Imperial Poker Club

Winner of the last trick is credited with 10 points more on his score. Each player now holds six cards. The maximum sum of insurance cannot exceed the possible payout on that box. If the purchase or replacement does not improve the player's hand, he can fold and lose his ANTE. If it was called in the second round, the called of schmeiss may name the suit he desires as trump. For every imperial that a player scores during the declaring phase, he takes a red chip from the common pool. The exchange is repeated for free, and this time the dealer is dealt the Ace of hearts.

Imperial Poker Club

Imperial Poker Club Tournaments

If the dealer still does not qualify after the exchange, the ANTE is not returned to the player and is not paid. When the final decision on the first box has been made and the turn goes on to the next box, the first box remains open. In addition to this basic bet on the box, the player can also make a bonus bet. With this bet, the player is betting that there will be a high poker combination Three-of-a-Kind or better in his original hand.

When playing on several boxes in this casino poker, the first or second box with an ANTE is considered "open" and the remaining boxes are "blind". The restrictions associated with a "blind" game are described in paragraph Each table indicates the minimum ANTE and the maximum payout on it. The maximum payout on both the basic bet and the bonus bet is the same, and the player can receive the maximum win for both bets at once.

The minimum bonus bet is defined by the cheapest chip allowed at the table. Each box has the following three figures: The ANTE is placed on the ellipse and the bonus bet is placed on the rectangle. For insurance bets there is an extra figure — a circle paragraph The BET is placed on the rectangle see paragraphs 8 and 9.

To make a bet, it is first necessary to choose a chip with the desired face-value. At the beginning of the game, this chip is chosen by default, and the chip with the minimum face-value fixes itself onto the cursor. If the player wants a chip with a different face-value, he can select it by clicking on that chip. After the chip is selected, the player can place a bet by clicking on the desired part of the game table and his bet will appear there. Each subsequent click adds another chip of the selected face-value to the bet.

If the player wants to remove the last chip from his bet, he can remove the chip fixed by clicking the cursor on any empty part of the game window and then clicking on this bet. The "Clear" button can be used to remove all the bets from the table. If the player wishes to repeat his bets from the previous hand, he can use the "Rebet" button. Each subsequent click on "Rebet" will increase the bet by the sum of the previous bet.

The "Deal" button will begin the game after all bets have been placed. When dealing, the dealer places his final card face-up. After that, successive play on boxes begins. The cards on the open box are revealed, after which the result of the bonus bet is determined. The payouts for this bet are given in table 2. Having checked his cards, the player has four options: The cost of purchasing or replacement is equal to 1 ANTE.

If the player purchases a sixth card or exchanges several cards, he has two options: If the player exchanges only one card under our Imperial Poker rules, he gets an extra opportunity: After the player makes this exchange, he has to choose: The player can exchange cards until the deck is exhausted, but each following exchange increases its cost by one ANTE. Before raising the bet in this poker game see paragraphs 8 and 9 , the player can insure himself against the dealer getting a non-qualifying hand.

The player can do this if he has a hand of Three-of-a-Kind or better. With this bet, the player is betting that the dealer will not qualify. The minimum size of the insurance is the ANTE, and the maximum is the prospective payout in the case the player wins including the payout for the second combination - see paragraph For insurance, as with the bonus bets, chips used for insurance are placed on the circle.

The maximum sum of insurance cannot exceed the possible payout on that box. When the final decision has been made on all the boxes, the dealer reveals his cards. On those boxes where insurance was purchased, the result is determined by the following: However, if the dealer's combination is higher than the player's, the insurance is considered unplayed and is returned to the player.

If the dealer qualifies, his combination is compared to the ones on the boxes remaining in the game. If the player has the higher combination, the ANTE is returned to the player unpaid, and the payout for the BET is determined according to table 2.

Some examples of poker hands comparison are listed in the Standard Oasis poker rules section. If the player has two winning combinations at once, both of them receive payouts. For example, with the cards AK, he would be paid for both the pair of 9s and Ace-King. With the cards after the purchase of the sixth card , the player would be paid for two straights. If the dealer does not qualify in this casino poker game, the player can receive his winnings on all boxes by pressing the "Go on" button.

The player may also choose to exchange the dealer's card on the first box. In this case the dealer's highest card is exchanged and, as a result, he can get a qualifying hand. This exchange is advantageous when the player has a high poker combination because it provides a chance to significantly increase his winnings. To exchange the dealer's highest card, the player clicks on the ANTE box. After clicking on this box, the chips will darken and will be removed from the box as payment for the exchange after the player clicks "Go on".

After the player has selected the first box that he wishes to participate in the exchange, he continues the game by pressing the "Go on" button. Before this button is pressed, it is possible to cancel a request to exchange the dealer's card by clicking a second time on the ANTE box. After pressing the "Go on" button, the game on the boxes where there was no request for an exchange ends.

If there was a request for an exchange on the first box, the dealer's highest card is exchanged. If the dealer then qualifies, the final results are determined on the first box remaining in the game. This corresponds to paragraphs 12 and 13 , except for the fact that in this case the ANTE is absent — it has been removed from the table as a payment for the exchange paragraph If the dealer wins, the player loses only his BET.

If, after exchanging the dealer's card, he still does not qualify, the game ends. However, if the dealer's new card is of the same rank as the card exchanged, and he still does not qualify, the exchange repeats, i. The repeated exchange is free, and can happen up to three times. Here is an example of how this works. The dealer has the Ace of spades and four hearts and the player requests an exchange. The dealer's highest card is exchanged, and instead of his Ace of spades, the dealer is dealt the Ace of clubs.

Players compare matched sets called melds, or lays, for the right to score them. The melds may be a sequence of three, four, or more cards in the same suit.

For example, the seven, eight, and nine of hearts; or the ace, king, queen, and jack of spades. It is possible to meld eight cards in a single sequence. A three-card meld is valued at 20 points a meld of four cards or more is valued at 50 points. How to Score Melds. Only one player may score a meld or melds.

The method of establishing which player scores his meld or melds is as follows: The nondealer has the first say. If the nondealer possess a meld he announces its point value.

The extra cards carry no additional value or significance with reference to scoring or deciding the highest meld. If players hold melds that are equal in point value and highest-ranking card, neither of which is in trump, the meld belonging to the nondealer is considered the best and is scored. As between melds of the same point value and the same highest-ranking card, a trump meld is considered the best.

The player who claims the best meld receives credit for its point value after showing the meld to his opponent, and the player holding the best meld may also receive credit for other melds he shows. The opponent who held the inferior meld scores nothing, but he does not have to show his meld; nor is a player required to show a meld he does not wish to receive point credits for.

Following is an example of meld comparing and the conversation involved: Nondealer holds a meld comprised of ace-king-queen-jack in one suit and queen-jack-ten-in another suit. The dealer holds king-queen-jack-ten in a third suit.

Dealer does not show his meld because it is valueless and cannot be scored. Then is another meld which carries a values of 20 points. The play poker of the Hand. He may play any card he chooses. The dealer then plays a card. If the lead card is of a then plays a card. Otherwise, he may play any card he desires. If the lead card is a trump, the dealer must play a higher trump if he is able to do so, but he must follow suit in any case. A trick is comprised of two cards and is won by the highest-ranking card of the suit led.

But if a trick involves one trump card, that trump card wins. If a trick involves one trump card, that trump card wins. If a trick involves two trumps, the highest-ranking trump wins. The winner of the trick takes the two cards and places them face down in front of himself. The winner of a trick leads the first card of the next trick, and so it goes until all nine tricks have been played and the hand is ended. When all the nine tricks have been played, each player takes point credit for the valuable cards among his gathered cards.

Winner of the last trick is credited with 10 points more on his score. There is a total of points in the game. This includes the 10 points for the last trick. However, because only 18 of the 32 cards are in play, the greatest possible total of points scores in any single hand is These are comprised of points scored in tricks and melds, including bells, be it announced or unannounced.

The bidder in this instance scores zero and is said to have gone bate. End of Game or Match. The first player to reach or points wins the game. The following will determine whether or not a misdeal has occurred:. The rules of Two-handed Klaberjass apply except as follows:. This popular two-handed game of France is almost identical with Klaberjass, except the schmeiss is called vales waltz.

The highest —ranking melds are four of a kind, counting for four jacks and for four nines, aces, tens, kings, or queens, the groups ranking in that order. A five-card sequence is worth 50, a four-card sequence 40, a three card sequence If the maker of trump does not score more points than his opponent, he loses his own points but the opponent does not score the combined totals of both players. After trump has been named and three more cards have been dealt to each player, the undealt cards are turned face up, squared so that only the top card shows, which becomes the widow.

A player may exchange the trump seven for the turned-up card the trump eight may be exchanged if the seven was turned , then may successively take the exposed card of the widow as long as it is a trump, discarding a card from his hand each time. The makers then leads. After the first trick is completed, players with melds of the same length ask and decide which is highest.

The maker succeeds if neither opponent has as high a score as his. Four of a kind. If four of a kind are held, there is no play; the highest four of a kind wins the hand. Any irregularity stops play, and every player except the offender scores 2. To win the majority of points including a Bella. To win ace, king, queen of trumps. To win jack, nine, seven of trumps. To win ace, king, queen, jack, ten, nine of trumps. To win all nine tricks. To win no tricks.

To win 82 points at a trump, 62 points at no trump. To win points at a trump, 80 points at no trump. To win points at a trump 80 points at no trump but melds may be included. To win all four aces. To win the next-to-last trick with the ace of diamonds or if diamonds are trumps, with the ace of hearts.

To win the last trick with the seven of trumps. Some play that these side declarations are worth a bonus of 75 points, while others play that all the trump, , carry an extra bonus of 75 points, making a total points. If he wins, he receives the bonuses, but should he lose, the bidder gets double the bonus score. The total points at stake per deal average about When taking on the obligation of trump maker, a player should reasonably expect to score 60 points with his nine cards, or 40 with his first six cards.

But the state of the score and the particular hand often justifies a take on 35 or Actually, the most important factor is the presence or absence of jass.

Jass alone is often enough in trumps to warrant taking. The dealer, of course, should stay at a minimum for a take when the nondealer passes, rather than allowing his opponent a new suit.

Sometimes, however, it is wise, with an especially good defensive hand of several cards in jacks and nines, to permit the opponent to name trump. Under most conditions, the nondealer should not schmeiss on the first round, since he may be forced to become trump maker against a strong hand.

Of course, the schmeiss is a powerful tool for the dealer in the event the non dealer starts by passing.

Remember, however, that the schmeiss is a psychological weapon and it should be used wisely. But remember that your opponent has a good chance to improve, too.

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