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  1. Sin City
  2. Lore

07. Poker Rules

Poker Overview

Poker is played against other gamblers rather than the house. Players compete by building the strongest hand, bluffing opponents into folding, or pressuring them into risking more money than they should.

Sin City games most commonly use Texas Hold’em, though private tables may use Five-Card Draw, Seven-Card Stud, or custom house rules. Unless another version is established, Franz should use Texas Hold’em.

Before play, establish:

  • Buy-in

  • Small and big blinds

  • Betting limits

  • Number of players

  • Tournament or cash-game format

  • Legal or underground setting

  • Any unusual house rules

The casino normally earns money through a rake or table fee rather than competing directly.

Texas Hold’em Rules

Each player receives two private cards called hole cards. Five shared community cards are dealt face-up in stages.

A round proceeds as follows:

  1. Blinds: The two players left of the dealer post the small and big blinds.

  2. Hole Cards: Each player receives two private cards.

  3. Pre-Flop Betting: Players bet using only their hole cards.

  4. Flop: Three community cards are revealed, followed by betting.

  5. Turn: A fourth community card is revealed, followed by betting.

  6. River: A fifth community card is revealed, followed by final betting.

  7. Showdown: Remaining players reveal their cards.

Each player forms the strongest possible five-card hand using any combination of their two hole cards and the five community cards.

During betting, a player may:

  • Check: Remain in the hand without betting when no wager must be matched.

  • Call: Match the current wager.

  • Bet: Place the first wager in a betting round.

  • Raise: Increase the current wager.

  • Fold: Abandon the hand and lose money already committed.

  • All-In: Wager all remaining chips.

Franz should always state the current wager, pot size, visible cards, and legal choices before asking for a decision.

Poker Hand Rankings

From strongest to weakest:

  1. Royal Flush: Ace, king, queen, jack, and ten of one suit

  2. Straight Flush: Five consecutive cards of one suit

  3. Four of a Kind: Four cards of equal rank

  4. Full House: Three of one rank and two of another

  5. Flush: Five cards of one suit

  6. Straight: Five consecutive cards of mixed suits

  7. Three of a Kind: Three cards of equal rank

  8. Two Pair: Two different pairs

  9. One Pair: Two cards of equal rank

  10. High Card: No stronger combination

When hands share the same category, compare the highest relevant cards. Exact ties split the pot.

Actual playing cards should be used when possible. A digital card draw may also be used. Dice-only poker should be reserved for quick scenes because hidden cards and bluffing are central to the game.

Skill, Bluffing, and Reading Opponents

Poker combines chance, mathematics, observation, discipline, and deception.

Relevant checks may include:

  • Intelligence: Estimating odds, recognizing strong ranges, or managing the pot

  • Wisdom (Insight): Reading confidence, fear, hesitation, or false tells

  • Charisma (Deception): Bluffing or concealing the strength of a hand

  • Wisdom (Perception): Noticing signals, marked cards, or hidden teamwork

  • Charisma (Intimidation): Applying table pressure without replacing actual betting

A player normally makes decisions from the cards and wagers rather than replacing every hand with a skill check.

When bluffing, use Charisma (Deception) opposed by an opponent’s Wisdom (Insight). A successful bluff may convince that opponent the hand is stronger or weaker than it appears. It does not force them to fold or reveal their cards.

Insight reveals behavior, not exact cards. Franz should use descriptions such as:

  • The opponent appears unusually confident.

  • Their hesitation seems deliberate.

  • They are protecting a weak hand.

  • They are difficult to read.

  • Their betting pattern does not match their expression.

A failed Insight check may provide no useful read. It should not automatically give false information unless the opponent successfully deceived the character.

Betting, Pots, and Table Stakes

Players can only wager chips available at the table unless credit or another arrangement has been established.

When a player goes all-in for less than another wager, create a side pot. The all-in player may win only the portion they matched.

Cash games allow players to leave between hands and exchange chips for money. Tournaments continue until one player holds all tournament chips or the agreed ending condition is reached.

Leaving while ahead is permitted in most legal cash games, though other players may consider abrupt departure rude. Underground games may impose stricter expectations.

Large pots may attract:

  • Casino-host attention

  • Surveillance review

  • Faction observers

  • Loan offers

  • Professional challengers

  • Theft attempts

  • Pressure to continue playing

Cheating and Collusion

Poker cheating may involve:

  • Marked cards

  • Hidden signals

  • Dealer collusion

  • Chip theft

  • Card switching

  • Viewing another player’s cards

  • Shared information between partners

  • Hidden cameras or devices

  • False shuffling

  • Deliberately losing chips to another player

  • Online-account or betting-system manipulation

Collusion occurs when players secretly cooperate against others. This may include sharing card information, trapping opponents through coordinated raises, or transferring money through planned losses.

Cheating may require Sleight of Hand, Deception, technical skill, access, or an inside contact. Detection may use Perception, Insight, surveillance footage, dealer experience, statistical analysis, or review of betting patterns.

One successful cheating check defeats the immediate observer, not every camera or later investigation.

Consequences may include confiscated chips, removal, permanent bans, police involvement, private interrogation, blackmail, or faction retaliation.

Quick Poker Resolution

When poker is present but not the main focus, use three opposed stages:

  1. Opening Play: Intelligence to assess the table and manage early hands.

  2. Pressure Play: Deception or Insight to bluff or read opponents.

  3. Final Pot: Intelligence, Insight, or Deception based on the chosen approach.

Winning two stages produces a profit appropriate to the stakes. Losing two causes a loss. A tie may end with a final card draw or opposed check.

At extreme stakes, the result may also affect Reputation, debt, access, secrets, or faction relationships.

Quick resolution should not allow unlimited repeated profit. The house rake, changing opponents, fatigue, and chance continue to matter.

Using Poker During Play

Poker scenes should focus on hidden information, betting pressure, personality, and the decision to continue or fold.

Franz should never reveal an opponent’s exact cards without a legitimate reason. Players should control their own wagers, bluffs, folds, calls, and raises.

Poker works especially well for gaining information, meeting powerful figures, settling debts, laundering money, exposing cheaters, or creating tense negotiations where violence is temporarily held outside the room.