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Triple Draw Rules

Origins

2-7 Triple Draw is still a relatively new poker variant, making it’s WSOP debut in 2004. Prior to this it’s origins can be traced through similar low-ball draw games. In 2002 A-5 Triple Draw was offered at the WSOP, the same year that triple draw games were first offered online by Ultimate Bet.

Prior to 2002, triple draw games were rare and most commonly were offered as part of mixed games at ultra high-limits rather than as stand-alone games.

A precursor of the 2-7 Triple Draw was offered during Amarillo Slim’s “Super Bowl of Poker” tournaments which ran from 1979 to 1984. The name of the variant was “Ten-Handed Triple-Draw Lowball”. It was clearly different from the modern 2-7 triple-draw since players started the hand with 10-cards, but we can see that the origins of lowball draw games stretch back several decades at the very least.

2-7 Triple Draw Poker Rules

2-7 Triple Draw Poker Rules Deuce to Seven Triple Draw is a 5 card draw low game. Each player is dealt 5 cards and the goal is to make the lowest possible 5 card hand. There are four rounds of. Include premiums for double or triple letter values, if any, before doubling or tripling the word score. If a word is formed that covers two premium word squares, the score is doubled and then re-doubled (4 times the letter count), or tripled and then re-tripled (9 times the letter count).

2-7 Triple Draw Objective

2-7 Triple Draw is a lowball draw game which involves 3 rounds of drawing and 4 rounds of betting. The objective of the game is to win our opponent’s chips which typically have a monetary value. In a tournament game the objective is to be the last player left standing with all of the chips.

Structure

2-7 triple draw is a positional game meaning it makes use of a dealer button similar to hold’em. Pre-draw (first round of betting before any drawing takes place), the blinds act last. The blinds must also make a mandatory payment of the small-blind and big-blind. Post-draw (after the drawing rounds have begun), the button acts last on every street while the player directly to the left of the button acts first on every street.

2-7 triple draw can be played with any betting structure, I.e limit, no-limit or pot-limit, although it is most commonly played as a fixed limit game.

The action proceeds as follows

– Dealer deals 5-cards to each player
– First Round of betting
– Players draw cards
– Second Round of betting
– Players draw cards
– Third Round of betting
– Players draw cards
– Final Round of betting
– Showdown

Drawing

On each round players have the option to discard as many of their cards as they wish up to a total of 5. These should be replaced with fresh cards from the desk. Assuming a player is happy with their hand they have the option to “stand pat”, which means they don’t discard or draw any additional cards.

Watching how many cards our opponents draw is an important part of hand-reading in 2-7 triple draw.

It is possible to run out of cards when playing draw variants. In such an occurrence the discard pile is shuffled and players continue by drawing from other players’ discards.

Hand-Rankings

It’s important to take note of the hand-rankings in 2-7 Triple Draw as they are different from other lowball variants. In the majority of low-ball variants Aces are low and flushes/straights are ignored, but this is not the case in 2-7 Triple-Draw. Flushes and straights (and any pair+) count against our hand and Aces are always high. And we mean always – A,2,3,4,5 does not make a straight in 2-7 Triple Draw.

So rather than other low-ball variants where A,2,3,4,5 is the nuts, the nuts in 2-7 Triple Draw is actually 2,3,4,5,7. Note that 2,3,4,5,6 would make a straight and would actually be a very weak hand. Essentially, when compared to hold’em we are simply trying to make the absolute worse hand possible while remembering that Aces are always high. When analysed like this some might even find hand-reading in 2-7 triple draw easier than the standard low-ball method of reading hands where straights and flushes are ignored.

Basic Strategy – The Draw

The first concept to master is understanding how many cards to discard and draw based on our hand-strength.

As a rough guide

5 cards 9 or below(no pair or straight or flush etc) – Stand Pat
4 cards 8 or below and a higher card – Draw 1
3 cards 8 or below and 2 higher card – Draw 2
2 cards 7 or below and 3 higher cards – Draw 3

Hands weaker than this should be discarded in most situations. It’s generally recommended to play hands that hold a 2, but to be cautions when playing hands that hold a 6. The 6 is needed for all low straights, so without the 6 we don’t need to worry as much about making a straight and losing. It’s also recommended to start out with low cards and draw to higher cards rather than the other way round. So it’s better to hold 2,3,4,8 and draw to the 5,6 or 7 rather than hold the 8,7,6,3 and draw to the 4,5,or 2.

Basic Strategy – Position

Similar to other positional variants of poker, our standard hand criteria is going to be dependent on our position. We might fold something like 2,7,A,K,Q in early position yet this hand might be fine to open-raise on the BTN or the SB.

We should also keep in mind that it’s better to raise-first-in if we want to play a hand rather than to open limp. There are exceptions to this however, we might be able to limp if several other players have already limped before us or if the action is on us unopened and we are in the SB. It’s also fine to check-back the BB if our hand is not strong enough for an iso-raise.

Basic Strategy – Hand Reading

There are 2 main ways that we can hand-read in 2-7 Triple Draw. The first is observing our opponents betting patterns. The second is looking at how many cards he draws. As a guide for hand reading, the strength of a player’s holding is roughly proportional to the amount of cards they draw. If they draw 1 card they are likely reasonably strong while if they draw 5-cards they likely had total garbage. Assuming someone stands pat they usually have a decent made low hand, probably 10-low or better at the very least.

For the most part 9-low and 10-low hands are considered bluffcatchers while 8-low and better are considered the value hands.

Basic Strategy – Betting Structure

Whether the game is played no-limit or fixed-limit will have a big effect on the correct strategy. There are 2 main differences with the fixed-limit variety of the game. Firstly we will have less fold-equity on any given street since we can only bet in accordance with the allowed fixed bet-sizing. Secondly we will have less implied odds in any situation since it is not possible to get all of the remaining stacks in at any given time.

This will often have an effect on the types of hands we can play profitably pre-draw. Certain weak draws we might be able to play profitably in no-limit while we can’t make them profitable in fixed-limit. In a no-limit game we might pick up a big payout if we hit our draw, and we also might be able to bluff our opponent post-draw if he shows weakness. This is a lot harder to do in fixed-limit. We won’t get a big enough payout if we hit to justify our pre-draw investment, and it’s overall less likely that we will be able to successfully bluff our opponent post-draw.

Why You Should Play 2-7 Triple Draw

If you like draw games, especially lowball games that generate a ton of action then maybe 2-7 Triple Draw is for you.

Since 2-7 Triple Draw is less studied and understood by the average person it can be easy to find soft games and make money with less effort than in more popular variants such as Hold’em.

Game Play

You should have a game board, 100 letter tiles, a letter bag, and four racks.

Before the game begins, all players should agree upon the dictionary that they will use, in case of a challenge. All words labeled as a part of speech (including those listed of foreign origin, and as archaic, obsolete, colloquial, slang, etc.) are permitted with the exception of the following: words always capitalized, abbreviations, prefixes and suffixes standing alone, words requiring a hyphen or an apostrophe.

Place all letters in the pouch, or facedown beside the board, and mix them up. Draw for first play. The player with the letter closest to 'A' plays first. A blank tile beats any letter. Return the letters to the pool and remix. All players draw seven new letters and place them on their racks.

Triple draw poker rules
The first player combines two or more of his or her letters to form a word and places it on the board to read either across or down with one letter on the center square. Diagonal words are not allowed.
Complete your turn by counting and announcing your score for that turn. Then draw as many new letters as you played; always keep seven letters on your rack, as long as there are enough tiles left in the bag.
Play passes to the left. The second player, and then each in turn, adds one or more letters to those already played to form new words. All letters played on a turn must be placed in one row across or down the board, to form at least one complete word. If, at the same time, they touch others letters in adjacent rows, those must also form complete words, crossword fashion, with all such letters. The player gets full credit for all words formed or modified on his or her turn.
New words may be formed by:
  • Adding one or more letters to a word or letters already on the board.
  • Placing a word at right angles to a word already on the board. The new word must use one of the letters already on the board or must add a letter to it. (See Turns 2, 3 and 4 below.)
  • Placing a complete word parallel to a word already played so that adjacent letters also form complete words. (See Turn 5 in the Scoring Examples section below.)
No tile may be shifted or replaced after it has been played and scored.
Blanks: The two blank tiles may be used as any letters. When playing a blank, you must state which letter it represents. It remains that letter for the rest of the game.
You may use a turn to exchange all, some, or none of the letters. To do this, place your discarded letter(s) facedown. Draw the same number of letters from the pool, then mix your discarded letter(s) into the pool. This ends your turn.
Any play may be challenged before the next player starts a turn. If the play challenged is unacceptable, the challenged player takes back his or her tiles and loses that turn. If the play challenged is acceptable, the challenger loses his or her next turn. Consult the dictionary for challenges only. All words made in one play are challenged simultaneously. If any word is unacceptable, then the entire play is unacceptable. Only one turn is lost on any challenge.
The game ends when all letters have been drawn and one player uses his or her last letter; or when all possible plays have been made.
Use a score pad or piece of paper to keep a tally of each player's score, entering it after each turn. The score value of each letter is indicated by a number at the bottom of the tile. The score value of a blank is zero.

Triple Draw 2-7 Lowball Rules

The score for each turn is the sum of the letter values in each word(s) formed or modified on that turn, plus the additional points obtained from placing letters on Premium Squares.
Premium Letter Squares: A light blue square doubles the score of a letter placed on it; a dark blue square triples the letter score.
Premium Word Squares: The score for an entire word is doubled when one of its letters is placed on a pink square: it is tripled when one of its letters is placed on a red square. Include premiums for double or triple letter values, if any, before doubling or tripling the word score. If a word is formed that covers two premium word squares, the score is doubled and then re-doubled (4 times the letter count), or tripled and then re-tripled (9 times the letter count). NOTE: the center square is a pink square, which doubles the score for the first word.
Letter and word premiums count only on the turn in which they are played. On later turns, letters already played on premium squares count at face value.
When a blank tile is played on a pink or red square, the value of the word is doubled or tripled, even though the blank itself has no score value.
When two or more words are formed in the same play, each is scored. The common letter is counted (with full premium value, if any) for each word. (See Turns 3, 4 and 5 in the Scoring Examples section.)
BINGO! If you play seven tiles on a turn, it's a Bingo. You score a premium of 50 points after totaling your score for the turn.
Unplayed Letters: When the game ends, each player's score is reduced by the sum of his or her unplayed letters. In addition, if a player has used all of his or her letters, the sum of the other players' unplayed letters is added to that player's score.
The player with the highest final score wins the game. In case of a tie, the player with the highest score before adding or deducting unplayed letters wins.

Triple Draw Rules

In the following, the words added on five successive turns are shown in bold type. The scores shown are the correct scores if the letter R is placed on the center square. In Turn 1, count HORN: in Turn 2, FARM; in Turn 3, PASTE and FARMS; in Turn 4, MOB, NOT and BE; in Turn 5, BIT, PI and AT.

Scrabble

Triple Draw Poker Rules

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