What is Pern without dragon poker? This is a basic run-down of how poker is played and how it has evolved on Pern into dragon poker.
All of the information below that has not been adjusted to suit Pernese dragon poker, which only contains only three suits and three wild cards, is adapted from the Official Rules of Card Games, 81st edition, by The United States Playing Card Company. Pernese information is adapted from The Dragonlover's Guide to Pern, 2nd edition.
Poker Fundamentals for Beginners
The Pernese Dragon Poker Deck
The Poker Hands
How the Betting Works
The Two Main Forms of Poker—Though there are many different forms of poker, nearly all of them fall into one of two main types: Draw Poker (or Closed Poker) or Stud Poker (or Open Poker).
Draw Poker Fundamentals
Stud Poker Fundamentals
Dealer's Choice Variations
Whiskey Poker Variation
Strip Poker Variation
All of the information below that has not been adjusted to suit Pernese dragon poker, which only contains only three suits and three wild cards, is adapted from the Official Rules of Card Games, 81st edition, by The United States Playing Card Company. Pernese information is adapted from The Dragonlover's Guide to Pern, 2nd edition.
Poker Fundamentals for Beginners
How to Learn Poker—While poker is played in innumerable forms, it is really necessary to understand only three basic things:
Number of Players—Any number of players from two to fourteen may play in one of the various forms of poker. Most experienced players consider seven or eight players ideal, but five or six make an excellent game.
Everyone plays for himself. There are no partnerships, even when a husband and wife play in the same game.
Object of the Game—To win the pot. The pot is composed of all bets made by all players in any one deal. Each bet means that the player thinks or hopes he has the best hand. When every player has bet as much as he wants to, the players show their hands and the best hand wins the pot.
- The deck
- The values of the poker hands
- The principles of betting in poker
Number of Players—Any number of players from two to fourteen may play in one of the various forms of poker. Most experienced players consider seven or eight players ideal, but five or six make an excellent game.
Everyone plays for himself. There are no partnerships, even when a husband and wife play in the same game.
Object of the Game—To win the pot. The pot is composed of all bets made by all players in any one deal. Each bet means that the player thinks or hopes he has the best hand. When every player has bet as much as he wants to, the players show their hands and the best hand wins the pot.
The Pernese Dragon Poker Deck
The Pernese dragon poker deck is somewhat different than the traditional Terran card deck.
There are three suits of seventeen cards each, with four face cards apiece: Ace to 13, F1, F2, F3, F4. The ace of each suit is a large dragon in the color appropriate to the suit. Weyr suit has the gold queen on its ace and its symbol is the dragon. Hold suit has the bronze, and its symbol is the sheaf. Craft suit has the brown, and uses the hammer. The traditional deck has a repeating pattern of intertwined blue and green dragons on the backs of the cards.
The face cards of the Sheaves are Lord Holder, Lady Holder, Steward, and holder. The face cards of Dragons are Weyrwoman, Weyrleader, Wingsecond, and weyrling. And the face cards of Hammers are Craftmaster, journeyman, apprentice, student. There are three Harper cards of which none, one, two, or all three may be included in the game and act as wild cards or picture blanks as needed.
Certain cards have their own meanings. A hand containing all three elevens is bad luck. Legend says a man died suddenly while holding those cards; whether he died as a result of having angered someone he cheated or of more natural causes is unrecorded. The thirteen of Hammers is called the Bakers' card. The five of Dragons is known as the Clutch, for the five colors of dragons.
There are three suits of seventeen cards each, with four face cards apiece: Ace to 13, F1, F2, F3, F4. The ace of each suit is a large dragon in the color appropriate to the suit. Weyr suit has the gold queen on its ace and its symbol is the dragon. Hold suit has the bronze, and its symbol is the sheaf. Craft suit has the brown, and uses the hammer. The traditional deck has a repeating pattern of intertwined blue and green dragons on the backs of the cards.
The face cards of the Sheaves are Lord Holder, Lady Holder, Steward, and holder. The face cards of Dragons are Weyrwoman, Weyrleader, Wingsecond, and weyrling. And the face cards of Hammers are Craftmaster, journeyman, apprentice, student. There are three Harper cards of which none, one, two, or all three may be included in the game and act as wild cards or picture blanks as needed.
Certain cards have their own meanings. A hand containing all three elevens is bad luck. Legend says a man died suddenly while holding those cards; whether he died as a result of having angered someone he cheated or of more natural causes is unrecorded. The thirteen of Hammers is called the Bakers' card. The five of Dragons is known as the Clutch, for the five colors of dragons.
The Poker Hands
A poker hand consists of five cards. The value of a hand depends on whether it contains one of the following combinations:
- Straight flush, the highest possible hand: all five cards of the same suit and in sequence, as the 6, 7, 8, 9, and 10 of Hammers. The highest-ranking straight flush is the A, F4, F3, F2, and F1 of on suit, called a royal flush. In cases of flush "ties" (same card sequence, different suits), Dragons outranks Sheaves outranks Hammers.
- A full house is three cards of one rank and two cards of another rank, as 8-8-8-4-4, and ranks next under a straight flush.
- Four of a kind rank next under a full house; the fourth card is always a wild card, as the three aces and a Harper. It does not matter what the fifth, unmatched card is.
- A straight is five cards in sequence, but not all the same suit. It loses to a four of a kind or higher hand, but beats anything else.
- A flush is five cards of the same suit, but not all in sequence, and ranks next below a straight. The hand with the highest high card wins; in the event that two players have the same high card of different suits, Dragons outranks Sheaves outranks Hammers.
- Three of a kind ranks next under a flush.
- Two pairs, as 12-12-7-7-4, rank next under three of a kind.
- One pair beats any hand containing no pair but none of the higher-ranking combinations named above.
- And below the rank of hands containing one pair are all the no-pair hands, which are rated by the highest card they contain so than an ace-high hand will beat a F4-high hand, and so on.
How the Betting Works
In the course of each poker deal, there will be one or more betting intervals in which the players have an opportunity to bet on their hands.
Before the cards are even dealt, each player must put in an initial contribution, called an ante, into the pot to start it off. Typically, the ante is 1t (1/32 mark), hereafter referred to as a "chip" (the minimum bet value), but depending on the game, the ante may be raised. The ante may also be substituted for another item of value if not playing for profit.
Each betting interval begins when any player in turn makes a bet of one or more chips. Each player in turn after him must either call that bet (by putting into the pot the same number of chips); or may raise, which means that he puts in more than enough chips to call; or may drop (or fold), which means that he puts no chips in the pot, discards his hand, and is out of the betting until there is another deal and he receives a new hand.
When a player drops, he loses all chips he has previously put into that pot. Unless a player is willing to put into the pot at least as many chips as any one other player before him, he must drop.
A betting interval ends when the bets have been equalized: that is, when each player remaining has put into the pot exactly as many chips as each other player, or has dropped. There are usually two or more betting intervals for each poker deal. After the final betting interval, each player who has met all the bets shows his hand face up on the table and the best poker hand takes the pot. This is called the showdown.
If at any time a player makes a bet or raise that no other player calls, that player wins the pot without having to show his hand.
Check is a poker term that means the player wishes to remain in the pot without betting. In effect, it is "a bet of nothing." A player may check provided no one before him in that betting interval has made any bet. If any other player has bet, he must at least call the bet or drop. If all players check, the betting interval is over.
In each betting interval, one player is designated as the first bettor according to the rules of the game (typically, the player to the dealer's immediate left). The turn to bet moves from player to player to the left and no one may check, bet, or drop except when his turn comes.
How to Know When to Bet—The ranking of poker hands is based on mathematics. The less likely you are to be dealt a certain hand, the higher it ranks and the more likely you are to win the pot if you hold such a hand. For example, in Terran poker with four suits, you should not expect to be dealt a straight flush more than once in 65,000 hands; but you should be dealt two pair about once every 21 hands, and about one in two hands that you hold should have at least one pair.
You should not bet unless you think your hand may be the best, and you cannot bet intelligently unless you know what constitutes a good hand, a fair hand, and a bad hand.
Before the cards are even dealt, each player must put in an initial contribution, called an ante, into the pot to start it off. Typically, the ante is 1t (1/32 mark), hereafter referred to as a "chip" (the minimum bet value), but depending on the game, the ante may be raised. The ante may also be substituted for another item of value if not playing for profit.
Each betting interval begins when any player in turn makes a bet of one or more chips. Each player in turn after him must either call that bet (by putting into the pot the same number of chips); or may raise, which means that he puts in more than enough chips to call; or may drop (or fold), which means that he puts no chips in the pot, discards his hand, and is out of the betting until there is another deal and he receives a new hand.
When a player drops, he loses all chips he has previously put into that pot. Unless a player is willing to put into the pot at least as many chips as any one other player before him, he must drop.
A betting interval ends when the bets have been equalized: that is, when each player remaining has put into the pot exactly as many chips as each other player, or has dropped. There are usually two or more betting intervals for each poker deal. After the final betting interval, each player who has met all the bets shows his hand face up on the table and the best poker hand takes the pot. This is called the showdown.
If at any time a player makes a bet or raise that no other player calls, that player wins the pot without having to show his hand.
Check is a poker term that means the player wishes to remain in the pot without betting. In effect, it is "a bet of nothing." A player may check provided no one before him in that betting interval has made any bet. If any other player has bet, he must at least call the bet or drop. If all players check, the betting interval is over.
In each betting interval, one player is designated as the first bettor according to the rules of the game (typically, the player to the dealer's immediate left). The turn to bet moves from player to player to the left and no one may check, bet, or drop except when his turn comes.
How to Know When to Bet—The ranking of poker hands is based on mathematics. The less likely you are to be dealt a certain hand, the higher it ranks and the more likely you are to win the pot if you hold such a hand. For example, in Terran poker with four suits, you should not expect to be dealt a straight flush more than once in 65,000 hands; but you should be dealt two pair about once every 21 hands, and about one in two hands that you hold should have at least one pair.
You should not bet unless you think your hand may be the best, and you cannot bet intelligently unless you know what constitutes a good hand, a fair hand, and a bad hand.
The Two Main Forms of Poker—Though there are many different forms of poker, nearly all of them fall into one of two main types: Draw Poker (or Closed Poker) or Stud Poker (or Open Poker).
General Principles in Poker
- Form of Poker to be PlayedUnless the host or the rule of a club has already established the game, the players should first decide what form of poker they will play. There are two factors that should influence their decision: the number of players and the experience of players. The following selections are recommended:
- 2, 3, or 4 players: Stud Poker in any form.
- 5-8 players: Any form of poker.
- 9 or 10 players: Five-card stud poker
- More than 10 players: Dealer's Choice games with less than 5 cards dealt to each player, or form two smaller split tables.
- Wild CardsEspecially when Dealer's Choice is played, there are likely to be cards of various kinds designated as wild. The most usual choices are:
- Harpers: There are three Harpers to a pack; none, one, two, or all three may be used.
- Trundlebugs: This is a Harper card, but its wildness is limited: It counts as an ace; or as any card of any suit for purposes of making a flush; or as a card of any rank and suit for purposes of making a straight or straight flush.
- Deuces: "Deuces wild" is a very popular form of draw poker. Every deuce is wild. Sometimes a Harper (or multiple Harpers) is included as an additional wild card.
- Low hole card in seven-card stud; each player's hole card in five-card stud; lowest card in the hand in draw poker, etc. When such a card is designated, it means every card of that rank in that player's hand is wild, but the fact that a certain rank of card is wild in one player's hand does not make that same rank of card wild in other players' hands.
- The FlitterBy unanimous or majority agreement, the players may establish a special fund called a "flitter." Usually, the flitter is built by "cutting" (taking) one chip from each pot in which there is more than one raise. The flitter belongs to all the players equally. It is used to pay for new cards or for refreshments. Any chips left in the flitter when the game ends are divided equally among the players who are still in the game. Unlike the rule in some other card games, if a player leaves the game before it ends he is not entitled to take his share of chips in the flitter.
- Betting LimitsThere are different ways of fixing a betting limit. Some limit is conceded to be necessary. Once fixed, the limit should be unalterable throughout the game. The limit may be any one of the following:
- Fixed limit. No one may bet or raise by more than a stipulated number of chips; for example, 2, 5, or 10. Usually, this limit varies with the sage of the game: in draw poker, if the limit is 2 before the draw, it is 4 after the draw; In stud poker, if the limit is 1 in the first three betting intervals, it is 2 in the final betting interval.
- Pot limit. The limit for any bet or raise is the number of chips in the pot at the time the bet or raise is made. (This means that a player who raises may count as part of the pot the number of chips required for him to call. If there are 6 chips in the pot, then a bet of 4 is made, the total is 10 chips; it requires 4 chips for the next player to call, making it 14; and he may then raise by 14 chips.) When pot limit is played, there should still be some maximum limit, such as 50 chips.
- Table stakes. The limit for each player is the number of chips he has in front of him: if he only has 10 chips, he may bet no more than 10 and he may call any other player's bet to that extent. No player may withdraw any chips from the table until he leaves the game. A player may add to his stack, but only between the showdown (or the time that he drops) in one pot and the beginning of the next deal. This can result in side pots.
- High or Low?One of the items to be decided on in each game is whether ace is high or low. If no verbal decision is reached, it is assumed that ace is high.
Draw Poker Fundamentals
Each player receives five cards, all dealt face down, one at a time, in rotation beginning at the dealer's left.
Upon completion of the deal there is a betting interval. The player at the dealer's left has the first right or obligation to bet.
When the first betting interval is ended, each active player in turn, beginning with the active player to the dealer's left, may discard one or more cards and the dealer then gives him, from the top of the undealt portion of the pack, face down, as many cards as he discarded. This is the draw. A player may, if he wishes, stand pat (draw no cards).
After the draw, there is another betting interval, followed by the showdown.
Dragon poker typically follows the rules of pass and back in draw poker: In the first turn, a player may pass rather than bet, provided no player before him has made a bet. The first player to make a bet is said to open. Once the pot is opened, each player in turn has another chance to stay in or to drop. After the draw, a player may check.
Upon completion of the deal there is a betting interval. The player at the dealer's left has the first right or obligation to bet.
When the first betting interval is ended, each active player in turn, beginning with the active player to the dealer's left, may discard one or more cards and the dealer then gives him, from the top of the undealt portion of the pack, face down, as many cards as he discarded. This is the draw. A player may, if he wishes, stand pat (draw no cards).
After the draw, there is another betting interval, followed by the showdown.
Dragon poker typically follows the rules of pass and back in draw poker: In the first turn, a player may pass rather than bet, provided no player before him has made a bet. The first player to make a bet is said to open. Once the pot is opened, each player in turn has another chance to stay in or to drop. After the draw, a player may check.
Stud Poker Fundamentals
In stud poker, each player receives one or more hole cards, face down, and the remainder of his cards face up. After each player is dealt at least one upcard, and after each round of dealing (one card per player) thereafter, there is a betting interval before dealing is resumed.
Five Card Stud
The dealer gives each player a face-down card and then each player a face up card, dealt one card at a time starting with the player to the dealer's immediate left. The players may look at their own hole cards but may not share or trade with others. The first betting interval then begins.
In the first betting interval, the player with the highest upcard must start the pot with a bet of at least one chip or whatever the minimum bet has been designated (if different from the chip). In any later betting interval, this first bettor and players after him may check, unless and until a bet is made.
The first bettor in each betting interval is the player with the highest upcard or the highest combination showing. If two or more players are tied for highest, the one nearest the dealer's left is the first bettor.
Following the first betting interval, the dealer gives another face-up card to each active player in rotation; there is another betting interval, another round of face-up cards to the remaining active players, another betting interval, then a final round of face-up cards and final betting interval. If two or more players remain after the final betting interval, there is a showdown in which each active player turns up his hole card. If a bet or raise goes uncalled in any betting interval, the pot is taken and dealing is passed in rotation.
A player who drops must immediately turn down all his face cards.
Seven Card Stud
This is almost identical to five card stud except that two hole cards are dealt face down before the first upcard. Face-up card deals and betting intervals follow the same procedure as five card stud. In a showdown, each player turns up all his hole cards and selects five of his seven cards as his hand; he must separate these five cards from the other two, which he discards. The five cards then speak for themselves as in any other form of poker; the discard pair of cards may not be reclaimed once discarded.
Five Card Stud
The dealer gives each player a face-down card and then each player a face up card, dealt one card at a time starting with the player to the dealer's immediate left. The players may look at their own hole cards but may not share or trade with others. The first betting interval then begins.
In the first betting interval, the player with the highest upcard must start the pot with a bet of at least one chip or whatever the minimum bet has been designated (if different from the chip). In any later betting interval, this first bettor and players after him may check, unless and until a bet is made.
The first bettor in each betting interval is the player with the highest upcard or the highest combination showing. If two or more players are tied for highest, the one nearest the dealer's left is the first bettor.
Following the first betting interval, the dealer gives another face-up card to each active player in rotation; there is another betting interval, another round of face-up cards to the remaining active players, another betting interval, then a final round of face-up cards and final betting interval. If two or more players remain after the final betting interval, there is a showdown in which each active player turns up his hole card. If a bet or raise goes uncalled in any betting interval, the pot is taken and dealing is passed in rotation.
A player who drops must immediately turn down all his face cards.
Seven Card Stud
This is almost identical to five card stud except that two hole cards are dealt face down before the first upcard. Face-up card deals and betting intervals follow the same procedure as five card stud. In a showdown, each player turns up all his hole cards and selects five of his seven cards as his hand; he must separate these five cards from the other two, which he discards. The five cards then speak for themselves as in any other form of poker; the discard pair of cards may not be reclaimed once discarded.
Dealer's Choice Variations
Draw Poker Variations
Deuces Wild. (Explained above.)
Cold Hands. Larger antes; each player who chooses to play that round antes. Five cards are dealt one at a time to each player, face up, then the highest hand takes the pot. There is no draw and no betting.
No Draw. Each player is dealt five cards, face down; they bet, then there is a showdown. There is no draw or additional betting interval.
The Wild Flit. Four cards are dealt face-down to each player. One card is turned up in the center; the other two cards of the same rank are wild. The fifth card is dealt to each player and betting intervals and draw proceed as normal.
Flamethrower. Three cards are dealt to each player face-down, followed by a betting interval. Fourth card is dealt, followed by another betting interval; then fifth card and a betting interval. Players still in the game draw to improve their hands, followed by the final round of betting and the showdown (if applicable).
Shot Poker. Related to whiskey poker (described below), shot poker is a variation on draw poker. When players discard and draw new cards for their hand, they are required to drink as many shots of the chosen liquor at the table as the number of cards they are discarding and drawing.
Five Card Stud Variations
Last Card Down. This is regular five-card stud poker with the fifth card dealt face-down rather than up.
Peep-and-Turn. The first two cards are dealt face down. Players look at both cards and select one to turn face up. The concealed card is then wild for each player. After the betting interval, the third card is dealt face-down; again, each player decides which of the two face-down cards to turn face up and which to keep as wild. Repeat until four cards are revealed face-up and the wild card remains face-down or in-hand. After the final round of betting, all active players in the game reveal their wild card, state what its denomination is, and what their hand is. Highest hand wins.
Hole-Card Stud. All regular rules of stud poker are adhered to except that an additional betting interval occurs after the hole card is dealt and before the first up-card is dealt. Usually, dealer is first bettor.
Seven Card Stud Variations
Last Card Down. Same as in five card stud.
Seven Card Flip. Four face-down cards are dealt to each player. After examining them, he turns up any two. The rest proceeds as with 5-card peep-and-turn, with players turning one of each deal's three face-down cards up and keeping two face-down. Lower of the two hole cards is wild.
Hole-Card Stud. Additional betting interval occurs between the deal of the two hole cards and the first up-card deal. Dealer is first bettor.
Deuces Wild. (Explained above.)
Cold Hands. Larger antes; each player who chooses to play that round antes. Five cards are dealt one at a time to each player, face up, then the highest hand takes the pot. There is no draw and no betting.
No Draw. Each player is dealt five cards, face down; they bet, then there is a showdown. There is no draw or additional betting interval.
The Wild Flit. Four cards are dealt face-down to each player. One card is turned up in the center; the other two cards of the same rank are wild. The fifth card is dealt to each player and betting intervals and draw proceed as normal.
Flamethrower. Three cards are dealt to each player face-down, followed by a betting interval. Fourth card is dealt, followed by another betting interval; then fifth card and a betting interval. Players still in the game draw to improve their hands, followed by the final round of betting and the showdown (if applicable).
Shot Poker. Related to whiskey poker (described below), shot poker is a variation on draw poker. When players discard and draw new cards for their hand, they are required to drink as many shots of the chosen liquor at the table as the number of cards they are discarding and drawing.
Five Card Stud Variations
Last Card Down. This is regular five-card stud poker with the fifth card dealt face-down rather than up.
Peep-and-Turn. The first two cards are dealt face down. Players look at both cards and select one to turn face up. The concealed card is then wild for each player. After the betting interval, the third card is dealt face-down; again, each player decides which of the two face-down cards to turn face up and which to keep as wild. Repeat until four cards are revealed face-up and the wild card remains face-down or in-hand. After the final round of betting, all active players in the game reveal their wild card, state what its denomination is, and what their hand is. Highest hand wins.
Hole-Card Stud. All regular rules of stud poker are adhered to except that an additional betting interval occurs after the hole card is dealt and before the first up-card is dealt. Usually, dealer is first bettor.
Seven Card Stud Variations
Last Card Down. Same as in five card stud.
Seven Card Flip. Four face-down cards are dealt to each player. After examining them, he turns up any two. The rest proceeds as with 5-card peep-and-turn, with players turning one of each deal's three face-down cards up and keeping two face-down. Lower of the two hole cards is wild.
Hole-Card Stud. Additional betting interval occurs between the deal of the two hole cards and the first up-card deal. Dealer is first bettor.
Whiskey Poker Variation
The dealer gives five cards, face down, to each player and an extra hand ("widow") of five cards in the middle of the table. He must deal to each player in turn around to the left, one card at a time, then the widow, then himself last. Each player, beginning at the dealer's left, has the option of exchanging his hand for the widow or keeping it as it is. If he takes up the widow, he places his five cards face-up on the table and they become the new widow. Each player in turn then has the option of taking up one card or all cards of the new widow and replacing it with the card(s) from his hand. If a player wishes to play his original hand, he signals by knocking on the table, but he cannot draw and knock at the same time.
The process of exchanging cards continues around the table until some player knocks. A knock means that this player will show his present hand when it is his turn next around the table, and that thus each player has only one more chance to exchange cards. No player may draw after he has once knocked. A player may knock before the widow is exposed, if he wishes to.
If no one takes the widow until it comes around to the dealer, the dealer must either take up the widow for himself or turn it face-up on the table. Even if the dealer knocks and does not take up the widow, he must spread it on the table for each player to see and draw once more. A player may pass in any turn (that is, decline to either exchange or to knock); but he may not pass in two consecutive turns. Having passed on the previous round, he must either exchange or knock.
After the knock and the final round of draws, all hands are shown on the table. The highest takes the pot from the ante made by all participating players. There may also be a betting interval before the showdown, if desired.
Whiskey Poker Alternative Betting
This is especially popular among those who have little or no money to place in the pot or in games played strictly for fun. The pot instead consists of shots of a liquor of choice (often whiskey, hence the name whiskey poker). The player who wins the pot must then drink that many shots of liquor before the next round begins. The idea is that the "best" player will become so inebriated that their playing skill will be forfeit.
The process of exchanging cards continues around the table until some player knocks. A knock means that this player will show his present hand when it is his turn next around the table, and that thus each player has only one more chance to exchange cards. No player may draw after he has once knocked. A player may knock before the widow is exposed, if he wishes to.
If no one takes the widow until it comes around to the dealer, the dealer must either take up the widow for himself or turn it face-up on the table. Even if the dealer knocks and does not take up the widow, he must spread it on the table for each player to see and draw once more. A player may pass in any turn (that is, decline to either exchange or to knock); but he may not pass in two consecutive turns. Having passed on the previous round, he must either exchange or knock.
After the knock and the final round of draws, all hands are shown on the table. The highest takes the pot from the ante made by all participating players. There may also be a betting interval before the showdown, if desired.
Whiskey Poker Alternative Betting
This is especially popular among those who have little or no money to place in the pot or in games played strictly for fun. The pot instead consists of shots of a liquor of choice (often whiskey, hence the name whiskey poker). The player who wins the pot must then drink that many shots of liquor before the next round begins. The idea is that the "best" player will become so inebriated that their playing skill will be forfeit.
Strip Poker Variation
This form of poker is strictly forbidden to candidates and weyrlings and strongly discouraged in many other groups. It is strictly for fun and no marks are involved. There are two forms of strip poker:
Strip-as-you-go. In this form of poker, rather than betting chips, you bet articles of clothing. The value of clothing is as follows (from lowest to highest): gloves; hair ties; pieces of jewelry (pairs count as one, i.e., earrings); scarves; shoes; jackets; socks; belts; pants; shirts; underwear (underwear includes bras for the ladies). High hand keeps all the items of clothing placed in the "pot." Winner may also trade their own articles of clothing for an equivalent item in the pot (so a lady winner might discard her own bracelet in favor of one of her losing competitors). As each gamer is stripped completely nude, they are returned their clothing (or what is now their clothing after trades have been made throughout the game by the winners of each round) and leave the game; this continues until only one player has not been stripped completely nude.
Article Strip. In this form of poker, only one article of clothing is bet and the showdown occurs after the bet. All of the losing hands must forfeit that article of clothing. This is typically done from an outerwear to innerwear order. Winner keeps their article of clothing on and may trade their article for one of the forfeited articles. As each gamer is stripped completely nude, they are returned their clothing (or what is now their clothing after trades have been made throughout the game by the winners of each round) and leave the game. This continues until only one player has not been stripped completely nude.
Strip-as-you-go. In this form of poker, rather than betting chips, you bet articles of clothing. The value of clothing is as follows (from lowest to highest): gloves; hair ties; pieces of jewelry (pairs count as one, i.e., earrings); scarves; shoes; jackets; socks; belts; pants; shirts; underwear (underwear includes bras for the ladies). High hand keeps all the items of clothing placed in the "pot." Winner may also trade their own articles of clothing for an equivalent item in the pot (so a lady winner might discard her own bracelet in favor of one of her losing competitors). As each gamer is stripped completely nude, they are returned their clothing (or what is now their clothing after trades have been made throughout the game by the winners of each round) and leave the game; this continues until only one player has not been stripped completely nude.
Article Strip. In this form of poker, only one article of clothing is bet and the showdown occurs after the bet. All of the losing hands must forfeit that article of clothing. This is typically done from an outerwear to innerwear order. Winner keeps their article of clothing on and may trade their article for one of the forfeited articles. As each gamer is stripped completely nude, they are returned their clothing (or what is now their clothing after trades have been made throughout the game by the winners of each round) and leave the game. This continues until only one player has not been stripped completely nude.