GV 1251 .S32 Copy 1 •yS 1 RULES FOR DRAW POKER Book tc) 3L. Elzevir Card Tracts. No. 1 H-J DRAW, Rules for Playing Poker. The Hon. ROBERT C. SCHENCK, >J]^' Envoy Extraordinary and Minister Plenipotentiary of the United States of America^ near Her Majesty the Queen of Great B.-itain aud Irela?id. '' Put not your trust in Kings and Princes : Three of a kind will take them both " BROOKLYN, N. Y. : PRIVATELY PRINTED. 1880. &.^i > o b"^ ^ w> ? «• «,c 1 n.'o-a THE AUTHOR ^S APOLOGY. Ik the Summer of 1872, while yisiting with others at a country house in Somerset - shire, the guests, as is usual in English soci - ety amused themselves in the evening with games at cards : and, as is also usual, the stakes were for pennies and sixpences. They were anxious to learn the American game of poker, of which they had heard, and of which some of them already knew a little. I showed them how it was played. When I was coming away the lady of the house re - quested me, as a favor to herself, and other friends who thought it attractive and amus - ing, to write down some of the rules of the It game, as it is so generally played in Americao I complied with her request as well as I could on the very morning of my leaving her hospitable house, and thought little more of my act of politeness until she surprised me by sending me some copies of these rules, which a gentleman, another visitor, had had printed for her, and for their own private use and circulation, on his own private printing - press. It was very prettily done. It was intended as a compliment, and I am very sure that nobody can be more amazed or more annoyed than my friend, LadyW., and her family and guests, to find that they have thus unwittingly brought down on me the wrath and reprehension of so many good people in America. RULES. The deal is of no special value and anybody may begin. The dealer, beginning with the person at his left, throws around five cards to each player, giving one card at a time. The dealer shuffles and makes up the pack himself, or it may be done by the player at his left, and the player at his right must cut. To begin the pool, the player next to the dealer on his left, must put up money, which is called an ''Ante," and then in succession, each player passing around to the left, must, after looking at his hand, determine if he goes in or not ; and each person de - ciding to play for the pool must put in twice the amount of the ante. Those v/ho decline to play throw up their cards, face downward, and per consequence, in front of the next dealer. When all who wish to play have gone in, the person putting up the ante can either give up all interest in the pool, thus forfeiting the ante which has been put up, or else can play like the others who have gone in, by ''making good, " that is, put- ting up in addition to the ante as much more as will make him equal in stake to the rest. If a number of players have gone in, it is best generally for the ante - man to make good and go in even with a poor hand, because half his stake is already up, and he can therefore stay in for half as much as the others have had to put up, which is a percentage in favor of his taking the risk. This, of course, does not apply if any one has ''raised," that is more than doubled the ante before it comes around to the starting point. Any one at the time of going in must put up as much as double the ante, and may put up as much more as he pleases by way of ''raising" the ante, in which case every other player must put up as much as will make his stake equal to such in- crease, or else abandon what he has already put in. Each player as he makes good and equals the others who are in before him, can thus increase the ante if he chooses, compelling the others still to come up to that increase or to aban - don their share in the pool. All ''going in" or ''raising" of the pool, as well as all betting afterward, must be in regular order, going round by the left; no one going in, making good, increasing the ante, or betting, except in turn. When all are in equally who intend to play, each player in turn will have the privilege of drawing ; that is, of 5 throwing away any number of his five cards and drawing as many others, to try thus to better his hand. The cards thus thrown up must be placed face downward on the table, and, for convenience, in front of or near the next dealer. The dealer, passing round to the left will ask each player in turn how many cards he will have, and deal him the number asked for from the top of the pack without their being seen. The dealer, if he has gone in to play for the pool, will, in like man - ner, help himself last. The players must throw away their discarded cards before taking up or looking at those they draw. In the game every player is for himself and against all others, and to that end will not let any of his cards be seen, nor betray the value of his hand by drawing or playing out of his turn, or by change of countenance, or any other sign. It is a great ob - ject to mystify your adversaries up to the *^call, " when hands have to be shown. To this end it is permitted to chaff or talk nonsense, with a view of misleading your adversaries as to the value of your hand, but this must be without unreasonably delaying the game. When the drawing is all complete, the betting goes around in order, like the drawing, to the left. The ante man is the first to bet unless he has declined to play, and in that case the first to bet is the player nearest to the dealer on his left. But the player entitled to bet first may withhold his bet until the others have bet round to him, which is called ''holding the age, " and this being an advantage, should as a general rule, be practiced. Each better in turn must put into the pool a sum eqval at least to the first bet made; but each may in turn increase the bet or raise it as it comes to him; in which case, the bets, pro- ceeding around in order, must be made by each player in his turn e - qual to the highest amount put in by any one, or else failing to do that, the party who fails must go out of the play forfeiting his interest in the pool. When a player puts in only as 8 much as has been put in by each player who has preceded him, that is called *' seeing'' the bet. When a player puts in that much, and raises it, that is called seeing the bet and ^' going better." When the bet goes around to the last better or player who remains in, if he does not wish to see and go better, he simply sees and '*calls," and then all playing must show their hands and the highest hand wins the pool. When any one declines to see the bet, or the increase of bet which has been made, he ''lays down " his hand, that is throws it up with the cards face downward on the table. If all the other players throw down their hands, 9 the one who remains in to the last wins, and takes the pool without showing his hand. To ''bluff'' is to take the risk of betting high enough on a poor hand or a worthless one, to make all the other players lay down their hands without seeing or calHng you. When a hand is complete, so that the holder of it can play without drawing to better it, that is called a ''pat'' hand. A bold player will sometimes decline to draw any cards, and pretend to have a pat hand, and play it as such, when he has none. A skillful player will watch and ob- serve what each player draws, the ex - pression of the face, the circumstances and manner of betting, and judge, or lO try to judge, of the value of each hand opposed to him accordingly. No one is bound to answer the question, how many cards he drew, except the dealer; and the dealer is not bound to tell after the betting has begun. If the player determines to draw to a pair, he draws three cards. If he draws to two pair, he draws one card. If he holds three to begin with, he draws two cards, in order to have the best chance of making a full, inas - much as, in playing, pairs are apt to run together. But, to deceive his adversaries and make them think he has nothing better than two pairs, a sharp player will often draw but one II card to his threes. It IS advisable sometimes to keep an ace, or other high card, as an ''outsider'' with a small pair and draw but one card — thus taking the chances of matching the high card, and so getting a good two pairs, or something better possibly — while at the same time others may be deceived into believing that the player is drawing to threes. When drawing to cards of the same suit, to try to make a flush, or to cards of successive denominations, to try to make a sequence, as many more cards are to be taken as will be needed to fill out the flush or se - quence. But it is seldom advisable to venture in to draw for either a 1^ flush or a sequence when more than one card is required to complete the hand When a player holds fours in his original hand, it is as good as it can be ; and yet it is best to throw away the outside card and draw one, be - cause others may then think he is on - ly drawing to two pairs, or for a flush or a sequence, and will not suspect the great value of the hand. When one is in (as he ought sel - dom to be) without even so much as a pair, his choice must be, either to discard four cards, or three cards, and draw to the highest or two highest in the hand, or throw away the whole hand and draw five, or look content and serious, stand pat, and bet high ! 13 The player determining to try this last alternative on a worthless hand had generally better begin by raising when he goes in, or else nobody will be likely to believe in his pretended strong hand. Relative value of hands in their or- der, beginning with the best: 1. A Sequence Flush — Which is a sequence of five cards, and all of the same suit. 2. Fours— Which is four of the five cards of the same denomination. 3. A Full — Which is a hand con- sisting of three cards of the same denomination and two of likewise e - qual denomination. 4. A Flush — Which is all five cards of the same suit. 5. A Sequence — Which is all five cards not of the same suit but all in sequence. [In computing the value of a sequence, an ace counts either as the highest or lowest card, that is, below a deuce or above a king. ] 6. Threes — Which is three cards of the same denomination, but the other two of different denominations from each other. 7. Two Pairs. 8. One Pair. 9. When a hand has neither of the a- bove the count is by the cards of highest value or denomination. When parties opposed, each holds a pair, the highest pair wins, and the same when each party holds threes or fours. 15 When each party holds two pairs, the highest pair of the two determines the relative value of the hands. When each party holds a sequence^ the hand commencing wath the high - est card in sequence wins; so also when two or more parties hold flush- es against each other. That full counts highest of which the three cards of the same denomi- nation are highest. The two cards of the same denomination help only to constitute the full, ^but do not add to the value of the hand. When hands are equal so far that each party holds a pair, or two pairs, of exactly the same value, then the next highest card or cards in each hand must be compared with the next i6 highest card or cards in the other hand to determine which wins. In case of the hicjhest hands (which very seldom occurs) being exactly equal the pool is divided. The main elements of success in the game are : ( i ) good heck; ( 2 ) good cards; ( 3 ) plenty of cheek; and ( 4 ) good temper. i7 THE GAME OF POKAIRE. BY BOB sea's KENK. Thus rules tlie festiye gambolaire : Never bet on a single pair. For three of a kind wiil beat you square, Or eyen a straight mil lead that are ; But if a full your hand shall bear. Your chance to win may be reckoned fair — That is, if your three are away up there ; Kings may do, but by aces swear, Though four of a kind may make you stare. Or a royal flush lift the four hand's hair. Therefore, draw, boys, draw with care. And shift your cards with a careless air. And when at last to call you dare. You may ^^rake the pile" of the gay crou - paire. LIBRARY OF CONGRESS 020 237 580 7