PLAYING TIPS for DOUBLE HOT & COLD OMAHA POKER
HOW TO PLAY DOUBLE HOT & COLD OMAHA POKER:
Played exactly like Hot & Cold Omaha except there are two sets of board cards. Start by dealing 5 cards down to each player. Before any other action each player must discard one hole card face down in the middle of the table. These cards are shuffled or mixed together and used as described. Two 5 card sets of board cards are arranged as follows: Set #1: The 3 flop cards are drawn from the discarded cards. The turn and river cards are dealt from the remaining deck. Set #2: The 3 flop cards are dealt from the remaining deck. The turn and river cards are drawn from the discarded cards. Flop Turn River Set #1 H H H C C Set #2 C C C H H Discarded cards are referred to as "hot" cards (H). Cards dealt from the deck are referred to as "cold" cards (C). Players may use either set of board cards to make their hand. Deal the flop, turn and river in each set at the same time. The single highest and single lowest hands split the pot. |
SUMMARY of ACTION:
Deal 5 hole cards to each player. Each player selects 1 card from their hand and discards it face down. Gather and mix/shuffle all discarded cards. Bet Deal 3 cards from discards as Set #1 flop. Deal 3 cards from deck as Set #2 flop. Bet Deal 1 card from deck as Set #1 turn. Deal 1 card from discards as Set #2 turn. Bet Deal 1 card from deck as Set #1 river. Deal 1 card from discards as Set #2 river. Bet High-low split: Declare Bet Showdown |
PLAYING TIPS for DOUBLE HOT & COLD OMAHA POKER
Double Hot & Cold Omaha poker is a hybrid game. Each board consists of cards that have been selected by the players (we term these "hot" cards) as well as cards dealt from the remaining deck (we term these "cold" cards). Hot cards have been seen and selected so they are not random and possibly predictable. Cold cards are random and, therefore, not predictable. This feature results in a game where even the best pre-flop and post-flop decisions can be negated once the remaining cards are revealed. Cards coming from the discards are more likely to consist of cards players have judged to be least valuable and less likely to contain cards that are judged to be more valuable. Predicting what those hot cards might be is a useful skill. But it only goes so far, since each board will consist of both predictable and unpredictable cards.
The main considerations and decisions in Double Hot & Cold Omaha boil down to trying to strike a balance between these competing factors:
The card you discard pre-flop should be of minimal value to your opponents if it re-appears on the board.
The card you discard pre-flop should be of some value (or at least not hurt) to your hand if it re-appears.
The 4 cards you keep should be the ones that more likely connect with the cards your opponents are most likely to discard.
Double Hot & Cold Omaha poker is a hybrid game. Each board consists of cards that have been selected by the players (we term these "hot" cards) as well as cards dealt from the remaining deck (we term these "cold" cards). Hot cards have been seen and selected so they are not random and possibly predictable. Cold cards are random and, therefore, not predictable. This feature results in a game where even the best pre-flop and post-flop decisions can be negated once the remaining cards are revealed. Cards coming from the discards are more likely to consist of cards players have judged to be least valuable and less likely to contain cards that are judged to be more valuable. Predicting what those hot cards might be is a useful skill. But it only goes so far, since each board will consist of both predictable and unpredictable cards.
The main considerations and decisions in Double Hot & Cold Omaha boil down to trying to strike a balance between these competing factors:
The card you discard pre-flop should be of minimal value to your opponents if it re-appears on the board.
The card you discard pre-flop should be of some value (or at least not hurt) to your hand if it re-appears.
The 4 cards you keep should be the ones that more likely connect with the cards your opponents are most likely to discard.
STARTING HAND SELECTION
In Omaha based games you want to start with cards that gives many possibilities for winning. Since each player starts with 5 cards and can select the most advantageous cards to keep you should expect that stronger and better coordinated starting hands are present. This is especially true for low hands and it is not uncommon for 1 or more players to be starting with the best low. More pairs are also in play. All in all, it is much more probable that players are able to combine elements of both strong starting low and high hands. 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.
Trips as hole cards improve your chances of making a set or full house by discarding one of those cards with the hope it reappears in one of the boards. Be cautious with low sets or low full houses as they can be vulnerable and could cost you a lot of money before you find out if they are a winner or merely second best.
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♦). Out of your original 5 cards you will be dealt any 2 pair about 5% of the time and any one pair about 42%. Should you then flop a set you now have a good draw to a full house or better. Without additional coordination single pairs alone, even aces, (for example A♣ A♦ 7♠ 9♥) are not good starting hands. Suited high connected cards are helpful for both straights and flushes. Unsuited connectors are best if they are high cards or 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. If you catch a flush that is not the nuts be careful.
A pocket pair of aces stands less of a chance of becoming trips than any other pocket pair. Other players are very unlikely to discard an ace, so it will hardly ever appear as a "hot" card. In all likelihood, only a "cold" card will make it happen, which cuts your chances of making a set of aces by half.
Starting hand recommendations for high-low split are provided in a later section.
In Omaha based games you want to start with cards that gives many possibilities for winning. Since each player starts with 5 cards and can select the most advantageous cards to keep you should expect that stronger and better coordinated starting hands are present. This is especially true for low hands and it is not uncommon for 1 or more players to be starting with the best low. More pairs are also in play. All in all, it is much more probable that players are able to combine elements of both strong starting low and high hands. 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.
Trips as hole cards improve your chances of making a set or full house by discarding one of those cards with the hope it reappears in one of the boards. Be cautious with low sets or low full houses as they can be vulnerable and could cost you a lot of money before you find out if they are a winner or merely second best.
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♦). Out of your original 5 cards you will be dealt any 2 pair about 5% of the time and any one pair about 42%. Should you then flop a set you now have a good draw to a full house or better. Without additional coordination single pairs alone, even aces, (for example A♣ A♦ 7♠ 9♥) are not good starting hands. Suited high connected cards are helpful for both straights and flushes. Unsuited connectors are best if they are high cards or 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. If you catch a flush that is not the nuts be careful.
A pocket pair of aces stands less of a chance of becoming trips than any other pocket pair. Other players are very unlikely to discard an ace, so it will hardly ever appear as a "hot" card. In all likelihood, only a "cold" card will make it happen, which cuts your chances of making a set of aces by half.
Starting hand recommendations for high-low split are provided in a later section.