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Lucky Chances

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Lucky Chances Casino Rule Book Project.

I moved to San Bruno California in 1997 to play mid-limit and no-limit hold'em at Artichoke Joe's, which I did until a year later when Lucky Chances opened up up the road. The local mid-limit action moved over there, and grew. I became part of the furniture at Lucky Chances. One year after opening, manager Scott Fielder put together a rulebook committee made up of his top six lieutenants. Apparently I had a reputation of some kind going because Scott invited me to be on the committee, as "player representative." I was flattered into an enthusiastic yes. I gradually took on the task of collecting the ideas agreed upon at the meetings, and putting them into text. Months later, after four ten-hour committee meetings, and 60 hours of typing and fretting at home, the book was done. Some wording was borrowed from other rule books from around the country, and much clarity was added by the revisions of David Garber. The wording of the book is intended primarily for employees — dealers and floormen — not poker players looking to litigate. I learned so, so much during this project, working with the ace staff at Lucky Chances, and I am grateful to have had the opportunity. — Tommy Angelo


Lucky Chances Casino Poker Rulebook (1999)

TABLE OF CONTENTS

  • Etiquette
  • General House Rules
  • Rules of play
    • The Buy In
    • Blinds, Missed Blinds, and Posting
    • Betting and Raising
    • String Raises
    • All-in Bets and Side Pots
    • The Showdown
    • Dead Hands
    • Seating and Table Changes0
    • Taking Breaks1
  • Seven Card Stud
  • Misdeals
  • Irregularities
    • Hold'em and Omaha
    • Seven Card Stud
  • High Limit Rules
    • Betting and Raising
    • Blinds, Missed Blinds, and Posting
    • Seating and Table Changes
    • Must-Move Procedures
    • Time Collection Games
  • Glossary

Map and Directions

The floor staff at Lucky Chances is trained to make decisions based on the spirit of the rule, rather than on inflexible interpretations of this guide. Sometimes management decisions may be based on rules and policies not specifically listed.

ETIQUETTE

We ask that players maintain a reasonable level of decorum. Common sense etiquette guidelines will be enforced. Lucky Chances Casino reserves the right to counsel or exclude anyone whose conduct is not in harmony with these policies:

1 Lucky Chances has a zero-tolerance policy regarding ill-mannered behavior. Appropriate disciplinary action will be taken for the following: talk or action demeaning or abusive to players and dealers, profanity, obscene gestures, throwing cards, defacing cards, etc.

2 Players may quit anytime and bet however they please (within the rules). Players should not criticize other players for their playing and money-management decisions.

3 Players may have one guest sit behind them.

4 Any player who intentionally breaks, rips, or defaces cards will be dealt out immediately. The player must speak to the Lead Floor Supervisor or to the Casino Shift Manager.

5 When a player returns to a game after disciplinary action, there will be no refund on any collections or blinds, and if the player missed any blinds, the usual missed-blind rules for that game will apply.

6 No scanty attire, bare feet, or other questionable dress.

7 Any player who sees an incorrect amount of chips put into the pot, or an error about to be made in awarding a pot, is entitled to point out the error.

GENERAL HOUSE RULES

8 Decision-making procedures:

a Lucky Chances Casino management reserves the right to make decisions in the best interest of the game and in the spirit of fairness to all players, even if a technical interpretation of the rules may indicate a contrary decision.

b All decisions made by the Floorpersons are made in the interest of fair play and are final.

c The proper time to call attention to an irregularity is when it occurs. Any objection should be made before the deck is shuffled for the next hand. No decision can be made by a floorperson once a new hand has begun.

9 Players are responsible for protecting their own cards at all times by keeping a chip or their hands on their cards. The dealer will assume that any unprotected, abandoned, or discarded hand has been folded. This holds even if a hand is face up, and it holds whether or not a player is facing action. Player who fail to take reasonable means to protect their hand will have no redress if their hand is taken away by the dealer. Contact of an unprotected hand with a discarded card will make the hand dead if there is any doubt as to which cards belong to the hand. Dealers will assist in reading hands, although it is each players' responsibility to protect their hands at all times.

10 One player to a hand. Players should not give advice or assistance to another player while hands are still live. Further, players involved in a hand should refrain from any soft-spoken conversation that no one else can hear.

11 Only English may be spoken while a hand is in progress

12 Changes in the limits or structure of a game may be made only after a floorperson's approval.

13 Nothing is allowed on the playing surface except for chips and cards. No napkins, radios, etc. Players may not play out of a rack.

14 Each game and limit has certain denominations of chips that are common to that game. Players will use the proper denominations. Players may "color up," as long as they do not repeatedly disrupt the flow of the game by doing so.

15 No side bets.

16 No pot splashing.

17 No splitting pots.

18 Splitting blinds is allowed.

19 Players may not use dealer chairs.

20 Foreign chips and chips in sealed covers do not play.

21 Lucky Chances grants requests for deck changes and new set-ups, with two restrictions: the deck in use must be used for at least one round, and new set-ups will be given no more than once every thirty minutes.

22 Dealers will not honor requests to view burn cards and unused cards from the deck.

23 There is no playing over.

24 When money is placed on the table, chips must be requested. Cash does not play.

25 No one may play another player's chips or give their seat to another player without a floorperson's approval.

26 Lucky Chances uses "Table Stakes" rules:

a Only chips on the table at the start of a deal will be in play for that pot, except as specified in rule c.

b All chips must remain on the table until a player quits the game, except to pay for casino products and services. Players may not pass any chips, even for an ante or a blind.

c Chips that are in transit from the cashier by a house runner are treated as being in play, provided the house has given its consent and the other players have been informed. If a player passes chips to a player who is waiting for ordered chips, the amount being passed will play behind.

d A player buying chips is required to declare the amount being bought. If a player requests a hand and looks at it without specifying the amount being played, he/she may not play more than the amount of the minimum buy-in for that game.

e All players have the right to an unimpeded view of the other players' chips and cash. Requests to see a player's chips and cash must be honored.

f All cards should be kept in plain view at all times.

27 In the event of a split pot with an odd chip, large chips will always be split down to the odd dollar. If there is still an odd chip, the chip goes to:

a In Hold'em, the hand closest to button, clockwise.

b In Stud, the hand with the highest card, using suit rankings to break a tie (spades, hearts, diamonds, clubs).

c In High-Low games, the high hand.

28 When players draw cards (for the button in new games, for available seats when a game breaks, etc.), and tie in rank, ties will be broken using suit rankings: spades, hearts, diamonds, clubs.

29 If a player writes a check at the table, chips will not be delivered until the check is processed. Please allow sufficient time for us to honor those requests.

30 Lucky Chances reserves the right to refuse services to anyone at anytime.

31 Lucky Chances reserves the right to refuse alcoholic beverages to anyone at anytime.

32 Lucky Chances Casino is not liable for monetary discrepancies caused by player or dealer error.

33 There is no transfer of liability. In the case of theft or natural disasters, Lucky Chances will not be responsible for chips, money, or personal property left on or at the table.

34 Lucky Chances is not responsible for the behavior of its patrons or any resulting consequences.

RULES OF PLAY

THE BUY-IN

35 A new player must make a full buy-in for that particular game, usually ten times the minimum bet.

36 Anything less than a full buy-in is a short-buy-in, even when adding to a stack. A player may make one short buy-in after a full buy-in; no consecutive short buy-ins.

37 If the limit is increased in an existing game, thereby increasing the buy-in, existing players are grandfathered; they may play the chips they have on the table at that time. Thereafter, the increased buy-in applies to all players.

38 A player forced to transfer from a broken game or a must-move game to a game of the same limit may continue to play the same amount of money, even if it is less than the minimum buy-in. A player who voluntarily changes games must buy-in for at least the minimum buy-in.

BLINDS, MISSED BLINDS, AND POSTING

The rules for posting and making-up blinds at Lucky Chances are designed to be player-friendly.
Players who willfully and repeatedly take advantage of these rules may have their chips picked up or be required to post.

39 New players may receive a hand without posting. They may be dealt in immediately or wait for the dealer button to pass before taking a hand. Should the dealer button pass twice, rule 40 applies.

40 To re-enter the game, a player who has missed one or both blinds must either wait for the big blind or post the total amount of the blinds and the appropriate collection for that hand. The big blind amount plays; the rest of the posted money is dead. (They may also buy the button, or straddle.)

41 If a player plays both blinds and does not play the button, he/she may re-enter the game any time during that round by posting the collection. The posted money is live.

42 Players who go broke may wait for the blinds to pass one time and re-enter the game as a new player without posting. If the blinds pass twice, rule 40 applies.

43 Players may "Buy the Button." Lucky Chances is proud to be one of the first casinos in the country to offer this well-received option to the players. A new player or a player with a missed blind button may enter the game in the small blind position by posting both blinds. The big blind amount plays. On that hand, the dealer button is on the player's immediate right, and no one else posts blinds. On the subsequent hand, the player who "bought the button" gets the dealer button and the blinds resume as usual.

44 Lucky Chances uses a "Forward Moving Button." Upon completion of each hand, the dealer button moves to the next live player (but never to a player with a missed blind button). The blind structure remains the same (one big blind and one small blind) no matter how many positions the button travels due to players who quit, go broke, or lobby. If a player with a missed blind button is seated and ready to play the big blind on the next hand, he/she may be dealt in no matter where the button ends up.

45 All blinds are "live." The money plays, and the players posting blinds have the option to raise before the flop (unless the betting is already capped).

46 The collection on the button is live. It is considered part of the player's pre-flop wager.

47 Players may "straddle" when they are one position left of the big blind. All straddles are double the big blind and are live. New players and players with a missed blind button may enter the game with a straddle. No live straddles in kill pots. Only one straddle per hand.

48 Missing the blinds in the first round of a new game is exactly the same as missing the blinds in a pre-existing game.

BETTING AND RAISING

49 If a betting round begins with three or more players, and the action unfolds in such a way that only two players are still in the hand before a cap is reached, those two players may now raise indefinitely. If a player goes all-in before the cap in reached, this is as if he/she had folded, and the above applies.

50 Action out of turn is not binding. (See rule 53 for exception.) Deliberately acting out of turn will not be tolerated, and it may limit a player's option to check, call or fold.

51 If a player fails to act when it is his/her turn, and three or more players act behind, the right to initiate action may be forfeited. To protect his/her right to act, a player must stop the action by calling "time."

52 If a player makes a forward motion with chips in hand, it may be ruled as a bet.

53 When a hand is heads up, action out of turn may be binding. If a round of betting begins with only two players in the hand, and:

a a player checks out of turn, the other player has the option of checking, thereby concluding the action for that round, or betting, in which case the player who checked out of turn can either call or fold, but cannot raise.

b a player bets out of turn, the other player may call or raise the bet, or make the out-of-turn bettor retract the bet, in which case the betting round starts over as if nothing happened.

54 A verbal declaration in turn is binding.

55 Check and raise is permitted in all games unless a specific notice to the contrary is posted for a particular game.

56 Lucky Chances uses the "One Chip Rule." When a player puts one large denomination chip into the pot and does not announce the raise before releasing the chip, that is a call.

57 A short bet or call must be completed. When a player acting in turn releases any chip(s) onto the table with a forward motion, it constitutes a bet or a call.

58 If a player is unaware that the pot has been raised, and puts in too few bets, or says "call," and no one acts behind, that player does not have to call. If someone does act behind, and:

a the player had put in too few bets, he/she may complete the raise, or fold and forfeit the amount put into the pot.

b the player had said "call" without putting any chips into the pot, the player must call the raise.

59 Gesturing, knocking or tapping the table in turn constitutes a check.

60 As a courtesy, players planning to fold are required to keep their cards until facing a wager.

STRING RAISES

61 String raises are not allowed. Players intending to raise must have the bet plus at least half of the raise in their hand and release the chips into the pot in a continuous motion or verbally declare the raise before releasing any chips. Players who say "raise" before releasing any chips may return to their stack to complete the raise.

62 Dealers will not call string raises. Only players with live hands may do so. If two or more players act following a string raise, the raise will stand.

63 If a player inadvertently places enough chips into the pot to constitute a raise, and realizes the mistake before action takes place behind, the raise may be withdrawn.

64 If a player makes a forward motion with sufficient chips in hand to raise, starts cutting chips into piles, stops and looks around to gauge reactions, and then says "raise," this could be ruled a string raise.

ALL-IN BETS AND SIDE POTS

65 Players are all-in when they put all of their playable chips into the pot during the hand. An all-in player is entitled to action on the money they put into the pot, known as the "main pot." Subsequent action goes into a "side pot." If the all-in player has the best hand at the showdown, he/she wins the main pot. The best hand among the other players wins the side pot. There can be more than one side pot if two or more players go all-in on the same hand.

66 Lucky Chances uses the "action only" rule. An all-in wager less than a full bet does not constitute a bet or a raise. Players may either call the exact amount of an all-in bet, or complete the bet to the usual multiples of the betting round. Any player who initially checks, bets, or raises before an action-only wager may only call the all-in bet (may not raise) unless another player completes the bet. The act of completing an all-in bet "opens" the option of raising to all players in the hand.

a Example 1: In a $6 limit betting round, player A bets 6. Player B makes it 10, all-in. Player C has the option of calling the 10, or completing the bet to 12 (two bets). If the bet stays at 10 back around to player A, the only options for player A are to call the additional 4, or fold; player A may not complete to 12. However, had player C completed the bet to 12, then player A could raise to 18.

b Example 2: If player A checks, and player B bets all-in for 2, and player C calls the 2, player A may only call the 2 or fold. Player A may not complete to 6.

67 All chips play in increments of the common chip used at that limit. For instance, at 20-40, all chips play in multiples of 5. At 6-12, all chips play in multiples of 2. At 3-6 and lower, all chips play.

68 The blinds may be less than the full amount, in common chip multiples (see rule 67), and when they are, that money plays.

69 A player is not considered all-in until the collection obligation cannot be met.

70 Players that do not have enough chips to pay the collection on the button may not play the button. They must play the next hand all-in for what they have.

71 All-in players are entitled to action from all bets but not from the collection.

THE SHOWDOWN

72 All cards of a called hand must be shown face-up on the table in order to win any part of a pot in a showdown. Players must expose their cards in order to play the board.

73 The player initiating the final action during the final betting round is first to show. The showdown then proceeds clockwise. If all players check, the first checker shows first. If there is a bet and call(s), the bettor shows first. If there is raising on the last round, the last raiser shows first.

74 Verbal declaration of a hand (e.g., "I have a full house.") is not binding. However, at the discretion of management, any player deliberately miscalling his/her hand with the intent to cause another player to discard his/her hand may risk forfeiting the pot and will be subject to appropriate disciplinary action.

75 Any seated player may request to see any and all active hands at the showdown. However, this is a privilege that may be revoked if abused. If a player other than the pot winner asks to see a hand that has been folded, that hand is dead. If the winning player asks to see a losing player's hand, both hands are live, and the best hand wins.

76 Players are not to expose their cards at anytime except at the showdown.

77 Lucky Chances uses the "Show One, Show All" rule. All players are entitled to see any intentionally exposed cards. Cards shown during a hand to a player not in the hand may only be shown to all players when the hand is finished. If cards are shown or exposed to an active player during a hand, any active player may demand to see those cards at that time.

78 Cards speak. Any player may read the hands at the showdown, as long as the cards are face-up on the table.

79 The winning player(s) may maintain possession of their cards until the pot is awarded to them.

DEAD HANDS

80 Any hand that remains intact is not dead until the dealer has killed it. A hand that has been discarded but has not touched the muck may be retrieved and ruled a live hand, even if the dealer has touched it, provided the act of throwing it away has not induced another player to act.

81 Any cards touching the muck face-down are dead. However, there are two exceptions when an identifiable hand may be retrieved:

a If a player showed his/her hand face-up on the table at the showdown. b If the hand was protected. (See rule 9)

82 If a player throws, spikes, slams, etc., his/her cards onto the table, any irregularities are the responsibility of that player, and if a card inadvertently touches the muck face down, that hand is dead.

83 If a player drops a card off the table, that card may be declared dead. Players should not pick up cards off the floor. The card(s) will be retrieved by the floorperson and shown to all players before play resumes.

84 Only the owner of a hand may turn his/her own hand over. A hand thrown away by one player and turned face up by another player is dead. The dealer or floorperson may turn a live hand over only at the owner's explicit request.

85 Your hand will be dead if:

a You fold or announce that you are folding when facing a bet or raise.

b You throw your hand away in a forward motion causing another player to act.

c Your hand does not contain the proper number of cards after you have acted on your hand.

d You request "Deal me in" and are not seated in time to act in turn. (If you posted blinds, they are forfeited.)

SEATING AND TABLE CHANGES

86 In all new games, players will draw for the dealer button.

87 When a new game starts, players on the waiting list will be seated first. Players may lock up seats on a first-come-first-serve basis as they arrive at the table.

88 Seat changes within a game:

a A player who moves away from the blinds (clockwise) must wait the number of hands corresponding to the number of positions moved, or post a big blind, before being dealt in again.

b A player who "deals off" (by playing a hand on the dealer button and then changing seats) can move and wait for the blinds to pass the new seat one time and re-enter the game behind the button without posting blinds.

c If a player with a missed blind button changes seats, he/she must post both blinds and the appropriate collection, or wait for the big blind.

d If two players agree to switch seats, a, b, and c apply to both players.

e If a seat comes open and two or more players want the seat and they cannot resolve it among themselves, priority will go to whoever asked first. If that cannot be determined, priority will go to whoever was in the game longest. If that cannot be determined, the players will draw cards for the seat.

f When a seat comes open in a game with a waiting list, the floorperson will ask the seated players if anyone wants the seat before locking up the seat for the new player. Once chips are placed on the table, the new player cannot be compelled to move to another seat.

89 A player moving to a different game must have the full buy-in for that game unless he/she is from a broken game and cannot get a seat at the same limit. The game limit must be equal to or lower than the broken game to enter with a short buy-in.

90 If a player is forced to change tables (broken game, limit increase, change in game, etc.) he/she will be treated as a new player.

91 Players who quit a game and return to the same game in less than one hour must return with at least the same value in chips they had when they quit.

92 In fairness to all players, if a player in a short game (fewer than five players) requests a seat in the next lower limit game, the floorperson may ask if all players desire to cut cards for the available seat(s).

93 In a game with five or more players, a player who causes a game to break by refusing to ante or take the blinds will not be allowed to draw for a seat in another game.

94 When a game breaks and there are:

a insufficient open seats in other games of the same limit to accommodate all players, the players will draw cards for the open seat(s). The floorperson will draw cards for absent players who have no missed-blind buttons or hold buttons.

b sufficient open seats in other games of the same limit to accommodate all players, all missed blind buttons accumulated by lobbying players in the broken game will be transferred to the existing game.

95 All table changes must be approved by a floorperson.

96 Table changes and game changes must be made immediately. Players may not play to the big blind. However, players in the blinds may finish playing the blinds and button.

TAKING BREAKS

Players may leave the table (lobby) at any time. It is in the best interest of all players to have specific lobbying guidelines. They are:

97 Lucky Chances uses the "Three Button Rule." Players will receive a "missed blind" button each time the big blind goes by their seat. When a player in a full game accumulates three missed blind buttons this means he/she has missed at least two full rounds, and the player's chips will be picked up immediately. (Hold buttons do not count.) In games that are not full, the accumulation of three buttons may result in the lobbying player's chips being picked up if a seated player requests the lobbyer's seat or if the game fills up.

98 Repeated lobbying may result in that player's chips being picked up before receiving a third button.

99 In Seven Card Stud players may take a 30-minute meal break every four hours after notifying a floorperson. All other lobbying in stud games is limited to 15 minutes.

SEVEN CARD STUD

100 If there is an open pair on fourth street, the player initiating the action has the option of betting the lower or upper limit. Should the lower limit be bet, raises can be made at the lower or upper limit. Once a player bets or raises the upper limit, all raises must be the amount of the upper limit.

101 If the high hand on board is all-in before the betting starts on any round, the next hand clockwise will initiate the action.

102 At the Showdown:

a If a player facing action picks up his/her upcards, and by doing so causes someone to act behind, that hand is dead, even in a heads-up situation. This does not apply to a check-check situation or a bet-and-call situation. Further, if a player picks up his/her upcards at any time, that hand may be declared dead.

b Players who turn any upcards face down after a bet has been made concede all rights to the pot.

c Players who are beaten on board are not entitled to their bets back.

d If a player was dealt seven cards and does not have seven cards at the showdown, that hand may be declared dead. All cards must be shown before a player may be awarded a pot.

e If a player accepts more than seven cards into his/her hand, the hand is dead, and all money put into the pot is forfeited.

MISDEALS

103 Only a floorperson may call a misdeal. The first round of betting action is not binding until all players are dealt the correct number of cards prior to the flop.

104 The following circumstances may result in a misdeal provided the error is discovered before substantial action occurs:

a The cards were not shuffled and cut before dealing.

b The wrong player was dealt to first.

c Two or more players were dealt the wrong number of cards.

d Two extra cards were dealt off the deck and the floorperson ruled the error cannot be corrected.

e The button was not in the right place, and no action was taken before the mistake was discovered.

f In Hold'em and Omaha, either the first or second card was dealt face up.

g In Hold'em and Omaha, two or more cards are dealt face up.

h In Hold'em and Omaha, a player was dealt out who was entitled to a hand. This player must be present at the table or have posted a blind.

i In Stud games, if the first card is dealt face up, this is a misdeal.

105 If the deck is fouled (two identical cards, different colored backs, a joker, etc.), bets will be returned to the players. Action on all preceding hands will stand.

106 If five or more boxed cards appear in the deck during the play of the hand, all hands are voided and bets are returned to the players. If the boxed cards are in the stub after all necessary cards are dealt, the action continues.

IRREGULARITIES

If an irregularity occurs, the floorperson should be called. Lucky Chances has prescribed methods for handling irregularities. They are:

107 In all games (Stud, Hold'em and Omaha), if a player has one too many hole cards and:

a has not acted, the floorperson will scramble the cards face down, then randomly select one of the cards and expose it face up. It will be used as the burn card.

b has acted on his/her hand, and the mistake is discovered before the flop is dealt (fourth card in stud), the hand is dead and all bets put into the pot is forfeited. One of the dead cards will be used as the burn card.

c the mistake is discovered after the flop (fourth card in stud), the hand is dead and all action stands.

108 In all games, if a player has one too few hole cards and:

a has not acted, he/she will receive the top card from the deck upon completion of the deal.

b has acted, and the mistake is discovered before the flop is dealt (fourth card in stud), the hand is dead, and all bets put into the pot is forfeited.

109 Boxed cards are treated as a blank scrap of paper. They are put in the discards. Dealing and play continues as if they did not exist (except as in rule 106).

HOLD'EM AND OMAHA

110 If a flop is dealt before all the betting is completed, the entire flop will be taken back and reshuffled. The original burn card will remain, and there will be no new burn card.

111 If the fourth card is turned up before the betting after the flop is completed, that card is not in play. After the betting is completed, the next card will be burned and the fifth card will be put down in the fourth card's place. After the betting is completed, the deck will be reshuffled including the card that was taken out of play, but not including the burn card or discards. Then the fifth board card will be dealt without burning.

112 If the fifth card is turned up before betting is completed, the card is not in play. After the betting is completed, the deck will be reshuffled including the card that was taken out of play, but not including the burn card or discards. Then the fifth card will be dealt without burning.

113 If a player who changed seats or missed a blind is dealt a hand when not entitled to one, and the error is discovered before he/she acts, the hand is dead, actions proceeds, and there is no misdeal. (If the mistake is discovered after the seat is dealt one card, but it cannot be corrected, the seat will be dealt a second card in normal rotation, and the hand will be mucked.) If the player acts on the hand, the action stands. If the player had changed seats, he/she must then either wait the appropriate number of hands, or post, as usual. If the player had missed a blind, the missed blind button remains.

114 If the flop has too many cards, the flop will be taken back and reshuffled. The burn card remains. The dealer will shuffle and then deliver a new flop without burning a card.

115 If a player's hole card is flashed, exposed, or dealt off the table during delivery, it will be used as the burn card. After completing the deal, the exposed card will be exchanged with the top card on the deck and placed face up on top of the deck.

SEVEN CARD STUD

116 If a player antes but does not receive cards, his/her ante will be returned.

117 If one of a player's first two holecards is dealt face-up or exposed, it remains up, and the next card will be dealt face down. If the player then has the lowest upcard, the bring-in goes to the second lowest card.

118 Should a player cause one of his/her first two hole cards to turn over, his/her third card will be dealt face up. The exposed card plays.

119 If an empty seat is dealt the first or second card, and the error cannot be corrected, the card is dead and put in the discards, and the deal continues. If an empty seat is dealt an up card, the cards are moved around to the proper hands. If an empty seat is dealt a final down card, and the error cannot be corrected, the hand plays as dealt.

120 If there has been no bet and a player folds, that player will not be dealt any more cards.

121 If any cards are dealt before a round of betting has been completed, the prematurely dealt cards will be eliminated from play, along with an additional card for each of the remaining players in the hand. The previous round of betting is then completed, and the dealing will resume as usual. If the prematurely dealt card is the final down card and is looked at or intermingled with the player's other holecards, the player must keep the card. If there is further betting on sixth street, a player who has seven cards may not bet or raise.

122 If two cards are burned, or no card is burned, the cards will be moved to their proper positions if possible. If this happens on the final down card and it cannot be rectified, players will accept the cards given to them and action will proceed as usual.

123 If any final down cards are dealt face up, the other players still get their last card face down. Players with exposed final cards may bet as usual or declare themselves all-in before action starts. Final round action would then go into a side pot; the high hand on sixth street initiates action.

124 If there are not enough cards in the deck for all players, all cards will be dealt except the last card. The dealer will mix that card with the burn cards, cut, burn a card, and deal, using the last card if necessary. If there are the same number of cards as players, the cards will be dealt without burning, using the last card. If there are not enough cards for the above procedure, a community card that plays in everyone's hand will be dealt face-up. (The high hand on sixth street initiates the action for the final round.) If there are three or more cards in the stub, the dealer will burn and deal the community card. If there are fewer than three cards in the stub, the dealer will mix the stub with the burns, cut, burn, and deal the community card.

125 The procedures for holecards dealt off the table are the same as those for exposed holecards (rules 117 and 123). Upcards dealt off the table play.

HIGH LIMIT RULES

The following rules apply only to limit games 10-20 and higher. They are designed to accommodate the preferences of our high limit players.

BETTING AND RAISING

126 Wagering after an all-in bet:

a An all-in wager of ½ a bet or more constitutes a bet or raise. The next player's options are to fold, call the amount bet, or make a full raise.

b Less than ½ a bet is action only. It does not constitute a bet or raise. The next player's options are to fold, call the amount bet, or complete the bet.

c Any player who initially checks, bets, or raises before an all-in bet that is less than ½ the normal bet may only call the all-in bet (may not raise) unless another player completes the bet.

d When determining when a cap of four bets is reached, wagers of ½ a bet or more are counted, and wagers of less than ½ a bet are not.

BLINDS, MISSED BLINDS, AND POSTING

127 New players must post the amount of the big blind before being dealt in. They may post from any position, wait for the big blind, buy the button, or straddle. Should the blinds pass twice, they will get a missed blind button and be required to wait for the big blind, or post both blinds and appropriate collection, or buy the button.

128 Lucky Chances uses the "Make Up Blinds" rule. Each active player always posts one big blind and then one small blind every round, regardless of where the button falls after the "Forward Moving Button" rule is employed. A trailing-blind is possible after a hand that had three big blinds.

129 Players who go broke are responsible for missed blinds and appropriate collection when they resume play.

130 The collection on the button is dead. It does not play.

131 If a player missed the blinds in a game with collection on the button, the amount of collection for a full game will be taken from his/her stack and placed in the pot immediately after the dealer button passes. If there is a must move game, the main game is always considered to be full.

132 If a new player accidentally receives a hand without having posted, and he/she:

a looks at the cards, the hand plays as usual, and the player must post before the next hand.

b does not look at the cards, the hand is dead, and the player's options for entering the game remain unchanged (rule 127).

133 In heads up play, the player with the button posts the small blind and acts first before the flop.

SEATING AND TABLE CHANGES

134 A player moving from one limit to another may play up to the big blind before moving to the other game. Once there, the player must post as usual before getting a hand (rule 127).

135 In a game with fewer than five players, seat changes are allowed.

136 Phone call-ins are accepted. When players calls in, their names are put on the waiting list. Players must arrive within one hour or their names are taken off the list. If a name is called during the hour and the player does not respond, his/her name is rolled to the bottom of the list. Call-in players should notify a floorperson when they arrive.

MUST-MOVE PROCEDURES

137 In order to protect an existing game, a forced move may be invoked when an additional game of the same type and limit is started.

138 The must-move list is maintained in the same order as the original waiting list.

139 If you are called to move, you will immediately be dealt out and moved to the main game with the floorperson's assistance. There are two exceptions:

a You may play up to your big blind and then quit the game. You may then sign up again for the same game after one hour.

b If you are in one of the blinds or on the button, you may finish playing the blinds and play the button, and then move.

140 After you move from a must-move game, you may take a hand immediately without posting, or wait for the button to pass one time and come in behind the button without posting. If the button passes twice, you are now like an existing player who missed the blinds.

141 A player in a must move game must continue playing to remain on the waiting list. However, if a must-move game has fewer than five players, those players need not continue playing in order to retain their rights to the main-game (maintaining their names on the list, not having to post, etc.).

142 Missed blind buttons do not carry over when a player is moved.

143 A player with more than the minimum buy-in on the table is required to take at least the minimum buy-in when moved. A player with less than the minimum buy-in may move with that amount.

TIME-COLLECTION GAMES

144 When a game that normally uses collection on the button becomes short-handed (less than five players), it may convert to a time-collection game.

145 When a must-move game that normally uses collection on the button becomes short- handed (less than five players), a floorperson should be called in order to assure the players are granted the fairest collection within the guidelines.

146 If there is no waiting list for a time collection game, and it is time to collect, a player may play up to the big blind and quit and not pay time. If the player then decides to keep playing, he/she must pay time-collection before being dealt in. If there is a waiting list, all players pay time-collection at the appropriate time.

147 Players may agree among themselves to "pot for time." All players may choose to pay their own time-collection, even if the majority is potting for time. This intention should be announced before the next time pot.

GLOSSARY

ACTION: A fold, check, call, bet, or raise.

ACTIVE PLAYER: A player with a live hand.

ALL-IN: When a player puts all of his playable chips into a pot during the course of a hand, he is said to be all-in.

BET: 1. The act of placing a wager in turn into the pot on any betting round. 2) The chips put into the pot. DAVID

BIG BLIND: The largest blind in a game.

BLIND: A required bet made before any cards are dealt.

BOARD: the community cards in button games.

BOXED CARD: A faceup card in the deck.

BRING IN: Also known as FORCED BET. A required wager used to start the action on the first betting round.

BURN CARD: The top card removed from play facedown before each round of dealing. [H.P.?]

BUY-IN: The minimum amount of money required to enter a game, usually ten times the minimum bet.

BUY THE BUTTON: A way to enter or re-enter a game. The player who buys the button posts both blinds from the small blind position. On that next hand, the player gets the button, and the blinds resume as usual.

CALL: The act of matching a faced wager.

CAP: The maximum number of bets and raises allowed in a betting round.

CHECK RAISE: A raise made by a player who already checked during the same betting round.

COLLECTION ON THE BUTTON: When the player with the dealer button pays the collection for that hand.

COLLECTION: The fee charged in a game by the house.

COMPLETE THE BET: To increase an all-in bet or forced bet to a full bet in limit poker.

DEAD CARD: A card that is not playable.

DEAD HAND: A hand that is not legally playable.

DEAL OFF: To play the hand on the dealer button, then change seats and resume play after the button passes.

DEALER BUTTON: Also known as The Button. A flat disk that indicates the player who would be dealing if there were not a house dealer.

DISCARD: To throw away a hand or card.

DISCARDS: Cards that have been thrown away.

FACING A BET: When a player is next to act after a wager has been made. That player's options are to fold, call or raise.

FLOORPERSON: A casino employee who seats and assists players, makes rulings, and supervises the games.

FOLD: To throw a hand away and relinquish all interest in the pot.

FORCED BET: See BRING IN.

FOREIGN CHIPS: Chips from other casinos.

GO BROKE: When a player goes all-in and loses the hand.

HAND: 1. All of a player's cards. 2. A single poker deal and all the events that surround it, from the shuffle to the time a winner is declared.

HEADS-UP: When only two players are involved in play.

HOLD BUTTON: A flat disk placed at a seat to indicate a new player or an existing player who is not entitled to hand or is absent but did not miss the blinds.

HOLECARDS: The cards dealt facedown to a players.

LIVE BLIND: A forced, blind bet that is posted before the cards are dealt. The live blind has the option of raising.

LIVE HAND: A hand that can win a pot.

LIVE STRADDLE: A voluntary blind bet, double the big blind, posted one seat left of the big blind before the cards are dealt. The player may raise.

LOBBY: To temporarily leave the table.

LOCK: To hold a seat for a new player.

MAIN GAME: The game that players in a must-move game move to.

MISSED BLIND BUTTON: A flat disk placed in front of a player who missed a blind or blinds.

MONEY PLAYS: An announcement that money which has not yet been converted to chips is in action for that hand.

MUCK: 1. The unused portion of the deck plus cards that players have discarded. The muck does not include the board or the burn cards. 2. To throw away a hand, to discard a hand.

MUST-MOVE GAME: A game in which players are required to move to the main game of the same type and limit when their names are called.

ON BOARD: In stud, a player's upcards.

OPENER: The player who made the first voluntary bet.

PLAY BEHIND: A declaration that a player will cover bets beyond the amount of chips in front of him/her.

PLAY OVER: To play one's own money in a seat temporarily vacated by a seated player.

PLAY THE BOARD: In button games, when a player uses all five community cards as his hand.

POT FOR TIME: In time-collection games, an agreement among the players that the winner(s) of a certain pot (called the Time Pot) will pay the time collection.

POT: All chips wagered during a hand.

RAISE: To call a previous bet and make an additional bet simultaneously.

RETRIEVABLE HAND: A hand that has been mucked and may then be ruled as a live hand.

RIVER CARD: The final card in any poker game.

SEATED PLAYER: A player who is in a game and seated at the table.

SETUP: Two suited decks, each with different colored backs, to replace the current decks in the game.

SHORT BUY-IN: Any buy-in or add-on that is less than a full buy-in.

SHORT-HANDED GAME: Lucky Chances defines a short game as a game with fewer than five players.

SHOWDOWN: The final act of showing hands and determining the winner of a pot after all betting has been completed.

SIGN-UP BOARD: The board on which a waiting list is kept for players wanting seats in specific games.

SMALL BLIND: The smallest blind in a game.

SPLIT BLINDS: An agreement between the two players with the small and big blinds to take back their blinds and not play the hand if no one else enters the pot.

SPLIT POT: A pot that is divided among players in the event of a tie.

CHOP BLINDS: See SPLIT BLINDS.

STREET: Cards dealt on a particular round. For instance, in stud-format games, the fourth card is called fourth street, the sixth card is called sixth street. In Hold'em and Ohama, there is the flop, then fourth street (the turn), then fifth street (the river).

STRING RAISE: A non-declared raise made in more than one motion.

STUB: The portion of the deck that has not been dealt.

SUSTANTIAL ACTION: When two or more players have acted in sequence.

TABLE CHANGE: A move from one game to another game of the same kind and limit.

TIME COLLECTION: When the house collects a fee from each player at a predetermined rate. It is usually collected once per half hour.

TIME POT: See POT FOR TIME.

TRAILING BLIND: A small blind posted behind the button. This happens on the hand after one in which there were three big blinds.

TURN CARD: The fourth street card in Hold'em and Ohama.

VERBAL DECLARATION: An audible announcement of a player's intentions.

WAGER: A bet or a raise.

WAITING LIST: see SIGN UP BOARD

MAP AND DIRECTIONS

Lucky Chances Casino: 1700 Hillside Blvd., Colma, CA 94014 * (650) 758-2237

From San Jose: Take 101 North, exit 380 West, take 280 North, exit Hickey Blvd., make a right. Make a left on El Camino Real, right on Serramonte Blvd. Make a right on Hillside Blvd, and the Casino is immediately on the right.

From San Francisco: Take 280 South, exit Serramonte Blvd., make a left. Make a right on Hillside Blvd, and the Casino is immediately on the right.

A Poker Room with a View

Lucky Chances Casino stands atop the western slope of the San Bruno Mountains just south of San Francisco in Colma, CA. Our patrons enjoy a mountain view to the east and a sprawling panorama of the peninsula to the west. The building and grounds were made to order when Lucky Chances opened in June 1998, including two restaurants, twenty poker tables, extensive rail space, state-of-the-art security features and seismic buffers - and plenty of parking!

But what keeps so many players coming back is not the view from the outside, rather, it is the view of the owner, Mr. Medina. He founded Lucky Chances on a few old-fashioned ideas: to hire the best personnel, to treat people right, and to listen to the players. The Lucky Chances team encourages and welcomes your feedback in our persistent effort to be and remain the best.

Thank you for coming!