PLAYING TIPS for BERMUDA TRIANGLE POKER
HOW TO PLAY BERMUDA TRIANGLE POKER:
Deal each player 4 hole cards. The board cards consist of 6 cards arranged in the shape of a triangle with 3 cards on each side. See diagram below. Players must make their hand by using exactly 2 of their hole cards, plus the 3 cards that make up one side of the triangle (ABC, CDE, EFA). Initially reveal all at once the 3 cards that are in the middle of each side. Thereafter, reveal just one card at a time in any order you wish. A round of betting occurs between the revealing of the card(s). May be played high-low split. A
F B E D C |
SUMMARY of ACTION
Deal 4 hole cards to each player. Arrange board cards. Bet Reveal middle cards from each side. (Cards B, D, F) Bet Reveal 1 corner card. Bet Reveal 1 corner card. Bet Reveal last corner card. Bet High only or Hi-Lo Cards Speak: Showdown High-Low Declaration: Declare Bet Showdown |
PLAYING TIPS for BERMUDA TRIANGLE POKER
In Bermuda Triangle poker there are only 3 three card combinations that can be made from the common board cards. This is significantly fewer than most Omaha based games. Not only that, but it is quite easy for the 3 card combinations to be very uncoordinated commonly eliminating flush possibilities. Additionally, a pair will appear on the board less than 40% of the time and even when does the chances of someone making a full house are diminished compared to "standard" Omaha. How coordinated the board cards are will determine the usual winning hand. This is especially true when a straight or flush is the best possible hand and for the low hand if playing a high-low version.
In Bermuda Triangle poker there are only 3 three card combinations that can be made from the common board cards. This is significantly fewer than most Omaha based games. Not only that, but it is quite easy for the 3 card combinations to be very uncoordinated commonly eliminating flush possibilities. Additionally, a pair will appear on the board less than 40% of the time and even when does the chances of someone making a full house are diminished compared to "standard" Omaha. How coordinated the board cards are will determine the usual winning hand. This is especially true when a straight or flush is the best possible hand and for the low hand if playing a high-low version.
STARTING HAND SELECTION
In Omaha based games you want to have been dealt a hand that gives many possibilities for winning. With 4 hole cards, there are 6 couples of 2 cards available. The more the couples are coordinated, the better the starting hand. Strong starting holdings are those that have multiple chances of leading to a winning full house, flush, straight or the best low. Combining elements of good starting low and high hands gives you the best shot.
For high having a high pair or two is a good start, provided they are also coordinated to other cards. (For example, A♣ A♦ 2♣ 3♦ or A♣ A♦ K♣ K♦). You will be dealt any 2 pair about 3% of the time and any one pair about 30%. Without additional coordination single pairs alone (even aces) are not a very good starting hand. Suited high connected cards are helpful for both straights and flushes. Unsuited connectors are best if they are very high cards or very low cards; middling connectors tend to make mediocre straights and lows. High suited cards, preferably an ace with a small card give both nut flush and low hand possibilities. You don't want to see trips in your hand since you can only use 2 cards.
Obviously, for low 2A is the best start. A protected low like 32A is significantly better. 3A or 32 gives you a one card draw to the nuts. Usually, anything less than these three 2-card low hands needs a lot of help from the board and stands little chance of winning without it. Again, the more coordinated low cards are with your other cards, the better.
In Omaha based games you want to have been dealt a hand that gives many possibilities for winning. With 4 hole cards, there are 6 couples of 2 cards available. The more the couples are coordinated, the better the starting hand. Strong starting holdings are those that have multiple chances of leading to a winning full house, flush, straight or the best low. Combining elements of good starting low and high hands gives you the best shot.
For high having a high pair or two is a good start, provided they are also coordinated to other cards. (For example, A♣ A♦ 2♣ 3♦ or A♣ A♦ K♣ K♦). You will be dealt any 2 pair about 3% of the time and any one pair about 30%. Without additional coordination single pairs alone (even aces) are not a very good starting hand. Suited high connected cards are helpful for both straights and flushes. Unsuited connectors are best if they are very high cards or very low cards; middling connectors tend to make mediocre straights and lows. High suited cards, preferably an ace with a small card give both nut flush and low hand possibilities. You don't want to see trips in your hand since you can only use 2 cards.
Obviously, for low 2A is the best start. A protected low like 32A is significantly better. 3A or 32 gives you a one card draw to the nuts. Usually, anything less than these three 2-card low hands needs a lot of help from the board and stands little chance of winning without it. Again, the more coordinated low cards are with your other cards, the better.