Three-card brag is a 16th-century British card game, the British national representative of the vying or "bluffing" family of gambling games. Brag is a direct descendant of the Elizabethan game of Primero and one of the several ancestors to poker, just varying in betting style and hand rankings. A variant of the game is popular in Trinidad, India and Nepal, where it is known as "faras" and teen patti, played with numerous local variations. Everyone antes, players are each dealt three cards face down. There is a single round of betting, with action starting to the left of the dealer; each player has the option of betting or folding. If there was a previous bet, the player must contribute; this betting continues until there are only two players left, at which point either player may double the previous bet to "see" his opponent. At this point, the two hands are revealed, the player with the better hand takes the entire pot. If there is a tie, the player, seeing loses. For example, with four players A, B, C and D, this situation could occur: Player A bets 2 chips, B folds, C bets 2 chips and D bets 2 chips.
In order to stay in, A would have to bet another 2 chips. Hands follow the same sequence as the five-card hands of poker with some variation created by the differing odds of a three-card hand; as there are only three cards, four of a kind and a full house are not possible. Three of a kind is a high-ranked hand, while a straight beats a flush, as three-card flushes are more than three-card straights while the reverse is true of five-card poker hands; the full probabilities are as follows: Four-card brag: Players are dealt four cards, must choose which card to throw away in order to create the best combination. The game is played in the same way as three-card brag. Seven-card brag: Seven cards are dealt, players must choose three cards to play from their hands, or make two hands, with only a successful win if both hands win the pot. Nine-card brag: Nine cards are dealt, players sort these into three sets. Four antes are played, one for each set, a main pot; each set is played out without further betting.
The winner of each set takes one lot of antes. Players must always play the next best available set. A player may be able to make two good sets and a poor third, so players that do not think they will be able to win all three will order their hands to leave themselves with a strong third set to protect the main pot. Thirteen-card brag: Thirteen cards are dealt, from which players must choose three cards to play. Another variation involves making four hands from the thirteen cards. Four of a kind can be played, is rewarded by an additional fee to be paid by the other players, apart from any original stake. Players show their respective best hands second best hands, etc. with each winning hand scoring that player a point, or points. Score is kept on a cribbage board, is either a sprint of 10 or so holes, with one point scored for each winning hand, or played over the full length, or street, of the board, with 4 points awarded to the best highest hand, 3 points to the best second-highest hand, etc.
Players not on the board by the time someone wins may have to pay double. Winnings are either a pre-arranged fixed amount from each loser to the winner, or paid proportionate to how far behind the winner they finish. Any player winning all four hands in any round is said to have crashed, automatically wins the entire game. In some regions the game is known as'Crash'. Bastard brag: Three cards are dealt to each player, three face-up communal cards are dealt. Players take turns at exchanging all of their cards for any or all of the communal cards. Play continues ` knocks', meaning that they are happy with their hand. All the remaining players exchange one last time before hands are compared; the player with the lowest hand loses a life. The name may originate from several of the rules making. Knocking on the first round is prohibited, forcing anyone dealt a good hand to break it up, knocking isn't allowed directly after an exchange, rather instead of an exchange, i.e. you have to make a good hand, wait for your next turn to stick.
Players can't exchange two cards at once preventing the immediate accumulation of a good hand, with the card needed to complete the hand maybe taken by another player before the next opportunity. It is otherwise known as Stop the BusFifteen card Brag: A non-gambling related variant, played as a family game; each player is dealt fifteen cards. Each player must lay their tricks down in order, highest first; the winner is the one. This variant has a much higher likelihood of more powerful tricks, due to the extra cards; this version can be played with 10 cards and one card is discarded. Some of these rules can lead to games heads-up, becoming tactical, with players avoiding making their best hand until their hand is forced into that last exchange by another player sticking, risking that the card that completes their hand isn't taken by another player in the meantime. Players have the option of playing blind. A blind pl
Cheating in poker
Cheating in poker is any behavior outside the rules, intended to give an unfair advantage to one or more players. Cheating can be done many ways, including collusion, sleight-of-hand, or the use of physical objects such as marked cards or holdout devices. Cheating occurs in both friendly casinos. Cheats may operate in teams or small groups. Following is a list of terms used to categorize specific card cheats: card mechanic: A card cheat who specializes in sleight-of-hand and manipulation of cards, a card sharp. Base dealer: Also called a bottom dealer, or a second dealer, this relies on two related methods that manipulate the dealing of cards. Paper player: A card cheat that exploits the use of marked cards. Hand mucker: A card cheat that specializes in switching cards. Machine player: A card cheat that uses mechanical holdouts. Double deal: dealing a player two or more cards during one round of a deal; the easiest and most common types of cheating require no skill of manipulation, but rather the nerve.
Such methods include shorting the pot, avoiding house fees, peeking at other players' cards. However, it is difficult to prove because when confronted, at least the first time, the cheat calls the cheating an honest mistake. One minimal-skill method that occurs in non-casino and casino games happens when a player who has folded appoints himself the tender of the pot, stacking chips, counting them, delivering them to the winning player. Check-chopping is. Odorless adhesive can be used for this purpose. Another minimal-skill method is going south, where a player covertly removes a portion of his chips from play while remaining in the game in order to preserve the winnings as profit, or prevent a major loss in "big bet" games. A cheat may hand-muck more than one card; when a cheat is "mucking" the cheat is cleverly hiding cards in his hand, to switch his/her hand for. This may be done with a confederate. A skilled cheat can deal the second card, the bottom card, the second from bottom card, the middle card.
The idea is to cull, or to find the cards one needs, place them at the bottom, top, or any other place the cheat wants false deal them to oneself or one's confederate. One sign of false dealing could be when a dealer grips the deck with the index finger in front of it or his pinky and pointing finger on both short sides of the deck while the other fingers support the deck while the cards are being beveled slightly; this is referred to as the "Mechanic's Grip". It not only allows better control of the cards, but provides cover by showing the back of the top card, without moving the hand holding the deck. A cheat can place certain cards in a position favorable to the card cheat; this is called "Stacking". Stacking is more done than "False dealing" because it doesn't look suspicious. There are a couple of techniques for "Stacking" cards; the most famous are: Overhand Stacking. By Riffle Stacking the cheat stacks the card while doing a Riffle shuffle; this form of stacking is the most difficult to master and the most respected under the card sharps and magicians.
The Overhand Stacking method takes little practice, is more to be done in a situation with a cheat. The cheat does a normal Overhand Shuffle, but while the cheat is shuffling he keeps track of the cards he wants to stack, with a little practice he can manage to put the exact number of cards in between the cards he wants to stack to make the next round of dealing favorable for the cheat. If a cheat deals himself a powerful hand, he may not win much money if every other player has nothing, so the cheat will stack two hands, with one player receiving a strong hand and the cheater getting an stronger one; this is called a "double duke". A slight advantage for a cheat can be to know what cards are placed both on the top of the deck as well as the bottom card, so that information can later be used to bottom deal or second deal themselves that card; the looking at the top or bottom card without the other players knowing or seeing it is called "Glimpsing" or "Peeking". There are a lot of methods for reaching the same goal.
A method, used most is called the "Shiner". A Shiner is a reflective object, placed under the deck, so when the cheat is looking into the shiner the bottom card is exposed, every card, dealt over the shiner can be peeked by looking in the shiner. One method of cheating that involves both great risk and great potential pay-off is the cold deck—so called because it has not been "warmed up" by play; such decks are pre-stacked, are introduced either at the deal, after the real deck has been shuffled, or before the deal, where a card sharp will make a false shuffle using sleight of hand. The latter method may require collusion or a pass if the style of play or house rules call for a cut; the skill lies both in convincing other players that the shuffle is legitimate and in ensuring that other players receive hands that are good enough to entice them into play, but not too good to arouse suspicion. Marked cards are printed or altered so that the cheater can know the value of specific cards while only looking at the back.
Ways of marking are too numerous to mention. A common way of marking cards involves marks on a round design on the card so as to be read like a clock. Shading a card by putting it in the sun or scratching the surface with a razor are ways to mark an printed deck. Juice and
Game theory is the study of mathematical models of strategic interaction between rational decision-makers. It has applications in all fields of social science, as well as in computer science, it addressed zero-sum games, in which one person's gains result in losses for the other participants. Today, game theory applies to a wide range of behavioral relations, is now an umbrella term for the science of logical decision making in humans and computers. Modern game theory began with the idea regarding the existence of mixed-strategy equilibria in two-person zero-sum games and its proof by John von Neumann. Von Neumann's original proof used the Brouwer fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathematical economics, his paper was followed by the 1944 book Theory of Games and Economic Behavior, co-written with Oskar Morgenstern, which considered cooperative games of several players. The second edition of this book provided an axiomatic theory of expected utility, which allowed mathematical statisticians and economists to treat decision-making under uncertainty.
Game theory was developed extensively in the 1950s by many scholars. It was explicitly applied to biology in the 1970s, although similar developments go back at least as far as the 1930s. Game theory has been recognized as an important tool in many fields; as of 2014, with the Nobel Memorial Prize in Economic Sciences going to game theorist Jean Tirole, eleven game theorists have won the economics Nobel Prize. John Maynard Smith was awarded the Crafoord Prize for his application of game theory to biology. Early discussions of examples of two-person games occurred long before the rise of modern, mathematical game theory; the first known discussion of game theory occurred in a letter written by Charles Waldegrave, an active Jacobite, uncle to James Waldegrave, a British diplomat, in 1713. In this letter, Waldegrave provides a minimax mixed strategy solution to a two-person version of the card game le Her, the problem is now known as Waldegrave problem. In his 1838 Recherches sur les principes mathématiques de la théorie des richesses, Antoine Augustin Cournot considered a duopoly and presents a solution, a restricted version of the Nash equilibrium.
In 1913, Ernst Zermelo published Über eine Anwendung der Mengenlehre auf die Theorie des Schachspiels. It proved that the optimal chess strategy is determined; this paved the way for more general theorems. In 1938, the Danish mathematical economist Frederik Zeuthen proved that the mathematical model had a winning strategy by using Brouwer's fixed point theorem. In his 1938 book Applications aux Jeux de Hasard and earlier notes, Émile Borel proved a minimax theorem for two-person zero-sum matrix games only when the pay-off matrix was symmetric. Borel conjectured that non-existence of mixed-strategy equilibria in two-person zero-sum games would occur, a conjecture, proved false. Game theory did not exist as a unique field until John von Neumann published the paper On the Theory of Games of Strategy in 1928. Von Neumann's original proof used Brouwer's fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathematical economics, his paper was followed by his 1944 book Theory of Games and Economic Behavior co-authored with Oskar Morgenstern.
The second edition of this book provided an axiomatic theory of utility, which reincarnated Daniel Bernoulli's old theory of utility as an independent discipline. Von Neumann's work in game theory culminated in this 1944 book; this foundational work contains the method for finding mutually consistent solutions for two-person zero-sum games. During the following time period, work on game theory was focused on cooperative game theory, which analyzes optimal strategies for groups of individuals, presuming that they can enforce agreements between them about proper strategies. In 1950, the first mathematical discussion of the prisoner's dilemma appeared, an experiment was undertaken by notable mathematicians Merrill M. Flood and Melvin Dresher, as part of the RAND Corporation's investigations into game theory. RAND pursued the studies because of possible applications to global nuclear strategy. Around this same time, John Nash developed a criterion for mutual consistency of players' strategies, known as Nash equilibrium, applicable to a wider variety of games than the criterion proposed by von Neumann and Morgenstern.
Nash proved that every n-player, non-zero-sum non-cooperative game has what is now known as a Nash equilibrium. Game theory experienced a flurry of activity in the 1950s, during which time the concepts of the core, the extensive form game, fictitious play, repeated games, the Shapley value were developed. In addition, the first applications of game theory to philosophy and political science occurred during this time. In 1979 Robert Axelrod tried setting up computer programs as players and found that in tournaments between them the winner was a simple "tit-for-tat" program that cooperates on the first step on subsequent steps just does whatever its opponent did on the previous step; the same winner was often obtained by natural selection. In 1965, Reinhard Selten introduced his solution concept of subgame perfect equilibria, which further refined the Nash equilibrium. In 1994 Nash and Harsanyi became Economics Nobel Laureates for their contributi
Betting in poker
In the game of poker, the play centers on the act of betting, as such, a protocol has been developed to speed up play, lessen confusion, increase security while playing. Different games are played using different types of bets, small variations in etiquette exist between cardrooms, but for the most part the following rules and protocol are observed by the majority of poker players. Players in a poker game act in clockwise rotation; when it is a player's turn to act, the first verbal declaration or action they take binds them to their choice of action. Until the first bet is made each player in turn may "check,", to not place a bet, or "open,", to make the first bet. After the first bet each player may "fold,", to drop out of the hand losing any bets they have made. A player may fold by surrendering one's cards. A player may check by making any similar motion. All other bets are made by placing chips in front of the player, but not directly into the pot. In general, the person to the left of the dealer acts first and action proceeds in a clockwise fashion.
If any player has folded earlier, action proceeds to next player. In games with blinds, the first round of betting begins with the player to the left of the blinds. In stud games, action begins with the player showing the strongest proceeds clockwise. If there is a bring-in, the first round of betting begins with the player obliged to post the bring-in. If no one has yet opened the betting round, a player may pass or check, equivalent to betting zero and/or to calling the current bet of zero; when checking, a player declines to make a bet. In games played with blinds, players may not check on the opening round because the blinds are live bets and must be called or raised to remain in the hand. A player who has posted the big blind has the right to raise on the first round, called the option, if no other player has raised. If all players check, the betting round is over with no additional money placed in the pot. A common way to signify checking is to tap the table, either with a fist, knuckles, an open hand or the index finger.
If in any betting round it is a player's turn to act and the action is unopened the player can open action in a betting round by making a bet—the act of making the first voluntary bet in a betting round is called opening the round. On the first betting round, it is called opening the pot, though in variants where blind bets are common, the blind bets "open" the first betting round and other players call and/or raise the "big blind" bet; some poker variations have special rules about opening a round. For example, a game may have a betting structure that specifies different allowable amounts for opening than for other bets, or may require a player to hold certain cards to open. A player makes a bet by placing the chips they wish to wager into the pot. Under normal circumstances, all other players still in the pot must either call the full amount of the bet or raise if they wish remain in, the only exceptions being when a player does not have sufficient stake remaining to call the full amount of the bet or when the player is all-in.
To raise is to increase the size of an existing bet in the same betting round. A player making the second or subsequent raise of a betting round is said to re-raise. A player making a raise after checking in the same betting round is said to check-raise; the sum of the opening bet and all raises is the amount that all players in the hand must call in order to remain eligible to win the pot, subject to the table stakes rules described in the previous paragraph. A bluff is when a player bets or raises when it is they do not have the best hand; when a player bets or raises with a weak hand that has a chance of improvement on a betting round, the bet or raise is classified as a semi-bluff. On the other hand, a bet made by a player who hopes or expects to be called by weaker hands is classified as a value bet. In no-limit and pot-limit games, there is a minimum amount, required to be bet in order to open the action. In games with blinds, this amount is the amount of the big blind. Standard poker rules require that raises must be at least equal to the amount of the previous bet or raise.
For example, if an opponent bets $5, a player must raise by at least another $5, they may not raise by only $2. If a player raises a bet of $5 by $7, the next re-raise would have to be by at least another $7 more than the $12; the primary purpose of the minimum raise rule is to avoid game delays caused by "nuisance" raises (small raises of large bets, such as an extra $1 over a current bet of $50, that have little effect on the action but take time as all others m
In the card game of poker, a bluff is a bet or raise made with a hand, not thought to be the best hand. To bluff is to make such a bet; the objective of a bluff is to induce a fold by at least one opponent. The size and frequency of a bluff determines its profitability to the bluffer. By extension, the phrase "calling somebody's bluff" is used outside the context of poker to describe cases where one person "demand that someone prove a claim" or prove that he or she "is not being deceptive." A pure bluff, or stone-cold bluff, is a bet or raise with an inferior hand that has little or no chance of improving. A player making a pure bluff believes; the pot odds for a bluff are the ratio of the size of the bluff to the pot. A pure bluff has a positive expectation when the probability of being called by an opponent is lower than the pot odds for the bluff. For example, suppose that after all the cards are out, a player holding a busted drawing hand decides that the only way to win the pot is to make a pure bluff.
If the player bets the size of the pot on a pure bluff, the bluff will have a positive expectation if the probability of being called is less than 50%. Note, that the opponent may consider the pot odds when deciding whether to call. In this example, the opponent will be facing 2-to-1 pot odds for the call; the opponent will have a positive expectation for calling the bluff if the opponent believes the probability the player is bluffing is at least 33%. In games with multiple betting rounds, to bluff on one round with an inferior or drawing hand that might improve in a round is called a semi-bluff. A player making a semi-bluff can win the pot two different ways: by all opponents folding or by catching a card to improve the player's hand. In some cases a player may be on a draw but with odds strong enough that he is favored to win the hand. In this case his bet is not classified as a semi-bluff though his bet may force opponents to fold hands with better current strength. For example, a player in a stud poker game with four spade-suited cards showing on the penultimate round might raise, hoping that his opponents believe he has a flush.
If his bluff fails and he is called, he still might be dealt a spade on the final card and win the showdown. Bluffing may be more effective in some circumstances than others. Bluffs have a higher expectation. Several game circumstances may decrease the probability of being called: Fewer opponents who must fold to the bluff; the bluff provides less favorable pot odds to opponents for a call. A scare card comes that increases the number of superior hands that the player may be perceived to have; the player's betting pattern in the hand has been consistent with the superior hand they are representing with the bluff. The opponent's betting pattern suggests the opponent may have a marginal hand, vulnerable to a greater number of potential superior hands; the opponent's betting pattern suggests the opponent may have a drawing hand and the bluff provides unfavorable pot odds to the opponent for chasing the draw. Opponents are not irrationally committed to the pot. Opponents are sufficiently skilled and paying sufficient attention.
The opponent's current state of mind should be taken into consideration. Under certain circumstances external pressures or events can impact an opponent's decision making skills. If a player bluffs too infrequently, observant opponents will recognize that the player is betting for value and will call with strong hands or with drawing hands only when they are receiving favorable pot odds. If a player bluffs too observant opponents snap off his bluffs by calling or re-raising. Occasional bluffing disguises not just the hands a player is bluffing with, but his legitimate hands that opponents may think he may be bluffing with. David Sklansky, in his book The Theory of Poker, states "Mathematically, the optimal bluffing strategy is to bluff in such a way that the chances against your bluffing are identical to the pot odds your opponent is getting." Optimal bluffing requires that the bluffs must be performed in such a manner that opponents cannot tell when a player is bluffing or not. To prevent bluffs from occurring in a predictable pattern, game theory suggests the use of a randomizing agent to determine whether to bluff.
For example, a player might use the colors of his hidden cards, the second hand on his watch, or some other unpredictable mechanism to determine whether to bluff. Example Here is an example from The Theory of Poker: when I bet my $100, creating a $300 pot, my opponent was getting 3-to-1 odds from the pot; therefore my optimum strategy was... the odds against my bluffing 3-to-1. Since the dealer will always bet with in this situation, he should bluff with "Weakest hands/bluffing range" 1/3 of the time in order to make the odds 3-to-1 against a bluff. Ex: On the last betting round, Worm has been betting a "semi-bluff" drawing hand with: A♠ K♠ on the board: 10♠ 9♣ 2♠ 4♣ against Mike's A♣ 10♦ hand; the river comes out: 2♣ The pot is 30 dollars, Worm is contemplating a 30-dollar bluff on the river. If Worm does bluff in this situation, he is giving Mike 2-to-1 pot odds. In these hypothetical circumstances, Worm will have the nuts 50% of the time, be on a busted draw 50% of the time. Worm will bet the nut
Omaha hold 'em
Omaha hold'em is a community card poker game similar to Texas hold'em, where each player is dealt four cards and must make his or her best hand using two of them, plus three of the five community cards. The exact origin of the game is unknown, but casino executive Robert Turner first brought Omaha into a casino setting when he introduced the game to Bill Boyd, who offered it as a game at the Las Vegas Golden Nugget Casino. Omaha uses a 52-card French deck. Limit Omaha hold'em 8-or-better is the "O" game featured in H. O. R. S. E. Both limit Omaha/8 and pot limit Omaha high are featured in the 8-Game. Omaha hold. In the original Omaha poker game, players were only dealt two hole cards and had to use both to make a hand combined with community cards; this version of Omaha is defined in the glossary of Super/System as being interchangeable with "Tight hold'em". Across all the variations of the game, the requirement of using two hole cards is the only consistent rule; the "Omaha" part of the name represents this aspect of the game.
"Hold'em" refers to a game using community cards that are shared by all players. This is opposed to draw games, where each player's hand is composed only of hole cards, stud games, where each player hand contains a mix of non-community cards that are visible to the other players and concealed hole cards. In North American casinos, the term "Omaha" can refer to several poker games; the original game is commonly known as "Omaha high". A high-low split version called "Omaha Hi-Lo", or sometimes "Omaha eight-or-better" or "Omaha/8", is played. In Europe, "Omaha" still refers to the high version of the game played pot-limit. Pot-limit Omaha is abbreviated as "PLO." Pot-limit and no-limit Omaha eight-or-better can be found in some casinos and online, though no-limit is rarer. It is said that Omaha is a game of "the nuts", i.e. the best possible high or low hand, because it takes "the nuts" to win a showdown. It is a game where between the cards in his hand and the community cards a player may have drawing possibilities to multiple different types of holdings.
For example, a player may have both a draw to a flush and a full house using different combinations of cards. At times seasoned players may need additional time to figure what draws are possible for their hand; the basic differences between Omaha and Texas hold'em are these: first, each player is dealt four hole cards instead of two. The betting rounds and layout of community cards are identical. At showdown, each player's hand is the best five-card hand made from three of the five cards on the board, plus two of the player's own cards. Unlike Texas hold'em, a player cannot play four or five of the cards on the board with fewer than two of his own, nor can a player use three or four hole cards to disguise a strong hand; some specific things to notice about Omaha hands are: As in Texas hold'em, three or more suited cards on the board makes a flush possible, but unlike that game, a player always needs two of that suit in hand to play a flush. For example, with a board of K♠ 9♠ Q♠ Q♥ 5♠, a player with A♠ 2♥ 4♥ 5♣ cannot play a flush using the ace as would be possible in Texas hold'em.
A player with 2♠ 3♠ K♦ J♦ can play the spade flush. The same concept applies to straights. In Omaha, a player can not use four cards on the board to play a straight. For example, with a board of 5♠ 6♥ 7♦ 8♥ A♠, a player with J♦ J♠ 4♦ 9♠ or J♦ J♠ 9♦ 9♠ cannot play a straight, but a player with J♦ J♠ 4♦ 3♠ can play a straight from 3 to 7. For example, with a board of J♠ J♦ 9♦ 5♥ 9♣, a player with a hand of A♠ 2♠ J♥ K♦ cannot play a full house. A player with J♣ 2♣ 9♠ 10♠ can use his J-9 to play the full house J♠ J♦ J♣ 9♠ 9♦. A player with 10♠ 5♣ 5♠ 2♣ can use his 5-5 to play the full house J♠ J♦ 5♥ 5♣ 5♠. With three of a kind on the board, a player must have a pair in hand to make a full house. For example, with a board of J♠ J♦ A♦ J♥ K♣, a player with A♠ 2♠ 3♥ K♦ does not have a full house, the player only has three jacks with an ace-king kicker, will lose to a player with only a pair of deuces; this is the most misread hand in Omaha. In Omaha hi-low split-8 or better, each player makes a separate five-card high hand and five-card ace-to-five low hand, the pot is split between the high and low.
To qualify for low, a player must be able to play lower. A few casinos play with a 9-low qualifier instead; each player can play any two of his four hole cards to make his high hand, any two of his four hole cards to make his low hand. If there is no qualifying low hand, the high hand wins the whole pot; this game is played in the fixed limit version, although pot limit Omaha/8 is becoming more popular. A few low-stakes online tournaments feature no limit Omaha/8; the brief explanation above belies the complexity of the game, so a number of examples will be useful here to clarify it. The table below shows a five-card board of community cards at the end of pl
Three Card Poker
Three Card Poker is a casino table game based on poker. The casino variant of Three Card Poker was first created by Derek Webb in 1994 and patented in 1997. Webb's goal wasn't to create a version of poker, it was important to Webb that he got the correct mix of three important factors for any casino game: the game rules were easy to understand, the payouts were large enough to attract players, the house edge was enough that casino owners would be interested in adopting the game. Webb established a business called Prime Table Games to market the game in both the United States and United Kingdom; the British Casino Association, now known as the National Casino Industry Forum suggested that Webb gain some experience in the US first, since the UK had regulations against such a table game and his application was not strong enough to convince regulators to make significant changes to their rules and regulations for a new game. The first to adopt the game was Barry Morris, Vice President of Grand Casino Gulfport in Mississippi, after Webb had unsuccessful sales pitches with casino owners in Reno, Las Vegas, Atlantic City.
A key aspect of Webb's offer to Morris was to stand on the floor to train the dealers himself, as well as watch to make sure the game was being played correctly. United Kingdom gambling regulations were changed to allow the introduction of Three Card Poker in 2002. Prime Table Games continued marketing Three Card Poker until 1999, when Shuffle Master acquired the rights to the game outside the British Isles; the sale was prompted by a lawsuit filed that year in US federal court by Progressive Gaming International Corporation, the then-owners of Caribbean stud poker, alleging patent infringement. Subsequently in 2007, Prime Table Games showed in a countersuit that the 1999 PGIC litigation was based on invalid patent claims. Further, Prime Table Games filed suit against Shuffle Master in 2008 alleging in part that Shuffle Master had undisclosed knowledge that the PGIC claims were invalid prior to the 1999 purchase. Three Card Poker is played as heads-up between the dealer's hand. After all ante wagers are placed, three cards are dealt to the dealer.
Players have a choice to either fold or continue in the game by placing a "play" wager equal to their ante. Hands are exposed and wagers resolved; the dealer's hand must be better for the dealer hand to play. If the dealer does not play there is no action on play wagers and ante wagers are paid 1 to 1. If the dealer does play, the dealer and player hands are compared. If the player hand loses, both the ante and play wagers are lost. If the player hand wins both the ante and play wagers are paid 1 to 1. If the hands are tied there is no action on either wager. Additional optional bets are offered; the Pair Plus wager is a bet. The Pair Plus wager loses if the player wins with a pair or better; the payoff applies regardless of the dealer's hand, as the Pair Plus wager is not in competition against the dealer's hand. Some casinos offer an Ante Bonus, paid on the ante wager for a straight or better; the typical Ante Bonus paytable pays 5 to 1 for a straight flush, 4 to 1 for a three of a kind, 1 to 1 for a straight.
Like the Pair Plus wager, the Ante Bonus pays regardless of whether that hand beats the dealer's hand. Probability of Queen high or better is 69.59% Some venues have added a wager called Prime in United Kingdom casinos and the game is known as Prime Three Card Poker. The Prime wager is optionally placed before cards are dealt and pays on the color of the player cards. If all three cards are the same color the payoff is 3 to 1. However, when included with the dealer hand if all six cards are the same color the payoff is increased to 4 to 1. Another variation is "six card bonus", in which the players are given a payout based on the best five-card poker hand that can be made using any combination of the player's three cards and the dealer's three cards. Payoff ranges from 5 to 1 for three of a kind to 1000 to 1 for royal flush. Payoffs are paid regardless of. Teen Patti Three card brag Four card poker Kuhn poker