Two people at the same table, betting the same money, can pay three times as much an hour as each other - and neither of them makes a mistake they would recognise as one. Learn which one to be. This is the complete mathematics of Three Card Poker: where the game came from, how it works, what every hand is worth, and how to read a table before you sit at it.
New to it? The dealer will explain the rules, the minimum and the pay tables, and they are asked constantly - or start here.
Nothing here beats the house edge and nothing here claims to. This is not a system and it is not advice to gamble.
Play queen–six–four or better. Fold everything below it.
That is the entire base game. Played that way it costs 3.3730% of your ante. Playing every hand costs 7.6538% - about seventeen dollars an hour more at a ten dollar table. It is the easiest money in the casino, and it is yours whether or not you ever buy the book.
Three checks, under a minute, worth more than the strategy itself. The book is why each of those numbers is what it is.
The most comprehensive look at Three Card Poker ever put together - written for the player sitting down for the first time and the one who has been at that table for twenty years.
Six hundred years of history · every version spread in America · the complete mathematics, counted rather than estimated · and a free simulator that shows its working
There is no system here and nothing that beats the house. What there is, is a set of ordinary mistakes that almost every player makes every session - and each one is entirely inside your control.
Or play ones you should fold. There is a single line between the two, it is easy to remember, and getting it wrong is the most expensive habit at the table - because it happens on hand after hand after hand.
Two tables in the same building can pay differently on exactly the same bet. One of them costs you three times what the other does. It is printed on the layout, it takes five seconds, and hardly anybody looks.
Everyone knows roughly what they won or lost. Almost nobody knows what the seat costs on average per hour - which is the number that decides whether an evening was entertainment or a mistake.
“The cheapest table in the building is often the best game in it. You just have to be willing to read before you sit down.”
Most books about a casino game start at the table. This one starts with the first playing cards in Tang dynasty China and follows them west - through Mamluk Egypt into Europe, into primero and post-and-pair, into the three-card game the English called brag, and across the Atlantic into the game New Orleans turned into poker.
Then, in 1994, a British player named Derek Webb sat down to design a casino game on purpose: fast enough to hold a floor, simple enough to learn standing up, and built around one small rule that makes the whole thing work. Knowing why that rule is there is most of the way to knowing how to beat the mistakes everybody else makes.
Seven chapters, from the first paper decks to a game designed on purpose in 1994 - and why a straight beats a flush here, which is arithmetic rather than a house rule.
Five things change between rooms and every one of them costs money. Nevada, Atlantic City, the California card rooms, Oklahoma, the Gulf Coast - and the minute at the door that is worth more than anything you do after sitting down.
Britain, where it started and where it was turned down. Europe, Asia and Australia. Online from the offshore decades to the regulated ones, live dealer, and the stadium terminal that deals three times as fast for the same money.
The one decision, solved exactly. Every sign priced from the distribution, the ante bonus nobody reads properly, both side bets, and the exposed-card game worked out in full - the largest single number in the book.
Where the mathematics bends and where it does not. What a partial glimpse is really worth, why the queen is the qualifier, what does not work and why - and exactly where the line sits between clever and criminal. It ends with a ledger of what the book has not finished.
Why two bets that cost the same feel nothing alike. Variance, risk of ruin, what to bring, how to divide it once you are there, and the correlation between two spots that nobody has right.
The bill, in dollars an hour rather than percentages. Fees, tipping, tax and being rated - the costs that never appear in a house-edge figure, and the one table that decides what an evening actually takes from you.
Being rated and what a comp actually is. How dealers and players really talk and what every call is protecting. Handling your cards, what to do when something goes wrong, and where to practise for free.
Why he loves the game, and what The Simulator actually is.
The takeaway first, the working at the back.
The six hands, and why a straight beats a flush here.
Why three cards, and why anyone bets on them.
Cards are Chinese, and they wait on cheap paper.
The ancestor with a hand worth betting on.
Brag had the shape of it two hundred years early.
The story everyone tells, and the parts of it that are wrong.
The building had to be invented before the game could be.
1994, and the rule that made it work.
The five things that change between rooms.
Three markets twenty minutes apart, priced differently.
Higher minimums, better rules, and less room to sit cheap.
No house bank, a fee instead, and almost nothing transfers.
Where the collection inverts the usual advice.
Cheapest to sit down at, and the sign takes it back.
The whole check takes under a minute, standing up.
A British game that Britain turned down.
The near-misses, and how little has to change.
What travels is the shape, never the pay table.
The pay table is easier to find, not harder.
A shared hand cannot change anybody’s odds.
A lower minimum, and what is charged for it.
The largest lever in the book.
One decision, four seconds, four points an hour.
Q-6-4, and why the line is there.
The one digit worth five percentage points.
Worth more than the house edge.
Not a worse rate, a different shape of evening.
And the meter at which a bet turns.
The California game, solved.
One house rule almost nobody asks about.
What a session is actually made of.
The line is whether you caused it, not what you gained.
What a partial glimpse is worth, not a full one.
Worth far less than people claim.
Pricing a progressive from across the room.
Seven riffles, and why it does not help.
Card removal, and where the line is.
Queen high is the only value that works.
Martingales, hot tables, due hands.
What is not settled, including in this book.
Why you often win, and still lose.
The same cost, nothing like the same ride.
Ten units loses the lot three nights in four.
The counting mistake that halves everybody’s bankroll.
Six ways to bet the same thirty dollars.
Where it really sits against the rest of the floor.
The only free improvement here.
When the minimum is the expensive way to play.
Every stake, every speed.
A dollar a hand costs more than the game does.
The form depends on the odds, not the amount.
A rebate on a loss you are expected to make.
What every call is protecting, and who it is for.
Every rule exists because of a specific way people cheated.
Stop, touch nothing, and say it in the next ten seconds.
Free, and not a game.
All 22,100 hands decided.
Thirteen tables, one for every card he can show.
Every sign commonly spread, priced from the distribution.
The numbers a bankroll is actually built from.
The one wager with a moving price, and how to price it.
The whole game re-solved at every threshold.
Why the straight outranks the flush here.
How every figure was produced, in enough detail to refute it.
The identity that makes one pass answer two questions.
The same questions, in order of how tractable they look.
One page to carry - cut it out, photograph it, or download it free.
The wives' tales, answered with page numbers.
Every term used in the book, and every term you will hear at a table.
What is worth your time, and what is not.
Principal discussions in bold type.
Who wrote it, and what he is not.
Ten appendices carry the working in full - the complete strategy for all 22,100 hands, a table for every exposed dealer card, every pay table priced, the hand ranking charts derived, and the reference implementation itself.
A full table you can sit at right now. Fourteen rooms, each dealt the way that state really deals it - the Strip, downtown, Atlantic City, a California card room, Oklahoma, the Gulf Coast, high limit.
Win at 3 Card Poker · The Unofficial Strategy Guide
Six hundred years of history, the complete arithmetic of the game worked out from the deck up, and the handful of things that decide what an evening costs you. It will pay for itself the first time you walk past a bad table.
$22.99 paperback · Kindle edition priced at release · To come Amazon link