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Poker Home Game games

Score-only home poker and dealer’s-choice nights: teach-in-five scripts, mixed-game rotations, challenge tokens, and chip races with posted point rules.

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All Poker Home Game games (32)

Poker Home Game Twists (30)

Optional one-rule scoring twists for a game your group already plays.

Points Chips Only · Poker Home Game

State before dealing that point chips have no outside value.

  • State before dealing that point chips have no outside value.
  • Use Points-Only Hold'em Night. Selected rule for this version: Read “Every chip is a challenge-point marker with no outside value” before dealing. Use the base’s posted equal point starts, transfers and cutoff count only. Optional STUD remains separate and pre-agreed; chips are never prices, cash claims or permission to introduce gambling. No competitive rule changes. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Points Chips Only · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Points Chips Only · Poker Home Game; stop at the agreed finish condition.
Open-Hand Teaching Round · Poker Home Game

Play the first hand face up for teaching, then reset before scoring.

  • Play the first hand face up for teaching, then reset before scoring.
  • Use Points-Only Hold'em Night. Selected rule for this version: Before the first scored deal, play one open hand with all private cards visible. Explain the next action before moving, check through the streets and compare every best five using the rank card. This demonstration scores 0; restore equal 100-point stacks and reshuffle before hidden play. Necessary additional rules questions remain free. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Open-Hand Teaching Round · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Open-Hand Teaching Round · Poker Home Game; stop at the agreed finish condition.
Posted Game Menu · Poker Home Game

Post the six supplied formats and chosen order before the first deal.

  • Post the six supplied formats and chosen order before the first deal.
  • Use Dealer Choice Menu Pack. Selected rule for this version: Use Dealer Choice Menu Pack’s six actual house choices and ranked order procedure. Display each format’s start, score conversion and cutoff before play. Add no surprise variant mid-hand; change the later menu only between completed blocks with agreement before any cards. Keep its format/session scoring distinction. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Dealer Choice Menu Pack. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Posted six-format menu, all using the complete score-only Hold’em rules below: (A) ordinary 100-point stacks; (B) short 40-point stacks; (C) deep 200-point stacks; (D) one open, unscored teaching hand followed by 100-point hidden play; (E) 100-point play with one unanimously accepted shared-start hand per orbit, where everyone contributes 1 instead of the usual blinds for that hand; (F) 100-point showdown practice, checking every street and recording 1 temporary reading point per correct locked best-hand answer rather than transferring practice chips. Choose the order by one ranked ballot per person; lowest summed ranks goes first, with alphabetical letter order resolving an order tie. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Before the session choose dealer rotation per hand, or a dedicated physical dealer for each format while the positional button still moves each hand. Post a block under 25 minutes for each selected format, such as 15 minutes; the cutoff ends new dealing, then finish any active hand. Reset everyone to that format’s announced starting points between formats. In F, expose hands, lock answers simultaneously, then explain; practice transfers do not carry into the next example. In D, the first open hand is checked through as a 0-point demonstration; collect cards, restore equal 100-point starts and reshuffle before hidden play. In E, mark the first hand of each complete button orbit before dealing. On that hand only, replace both blinds with an equal 1-point contribution from every participating player and start the first action left of the button, using the same 2-point first-street increment. If anyone objects, skip that shared-start hand for everyone and use ordinary blinds; never add a replacement shared-start hand later in the orbit. Scoring: Each completed format awards 1 session point to its winner: A–E compare final point stacks; F compares temporary correct-reading totals. Tied format leaders share that 1 equally. Reset temporary stack/reading scores between formats and add only the posted format-win awards to the session total. Finish: After the posted menu blocks, highest session-point total wins; ties share, or all tied players may agree to one fresh short equal-stack format, with a further tie shared. Base option: Keep each format’s new-deal block under 25 minutes. Select dealer cadence before starting; the table chooses the order, not a surprise mid-hand change. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Posted Game Menu · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Posted Game Menu · Poker Home Game; stop at the agreed finish condition.
Rotate Dealer · Poker Home Game

Move the positional button each hand and rotate the physical dealer as posted.

  • Move the positional button each hand and rotate the physical dealer as posted.
  • Use Points-Only Hold'em Night. Selected rule for this version: Use a visible button for the blind/action position, always moving one live seat per completed Hold’em hand. Before play choose the physical-dealing job to move every hand or once per full posted orbit; an orbit means a complete circle of button positions. A dedicated dealer may stay physically seated while the positional button moves. Keep all point and cutoff rules unchanged. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Rotate Dealer · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Rotate Dealer · Poker Home Game; stop at the agreed finish condition.
Equal Starting Stack · Poker Home Game

Start everyone with the same recorded 100 points.

  • Start everyone with the same recorded 100 points.
  • Use Points-Only Hold'em Night. Selected rule for this version: Count 100 points per player before the first scored hand, using posted denomination values, and write the baseline beside every name. Two people verify the counts. No unposted top-up or reset changes the baseline later. A practice demonstration must restore the same equal starts before scoring. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Equal Starting Stack · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Equal Starting Stack · Poker Home Game; stop at the agreed finish condition.
Visible Blind Schedule · Poker Home Game

Keep the hand-numbered blind ladder visible and change only before a new hand.

  • Keep the hand-numbered blind ladder visible and change only before a new hand.
  • Use Button Move Ladder. Selected rule for this version: Use Button Move Ladder’s posted 1/2 for hands 1–6, 2/4 for 7–12 and 4/8 afterward, with a hand counter visible. A level triggered during a live hand applies to the next deal, never retroactively. Optional once-only zero-stack resets exist only if pre-agreed with the stated amount; the schedule itself creates no extra reset. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Button Move Ladder. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. For this ladder, start each player with 100 points and post 1/2 blinds for hands 1–6, 2/4 for hands 7–12, then 4/8 through the cutoff. Increment sizes remain the current big blind on the first two streets and twice it on the last two. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Number completed hands on the sheet; a new blind level starts only with the next deal. Track survival status and stacks separately. If using the optional reset, agree before the first hand that each player may reset once from zero to 100 points only between hands; record the injected 100 beside their name. Never reset a live hand. Scoring: Without the optional reset, compare final point stacks. If the once-only reset was pre-agreed, its 100-point injection remains part of that player’s stack; record the reset beside the score so the chosen structure is visible. Report survival status separately; it does not create an unstated bonus or a second elimination point. Finish: At the posted cutoff finish the active hand and compare final point stacks, including any pre-agreed reset. Highest stack wins; equal stacks share, or all tied players may request one short equal-stack hand, with a further tie shared. Base option: Allow at most one pre-agreed point-chip reset per player. Post its 100-point amount and zero-stack eligibility before play; there is no reset if the group did not choose that option. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Visible Blind Schedule · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Visible Blind Schedule · Poker Home Game; stop at the agreed finish condition.
Hard End Time · Poker Home Game

At cutoff finish the active hand, then count stacks openly.

  • At cutoff finish the active hand, then count stacks openly.
  • Use Points-Only Hold'em Night. Selected rule for this version: Treat the posted end time as a no-new-hand cutoff. If a hand is already active, complete its normal action and layer checks, then stop. Count and record every remaining stack in view of the table before cleanup; highest stack wins and exact ties share. Do not silently add an orbit because the cutoff interrupted one. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Hard End Time · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Hard End Time · Poker Home Game; stop at the agreed finish condition.
Beginner Rank Card · Poker Home Game

Keep the supplied hand-rank reference available without move advice.

  • Keep the supplied hand-rank reference available without move advice.
  • Use Points-Only Hold'em Night. Selected rule for this version: Copy or display the complete rank card in the embedded base for any new player who wants it. It explains five-card categories, kickers, ace-low straight and equal suits. The card never recommends a fold, call, raise or accusation about another player’s cards. Rules clarification remains available even after reading it. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Beginner Rank Card · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Beginner Rank Card · Poker Home Game; stop at the agreed finish condition.
One Format Per Orbit · Poker Home Game

Complete one scheduled orbit per named game before switching formats.

  • Complete one scheduled orbit per named game before switching formats.
  • Use Mixed Game Rotation. Selected rule for this version: Use Mixed Game Rotation’s Hold’em → Omaha → Stud sequence and its posted full-roster blocks. A Hold’em/Omaha orbit is the positional button’s full circle; the matching Stud block rotates the physical dealer through the roster. Announce the next format between completed blocks, never within a hand. The hard cutoff still stops new dealing; note an incomplete block and do not claim equal completed orbits. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Mixed Game Rotation. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Use this mixed-format house schedule with at most six at a table; 7–10 split into two 3–5-person tables with separate decks. At each table, play one full equal-sized block per format in order Hold’em → Omaha high → Seven-Card Stud, giving each scheduled player one dealer position in each block; passing never grants an extra hand. Reset equal 100-point stacks at each new format. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Omaha change: deal four private cards, then the same three-card flop, one-card turn and one-card river. At showdown you MUST use exactly two private cards and exactly three board cards. A player with only one heart in hand cannot make a heart flush from four hearts on the board. This mixed-format block uses Omaha high only. Seven-card Stud house structure: use tables of no more than six players, each with its own shuffled 52-card deck and point chips; a 7–10-person group splits into two tables of 3–5. Ante 1 point each. Deal two cards down and one up to each player. Lowest upcard posts a 1-point bring-in or completes to 2; for equal upcard ranks, clubs, diamonds, hearts, spades order breaks the bring-in tie only. If the lowest-upcard player is already all-in from the ante, move the bring-in clockwise to the next player with points remaining, regardless of that player’s upcard; the ante-all-in player remains eligible only for covered layers. Action goes clockwise. On third/fourth street the full opening/raise increment is 2; on fifth/sixth/seventh it is 4, with at most three full raises per street. Burn one then deal fourth, fifth and sixth cards face up, one per remaining player per street; burn then deal seventh face down. After each deal, best exposed hand acts first; an equal exposed hand starts nearest clockwise from the physical dealer’s left. A visible fourth-street pair does not increase the increment in this posted house structure. Use the best five of seven at showdown. All-in layers and split rules below still apply. Six players need at most 42 dealt plus four burned cards. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: The following two-private-card community-board deal applies to the Hold’em block only. For Omaha replace it with the four-card/exact-two-plus-three rule, and for Stud use the separate seven-card dealing and 2/4 action procedure printed in setup. Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. In Hold’em/Omaha, the positional button moves each hand and one complete circle is an orbit. In Stud there is no blind button: rotate the physical dealer through that same full roster for the matching block. Keep all three rule cards visible. Before starting choose either orbit-win scoring below or carried-stack scoring; for carried stacks do not reset at format boundaries. Do not change the choice later. During Stud, use the physical dealer’s marker for any split-remainder or same-dealer redeal reference; there are no small/big blinds or community board. Its 2/4 action increments are printed in setup. At Stud showdown, the last final-street opener/raiser shows first, or the lowest numbered live seat if all checked, then clockwise. Scoring: Orbit-win branch: at each completed format block, compare the posted stacks across all tables; the highest stack earns the single 1-point session credit for that block; tied leaders share that 1 equally, then reset stacks. Carried-stack branch: retain stacks through all formats and compare only final stacks, with no orbit bonus. Announce and record which branch is used. With multiple tables, keep the existing highest-total result across the posted table results; do not normalize or manufacture new points. Different table sizes give players different numbers of opponents, available chip pools and hands per full dealer rotation. This house comparison therefore does not promise equal opportunities or measure skill on an equal basis. Finish: After equal posted blocks in all three named formats, highest session points (orbit branch) or highest final stack (carried branch) wins; ties share or all tied players may request one short equal-stack Hold’em round, with further ties shared. A hard cutoff still stops new hands; report any incomplete block instead of claiming equal orbits. Base option: Post the supplied format rules. Use the smaller tables required by Stud; do not attempt ten seven-card hands from one deck. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score One Format Per Orbit · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after One Format Per Orbit · Poker Home Game; stop at the agreed finish condition.
Showdown Procedure · Poker Home Game

Reveal in the posted order and confirm best five before moving points.

  • Reveal in the posted order and confirm best five before moving points.
  • Use Points-Only Hold'em Night. Selected rule for this version: At showdown, last final-street opener/raiser tables first; if all checked, first live seat left of the button tables first, then clockwise. Players making a claim table the cards needed for it; the dealer names each eligible hand’s best five and confirms layer eligibility. Check unclear cards and tied ranks before transferring any points. Suits do not settle equal high hands. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Showdown Procedure · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Showdown Procedure · Poker Home Game; stop at the agreed finish condition.
Split Result Check · Poker Home Game

Two people verify every split or all-in layer before chips move.

  • Two people verify every split or all-in layer before chips move.
  • Use Split Decision Practice. Selected rule for this version: Use Split Decision Practice’s actual 15-point tied-board and 10/20/20 layer demonstrations. Name eligible winners, count the relevant middle points and apply the odd-unit rule before moving a stack. The checking pair gets its one process credit only for a verified procedure; practice chip transfers remain unscored and reset. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Split Decision Practice. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts each demonstration with an equal 20-point practice stack. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Use equal 20-point practice stacks and the rank card. Number the willing participants 1 through N and post the checking pairs (1,2), (2,3), continuing through (N−1,N), then (N,1). For three people, the pairs are (1,2), (2,3), (3,1). Each pair checks both supplied demonstrations once, so every participant has two equally offered pair roles; a pass completes an offered role without points or explanation. Run one pair at a time, with the other participants helping lay out the visible cards and contributions. These are open worked examples, not a memory test. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Example 1: board A♠K♦Q♣J♥10♠; A holds 2♣3♣, B 9♦9♣. Both play the board straight. Use a modeled 15-point middle pool containing 5 each from A, B and a third folded practice hand. Divide 15 middle points: 7 each, plus the odd point to the first tied winner clockwise left of the button. Example 2: reset A, B and C to 20 each. First model a completed preliminary hand in which A loses 10 and B/C split that 10 equally, leaving A 10, B 25 and C 25. Now model A all-in for 10 while B and C each contribute 20; board 2♠5♦8♣J♥Q♠, hands A A♣A♦, B K♣K♦, C 9♣9♦. A’s aces take the 30-point main layer; B’s kings take the 20-point extra layer, which A cannot claim. The two checkers name eligibility and amounts before anyone moves chips. Reset all practice stacks after each example. After the pair has checked both examples, move to the next posted pair; keep each pair’s process result together. Scoring: A correctly verified split/layer procedure earns 1 process point for the checking pair, shared as a pair result; ordinary practice transfers score 0. Every pair receives the same two examples and one offered checking turn per example. Finish: Complete the posted equal checking-pair schedule, then compare pair process totals; highest wins and tied pairs share. If the cutoff interrupts the schedule, record it as incomplete instead of ranking pairs with unequal offered examples. Do not compare demonstration chip holdings. Base option: Use equal 20-point example starts and reset after every demonstration. The preliminary hand in example 2 explains why A has only 10 available for its all-in; the 10/20/20 layer commitments are not unequal starting grants. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Split Result Check · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Split Result Check · Poker Home Game; stop at the agreed finish condition.
Dealer Helper Seat · Poker Home Game

Offer a noncompeting dealer, timer or scorer seat after a player leaves play.

  • Offer a noncompeting dealer, timer or scorer seat after a player leaves play.
  • Use Points-Only Hold'em Night. Selected rule for this version: A player who loses their chips or chooses to leave competitive play may volunteer to deal, time or record points. They do not advise moves or reveal information from live hands. Explain their specific job and keep the positional button and normal action order moving independently of the helper’s chair. They may also simply rest. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Dealer Helper Seat · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Dealer Helper Seat · Poker Home Game; stop at the agreed finish condition.
Seat Draw · Poker Home Game

Reserve accessible seats, then draw only the remaining places.

  • Reserve accessible seats, then draw only the remaining places.
  • Use Seat Draw Fair. Selected rule for this version: Use Seat Draw Fair’s access-first arrangement. Reserve needed seats without requesting a medical explanation; draw neutral numbered slips only for still-available seats. No seat buying and no compulsory move out of an accommodation. Keep the base’s one shared group process point separate from stack placement. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Seat Draw Fair. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Reserve accessible seats first by asking privately what arrangement is needed, without asking for a medical explanation. Number only the remaining available seats and shuffle matching slips for the other players. No seat buying. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Players draw one available seat each before the session; record the arrangement and choose the first button neutrally. Keep access accommodations fixed, moving markers or the physical dealer if needed rather than making a player change a suitable seat. Scoring: Completing the accessible neutral draw earns 1 shared group fairness process point once, separate from stack placement. No seat itself scores a personal advantage. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Accommodations come before the draw. Random assignment allocates remaining seats; it does not guarantee equal cards or outcomes. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Seat Draw · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Seat Draw · Poker Home Game; stop at the agreed finish condition.
Snack Break Freeze · Poker Home Game

Freeze dealing and blind timing for the scheduled snack break.

  • Freeze dealing and blind timing for the scheduled snack break.
  • Use Snack Blind Pause. Selected rule for this version: Finish the active hand at the scheduled break, then freeze cards and blind timing. Count and identify stacks before leaving. Resume only when every player has returned or passed the next deal. The posted hard cutoff remains visible; do not silently extend it for the break or collect new blinds during the pause. Necessary immediate comfort/safety stops can interrupt action earlier. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Snack Blind Pause. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Post a snack break time and resume check before dealing, alongside the hard session cutoff. Use the ordinary equal point starts and 1/2 blinds. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. At the break signal finish the current hand, then freeze dealing and blind-level timing. Leave stacks identifiable and count them before people step away. Resume only when each player has returned or expressly passed the next deal. Passing creates no new blind during the break; never use a break to collect chips from an absent player. Needed comfort breaks need not wait for the snack schedule. Scoring: Normal chip play determines placement. Completing the scheduled stop/freeze/resume check earns 1 shared group process point once; keep it outside competitive stacks. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Hydration is encouraged, never forced. The hard cutoff remains the posted clock time unless everyone agrees on a new future cutoff before another deal; never extend it silently. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Snack Break Freeze · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Snack Break Freeze · Poker Home Game; stop at the agreed finish condition.
Color Change Announced · Poker Home Game

Exchange denominations only at the posted break, with two checks.

  • Exchange denominations only at the posted break, with two checks.
  • Use Color Up Kind. Selected rule for this version: Use Color Up Kind’s exact 5×1→1×5 and 5×5→1×25 exchanges. Owner and second checker count before and after. Retain odd small-unit remainders; no rounding or chip race changes the total. Only the color/denomination changes, not the points or result. Keep paired process credits separate. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Color Up Kind. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Post a chip exchange at the scheduled break: 5 one-point markers exchange for 1 five-point marker; 5 five-point markers exchange for 1 twenty-five-point marker. Keep at least enough one-point markers for odd splits and retain any unexchanged remainder. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Complete the active hand before the break. Count each stack’s total twice, with its owner and a second checker. Exchange only exact groups at the posted ratios; for 18 one-point markers, give three five-point markers and retain three ones, preserving 18. Never round, race off or remove odd units. Announce the unchanged total before resuming. Scoring: The owner/checker pair earns 1 process point for its correctly verified exchange, once per stack at the scheduled break. Record the paired process credit separately; no chip point is created or lost by a color change. Finish: Ordinary final-stack placement remains the game result. Report completed exchange credits separately; tied process totals share, with no extra hand for an exchange. Base option: Count twice without rushing. A color change alters denominations, not the total or outside value. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Color Change Announced · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Color Change Announced · Poker Home Game; stop at the agreed finish condition.
Final Count Visible · Poker Home Game

Count all remaining stacks openly and record results before cleanup.

  • Count all remaining stacks openly and record results before cleanup.
  • Use Closing Chip Count Credits. Selected rule for this version: Use Closing Chip Count Credits’ denomination-by-quantity calculation and second-person check. Read totals aloud, resolve discrepancies and record the main format’s result before returning equipment. Recognition is separate from placement and optional STUD follows only the pre-agreement after the result. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Closing Chip Count Credits. Setup: At the posted main-game cutoff, prepare one visible line per player: marker value, quantity, total, and any separately agreed session-point result. Use the game’s already posted 1/5/25 chip values and result rule; this is a closing procedure, not another deal. Ask a willing owner and second checker to count each stack together. Play: Finish the active hand under the main format, then stop dealing. Count a stack as number of ones + 5×five-point markers + 25×twenty-five-point markers; for example, three ones, four fives and two twenty-fives total 73. Read totals aloud, correct counting discrepancies and confirm the main format’s result before cleanup. Offer optional, kind best-sport recognition separately. Any optional STUD amount must already have been pre-agreed and is settled between people only after the result; chip totals never imply a new amount. Then check every deck used against its own complete 52-card inventory, including the sixteen 2–5 cards set aside for a 36-card short-deck game; keep separate tables’ decks separate. Count point chips by value, the button and other markers, and return the equipment and seats to their agreed places. Respect a declined recognition or photo. Scoring: Record the posted main format’s final chip/session totals. This count and cleanup create no new competitive points; best-sport recognition stays separate from placement. Finish: Confirm and record the main format’s winner and any shared placement before putting scores away. Use only its already agreed optional playoff rule; do not create a cleanup tiebreak. The closing task is complete when results and equipment counts are checked. Base option: Put cards and chips away together after the recorded result. Anyone may help count, return items or simply rest; cleanup is not a new points race. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Final Count Visible · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Final Count Visible · Poker Home Game; stop at the agreed finish condition.
Equal Deal Rotation · Poker Home Game

Track equal dealer opportunities where possible and note a cutoff-shortened orbit.

  • Track equal dealer opportunities where possible and note a cutoff-shortened orbit.
  • Use Points-Only Hold'em Night. Selected rule for this version: Before play, write the full button-position roster and tick each completed position. The button moves normally through all live players; no extra deal is awarded for changing the physical dealer. A time-capped session stops new dealing at cutoff and explicitly records any incomplete orbit. Equality of positions does not mean equality of cards or stack outcomes. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Equal Deal Rotation · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Equal Deal Rotation · Poker Home Game; stop at the agreed finish condition.
Practice Hand · Poker Home Game

Begin a new format with one unscored hand and restore the starting stacks.

  • Begin a new format with one unscored hand and restore the starting stacks.
  • Use Points-Only Hold'em Night. Selected rule for this version: Deal one open practice hand when this Hold’em format first begins, explain actions, burn/deal every street and verify best five. Mark it practice with 0 session points. Collect cards, restore each player’s 100-point start and shuffle before the first scored hand. If a later agreed format is introduced, it needs its own unscored practice and announced start before scoring. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Practice Hand · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Practice Hand · Poker Home Game; stop at the agreed finish condition.
Rules Question Pause · Poker Home Game

Pause between actions for a rules answer that gives no strategy.

  • Pause between actions for a rules answer that gives no strategy.
  • Use Points-Only Hold'em Night. Selected rule for this version: Any player may request a rules clarification before the next action. Freeze the action and any decision clock, let the dealer explain the applicable rule without recommending a move, then resume with that same player still to act. The pause is not a fold, a timebank use or a fault. Do not expose another player’s private cards to answer it. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Rules Question Pause · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Rules Question Pause · Poker Home Game; stop at the agreed finish condition.
Timebank Token · Poker Home Game

Give each player one equal fifteen-second decision extension.

  • Give each player one equal fifteen-second decision extension.
  • Use Points-Only Hold'em Night. Selected rule for this version: Post an ordinary 30-second decision window and one extra 15-second timebank marker per player for the session. Announce “timebank” before the ordinary window expires to add that one extension. If no legal action is chosen when the window ends, check when nothing is owed; otherwise fold under this pre-announced house clock. Stop clocks for needed rules, access or safety help without spending the token. Use the same durations for everyone. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Timebank Token · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Timebank Token · Poker Home Game; stop at the agreed finish condition.
Short-Stack Learning Mode · Poker Home Game

Start with 40 equal point chips for the shorter learning structure.

  • Start with 40 equal point chips for the shorter learning structure.
  • Use Points-Only Hold'em Night. Selected rule for this version: Replace only the base’s 100-point starting stacks with 40 for everyone. Keep the posted 1/2 blinds, fixed-limit increments, no-top-up rule and hard cutoff. Explain all-in layers before scoring; fewer chips do not promise a particular duration or remove a necessary break. Highest stack at cutoff, or last stack earlier, wins with exact ties shared. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Short-Stack Learning Mode · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Short-Stack Learning Mode · Poker Home Game; stop at the agreed finish condition.
Deep-Stack Learning Mode · Poker Home Game

Start with 200 equal point chips and retain the hard cutoff.

  • Start with 200 equal point chips and retain the hard cutoff.
  • Use Points-Only Hold'em Night. Selected rule for this version: Replace only the base’s 100-point starts with 200 for everyone. Keep 1/2 blinds and the same fixed-limit action structure; record the new equal baseline before dealing. More chips create decision room, not a guarantee of longer play. The hard cutoff, final stack comparison and shared exact tie remain unchanged. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Deep-Stack Learning Mode · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Deep-Stack Learning Mode · Poker Home Game; stop at the agreed finish condition.
Dealer Choice Vote · Poker Home Game

Vote among three posted house formats; the rotating dealer breaks a tied vote.

  • Vote among three posted house formats; the rotating dealer breaks a tied vote.
  • Use Points-Only Hold'em Night. Selected rule for this version: Before dealing, offer exactly three complete versions of the embedded Hold’em rules: ordinary equal 100-point starts; short equal 40-point starts; or deep equal 200-point starts. Each uses the same 1/2 blinds, fixed-limit actions and posted cutoff. One ballot per player selects the highest vote count; the rotating dealer breaks only an equal highest count. If everyone passes, keep the current ordinary 100-point format. Display the selected start and reset equal stacks before the first deal; never vote to replace a live hand. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Dealer Choice Vote · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Dealer Choice Vote · Poker Home Game; stop at the agreed finish condition.
Friendly Hand Review · Poker Home Game

Discuss one completed hand for at most sixty seconds, by consent.

  • Discuss one completed hand for at most sixty seconds, by consent.
  • Use Hand History Fun. Selected rule for this version: Use Hand History Fun’s optional one-turn review: describe revealed cards, action and best five, with a second person checking facts. No one must show a folded hand, accept criticism or continue a tense review. Stop immediately if it becomes personal or argumentative. Its separate learning point does not reopen the chip result. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Hand History Fun. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. After one completed hand, ask whether the participants want an optional 60-second review. A willing speaker describes the actual revealed cards, one action sequence and the final best-five comparison; no one must expose a folded hand. A second person checks factual accuracy without criticizing the player. Rotate one offered review turn per willing player before repeats. Stop if the talk becomes tense; a review cannot reopen the completed hand result. Scoring: A clear, checked review containing the cards, action sequence and best-five comparison earns its speaker 1 learning point. Keep learning totals separate from stack placement; a declined or stopped review scores 0 and carries no later turn penalty. Finish: At cutoff, announce the normal stack result and the separate highest learning-point total; learning ties share. Do not turn a review disagreement into a new hand result. Base option: Reviews are optional and last at most 60 seconds. Stop if tension rises. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Friendly Hand Review · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Friendly Hand Review · Poker Home Game; stop at the agreed finish condition.
No Mid-Hand Coaching · Poker Home Game

Helpers wait until the hand ends to coach; immediate procedure corrections stay allowed.

  • Helpers wait until the hand ends to coach; immediate procedure corrections stay allowed.
  • Use Points-Only Hold'em Night. Selected rule for this version: Spectators and helpers do not recommend moves, speculate aloud about private cards or deliver an unsolicited lesson during a live hand. Save coaching for a consensual completed-hand review. Immediate safety and procedure corrections are allowed, including a needed rules-only clarification through the dealer; they never require waiting through an illegal action. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score No Mid-Hand Coaching · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after No Mid-Hand Coaching · Poker Home Game; stop at the agreed finish condition.
Visible Score Sheet · Poker Home Game

Record session results on one shared sheet and lock each result before the next hand.

  • Record session results on one shared sheet and lock each result before the next hand.
  • Use Points-Only Hold'em Night. Selected rule for this version: Write each completed hand’s transfers and any separately agreed format/process total where everyone can inspect it. Read and check the result before dealing again. Once the next hand begins, no prior hand result is changed under this modifier; unresolved disputes must pause the next deal first. If a later transcription mismatch is noticed, record it as a discrepancy for the session review, not as a secret retroactive result change. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Visible Score Sheet · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Visible Score Sheet · Poker Home Game; stop at the agreed finish condition.
Recognition Moment · Poker Home Game

After the final count, recognize a teacher, calm dealer or good sport separately.

  • After the final count, recognize a teacher, calm dealer or good sport separately.
  • Use Points-Only Hold'em Night. Selected rule for this version: Complete and record final chip placement first, then offer one brief specific acknowledgment to a clear teacher, calm dealer or good sport. A person may decline being singled out. Recognition adds no chip, placement point or tiebreak advantage. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Recognition Moment · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Recognition Moment · Poker Home Game; stop at the agreed finish condition.
Clean Table Reset · Poker Home Game

Verify a complete table reset and award one shared process point.

  • Verify a complete table reset and award one shared process point.
  • Use Closing Chip Count Credits. Selected rule for this version: After the final result is recorded, check every used deck against its own full 52-card inventory, including short-deck cards set aside before play, keeping decks separate; count point chips by denomination, button and markers, then return seats and borrowed items to their agreed places. Have a second person verify the complete setup. Award 1 shared group process point once; it does not alter stack placement or reward a fastest cleaner. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Closing Chip Count Credits. Setup: At the posted main-game cutoff, prepare one visible line per player: marker value, quantity, total, and any separately agreed session-point result. Use the game’s already posted 1/5/25 chip values and result rule; this is a closing procedure, not another deal. Ask a willing owner and second checker to count each stack together. Play: Finish the active hand under the main format, then stop dealing. Count a stack as number of ones + 5×five-point markers + 25×twenty-five-point markers; for example, three ones, four fives and two twenty-fives total 73. Read totals aloud, correct counting discrepancies and confirm the main format’s result before cleanup. Offer optional, kind best-sport recognition separately. Any optional STUD amount must already have been pre-agreed and is settled between people only after the result; chip totals never imply a new amount. Then check every deck used against its own complete 52-card inventory, including the sixteen 2–5 cards set aside for a 36-card short-deck game; keep separate tables’ decks separate. Count point chips by value, the button and other markers, and return the equipment and seats to their agreed places. Respect a declined recognition or photo. Scoring: Record the posted main format’s final chip/session totals. This count and cleanup create no new competitive points; best-sport recognition stays separate from placement. Finish: Confirm and record the main format’s winner and any shared placement before putting scores away. Use only its already agreed optional playoff rule; do not create a cleanup tiebreak. The closing task is complete when results and equipment counts are checked. Base option: Put cards and chips away together after the recorded result. Anyone may help count, return items or simply rest; cleanup is not a new points race. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Clean Table Reset · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Clean Table Reset · Poker Home Game; stop at the agreed finish condition.
Optional STUD Pre-Agree · Poker Home Game

Agree any optional STUD before the first scored hand.

  • Agree any optional STUD before the first scored hand.
  • Use Points-Only Hold'em Night. Selected rule for this version: Any optional STUD amount is agreed before the first scored hand and settled between people only after the result. Keep it separate from point-chip values and seating. An unscored teach is not a hidden commitment to join an optional amount; do not infer one from someone playing cards. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Optional STUD Pre-Agree · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Optional STUD Pre-Agree · Poker Home Game; stop at the agreed finish condition.
Exact Tie Share · Poker Home Game

Share a true points tie; only two willing tied players may choose a heads-up tiebreak.

  • Share a true points tie; only two willing tied players may choose a heads-up tiebreak.
  • Use Points-Only Hold'em Night. Selected rule for this version: At the cutoff share equal-stack placement by default. If exactly two tied players both request one short heads-up playoff, give them equal 20-point demonstration starts, 1/2 blinds and a posted five-minute no-new-hand cutoff. Use the supplied heads-up button order; finish its active hand and compare stacks, with any further tie shared. This neutral playoff determines only their tied placement and does not overwrite the recorded session stacks. With three or more tied players, share rather than silently turn heads-up into a bracket. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Points-Only Hold'em Night. Setup: Score-only Hold’em house structure: use one shuffled 52-card deck without jokers, a dealer-button marker, a timer, a score sheet and point chips labeled 1, 5 and 25. Everyone starts with 100 points. Post a no-new-hand cutoff before dealing; 45 minutes is a starting session choice, not a promised finish time. Keep blinds at 1/2 points for this format. The button moves clockwise one active seat after each hand. Immediately left of the button posts 1 and the next seat posts 2. With two players left, the button posts 1 and acts first before the flop; the other player posts 2 and acts first after it. No straddle or unposted reset is used. Rank card, strongest first: straight flush (five consecutive ranks in one suit; ace-high is a royal flush), four of a kind, full house (three plus a pair), flush (five of one suit), straight (five consecutive ranks), three of a kind, two pair, one pair, high card. Use exactly the best five cards. Aces are high except A–2–3–4–5 is the lowest straight. Within a category compare the main matched ranks first, then any remaining kickers from highest down; for two pair compare the higher pair, then lower pair, then kicker; for a full house compare the three first. For straights compare the top card, and for flush/high-card hands compare all five descending. Suits never break a showdown tie. Record every player’s start-of-hand stack and completed-hand total on the shared sheet before another deal; this also supplies the baseline for a voided-hand restoration. If a stack cannot cover a posted blind or ante, post only its remaining points all-in; the announced level still sets the other players’ normal call and raise amounts. That short stack can win only the contribution layers it covers. Play: Shuffle and let the next player cut. Deal one card at a time clockwise from the button’s left until each player has two private cards. Act first from the seat left of the big blind before the flop. Then burn one card face down and expose three community cards (flop); burn one and expose one (turn); burn one and expose one (river), with an action round after each street, starting at the first live seat left of the button. At showdown, use any zero, one or two private cards with the board to make five. Last final-street opener/raiser shows first; if everyone checked, first live seat left of the button shows first, then clockwise. Table cards needed for any claim and confirm the best five before moving points. Action goes clockwise. Facing a contribution, fold (give up this hand and its committed points), call (match it), or raise by the posted increment. With nothing to match, check (stay without adding points) or open. Fixed-limit house increments are the current big blind before the flop and on the flop, and twice that on turn and river; allow one opening plus at most three full raises per street. The posted big blind counts as the opening before the flop, and that player still gets an action if everyone only calls. A player short of a call may commit the remaining stack all-in and remain eligible only for covered points; a short all-in increase does not reopen raising to someone who already acted. End a street when every live non-all-in player has acted and matched the current amount, or folded. Return an unmatched excess to its owner. If only one player remains unfolded, that player takes the matched middle points and the hand ends. After the current street’s calls and folds are resolved, if all but one are all-in, no further unmatched contribution is made; deal the remaining board without more action. The last player still gets the pending choice to call or fold before that runout. For unequal all-ins, separate contribution layers: the main layer includes each contributor’s amount up to the shortest all-in; each further matched layer is contested only by live players who contributed to it. Folded players’ committed points stay in their covered layers but cannot win. Example: A contributes 20, B 50 and C 50; the 60-point main layer is open to A/B/C, while the 60-point extra layer is open only to B/C. Judge every layer separately. Tied best hands split the relevant layer equally; allocate an indivisible 1-point remainder clockwise from the button’s left among the tied winners. Check counts with a second person. If a deal has a wrong card count or an accidentally exposed private card before first action, collect it, return that hand’s posted contributions and redeal with the same button. Stop later dealing errors before another action, keep cards/amounts visible and resolve the posted procedure together; if the state cannot be reconstructed, void that hand, restore its recorded starting stacks and redeal. Never invent a remedy after seeing who would win. Rules and access pauses do not use a limited game token. Scoring: Transferred chips remain challenge-point markers only. Count the points won from each completed hand into the winner’s stack; no extra hand-win bonus is added. Record any separately specified process points in their own column, never by quietly removing chips from someone else. Finish: At the posted cutoff, deal no new hand; finish the active hand, then count each point stack openly. Highest stack wins, or the last player with chips wins earlier. Equal stacks share placement. No further hand is required to break a tie. A player with no chips may choose to deal, time or keep scores without advising live hands. Base option: Post the complete format, point-stack amounts, fixed-limit increments and end time before cards are dealt. Home Poker is score-only. Chips are challenge-point markers with no outside value. Teach kindly, keep results low-pressure, and keep optional STUD separate and pre-agreed. Post the format, point stacks, and end time before cards are dealt. Scored results are tracked as challenge points.
  • Score Exact Tie Share · Poker Home Game as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Exact Tie Share · Poker Home Game; stop at the agreed finish condition.