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