Blogging since 1998. By David Wertheimer

Month: January 2003 (Page 2 of 3)

Meep!

Mark Pilgrim: “In 1996, I had my entire apartment wired with X-10 devices … [controlled with] Speakable Items. ‘Connie, I’m home’ would turn on the lights, the air conditioner, and the stereo, check my email, and read me summaries of my unread mail. ‘Connie, goodnight’ would turn off all the lights and appliances, turn on the hall light, say ‘Dream not of today,’ and put the computer to sleep. I am not in the slightest way making this up.”

Jolly Ranchers

Friday office fun: A coworker has put a cupful of Jolly Ranchers atop the water cooler.

Suddenly the mouth is 11 years old once again, tasting raspberry but yearning for watermelon, getting the corners of the candy stuck on the molars, tongue flipping the candy lengthwise, waiting for the blob of glucose to become thin enough to bend in half, a feat of momentous proportion and assured glee.

Lunch will surely pale in comparison.

Ante up

Texas Hold ‘Em: deal two cards down to each player, five cards down to the table. A round of betting is held after the deal, then three of the table cards are turned up. Another round of betting follows. One more table card is flipped, followed by another round of betting. The last card is flipped, a final round if betting ensues, and finally a showdown in which players make their best hands using their two cards and the table’s five. High hand wins.

Omaha is identical to Texas Hold ‘Em, but each player gets four cards. Final hands must include exactly two of the player’s four cards and exactly three of the table’s five cards. High and low hands split, but the low must be 8-high or better (lower) or the high gets it all. Cards speak for themselves.

“In Guts, everyone secretly puts a chip in their hand if they are staying in, otherwise they leave their hand empty. Players then hold their closed three-card hands in front of them and open them simultaneously. Players who held chips (and thus stayed in) reveal their hands. The winner takes the pot and the losers have to match what the pot was. New hands are then dealt. The game continues until only one player stays in, and thus the pot is emptied. Highest hand, without straights and flushes, wins. Many variants exist.

“The object of Seven Twenty-Seven is to get as close to 7 or 27 as possible. As in Blackjack, Aces are worth 1 or 11 and numbers are worth their face value. Face cards, however, are worth half a point (.5). The player to the dealer’s left is the lead player, with the lead rotating each round. Each round, each player starting with the lead has the opportunity to take one additional card. The lead then starts a round of betting. This continues until nobody takes an additional card. After a final betting round, players declare high/low/both and hold a showdown. Closest to 7 and closest to 27 split the pot.

Screw Your Neighbor has no ante. Instead, each player places three of the highest-ranking chips in front of him. The lead begins to the left of the dealer and rotates with each hand. Each player in turn may opt to keep his current card or exchange it with the player to his left. If someone tries to take your card and you have a King, you may stop [the swap] by revealing your King. The last player may keep his card or exchange it for the top one from the deck. When all players have gone, everyone reveals their cards and the lowest card (Aces are high) tosses a chip into the pot. When you run out of chips, you’re out of the game.”

I love poker night. Here’s to many more evenings of high hands and laughter.

(Definitions quoted from Gamereport Poker Variants, lightly edited)

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