TripleTopper.com/Pokem
This is Poker in the 3rd Dimension. Triple Topper is a 3 dimensional (3 variable) card game. Pokem is 3D poker. It's a free card game. Play something similar to Texas Hold Em, Five Card Draw, Seven Card Stud, or other Poker variations you fancy.Click here or scroll down to read more info or click on a link below. Note a third rule change plus rules for low and hi/lo games are included below. Updated August 24, 2007

The Third Dimension for the Third Millennium Card Game

The world's first 3 Dimensional Multi-game Card Game
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Poke'm 3
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Object: A poker derived game but with equal opportunity. (Get the pun?) Rate your hand and bet on it to make yourself the richest person in the group. NOTICE: I take no responsibility for goods and services gained or lost or laws broken due to Poke'm or any Triple Topper game
- Brian Ciesicki
I made a couple of mistakes with Poke’m 1. So here are some corrections, making it feel more like regular Poker. Then I thought Pokem would be better with better combinations, not better ranking cards, which is a change from Pokem 2

If you wish the
original and the second edition rules for old time's sake, click here. Also click here to read some new ways to play using this game.

Just like the old rules, you can play any version of Poker, like Texas Hold Em, Five Card Draw, Seven Card Stud, or any other version of Poker either established or in your own mind. If you understand Poker, all you have to do is understand how the combinations of cards form hands and how they rank, and you can jump right in. I believe five card draw is the most improved Poker game with this deck, but judge for yourself. Seven card Stud is also somewhat improved. Texas Hold Em is okay, but eliminates the importance of pre-flop betting. If someone can think of a better way to incorporate this, let me know.

Basic Terms:
Five-of-a-kind: 5 cards with the same variable value, like 5 reds, or 5 circles, or 5 one’s.
One-of-each: 5 cards that have one of each of the 5 variables of the same type, like 1,2,3,4, and ? or one of each color, or suit.
Being Organized (or an x-le-Perfect): Having either a five-of-a-kind or a one-of-each-of-five in one or more variables in the same 5 cards. like a 1,2,3,4,? of all hearts of at least 2 colors and up to 4 colors is being organized in 2 variables, or a Double Perfect. The best hand is a Triple Perfect

Rating the Hands:

1. Most organized variables IN THE SAME 5 CARDS (this is important if more than 5 cards are in play.) is the winner. Triple Perfect beats Double Perfect, which beats Single Perfect which beats an Imperfect. If everyone has a bad hand, this number may be zero, making everyone have imperfects, and ties being broken other ways described below.

2. In case of a tie among Single Perfects or higher, most 5's of a kind wins.

3. Finally, if still tied, (usually when no one has any organized variables or all other tiebreakers above are exhausted,) look at the highest ranking "poker hand" (other than ones checked before). In the second edition, you compare the rank of the highest poker hands before you look at the second combination. NOW if tied in Poker rank for high combination,look at high second combination, then third combination, THEN from high to low, compare the rank of the combination from high to low. (at this point it doesn't matter what ranks you hold, just how they're organized.) Combinations are listed from high to low as follows:


4 of a Kind.

Full House (3 of one kind, and 2 of another in the same variable type, like numbers (3 ones, and 2 threes.))

3 Of a Kind.

2 pair (of the same variable type like 2 reds and 2 blacks)

Pair.

Straights and flushes are really 5's of a kind and sets of one of each so that's why they're not listed. And High card is not listed because a high card is really a one of each and the lowest possible hand is a pair. Also I understand one-of-each MIGHT be twice as common as 4-of-a-kind, (I computed it with permutations and it was one way, and with combinations it was another, so I had to make an executive decision) but the dynamics of the game are more interesting if 4 of a kind is below a one of each, mainly to set up double and triple perfects, which are equivalent to Straight Flushes.
If after comparing all 3 variables, and it's still tied, tiebraking criteria are listed for corresponding hands (remember to compare the combinations in order from from highest to lowest) as follows:

5 of a Kind - compare matching value

One of Each - It's the same all around. Don't worry about it. Go on to the next one.

4 of a kind - Compare the quadruplicated value. If tied still, compare the kicker. (remaining unmatched card)

Full House (3 of one kind, and 2 of another in the same variable type, like numbers (3 ones, and 2 threes.)) - Compare the value of the triplicate. If still tied compare the value of the pair.

3 of a kind - Compare the triplicated value, if tied, compare highest kicker, then if necessary, next highest kicker.

Two Pairs (of the same variable type like 2 reds and 2 blacks) - Compare highest pair, then 2nd highest pair, then kicker.

Pair - Compare pair value, then the 3 kickers one at a time from highest to lowest.


NOTES: The kickers are in the same variable as the match. Example: 4 of a kind, if one has four 4';s and one has 4 blues, the person with the 4's compares the number of the fifth card while the owner of the 4 blues uses the color of his fifth card. so a ? kicker beats a red kicker.

5. If it is tied after all this, pot is split.


WILD RULES:

1. Blacks, Blobs, and question marks are wild, but unless you have the black-blob-?, wilds are only partially wild. (A red Blob 3 is wild only wild in suit.)

2. In order to have a one-of-each, one of the wilds must be designated as a natural black, blob, or question mark. Therefore all one-of-eaches must have at least one black, blob, or question mark plus one of each of the others. Unlike Pokem 1, you still need 5 cards regardless of whether you're playing with or without wilds.

3. If you have 5 wilds, it's the highest rank you can get in one variable, but as a strategy, you might not want that if a different card gives you a double or triple perfect.
4. Optional Wild rule: IF you have a calculator on hand, or playing it online if things go our way, If you win, you win your chips back, plus chips from each opponent in the following ratios:

(5 + Number of wild elements one particular opponent has)
_________________________________________________________
(5 + Number of wild elements you have)

An individual Black, blob or question mark actually being used in your combination actually counts, regardless of what they are declared, except in these 2 cases: A) ONE wild element per variable used in a one or more sets or one of each is not counted, since it's not representing a different value. Or B) If 5 Wilds of the same type is used, NONE of them count against your payout ratio, since it's a natural 5 of a kind and are not representing anything else.
Also if it's in one of the extra cards not being used in combinations, it doesn't count. Therefore, everyone must declare in secrecy which 5 cards they will use, and what the wilds will represent. Therefore, if you're playing by this rule without a computer, pieces of paper and pens might be necessary.

Low and Hi/LO Rules

1. The best hand in Low games are 3 pairs in 3 different variables. Note that you compare the highest combination first, just like high, so a four-of-a-kind, a pair, and a pair, would lose to a full house, a 3-of-a-kind, and 2 pair if competing for low.

2. In Low games, without wilds blacks, blobs, and question marks are worth 0, below red, circle, and 1. With wilds, they can be declared anything to help you get low, including a 0-value card. And they do not have to be delared the same thing among different cards. So 5 blacks can be called 2 blacks, a red, yellow, and green.

3. In all High/low games, you are either in both pots, or are in neither. All pot moneys are split evenly between high and low.

4. Games may be played with "Swingers" or "non-Swingers"

4a. Non-Swingers mean Aces in a regular deck, or a Black, Blob, and Queston mark in my Triple Topper deck, assuming they are not wild, must be either high or low, but not both. Swingers may be declared both.

4b. Swingers effect Jokers and other wild cards too in regular cards, or blacks, blobs, and question marks in a Triple Topper deck. If playing with Swingers, a wild card may represent a different card in both the high and low hands. With non swingers, If a card is to be used in both high and low hands, it must represent the same card. Note 2 Jokers in a regular card deck can be each used, one in high and one in low for example. or one in high, or one in both.

5. If both high/low and wild responsibility are used, high jackpot is paid out first, then low.

6. Note if playing with Wild responsibility, you may chose not to use certain wilds in hopes of getting a higher payout ratio. You must either declare your hand or tell the computer if this will be online what cards you'll use.

Little known variants.

Another suggested way to play is Midnight Basketball. Now you can fight crime the Bill Clinton way with Midnight Basketball. Ever since this game was invented, the Macedonia murder rate went down 20% and drug charges down 50%. This is a variation of regular cards' Midnight baseball.

1. Deal 10 cards if with wilds, or 15 cards if with no wilds face down to everyone

2. Everyone stacks their cards, no locking at them.

3. Everyone reveals their first 5 (or 4 if paying Poke'm 1 with wilds) cards. The best hand is in control, and can make a raise. At this point everyone calls or folds. only the person in control can raise.

4. The player to the left of the person in control flips a card. If his best hand beats the one in control, he now is in control and can raise. If he doesn't beat the leader, he flips another card, until he is in control or he runs out of cards and still doesn't gain control. in which case he will lose. The next person starts flipping according to the same rule.

5. Options include paying for wilds, making certain non-wild cards, like for example any card with two of the following: Red, Circle, and one, have a person draw an extra card and put it on the bottom of pile, and paying for those cards too.

Poke'm Rum
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Each person antes one unit (point, chip, dollar, etc.) and gets dealt 5 cards. In order from the left of the dealer to the dealer, each person picks up the top card card from the center, the top card of either the stockpile or discard pile, and then discards one card. When satisfied, at the beginning of a turn, a player knocks, and everyone else gets one turn. If the knocker has the best Poke¹m Hand, the knocker wins the pot plus one unit from everyone else. If one or more people tie or beat the knocker, the knocker owes everyone who beat or tied him/her one unit, and the highest hand overall takes the pot. In case of tie between non knockers, they split the pot.

A way I used to suggest, but shy a little from is called 5-card Reverse Draw plus Stud.

1. Ten cards are dealt.

2. Bets are placed.

3. For a taste of stud poker, your opponent on the right reveal five cards face-up to everyone. Everyone else will do the same.

4. Each player in turn will discard anywhere form zero to five cards. Whatever amount of cards was discarded will be drawn from the draw pile. Those discarded that were face down will be be dealt anew face down. Those cards that were face up shall be dealt anew face up.

5. Each player keeps the best five-card-hand and discards the five unused cards. Keeping ail hidden cards hidden and shown cards shown.

6. Bet on the hands.

7. Reveal every card you use except one, this time your choice.

8. Bet on the hands again.

9. Reveal final cards. Compare the hands of those who didn't fold. Winner takes the pot.

Play this game with a Triple Topper deck. Notice the light blocking ability on the right. (the left was the previous model, that was free.) Buy one by clicking on the picture of the cards.

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