Fan Tan
Fan Tan, also known as Parliament, is a member of the Stops family of card games. Like its cousins Newmarket and Crazy Eights, the game is characterized by play continuing until a necessary card is unavailable, thus stopping play. In fact, this mechanic is so well-associated with Fan Tan that another alternate name for it is simply Stops. Fan Tan is best for three to eight players.
Object of Fan Tan
The object of Fan Tan is to end play with the most chips. Players win chips by being the first to run out of cards.
Setup
Fan Tan requires the use of a standard 52-card deck of playing cards. As is customary, we remind you that we recommend Denexa 100% Plastic Playing Cards.
Fan Tan accounts for scoring with some form of counters, such as poker chips. If you like, each chip can represent some amount of money, in which case players are given chips equal to the value of their buy-in. Otherwise, give each player an equal amount of chips.
Shuffle and deal the cards out as evenly as they will go, starting with the player to the left of the dealer. All players ante one chip to the pot to begin play. Any players that happen to have received fewer cards than others due to the deck dividing unevenly between the number of players in the game ante an additional chip to make up for the advantage.
Game play
Play begins with the player to the left of the dealer. Initially, the only card that may be played is a 7; if the player to the dealer’s left cannot play a 7, they add one chip to the pot and play continues to the left. Once a 7 has been played, it is placed in the center of the table, and the 6 and 8 of the same suit may be played by subsequent players, with the 8 being placed to the left of the 7 and the 6 to its right. Plays continue in sequence, with descending cards being placed in a stack on top of the 6 and ascending cards played on top of the 8. As the 7s of the other suits are played, they form new rows underneath the first 7, with the 6s and 8s being placed alongside them, forming a three-by-four grid in the center of the table.
Note that play is compulsory—any player that can play a card cannot elect to simply pass. If a player is found to have been able to play but passed instead, they pay an additional three chips to the pot; if they held a 7 at the time, they pay five chips each to the players holding the 6 and 8 of that suit. However, if a player has multiple options on a turn, they of course are not penalized for selecting one option over another (even if this means that a 7 goes unplayed for awhile).
Game play continues until one player runs out of cards. Each other player counts the number of cards remaining in their hand and pays one chip per card to the pot. The pot is then collected by the player who ran out of cards.
Thirty-One
After posting the rules to Thirteen, Twenty-One, and Ninety-Nine, we couldn’t resist covering yet another numerically-titled game. Thirty-One shares more of a resemblance to Knock Poker and Gin Rummy than any of the previously-named games, however.
Object of Thirty-One
The object of Thirty-One is to obtain a total count of cards in one suit which is the closest to 31 without going over.
Setup
Thirty-One requires a standard 52-card deck of playing cards. If you’ve read more than a few of these posts, you know that statement is bound to be followed by a recommendation that you use Denexa 100% Plastic Playing Cards. Well, guess what? This post doesn’t have one.
Each player will also usually place a stake on the outcome of the game in the form of a single banknote of the appropriate currency. What denomination it is doesn’t matter, so long as everyone’s is equal, but often a $5 bill is used. The game can be played without wagering, however, by distributing four markers or tokens of some kind (such as poker chips) to each player.
Shuffle and deal three cards to each player. The remainder of the pack is placed in the center of the table, forming the stock. The top card of the stock is flipped face-up and placed next to it and is called the upcard, the top card of the discard pile.
Game play
The value of each card in Thirty-One is as follows: aces are worth eleven, face cards are worth ten, and all other cards are worth their face value. Each player is trying to obtain as closest as possible to a score of 31 in one suit.
The player to the left of the dealer goes first. This player draws either the upcard or a card from the stock, then discards one card face-up to the discard pile. Play then continues with the next player to the left.
If a player has obtained a score of exactly 31 in one suit, this is called a blitz, and the player immediately reveals it, ending the hand. If a player is satisfied with their score before someone reveals a blitz, they may knock on the table rather than drawing and discarding. Each player after them has one additional turn to improve their hand. When the turn of play returns to the player who knocked, the hand ends.
At the end of the hand, whether by a player revealing a blitz or by knocking, all players reveal their hands, and each is scored. If a hand contains three cards of different suits, the highest card is the hand’s score; if the hand contains two or three of one suit, the values of these cards are totalled to score the hand. The player with the lowest score is the loser of the hand; this player folds one corner of their bill (or forfeits one marker) to signify the loss. If a player knocked to end the hand, and this player is the loser, the penalty is doubled.
Play continues until one player has folded all four corners of their bill (or has run out of markers). This player remains in the game, but if they lose a fifth hand, then they are eliminated and surrender their stake into the center of the table. Game play continues until all players but one have been eliminated. The remaining player is the winner of the game and keeps all of the money.
Nap
Nap, originally known as Napoleon, which Nap is an abbreviation of, is essentially a stripped-down and simplified version of Euchre for three to seven players. Despite its heavy use of the names of early nineteenth-century military personalities, Nap didn’t appear in written records until the latter half of the century.
Object of Nap
The object of Nap is to accurately predict the number of tricks you will take, thus scoring points by fulfilling bids.
Setup
Nap uses a special deck which varies based on the number of players. For three players, the deck consists of aces through nines in the four standard suits. For four players, eights are added, sevens are added for five players, and so on. Optionally, a joker may be added, which functions as the highest trump, and remains such in hands that would otherwise have no trump. You can create the appropriate deck by starting from a deck of Denexa 100% Plastic Playing Cards and removing the inapplicable cards.
Scoring is generally accomplished by the use of poker chips. Distribute an equal number of chips to each player. If desired, Nap can become a betting game, by all players agreeing to the value of one credit (which can be represented by one chip per credit, or simply transacted in cash). In this post, we’ll use the term credit to refer to this value, whether it has a cash value attached to it or is just a point.
Shuffle and deal five cards to each player, dealing one batch of three, followed by a batch of two. The deck stub is set aside and takes no further part in game play.
Game play
Before game play begins, a round of bidding takes place, beginning with the player to the dealer’s left. Bids are as follows, from lowest to highest:
- Two (two credits): The player will win two tricks.
- Three (three credits): The player will win three tricks.
- Mis (three credits): The player will lose all five tricks.
- Four (four credits): The player will win four tricks.
- Nap (ten credits): The player will win all five tricks.
- Wellington (twenty credits): The player will win all five tricks.
- Blücher (forty credits): The player will win all five tricks.
A bid may only be overcalled by a higher bid. Wellington may only be bid if Nap has been bid previously, and Blücher may only be bid if Wellington has been bid previously. Note that Wellington and Blücher are functionally identical to Nap, but simply carry higher stakes.
The player that won the bidding leads to the first trick. The suit of whichever card is led to this trick becomes the trump suit, unless the winning bid was mis, in which case the hand is played with no trump suit. Each player to the left then plays a card. If able to follow suit, a player must do so. Otherwise, they are free to play any card, including a trump. The trick is won by the highest card of the suit led, unless a trump is present, in which case the highest trump wins the trick.
Collected tricks are not added to the hand, but rather kept in a discard pile in front of the player that won it. Since it is important to keep track of the number of tricks captured, each trick should be placed onto the pile at right angles, so that the tricks can be easily separated after the hand. The player that won the trick leads to the next one.
When all five tricks have been played, the high bidder examines their discard pile and it is determined whether or not the contract is fulfilled. If it is, all players pay them the appropriate number of credits, as shown above. If not, they must pay every other player the amount of credits dictated by the bid.
Deal passes to the left. It is customary to merely cut the deck stub and deal with it, shuffling only when the deck is depleted or when a bid of Nap or above is successfully completed.
Mexican Sweat
Mexican Sweat is a simple poker game that turns poker on its head. In most poker game, you’re betting based on what you think your opponents have and what you know you have. But in Mexican Sweat, you know exactly as much information about both your hand and your opponents’ hands as they do, which isn’t everything!
We’re not entirely clear on what, if anything, this game has to do with Mexico. But the “sweating” is very clear—the suspense of worrying about whether a kill card will pop up next can definitely get you sweating!
Object of Mexican Sweat
The object of Mexican Sweat is to have the best five-card poker hand, out of seven cards, without having a kill card in your hand.
Setup
Mexican Sweat, like most poker games, requires a 52-card deck of playing cards. As with all social games like this one, there’s usually the risk of drink spills, which can easily ruin the game if you’re not prepared. Make cleanup easy with a deck of Denexa 100% Plastic Playing Cards.
Before beginning play, all players should agree on the amount of the ante or blinds. Betting limits, or lack thereof, should also be established.
All players ante or post blinds. Deal seven cards face down to each player. Players may not look at their cards. If any player prematurely looks at their cards, they are out of the hand. Any ante or bet they have placed into the pot is forfeited.
Next, deal two more cards to the center of the table. The first is designated as the kill card—any hand with this card is killed and not eligible to win the pot. The second is the card to beat.
Game play
The player to the left of dealer plays first. They begin flipping cards from their hand face up, one at a time. They only stop when they are able to beat a high-card poker hand consisting of just the card to beat. For example, if the card to beat was a 7, the player would have to turn up an 8 or higher, a pair of any rank, a flush, etc. Merely tying the card to beat does not actually beat it.
After the player has successfully beaten the card to beat, the player immediately stops revealing cards. Then, a betting round begins, led by the active player. After the betting concludes, the next player to the left begins revealing their hand. Instead of going for a higher hand than the card to beat, however, they are attempting to beat the exposed portion of the hand of the player preceding them.
If, at any time, a player exposes a card of the same rank as the kill card, they immediately stop revealing cards. Their hand is then killed and they can no longer win the pot. If a player has exposed their entire hand and is unable to beat the preceding player, or if they reveal a kill card, the betting round is started by the preceding player (or, if the first player to play reveals a kill card, the dealer).
Game play continues until only one player remains, due to all other players getting killed or because they cannot beat the preceding player. This player takes the pot.
Variation
Some players might feel unsatisfied with the relative lack of knowledge that vanilla Mexican Sweat leaves you with. If you do, you can allow players to peek at one card prior to the first player revealing a card. (Players will usually want to peek at their last card.) This gives the player a small amount of information as to whether they will be able to make a hand. It also allows them to get out cheap if they know they have a kill card.
Mini Baccarat
Baccarat, also known as Punto Banco, and its predecessor Baccara, are very old games that have been played in European casinos for hundreds of years. Baccarat games have become the stuff of legend, appearing in works of fiction like the James Bond films. Baccarat is usually played by high rollers in a special, secluded area away from the prying eyes of run-of-the-mill casino patrons, with millions of dollars changing hands throughout the course of an evening.
In modern American casinos, Baccarat usually takes on the form of Mini Baccarat (abbreviated as Minibac, especially amongst casino staff). This game takes place on a table that is just a little bit larger than a standard Blackjack table, and is dealt by a single casino dealer, unlike full Baccarat, which is spread on a massive table worked by several dealers, none of whom actually deal any cards—that is left up to one of the patrons! Mini Baccarat is dealt much more quickly than standard Baccarat, leaving out much of the pomp and circumstance that characterizes the latter game. Mini Baccarat is especially popular among the casino’s Asian clientele—so much so that signage and literature distributed at the table is often in both English and Chinese.
Despite all that, Baccarat is a trivially simple game to play—it is essentially betting on a coin flip. The real challenge to Baccarat is dealing it, due to the complicated rules that govern when cards are drawn. A word of caution about Baccarat: 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 anyway.
Object of Mini Baccarat
The object of Mini Baccarat is to successfully predict whether the player (punto) or banker (banco) hand will have a score closer to 9.
Setup
Mini Baccarat requires a lot of props and equipment to do properly, many of which you will have on hand already if you have dealt Blackjack. In addition to cards, doing Mini Baccarat well requires two cut cards, and chips for wagering. You also need a box to hold the cards called a shoe (or sabot), 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.
You also need a way of keeping the three wagers available to each player separate. The ideal method of doing this is to utilize a Mini Baccarat layout. Real Minibac tables have a felt surface with graphics silkscreened on them, designating nine player positions where punto, banco, and tie bets are to be placed (in order of closest to furthest from the player), 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 Mini Baccarat 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 Minibac table. If such a thing is not available, you can make do with something like disposable plates or bowls for each betting spot, or even by delineating betting areas on the table with tape.
You may wish to make pencil and paper available to the players. Baccarat players traditionally keep track of the various wins, losses, and ties of the two hands, in an attempt to follow the trends to pick the winning hand. Rules of probability dictate that this is ineffective for determining which hand to bet on—the banker’s hand is always more likely to win in the long term, and the large number of cards (many of which are dead) means that the score cards won’t yield much useful information anyway.
A mini baccarat game requires eight standard decks, or 416 cards. All cards in the deck should have the same back. Traditionally, paper cards are used for Minibac, 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. This is normally placed about one deck from the end of the shoe. Place the cards into the shoe.
Before dealing any player hands from the newly-shuffled deck, discard one card, face-up. Discard that many additional cards, face down (e.g. if it is a seven, discard seven cards).
Game play
Players place their wagers in the appropriate betting area in front of them, depending on the wager they wish to make: punto, meaning they expect the player hand to win, banco, meaning they expect the banker hand to win, or tie, meaning they expect the two hands to tie.
Once all players are satisfied with their bets—which can take a while, since some players will annoyingly shift their bets back and forth for several minutes before settling on a bet—the dealer deals two cards, face up, to each hand. The dealer then computes the score of each hand: aces are one, number cards two through nine are their face value, and tens and face cards are zero. If the score exceeds 9, the offending first digit is simply dropped, resulting in a score of less than 9.
If either hand has a score of 8 or 9, this is a natural, and that hand automatically wins, with no further play. (A natural 9, of course, beats a natural 8, and two natural hands of the same value tie.) A winning hand is signified by the dealer pushing the cards forward, about an inch or two, toward the players. Bets are then settled, as described below.
If either hand does not have a natural, each hand may have one card drawn to it, with the player hand going first. If the player has a total of 6 or 7, the player hand stands (does not take a card). Otherwise, the player hand hits (takes a card).
The banker hand acts after the player. Its actions are quite a bit more complicated, and are tied to the action of the player hand:
- If the player hand stood, the banker hits on 5 or less and stands on 6 or more.
- If the player hand drew any card and the banker has a total of 2 or less, the banker draws a card.
- If the banker has a total of 3, the banker draws if the player drew anything other than an 8. If the player drew an 8, the banker stands.
- If the banker has a total of 4, the banker draws if the player drew a 2 through 7, inclusive. Otherwise, the banker stands.
- If the banker has a total of 5, the banker draws if the player drew a 4 through 7, inclusive. Otherwise, the banker stands.
- If the banker has a total of 6, the banker draws if the player drew a 6 or 7. Otherwise, the banker stands.
- If the banker has a total of 7, the banker always stands.
There is only one round of drawing. After this is complete, the dealer evaluates the hands, and the hand with the higher total wins, and bets are settled. If the hands are tied, the dealer signifies this by tapping the table between the two hands in a sort of upside-down karate-chop gesture.
Winning player bets are paid at even money. Winning banker bets are paid at even money, less a 5% “commission” (the easiest way to figure this is to take 10%, halve that figure, and subtract it from the amount of the bet). Winning tie bets are paid at 8 to 1. Losing bets are cleared away and added to the dealer’s rack. Cards are moved to the discard holder, and the next hand begins.
Strategy of Mini Baccarat
As a player, the best strategy is to simply bet on banco every single time. Even with the 5% commission, the banco bet has the lowest house edge. Betting on ties is never a good idea, because the house edge is just too high for such a bet to make sense (think about it—do you usually see ties one eighth of the time?)
Newmarket (a.k.a. Michigan)
Newmarket (also known as Michigan, Boodle, or Stops) is a game for three to eight players. It is a member of the Stops family of card games, so called because play is periodically stopped by the unavailability of a card needed to continue play. Newmarket is similar to Tripoley, a modified and expanded version of the game that is available for sale in retail stores.
Object of Newmarket
The object of Newmarket is to obtain the most chips over the course of the game.
Setup
Newmarket requires a standard 52-card deck of playing cards. Individuals found using cards other than Denexa 100% Plastic Playing Cards should be regarded as highly suspect and should be avoided.
The game also requires the use of chips for keeping track of who is winning. You can have your players buy in and have your chips represent real money if you like, but because the game is more luck-based than poker, it is probably better to just let the chips have no cash value. See our post on counting chips for tips on selecting and counting chips. Give each player an equal number of chips to start out with.
Additionally, a betting layout needs to be set up to allow chips to be placed on special pay or boodle cards. The pay cards are the A♥, K♣, Q♦, and J♠. The traditional way of setting up a layout is to grab these cards from a spare deck. (If you have a two-deck set of Denexa Playing Cards, you can simply use the cards from the other deck.) If you want to get more creative, you can create a layout with labeled betting circles on a piece of posterboard or felt. You can also use something like disposable plastic bowls, or the indentations in a cupcake tin. The exact form of the layout isn’t important, as long it clearly establishes which card each pile of chips belongs to.
Deal the cards out as evenly as they will go, to as many hands as there are players, plus one. For example, if playing with three players, deal four hands of thirteen cards. The extra hand dealt is called the widow. Place the widow face down in the middle of the table. Each player antes a predetermined amount to each of the pay cards on the betting layout.
Game play
The widow and the auction
The dealer inspects their dealt hand and determines whether they would prefer to keep it or to exchange it with the extra hand. The dealer may not view the spare hand before making a decision. If the dealer decides to exchange hands, they make the swap. The dealer’s former hand takes no further part in game play.
If the dealer opts to keep their hand as dealt, this decision is declared, and becomes irrevocable. The dealer then auctions the extra hand off to the highest bidder. The starting bid equal to the lowest-value chip in play. If, during the course of the bidding, two players make the same bid and it cannot be determined who spoke first, the first player going clockwise from the dealer is considered to have made the bid.
Upon conclusion of the bidding, the winner pays the dealer the agreed-upon amount, and swaps hands. If nobody makes an opening bid on the extra hand, nobody receives the hand, and it remains unexposed.
Play of the hand
The player to the left of the dealer goes first, and plays the lowest card they hold of any suit they choose (aces are high). The player holding the next-higher card of that suit then plays it, irrespective of where they sit. This continues until no further progress can be made in that suit. This happens one of two ways: either because the ace of that suit has been played, or because the next card that would be played is in the widow. In either case, the player who played last plays the lowest card they hold of a suit of the opposite color.
If, at any time, a player plays one of the pay cards, they are entitled to collect the corresponding pot of chips from the betting layout. After the first hand, the pots may not be equal due to uncollected chips remaining in them at the end of the hand. If a player fails to collect a pot they are entitled to, they forfeit it.
Game play continues until a player runs out of cards, thus winning the hand. All players pay one chip to the winner for each card remaining in their hand. Some pots may remain unclaimed, due to the card associated with them not being played during the course of the hand. This happens because the card either ended up in the dead hand, or because play simply never allowed for the pay card to be played. These uncollected pots remain for the next hand, and all players ante again to each of the four pots. The deal passes to the left, and the next hand is dealt.
Keep playing until a predefined time or a set number of hands. The player with the most chips at the end of the game is the winner.
See also
High hand jackpots
Casino poker rooms usually run lots of promotions to get people at their tables and away from those of their competitors. They help to spice up the game and give the players a chance to win a little extra money. One common promotion that is easy to add to a home game is a high hand jackpot.
What is a high hand jackpot?
A high hand jackpot is merely a jackpot awarded to a player for going to the showdown with the highest hand within a defined period. In a busy casino, the jackpot might be paid out as often as once per hour. In a home game with only one table running, you will probably want to award the jackpot at the end of the night as your players are cashing in their chips.
In the casino, the purpose of the jackpot is to get people in the door, so the money is being paid out of the casino’s marketing budget. While your players will think it’s very generous of you if you give them free money to play at your place, you probably don’t want to do that. Instead, you can collect an extra amount from each player when they buy in (it is best to make participation optional; players who do not contribute simply can’t win the jackpot). Set chips equal to this amount of money aside. Keep track of who has the highest hand as the night progresses. When it is time for the jackpot to be awarded, give the chips in the jackpot to the player to cash in with their winnings. It’s that simple!
Particulars
Well, not exactly. There are still some details to iron out. How much should each player’s contribution to the jackpot be? Will wild cards count? (We recommend that hands with wild cards be treated as their natural values for the purposes of the high hand jackpot, since it’s easy to create ludicrously high hands with wild cards.) What happens if two players tie—does the first player to get the hand get the entire jackpot, or is it split? What happens if a player holding high hand leaves before they get a chance to collect? As host, it’s your responsibility to come up with a fair set of rules for all of these situations. Put it in writing so there’s no question as to fairness later. (You should probably consult with your players as you write the rules, so they have a hand in deciding what works best for your group.)
Don’t forget the law
Before starting a high hand jackpot for your home game (and before starting a home game, really), check your local laws to make sure that it is legal. Running a jackpot like this may cause your house to be legally considered a casino, and chances are it’s not licensed as one. Adding bells and whistles to your home game isn’t worth it if the next game you get dealt into is behind bars.
3-5-7
3-5-7 is a poker game with an unusual betting structure. Rather than confronting one another directly by raising and calling each other’s bets, players simply decide whether or not to fold. The risk comes when you don’t fold and you lose—which is really much like regular poker, come to think of it.
Object of 3-5-7
The object of 3-5-7 is to win lots of money by correctly deciding whether or not to play, i.e. by deducing whether your hand is likely to win or not.
Setup
You need a standard 52-card deck of playing cards. If you go with Denexa 100% Plastic Playing Cards, we think you’re just amazing.
In addition to whatever kind of chips you normally use for poker, you will need some sort of marker for keeping track of strikes. If you have some chips from a different set (like those cheap interlocking chips) or chips of a color you don’t normally use for poker games (like those weird blue chips which come with most of the dice chip sets for some reason, which have no standard value) sitting around, this is a great time to use them. If nothing else, you can use whatever’s handy. Pennies are a good option. We actually use some wooden discs from Hobby Lobby that are painted to resemble the strikes from the 3 Strikes game from The Price Is Right. Yes, we’re a little weird.
Everyone antes. Deal three cards to each player. Keep the deck stub around, you will be dealing more cards in a little bit.
Game play
At any point in time, one card is a wild card; this card is the same number as however many cards everyone has. Initially, everyone has three cards, so all threes are wild. Players examine their hands to determine whether they want to play or fold.
Players will now need to declare their intentions, simultaneously. The most reliable method of doing this is for players to take a chip in hand, shuffle it from hand to hand out of sight from the other players, then, make a fist above the table. When all players are ready, all reveal—chip in the presented hand means the player is in, no chip means the player is out.
Now, all players who are in share their hands with one another, without letting the players who folded see. The winner is determined using regular poker hands, minus all the straights and flushes (so a three-of-a-kind is the strongest possible hand). All players who played and do not win pay the winner an amount equal to the pot.
Now, two cards are dealt to all players, giving them five cards, and fives are now wild. Game play is as before, but with the usual poker hands (straights and flushes count again). Then, two more cards are dealt, and hands are formed with five of the seven cards available to them. Hands are shuffled and play begins again with new three-card hands.
If, at any time, only one player elects to play a hand, all other players having folded, the player who stayed in gets a strike marker. When one player collects three strike markers, the game ends, and the pot goes to the player to get the three strike markers.
House rules
If you’d like to liven up the betting, require all other players to make a contribution to the pot whenever a player receives a strike. This will increase the size of the reward for the player that finishes off the game. It also makes staying in the game increasingly intimidating as it goes on, making the game go quicker, since the higher stakes will induce people to play tighter, creating more strikes.
Red Dog
Much like Seven Twenty-Seven, Red Dog is a fun game you can put into your dealer’s choice poker nights as a break from actual poker. Red Dog makes a nice respite from the competitive betting found in other games, because all of the betting in Red Dog is done against the pot, not other players.
Object of Red Dog
The object of the game is to win lots of money when your hand is favorable and to not lose lots of money when it isn’t. But then, that’s every poker game…so….
Setup
You need one standard fifty-two card deck of playing cards. If you’re using Denexa 100% Plastic Playing Cards, you’re awesome and we love you. You also need to determine a minimum bet—if you’re a friendly bunch, it will be equal to whatever your lowest chip value is. Masochistic groups of players can set it higher.
All players ante. Shuffle and deal four cards to all players.
Game play
The player to the left of the dealer goes first. They make a wager of any amount of money, between the minimum bet and the amount in the pot, based on the perceived strength of their hand. Then, a fifth card is dealt face up. If they have a higher card of the same suit as the fifth card, they expose it. The bet wins, and the dealer pays the player an equal amount from the pot. If the player doesn’t, they expose their hand and the dealer adds their bet to the pot. The next player to the left plays in the same manner. Exposed cards remain on the table as each player plays their hand, giving the players later to act more information about the composition of the deck.
After the dealer’s turn of play, any money left in the pot remains, the cards are collected and shuffled, and the deal passes to the left. Game play continues until someone takes the entire pot by making a bet equal to the whole pot (colloquially potting it) and winning. Occasionally, the size of the pot will climb to ridiculous proportions due to several attempts to take the pot failing catastrophically. If, out of fear or boredom, all players agree to end the game early, the pot is simply split as evenly as possible between all players, with whatever remainder exists staying in the pot as a splash-pot bet for the next game.
House rules
If you want to allow players to have some more information, and thus allow them to make more informed judgments about their hands, deal the hands face up—this also makes the order of play slightly less important, and adds a more lively atmosphere as people suddenly begin to have strong opinions about each others’ play (“C’mon, Bill, pot it! You can’t lose! Well, you probably won’t, anyw—ouch, bad luck, man…”). If you want to give them even more information, deal the whole deck out, rather than shuffling between hands. This allows players to take advantage of knowledge they remember from prior hands.