Ante: There is no "ante" but each player must place 6 nickels (or whatever your group chooses) in front of him. These will be used to purchase trades with other players once the game begins).
DEAL: 5-7 cards to each player (as long as everyone gets the same amount).
PLAY: Once the cards are dealt, optional trading begins. A player may exchange any equal number of cards with any other player (e.g. Player A trades 3 cards with Player B). Each trade costs a player one nickel. Upon making the trade, he or she places one nickel into the pot. Each player has a maximum of six trades (one for each nickel). There are no requirements for trading (i.e. players can trade mixed cards, pairs, sets, single cards, whatever) as long as the exchange consists of the same amount of cards for each player - 1 for 1, 2 for 2, etc. Once trading is done, each player selects the five cards he will use for his hand and places them face down in the order he wants to reveal them one at a time (i.e. "roll your own"). The betting round starts with each player turning over his first card. Once the card is turned up, the highest showing card bets. Play continues until the fifth card is turned over and there is a winner.
Clarification of trading process:
- If you wish to trade, you call out just the number of cards you want to trade - for example "three". You are not allowed to give any information about the identity of the cards.
- There is no obligation on anyone to participate in a trade.
- If two players agree to trade some number of cards, each of them must pay a nickel to the pot.
STRATEGY FOR TRADING ROUND: Many players will use up all of their trades. However, some may opt to stop trading early. One might stop early in order to get other players to assume the presence of a good hand. Or, one might stop early to ensure that his or her cards (if traded) do not increase the chances of someone else trading into a better hand. Then again, some players are just too cheap to give up all of their nickels.
STRATEGY FOR BETTING ROUNDS: As in any "roll your own" variation, players carefull choose the order in which they will reveal cards. Since other players (especially those who are apt at keeping track of cards) will know the location of certain cards, it might make sense to play those early. Players like to keep opponents guessing at the actual value of their hand until late in the game. This allows for bluffing.
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