Blackjack, part 2: Blackjack dealing procedures
In part one of our series on Blackjack, we covered the basic rules of blackjack, as seen by the player. Now, we get into some of the intricacies of how to deal Blackjack well. Most of these procedures are in place to ensure the game is run smoothly and consistently, as well as to allow the overhead surveillance cameras found in casinos to track the game. While they may seem unnecessary or out-of-place in a home game, they create a more realistic, casino-like game, adding to the fun for your players.
Blackjack dealing procedures vary greatly from casino to casino and even from dealer to dealer. These are the procedures found in local casinos here in Oklahoma. You might notice differences in your local casino. Note that all references to “left” and “right” in this post refer to left and right from the dealer’s perspective.
Equipment
As mentioned in part one, dealing Blackjack right requires a number of props, including a shoe, a discard holder, and a chip rack. While it’s not necessary to have these, they make the game run a lot smoother and contribute to a professional feel to your game.
One thing we didn’t mention is a Blackjack layout. Real Blackjack tables have a felt surface with graphics silkscreened on them, designating seven player positions where hand bets and insurance bets are to be placed, as well as aiding the dealer in placement of the cards. While such a thing is not strictly necessary, it helps keep the game organized. You can find layouts printed on felt, for Blackjack as well as many other casino games, inexpensively available on the Internet. These layouts can be placed over a normal table like a tablecloth, allowing you to set up your own faux Blackjack table.
To set up your table like a standard Blackjack table, place the layout with the text facing away from the dealer, then put the shoe to the dealer’s left hand side, near the end of the insurance line, and place the discard holder to the dealer’s right. Chips should be near the edge of the layout in the center of the table, just in front of the dealer. Make sure to leave plenty of room between the chip rack and the text “BLACKJACK PAYS 3 TO 2” to allow room for the dealer’s hand.
Dealing the cards
Before dealing, perform a visual sweep of the players’ bets to ensure that they are between the maximum and minimum bets. Ensure that all bets are in whole unit amounts (otherwise, paying a blackjack will be impossible). Check to make sure that the bets are neatly stacked and have the highest-denomination chips on the bottom of the stack, followed by the next-higher denomination, all the way up the stack. Also, be wary of a lone chip of a different color sandwiched in between chips of the same color. This is to make it easier to correctly pay the player out should they win, and make it easier to return the chips to the rack should they lose. As the dealer, you’re entitled to correct the player’s bet before dealing. Once the cards come out, ensure that the player doesn’t touch their bet. If the bet needs to be moved (e.g. to make room for a split or double wager), only the dealer should touch the bet.
When dealing, you’ll remove the cards from the shoe with your left hand. Cards to the two leftmost positions will be dealt with the left hand, and cards to the other positions (including the dealer’s hand) will be passed to and dealt with the right hand.
Cards are generally placed in a stairstep fashion, with the first card dealt on the insurance line next to the right of the player’s betting box or circle, and subsequent cards dealt below and to the left of the first card. Care should be taken to keep all cards visible; generally, you want to leave the center of each card exposed. If space is getting tight, perhaps because the player has drawn up to a four- or five-card hand, or because of repeated splits, it is usually acceptable to slide the hand back toward the player a bit to create more room, condense the card spacing a bit, or start dealing the cards back toward the player, forming a V pattern.
When a player doubles down, deal the third card at right angles to the other cards to signify that the player cannot receive any more cards. Likewise, if you do not allow drawing to a split pair of aces, turn the second card of each hand at a 45° angle to signify that no further cards can be dealt (there is usually not enough room to put the cards at right angles in this situation).
If a player has blackjack, pay them out immediately, on their turn, not at the end of the hand. After paying out the winning player, collect the cards and put them in the discards, so you don’t erroneously pay the blackjack out again.
If a player busts, collect their winnings and put them in the rack immediately. Then, collect their cards, and place them in the discard holder. Don’t use the cards as a scoop to ferry the winnings over to you; it’s too easy to lose control of the chips and send them rolling off somewhere unrecoverable. Collecting the hand immediately helps you when the hand is over, reminding you that the wager has already been settled, and allows the player to get their wager ready for the next hand. If all players bust, simply reveal your hole card and begin dealing the next hand.
When it’s time to reveal the dealer’s hole card, you can slide a corner of the upcard underneath the hole card and use the upcard as a lever to flip it face up. Remember, a good dealer applies a little bit of showmanship to their dealing to make the game more interesting!
After a hand is over and all bets have been settled, give the players some time to place and adjust their wagers before you launch into the next hand. Players may want to check the amount of chips they have available to determine the size of their wager, or make change. If you start the next hand too early, you may end up leaving some players out of the hand because they’re not ready to play yet.
Making change
The dealer is responsible for making change if the player requests it. This will usually happen at two points in the game: when the player needs to break a large chip into smaller chips to make a wager, or to color up the player’s chip hoard to larger-denomination chips, usually at the end of the game.
To make change for a player, bring the chips into the area in front of the dealer, where the dealer’s hand goes. Imagine a vertical line passing through the center of this area; incoming chips will go to the left of this line, and outgoing chips to the right. Place the incoming chips to the left of the line, break them down, and count them. State “cheque change: one hundred” (or whatever the value of the chips to be changed is; in casino jargon chips are sometimes known as cheques) in order to allow the player to correct you if they think your count is incorrect. Then, place chips equal to the value of each row to the right of the line, breaking them down to allow the player to verify the chips are correct. Gather the incoming chips and place them in the rack, then gather the outgoing chips and pass them to the player.
Payouts
After a hand is complete, you will have to pay out the winners and take the losers’ wagers. Bets are settled from right to left, which is opposite of the usual flow of the game. You will be doing something at each active player position, even if they didn’t win: if the player lost, you’ll collect their winnings; if the player pushed, you will knock on the table with the back of your fist to show that the player pushed and you didn’t just skip them. Of course, you will skip over the vacant positions and those that have already been settled, either because the player busted or because they got a blackjack. After all bets have been settled, collect the cards and get ready for the next hand.
As with the cards, all payouts for the two left-most positions are done with the left hand, and all other payouts are done with the right hand. Payouts done with the right hand go to the right of the original wager, and vice-versa.
If you grab an incorrect or insufficient number of chips, never leave a player partially paid out while you correct the error. They could tamper with the chips while you’re distracted. Instead, collect the incorrect payout and place it in front of the rack while you make corrections. Then, pay the player out correctly.
Non-blackjack payouts
Regular wagers of only one color of chip are the simplest to pay out. Just grab a big stack of that color—no need to count exactly!—and size into it. Return the excess chips to the rack.
For a multiple-color wager, you’ll first need to separate the chips into stacks of each denomination (put the highest-denomination stack closest to you, with progressively lower denominations toward the player). Then, remove an equal number of chips of each color from the rack and form a stack, keeping the high-denom chips on the bottom, and use each of the player’s chip stacks to size into your stack.
You can also color up the chips as you pay them out. This keeps a player from becoming overloaded with low-denom chips, and encourages them to use the high-denom chips to bet higher. First, if there are multiple colors of chips in the wager, separate them into separate stacks. Then, splash each stack out to verify whether or not each stack can be colored up to the next-higher chip value. Don’t stack it back up—leave everything splashed out. Then, collect the payout from the rack and pay it out, placing chips of equivalent value next to the original wager.
Blackjack payouts
Because blackjack payouts are one-and-a-half times the initial wager, paying them out is somewhat more complex. Exactly how this is achieved depends on how the initial wager was made.
The simplest payout occurs when a player has bet an even number of chips of the same color. Simply collect one-and-a-half times that many chips, collect them into a stack, and size into it. You should be left with chips in your hand equivalent to half of the bet. Drop these chips on top, resting on the two even stacks of chips. This is called bridging the payout.
For all other wagers, including single-chip and multiple-denomination wagers, you will not be able to bridge the payout, since it will consist of multiple colors of chips. (Consider a simple bet of one red chip, or $5—a blackjack payout on this bet is $7.50, one red, two white, and one yellow chip!) Instead, you’ll begin by splashing the bet to verify its amount. Then, mentally figure the total amount of the payout, and place these chips in front of the rack, splashing them so the total amount of the payout is clearly visible. Then, collect the payout into a stack and place it next to the wager, by dropping the bottom chip off the stack and balancing the rest of the stack on this chip’s edge. This is called heeling a payout and is used to signify that the stack contains chips of several denominations.
Remember, blackjack payouts are done on the player’s turn, not at the end of the hand.
Dealer blackjacks and insurance
After dealing the initial hand, but before allowing the first player to act, look at the dealer upcard. If this is a ten-valued card (ten or face card), peek at the hole card. Gently bend the corner of the card up with one hand, using your other hand to shield it from the players. If you see an ace, reveal it, and collect all wagers (except for players who were dealt a blackjack, who push; make the customary knock on the table to indicate a push). Otherwise, initiate the play of the hand as normal.
If the upcard is an ace, you must offer insurance. Before peeking at the hole card, turn the dealer’s hand ninety degrees (parallel to the chip rack); this is done to emphasize that an ace is the upcard (and also allows the hole card to be inserted properly into the dealer’s no-peek mirror device on a casino table). Indicate that insurance is offered by slowly waving your hand, palm side up, over the insurance line, from left to right. Ensure that all insurance wagers are no more than half of the original wager. When all players have placed their insurance bets or declined, indicate insurance bets are closed by waving your hand, palm side down this time, over the insurance line from right to left. Then check for blackjack. If it’s present, reveal it, and collect the original wagers before paying out the insurance wagers. To pay out an insurance wager, follow the procedures for a non-blackjack payout, except size into the chip stack twice—insurance wagers pay 2 to 1, rather than even money. If there is no dealer blackjack, return the dealer’s hand to it usual orientation and continue the hand as normal.
Blackjack, part 1: Rules of Blackjack
Blackjack (also known as Twenty-One) is the most popular casino card game, and probably the most popular casino game other than slots. Blackjack’s rules are simple—get closer to 21 than the dealer without going over. But playing blackjack and dealing it are two different things—keeping track of seven different players’ hands and who is owed what can be overwhelming! Therefore, we’re going to break our look at blackjack into two different parts. Today, we’ll focus on the basic rules of blackjack: the ones your players see. On Monday, we’ll go over dealer procedures.
A word of caution about Blackjack: it is inherently a casino game, so the dealer has a definite advantage over the players, by design. If you’re playing at home with friends, don’t play with real money! It’s not fair to your friends, and will probably run afoul of local laws against illegal gambling.
Object of Blackjack
The object of the game is to, through selectively drawing more cards, obtain a better score than the dealer without going over 21.
Setup
Blackjack requires a lot of props and equipment to do properly. The most basic blackjack game requires one deck of cards, two cut cards, and chips for wagering. However, true casino-style blackjack will require six decks of cards, a box to hold the cards called a shoe, and a discard holder (an L-shaped piece of plastic designed to keep the used cards in a nice stack). The dealer should be seated on the opposite side of the table from the players, with a bank of chips in a rack in front of the dealer, to be used for payouts.
The choice of number of decks of cards is particularly important: more decks means less frequent shuffling, but increasing the number of cards in the game also increases the advantage held by the dealer. Dealing with one or two decks is most beneficial to the players, and also allows you to spread a pitch game (i.e., no shoe is required). All cards in the deck should have the same back. Traditionally, paper cards are used for blackjack, due to the large number of cards involved, but there’s no reason you can’t use Denexa 100% Plastic Playing Cards.
Shuffle the cards (using the multiple-deck shuffling technique if needed). Square the deck up, then roll it forward, so that the back of the cards is facing the players and the cut card on the bottom of the deck is facing you. Offer the spare cut card to any player and have them insert it into the deck at any point. Complete the cut by sliding the bottom part of the deck behind the cut card away and putting it on the top (far side) of the deck. Remove the cut card that was on the bottom, and is now in the middle, of the deck, and place it into the deck near the bottom. This will signify when the cards need to be shuffled. On games of four or six decks, this is normally placed about one deck from the end of the shoe. If using a shoe, place the cards into the shoe. Before dealing any player hands from the newly-shuffled deck, discard one card.
Game play
All players place a wager of one or more chips in a designated betting area in front of them. Once all players have wagered, the dealer deals all players from left to right one card, face up, then one to themselves, face down. This procedure repeats, giving each player two cards, and the dealer turns the first card dealt to themselves face-up. Players are never allowed to touch the cards, and cannot touch their wagers (other than to perform a double or split) after the cards are dealt.
Players look at their hands, evaluating their scores. Aces are worth 11, unless this would cause the player’s score to be greater than 21, in which case they are worth 1. Face cards are worth 10. All other cards are worth their face value. Scores for each card are added to obtain the score for the hand.
The first player to the dealer’s left goes first. A player has four options:
- Hit. Receive another card. Signified by tapping the table. After hitting, if the player’s total has not exceeded 21, they may continue to hit, or choose to stand. If the player has exceeded 21, they have busted, and their wager is collected and added to the dealer’s rack, and their cards are placed into the discard.
- Stand. Take no further action. Signified by waving the hand, palm down, parallel to the table. Play moves to the next player to the left.
- Double. Allows the player to double their wager in exchange for receiving only one more card. Only available on the first action after being dealt a hand. Signified by placing a wager up to the original (it is possible to “double for less” and not actually double the wager) in the betting area and holding up one finger. The player is dealt a third card, and play moves to the next player to the left. Doubling is generally only done on totals of 11 or lower, since doubling a 12 or higher puts a player at risk of busting.
- Split. Allows the player to split their original hand into two hands, receiving a second card for each. Only available on the first action after being dealt a hand, and only if both cards are of the same rank (e.g. two eights). Signified by placing a wager equal to the original in the betting area and making a V with their fingers. The player may now play each hand individually as though they were dealt two hands to begin with, and can hit, stand, double, or split them again (if they form another pair). Some games do not allow any action other than re-splitting to be taken after aces are split.
After all players have revealed their hand, the dealer reveals their concealed card. The dealer has no choice in how to play their hand—they draw as long as they are showing 16 or lower, and stand if they are showing 17 or higher. If the dealer busts, all remaining players win, regardless of their score. If the dealer does not bust, then players with a total higher than the dealer win and players with a total lower than the dealer. Winning players are paid out at even money (i.e. the payout is equal to their wager). Losing players’ wagers are collected and added to the dealer’s rack. Players which tie the dealer are said to have pushed and their wagers are neither collected nor paid out. All cards are collected and placed in the discards, and players place their wagers for the next hand (which is dealt with the remaining cards in the deck).
Continue playing until the cut card is reached. If the cut card is reached mid-hand, use the remaining cards behind it to finish out the hand. Then, shuffle the cards as shown above and resume playing.
Blackjacks
An initial score of 21, formed by an ace and a ten-valued card, is called a blackjack. On the player’s turn, they may not take any action; instead, the dealer pays them out at a rate of 3 to 2 (i.e., they are paid one-and-a-half times their wager) and their cards are collected.
An ace-ten combination formed by a pair of split aces or tens is not a blackjack, and simply plays as any other hand with a count of 21.
If the dealer shows a ten
If the dealer shows a ten as their face-up card, the dealer might have a blackjack. They check their face-down card to see if a blackjack is present, taking care to prevent the players from gaining knowledge of the card.
If the dealer does have a blackjack, it is immediately revealed. Any players who also have a blackjack push, and all other players lose. The hand is not played out further.
If the dealer does not have a blackjack, play continues as normal with the first player to the left of the dealer.
If the dealer shows an ace
If the dealer shows an ace as their face-up card, again, the dealer might have a blackjack. However, since it is more likely than if the dealer is showing a ten, the dealer offers insurance against a dealer blackjack. Insurance is a side wager of half the original wager or less. If a player has a blackjack, instead of making an insurance wager, they may request that their blackjack be paid out immediately at even money. The even-money payout is paid immediately and the cards cleared away.
The dealer then checks for blackjack. If the dealer does have a blackjack, any players who also have a blackjack and did not request an even-money payout push, and all other players lose. Any players who placed an insurance wager are paid at 2 to 1 (i.e. they are paid double their insurance wager).
If the dealer does not have a blackjack, all insurance wagers are collected by the dealer, and play continues as normal with the first player to the left of the dealer.
See also
How to shuffle multiple decks of cards
Most card games are played with one deck, and two-deck card games are somewhat common. However, there are some games out there that require the use of more decks of cards than that! The most frequently-played of these are casino games: blackjack, which typically uses six decks, and baccarat, which uses eight. If you’ve ever thought about playing these games at home, you soon run into the conundrum of how one goes about shuffling 312 cards. Casinos, of course, have expensive shuffling machines to speed this process. Even those break down sometimes, though, so every dealer is still trained on how to shuffle multiple decks of cards by hand.
So how do you do it?
- First, grab a cut card and position it in the center of the table.
- Break the deck into four more-or-less equal stacks. Place two to the left of the cut card and two to the right of it. We’ll refer to these as stacks 1 through 4 (from left to right).
- Grab about one deck’s worth of cards from stack 1 and an equal amount from stack 3. Shuffle these two stacks together and place them on the cut card.
- Repeat with stacks 2 and 4, placing the newly-shuffled cards on top of the previously-shuffled cards resting on the cut card.
- Continue alternating shuffling cards from stacks 1 and 3 and stacks 2 and 4 until the entire deck has been shuffled.
Now you have a completely shuffled deck with a cut card on the bottom. The deck is now ready to be cut by another player.
See also
Cut cards: a simple but effective way to ensure game integrity
If you’re dealing or hosting a card game of any sort, especially one with money riding on it, it’s always a good idea to use a cut card. A cut card is a heavy, opaque plastic card the same size as the deck of cards you’re using (they are available in both poker and bridge size). They are available in a variety of colors, including red, yellow, green, and blue. They are inexpensive; you can pick up a pack of five of them for less than two dollars.
What do you use a cut card for? Simply put, it protects your game by shielding the bottom card of the deck from the players’ eyes. This may not seem like a major concern, but imagine you are playing poker, and one of your players sees the queen of hearts on the bottom of the deck. Knowing that this card will not come into play, that player has an advantage over their opponents—they know that heart flushes are slightly less likely to occur, all pairs, trips, straights, and full houses involving queens are less likely, and four-of-a-kinds, straight flushes, and royal flushes involving the queen of hearts are impossible. That’s a lot of free information! That player is less likely to hold on to a pair of queens in their hand because they know that they will never get quads, and their chances of getting three of a kind are halved.
So, if you get a cut card, how do you use it? When it’s time to cut, just sit it next to the deck, textured side up, and instruct the person cutting the cards to place the cut portion of the deck onto the cut card. When you complete the cut, you will have a ready-to-deal deck of cards, with the cut card on the bottom of the deck, protecting the bottom card. Couldn’t be simpler!
Using a chip rack to count poker chips
Last week, we showed you the basics of how to count poker chips. This week, we’ll show you how to use a chip rack to help count large amounts of chips.
Chip racks (sometimes called chip trays) are designed for standard casino chips. Most 11.5g composite and clay chips will fit in these racks. They are made of clear acrylic and can be found at many online retailers—Amazon has several offers of a ten-pack for $12 to $14.
If your chips are the same thickness as a standard chip, each tube of the rack will accommodate exactly 20 chips. Since a standard rack has five tubes, that means a full rack will contain 100 chips. So, if you have a large number of chips, just create a 20-chip rack stack (break it down as described last week to verify that it contains 20 chips) and use it to size into your remaining chips. When you create five big 20-chip stacks, you know you have 100 chips, a full rack.
What about when you’re getting the chips out of the rack? How do you verify that the rack contains 100 chips? One way is to actually get the chips out of the rack, verify that the five stacks are even, and break one down to show that each stack contains 20 chips, but there’s an easier method. All you have to do it remove one chip from one of the end tubes, and then run it along the length of the rack, pushing it against the chips, as shown in the picture. If any of the tubes contain only 19 chips, the chip will naturally fall into the tube.
One word of caution: the first time you put your chips in a rack, make sure that it does, in fact, hold exactly 100 chips. Particularly thin or thick (nonstandard) chips may fit 95 or 105 chips to a rack.
See also
Neosho Rapids
Neosho Rapids is a quick and simple card game for two to four players. It was named after Neosho Rapids, Kansas, which in turn was named after the nearby Neosho River.
Object of Neosho Rapids
The object of the game is to be the first player to run out of cards.
Setup
You will need one 52-card deck. Of course, Denexa 100% Playing Cards are always recommended! Shuffle and deal seven cards to each player. Place the deck stub in the center of the table, forming the stock. Turn up the first card of the deck to form the discard pile. The card showing on the top of the discard pile is called the upcard.
Game play
The player to the left of the dealer goes first. If possible, that player discards a card from their hand which is one rank above or one rank below the upcard. For example, if the upcard is an 8, the player may play a 7 or a 9. Suits do not matter. Aces are considered both high and low, meaning that if an ace is showing on the discard pile, both a king and a 2 are valid plays.
The player may continue discarding cards from their hand until they are unable or unwilling to play further. At this point, they draw a card from the stock, ending their turn. A player cannot immediately play this drawn card; their turn is over.
Play continues as above until one player runs out of cards. If, at any time, the stock is depleted, set the current upcard aside, shuffle the remaining discards, and turn the pile face-down to form a new stock. The upcard forms the base of the new discard pile, and play continues as before.
How to count poker chips
Huge piles of chips are one of the first things that come to mind when someone mentions poker, but most people probably don’t stop to think why chips exist in the first place. Isn’t it a hassle converting all that cash into these weird play money discs, only to exchange them for money again later? But there’s an excellent reason for that—chips are easier to count than cash! Casino cash offices have millions of dollars of specialized equipment for counting cash, but the only equipment for counting chips are plastic racks, a smooth surface, and a clerk’s bare hands. Anyone can learn how to count poker chips like a pro!
Selecting chips
The first step to counting chips is to get some chips that are easily countable. Not all chips are made alike! Casinos use chips that are flat, smooth, and made of clay that gives them some friction and “stickiness” to make them easily stackable. They have labels with custom-printed artwork to distinguish the chip from those from other casinos, and images which appear under a blacklight to deter counterfeiters. Such chips are expensive, costing more than $1 for a single chip! The durability of these chips makes them cost-effective for the casinos, but hobbyists simply can’t afford to spend that much on chips.
Instead of clay chips, home poker enthusiasts must rely on cheaper plastic-based chips. The very cheapest of these are thin and lightweight plastic chips with interlocking ridges to keep stacks of chips from toppling over. Such chips are to be avoided; the interlocking feature of the chips makes them very difficult to count! Instead, you want something more like a casino chip, with smooth surfaces. Some texture is good, to help add clay-like friction that that is missing in a plastic chip. Many retailers offer a composite chip, which is composed of a metal slug (to add weight) with plastic molded around it. These chips often include artwork of dice engraved on their faces. These chips are reasonably-priced and readily available, and will do just fine for most players. For players wanting a more casino-like feel, generic clay chips are available on the Internet, such as Da Vinci chips (pictured), which are sold in batches of fifty for $20.
Assigning values
Now that you have your chips, you need to assign values to them. It’s important to use values which are conveniently spaced apart, so that chips can be colored up or colored down (changed between denominations) easily. You don’t want one chip to be worth twenty of the next color down! You also want your players to understand the easily understand value of the chips, and if your players have played in a casino (or other games) before, they will expect your chip colors to match what they’ve seen.
Here is one standard chip color scheme, used in many casinos:
- Yellow—50¢
- White—$1
- Red—$5
- Green—$25
- Black—$100
- Purple—$500
Beyond the $500 level, chip colors are not standard from casino to casino. Of course, if you play penny-ante poker, it hardly makes sense to have $100 chips; instead, you can divide this chart by 100, and have your white chips valued as 1¢.
Note that each chip is worth either four or five of the next chip below it. This makes counting the chips easier!
Counting your chips
Now you have your chips, and you know how much each is worth. You’re in a game, and you want to know how much money you have. Here’s how to count your chips:
- First, separate your chips by color, and arrange each color into a stack on a smooth, flat surface. A felt table or chip count board works best, but any flat surface should do (avoid uneven surfaces like a bed or carpet).
- Select a color to count (e.g. red chips).
- Carefully count chips from the bottom of the stack, forming a smaller stack. Stop when you get to the number of chips which would equal the next higher chip (e.g. five red $5 chips equals one green $25 chip).
- Place the main stack next to the small stack. Now, bracing the big stack with your thumb, slide your index finger across the short stack, then use it to tilt the big stack away from the small stack, as shown in the photo. This process, known as sizing into the big stack, should produce another small stack equal to the height of the first one.
- Keep sizing into the stack repeatedly until you don’t have enough chips to make a full stack. Place these chips on the table individually next to the stacks.
- Run the back of your index finger across the top of the chip stacks to verify that they are all the same height. If any stack has too many chips, you’ll knock it off, or if it’s missing one, you’ll feel your finger dip.
- Splash the last chip stack out on the table. This is toppling the stack so that it’s fanned out on the table, as shown in the photo at the top of this post. This allows you to visually verify the number of chips each stack contains.
- Perform this procedure for each color of chip, starting a new row for each color. It’s typical to have the highest-value chips closest toward you, with the value of each row further away from you diminishing (a procedure which is done in casinos to keep unscrupulous patrons from snagging the high-dollar chips after they have been counted, but is useful at home to keep things orderly).
- Now, counting the chips is simple multiplication. If you have five stacks of five red $5 chips each, then each stack is $25, so you have $125 worth of red chips.
- If you have multiple denominations of chips to count, start with the largest denomination and work your way down to the smallest. It may help to use a calculator to count very large amounts of chips of separate denominations (add each denomination’s count to a running total in your calculator).
Before passing any quantity of chips to a player, it’s a good idea to break down the stacks of chips, as shown above, to allow them to visually verify that the correct amount of chips is present. You should do this when presenting a player with a buy-in, making change, splitting pots, etc.
It’s typical to make mistakes handling the chips at first, but repetition will help you become more familiar with the feel of your chips and the mechanics of sizing into stacks and counting. Keep practicing!
See also
Cash (a.k.a. Kemps, Kent)
Cash (also called Kemps or Kent) is an interesting social card game for four to eight players. Players form two-player partnerships, competing to make four of a kind, then successfully send and receive a secret signal without it getting intercepted by their opponents.
Object of Cash
The object of the game is for one player of the partnership to call out “Cash!” upon receiving a signal from their partner that they have obtained four of a kind. Alternately, notice that one of the opponents is attempting to signal their partner, and call out “Counter cash!” before their partner calls “Cash!”.
Setup
All players divide into pairs. The game is best with four players (two partnerships), but can be played with six (three partnerships) or eight (four partnerships). Players may mutually decide a method for determining partnerships, which may be as simple as merely selecting who they would like to be paired with, or by some random process. One such method for a four-player game is to remove two red and two black cards from the deck, shuffle them, and deal one to each player. The players receiving the red cards play against the two with the black cards. Seating arrangements must take care to allow all players to be clearly visible to one another, and partners should not sit directly next to one another.
Prior to the game, each partnership excuses themselves to a secluded place where they are unable to be seen or heard by any other player. They then agree upon a secret signal, which can be a hand signal, innocuous action such as taking a drink or tapping the table with your cards, or a verbal phrase. Signals that might be unintentionally sent, like scratching your head or rubbing your eye should be avoided!
The deal
Cash requires one 52-card deck of playing cards. Since players will be quickly grabbing for cards, you don’t want a flimsy deck of cards that will get easily beaten up. Denexa 100% Plastic Playing Cards are made to last and are sturdy enough for even the most rambunctious games.
Shuffle and deal four cards to each player. Then deal four cards face down to the center of the table, forming the board, and place the deck stub in front of the player to the left of the dealer, forming the stock.
Game play
The dealer calls, “3…2…1…GO!”, then turns the four board cards face up. Each player may then grab whatever board cards they find useful, take them into their hand, and discard back down to four (returning the board to four cards). There are no turns! If two players grab a card at the same time, whoever touched the card first (or whose hand is on the bottom!) is entitled to it.
Game play continues until this card-swapping stops because nobody wants any of the cards on the table. The player with the stock in front of them discards the board cards, then deals a new, face-down board, passes the stock to the left, and flips the cards over with a countdown, as before. (Passing the stock and the board-refreshing duties around the table ensures that the mental overhead of refreshing the board doesn’t burden any player greater than any other.)
Play continues, with players swapping cards out as they see fit, and refreshing the board as necessary.
Ending the hand
Whenever a player achieves four-of-a-kind, they send their secret signal to their partner. When the partner notices the signal, they call out “Cash!” (or “Kemps!”, or “Kent!”, or whatever the name of the game is). All players reveal their hands; if the player whose partner called “Cash!” does, in fact, have four-of-a-kind, that partnership wins. However, if there is no four-of-a-kind, they lose. If a player suspects at any time before “Cash!” is called that an opposing partnership is signaling, they can call “Counter cash!” The hands are revealed, and if a four-of-a-kind is present, the partnership that called “Counter cash!” wins (but, as with cash, if there is no four-of-a-kind, calling “Counter cash!” loses).
Some players play that the losing team receives a letter in the word “CASH” (or “KEMPS” or “KENT”, as appropriate), and that whichever partnership spells out the word first loses the match. Otherwise, play can continue indefinitely, with each hand standing alone as a separate game. Partnerships are given the opportunity to change their signal between hands, then all cards are shuffled and new hands and a board are dealt.
“Real deal”
A real deal is when the stock runs out without “Cash!” or “Counter cash!” being called. In this case, the hand is a draw. If the game is being scored where partnerships receive letters for losses, no letters are received for a real deal.
See also
Knock Poker
Knock Poker is a variant of draw poker that doesn’t require gambling. Games are quick, often lasting no more than a few minutes. You can play with two to six players.
Object of Knock Poker
The object of Knock Poker is to form the best five-card poker hand.
Setup
Knock Poker requires one 52-card deck. If you really want to make your game night shine, you’ll need a great deck of cards. Get a deck of deluxe Denexa 100% Plastic Playing Cards and wow your friends.
Deal five cards to each player. Place the remaining deck stub in the center of the table, forming the stock. Turn up the first card of the stock and place it next to it, forming the discard pile.
Game play
The player sitting to the left of the dealer goes first. On each player’s turn, they have the option to draw the top card of the discard pile, adding it to their hand. If they don’t want it, they draw the top, unknown card of the stock. The player then discards one card face-up to the discard pile, returning their hand to five cards. Play continues on with the next player to the left.
Play continues until any player is satisfied with their hand. After discarding, they knock on the table, signaling this to the other players. Play continues, with each player taking one more turn to finalize their hands. When the turn of play returns to the player who knocked, hands are then revealed, with the highest-ranking poker hand winning.
See also
Thirteen
Thirteen, also known as tiến lên, is a quick and easy game from the climbing family. It works best with four players, but you can play with as few as two or as many as six or so.
Thirteen is originally from Vietnam. There, it has been described as the national card game. A game takes about five or ten minutes, which means it’s great to play with a friend during a quick break from work or school. It’s a popular pastime among the staff in casino break rooms here in Oklahoma.
Object of Thirteen
The object of the game is to be the first to run out of cards.
Many players consider a hand dealt all four 2s or all four 3s to be an automatic win for the player holding them. (Such a combination in one hand makes the game unbalanced enough that it’s best for the hands to be shuffled and redealt.)
Setup
You will need a standard deck of 52 cards (we, of course, recommend Denexa 100% Plastic Playing Cards). Starting with the player to the left of the dealer, deal out thirteen cards to each player. If you’re playing with more than four players, deal an even number of cards to each player. Set aside any unused cards.
Card ranking
Thirteen is unusual among games most players are familiar with because of the unconventional ranking of the cards. Aces rank high, as they do in many other games, but twos rank even higher than the ace. That means that the lowest card in play is the three, giving us a rank progression of (high) 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3 (low).
Another unusual feature of Thirteen is the fact that the suits play a vital role in card ranking. The suits break ties when cards have the same rank. Suits rank in the following order: (high) hearts, diamonds, clubs, spades (low). (If you’re having trouble remembering the order, just remember that the two black suits are lower than the two red suits, and that a garden spade is used to dig lower in the ground, and hearts represent love, which is highly sought after by most people.) So the 6♠ would be beaten by the 6♣, but the 6♥ would be beaten by a 7♠. The lowest-ranking card in the game is the 3♠, while the highest is the 2♥.
Game play
The first person to play is the person who starts the game with the 3♠. They play it, face up, in the center of the table, either by itself, or as part of a combination of other cards. These are the permissible card combinations:
- Single card
- Pairs
- Trips (three of a kind)
- Straights (three or more cards in sequence, e.g. 3-4-5)
The next player to the left must play a higher-ranking instance of the same type of combination. Straights must be followed by another straight of the same length (e.g. a four-card straight must be followed up by another four-card straight, not a three-card or five-card or any other straight), and cannot include 2s. The highest-ranking card present is used to determine the ranking of the entire combination. For example, if the first player were to begin play with 3♠-3♥ (a pair), the next player could not play 3♣-3♦, since the highest-ranking card present (3♦) is lower than the highest-ranking card (3♥) played by the previous player, although they could play 4♠-4♣, since the 4♣ is higher than the 3♥.
Play continues to the left, each player playing higher than the most recent combination. If a player cannot or does not want to play higher, they knock on the table, signifying such. Upon knocking, a player is temporarily out of the game, and play continues to their left. When all players but one have knocked, the sole remaining player is free to play whatever combination of cards they choose (i.e. they are not compelled to play the same type of combination as before), and all other players rejoin the game. As before, play continues to to the left, with the next player following up on the most recently played combination with a higher one of the same type.
When a player is out of cards, they win! Some players will continue to play out the hand, awarding second and third-place finishes to the remaining players. It should be established whether or not this is being done before the game, since it can alter players’ strategy considerably. If you play again, you can either let the winner go first (giving them the option to play whatever they choose), or start with the player holding the 3♠, as usual.
Chops
Two types of card combination are considered chops:
- Quads (four of a kind)
- Three or more consecutive pairs (e.g. 3-3-4-4-5-5)
A chop can be played at any time on a player’s turn, so long as they have not knocked, regardless of what has been played before. (Many players restrict chops to only being able to defeat combinations of 2s, limiting their power.) Chops can only be beaten by a higher chop of the same type, so, in most cases, they hand control of what type of combination will be played next to whoever played them. Chops are the most powerful combination in the game!
Playing with more than six players
Playing with more than about six players is generally not advised, since each player will receive such a low number of cards, that the game is essentially reduced to luck of the draw. However, you can accommodate about twelve players by shuffling in a second deck of cards. The second deck should have a contrasting back design (for example, Denexa playing cards come in two-deck sets, with red and blue backs).
Select one back design as the higher-ranked one (if you are using red and blue decks, this is usually the red one, to mirror the fact that the red suits are higher). If two cards of the same rank and suit come out, the higher-backed one will prevail. Keep in mind that your opponents will be able to see how many of each back type you have, and astute players may be able to judge the strength of your hand accordingly!