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Musings from the Public Domain
by Scott Sharkey
23 May 2012 at 5:47pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

Musings from the Public Domain Cover Story: A view from a world where the "Mickey Mouse" copyright extension act never became law.

T

he spring release season is now fully upon us, and with it comes the usual trickle of new IPs and a torrent of sequels to comparatively recent franchises. The biggest deal of the season, however, has to be the absolute flood of Lord of the Rings: Return of the King games and films. A&E's blockbuster LotR miniseries is finally moving on to its conclusion, and It's pretty much impossible to visit a flash game portal without tripping over a Minas Tirith tower defense game. Meanwhile, Rockstar's open world take on Rebel Without a Cause has emerged as the definitive reimagining of the flick even against all the major studio remakes, to say nothing of the glut of halfassed student films. Finally, Edmund McMillan's deeply unsettling take on Lolita as a dungeon crawler played from the point of view of the title character is still looking for a bold enough publisher despite sweeping this year's IGF awards.

That's just a small sample of a motley assemblage of games that all have one thing in common: They're all based on properties that entered the public domain this year. The yearly rollout of old properties, both celebrated and obscure, has long since become something we've taken for granted. We even make a point of taking a annual look at what will be emerging from the copyright cage once we're done breaking all our new year's resolutions, and we barely bat an eye when we're treated to a glut of weird furry Lady and the Tramp dating sims. Geeks around the world are already anticipating next year's Superman revival, or dreading his inevitable crossover appearance in every other comic in existence. It's so much a part of the culture at this point that it's easy to overlook the fact that it can all be traced back to a single momentous decision.

We certainly wouldn't be seeing so many films and TV shows based on Sherlock Holmes if the character were still the IP of a single publisher, and we sure as hell wouldn't be seeing him fight Dracula quite so often.



The Nintendo Play Station: A Retrospective
by Jeremy Parish
23 May 2012 at 4:52pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

The Nintendo Play Station: A Retrospective Cover Story: As Nintendo and Sony prepare to announce the Play Station 4 at E3, we remember the console that set the stage for modern gaming.

A

s we gear up for E3 2012, the biggest announcement expected to come out of the L.A. Convention Center this year is the latest generation of gaming's console goliath, the Play Station 4. Based on early reports from trusted third-party developers and info leaks from Chinese parts suppliers, the PS4 seems a given -- and with its arrival, the continued dominance of the games industry by joint Sony/Nintendo venture Taido should be a lock as well.

With the PS4 right around the corner, now is as good a time as any to look back at the history of the Play Station family and how two Japanese giants teamed up to put an entire medium in a 20-year hammerlock.



Diablo III Sales Bode Well for PC Games, Poorly for Always-Online Haters
by Chris Pereira
23 May 2012 at 4:31pm

Diablo III was expected to do well, but with so many factors to take into account -- competition from Torchlight II, an always-online requirement, and complaints about a supposedly dumbed-down skill system and colorful art style -- it was hard to say for sure exactly how well it would do. It turns out it did tremendously well; Blizzard has announced the long-awaited sequel has already broken sales records, something the folks over at Activision are pretty accustomed to thanks to Call of Duty. However, Diablo's success may have more far-reaching effects than simply ensuring Blizzard and company are flush with cash.

More than 3.5 million copies of the game were sold in its first 24 hours of availability, according to Blizzard. This figure does not include the freebie digital versions handed out to those who signed up for the World of Warcraft Annual Pass. Over 1.2 million people took advantage of that offer, bringing the total number of gamers with a copy of the game on launch day up to 4.7 million, good enough to make it the "biggest PC game launch in history." After the first week, that figure now sits at 6.3 million.



What If Shigeru Miyamoto Had Become a Manga Artist?
by Kat Bailey
23 May 2012 at 10:29am

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If Shigeru Miyamoto Had Become a Manga Artist? Cover Story: A timeline from an alternative universe where gaming lacks input from one of its most prolific creators.

I

t's kind of a fascinating story really. Shigeru Miyamoto, maybe the most influential designer ever, had little interest in videogames until the late 1970s, when he played Space Invaders. Up until that point, he had wanted to be a manga artist. Well, what if he had followed his original dream and done just that? What would have happened to Nintendo? Or videogames in general? Here's one possible timeline.

1979 -- Miyamoto the Manga Artist: Shigeru Miyamoto graduates from the Kanazawa Munici College of Industrial Arts and Crafts. Because Miyamoto's father is a friend of Hiroshi Yamauchi, he soon receives an offer to work for Nintendo. But Miyamoto is something of a free spirit, and he has little interest in videogames. He decides instead to pursue a career as as manga artist.



Does One Award Warrant a Game of the Year Edition for Dead Island?
by Chris Pereira
22 May 2012 at 5:19pm

Dead Island is set to be re-released in a Game of the Year Edition package next month, a fact that is the source of some complaints. It's not so much that the game is being bundled with its DLC that is the problem; it's the labeling of the game as Game of the Year, a title which many feel it is not deserving of.

It is completely understandable why a publisher would want a game re-release to be positioned as a "Game of the Year Edition." That title carries with it a certain connotation of quality, that it was among the very best, if not the best, games released during the year it originally came out. Game of the Year Editions are commonly associated with the likes of Morrowind, Oblivion, Fallout 3, Red Dead Redemption, and other critically acclaimed games. There is a certain expectation that a GotY Edition consists of a terrific game and bonus content (be it downloadable content or expansion packs) that early adopters had to pay extra for, with all of this often coming at a sub-$60 price.



What If the Cost of Games Continued to Rise Since the '80s?
by Marty Sliva
22 May 2012 at 5:07pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If the Cost of Games Continued to Rise Since the '80s? Cover Story: A sad look at a hobby that became too damn expensive.

December 12, 1985

You'll never guess what I got for my birthday! I woke up this morning, walked into the living room, and saw Dad playing Nintendo in front of the TV! He was having trouble with the first level of Mario, so I sat down and helped him jump over the pits until we got to the flagpole at the end. After that, we brought out the Zapper and played Duck Hunt until dinner time. Mom got kinda mad at Dad for buying something so expensive, but he told her that my birthday only comes once a year.



What If the 1993 Video Game Violence Hearings Resulted in Government Censorship?
by 1UP Staff
22 May 2012 at 3:30pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If the 1993 Video Game Violence Hearings Resulted in Government Censorship? Cover Story: Peer into a dark and twisted present we'll (thankfully) never know.

I

n late 1993, state senators and certified oldsters Joseph Lieberman and Herb Khol got a whiff of this whole "video games" thing and decided to use their unholy powers to investigate the issue. While our friends in Germany and Australia often find amazing games banned outright or plagued with hilariously conspicuous censorship, we Americans escaped with a barely perceptible slap on the wrists thanks to the efforts of testifying industry vets who actually knew the subject at hand. But one can only wonder what the '90s gaming landscape (and beyond) would have looked like if the iron fist of government oppression punched the living daylights out of our beloved hobby...



Book Review: Exploring Video Gaming's Near-Death with "1983"
by Jeremy Parish
22 May 2012 at 2:18pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

Book Review: Exploring Video Gaming's Near-Death with "1983" Cover Story: Thirty years ago, video games almost died. We examine the possibilities.

W

ith his latest book, 1983, game journalist and historian Chris Kohler has chosen to take a slightly different tack then he employed for his massive treatise Power Up: How America Gave Video Games an Extra Life a few years back. Rather than approaching the topic of video games from a wide-ranging, all-inclusive perspective, Kohler instead drills down here into a single crucial moment in time for the young medium: The near-crash of the industry in year 1983.

Despite the Orwellian overtones of the title Kohler has selected for his work, there's nothing ominous about the story contained herein -- perhaps, except, the idea that video gaming could have been snuffed out entirely a mere decade after Pong's debut. A combination of gold-rush greed, incompetence, and '80s corporate culture nearly suffocated the fledging entertainment medium just as it was hitting its stride. The Warner corporation's eagerness to cash in on their purchase of Atari, combined with the influx of low-quality, externally developed 2600 games after Activision broke away to become the first third-party developer, nearly buried the industry beneath a deluge of self-cannibalizing mediocrity.



Breaking the Illusion: Not Playing by the Rules
by Chris Pereira
21 May 2012 at 7:07pm

I like to play games in what I imagine is an unusual manner, or at least I thought this to be the case until 1UP members revealed they share some of my habits. One of these things, my propensity for systematically exploring an area before moving on, has reared its head in particularly noticeable fashion as I make my way through Max Payne 3. Playing in this way was clearly something the game's designers accounted for, as evidenced by the collectables scattered throughout, and yet it feels almost as if I'm being punished for deciding to be a completionist.

My process for approaching each area in Max Payne 3 follows the same pattern, only being altered if I'm low on health and out of painkillers (health packs in Max Payne's world). I kill everyone and then proceed to sweep over the entire room, seeking out any hidden spots or areas which do not appear to lead to the next area. As I make my way from one combat area to the next, I'm mindful of my surroundings and am sure to double back to check behind staircases and to see which doors can be opened. I do this all while searching for golden gun components, painkillers, and clues which can be examined. The latter can fill in the backstory but is hardly needed to get the gist of the narrative. I'm able to comfortably do this because there is no ticking clock, even if what Max is doing at any given time suggests there should be, and because enemies come in limited numbers and only in certain areas.



What If?: Gaming's Alternate Realities
by 1UP Staff
21 May 2012 at 6:27pm

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1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If?: Gaming's Alternate Realities 1UP explores what might have happened had video game history gone differently.

People love to look back at the past and ask, "What if things had gone differently?" Navel-gazing at history spans cultures and races. Whether it's author Harry Turtledove making a fortune by contemplating how differently the American Civil War would have gone if someone had time-traveled to give the Confederate Army machine guns, or the manga Konpeki No Kantai in which the Japanese navy beats up America in World War II before teaming up to kill Hitler, second-guessing ourselves seems to be human nature.

Maybe it's the competitive nature of the medium, but video gamers seem especially fond of revisiting the past and wondering about alternate outcomes. As the Three Fates in the image above suggest, games have woven a rich and complex tapestry in their mere half-century of existence -- a tapestry whose design and nature could have changed radically had things turned out differently.





Red Gaming Chair

Organizing a No Limit Texas Hold'em Home Poker Game

Like a lot of people across the country, I caught the Texas Hold'em poker bug about 6 years ago and haven't looked back since. Before I knew it, I was playing in 3 weekly home poker games, one of which, I was hosting at my place. As a result, my friends and I have been able to discern what seems to work and not work when it comes to putting together a poker home game.

The following article is based entirely on my personal experiences organizing and playing in various No Limit Texas Hold'em Home Poker Tournaments over the past 6 years. As the reader, please keep in mind that this article is about putting together a Single Table, No Limit Texas Hold'em Poker Tournament for 10 players. Finally, as the writer, I will assume that anyone reading this article understands the basic rules and terminology used in playing No Limit Texas Hold'em.

Equipment

You'll need the following equipment:

1. Table - large enough to seat 10 players

2. Chairs

3. Poker Chips

4. Playing Cards - 2 decks

5. Dealer button

6. Clock (timer)

Basic Tournament Rules

Before your tournament begins, you'll need to set the following parameters:

Buy-In Amount - Our tournament buy-ins are $20. With 10 players paying $20 each, the total pot is $200. Of course, you can set the buy-in amount at your own discretion.

Starting Chip Stack - Each player in our tournament begins with a chip stack of 175. The 175 is an arbitrary value. It does not correspond to a dollar amount, but rather, it is the chip amount. Now why did we choose 175? No particular reason, but it has worked very well for us and we simply kept it. Just remember, less chips will make the game go faster and more chips will make the game longer.

Chips Colors & Values - We use three different colored chips; white, red, and black and designate a value to each color. White chips are worth 1, red chips are worth 5, and black chips are worth 25. Therefore, all players begin the tournament with 25 white chips, 15 red chips, and 3 black chips. Of course, you can designate your own chip colors and values to fit your starting chip stack.

Chip Colors

Starting Chip Amounts

Chip Value

White

Red

Black

25 White Chips

15 Red Chips

3 Black Chips

White = 1

Red = 5

Black = 25

-------------------

Total = 175


Blind Structure

We raised the blinds every 17 minutes. Now why did we pick 17 minutes? Most of our games were held during the middle of the week. Therefore, we wanted a time period that allowed for good poker play, but was short enough where the game would end at a reasonable hour.

Round 1

Small Blind 1, Big Blind 2

Round 2

Small blind 2, Big Blind 4

Round 3

Small Blind 3, big Blind 6

Round 4

4, 8

Round 5

5, 10

Round 6

6, 12

Round 7

7, 14

Round 8

8, 16

Round 9

9, 18


After Round 9, stop the timer and Color Up your chips (to see how this is done, see section on "Coloring Up" below)

When you are finished Coloring Up, reset the timer and resume play. Be sure to follow the rest of the blind structure.

Round 10

10, 20

Round 11

15, 30

Round 12

20, 40,

Round 13

25, 50

Round 14

30, 60

Round 15

40, 80

Round 16

50, 100

After Round 16

Raise blinds in increments of 50


Number of players to be paid out - We pay out the top 3 finishers

Payout Amounts - The top 3 finishers receive the following amounts:

Total pot is $200

Winner

$110

2nd Place

$60

3rd Place

$30


Deciding the Dealer and Seating

1. Since there are 10 players in the tournament, take out 10 cards from the deck.

2. Make sure the 10 cards range in order from Ace to 10. The suit does not matter.

3. Shuffle the ten cards and place the cards face down and spread out in the center of the table.

4. Have each player select one card.

5. The player selecting the Ace becomes the Button and starting dealer.

6. The Ace also gets to pick where they sit.

7. All the other players, starting with the player drawing the 2, begin sitting in order to the left of the Ace.

8. The player selecting the 2 begins the game as the Small Blind and the player selecting the 3 begins as the Big Blind.

9. If a player(s) is absent during this selection process, draw the remaining card(s) for them and assign seating based on card value.

Playing the Game

Starting the Game

1. Set the table and chairs

2. Place starting chips in front of each chair

3. Make sure the 2 deck of cards have been properly shuffled.

4. When at least 6 players are present, start your game.

5. Decide the starting dealer and seating (To see how this is done, see "Deciding the Dealer and Seating" above).

6. Place starting small and big blinds (To see how this is done, see "Deciding the Dealer and Seating" above).

7. Make sure all the players present have paid their buy-in

8. Set timer

9. Start dealing hole cards to each seat, ABSENT PLAYERS INCLUDED.

Dealer Info

1. The button always designates the dealer.

2. All players at the table must take turns being the Dealer.

3. Be sure to move the button in front of the Dealer at all times.

4. The player selecting the Ace in the seating process begins the Tournament as the Dealer.

5. After each hand, the new Dealer designation rotates to the left of the previous Dealer.

6. If a player who is dealing mis-deals a hand, they forfeit their hand. Dealers must take extra precaution to deal the cards properly

Dealing Tips

1. Always deal hole cards to the left, starting with the player immediately to the left of the dealer.

2. Make sure all bets have been made and finalized before dealing the flop, turn, and river.

3. Be sure to burn a card before dealing the flop, turn, and river.

4. Make sure to properly cover the bottom card in the deck when dealing.

Misdeals

Misdeal before the Flop

If a player's hole card(s) is exposed due to the dealer's mistake, it is considered a misdeal. All cards will be collected, reshuffled, and re-dealt.

If a player's hole card(s) is exposed due to the player's mistake, it is not a misdeal and the player must continue play with their hole card(s) revealed.

If a player is dealt more or less cards than 2 hole cards, it is a misdeal. All the cards a gathered, placed in the deck, reshuffled, and re-dealt to the table. All bets, blinds and antes are returned to the original players in their proper amounts.

Misdeal during the Flop

If the dealer deals the burn and flop before bets are finished simply gather the burn and flop cards, place in the deck, reshuffle, and wait until the bets are finished.

If the dealer fails to burn a card before the flop and before any bets are made, the flop cards are gathered, added to the deck, re-shuffled, and a new burn card and flop are dealt.

If the dealer accidentally reveals the burn card before the flop, the revealed card remains the burn card. It is shown to the entire table and left exposed for all to see. The flop is then dealt.

If the dealer fails to burn a card before the flop and this is realized after bets have already been made, the flop cards are put back into the deck, reshuffled, and re-dealt. All bets placed after the original bad flop are given back to the players left in the hand in their proper amounts. A new burn card and flop are then dealt and play resumes.

Misdeal during the Turn

If the dealer deals the burn and turn before bets are finished, simply gather the burn and turn card, place in the deck, reshuffle, and wait until the bets are finished.

If the dealer fails to burn a card before the turn and before any bets are made, the turn card is added to the deck, re-shuffled, and a new burn card and turn are dealt.

If the dealer accidentally reveals the burn card before the turn, the revealed card remains the burn card. It is shown to the entire table and left exposed for all to see. The turn is then dealt.

If the dealer fails to burn a card before the turn and this is realized after bets have already been made, the turn card is put back into the deck, reshuffled, and re-dealt. All bets placed after the original bad turn are given back to the players left in the hand in their proper amounts. A new burn card and turn are then dealt and play resumes.

Misdeal during the River

If the dealer deals the burn and river before bets are finished simply gather the burn and river card, place in the deck, reshuffle, and wait until the bets are finished.

If the dealer fails to burn a card before the river and before any bets are made, the river card is added to the deck, re-shuffled, and a new burn card and river are dealt.

If the dealer accidentally reveals the river card before the turn, the revealed card remains the burn card. It is shown to the entire table and left exposed for all to see. The river is then dealt.

If the dealer fails to burn a card before the river and this is realized after bets have already been made, the river card is put back into the deck, reshuffled, and re-dealt. All bets placed after the original bad river are returned to the players in their proper amounts. A new burn card and river are then dealt and play resumes.

If a player who is dealing misdeals a hand, they forfeit their hand. Dealers must take extra precaution to deal the cards properly!

Shuffling

1. The player to the right of the dealer shuffles.

2. Make sure to shuffle thoroughly, at least 6 times.

3. Since there are 2 decks, 1 freshly shuffled deck of cards should always be in play while the other deck of cards should be being shuffled.

4. If you are the Dealer in one hand, you will be the Shuffler in the next hand.

5. Similar to the Dealer, the new Shuffler designation rotates to the left after each hand.

Cutting the Deck - Cut each deck of cards before a new hand is dealt. Any player other than the Dealer and Shuffler can cut the cards.

Blinds

1. Make sure the small and big blinds are in the pot before each new hand is dealt

2. Make sure you raise the blinds as each blind level comes and goes

Timer - Be sure to set a timer to ring every 17 minutes. The ring will let you know when to raise your blinds. Be sure to re-set the timer to 17 minutes after each ring. Why did we pick 17 minutes? No particular reason, but it has worked for us. Of course, you can set your own times.

Betting - A player may bet in 3 ways.

1. A player can clearly speak out the amount they are betting and then place the spoken amount into the pot.

2. The player cannot change their bet amount after they have spoken the amount.

3. If a player does not state the amount of their bet, they must place their bet into the pot in one fluid motion.

4. A player cannot place part of the bet into the pot and then reach back for more chips to add to or complete the bet. This is called String Betting and it is illegal.

5. If a player simply says "Raise" they must still place their chips into the pot in one motion. Only when a player states the amount of their bet can they place their bet in separate motions.

6. Remember, the spoken word is binding in a poker game.

Betting Out-of-Turn - A player CANNOT bet out of turn. Casinos will make players take back their bets if they act out of turn. In some cases, players will be penalized with a "Time-Out" for acting out of turn. We usually give warnings and make the player take back their bets. If it is a repeat offender, it is up to the players at the table to decide the fate of the offender.

Re-Buys and Add-Ons - These are great ways to increase the size of the buy-in pot and I recommend them. For re-buys, we usually gave players a time period limit. For example, you could only re-buy within the first 5 blind levels. These two features allow for the pot to grow and gives players flexibility to mix up their style of play.

Exposing Ones Hole Cards

1. A player may not intentionally show their hole cards during the course of play.

2. A player may show their hole cards after a hand is finished. Please not, if you show your cards to one player, you must show your cards to all the players at the table.

3. If a player accidentally exposes their hole cards, play continues as if nothing happened.

4. It is up to the player to protect their hole cards at all times!!!

Talking While Not in a Hand - Players not in a hand are not allowed to talk about an active hand or influence the players in the active hand. This is very difficult to enforce during a home game. Keep this rule in mind and don't let it get out of hand.

Calling the Clock on a Player

1. If a player takes too long to act, another player can call "The Clock" on said player.

2. Please note, only players in the hand with the player that is making the decision can call the "Clock"!

3. Once the "Clock" is called on a player, that player then has another 30 seconds to act.

4. If they do not act within the 30 seconds, they forfeit their hand.

5. Calling the "Clock" on a player can get out of hand, so make sure you give a player ample time to make their decision before the "Clock" is called.

Coloring Up

1. Once Round 9 (small blind 9, big blind 18) in the blind structure is completed, it will not be necessary to use the white 1 value chips. This is because after Round 9, blind levels increase in multiples of 5.

2. The game is stopped at this point. Be sure to stop the timer too.

3. Each player counts out their white chips and they are replaced with the red 5 value chips.

4. Any left over white chips are placed in the center.

5. Each remaining player then draws one card and the player with the highest card is awarded the chips.

6. If more than one player has the same high card, they split the chips.

Foul language and/or Behavior - This is something that occurs differently for each home game. In most Casinos foul language is not tolerated and the player is normally removed from the table. Once again, the players at the table must decide the fate of these offenders.

Late Players

1. Absent players MUST be treated as if they are present at the start of a poker tournament. A player can come, sit down, and start playing at anytime during the tournament.

2. Before the game starts, simply assign the absent player a seat and give that seat the full amount of the starting chip stack as if they were present.

3. When the blinds come around to the absent player(s) seat, take the blind amount off their chip stack and add to the pot as if they were present.

4. You must also deal the empty seat hole cards as if they were present.

5. Every time the action comes around to the absent player(s) empty chair simply fold their cards.

Players Leaving the Table

1. A player can leave the table at anytime during the course of the game.

2. If a player who is playing in a hand leaves the table, their hand is folded when the action comes around to them and they loose their hole cards and any bets they have placed.

3. A player can leave the table and return to resume play if they are back in their seats when the action comes back to them.

4. If a player leaves the table while a new hand is being dealt, you must still deal them their hole cards. If they are still absent when their turn to act comes around, simply fold their hand.

If an absent player calls and does not show up - If a player not present at the table communicates that they will not be attending the game, simply remove their chips off the table.

Are Home Poker Games Legal?

This question is a very difficult question to answer. The answer is simply, no one really knows for certain. Gaming laws are vague and full of inconsistencies. After all, by all accounts, poker is a game of skill with elements of chance. The game of poker is illegal in states that allow for lotteries and bingo - games which are played solely based on luck.

By the way, here is how you can tell if a game is a game of skill or a game based on pure luck. For games that require skill, a player can loose on purpose. For games that require only luck, it does not matter what a player does because the actions of a player have no affect on the outcome of the game. This is why poker is a game of skill. You can loose at poker on purpose. Lotteries and bingo, on the other hand, do not require a player to do anything to either win or loose.

The legality of organizing or playing in a home poker game seems to depend on which jurisdiction you happen to reside in and the attitudes of the authorities in that jurisdiction with regards to poker. Some areas have a long and powerful tradition of poker where the authorities pretty much let poker happen. Other places completely restrict poker of any kind.

I apologize that we could not help with a more concrete answer. To review gambling laws in your state, go to http://www.gambling-law-us.com/State-Laws/index.htm

Organizing a Single Table, 10 Player Texas Hold'em Cash Game

For those of you organizing a Texas Hold'em cash game, you can use all of the previous information with a few exceptions and tweaks to the rules. You will not need a timer, a blind structure, a payout structure, or seat assignments. A cash game ends when you want it to end.

Here are some things that you will have to determine before the cash game starts:

1. No Limit or Limit - You must decide if your cash game is a no limit or limit game.

a. If it is a limit game, betting is done in multiples of the big and small blinds.

b. If it is a limit game, you must decide how many times a player can be raise a bet. In our game, a player can not raise a bet more than 3 times per round of betting.

2. Blind Amounts - Set the amount of your small and big blinds. In a cash game, the blinds to not go up after a certain period of time

3. Antes - Set ante amounts if you decide to have them.

4. Minimum Buy-In Amount - This is the smallest amount a player has to pay in order to participate in the game.

5. Chip Stack - A player(s) chip stack must equal the value of the player(s) buy-in amount. For example, if a player pays $20 to buy-in to the game, he must receive $20 worth of chips.

6. Minimum Amount of Play - Some cash games require a player to play a minimum amount of time before they can cash out their chips.

7. Seating - In a cash game, players can seat where ever they want.

Finding a Home Poker Game on the Web

Here are some useful places on the web to find local poker home games:

K9Poker.com - A large networking site for poker players. Very flexible and comprehensive interface for a US poker player looking to find poker home games and other poker players with an extensive number of home poker game listings from all over the US.

HomePokerGames.com - large directory on the Web, although it's also a bit of a mess to navigate. Entries never really expire, so it can be excruciating to figure out if the game you seek is still running.

TruPlayers.com - Currently open to all North American countries, supports different privacy levels (to avoid strangers at your game) and has extras like photo albums and blogs.

CityPokerGames.com - organized around certain metro areas, with only a rudimentary zip code lookup for those that fall outside those areas.

Final Comments

Hopefully, this article was useful in helping you organize your home poker game. The good thing about everything written up to this point is that you can change things up to suit your game. Of course, the fundamental rules of Texas Hold'em must always be followed. But things like the number of players, blind amounts, chip colors, chip values, the time of blind increases, the pay out amount, the number of players paid, and etc are all up to your discretion. Whatever poker game you play, always remember that poker is a game of skill with elements of chance. Make sure you organize your games so that "real" poker can be played without it disintegrating into an all-in contest. If you keep this in mind as you organize your games, you'll be fine. Best of luck!


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