PLAYING TIPS for TRIPLE OPTION POKER
HOW TO PLAY TRIPLE OPTION POKER
Deal each player 5 hole cards. Place a total of 6 cards face down on the table in a group of 3 cards, a group of 2 cards and a single card. Players may use these cards in this manner: 1. Three cards (Option 1). Use any 5 cards from these 3 cards plus the 5 hole cards dealt to make a hand. There are no wild cards in this option. 2. Two cards (Option 2). Any cards among a players 5 dealt hole cards that matches the rank(s) of these 2 cards is wild. A player may use only the 5 hole cards dealt to them to make their hand with this option. The 2 board cards are indicators only. They do not play in the player's hand. 3. One card (Option 3). This common card and any card of the same rank held in a player's hand is wild. Use this wild card plus 4 of the 5 hole cards dealt to make a hand. Option 1 X X X
Option 2 I I Option 3 W |
SUMMARY of ACTION
Deal 5 hole cards to each player. Arrange board cards. Bet Reveal 3 cards of Option 1 row (none are wild). Bet Reveal 2 cards of Option 2 row (indicates wild cards). Bet Reveal single card of Option 3 row (common playable wild card). Bet High only or Hi-Lo Cards Speak: Showdown High-Low Declaration: Declare Bet Showdown |
PLAYING TIPS for TRIPLE OPTION POKER
The first thing to be said about Triple Option poker is that it can be a complicated and difficult game to understand. The most important thing to keep in mind is that the 3 options are distinct and separate. Nothing that occurs in one option can be transferred to another. For example, the single card (Option 3) is a wild card that applies only to that card and like ranked cards that are present in a player's dealt hole cards. It does not apply if a card of that same rank appears in one of the other options.
OPTION 1 (3 cards)
3 board cards that are combined with the 5 cards dealt to a player. Any 5 of these 8 cards may be used to make a player's hand. None of the 8 available cards are wild. The fact that there are no wild cards available makes it unlikely that the winning hand will be determined using this option. Realize also, that the highest possible hand without wild cards is a royal flush, while it is 5 of a kind using wild cards.
For high, the best hand that will be made using this option is probably no better than a flush or occasionally a full house. Those hands are extreme long shots compared to the hands that are makeable by using one of the other options which include wild cards.
It may be a bit easier to use this option to make a low hand. You need to have been dealt 3 cards to the nut low then catch the other 2 cards to complete the nut low. Unfortunately, the chance of catching 2 perfect cards is pretty low. If you are lucky enough to have been dealt 4 cards to the nut low, the playable wild card you get in Option 3 is guaranteed to give you best low, so you can ignore Option 1 entirely and just start betting.
OPTION 2 (2 cards)
Neither of these board cards can be used in a player's hand, they are merely indicators. Only cards of these same rank that are present in the 5 cards dealt to you can be used as wild cards. You are limited to using the 5 cards in your hand, so this option is not likely to make a winning hand unless you get 2 or more playable wild cards from it and you have 3 other well-coordinated cards (e.g. 3 to a straight flush). But be careful, even catching 2 wild cards may not give you a winner. For example, say you were dealt KQ32A. If the 2 wild cards are KQ, you have the nut low. But, if the 2 wild cards are K3, K2, KA, Q3, Q2, QA, 3A or 2A you have a very poor (K or Q) low and only trips for high. 32 gets you a straight which is not much better as well as no playable low. This option can be confusing and commonly trips up players into making mistakes. Make sure you understand how it is applied.
OPTION 3 (1 card)
A single wild card that you may play in your hand. This means that all players will have at least 1 wild card. If you were dealt trips, you will automatically have at least quads by using this wild card. Unfortunately, quad nines or lower are not a likely winning hand. If you were dealt 4 to a straight flush (including 1 gapper), you have an automatic straight flush. That's far better and also a probable winner. If you were dealt 4 cards to the nut low, you automatically have the winning low hand.
Of the 3 available options, Option 3 is usually the one that makes the winning hand, since you have 1 wild card plus your 5 hole cards to make your hand. Be sure to read our Playing Guide for Wild Card poker. It has additional information that you will need to play this game.
The first thing to be said about Triple Option poker is that it can be a complicated and difficult game to understand. The most important thing to keep in mind is that the 3 options are distinct and separate. Nothing that occurs in one option can be transferred to another. For example, the single card (Option 3) is a wild card that applies only to that card and like ranked cards that are present in a player's dealt hole cards. It does not apply if a card of that same rank appears in one of the other options.
OPTION 1 (3 cards)
3 board cards that are combined with the 5 cards dealt to a player. Any 5 of these 8 cards may be used to make a player's hand. None of the 8 available cards are wild. The fact that there are no wild cards available makes it unlikely that the winning hand will be determined using this option. Realize also, that the highest possible hand without wild cards is a royal flush, while it is 5 of a kind using wild cards.
For high, the best hand that will be made using this option is probably no better than a flush or occasionally a full house. Those hands are extreme long shots compared to the hands that are makeable by using one of the other options which include wild cards.
It may be a bit easier to use this option to make a low hand. You need to have been dealt 3 cards to the nut low then catch the other 2 cards to complete the nut low. Unfortunately, the chance of catching 2 perfect cards is pretty low. If you are lucky enough to have been dealt 4 cards to the nut low, the playable wild card you get in Option 3 is guaranteed to give you best low, so you can ignore Option 1 entirely and just start betting.
OPTION 2 (2 cards)
Neither of these board cards can be used in a player's hand, they are merely indicators. Only cards of these same rank that are present in the 5 cards dealt to you can be used as wild cards. You are limited to using the 5 cards in your hand, so this option is not likely to make a winning hand unless you get 2 or more playable wild cards from it and you have 3 other well-coordinated cards (e.g. 3 to a straight flush). But be careful, even catching 2 wild cards may not give you a winner. For example, say you were dealt KQ32A. If the 2 wild cards are KQ, you have the nut low. But, if the 2 wild cards are K3, K2, KA, Q3, Q2, QA, 3A or 2A you have a very poor (K or Q) low and only trips for high. 32 gets you a straight which is not much better as well as no playable low. This option can be confusing and commonly trips up players into making mistakes. Make sure you understand how it is applied.
OPTION 3 (1 card)
A single wild card that you may play in your hand. This means that all players will have at least 1 wild card. If you were dealt trips, you will automatically have at least quads by using this wild card. Unfortunately, quad nines or lower are not a likely winning hand. If you were dealt 4 to a straight flush (including 1 gapper), you have an automatic straight flush. That's far better and also a probable winner. If you were dealt 4 cards to the nut low, you automatically have the winning low hand.
Of the 3 available options, Option 3 is usually the one that makes the winning hand, since you have 1 wild card plus your 5 hole cards to make your hand. Be sure to read our Playing Guide for Wild Card poker. It has additional information that you will need to play this game.
STARTING HAND SELECTION
Starting hands for Triple Option poker fall into 2 broad categories based upon the 5 hole cards you are originally dealt: made hands and drawing hands. Since each player will have (at least) 1 wild card you only need 4 or 3 well-coordinated hole cards to have a playable hand.
Starting hands for Triple Option poker fall into 2 broad categories based upon the 5 hole cards you are originally dealt: made hands and drawing hands. Since each player will have (at least) 1 wild card you only need 4 or 3 well-coordinated hole cards to have a playable hand.
MADE HANDS are starting hands that, with the guaranteed addition of at least 1 wild card, stand at least a decent chance of winning on their own and include:
4 of a kind. You have a guaranteed 5 of a kind and are an overwhelming favorite.
4 to a straight flush (including one-gapper). You have a guaranteed straight flush and are a big favorite.
3 of a kind. You have a guaranteed 4 of a kind and a draw to 5 of a kind. The higher the trips you start with the better. A final hand of 4 aces or kings may stand up while a low or medium 4 of a kind may not.
2 big pairs or aces with any pair. Guaranteed big full house and a draw to 4 of a kind. Two pair is the least of what can be considered a playable made hand. Be especially wary if they are middle or low pairs. A full house is often not enough to win unless there are only a few players and/or no one is showing strength by raising. A hand that also includes a low draw (e.g. AA332) is a big plus.
4 card straights and flushes. These are "made" hands in the sense that you will make either a straight or flush. But they don't fit our definition of made since neither of those hands is going to be a winner. Unless they have low hand or other potential draws to only straights or flushes should not be played.
For low, any 4 unmatched cards of 5 or less gives you the nut low (playing by 5432A rules) or any 6-low (except if it includes a 5) playing 6432A rules.
4 of a kind. You have a guaranteed 5 of a kind and are an overwhelming favorite.
4 to a straight flush (including one-gapper). You have a guaranteed straight flush and are a big favorite.
3 of a kind. You have a guaranteed 4 of a kind and a draw to 5 of a kind. The higher the trips you start with the better. A final hand of 4 aces or kings may stand up while a low or medium 4 of a kind may not.
2 big pairs or aces with any pair. Guaranteed big full house and a draw to 4 of a kind. Two pair is the least of what can be considered a playable made hand. Be especially wary if they are middle or low pairs. A full house is often not enough to win unless there are only a few players and/or no one is showing strength by raising. A hand that also includes a low draw (e.g. AA332) is a big plus.
4 card straights and flushes. These are "made" hands in the sense that you will make either a straight or flush. But they don't fit our definition of made since neither of those hands is going to be a winner. Unless they have low hand or other potential draws to only straights or flushes should not be played.
For low, any 4 unmatched cards of 5 or less gives you the nut low (playing by 5432A rules) or any 6-low (except if it includes a 5) playing 6432A rules.
DRAWING HANDS are those that need help in addition to the wild card and include:
3 to a straight flush, including up to a 2-gapper. You'd much prefer the 3 cards to be consecutive as there are then 4 cards that make your hand. You have only 3 good cards with a 1 gap and just 2 good cards with a 2 gap.
A single big pair. Draw to 4 of a kind. A big pair plus low draw potential (e.g. KK42A) is a big plus.
3 unmatched cards of 5 or less. Draw to the nut low.
To become a winner each of these starting drawing hands needs additional improvement beyond a single wild card. You are going to need 1 of these things to happen:
2 of the 3 cards in Option #1 fill in the cards you need.
You hold 2 cards of the same rank as the wild indicator cards in Option #2*.
One or more of your hole cards are of the same rank as the wild card in Option #3*.
* There is a chance that, even holding these hole cards, they won't actually help you. See Hitting the Right Wild Card below.
3 to a straight flush, including up to a 2-gapper. You'd much prefer the 3 cards to be consecutive as there are then 4 cards that make your hand. You have only 3 good cards with a 1 gap and just 2 good cards with a 2 gap.
A single big pair. Draw to 4 of a kind. A big pair plus low draw potential (e.g. KK42A) is a big plus.
3 unmatched cards of 5 or less. Draw to the nut low.
To become a winner each of these starting drawing hands needs additional improvement beyond a single wild card. You are going to need 1 of these things to happen:
2 of the 3 cards in Option #1 fill in the cards you need.
You hold 2 cards of the same rank as the wild indicator cards in Option #2*.
One or more of your hole cards are of the same rank as the wild card in Option #3*.
* There is a chance that, even holding these hole cards, they won't actually help you. See Hitting the Right Wild Card below.
HOLE CARD PROBABILITIES or ODDS
Approximate chances for being dealt the following HIGH or LOW hands as your 5 hole cards.
Approximate chances for being dealt the following HIGH or LOW hands as your 5 hole cards.
5 Card High Hand
4 of a Kind 4 to Straight Flush* 3 of a Kind 2 Pair 1 Big Pair (AA, KK,QQ,JJ) Any other 1 Pair (10's-2's) * Includes 1 gapper |
Probability/Odds
0.024% (4164:1) 0.3% (332:1) 2.1% (46:1) 4.8% (20:1) 13% (6.5:1) 29% (2.4:1) |
5 Card Low Hand
A23XX Any 4-low (3 cards) Any 5-low (3 cards) Any 6-low (3 cards) --- A234X Any 5-low (4 cards) Any 6-low (4 cards) |
Probability/Odds
2.4% (40:1) 7.2% (13:1) 14.4% (6:1) 24% (3:1) --- 0.45% (221:1) 1.8% (54:1) 4.5% (21:1) |
HITTING THE RIGHT WILD CARD
When playing drawing hands, you are hoping to match the rank of the Option 3 wild card with 1 or more of your hole cards. Those cards become wild as well and drawing hands need the additional help to become winners. But, with drawing hands, it is important to note that even when this occurs you will not necessarily end up with a strong hand. Here are 2 examples of drawing hands.
You hold 3 to a low and/or 3 to a straight flush. (e.g. 9832A, where the 3,2 and A are suited)
If the wild card is 8 or 9 - you would have a straight flush (5432A) for high as well as the best low. The wild card helped you.
If the wild card is 2 or 3 - you would have 3 aces. For low you would have an 8-low. Neither of those hands stand a chance of winning. The wild card was of no practical benefit to you.
You hold 2 pair including 3 low cards. (e.g. AA662). In this example the wild card helps both hands, but the differences are enormous.
If the wild card is 2, you would have 4 aces. Your low hand (6632A) is not playable.
If the wild card is 6, you would have both the best possible high (5 aces) and the best possible low (5432A).
If the wild card is Ace, you would have 5 sixes for high and 6432A for low.
When playing drawing hands, you are hoping to match the rank of the Option 3 wild card with 1 or more of your hole cards. Those cards become wild as well and drawing hands need the additional help to become winners. But, with drawing hands, it is important to note that even when this occurs you will not necessarily end up with a strong hand. Here are 2 examples of drawing hands.
You hold 3 to a low and/or 3 to a straight flush. (e.g. 9832A, where the 3,2 and A are suited)
If the wild card is 8 or 9 - you would have a straight flush (5432A) for high as well as the best low. The wild card helped you.
If the wild card is 2 or 3 - you would have 3 aces. For low you would have an 8-low. Neither of those hands stand a chance of winning. The wild card was of no practical benefit to you.
You hold 2 pair including 3 low cards. (e.g. AA662). In this example the wild card helps both hands, but the differences are enormous.
If the wild card is 2, you would have 4 aces. Your low hand (6632A) is not playable.
If the wild card is 6, you would have both the best possible high (5 aces) and the best possible low (5432A).
If the wild card is Ace, you would have 5 sixes for high and 6432A for low.
EXPLAINING INDICATOR CARDS
Indicator cards are cards that are use only to indicate or designate what the wild card(s) are but can not be used in a players hand. Examples of games using indicator cards are King Tut's Tomb and Triple Option (Option #2). A card of the same rank as the indicator card that is held in a player's hand serves as a wild card, but the indicator card itself is not in play.
Indicator cards are cards that are use only to indicate or designate what the wild card(s) are but can not be used in a players hand. Examples of games using indicator cards are King Tut's Tomb and Triple Option (Option #2). A card of the same rank as the indicator card that is held in a player's hand serves as a wild card, but the indicator card itself is not in play.