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- Reasons to call

There are several reasons for calling a bet or raise, summarized below.

* To see more cards: With a drawing hand, a player may be receiving the correct pot odds with the call to see more cards.

* To limit loss in equity: Calling may be appropriate when a player has adequate pot odds to call but will lose equity on money contributed to the pot.

* To avoid a re-raise: Only calling (and not raising) denies the original bettor the option of re-raising.

* To conceal the strength of a player's hand: If a player has a very strong hand, he might smooth call on an early betting round to avoid giving away the strength of his hand on the hope of getting more money into the pot in later betting rounds.

* To manipulate pot odds: By calling (not raising), a player offers any opponents yet to act behind him more favorable pot odds to also call. For example, if a player has a very strong hand, a smooth call may encourage opponents behind him to overcall, building the pot. Particularly in limit games, building the pot in an earlier betting round may induce opponents to call future bets in later betting rounds because of the pot odds they will be receiving.

* To set up a bluff on a later betting round: Sometimes referred to as a long-ball bluff, calling on an earlier betting round can set up a bluff (or semi-bluff) on a later betting round.

Gap concept

The gap concept states that a player needs a better hand to play against someone who has already opened the betting than he would need to open himself. The gap concept reflects that players prefer to avoid confrontations with another player who has already indicated strength, and that calling only has one way to win (by having the best hand), whereas opening (or raising) may also win immediately if your opponent(s) fold.

Sandwich effect

Related to the gap effect, the sandwich effect states that a player needs a stronger hand to stay in a pot when there are opponents yet to act behind him. Because the player doesn't know how many opponents will be involved in the pot or whether he will have to call a re-raise, he doesn't know what his effective pot odds actually are. Therefore, a stronger hand is desired as compensation for this uncertainty.

Loose/tight play

Loose players play relatively more hands and tend to continue with weaker hands. Tight players play relatively fewer hands and tend not to continue with weaker hands. The following concepts are applicable in loose games (and their inverse in tight games):

* Bluffs and semi-bluffs are less effective because loose opponents are less likely to fold.

* Requirements for continuing with made hands may be lower because loose players may also be playing lower value hands.

* Drawing to incomplete hands, like flushes, tends to be more valuable as draws will often get favorable pot odds and a stronger hand (rather than merely one pair) is often required to win in multi-way pots.

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End junk mail service Protect your privacy and protect the environment help to stop bulk mail by opting out of all bulk mail. Save trees. Save your time and convenience.. - Guts

Rather than the customary rounds of betting followed by a single showdown, guts features multiple rounds, each of which consist of the decision to be "in" or "out", and each of which contains a showdown. Only the players who stay "in" participate in the showdown. In the most common version, the player who stays in with the best hand receives the current pot, while all other players who stayed in must match the pot to form the next pot. For example, if the pot is $5 and three people stay in, then one player will receive the $5 pot and two players will be forced to add $5 each to the next pot, escalating the size of the pot for the next deal. Then the hand is re-dealt, and all players (even those who were "out" in the last round) can participate again. The game ends when only a single player has the guts to stay "in", and thus the pot is taken without replenishment.

Each player's hand usually consists of a reduced poker hand of either 2 or 3 cards. The cards are ranked as in regular 5-card poker, but in some variations straights and flushes count and in some they do not.

Another variation is for three-card guts. The hands are ranked as follows: Three of a kind, straight flush, straight, flush, pair. Each player receives two cards face down. In turn, each player declares whether they're in or out. If they're in, they receive their third card face up. The dealer declares last; if no other player has stayed in, then the dealer must have a pair or better to win the pot. Another variation is for the other players to have another chance to declare and challenge the dealer. With this variation, there is no requirement for the dealer's hand; if no one challenges him, the dealer wins.

Declaring "in" or "out" is similar to declaring high or low in high-low games. Each player takes a chip, places their hands under the table, and either places the chip in one fist or not. Each player then holds their closed fist above the table, and the players simultaneously open their hands to reveal their decision (a chip represents "in", an empty hand represents "out").

Because the pot can double (or more) each round, the stakes can grow exponentially, and pots of 50 or 100 times the original ante are possible.

There are many variations. Sometimes only the single player with the worst hand (who stayed in) must add to the pot, but they must double the pot rather than match it. In an especially vicious variation, nobody wins the pot unless nobody else stays in. This can degenerate quickly, when one player must add a large amount to the pot, and decides to stay in until he wins it back. Thus the game continues indefinitely, with one player continually adding larger and larger amounts to the pot. The pot may grow so big that no player has enough cash to match it, leading to arguments about how to end the game. (This variation is not recommended when playing among friends. Often this variation is abandoned after the first really big pot leads to conflict.)

One solution to the exponentially growing pots is to cap them at 50x or 100x the ante. That is, if there are 5 players with an ante of $1, the pot started at $5. If there were 3 doublings, the pot is now at $40. Suppose the "cap the pot at $50" rule were in force. Then, if another doubling occurred, each loser would pay $40, but the pot would now be at $50 and the extra $30 would be set aside as the ante once there's a hand with a winner and no loser.

There is a variant of Guts called Nuts. Each player is required to place a certain amount of money in the "pot". For example, the bet starts with one dollar. With five players, there would be five dollars in the pot. Each player is dealt two cards. At this point, the lowest cards win. (Pairs are strong) If a player is "in" and other players are not, the player gets a "nut." If two players go in, then neither gets a nut. These two players have to compete their cards against each other. The lower cards win, and the loser have to pay the winner money equivalent to the pot, in this case five dollars.

When the next card is dealt, the best cards are the highest cards. Here the process of in and out is repeated. With the fourth card, the lowest cards are the best. Then with the fifth and last card, the higher the better. When a player gets three nuts, he or she will get the pot. If three nuts are not awarded within the first round, a second round is needed. With the second round, each player adds a dollar to the pot, so the pot doubles. This continues until someone gets three nuts, and thus the pot.


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