House Rules Wild-card poker · PokerPhil Gawron
Chapter 7

Game Descriptions (A–Z)

Every game, with players, setup, play, betting and wild cards.

108 games

3 Toad Pete

Pile / Exchange Game · Objective: Avoid lowest card

Players
3–10 · Chaos ●●○○○
Setup
Three piles per player
Play
Deal 1 card face down. Kings cannot be exchanged (flip if dealt). Each player keeps card or exchanges with player on left. Dealer can exchange with deck. Lowest card(s) pay 1 pile to pot. Aces are always low. Dealer rotates left each round.
Betting
Varies — continue until only one player has piles remaining · Wild Cards: None

31

Knock Game · Objective: Closest to 31 points

Players
3–8 · Chaos ●●○○○
Scoring
Face cards=10 · Ace=11 · Others=face value · Score the best single suit; with three different suits, the highest card counts
Play
Deal 3 cards, bet, dealer turns 1 card face up to start the discard pile. Players draw in turns. Knock instead of drawing when ready; remaining players take one more card or fold.
Risk
Knocker risks 2× ante to each player if not highest. Others risk 2× ante if knocked.
Betting
1 round · Wild Cards: None (unless dealer specifies)

7-27

Pile Game · Objective: Closest to 7 or 27

Players
3–8 · Chaos ●●○○○
Setup
Three piles per player
Scoring
Ace=1 · Face=0.5 · Others=face value · Red cards only count for 7 · All cards count for 27 · 6.5 beats 7.5 (low); 27.5 beats 26.5 (high)
Play
Deal 3 cards face down. The goal is a total of exactly 7 or exactly 27 with your three cards; if no one hits either exactly, the closest total wins. Losers put 1 pile in the pot. Continue until only 1 player has piles remaining.
Betting
Varies — continue until only one player has piles remaining · Wild Cards: None

Absolute Wildfire

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●●
Wilds
All 26 red cards are wild
Cost
¼ pot for each face-up wild card — subject to the session rule (Section 2)
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 26

Ace in the Hole

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●○
Special
After all betting, ask each player in turn, clockwise from the dealer’s left, whether they have an ace in the hole. The last player asked who has one names the wild card.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: Determined by ace holder

Anaconda

Pass and Show Game

Players
3–7 · Chaos ●●●○○
Play
Deal 7 cards face down, bet. Pass 3 cards left, discard 2, bet. Show the remaining five using the left-to-right method, betting after each card is turned.
Betting
7 rounds · Wild Cards: None (unless dealer specifies)

Auction

Bidding / Stud Game

Players
3–7 · Chaos ●●●●○
Setup
Each player finishes with 7 cards: 2 dealt face down, 5 won at auction and kept face up. Deal the 2 hole cards and bet.
The auction
The dealer turns one card face up in the middle for every player still in the hand. Each player conceals a bid in their fist — minimum $0.05, no maximum (auction bids are exempt from the standard maximum raise). On the count all bids are revealed at once. The highest bidder takes any card they want, then the next highest, and so on; the last player takes what is left. Ties go to the player closest to the dealer’s left. Every dollar bid goes into the pot whether or not you got the card you wanted.
Sequence
Deal 2 down, bet (round 1). Run five auction rounds, betting after each (rounds 2–6); the bet after the fifth auction is the final betting round. Showdown follows.
Betting
6 rounds · Wild Cards: None (unless dealer specifies)

Balls

Guts Variant

Players
3–10 · Chaos ●●●●○
Setup
3 cards dealt. Dealer cuts for wild card rank (belongs to nobody). All cards of same rank are wild.
Play
Players declare in/out. Those in bet the pot and receive one more card. Kitty also receives one card. Best 4-card hand wins. No straights or flushes.
House Note
Unlike standard Guts, everyone who stays in bets the pot up front for their extra card.
Betting
Varies · Wild Cards: 3

Baseball

Seven Card Stud Variant

Players
3–6 · Chaos ●●●●○
Wilds
All 3s (4 cards) · All 9s (4 cards)
Special
Face-up 4: receive extra card (dealer sets cost)
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 8

Basketball

Draw Variant

Players
3–10 · Chaos ●●○○○
Play
Deal 3 cards face down, bet, exchange 1 card (2 if you expose an ace from your hand), bet, showdown.
Hand Ranking
Three of a kind is best, then straight flush, straight, flush, pair, high card.
Betting
2 rounds · Wild Cards: None (unless dealer specifies)

Between the Sheets

Betting Game · Max Ante: $2.00

Players
3–10 · Chaos ●●●○○
Play
Flip 2 cards face up. Player bets (up to pot) that next card falls between the two. If between: player wins an amount equal to the bet from the pot. If outside: player pays bet. If matches: player pays double bet. Left ace is low, right ace is high. If the two flipped cards are consecutive or a pair, nothing can fall between them — the player may decline to bet and the turn passes.
Betting
Varies · Wild Cards: None

Bingo

Value Game · $0.05 × card value

Players
3–6 · Chaos ●●○○○
Setup
Deal 5 cards face up to each player (remain visible).
Play
Dealer flips cards from deck one at a time. Players with a matching rank pay $0.05 times the card’s value onto each matching card (a 3 costs $0.15, a 4 costs $0.20; Ace = 1, face cards = 10). First player with all 5 cards covered wins all money on other cards. Ties split pot.
Betting
None (unless dealer specifies) · Wild Cards: None

The Bitch

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●○
Special
Q♠ dealt face up: reset the hand — all cards are gathered and re-dealt, and all money stays in the pot. Q♠ as a hole card: its holder gets half the pot at the showdown.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: None

Black Mariah

Seven Card Stud Variant

Players
3–7 · Chaos ●●●○○
Winning
Must have highest spade showing AND highest poker hand. If no winner: re-ante and continue.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: None (unless dealer specifies)

Blind Pig

No Peek Stud

Players
3–10 · Chaos ●●●○○
Play
Deal 5 cards face down (no peeking). First player flips one card and bets. Continue until all cards flipped.
Betting
Up to 5 × number of players · Wild Cards: None

Butcher Boy

Pairing Game

Players
3–8 · Chaos ●●●○○
Play
Deal one card face up to each player. When a player receives a card matching another’s rank, the first with that rank gets the pair and there’s a betting round. Continue until a player has collected four pairs (not four of a kind) — they win the pot.
Betting
Varies · Wild Cards: None

Captain Razz

Seven Card Stud Lowball

Players
3–7 · Chaos ●●●○○
Special
Aces count as low. Lowest showing hand is ‘commander.’ Commander can call for re-ante and re-deal.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: None

Crazy Stud

Five Card Stud with Passing

Players
3–8 · Chaos ●●●○○
Play
Deal 1 down, 3 up, 1 down. When receiving an up card, player may keep it or push to player on left and take top card. Dealer can exchange with deck.
Betting
4 rounds · Wild Cards: None

Cuban Guts Poker

Guts Variant

Players
3–9 · Chaos ●●●●○
Play
Deal 1 up + 4 down to each player and kitty. Players declare in/out. Those in pay 2× ante. Turn up cards one at a time with betting (min $0.05, no checking). Winner must beat kitty to take pot. Losers match ¼ pot (session rule; Section 2). Folded players still compete in subsequent hands. Continue until one player stays in and beats kitty.
House Note
Unlike standard Guts, losers match only ¼ pot.
Betting
Varies · Wild Cards: None

Death Wheel

Community Card Game

Players
3–10 · Chaos ●●●○○
Play
Deal 4 cards face down to each player. Deal 6 community cards face up in a circle (one at a time), betting after each. Players use any 3 consecutive cards from the circle + their 4 cards for best 5-card hand. The wheel is a circle — the 6th and 1st cards count as adjacent.
Betting
7 rounds · Wild Cards: None

Dirty Schultz

Seven Card Stud with Changing Wilds

Players
3–6 · Chaos ●●●●●
Special
When a natural pair is dealt face up, next deck card becomes a face-up ‘marker.’ All cards matching marker’s rank are wild. A later pair changes the marker (wilds change). 7th card dealt face up; player may pay to have it dealt face down.
Dealing
2 down · 4 up · 1 up (or pay for down)
Betting
5 rounds · Wild Cards: Varies (determined by marker)

Do Ya

Stud with Choice

Players
3–5 · Chaos ●●●●○
Wilds
Each player’s hole card + all matching ranks
Play
Deal initial hole card (wild for that player). For each of the four up cards, offer 3 exposed cards one at a time; player chooses one or must take the 3rd if they refused the first two. Refused cards are returned to the deck and reshuffled. Bet after each up card. Total: 1 down, 4 up.
Betting
4 rounds · Wild Cards: 1 rank per player (their hole card’s rank)

Double Barrel Screw

Screw Your Neighbor Variant

Players
3–10 · Chaos ●●●○○
Special
Like Screw Your Neighbor but each player gets 2 cards. Can exchange 1 card free or pay $0.25 to exchange both. Players compete with only one of their two cards.
Betting
Varies — continue until only one player has piles remaining · Wild Cards: None

Dr. Pepper

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●●
Wilds
All 2s · All 4s · All 10s (12 total wild cards)
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 12

Drop Guts

Guts Variant (No Kitty)

Players
3–10 · Chaos ●●●○○
Play
Players secretly hold coin if they have guts. On count, drop coin to reveal in/out. If no one has guts: best hand matches pot. Continue until only one player has guts.
Betting
Varies · Wild Cards: None

Eight Ball

Seven Card Stud Variant · Objective: Most ‘eights’

Players
3–7 · Chaos ●●●○○
Counting
Natural 8, OR two cards totaling 8 (e.g. 5+3, 6+2, 7+A). Each card counts only once. Aces=1, Face cards=0.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: None

Eighty-Eight

Eight Card Stud

Players
3–6 · Chaos ●●●●○
Wilds
All 8s (4 cards)
Dealing
2 down · 5 up · 1 down
Betting
6 rounds · Wild Cards: 4

English Stud

Seven Card Stud with Discarding

Players
3–5 · Chaos ●●●○○
Play
Standard Seven Card Stud dealing. To receive 6th card: must first discard one of your five. To receive 7th card: must first discard one of your five. Discarded up card → replacement is up. Discarded down card → replacement is down.
Betting
5 rounds · Wild Cards: None

Extra Innings Baseball

Baseball Variant

Players
3–6 · Chaos ●●●●●
Winning
Highest poker hand AND highest heart in hand. If no winner: re-ante and continue.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 8 (3s and 9s)

Five and Two

Draw + Community Cards

Players
3–6 · Chaos ●●○○○
Play
Deal 5 cards down, bet, draw phase (as in Five Card Draw), bet, flip 1st community card and bet, flip 2nd community card and bet. Community cards must be used together or not at all.
Betting
4 rounds · Wild Cards: None

Five Card Draw

Classic Draw Poker

Players
3–6 · Chaos ●○○○○
Play
Deal 5 cards face down, bet, each player exchanges up to 3 cards (4 if you expose an ace from your hand), bet, showdown.
Betting
2 rounds · Wild Cards: None

Five Card Stud

Classic Stud

Players
3–10 · Chaos ●○○○○
Dealing
1 down · 3 up · 1 down · Bet after each card from the 1st up card
Betting
4 rounds · Wild Cards: None

Follow Mary

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●●
Wilds
All Queens + card dealt after Queen (if face up). All cards of the same rank are wild for all players. Wilds change throughout game. If Queen is last up card: only Queens are wild.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: Varies

Follow the Red

Seven Card Stud with Individual Wilds

Players
3–7 · Chaos ●●●●●
Wilds
Card following any up red card is wild FOR THAT PLAYER ONLY. All matching ranks in that player’s hand are also wild. Everyone has separate wilds (mark sideways). If last up card is red: first up card becomes wild for player to dealer’s left.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: Individual per player

Follow the Royalty

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●○
Wilds
Card following A, K, Q or J (face up) becomes wild. All cards of the same rank are wild for all players. If last up card is royalty: no wilds.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: Varies

Football

Seven Card Stud Variant

Players
3–6 · Chaos ●●●●●
Wilds
All 4s · All 6s (8 total wild cards)
Special
Face-up 10: receive extra up card (dealer sets cost) · Face-up A♠, K♠, Q♠ or J♠: match pot or fold — subject to the session rule (Section 2) · Highest spade in the hole gets half pot
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 8

Forehead Poker

Single Card Blind Bet

Players
3–10 · Chaos ●●●○○
Play
Deal 1 card face down to each player. Players cannot look. On signal, each holds card to forehead. Each can see everyone’s card except their own. Bet on whether you have the highest card.
Betting
1 round · Wild Cards: None

Forty-Four

Hand + Community Cards

Players
3–10 · Chaos ●●○○○
Play
Deal 4 cards face down, bet. Flip 4 community cards one at a time with betting after each. Best hand using player’s 4 + community 4 wins.
Betting
5 rounds · Wild Cards: None

The Good, the Bad, and the Ugly

Seven Card Stud with Elimination

Players
3–6 · Chaos ●●●●○
Sequence
After 2nd up card: flip middle card (wild rank, belongs to nobody). After 3rd up card: flip middle card (players discard cards of the matching rank). After 4th up card: flip middle card (matching rank = eliminated). Deal final down card and showdown.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 1 rank (first middle card)

Gruesome Twosome

Two Card Draw

Players
3–6 · Chaos ●●○○○
Play
Deal 2 cards, bet. First draw (stand pat or exchange 1-2 cards), bet. Second draw, bet. Third draw. Final betting and showdown.
Betting
4 rounds · Wild Cards: None

Guts

Classic Guts Game

Players
3–8 · Chaos ●●●●○
Wilds
Spit card (face-up community) + all matching ranks · Lowest card in your hand below spit card value
Play
Deal 4 cards to each player + kitty. During deal, player yells ‘spit’ → dealer flips middle card. Players declare in/out. Those in exchange 1 card. Declare hands (including kitty’s hand). High hand wins. Losers match pot. If kitty wins, all who stayed match pot. Continue until exactly one player stays in and beats the kitty.
House Note
Losers match the full pot — the Guts standard unless a variant says otherwise.
Betting
Varies · Wild Cards: Varies

Have a Heart

Seven Card Stud with Stealing

Players
3–7 · Chaos ●●●●○
Special
When dealt a face-up heart: take any single card from any player. Stolen card maintains status. No replacement given.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: None

Heinz 57

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●●
Wilds
All 5s · All 7s (8 total)
Special
If dealt a face-up 5 or 7, match ½ pot or fold — subject to the session rule (Section 2)
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 8 · Cost: ½ pot (session rule; Section 2) for face-up wilds

Henway

Split Hand Game

Players
3–5 · Chaos ●●●○○
Play
Deal 10 cards face down, bet. Players split into two 5-card face-down hands. Show hands left-to-right with betting after each card. Best single hand wins.
Betting
6 rounds · Wild Cards: None

Hold’em

Community Card Poker

Players
3–10 · Chaos ●○○○○
Play
Deal 2 cards face down to each player, bet. Flip 3 shared cards (‘flop’), bet. Flip 4th shared card (‘turn’), bet. Flip 5th shared card (‘river’). Final betting and showdown — best five cards from your two plus the five shared cards.
Betting
4 rounds · Wild Cards: None

In/Out Sheets

Between the Sheets Variant · Max Ante: $2.00

Players
3–10 · Chaos ●●●○○
Special
Same as Between the Sheets but player can bet card will be IN or OUT of the spread.
Betting
Varies · Wild Cards: None

Jacks and Jokers

Seven Card Stud with Game Changes

Players
3–7 · Chaos ●●●●●
Setup
Add one or two jokers to the deck (dealer’s choice, announced when calling the game)
Special
Face-up Jack or Joker: player calls any Seven Card Stud game from House Rules. Players pay for any up wilds in called game. Joker up: get replacement after calling. Jack up: no replacement. Joker down: wild. Jack down: normal card.
Betting
5 rounds · Wild Cards: Varies

Joker Stud

Seven Card Stud with Joker

Players
3–7 · Chaos ●●●●○
Setup
Add one or two jokers to the deck (dealer’s choice, announced when calling the game)
Special
Joker down: wild card · Joker up: game ends immediately, player with joker wins pot
Dealing
2 down · 4 up · 1 down
Betting
Up to 5 rounds · Wild Cards: 1 or 2 jokers, as selected, if dealt in the hole

Keep the Garbage

Lowball Draw Game · Objective: Lowest hand wins

Players
3–5 · Chaos ●●●○○
Play
Lowest hand wins; aces low; follow the Razz lowball rankings. Deal 6 cards, exchange 3, bet, exchange 2, bet. Discard 1, then show the remaining five using the left-to-right method, betting after each card is turned.
Betting
7 rounds · Wild Cards: None

Kenosha

Down Card Game

Players
3–6 · Chaos ●●●○○
Play
Deal 2 cards face down, bet. Continue dealing face down with betting until player calls ‘Kenosha’ (adds $1.00 to pot). Must have pair of Jacks or better to call. Final betting and showdown. If no one calls Kenosha and the deck runs out of cards, the hand is a push. Collect all cards and redeal.
Betting
Varies · Wild Cards: None

Knock

Knock Game

Players
3–7 · Chaos ●●○○○
Play
Deal 5 cards face down, flip one face up in middle. Players take turns: take up card or draw from deck, then discard face up. When player has best hand, knock instead of drawing. Others can take one card or fold.
Payouts
Knocker beats all: 2× ante from each. Knocker beaten: pays 2× ante to all who stayed. Other winners: 2× ante from losers.
Betting
Varies · Wild Cards: None

Lame Brain

Five Card Community

Players
3–9 · Chaos ●●●○○
Play
Deal 5 cards face down, bet. Deal 5 community cards face up one at a time with betting after each. Best 5 cards from player’s 5 + community 5.
Betting
6 rounds · Wild Cards: None

Left to Right

Simultaneous Reveal

Players
3–10 · Chaos ●●○○○
Play
Deal 5 cards face down. Players arrange in chosen order. Simultaneously flip first card, bet. Continue flipping and betting until all 5 cards revealed.
Betting
5 rounds · Wild Cards: None

Limba

No Peek with Center Hand

Players
3–7 · Chaos ●●●○○
Setup
Deal 6 cards face down to each player (no peeking). Deal 7 face up to center. Dealer arranges center into best 5-card hand, discards 2.
Play
Player to dealer’s left exposes one card and bets. Next player exposes cards until hand beats all shown. If player’s hand beats center: must fold. Continue until one player remains. Highest hand that doesn’t exceed center wins.
Betting
Varies · Wild Cards: None

Loser’s Choice

Community Card Stud

Players
3–7 · Chaos ●●●○○
Play
Deal 2 face down, deal 1 up to each player and bet. Deal up cards in middle. Lowest showing hand picks first, second lowest picks second, etc. Continue until everyone has 4 up cards. Deal final down card, bet, showdown.
Betting
5 rounds · Wild Cards: None

Magic Eight Ball

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●○
Wilds
Natural 8s (4 cards) + any two cards totaling 8 make ONE wild card. For example, 8♣, 5♠, 3♥, K♠, Q♥, 7♦, 2♣ gives two wilds: the 8 and the combined 5+3. The best five-card hand is three Kings with Queen and 7 kickers. The two-card combination occupies one position in that hand.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: Varies

Makintosh

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●○
Wilds
Any pair between down card and up card (e.g. 6 down and 6 up = both wild). Two 6s up without 6 down = not wild.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: Varies

Match’em

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●●
Wilds
Any pair in your hand (both cards wild)
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: Varies

Mexican Stud

Stud with Choice

Players
3–8 · Chaos ●●○○○
Play
Deal 2 cards face down. Each player chooses which to flip face up, then bets. Deal another down card; choose which down card to flip, then bet. Continue until 6th card (stays down). Final betting and showdown. Total: 1 down, 4 up, 1 down (player chooses which stay down).
Betting
5 rounds · Wild Cards: None

Mexican Sweat

Five Card Stud Variant

Players
3–10 · Chaos ●●●○○
Play
Deal first card face down. Each player holds card to forehead — can’t see own, others can. Card stays there until showdown. Deal 4 cards face up with betting.
Dealing
1 down (on forehead) · 4 up
Betting
4 rounds · Wild Cards: None

Mortgaged

Seven Card Stud with Carryover

Players
3–7 · Chaos ●●●○○
Winning
Must win 2 out of any 3 consecutive hands to take the pot — a sliding window (hands 1–3, 2–4, 3–5 and so on). The pot carries over until someone does.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds per hand · Wild Cards: None

Multiple Seven

Seven Card Stud Variant

Players
3–6 · Chaos ●●●●●
Wilds
Use the lowest numbered card from 3 through 10 in the player’s hand; that rank and its numbered multiples through 10 are wild. For example, a lowest value of 3 makes 3s, 6s and 9s wild. Aces and face cards have no numerical value and are never wild. Ignore 2s when finding the lowest value. If no card from 3 through 10 is held, there are no wild cards.
Special
Face-up 2: extra card for $0.25
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: Varies per player

Night Baseball

No Peek Baseball

Players
3–6 · Chaos ●●●●●
Wilds
All 3s (match pot if flipped) · All 9s (pay ¼ pot if flipped) · Session rule applies (Section 2)
Special
4s: extra card for free
Play
Cards dealt face down (no peeking). Flip one at a time with betting after each.
Betting
Varies · Wild Cards: 8 · Cost: Match pot for 3s; ¼ pot for 9s (session rule; Section 2)

Nine to Five

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●○
Wilds
All 9s · All 5s (8 total) · Cost: $0.40 for each face-up wild
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 8 · Cost: $0.40 per face-up wild

Ninety-Nine

Nine Card Stud

Players
3–5 · Chaos ●●●●○
Wilds
All 9s (4 cards)
Dealing
2 down · 6 up · 1 down
Betting
7 rounds · Wild Cards: 4

No Peek Guts

Seven Card No Peek

Players
3–7 · Chaos ●●●●●
Wilds
Each player’s lowest card + all matching ranks (changes as cards flip)
Play
Deal 7 cards face down (no peeking). Players flip cards with betting. Wild cards can change. Dealer must call if force flip at end.
Betting
Varies · Wild Cards: 4 per player

Oppression

Two-Part Game (Twos + Five Card Stud)

Players
3–7 · Chaos ●●●○○
Part 1 — Twos
Deal 7 cards face down, bet (round 1). Each player selects 2 cards for the Twos hand and sets them aside face down. On the count all Twos hands are revealed at once. Rankings: Two of a Kind beats High Card — no wilds, straights or flushes; ties broken by suit (Section 3). The winner takes the pot.
Part 2 — Five Card Stud
Everyone re-antes. The Twos cards stay out of play. Each player rolls their remaining 5 cards in the five-card stud pattern, choosing which card goes where: 1 stays down, 3 are turned face up one at a time with betting after each (rounds 2–4) and the last stays down until the showdown. Final betting (round 5), then showdown.
Pots
Two separate pots. The Twos winner takes the first pot outright; Part 2 is played for a fresh pot built from the re-ante. One player may win both.
Betting
5 rounds total — 1 in Part 1, 4 in Part 2 · Wild Cards: None

Pa Ferguson

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●○
Wilds
Highest up card showing, re-evaluated after each up card until the final up card is dealt. Only one wild card rank total.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 4

Pass the Garbage

Seven Card Pass Game

Players
3–7 · Chaos ●●●○○
Play
Deal 7 cards, bet. Pass 3 cards to player on left, bet. Pass 3 different cards to player on left, bet. Discard 2, then show the remaining five using the left-to-right method.
Betting
8 rounds · Wild Cards: None

Pile Driver

Pile Game

Players
3–10 · Chaos ●●○○○
Differences
vs. 3 Toad Pete: Aces are HIGHEST (not lowest). Must give Ace even if you have it. Use 2 coins as markers (lose 2 = out). Lowest card loses even if paired.
Antes
Increase each round: 1st=$0.25, 2nd=$0.50, 3rd=$0.75, increases $0.25 each round, to a maximum of $1.50.
Betting
Varies · Wild Cards: None

Proctor & Gamble

Community Card Game

Players
3–10 · Chaos ●●●○○
Play
Deal 4 cards face down, bet. Flip 1st shared card, bet. Flip 2nd shared card, bet. Flip 3rd shared card (wild rank + all matching wild), bet. Showdown.
Betting
4 rounds · Wild Cards: 4 (final community card rank)

Queens, Fours and One-Eyed Jacks

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●●
Wilds
All Queens (4) · All 4s (4) · One-Eyed Jacks (J♠, J♥) (2) — 10 total wild cards
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 10

Rained Out

Five Card Stud Variant

Players
3–8 · Chaos ●●●●●
Wilds
All 3s · All 9s · Match pot if face up, subject to the session rule (Section 2)
Special
Face-up 4: extra up card (dealer sets cost)
Dealing
1 down · 3 up · 1 down
Betting
4 rounds · Wild Cards: 8 · Cost: Match pot for face-up wilds (session rule; Section 2)

Razz

Seven Card Stud Lowball · Objective: Lowest hand wins

Players
3–7 · Chaos ●●○○○
Rules
Aces count as low. Straights and flushes are ignored, so the best possible hand is A-2-3-4-5 (the wheel). Standard Seven Card Stud dealing.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: None

Red Ball

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●○
Wilds
Black 4s (4♠, 4♣) — 2 cards
Kill
Red 4s (4♥, 4♦) dealt face up = player eliminated. Face-down: just a 4.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 2

Red Wolf

Betting / Draw Game

Players
3–7 · Chaos ●●●○○
Play
Deal 5 cards. On turn, bet portion of pot (up to ½ pot 1st round, full pot later). Bet you have a card HIGHER or LOWER than unknown flip card (same suit). Correct: win an amount equal to the bet from the pot. Wrong: pay bet. Instead of betting: pay $0.15 per card to exchange. Replenish cards after each round.
Betting
Varies · Wild Cards: None

Rembrandt

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●●
Wilds
All picture cards (J, Q, K) — 12 cards
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 12

Reverse Blast Guts

Guts Variant

Players
3–8 · Chaos ●●●●○
Wilds
Spit card (face-up community) + highest valued card in your hand ABOVE spit card
Play
Normal guts rules apply
Betting
Varies · Wild Cards: Varies

Ricky De Laet

Mexican Stud Variant

Players
3–8 · Chaos ●●●●○
Wilds
Final hole card + all matching ranks (4 per player). Only one card remains as hole card.
Play
Similar to Mexican Stud; player chooses up cards.
Betting
5 rounds · Wild Cards: 4 per player

Roll Your Own

Seven Card Stud Variant

Players
3–7 · Chaos ●●○○○
Play
All 7 cards dealt face down. Each player chooses which to turn face up, maintaining 2 down, 4 up, 1 down pattern.
Betting
5 rounds · Wild Cards: None

Roller-Coaster

Alternating High/Low Game

Players
3–10 · Chaos ●●●○○
Play
Ante before each card. 1st card: compete for HIGH (hide coin = in). 2nd: compete for LOW. 3rd: HIGH. 4th: LOW. After the 4th card, losers of the first four rounds match the pot and the winner takes it. 5th card: ALL compete for HIGH (no penalty). Only competing players see others’ cards. Can fold instead of anteing.
Betting
Varies · Wild Cards: None

Ruin Your Neighbor

Five Card Draw Variant

Players
3–6 · Chaos ●●●○○
Play
Standard Five Card Draw with betting. After draw and betting, each player passes one card to player on left. Showdown.
Betting
2 rounds · Wild Cards: None

Screw Your Neighbor

Similar to 3 Toad Pete

Players
3–10 · Chaos ●●○○○
Differences
Four piles (instead of 3). Ties NEVER lose. If two have same lowest, next lowest loses (even if King).
Betting
Varies · Wild Cards: None

Seven Card Commander

Seven Card Stud with Re-deal Option

Players
3–7 · Chaos ●●●○○
Special
After 4th up card dealt, highest showing hand is ‘Commander.’ Commander decides: continue or re-deal entire hand. All money stays in pot until Commander continues and winner is declared.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: None

Seven Card High Chicago

Seven Card Stud Variant

Players
3–7 · Chaos ●●○○○
Split
Highest spade in the hole takes half pot
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: None

Seven Card No Peek

No Peek Stud

Players
3–7 · Chaos ●●●○○
Play
Deal 7 cards face down (no peeking). Player to dealer’s left flips 1 card and bets. Next player flips cards until beating all shown cards, then bets. Continue until all cards revealed.
Betting
Varies · Wild Cards: None

Seven Card Stud

Classic Stud

Players
3–7 · Chaos ●○○○○
Dealing
2 down · 4 up · 1 down · Bet after each card (starting after 1st up)
Betting
5 rounds · Wild Cards: None

Seventy-Seven

Seven Card Stud Variant

Players
3–7 · Chaos ●●●○○
Wilds
All 7s (4 cards)
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 4

Shifting Sands

Mexican Stud Variant

Players
3–8 · Chaos ●●●●○
Wilds
First flipped card + all matching ranks (4 total)
Play
Mexican Stud rules — choose which cards to flip
Dealing
2 down initially, choose ups
Betting
5 rounds · Wild Cards: 4

Shotgun

Draw with Multiple Bets

Players
3–6 · Chaos ●●●○○
Play
Deal 3 cards face down and bet. Deal 4th face down and bet. Deal 5th face down and bet. Draw phase (as in draw poker). Reveal left-to-right with betting after each card.
Betting
8 rounds · Wild Cards: None

Sixty-Nine

Six Card Stud Variant

Players
3–8 · Chaos ●●●●●
Wilds
All 6s · All 9s (8 total) · Must match pot or fold if dealt face up — subject to the session rule (Section 2)
Dealing
2 down · 3 up · 1 down
Betting
4 rounds · Wild Cards: 8 · Cost: Match pot for face-up wilds (session rule; Section 2)

Spit in the Ocean

Draw with Community Wild

Players
3–8 · Chaos ●●●○○
Play
During deal, player yells ‘spit’ — dealer flips card in middle (belongs to everyone). Deal 4 cards face down. Spit card + all matching ranks are wild. Bet, draw up to 2 cards, bet, showdown.
Betting
2 rounds · Wild Cards: 4 (spit card rank)

Stormy Weather

Draw + Community Cards

Players
3–6 · Chaos ●●●○○
Play
Deal 4 cards face down, bet. Draw up to 4 cards, bet. Flip 1st middle card and bet. Flip 2nd middle card and bet. Flip 3rd middle card and bet. Best hand from player’s 4 + one middle card wins.
Betting
5 rounds · Wild Cards: None

Tens High

Five Card Draw with a Hand Ceiling

Players
3–6 · Chaos ●●●○○
Special
A pair of 10s is the best possible hand — anything better than a pair of 10s isn’t recognized. Below a pair of 10s, hands rank normally. Play standard Five Card Draw.
Betting
2 rounds · Wild Cards: None

Three Card Substitution

Five Card Stud with Purchases

Players
3–6 · Chaos ●●●○○
Play
Deal 1 down, 3 up, 1 down with betting from the first face-up card onward. After the final bet: option to buy 1 substitution at the price the dealer set when calling the game, bet. Option to buy a 2nd at twice that price, bet. Option to buy a 3rd at three times that price. Final betting and showdown.
Betting
7 rounds · Wild Cards: None

Three Forty-Five

Eight Card Stud

Players
3–6 · Chaos ●●●○○
Wilds
All 5s (4 cards)
Dealing
3 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 4

Three Out of Five

Five Card Stud Variant

Players
3–10 · Chaos ●●○○○
Special
Showdown uses only 3 cards. No straights or flushes — three of a kind beats a pair; a pair beats high card.
Dealing
1 down · 3 up · 1 down
Betting
4 rounds · Wild Cards: None

Three Thirty-Three

Six Card Stud Variant

Players
3–8 · Chaos ●●●○○
Wilds
All 3s (4 cards)
Dealing
3 down · 3 up
Betting
4 rounds (opening bet after the three down cards, then after each up card) · Wild Cards: 4

Trade a Heart

Seven Card Stud with Trading

Players
3–7 · Chaos ●●●●○
Special
When dealt a heart face up: exchange any single card with anyone. Up for up, down for down.
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: None

Trees

Five Card with Free Trading

Players
3–10 · Chaos ●●●●○
Play
Deal 5 cards face down one at a time with betting after each. After final betting: free trading period — trade any number with any player (equal numbers only, without knowing card values). Final betting and showdown.
Betting
6 rounds · Wild Cards: None

Two Legged Poker

Five Card Draw with Carryover

Players
3–6 · Chaos ●●○○○
Winning
Must win 2 hands to take any money (don’t need to be consecutive). Standard Five Card Draw; pot carries over.
Betting
2 rounds per hand · Wild Cards: None

Twos

Two Card Game

Players
3–10 · Chaos ●○○○○
Rankings
Two of a Kind (pair) > High Card. No wilds, straights or flushes.
Play
Dealer deals two cards face down to each player. Players declare in/out (no penalty for dropping).
Betting
1 round · Wild Cards: None

Value Poker

Card Matching Game · Max $0.05 per card

Players
3–6 · Chaos ●●○○○
Play
Deal 7 cards face down, flip up card in middle. Anyone with matching rank throws card in middle; others pay set amount. Continue flipping until one player has no cards. That player wins pot. Ties split pot. If the deck runs out, the player with the fewest cards wins.
Betting
Varies · Wild Cards: None

Whisky Poker

Knock Game with Kitty

Players
3–9 · Chaos ●●●○○
Play
Deal 5 cards to each player + 5-card kitty (face down). Player to dealer’s left: knock, exchange entire hand for kitty or pass. When someone exchanges, kitty becomes face up. Players exchange 1 card at a time with face-up kitty. When player has best hand: knock. Others can exchange once more or fold.
Payouts
Knocker wins: 2× ante from each who stayed. Knocker loses: pays 2× ante to all. Best hand gets 2× ante from all who stayed.
Betting
Varies · Wild Cards: None

Wild Fire

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●●
Wilds
All hearts (13 cards) · Tie-Breaker: highest natural value wild card
Cost
Must match pot or fold if dealt face up — subject to the session rule (Section 2)
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 13 · Cost: Match pot for face-up wilds

Wild Kings

Community Card with Purchases

Players
3–7 · Chaos ●●●●○
Wilds
All Kings (4 cards)
Play
Deal 1 card face down to each player and bet. Run four selection rounds: on each turn, choose the exposed middle card or a blind card from the deck, then bet after the round. Replace the exposed middle card whenever it is taken. Each player finishes with 5 cards. One substitution is available for $0.75.
Betting
5 rounds · Wild Cards: 4 · Cost: $0.75 for substitution

Woolworth

Seven Card Stud Variant

Players
3–7 · Chaos ●●●●○
Wilds
All 5s · All 10s (8 total)
Dealing
2 down · 4 up · 1 down
Betting
5 rounds · Wild Cards: 8

Zombie

Draw Poker with Extra Hand

Players
3–6 · Chaos ●●●○○
Play
Standard draw poker. Extra hand dealt in middle (face down). At showdown: second-best hand picks up extra hand and can draw up to 3 cards to it. If extra hand becomes best: that player wins and former best hand loses.
Betting
2+ rounds · Wild Cards: None