A book by Keith Adler

Play the best game in the room.

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.

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Win at 3 Card Poker by Keith Adler - a queen, a six and a four on a dark table
Start here - the whole strategy, free

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.

1 On the Pair Plus sign, does a flush pay 4 or 3? That one digit is the difference between 2.3167% and 7.2760%.
2 Is there an ante bonus at all? Going without costs 5.2851% of every ante you post.
3 Is there a fee per hand? Just ask. If there is, the table minimum is the most expensive way to play.

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

The three things it costs you

Nobody loses it all at once. It goes a little at a time.

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.

One

You fold hands you should play

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

You do not read the sign

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.

Three

You do not know what an hour costs

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.”
From chapter two
Part one

Six hundred years of cards, and how they ended up as this.

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.

Part one

Where the game came from

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.

Part two

How it is played around America

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.

Part three

Beyond the American pit

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.

Part four

How the game works

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.

Part five

Looking for the weak points

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.

Part six

The shape of the money

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.

Part seven

What it really costs

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.

Part eight

At the table

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.

Inside the book

Fifty-five chapters, ten appendices, and nothing padded.

Front matterBefore the game

Preface

Why he loves the game, and what The Simulator actually is.

How to Read This Book

The takeaway first, the working at the back.

The Hands, at a Glance

The six hands, and why a straight beats a flush here.

Part OneWhere the game came from
1

The Oldest Argument in the Room

Why three cards, and why anyone bets on them.

2

Paper, Ink and the First Decks

Cards are Chinese, and they wait on cheap paper.

3

Primero, and the Games of the Renaissance

The ancestor with a hand worth betting on.

4

Brag, and the Three-Card Idea

Brag had the shape of it two hundred years early.

5

Poker Crosses an Ocean

The story everyone tells, and the parts of it that are wrong.

6

The American Century

The building had to be invented before the game could be.

7

Derek Webb’s Better Mousetrap

1994, and the rule that made it work.

Part TwoHow it is played around America
8

One Game, Fifty Jurisdictions

The five things that change between rooms.

9

Nevada: the Strip, Downtown, and the Locals Rooms

Three markets twenty minutes apart, priced differently.

10

Atlantic City and the East

Higher minimums, better rules, and less room to sit cheap.

11

California: the Card Room Game

No house bank, a fee instead, and almost nothing transfers.

12

Oklahoma and the Tribal Rooms

Where the collection inverts the usual advice.

13

The Gulf Coast, the Riverboats and the Midwest

Cheapest to sit down at, and the sign takes it back.

14

Reading a Floor You Have Never Seen

The whole check takes under a minute, standing up.

Part ThreeBeyond the American pit
15

It Started in Britain

A British game that Britain turned down.

16

Europe, and the Games That Are Not Quite This One

The near-misses, and how little has to change.

17

Asia, Australia and the Rest

What travels is the shape, never the pay table.

18

Online: the Software Game

The pay table is easier to find, not harder.

19

Live Dealer

A shared hand cannot change anybody’s odds.

20

Stadium Gaming and the Electronic Table

A lower minimum, and what is charged for it.

21

Speed, and Why It Is the Whole Story

The largest lever in the book.

Part FourHow the game works
22

Why This Game Gets You

One decision, four seconds, four points an hour.

23

The Only Decision You Make

Q-6-4, and why the line is there.

24

Reading the Sign

The one digit worth five percentage points.

25

The Ante Bonus

Worth more than the house edge.

26

Pair Plus, and What You Are Actually Buying

Not a worse rate, a different shape of evening.

27

The 6 Card Bonus and the Dollar

And the meter at which a bet turns.

28

When the Dealer Shows a Card

The California game, solved.

29

Do the Side Bets Change Your Play?

One house rule almost nobody asks about.

30

Pushes, Ties and Dead Hands

What a session is actually made of.

Part FiveLooking for the weak points
31

What Advantage Play Actually Means

The line is whether you caused it, not what you gained.

32

What One Card Is Worth

What a partial glimpse is worth, not a full one.

33

The Flashing Dealer

Worth far less than people claim.

34

The Bet That Can Turn

Pricing a progressive from across the room.

35

When a Shuffle Is Not Random

Seven riffles, and why it does not help.

36

What the Other Players Are Telling You

Card removal, and where the line is.

37

What If the Rule Were Different?

Queen high is the only value that works.

38

Things That Do Not Work

Martingales, hot tables, due hands.

39

The Open Questions

What is not settled, including in this book.

Part SixThe shape of the money
40

Swing: What a Session Actually Looks Like

Why you often win, and still lose.

41

Standard Deviation, and Why Side Bets Are Different

The same cost, nothing like the same ride.

42

Risk of Ruin

Ten units loses the lot three nights in four.

43

What to Sit Down With

The counting mistake that halves everybody’s bankroll.

44

How to Divide Your Money

Six ways to bet the same thirty dollars.

45

How It Compares

Where it really sits against the rest of the floor.

46

Playing Two Spots

The only free improvement here.

Part SevenWhat it really costs
47

The Fee Nobody Counts

When the minimum is the expensive way to play.

48

What the Seat Costs an Hour

Every stake, every speed.

49

Tipping, and What It Actually Costs

A dollar a hand costs more than the game does.

50

Taxes, W-2Gs and the Jackpot You Did Not Plan For

The form depends on the odds, not the amount.

51

Comps, Markers and Being Rated

A rebate on a loss you are expected to make.

Part EightAt the table
52

How People Actually Talk at the Table

What every call is protecting, and who it is for.

53

Etiquette, and How to Handle Your Cards

Every rule exists because of a specific way people cheated.

54

When Something Goes Wrong

Stop, touch nothing, and say it in the next ten seconds.

55

The Simulator

Free, and not a game.

AppendicesThe working, in full
A

The Complete Strategy

All 22,100 hands decided.

B

Strategy by Exposed Upcard

Thirteen tables, one for every card he can show.

C

Every Pay Table, Priced

Every sign commonly spread, priced from the distribution.

D

Variance, Standard Deviation and Risk of Ruin

The numbers a bankroll is actually built from.

E

The Progressive: Break-even by Meter

The one wager with a moving price, and how to price it.

F

What If the Qualifier Were Different?

The whole game re-solved at every threshold.

G

Hand Ranking Charts

Why the straight outranks the flush here.

H

The Computational Engine

How every figure was produced, in enough detail to refute it.

I

Extended Combinatorial Proofs

The identity that makes one pass answer two questions.

J

Open Questions and Unsolved Math

The same questions, in order of how tractable they look.

The back of the bookReference

The Card

One page to carry - cut it out, photograph it, or download it free.

Questions from the Rail

The wives' tales, answered with page numbers.

Glossary

Every term used in the book, and every term you will hear at a table.

Resources and Further Reading

What is worth your time, and what is not.

Index

Principal discussions in bold type.

About the Author

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.

Read a sample chapter

Free companion

The Simulator

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.

  • Every table's pay table priced before you sit down
  • An advisor that solves your actual hand, not a rule of thumb
  • A drill that marks your decisions and totals what the mistakes cost
  • A record of what your seat is costing you an hour

Open The Simulator How accurate is it?

Dealer must have queen high or better to qualify
Q
6
4
Get the book

Paperback and Kindle.

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.

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