to 1 against making aces up, or better. It is

24 to 1 against making a straight by drawing to three cards of it, open

at both ends. It is 12 to 1 against making either a straight or a flush

by drawing to three cards of a straight flush, open at both ends.

_=HOW TO WIN AT POKER.=_ There have been many alleged infallible

receipts for winning at Poker. Proctor thought that refusing to go

in on less than triplets would prove a certainty; but in the same

paragraph he acknowledges that the adversaries would soon learn the

peculiarity, and avoid betting against the player. Triplets before the

draw occur about once in every 45 hands. If five were playing, a person

following Proctor’s advice would have to blind 9 times, and ante in

at least 12 jack pots in every 45 hands, to say nothing of fattening.

This means an outlay of at least 75 counters. When the triplets come,

will he get back 75 counters on them? He will probably win the blind,

and one or two antes; but the moment he makes his own ante good, every

player who cannot beat triplets, knowing his system, will lay down his

hand.

An extensive observation of the methods of the best players has led the

author to the conclusion that the great secret of success in Poker,

apart from natural aptitude for the game, and being a good actor, is to

_=avoid calling=_. If you think you have the best hand, raise. If you

think you have not the best, lay it down. Although you may sometimes

lay down a better hand than the one that takes the pool, the system

will prove of immense advantage to you in two ways: In the first place,

you will find it a great educator of the judgment; and in the second

place, it will take almost any opponent’s nerve. Once an adversary has

learned your method, it is not a question of his betting a red chip on

his hand; but of his willingness to stand a raise of two blues, which

he will regard as inevitable if you come in against him at all. The

fear of this raise will prompt many a player to lay down a moderately

good hand without a bet; so that you have all the advantage of having

made a strong bluff without having put up a chip. The system will

also drive all but the most courageous to calling your hand on every

occasion, being afraid of a further and inevitable raise; and it is an

old saying that a good caller is a sure loser.

The theory of calling is to get an opportunity to compare your hand

with your adversary’s. Now, if you think that after the comparison

yours will prove the better hand, why not increase the value of the

pool? If, on the contrary, you fear that his hand will beat yours, why

throw good money after bad? If you don’t think at all about it, and

have no means of forming an opinion as to the respective merits of your

hands, you are not a poker player, and have no business in the game.

_=BLUFFING.=_ There is nothing connected with Poker on which persons

have such confused ideas as on the subject of bluffing. The popular

impression seems to be that a stiff upper lip, and a cheerful

expression of countenance, accompanied by a bet of five dollars,

will make most people lay down three aces; and that this result will

be brought about by the five-dollar bet, without any regard to the

player’s position at the table, the number of cards he drew, his manner

of seeing or raising the ante, or the play of his adversaries before

the draw. The truth of the matter is that for a bluff to be either

sound in principle or successful in practice, the player must carefully

select his opportunity. The bluff must be planned from the start,

and consistently played from the ante to the end. To use a common

expression: “The play must be right for it, or the bluff will be wrong.”

There are many cases in which a bluff of fifty cents would be much

stronger than one of five dollars; the difference depending on the

player’s position at the table, his treatment of the ante, and the

number of cards he had drawn. As an example of the play being right

for a bluff, take the following case: Five play in a jack pot. A and B

have passed when C opens it for the limit. D and E pass out, but A and

B both stay, and each draws one card. C takes two cards, and as it is

his first bet he puts up the limit on his three aces. A drops out, but

B raises C the limit in return. Now, if C is a good player he will lay

down his three aces, even if he faintly suspects B is bluffing, because

B’s play is sound in any case. He either could not, or pretended he

could not open the jack; but he could afford to pay the limit to draw

one card against openers, and he could afford to raise the limit

against an opener’s evidently honest two-card draw. As a matter of fact

the whole play was a bluff; for B not only had nothing, but had nothing

to draw to originally.

Another variety of the bluff, which is the author’s own invention, will

often prove successful with strangers, but it can seldom be repeated

in the same company. Suppose six play in a jack pot. A passes, and

B opens it by quietly putting up his counters. C and D pass, and E,

pretending not to know that B has opened it, announces that he will

open it for the limit, although he has not a pair in his hand. He is

of course immediately informed that it has been opened, upon which

he unhesitatingly raises it for the limit. Whatever the others do, E

stands pat, and looks cheerful. The author has never known this bluff

to be called.

Holding a strong hand, a player may often coax another to raise him, by

offering to divide the pool.

The successful bluffer should never show his hand. Even if he starts

the game by bluffing for advertising purposes, hoping to get called on

good hands later, he should not show anything or tell anything that the

others do not pay to see or know. Bluffing is usually more successful

when a player is in a lucky vein than when he has been unfortunate.

POKER LAWS.

_=1. Formation of Table.=_ A poker table is complete with seven

players. If eight play the dealer must take no cards, or a sixty-card

pack must be used. If there are more than seven candidates for play,

two tables must be formed unless the majority decide against it.

_=2. Cutting.=_ The players who shall form the table, and their

positions at the beginning of the game may be decided by drawing from

an outspread pack, or by throwing round a card to each candidate, face

up. If there are eight or more candidates, the tables shall divide

evenly if the number is even, those cutting the highest cards playing

together. If the number is odd, the smaller table shall be formed by

those cutting the highest cards. In cutting, the ace is low. Any player

exposing more than one card must cut again.

_=3.=_ The table formed, the players draw from the outspread pack for

positions. The lowest cut has the first choice, and deals the first

hand. The player cutting the next lowest has the next choice, and so on

until all are seated.

_=4. Ties.=_ If players cut cards of equal value they must cut again;

but the new cut decides nothing but the tie.

_=5. Stakes.=_ Any player may be the banker, and keep the kitty, if

any. In Draw, Straight, or Stud Poker, each player may purchase as many

counters as he pleases. In Freeze-out, Table Stakes, Whiskey Poker, and

Progressive Poker, each player must begin with an equal amount.

_=6. Betting Limits.=_ Before play begins limits must be agreed upon

for the amount of the blind, the straddle, the ante in jack pots, and

for betting or raising.

_=7. Shuffling.=_ Before the first deal the pack must be counted to see

that it contains the proper number of cards. Should the first dealer

neglect this he forfeits five counters to the pool. Before each deal

the cards must be shuffled. Any player may shuffle, the dealer last.

_=8. Cutting to the Dealer.=_ The dealer must present the pack to the

pone, [the player on his right,] to be cut. The pone may either cut, or

signify that he does not wish to do so, by tapping the pack with his

knuckles. Should the pone decline to cut, no other player can insist

on his doing so, nor do it for him. If he cuts, he must leave at least

four cards in each packet, and the dealer or the pone must reunite the

packets by placing the one not removed in cutting upon the other.

_=9.=_ If in cutting, or in reuniting the packets, a card is exposed,

the pack must be reshuffled and cut.

_=10.=_ If the dealer reshuffles the pack after it has been properly

cut, he forfeits five counters to the current pool.

_=11. Dealing Before the Draw.=_ After the age, [the player on the

dealer’s left,] has put up the amount of the blind, the dealer

distributes the cards face down, one at a time, in rotation, until each

player has received five cards.

_=12.=_ The deal passes to the left, except in jack pots, when it may

be agreed that the same dealer shall deal until the pot is opened.

_=13. Misdealing.=_ A misdeal does not lose the deal; the same dealer

must deal again. It is a misdeal: If the dealer fails to present the

pack to the pone; or if any card is found faced in the pack; or if the

pack is found imperfect; or if the dealer gives six or more cards to

more than one player; or if he deals more or fewer hands than there

are players; or if he omits a player in dealing; or if he deals a card

incorrectly, and fails to correct the error before dealing another.

_=14. Irregularities in the Hands.=_ Should the dealer, or the wind,

turn over any card, the player to whom it is dealt must take it; but

the same player cannot be compelled to take two exposed cards. Should

such a combination occur there must be a new deal. If the player

exposes cards himself, he has no remedy.

_=15.=_ Should any player receive more or less than his proper number

of cards, and discover the error before he looks at any card in his

hand, or lifts it from the table, he may demand a new deal if no bet

has been made; or he may ask the dealer to give him another card from

the pack if he has too few, or to draw a card if he has too many. Cards

so drawn must not be exposed, but should be placed on the top of the

pack. If a bet has been made, there must be a new deal. Should the

player take up his hand, or look at any card in it, he has no remedy.

_=16.=_ Should a player take up a hand containing more or less than

five cards, or look at any card in it, such a hand is foul, and he must

abandon it, forfeiting any interest he may have in that pool. If one

player has six cards and his neighbour four, neither having lifted or

looked at any card, the dealer may be called upon to draw a card from

the six hand and give it to the four hand.

_=17. Straddling.=_ During the deal, or at any time before he looks at

any card in his hand, the player to the left of the age may straddle

the blind by putting up double the amount put up by the age. Should he

straddle, the player on his left may double the amount again, provided

he has not seen any of his cards; and so on, until the limit of the

straddling is reached. This limit must not exceed one-fourth of the

betting limit. Should any player in his turn refuse to straddle, no

other player on his left can straddle.

_=18. The Ante.=_ After the cards are dealt, each player in turn,

beginning with the one to the left of the age, or to the left of the

last straddler, if any, must either abandon his hand or put into the

pool twice the amount of the blind, or of the last straddle. When it

comes to the turn of the age, and the straddlers, if any, they must

either abandon their hands, or make the amount they have in the pool

equal to twice the amount of the blind, or of the last straddle, if any.

_=19. Raising the Ante.=_ Each player, when it is his turn to come in,

may add to the amount of the ante any sum within the betting limit.

This will compel any player coming in after him to equal the total of

the ante and the raise, or to abandon his hand; and it will also give

such following player the privilege of raising again by any further

amount within the betting limit. Should any player decline to equal

the amount put up by any previous player, he must abandon his hand,

together with all his interest in that pool. Any player who has been

raised in this manner may raise again in his turn; and not until each

player holding cards has anted an equal amount will the game proceed.

_=20. Winning the Antes.=_ Should any player have put up an amount

which no other player will equal, he takes whatever counters are then

in the pool, without showing his hand, and the deal passes to the next

player on the dealer’s left. Should only one player come in, and the

age decline to make good his ante, the player who has come in wins the

blind, unless jack pots are played. Should any player have straddled

the blind, or raised the ante, there can be no jack pot.

_=21. Making Jacks.=_ If no player will come in, it is a Natural Jack,

and all the hands must be abandoned, each player putting up for the

ensuing deal the amount agreed upon. If no one has straddled the blind,

or raised the ante, and only one player has come in, the age may do one

of four things: He may forfeit his blind; or he may make the ante good;

or he may raise it; or he may demand that the single player who has

come in shall take down his ante, the age putting up twice the amount

agreed upon for jack pots; once for himself, and once for the player

who came in. All the other players must then put up for the ensuing

deal. This is an Only-Two-In Jack.

_=22. Drawing Cards.=_ When two or more players have come in for an

equal amount, the others having abandoned their hands, each of them in

turn, beginning with the one on the dealer’s left, may discard any or

all of the cards originally dealt him, and draw others in their place.

The number discarded and drawn, if any, must be distinctly announced by

each player, including the dealer; and the fresh cards must be given

face down from the top of the pack, without any further shuffling or

cutting. Each player must receive the entire number he asks for before

the next player is helped. No player shall receive from the dealer more

or fewer than he discards; so that if he is playing with a short hand,

such as four cards only, he will still have four cards after the draw;

and if his hand was originally foul, it will so remain.

_=23. Exposed Cards.=_ In dealing for the draw, should any card be

found faced in the pack, or should any card be exposed by the dealer

in giving out the cards, or be blown over by the wind before the

player has touched it, such cards must be placed on the table with

the discards. The player whose card has been exposed does not receive

another in its place until all the other players, including the dealer,

have been helped.

_=24. Incorrect Draws.=_ Should any player ask for an incorrect number

of cards, he must take them; unless he discovers the error before the

next player has been helped. If too many have been asked for, he must

discard before seeing them. If too few, and he lifts any of them, he

holds a foul hand. No player is allowed to take back into his hand any

card that has once been discarded. If he has taken up the cards, or

has seen any of them, and has too many, his hand is foul, and must be

abandoned. If the dealer gives himself more cards than he needs, he

must take them; but if less, he can supply the deficiency, provided he

has not looked at any of the drawn cards.

_=25. Incorrect Dealing.=_ Should the dealer give any player more

or fewer cards than he asks for, and the player discover the error

before taking them up or seeing any of them, the dealer must withdraw

the surplus card, and place it on the top of the pack. Should the

dealer give a player fewer cards than he asks for, he must supply the

deficiency when his attention is called to it, without waiting to

supply the other players. Should the dealer give cards to any player

out of his proper turn, he may correct the error if none of the cards

have been seen; not otherwise.

_=26. The Last Card=_ of the pack must not be dealt. When only two

cards remain, and more than one is asked for, they must be mixed with

the discards and abandoned hands, and the whole shuffled together, and

presented to the pone to be cut. Discards of those who have yet to draw

must not be gathered.

_=27.=_ After the cards have been delivered by the dealer, no player

has the right to be informed how many cards any player drew; and any

person, bystander or player, volunteering the information, except the

player himself, may be called upon to pay to the player against whom he

informs an amount equal to that then in the pool. Any player who has

made good the ante and drawn cards may, before making a bet, ask how

many cards the dealer drew, and the dealer must inform him.

_=28. Betting After the Draw.=_ The first player who holds cards on

the left of the age must make the first bet, whether he has straddled

or not. If he declines to bet he must abandon his hand. The fact that

the age is not playing makes no difference, as his privilege cannot

be transferred to any other player. Bets may vary in amount from one

counter to the betting limit. If no player will bet, the age takes the

pool without showing his hand; or, if he has passed out before the

draw, the last player on his right who holds cards wins the pool.

_=29. Raising the Bets.=_ Should any player make a bet, each player

in turn on his left must either bet an equal amount or abandon his

hand. Should any player bet an equal amount, he has the privilege of

increasing the bet to any further sum within the betting limit. The

players on his left must then either meet the total amount of the

original bet and the raise, or abandon their hands. Any player meeting

the amount already bet has the privilege of increasing it to any

further amount within the limit, and so on, until no further raises

take place. Any player whose bet has been raised must abandon his hand

or meet the raise, with the privilege of raising again in return.

Should one player make a bet or raise which no other player will see,

he takes the pool without showing his hand, and the cards are shuffled

and cut for the next deal.

_=30. Calling the Bets.=_ As long as one player raises another’s bets,

he gives that player the privilege of raising him again; but if a

player who has made a bet is not raised, the others simply betting an

equal amount, the first bettor is called, and all betting must cease.

The players must then show their hands to the table, in order to decide

which wins the pool.

_=31.=_ Bets must be actually made by placing the counters in the pool,

and no bet is made until the player’s hand has been withdrawn from the

counters. Any counters once placed in the pool, and the owner’s hand

withdrawn, cannot be taken down again, except by the winner of the pool.

_=32. Betting Out of Turn.=_ Should any player bet out of his turn, he

cannot take down his counters again if he has removed his hand from

them. Should the player whose proper turn it was raise the bet, the

player who bet out of turn must either meet the raise or abandon his

hand, and all interest in that pool.

_=33. Mouth Bets.=_ Any player stating that he bets a certain amount,

but failing to put up the actual counters in the pool, cannot be called

upon to make the amount good after the hands are shown, or the pool is

won. If the players opposed to him choose to accept a mouth bet against

the counters they have already put up, they have no remedy, as no value

is attached to what a player says; his cards and his counters speak for

themselves. Any player wishing to raise a mouth bet has the privilege

of raising by mouth, instead of by counters; but he cannot be called

upon to make the amount good after the hands are shown, or the pool has

been won.

_=34. Showing Hands.=_ When a call is made, all the hands must be

shown to the table, and the best poker hand wins the pool. Any player

declining to show his hand, even though he admits that it is not good,

must pay an amount equal to the ante to each of the players at the

table; or, if jack pots are played, he must put up for all of them in

the next jack pot. When the hands are called, there is no penalty for

mis-calling a hand; the cards, like the counters, speak for themselves.

_=35. Rank of the Hands.=_ The best poker hand is a _=Royal Flush=_; A

K Q J 10 of the same suit, which beats a

_=Straight Flush=_; any sequence of five cards of the same suit.

_=Four of a Kind=_; such as four 10’s and an odd card.

_=Full Hand=_; three of a kind and a pair, such as three 8’s and a pair

of Q’s, which beats a

_=Flush=_; five cards of the same suit, but not in sequence.

_=Straight=_; five cards in sequence, but of various suits. In

straights, the Ace cannot be used to form such combinations as Q K A 2

3; but it may be used as the bottom of 5 4 3 2, or the top of 10 J Q K.

Straights beat

_=Three of a Kind=_; such as three K’s and two odd cards.

_=Two Pairs=_; such as two 9’s and two 7’s, with an odd card.

_=A Pair=_; such as two Aces and three odd cards.

If no pair is shown, the _=Highest Card=_ wins.

A short hand, such as four cards, cannot be claimed as either a

straight or a flush.

_=36. Ties.=_ In case of ties, the highest of the odd cards decides it.

Ultimate ties must divide the pool. When combinations of equal rank are

shown, the one containing the highest cards wins, the rank of the cards

being, A K Q J 10 9 8 7 6 5 4 3 2; so that two pairs, K’s and 4’s, will

beat two pairs, Q’s and J’s. Three 5’s and a pair of 2’s, will beat

three 4’s and a pair of aces.

JACK POT LAWS.

_=37. The Antes.=_ There is neither age nor straddle in jack pots.

Every one at the table must ante an equal amount. Any player may

decline to ante, by saying: “I pass this jack;” and the dealer will

give him no cards.

_=38. Opening.=_ After the cards are dealt, each player in turn,

beginning on the dealer’s left, may open the pot for any amount he

pleases within the betting limit, provided he holds a pair of Jacks,

or some hand better than a pair of Jacks. If he does not hold openers,

or does not wish to open the pot with them, he must say: “I pass;” but

must not abandon his hand, under penalty of paying five counters to the

pool.

Foster's Complete Hoyle: An Encyclopedia of Games Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date · 第 25 / 70 段