pai gow poker wiki
Generally speaking, players should try to set the highest two-card hand that they can legally set: the best two-card hand that still leaves a higher five-card hand behind. More specifically, players should expect an average hand to be something like a medium-to-high pair behind in the five-card hand and an ace-high in front. Detailed computer analysis has been done to determine the ideal strategy, but this requires memorizing large tables; a close approximation can be done with only a few rules of thumb: when playing in a casino and in doubt, a player can always ask that his hand be set house way. Most house strategies are quite reasonable and can be quite close to optimal strategy.
If a player has no pairs, straights or flushes, he can set the second- and third-highest cards in his two-card hand. For example, with K-Q-J-9-7-4-3 he can play Q-J and K-9-7-4-3. There are a few minor exceptions to this, for example, with A-Q-10-9-5-4-2 it is slightly better to play Q-9 and A-10-5-4-2, but these situations are rare and do not affect a player's win rate much. If a player has nothing but a single pair, he can set it in his five-card hand and put the two highest remaining cards in his two-card hand. For example, with A-Q-Q-9-6-5-3 he can play A-9 and Q-Q-6-5-3. There are no exceptions to this rule. This and the above rule will cover approximately 90% of played hands. Two pair is the most common case where strategy isn't obvious. A player can either play high pair behind and small pair in front, or else two pair behind and high cards in front. The smaller the high pair and higher the remaining cards, the more inclined he should be to play two pair behind. If his side cards are small or his larger pair is large, he should split the pairs. He should always split the pairs if his high pair is of aces, and should almost always split if his high pair is of kings or queens: they are high enough by themselves. With cards like J-J-4-4-A-Q-5 he can consider playing A-Q and J-J-4-4-5- since A-Q in front is not much worse than 4-4; however, two pair behind is much better than a single pair of jacks. A player with jacks and tens might be more inclined to split, because tens in front is much better than A-Q. With pairs as small as 7s and 8s, a player might consider playing two pair behind if he can play a king-high or better in front. With 2s and 3s he may even play as little as a queen-high in front. If he has no side cards higher than a jack, he should always split pairs, even 2s and 3s (most house ways split if there's a pair of 6s or higher, and split small pairs if there's no ace for the low hand). Three pair is a very good hand. A player should always play the highest pair in front with no exceptions. For example, with K-K-7-7-4-4-A he should play K-K and 7-7-4-4-A. If a player has three of a kind and nothing else, he should play three of a kind behind and the remaining high cards in front unless they are aces. He should always split three aces, playing a pair of aces behind and ace-high in front. Occasionally, he can even split three kings if his remaining side cards are not queen-high; for example, with K-K-K-J-9-7-6 it is slightly better to play K-J and K-K-9-7-6 than to play J-9 and K-K-K-7-6. Most house ways only split three aces. If a player can play a straight or a flush or both, he should play whichever straight-or-better five-card hand makes the best two-card hand. For example, with K♠-9♠-8♣-7♠-6♣-5♠-4♠ playing the flush would put 8-6 in front, playing the 9-high straight would put K-4 up front, but the correct play is K-9 and 8-7-6-5-4. Occasionally the player will have a straight or flush with two pair; in that case, he should play as if it were two pair and ignore the straight or flush. This rule applies even if a player can play a straight flush; if a straight or flush makes a better hand in front, play it that way. With a full house, a player should generally play the three of a kind behind and the pair in front. The exception is if the pair is very small and the side cards are very high; for example, with 5-5-5-3-3-A-Q it might be better to play A-Q with the full house behind. However, these cases are rare, and a player will never be making a big mistake if he never play a full house behind. House ways will always split the full house. With two three of a kinds, a player should play the higher as a pair in front and the smaller three of a kind behind. For example, with Q-Q-Q-7-7-7-A he should play Q-Q and 7-7-7-A-Q — no exceptions. With four of a kind, a player should play as if it were two pair, but should be slightly less inclined to split. For example, with 10-10-10-10-J-5-4 he should play 10-10 and 10-10-J-5-4, and with 3-3-3-3-K-Q-7, K-Q and 3-3-3-3-7. Most house ways always split the four of a kind. With three pair and a straight or flush (only possible with the joker), a player should play his hand as three pair (with aces in front). The cases below rarely happen, but deserve mention:
With four of a kind and a pair, a player should play the pair in front unless it is very small, and the four of a kind is very large. For example, with 9-9-9-9-7-7-K he should play 7-7 and 9-9-9-9-K, but with K-K-K-K-3-3-9 he might play K-K and K-K-3-3-9. With a full house and a pair, a player should play the higher pair in front and a full house in back. With four of a kind and three of a kind, a player should split the four to play a pair in front and full house behind, unless the three of a kind has a higher rank than the four of a kind; in that case he should play the four of a kind, with a pair from the three of a kind in front. With all four aces and the joker, a player should play a pair of aces in front and three aces (or a full house) behind, unless the back pair is of kings. In addition to being a games inventor, Fred Wolf was the casino manager of the Commerce Casino in the early 1980's. Fred Wolf decided to sublet a third of the casino floor space of the Bell Club, in the city of Bell, California, to introduce his new Super Pan-9 game. Fred Wolf needed to innovate new gaming structures in order to overcome the competition of the larger Los Angeles area card casinos, such as the Bicycle Club and Commerce Casino. The games of Pai Gow Poker and Super Pan-9 became immediate crowd favorites, quickly spreading to the entire Californian gaming market, and then, worldwide.
Subsequently, Fred Wolf invented, and obtained U.S. patents on, several new gaming devices which included "Three-special-dice", and games such as "Sweepstakes Blackjack", "Fast-action hold 'em", "Lucky Pan-9" and "Pai Gow jokers".
Pai gow (Chinese: 牌九; pinyin: pái jiǔ; jyutping: paai4 gau2) is a Chinese gambling game that is played with a Chinese dominoes tile set. Pai gow is played in unsanctioned casinos in most Chinese communities.[citation needed] It is played openly in major casinos in Macau, China, Las Vegas, Nevada, Atlantic City, New Jersey, in many California cardrooms, and in some Australian and New Zealand casinos. It dates back to at least the Song Dynasty, and is a game steeped in tradition.
The name "pai gow" is sometimes used to refer to a card game called pai gow poker (or “double-hand poker”), which is loosely based on pai gow.
Tiles are randomized on the table, and are stacked into eight stacks of four tiles each in an assembly known as the woodpile. Various ritualistic "shuffles" are made, rearranging the tiles in the woodpile in standard ways that result in a new woodpile. Bets are then made.
Next, each player (including the dealer) is given four tiles with which to make two hands of two tiles each. The hand with the lower value is called the front hand, and the hand with the higher value is called the rear hand. If a player's front hand beats the dealer's front hand, and the player's rear hand beats the dealer's rear hand, then that player wins the bet. If a player's front and rear hands both lose to the dealer's respective hands, the player loses the bet. If one hand wins and the other loses, the player is said to push, and gets back only the money he or she bet. Generally seven players will play, and each player's hands are compared only against the dealer's hands.
The name "pai gow" is loosely translated as "make nine" or "card nine". This reflects the fact that, with a few high-scoring exceptions, the best a hand can score is nine. To find the value of a hand, simply add the total number of pips on the two tiles, and drop the tens place. So for instance, a 1-3 tile (a tile with one pip on one end and three pips on the other, for a total of four pips) used with a 2-3 tile (with five total pips) will score nine, since four plus five is nine. A 2-3 tile with a 5-6 tile will score six, and not sixteen, because you drop the 1. And a 5-5 tile with a 4-6 tile will score zero, since ten plus ten is twenty, and twenty reduces to zero when you drop the tens place.
There are special ways in which a hand can score more than nine points. The double-one tiles and double-six tiles are known as the Day and Teen tiles, respectively. If a Day or Teen tile is used with an eight, the pair is worth ten instead of the usual zero. (This is called a Gong.) If a Day or Teen tile is used with a nine, the hand is worth eleven instead of one. (This is called a Wong.) But a Day or Teen tile used with a ten is only worth two, not twelve; this is because only eights and nines can be combined with Days or Teens for higher values. (In other words, when Day or Teen tiles are combined with tiles other than an eight or nine, follow the normal scoring rulesThe 1-2 and the 2-4 tiles are called Gee Joon tiles (or sometimes called wildcards). Either tile can count as 3 or 6, whichever scores more. So a 1-2 tile can be used with a 5-6 tile to make a hand worth seven points, rather than fourThe 32 tiles in a Chinese dominoes set can be arranged into 16 pairs, as shown in the picture at the top of this article. Eleven of these pairs have identical tiles, and five of these pairs are made up of two tiles that score the same, but look different. (The latter group includes the Gee Joon tiles, which can score the same, whether as three or six.) If a hand is made up of a pair, it always scores higher than a non-pair, no matter what the value of the pips are. (Pairs are often thought of as being worth 14 points each.)
When two pairs are compared, the higher-valued pair wins. This is not determined by the sum of their pips, but by aesthetics. It must be memorized which pairs score more than other pairs. The highest pairs are the Gee Joon tiles, the Teens, the Days, and the red eights. The lowest scoring pairs are the mismatched nines, eights, sevens, and fives. But even the lowest-scoring pair will beat any non-pairWhen one of a player's hands is compared to one of the dealer's hands, it sometimes happens that both will have the same score. For instance, a player may have a front hand worth one point, consisting of a 3-4 tile and a 2-2 tile, and the dealer may have a front hand also worth one point, made up of a 5-6 tile and a 5-5 tile. In these cases, determine which tile in each hand has a higher value, as determined by the pair rankings mentioned above. In this case, the 2-2 tile is in a higher-ranking pair than the 3-4 tile, and the 5-5 tile is in a higher-ranking pair than the 5-6 tile. (Again, the rankings of the pairs follows no obvious pattern and must be memorized.) Since the 5-5 pair outranks the 2-2 pair, the dealer would win this front hand. In the unusual case of a true tie, where the dealer's high tile would be in the same pair as the player's high tile, the dealer wins the tie.
There are two exceptions to the method described above. First, although the Gee Joon tiles form the highest-ranking pair, they are considered to have no value when evaluating ties. Second, any zero-zero tie is won by the dealer, regardless of the tiles in the handThe key element of pai gow strategy is to present the optimal front hand and rear hand given four tiles dealt to the player. There are three ways to arrange four tiles into two hands, though practically some combinations may be the same.
There are three ways to arrange these tiles into two hands.For instance, consider the four tiles at right. If tile A were made into a hand with tile B both resulting hands would score zero. However if tile A were paired with tile C, both hands would score 5. Or if tile A were paired with tile D, the front hand would score 3 and the rear hand would score 7. The player must decide which front hand-back hand combination is most likely to beat both of the dealers' hands, or at least to break a tie in the player's favor. In some cases a player with weaker tiles may deliberately attempt to attain a push so as to avoid losing the bet outright. Many players rely on superstition to choose tile pairings.
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