| 3/7 live cards to start | 2/7 live cards to start |
| 3-2-1-1 | 2-3-1-1 |
| mississippi
(2)1+2+1+1
murrumbidgee (2,1)1+2+1+1 amazon (2,1)*1+2+1+1 Billabong: (2)1+<2+1+1> Shanghai (2,1)1+<2+1+1> pinatubo (2)<1+2+1+1> 3-card pinatubo(2,1)<1+2+1+1> Courcheval (2,2)<1+2+1+1>
|
holdem (2)+<3+1+1>
pinapple (2,1)*+<3+1+1> crazy pinapple (2,1)+<3*+1+1> tahoe (2,1)+<3+1+1> omaha (2,2)+<3+1+1>
|
In the communal-card games (pinatubo, courcheval) at least one blind bet is required, with two, three or even four blinds being optional: a typical betting layout would require two blinds of five and ten units, with a call of 10 units in all big-betting forms and an initial optional raise of another 10 or 15 units (half-pot), 25 units (pot-limit) or as much as you like (no-limit) with all following bets and raises being determined by the pot size.
Limit betting structures: in the stud games (mississippi, murrumbidgee etc) there is an ante, a compulsory bring-in from the low card and bets typically double for the last two rounds, though this can be varied according to player's tastes. The bets are usually capped at three per round, except in head-to-head pots. (There is a good case for doubling the bet again in the last round of all limit betting games - or even in every round - to increase the effect of bluffing, but that's another story.)
1. Low ante: ante one unit, bring-in 2 units,
raise 10 units. The maximum bet for the first two rounds is 10 units,
with bets doubling for the third and fourth rounds.
2. High ante: ante four units, bring-in five units, raise
10 units. Bets double to 20 units for the third and fourth rounds.
In the communal card games the limit betting layout
follows the pattern of holdem and omaha. There may be an ante as
well as one or more blind bets and these common layouts can be varied as
players wish:
1. Two blinds of five and ten units with (usually) no
ante: opening call, 10 units, with an optional raise of 10 units.
The bets double to 20 units for the last two rounds.
2. Two blinds of five and ten units: opening call, 10
units, raise 15 units (25 total). The bets double to 30 units for
the last two rounds.
3.One blind with an ante: Each player antes half a unit
with one blind of five units: each player can call for five units, or "complete
the bet" for 10 units, with following players allowed to raise another
10 units with a cap of three bets. The bets double to
20 units for the last two rounds.
Rules:
v
m
vvvvvvvvvv
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Start
Flop
Turn
River
1. Ante, then deal two cards down and one up: Low card must bet in limit-betting
games, high card must bet or fold in big-bet games.
2. Deal each active player two more upcards; bet from highest hand..
3. Deal each player a fourth upcard: bet from highest hand.
4. Deal each player a fifth upcard: bet from highest hand and showdown.
Starting and raising requirements in mississippi are about the
same as seven-card stud, with some marginal hands being made playable by
the two card flop: high pairs decrease in profitability, while straights
and flushes improve. Small pairs with kickers do better against the
high pairs, but lose more often to straights and flushes, so they remain
about the same. Rolled-up trips occur in 1/424 hands. Mississippi
is playable (in the last-card-down limit-betting version) on any seven-card
stud simulator by turning off all fourth-street betting.
Amazon stud,
March, 2000, (2,1)*1+2+1+1.
1. Ante, then deal each player three hole-cards and one upcard: bet,
then discard a hole-card.
2. Deal each player two upcards: bet.
3. Deal each player a fourth upcard: bet
4. Deal each player a fifth upcard: bet and showdown.
Amazon is playable by up to six players, and an excellent way to spark
up a short-handed game of mississippi. Starting requirements should
be set a little higher than for seven-card stud or mississippi, though
the two card flop will encourage callers with inferior hands to call more
than they should. Rolled-up trips occur in 1/141 hands.
Murrumbidgee stud,
1998. (2,1)1+2+1+1 .
1.Deal each player three hole-cards and one upcard: bet.
2. Deal each player two more upcards: bet.
3. Deal each player a fourth upcard: bet.
4. Deal each player a fifth upcard: bet. A
maximum of two hole-cards may be used at the end.
Murrumbidgee introduces the multi-way hands of omaha and tahoe into
the seven-card stud format, with twenty-three way straight and flush draws
possible. Murrumbidgee has a much wider variety of hands possible
than in tahoe and omaha because of the absence of communal cards.
Starting hands should have as many working cards as possible, though three
good cards is a playable hand, as the stats for mississippi and murrumbidgee
show. Big pairs are usually playable because the side cards
are live kickers. A small pair with two large kickers is often playable.
Big four-card straights with three flush-cards are raising cards: if you
pick up a straight and a flush card on the flop you will have a monster
draw. Rolled-up trips occur in 1/141 hands.
n
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mmi
Pinatubo, 1998: (2)<1+2+1+1>.
( Holdem betting. 32 or 36 card deck only)
1. Post blinds, then deal each player two hole-cards and turn one communal
card: bet.
2. Deal two more communal cards: bet.
3 .Deal a fourth communal card: bet.
4. Deal a fifth communal card: bet.
Both hole cards must be used in the final hand. Pinatubo
plays very well at limit and half-pot betting, but is a bit wild
for pot-limit and no-limit. A flush beats a full house in all
stripped-deck games. Invented mid 1998. Pinatubo and three-card pinatubo
are stripped deck, communal card versions of the 3-2-1-1 layout, and are
variations of the regionally popular limit-betting game of manila.
Starting requirements: QQ, KK and AA in hand are playable, as long
as the upcard is smaller than your pair. Three-card straights
are playable, but only if you are drawing to the biggest possible: the
problem with straights in stripped-deck games is the large number of split
pots and last round draw-outs, so if you are drawing to a straight,
make sure it's the nuts. Three cards to a flush are playable,
preferably ace high, and with straight chances. Small trips are trouble
hands because you need to make quads in order to be able to bet at the
end, because if a pair falls you will have the lowest full-house, and if
no pair falls any straight will beat you, so whenever someone bets at you
at the end you are in big trouble. A small pair with an ace or king
kicker is playable if you can get in cheap, eg, (7,A)<7>.
Your opponents are unlikely to play with (A,x)<7>, therefore if you
make aces-up it may well be the best hand if the straights miss;
and aces-full of sevens is a very good hand if you make it.
Three-card pinatubo 1998
(2,1)<1+2+1+1>
(Holdem betting. 32 or 36 card deck)
1. Deal each player three hole-cards and turn one communal card: bet.
2. Deal two more communal cards: bet.
3. Deal a fourth communal card: bet.
4. Deal a fifth communal card: bet.
Exactly two hole cards must be used in the final hand. The
game can be played with a discard before the flop, after the flop, after
the fourth communal card, or with the extra hole-card retained till the
end but not used. Rolled trips occur in 1/48 hands, so watch
out. Best at limit and half-pot.
Billabong Holdem, 1999. (2)1+<2+1+1>
n
m
m mm
mmmm
mmi
Start
communal flop,
turn and river
Shanghai holdem, 1999.
(2,1)1+<2+1+1>
m
m
m
m mm
mmmm
mmi
Start
communal flop,
turn and river
Billabong and shanghai:
1. Ante, then deal two or three hole-cards and one upcard to each player.
In shanghai only two hole-cards are fully live: bet.
2. Deal two communal cards: highest hand speaks first and can check
or bet.
3. Deal a third communal card: bet..
4. Deal a fifth communal card: bet.
In shanghai, the third hole card can either be discarded before the
flop, or kept till the end, but not used: in both game, up to two hole-cards
may be used. The two-card communal flop has
the defect of making small pairs very hard to improve: it's hard to make
trips, and hitting your kicker only helps if you already have a decent
pair, because when you start with 22A and flop a communal ace then anyone
with an ace also has a pair, which makes your aces-up dueces about as weak
as A2 in holdem when an ace flops, and someone bets at you.
There is also quite a bit of visual work to be done in matching up each
player's doorcard with the communal board. The betting is the
same as in stud games with the high or low card bringing it in and the
highest hand speaking first in later rounds.
Five-round seven-card stud variations.
(Not suitable for no-limit betting.)
Australian stud. March,
2000, (2,1)*1+1+1+1+(1) Invented in march 2000. Deal each
player three hole-cards and one upcard: after betting, discard one hole
card. The game then proceeds as for seven-card stud.
Buffalo stud, March, 2000, (2,1)1+1+1+1+(1). Invented march 2000. Deal three hole-cards and one upcard to each player. The rest of the game proceeds as for seven-card stud, but only two of the starting hole-cards may be used in the final hand. Buffalo stud has the multi-way potential of murrumbidgee and omaha: if on fourth street you have a hand like (9c,10s,Qs)Js,Ks, there are twenty-three cards which make your hand, with two cards still to come.
Manila, (pre 1960) (2)<1+1+1+1+1>
(Holdem betting) From a 32 or 36 card deck deal each player two hole-cards
and turn one communal up to start. Then deal a second, then a third, then
a fourth, then a fifth upcard, with a bet after each. Both hole-cards
must be used in the final hand. Can be played in various three-card
versions, with a discard at some stage, or with the extra card held till
the end but not used in the final hand. Manila has long been the
most popular limit-betting game in Australia and New Zealand. Pinatubo
is the half-pot/pot-limit championship form of manila.