justify it, and discover his error before he draws, his hand is foul,
and he forfeits whatever amount he may have already placed in the pool.
Those who have come into the pool after the false opening, stay in and
play for the pot, regardless of the value of the hands dealt them.
_=40. Fattening.=_ If no player will open, the cards are reshuffled,
cut, and dealt, usually by the same dealer, and each player adds one
counter to the pool.
_=41. Coming In.=_ If any player opens the pot for a certain amount,
each player in turn, on his left, can come in by putting up a similar
amount, regardless of the value of his hand. Any player on the right of
the opener who passed on the first round may now come in. Any player
declining to put up the amount for which the pot is opened must abandon
his hand, and all his interest in the pool.
_=42. Raising the Opener.=_ Any player coming into the pool has the
privilege of raising the original opener any amount within the betting
limit, and he may in turn be raised again, just as in the ordinary
pools. Should the opener decline to meet such a raise, he must show his
entire hand before abandoning it. If he declines to do so, he must pay
the antes for all the other players for another jack. It is not enough
to show openers before the draw, the whole hand must be shown.
_=43. Drawing Cards.=_ Each player in turn who has come in, beginning
on the left of the dealer, may discard and draw, to improve his hand.
The opener is allowed to split his openers, provided it is the rule of
the game that the opener shall _always_ put his discard under the chips
in the pool, whether he is going to split or not. The opener’s discard
must never be gathered in with other discards when the pack runs short
for the draw.
_=44. False Hands.=_ If a false opener does not discover his mistake
until after he has drawn cards, his hand is foul, and must be
abandoned. As a penalty he must put up an ante for each of the other
players at the table for another Jack.
_=45. Betting the Hands.=_ The opener makes the first bet; or, if he
has withdrawn, the player next on his left. Should the opener decline
to bet after the draw, he must show his openers before abandoning his
hand. He need not show the cards he has drawn. If no bet is made, the
last player holding cards takes the pool without showing his hand. If
a bet is made, the game proceeds as in the ordinary pools. Should the
opener retire during the betting, he must show his openers; if he is in
the final call he must show his entire hand, whether it is the best or
not. If he or any other player declines to show his hand when a call is
made, he must ante for all the other players for another jack.
_=46. Shy Bets.=_ If any player is shy in a jack pot, whether from
failure to put up his ante, to fatten, or to substantiate his mouth
bets with counters, nothing can be collected from him after a call has
been made, or the pot has been won.
STRAIGHT POKER.
Straight Poker or _=Bluff=_ is played with a full pack of fifty-two
cards, and any number of players from one to eight. The arrangements
for counters, seats, and deal are exactly the same as in Draw Poker,
but the method of anteing and betting up the hands is slightly
different. There is no draw to improve the hand, and no such
combination as a straight flush is recognized, four of a kind being the
highest hand possible.
The ante and betting limit must be decided before play begins. The
first dealer is provided with a _=buck=_, which should be a penknife,
or some similar article. Before dealing, he puts up the amount of the
ante for all the players, and then _=passes the buck=_ to the player on
his left, who must ante for all the players in the next pool. There is
no variation of the amount of the ante under any circumstances, and the
buck is passed round the table in this manner irrespective of the deal,
which is taken by the player winning the pool. The laws for the deal
and its irregularities are the same as in Draw Poker, except that it
does not pass to the left.
The cards dealt, each in turn, beginning with the player to the left
of the dealer, may either bet or pass. Should all pass, the holder of
the buck antes, making a double pool, and passes the buck. The deal
then passes to the left. Should any player make a bet, each in turn,
beginning with the one on his left, must call it, raise it, or abandon
his hand. Players who have passed the first time, must now decide. The
rules for seeing, raising, calling, and showing hands are precisely the
same as at Draw Poker.
Owing to the absence of the draw, there is no clue to the strength of
an opponent’s hand, except his manner, and the amount of his bet. The
hands shown are much weaker than the average of those at Draw Poker,
being about equal to hands that a player in that game would come in
on. Triplets are very strong at Straight Poker, and two pairs will win
three out of four pools in a five-handed game. The great element of
success is bluff.
STUD POKER.
The arrangements for the cards, seats, antes, buck, etc., are precisely
as at Straight Poker; but in dealing, only the first card is dealt face
down, the remaining four being turned up by the dealer as he gives
them out. Each player in turn then looks at his _=down card=_, and the
betting proceeds as in Straight Poker, each player having the privilege
of passing once before a bet is made.
A much more popular method is to stop the deal at two cards, each
player having received one face down, and another face up. The best
card showing then makes the first bet, and each player in turn must
meet it, raise it, or pass out of that pool. If no one will call, the
player making the bet takes the pool, and the next deal. If a bet is
made and called, those in the call do not show their down cards, but
are each given another card, face up, and the same betting process is
gone through, the best hand showing face up making the first bet in
each round. As long as two or more players remain in the pool they are
given more cards until they have five. Then the final betting is done,
and if a call is made, the down cards are shown, and the best poker
hand wins the pool. Straight flushes do not count.
WHISKEY POKER.
The arrangements for the cards, seats, etc., are the same as in Draw
Poker. Each player is provided with an equal number of white counters,
which may have a value attached to them, or which may simply represent
markers. If the counters represent money, each player should have at
least twenty; if they are only markers, five is the usual number.
If the game is played for money, each player puts one counter in the
pool before the cards are dealt. There is no raising or betting of any
kind.
An extra hand, called _=the widow=_, is dealt face down at Whiskey
Poker. The dealer gives each player and the widow five cards, one at a
time, beginning on his left, and dealing to the widow just before he
deals to himself. Each player in turn, beginning with the age, then
examines his hand, and has the option of exchanging it for the widow;
keeping it for the purpose of drawing to it; or risking his chances of
winning the pool with it as it is.
If he wishes to exchange, he must place his five cards face upward on
the table, and take up the widow, but without showing it to any other
player. The hand he abandons then becomes the widow. If he prefers to
draw to his hand, he says: “_=I pass=_,” which transfers to the next
player the option of taking the widow. If he wishes to stand on the
merits of the hand dealt to him, without drawing to it, he _=knocks=_
on the table, which also passes the option of taking the widow to the
next player on his left.
If any player takes the widow, the next player on his left can do any
one of three things: He may discard from his own hand any card he
pleases, taking one from the widow in its stead; the card which he
discards being placed on the table face upward, and becoming part of
the widow; or he may exchange his entire hand for the widow; or he may
stand on the hand dealt him, and knock. Whether he draws one card,
exchanges his entire hand, or knocks, the next player on his left has
the option of drawing, exchanging, or knocking; and so on, until some
player does knock.
Should no player take the widow until it comes to the dealer’s turn,
he must either take it, or turn it face upward on the table. Even if
the dealer knocks, he must turn up the widow, and allow each player an
opportunity to draw from it, or to exchange his entire hand for it.
When a player knocks, he signifies that no matter what the players
following him may do, when it comes to his turn again the hands must be
shown. A player cannot draw and knock at the same time; but a player
can refuse to draw or exchange after another player has knocked, not
before. In some localities it is the rule to turn the widow face up at
once if any player knocks before it is taken; allowing all those after
the knock an opportunity to draw or exchange; but this is not the usual
custom.
Suppose five play. E deals, and A passes; B takes the widow; C and
D draw from B’s abandoned hand, and E knocks; without drawing, of
course. A, who passed the first time, now has an opportunity to draw
or exchange. So have each of the others in turn, up to D; but after D
draws or exchanges, the hands must be shown, because the next player,
E, has knocked.
When the hands are shown, there are two ways to settle: If the counters
have a money value, the best poker hand wins the pool, and the deal
passes to the left. If the counters have no money value, there is no
pool; but the player who has the worst hand shown puts one of his
counters in the middle of the table. This continues until some player
has lost all five of his counters, and he is then called upon to pay
for the whiskey, or whatever refreshments may be at stake upon the
game. Hence the name: Whiskey Poker.
THIRTY-ONE.
This game is sometimes called _=Schnautz=_. A pool is made up by any
number of players. The dealer takes a pack of fifty-two cards and gives
three to each, face down, and three extra cards to the table, dealt
face up. Each player in turn to the left can exchange one of his own
cards for one of those on the table, the object being to get a flush of
three cards of some suit having a pip value of thirty-one; or else to
get three of a kind.
The aces are worth 11, the other court cards and the ten, 10 each. If
no one can get a flush worth thirty-one, three of a kind wins the pool.
If no one has three of a kind, the highest pip value shown in one suit
wins. Drawing is kept up until some player knocks, after which only
one more draw is allowed, the knocker not being allowed to draw again.
A player can knock without drawing at all if he wishes to prevent the
others from beating his original hand.
PROGRESSIVE POKER.
There are several ways to play Progressive Poker, but the description
of one will suffice. The simplest method of arranging the players is
to take two packs of cards, one red and one blue, and to select two
aces from each for the four positions at the head table; three deuces,
treys, etc., for the six positions at each of the other tables until
the last or booby table is reached, at which there must be only four
players at starting. If there are not enough players to make exactly
six at each of the intermediate tables, the numbers may be varied from
four to seven, cards being selected to agree with the number required;
but the head and booby tables must start with four only. The cards thus
selected are then thoroughly shuffled, and presented face downward
to the ladies to draw from. Each lady takes a red-backed card, the
gentlemen drawing the blue cards only. The number of pips on the card
drawn will indicate to each person the table at which they are to sit.
Should the number of men and women not be equal, some of the men must
represent women or _vice versa_.
Each player is provided at starting with a certain number of counters,
usually fifty. The head table is supplied with a box of counters
differing in colour from any of those used by the players, and also
with a bell. The choice of seats, deal, etc., is decided at each table
exactly as at Draw Poker.
One deal is made at each table, ordinary Draw Poker is played, and when
the pool is decided at the head table the bell is struck. This is the
signal for the winner of the pool at each of the other tables to move
up to the table next above. At the head table, the chips are counted,
and the player with the smallest number in his possession goes down to
the booby table, unless he was one of the players in the call. Should
the player with the smallest number of chips be the winner of the pool,
or one of those who called the winner, he retains his seat, and the
player with the smallest number of counters who was not in the call
goes to the booby table. This arrangement effectually prevents players
at the head table from waiting for big hands. In case of ties, the
players cut to decide which shall go down, the lowest cut remaining.
The winner of each pool at the head table is given one of the special
chips provided for that purpose, and which are usually yellow, the
others being red, white, and blue.
Any player losing all his counters at any table must get a fresh stake
of fifty more from the banker, and must then exchange seats with the
player at the booby table who has the most counters.
Three or four prizes are usually provided for: One for the player who
has won the greatest number of yellow chips at the head table, and one
each for the lady and gentleman winning the greatest number of counters
during the evening’s play. Those who have been provided with an extra
stake must be charged with it when settling up. In case of ties for the
number of yellow chips, the player with the largest number of ordinary
counters wins. The booby prize, if any, is usually given to the player
with the smallest number of ordinary chips, or the fewest number of
yellow ones.
BRAG.
There are two varieties of this old English game; single, and
three-stake Brag. Both are played with a full pack of fifty-two cards;
the positions of the players, arrangements for counters, decision of
the betting limit, etc., being the same as in Draw Poker. Three to
twelve players may form a table.
There is a special value attached to three cards which are known as
_=braggers=_. These again have a rank of their own; the best being the
_=ace of diamonds=_; then the _=Jack of clubs=_, and then the _=nine of
diamonds=_. All other cards rank as in Poker. A player to whom any one
of these braggers is dealt may call it anything he pleases. If he has
a pair of nines and a bragger, or a nine and two braggers, he may call
them three nines, and bet on them as such. In this respect braggers
resemble mistigris, already described in connection with Draw Poker;
but in Brag a natural pair or triplet outranks one made with the aid of
a bragger. Three eights will beat an eight and two braggers.
The dealer must put up an ante before the cards are cut. This ante
may be any amount he pleases within the betting limit. No player can
straddle or raise this ante until the cards are dealt. Beginning on his
left the dealer distributes the cards face down, and one at a time,
until each player has received three. Beginning with the age, [eldest
hand,] each player in turn must put up an amount equal to the dealer’s
ante, or abandon his hand. He may, if he chooses, raise the ante any
further amount within the betting limit. All those following him must
meet the total sum put up by any individual player, increase it, or
pass out. In this respect Brag is precisely similar to the betting
after the draw at Poker.
If no one will see the dealer’s ante, he must be paid one white counter
by each of the other players, and the deal passes to the left. Should
any player bet an amount which no other player will meet, he takes the
pool without showing his hand. Should a call be made, all the hands
must be shown, and the best brag hand wins.
Pairs and triplets are the only combinations of any value, and of
course three aces is the best hand; two aces and the club Jack being
the next best. If none of the hands shown contains either a natural
pair or a bragger, the highest card wins, the ace ranking above the
King. In case of equal natural pairs, the highest card outside the pair
wins. Should the pairs tied both be made with a bragger, the highest
bragger wins. Two odd cards, seven high, with the club Jack, would beat
two cards seven high with the diamond nine.
_=Three Stake Brag.=_ In this variation each player puts up three equal
amounts to form three equal pools. These amounts must be invariable,
and should be agreed upon before play begins. The dealer then gives two
cards to each player, one at a time, face down; and then a third card
to each, face up. The highest card turned up in this manner wins one
of the pools, the ace being the highest and the deuce the lowest. The
diamond ace, being a bragger, outranks any other ace; the club Jack any
other Jack; and the diamond nine any other nine. Ties are decided in
favour of the eldest hand, or the player nearest him on the left.
The players then take up the other two cards, without showing them,
and proceed to brag on their hands as in single stake Brag. The winner
takes the second pool; but those who pass out do not abandon their
hands until the third pool is decided. If no bet is made for the second
pool, it is won by the dealer.
All hands are shown to decide the last pool. Each player counts up
the pip value of his three cards, reckoning the aces for eleven, and
court-cards as ten each. The player coming nearest to thirty-one takes
the third pool. Ties are decided in favour of the eldest hand, as
before.
In some places a further variation is introduced by allowing the
players to draw cards for the third pool, in order to increase the pip
value of their hands. Beginning with the eldest hand, each player in
turn pays into the pool a counter for each card he draws. These cards
are given by the dealer face up, and one player must be given all he
needs before passing to the next. Should a player pass thirty-one,
he is out of the pool. Some judgment is necessary in drawing in this
manner, for all the hands are exposed, and each player knows exactly
what he has to beat.
In _=American Brag=_, there are eight braggers; the Jacks and nines of
each suit, and they are all of equal rank when used as braggers. Pairs
or triplets formed with the aid of braggers outrank naturals, so that
three Jacks is an invincible hand, beating three aces. Two braggers
and an ace outrank two aces and a bragger; but the absurd part of the
arrangement is that three Jacks and three nines are a tie.
The method of playing differs from English Brag. If the players simply
equal the dealer’s ante, nothing unusual occurs, and all the hands are
shown at once. But if any player raises, and another sees this raise,
these two immediately exchange hands, without showing them to the other
players, and the one who held the worse hand retires from that pool,
returning the better hand to its original holder, who then awaits a
call or raise from the next player in order, the entire amount staked
still remaining in the pool. This lose-and-drop-out system is continued
until only one player remains to dispute the pool with the dealer. If
they come to a call, both hands are shown to the table. If the bragger
is not called, he takes the pool without showing his hand.
COMMERCE.
This old English game is evidently the forerunner of Whiskey Poker. It
is played with a full pack of fifty-two cards, and the arrangements
for the seats, counters, etc., are the same as at Draw Poker. Three
to twelve players may form a table. There are two methods of playing
Commerce; with and without a widow. We shall take the older form first.
_=Without a Widow.=_ The counters have a money value, and each player
deposits one in the pool. The dealer then distributes the cards one at
a time, face down, until each has three. The players then examine their
cards, and each in turn, beginning with the eldest hand, may exchange
one card. If he trades _=for ready money=_, he gives his card and one
white counter to the dealer, and receives another card, face down, from
the top of the pack. The discard is left on the table, and the counter
is the dealer’s perquisite. If he trades _=for barter=_, he passes his
discard to the player on his left, who must give one of his own in
exchange before looking at the one he is to receive. If the player will
not exchange, he must _=knock=_ on the table, to signify that he will
stand by the cards he has. If he exchanges, he takes up the offered
card, and then has the privilege of trading for ready money or for
barter himself. The trading goes on in this way round and round, until
some player knocks, when all trading is immediately stopped, and the
hands are shown. The best hand wins the pool, the rank of the various
combinations being as follows, beginning with the highest:--
_=Triplets.=_ Three aces being the highest, and three deuces the
lowest. Pairs have no value.
_=Sequence Flushes=_; the ace being allowed to rank as the top or the
bottom; Q K A, or A 2 3.
_=The Point=_; the greatest number of pips on two or three cards of
the same suit in one hand, counting the ace for eleven, and the other
court-cards for ten each. A single card of a suit does not count for
the point. In case of ties, a point made with three cards will beat one
made with two cards. If the number of cards is also a tie, the dealer,
or the player nearest him on his left wins.
If no triplet is shown, the best straight flush wins. If there is no
straight flush, the best point wins. The deal passes to the left, and a
misdeal loses the deal, as the deal is an advantage, owing to the trade
for ready money.
If the dealer does not win the pool, he must pay one white counter to
the player who does. If the dealer holds a combination of the same rank
as the one that wins the pool, he must pay one white counter to every
other player at the table. For instance: No triplet is shown, and a
straight flush, Jack high, wins the pool. The dealer has a straight
flush, 9 high, and must pay one counter to every player at the table.
If the dealer had no sequence flush, he would pay the winner of the
pool only.
_=With a Widow.=_ This is almost three-card Whiskey Poker. Each player
is provided with three counters only, which are of no value, and three
cards are dealt to each player and to the widow, face down, and one at
a time. The widow is turned face up immediately, and the dealer has the
first say. Before he looks at the cards he has dealt to himself, he
may exchange his whole hand for the widow, otherwise the eldest hand
has the first draw. No other player may exchange his whole hand, but
each in turn may draw one card until some player knocks. The moment
any player knocks, all drawing must cease, and the hands are shown at
once. Triplets, straight flushes, and points determine the value of
the hands, as already described, and the best hand takes the pool. The
dealer makes no extra payments, as he has no perquisites. The first
player to lose his three counters pays for the whiskey; and if two
or more are frozen out at the same time, the one with the worst hand
pays. The game is sometimes varied by playing freeze-out, a value being
attached to the three counters, and players who are decavé retiring
from the game until all the counters have been won by a single player.
Two other combinations are sometimes introduced in either form of
Commerce: A flush, three cards of one suit, ranking next below the
straight flush; and a single pair outranking the point.
Another variety of Commerce is variously known as _=My Ship Sails; or
My Bird Sings=_. The counters have a money value, and three are given
to each player. Three cards are dealt, face down, and one at a time.
There is no widow. The eldest hand may then exchange one card with the
player on his left, who must give his card before seeing the one he is
to receive. The exchange goes round to the left. The moment any player
finds himself with a flush, three cards of the same suit, regardless
of their value, whether dealt to him, or made by exchange, he says:
“My Ship Sails;” and all exchange is stopped, and the hands are shown.
Should there be more than one flush, the pips win, counting ace for 11,
and other court-cards for 10 each. If no player has secured a flush
after two rounds of exchanges, the hands are shown, and the highest
number of pips in the two-card flushes wins the pool. The elder hand
wins ties.