Quote:
Originally Posted by bmw7a
I meant that people accidentally try to start a betting round before everyone has bought, we dont allow betting until everyone has the same number of cards.
Ah, OK. That was our plan, only the whole table missed a players mistake (buying 2 cards on the same round). This week, I was very careful about confirming the number of cards.
We're still starting the shopping with the player to the left of the player that started that last one.
Quote:
Originally Posted by bmw7a
We dont have as many straight flushes as you seem to have, but since we only play 6 cards total, you only get one misfire so to speak.
Our game has a few players that are all about making the nuts, and not chasing 2nd nut hands. Having the 7th card helps, as does the lack of defense (next paragraph).
Quote:
Originally Posted by bmw7a
Also, not sure how your games have played out, but in our game, "defense" comes into play not infrequently, where people will buy a card that doesnt necessarily help them, but blocks an opponent...for example if you are showing a pair of kings, someone else who may also be going high (especially for example if they are aiming towards a flush) will buy a king from the board just so you dont get it. It happens more often in our game than you would think, that some people get so caught up in playing defense and blocking other people, that they dont end up making any sort of hand for themselves either.
Ahhh, defense. Yes, there are multiple calls for defense in a night, we are very loose with our OPTAH enforcement.
I'm taking a card that appears to help a player make a hand better than the one I think I'm likely to make, assuming we are going the same way.
However, I'm not taking the King, as if I see you with a pair of Kings, I'm assuming my flush is not good and either I've got to chase a straight flush (assuming K isn't our suit), or go low. I'm not drawing to a flush when I see another player with a pair up. I'm putting them on a set (maybe 2 pr) and full houses happen a lot.
I'm also taking that card that gives a player a near lock, if I don't want the betting to increase (and players to drop). I may want/need more players in the hand, drawing to worse than me. Ex, I'm going high and have made a likely winner for half the pot. I'm not letting the player to my left to get a card that locks them into a low winner, if it will chase players out.
Conversely, if I'm locked in at one direction, I'll pass along helpful cards to keep a player in the fight for the other direction, even taking cards that they would be stuck with (see evil).
Finally, I'll pass along a monster card, if I think I'm leading the other direction but vulnerable. Ex. I have a low full house, or a flush. The other high players don't have anything really going. I'll pass that wheel card to the player going low, they bet, I raise, it gets capped. My competition for high will drop. I've just got to make sure that I can beat the low draw turned high (wheel=straight).
There are some deep strategies at work in these card passing games. Most people don't go past (does this card help me).