Editing Texas: Playing Poker

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If you want to know how to play that game, check [http://en.wikipedia.org/wiki/Texas_hold_'em#Rules here].
 
If you want to know how to play that game, check [http://en.wikipedia.org/wiki/Texas_hold_'em#Rules here].
  
The Texas rpg uses its own version of that classic game designed for a role playing purposes rather than to satisfy poker purists.
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The Texas rpg uses its own version of that classic game, and its a version thats designed for a good rp experience rather than to satisfy poker purists.
  
  
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=The Stakes are Set...=
 
=The Stakes are Set...=
  
As we described in the previous chapter, every participant in the conflict should be going into a conflict aware of what the stakes are.
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As we described in the previous chapter, every participant in the conflict should be going into the conflict aware of what the stakes are.
  
The GM is the ultimate arbiter.
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The GM is the ultimate arbiter here.
  
 
In two-man conflicts, win/lose is easy enough to determine - when you're out of chips, you lose and the other guy wins.
 
In two-man conflicts, win/lose is easy enough to determine - when you're out of chips, you lose and the other guy wins.
  
In multiplayer conflicts it works a little differently; if you're out of chips you suffer the lose condition. If everyone except you and your allies are out of chips, then you and your team gain the win condition.
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In multiplayer conflicts, it works a little differently. If you're out of chips, you suffer the lose condition. If everyone except you and your allies are out of chips, then you and your team gain the win condition.
  
 
This means that a Conflict can actually come to an end while there's more than one man at the table - so long as they all share the same win condition.  
 
This means that a Conflict can actually come to an end while there's more than one man at the table - so long as they all share the same win condition.  
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==Receive Chips==
 
==Receive Chips==
  
Once you know who is part of a conflict and what the stakes are you set up the game. Each participant first takes a pool of poker chips. Each player gets '''nine''' chips by default. If the conflict suits a character's '''aptitude''', then that player gets '''twelve chips''' instead.
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Once you know who is part of a conflict, and what the stakes are, you set up the game. Each participant first takes a pool of poker chips. The number of chips he gets is by default just '''nine''', but if the conflict suits his '''aptitude''', then he gets '''twelve chips''' instead.
  
 
The GM will always let you know which aptitude gets the bonus chips.  
 
The GM will always let you know which aptitude gets the bonus chips.  
  
Chips aren't held between conflicts - every conflict gives each player a fresh pool of poker chips.
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Chips aren't held between conflicts - every conflict you start with a fresh pool of poker chips.
  
 
==Determine Initiative, or "Who drew first?"==
 
==Determine Initiative, or "Who drew first?"==
  
The player who initiated the conflict has initiative. For example, if a gunfight is started the guy who pulled his gun first has initiative.
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The player who initiated the conflict has initiative. For example, if a gunfight is started, then its the guy who pulled his gun first who has initiative.
  
This participant gets to open the betting each round. Also, at the start of the conflict, he either calls "clockwise" or "counterclockwise" and the betting order passes round in that direction for the rest of the conflict.
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This participant gets to open the betting each round. Also, at the start of the conflict, he either calls "clockwise" or "anticlockwise" and the betting order passes round in that direction for the rest of the conflict.
  
Its worth noting that regardless of who has initiative, '''the GM is always the dealer'''. He should deal cards to the participant with initiative first and then rotate in the declared direction of play from there.
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Its worth noting that whoever has initiative, '''the GM is always the dealer''', but that he should deal cards to the participant with initiative first and then rotate round from there.
  
 
=The Conflict Round=
 
=The Conflict Round=
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Then, each participant whose '''shtick''' matches the conflict gains an additional card.
 
Then, each participant whose '''shtick''' matches the conflict gains an additional card.
  
Everybody can look at their own cards. You are not allowed to show your cards to anyone else, even allies. You can say what your cards are out loud if you wish, but only if its loud enough for everyone to hear.
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Then, everybody can look at their own cards. You are not allowed to show your cards to anyone else, even allies. You can say what your cards are out loud if you wish, but only if its loud enough for everyone to hear.
  
 
==3) Pre-flop bets==
 
==3) Pre-flop bets==
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- You can '''Fold''', backing out of the conflict, but putting no more chips in. Any chips you have already put in remain in the pot, of course.
 
- You can '''Fold''', backing out of the conflict, but putting no more chips in. Any chips you have already put in remain in the pot, of course.
  
- You can '''Check''', not putting any more chips in, but not folding either. You can only check if you have already put enough chips to meet the bet's current level.
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- You can '''Check''', not putting any more chips in, but not folding either. You can only call if you have already put enough chips to meet the bet's current level.
  
 
There's also a special sort of raise called "all-in", where you put all your chips into the pot. This is treated as any other raise.
 
There's also a special sort of raise called "all-in", where you put all your chips into the pot. This is treated as any other raise.
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=Withdrawing / Getting the Hell Out of Dodge=
 
=Withdrawing / Getting the Hell Out of Dodge=
  
You can't walk away from a Conflict easily, but it is sometimes possible to escape.
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You can't walk away from a Conflict that easily, but it is sometimes possible to escape.
  
If you win a hand, you can choose not to take your winnings and instead Withdraw. If you do so, then all the chips in your pool and the pot are removed from the game. Your character is considered to have escaped the Conflict, and neither gets the win condition or suffers the lose condition of the Conflict.
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If you win a hand, you can choose not to take your winnings and instead Withdraw. If you do so, then all the chips in your pool and all the chips in the pot are removed from the game. Your character is considered to have escaped the Conflict, and neither gets the win condition or suffers the lose condition of the Conflict.
  
 
The problem is, of course, that if this leaves no-one but enemies in the conflict, then they will gain a win condition anyway.
 
The problem is, of course, that if this leaves no-one but enemies in the conflict, then they will gain a win condition anyway.
  
If its mutually incompatible for you to not suffer a loss and for your enemies to win, then your escape takes priority. For example if your lose condition is "don't get shot" and their win condition is "shoot you", then you don't get shot.
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If its mutually incompatible for you to not suffer a lose and for your enemies to win, then your escape takes priority. For example if your lose condition is "don't get shot" and their win condition is "shoot you", then you don't get shot.

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