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PLAYING TIPS for WILD HEX POKER

HOW TO PLAY WILD HEX POKER: 
​Wild Hex is a wild card poker game.   Each player is dealt 4 hole cards. Six cards are placed face down on the table in a hexagon shape.  A seventh card is place in the middle of the hexagon, and it designates the wild card, but is not itself used in play.  See diagram below.  2 cards are revealed at a time in this order (starting with 1 at the top): 1&3, 4&6, 2&5. The middle "wild" indicator card is revealed last. Any other cards of that rank that are held in a player's hand are wild. Any cards of the same rank that are among the 6 board cards are not wild.  The indicator card is not in play.  Thus, there are a maximum of 3 wild cards and possibly fewer. Players make their hand by choosing from any 3 consecutive board cards (i.e.. 123, 234, 345, 456, 561, 612) along with their 4 hole cards. May be played high-low split.​
                                                               1 
                                                        6            2
                                                               X
                                                       5             3
​                                                               4


SUMMARY of ACTION
Deal 4 hole cards to each player. Arrange board cards.
Bet
Reveal cards 1 and 3.
Bet
Reveal cards 4 and 6.
Bet
Reveal cards 2 and 5.
Bet
Reveal middle card X. (wild indicator)
Bet
High only or Hi-Lo Cards Speak: Showdown
High-Low Declaration: Declare
Bet
Showdown
​
​PLAYING TIPS for WILD HEX POKER
As in most wild card poker games the winning hand for Wild Hex poker usually must be excellent.  For high, expect 4 of a kind to be the minimum needed to win. Although sometimes a high full house may win if there are few players in the hand and no raising.  For low, the nuts or second-best hand, with much depending on the board cards.  Low board cards also make a tie for the low more likely.
​
It is important to realize that the middle card is not a wild card that may be used by the players.  The middle card serves only as an indicator. Only cards of the same rank that are held as a player's hole cards are wild.   Thus, there are a maximum of 3 wild cards in this game, fewer if any of the same rank appear among the 6 "hex" cards.  This means that, if you do not have a wild card yourself, you are at a distinct disadvantage against any other player who does.  Not only that, but since only hole cards can be wild, any held by an opponent is hidden.
Keep in mind that there is no guarantee that you will have a wild card in this game.  In fact, it is more likely that you will have no wild card.  Even if you do have a wild card, it must be the right card to be helpful.  For example, if you held K32A with the king wild you probably have the winning low.  But, if either the trey, deuce or ace were wild it does not improve your low hand (though it could help you high).  Therefore, it is vital that you start with really good hole cards that stand a chance of becoming a winning hand without the assistance of a wild card.  
STARTING HAND SELECTION
The best starting hands you could hope for is 4 of a kind for high and 432A for low.   Unfortunately, each (especially quads) are big long-shots and neither is a guaranteed winner.  Starting quads are what they are - it is impossible to match the wild indicator, so they cannot be improved.  432A requires a single 5 (or 6 if playing 6432A rules) as one of the 6 "hex" cards to become the nuts, or for there to be no ace, deuce, trey or four on the board.
Excellent more realistic starting hands for high includes trips, two pair or four to a straight flush (including 1 gapper).  Each of these are one board card away from becoming a huge hand.  Four cards to a flush or a straight are typically not worth playing, unless they can be played for low.  With the exception of starting with trips, having just 3 cards to these hands will require considerable help from the board and/or wild card which is more difficult.  But, if they include multiple possibilities like a pair or 3 low cards, they may be worth playing.
​

Excellent starting hands for low are obvious: 4 cards of 6 or lower.  Three low cards, all 4 or under, is a decent start, but will take help from 2 of 3 of the board cards.  Unless you have other possibilities for high, having just A2 is not a reasonable low hand as it requires 3 nearly perfect board cards.
4 CARD PROBABILITY or ODDS TABLES
Approximate chances of being dealt the following HIGH or LOW hands as your 4 hole cards. ​
​4 Card High Hand
4 of a Kind
Straight Flush*
3 of a Kind
Flush
Straight
2 Pair
1 Pair

​* Including 1-gapper

Probability/Odds
0.005%  (20,000:1)
0.048%  (2082:1)
0.92%  (107:1)
1.04%  (96:1)
1.02%  (97:1)
3.04%  (32:1)
​30.5%  (2:1)
​
​
​4 Card Low Hand
A2XX
A3XX or 23XX
---
A23X
Any 4-low (3 cards)
Any 5-low (3 cards)
Any 6-low (3 cards)
---
A234
Any 5-low (4 cards)
Any 6-low (4 cards)
Any 7-low (4 cards)
​
Probability/Odds
7.2%  (13:1)
14.4%  (6:1)
---
1.2%  (82:1)
3.6%  (27:1)
7.2%  (13:1)
​12%  (7:1)
---
0.09%  (1110:1)
0.36%  (277:1)
0.9%  (110:1)
1.8%  (55:1)
EXPLAINING INDICATOR CARDS
Indicator cards are cards that are use only to indicate or designate what the wild card(s) are but cannot be used in a player's hand.  Examples of games using indicator cards are Wild Hex and Triple Option (Option #2).  A card of the same rank as the indicator card serves as a wild card, but the indicator card itself is not in play.​ ​
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