PDA

View Full Version : "Guts High/Low" (a complicated game)


12-10-2001, 04:41 PM
I thought I'd share a game that was played for nickels (I mean five cents, not five dollars) at my MIT dorm, Burton House, during the mid-'80s. They called it "Guts high/low". I'm curious whether this was a local creation or whether it is played elsewhere.


Guts high/low can be played with up to seven.


"First option" is initially the player to dealer's left. Each round, first option rotates one seat to the left.


In general, a round of the game looks like this. There is a "high pot" and a "low pot", that has been built of players' antes. The players are each holding from four to seven cards (all hole cards). An auction period takes place, beginning with first option. The first time around the table, each player may either pass, "declare" in any direction(s) that have not yet been declared, or challenge the player(s) who have declared. The auction remains open until each player has had one chance to challenge the last declarer.


Challenging a declaration means that the two players involved swap hands to establish who has the better hand, evaluated in that direction. (When evaluating for low, we happened to play 6432A no flush was the nut, but I don't think the specific low-evaluation method matters to the play of the game.) The loser pays the winner an amount equal to the size of that pot.


If a player declares in a direction and the auction ends with nobody having challenged him for that direction, he wins that direction's pot.


Declarations do not carry over from one round to the next.


The game works like this:


To begin with, each player antes into each pot, and receives four cards. There is an auction.


If at least one of the pots remains, then each player antes again into the remaining pot(s), everyone receives a fifth card, and there is an auction.


If at least one of the pots remains, then each player antes again into the remaining pot(s), everyone receives a sixth card, and there is an auction.


If at least one of the pots remains, then each player antes again into the remaining pot(s), everyone receives a seventh card, and there is an auction.


Here is the difference. After seven cards, if at least one of the pots remains, the cards are thrown in, the deck is shuffled, everyone antes into BOTH pots and receives four new cards, and there is an auction.


When both pots are empty, the game is over.


Remember that first option rotates one seat to the left after each auction.


When evaluating four-card combinations, there are no straights or flushes. 432A is the nut low.


When evaluating six- and seven-card combinations, the best (or worst) five-card combination is used.


As with other "pay an amount equal to the pot" games, it would be wise for the players to agree on a cap. We usually played to a $5 cap. The pot itself could grow to over $5, but the maximum amount one player would have to pay another was capped to $5.


Here is an example of how the game would work.


Six players each ante a nickel into both pots.


Player 1: T863

Player 2: 669A

Player 3: QJ43

Player 4: TT52

Player 5: QQ72

Player 6: 8432


Player 1 declares "low". Players 2 and 3 pass.

Player 4 declares "high". Player 5 challenges player 4 for high. (each looks at the other's hand and Player 4 pays Player 5 thirty cents.)

Player 6 challenges for low and wins. Players 1, 2, and 3 pass (i.e. they elect not to challenge for high.)


The auction period is now closed. As both pots have been declared for and challenged, they are both still active.


Each player antes another nickel into each pot and receives a fifth card:


Player 1: T8632

Player 2: 6669A

Player 3: QJ743

Player 4: TT752

Player 5: QQ872

Player 6: K8432


Player 2 is now first option and passes.

Player 3 passes. Player 4 passes. Player 5 declares "high". Player 6, on a bluff, declares "low". Player 1 challenges player 6 for low and wins sixty cents. Player 2 challenges player 5 for high and wins sixty cents. Players 3 and 4 pass and the auction is closed.


Both pots were challenged, so each player antes another nickel into both pots and receives a sixth card.


Player 1: T88632

Player 2: 666J9A

Player 3: QJ9743

Player 4: TT8752

Player 5: QQ8732

Player 6: K8432A


Player 3 is first option and passes. Players 4, 5, 6, and 1 pass. (Perhaps player 6, who made an eight low with a nut re-draw, was hoping that player 1 would declare for low.) Player 2 declares for high. Players 3, 4, 5, 6, and 1 pass.


Player 2 wins the high pot. The low pot remains.


Each player antes another nickel into the low pot and receives a seventh card.


Player 1: T88632A

Player 2: 666JJ9A

Player 3: QJT9743

Player 4: KTT8752

Player 5: KQQ8732

Player 6: K87432A


Player 4 is now first option and passes. Player 5 passes. Player 6 declares for low. Player 1 challenges player 6 for low and wins a dollar twenty. Player 2 attempts to declare for high and is chided by the rest of the table for taking an impossible action (you can't declare in a direction when the pot does not exist). Players 3, 4, and 5 pass.


The cards are thrown in, everyone antes a nickel into each pot, first option rotates to player 5, everyone gets four cards, and the hand continues. The low pot is now $1.50 and the high pot is $0.30.


Notes:


You may declare (or challenge) in one direction and declare (or challenge) in the other direction as part of the same round of the auction. You may also pass or declare in one direction at your first turn in the auction, and if someone after you declares in the other direction, you may challenge him in that direction at your next turn in the auction.


Players involved in a challenge are honor bound not to disclose information about the other's hand. (I think the possibility for such disclosure is the weak part of this game.)


The game must decide what policy to follow regarding abandonment. I recommend one of the following two policies:


(a) Players may not abandon the game. (Enforcement left as an exercise to the reader.)


(b) A player may choose to abandon the game instead of paying antes. Such a player is dealt out for the entire remainder of the game. First option passes over his seat.


Enjoy!

--JMike

12-11-2001, 02:10 PM
There is a similar variation of guts called "napalm." Players get 3 cards, best high hand wins. Losers match the pot. Players get 2 additional cards, best low hand wins - losers match. Players get 2 additional cards, they now have 7, best high hand wins - losers match. First person to win 7 hands gets the pot.

12-12-2001, 12:05 PM
sounds similar to "357".

high only.

everyone gets 3 cards, 3s are wild. if you are the only one to bring a chip up, you get a "leg". if you are contested by one or more, you share cards (only with those in), someone wins the pot, the losers match.

then you add 2 cards---the "5" round---5s are wild, 3s no longer wild. again, bring up a chip if you're in. uncontested=leg, otherwise match pot scenario again.

finally, 2 more cards, 7s the only wild.

shuffle up, begin again with 3 each....


game ends when someone accumulates predetermined number of "legs". (usually 5)


takes a while, but good opportunity to win a nice pot every now and then.