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What Does Push Mean Blackjack, does muckleshoot casino have reel slots, america poker ca la aparate, kokkedal slot menu #2 2. How to choose the best slot machine to play? Responsible Gaming. Min Deposit $20. Can you win real money with Online Casino games?
Dictionary entry overview: What does shove mean?. SHOVE (noun) The noun SHOVE has 1 sense. The act of shoving (giving a push to someone or something) Familiarity information: SHOVE used as a noun is very rare. SHOVE (verb) The verb SHOVE has 3 senses. Come into rough contact with while moving 2. Press or force Familiarity information: SHOVE used as a verb is. A player in poker that either announces their actions or physically plays before their turn (checks, folds etc). Sometimes players act out of turn intentionally to get a read out of other players. When done intentionally, this is often referred to as 'angle shooting.'
I was playing $15 Pai Gow poker recently and banking. (I always bank). There were one or two other people at the table. A couple turns went by without incident. Then a woman sat down and began playing two spots. She was of Middle Eastern/Balkan extraction, I think -- I only mention it because her communication skills were not exemplary.When it becomes my turn to bank she reduces her bet to $20 (she was betting greens mostly). She plays the (horrible 7% edge) bonus bet too. She tells me she will 'play for a push' and I say okay. I get three pair, and play it the only way possible: one pair up top, two pair in the back. I win all the hands.
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All of a sudden she starts demanding her bet back from me. I say I played the hand the only way I could have. She says that I should pay her regardless of whether I win or lose. I decline to pay her and fortunately she does not make a scene but mutters to the dealer and pit boss some spurious things and play continues.Now, what would you understand 'playing for a push' to mean? As I understood it, if I had a hand that could be played more than one way, then I would set the hand the way that would most likely result in a push. I did _not_ understand it to mean that I would pay her if she lost and she would pay me if she won. That's why I bank -- I put my money at risk to have the chance at winning other people's money.
Has anybody ever encountered this practice before? The other players seemed to agree with her. The pit boss and dealer (wisely) remained silent.
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In the case with three pairs, if you played the highest pair in front, that would be playing for a push, and obvioulsy the right thing to do.
What Does Push In Poker Meaning
You had three pair. Sure, the logical / best play is to put your highest pair on top.
But, in my ignorant concept of 'play to push', you would keep your two best pairs together, and then SPLIT the lowest pair, putting two lousy singles on top. That way, you're probably not going to win, but you'll probably not lose either.
Personally, I would have told her to pound salt!
FYI: A pit boss once told me that 'House way' is NOT to win the most, but to lose the least. Very subtle difference.
(PS, I HATE when other players sit out while I'm banking... they'd rather give their money to the house than to me?)
I don't bank, but never sit out when another player banks. After all, I'm there to win. If some sucker wants to play banker, I'll be just as happy to take his money as the house's. If I didn't think I was going to win, I wouldn't be in the casino. (I know I'm not winning every hand, but you get my point.)The subtext of the whole incident is that this woman just wanted to play the bonus without risking anything else. I was loathe to say this in the original post, but she is a total degenerate who bets huge on the bonus and spreads to two spots with bets of $25-$100s. Needless to say she is a valued customer of this particular casino...
I don't bank, but never sit out when another player banks. After all, I'm there to win. If some sucker wants to play banker, I'll be just as happy to take his money as the house's.
Heh. I'll be glad to be that sucker!
I think you should have said nothing to the player at all. Unless some thing such as 'Good Luck' or 'would you like to come up to my suite for the night'. Well, okay... 'Good Luck'. Thats about it.
Its like chatting with someone at an auction. Don't do it. If you are banking, you say nothing not pertinent to the game and entertain no discussions not pertinent to the game. As you said, you are putting YOUR money at risk. Don't let anyone else increase that risk.
At blackjack, where you are never the dealer and never the banker, sure chatter away if you've a mind to, but its best to just keep your eyes on the cards that are being dealt.
In PGP the team vs house mentality is fairly strong and often I see players banking to 'mess up' a dealer's streak; lowering the house edge rarely factors into their decision. In fact the old timers keep bugging me with stories about how 'once there was this idiot who didn't pull back his bet even though I was banking', followed by the obligatory heroic wicked beat hands that sent them home crying. Does it make math sense, no but its always good to get a feel for the local culture.
This page is based on a contribution from Paul Welty.
Push is related to Contract Rummy, but there are some important differences: Push is a partnership game, and the draw and discard mechanism is different.
Players and Cards
Push is for four players, two against two in fixed partnerships; as usual, partners sit facing each other. Two standard packs of cards are used, including 4 jokers, making 108 cards in all. The jokers and twos are wild cards.
Outline of the Game
There are 5 deals. The first deal is 6 cards to each player, the second 7, the third 8, the fourth 9, and the fifth 10 cards. During each hand, the object is to get rid of as many cards as possible from your hand by playing them to the table as melds. When one player gets rid of all their cards, the cards remaining in the other team's hands score penalty points. The team with the lower total of penalty points after the fifth hand wins.
Melds
As in most rummy games, the possible melds are sets of equal cards and runs of consecutive cards in the same suit. Wild cards can be used as substitute for any number of cards in a set or run. The minimum size of sets and runs is three cards, but a longer run is required for the initial meld in some deals.
- Sets
- A set consists of three or more cards of equal rank - for example three sevens or four queens. Since a double pack of cards is used there are two of each card, but a set cannot contain two cards of the same suit. Therefore a set cannot contain more than four cards. However, a player can meld two separate sets of the same rank, for example 8-8-8 and 8-8-8
- Runs
- A run consists of three or more cards of the same suit in sequence, such as 3-4-5-6 of spades, or 9-10-J of diamonds. Ace can count as high (as in J-Q-K-A) or low (as in A-2-3-4), but not both (K-A-2-3 is not allowed). A player can meld two separate runs in the same suit, for example 4-5-6-7 and 8-9-10-J, or these eight cards could be melded as a single run: 4-5-6-7-8-9-10-J, but once melded, runs cannot be split up or joined together, only extended.
- Wild cards
- Twos and jokers are wild and can be used in any set or run to represent any desired card. If a meld consists entirely of wild cards or has just one natural card and the remainder wild, the player must specify whether it is meant to be a set or a run. In the case of a run, the player must specify exactly what any wild card represents; in the case of a set it is only necessary to specify the rank of the set.
- For example, if you put down 6-2-joker you must say whether it is a set of sixes or a run in diamonds, and if it is a run you must specify whether it is 4-5-6, 5-6-7 or 6-7-8.
- A two can also be used as a natural card (i.e. representing itself) in a run such as A-2-3-4.
Initial Meld Requirements
In each deal, there is a minimum requirement for each player's initial meld, as follows:
Deal No. | Cards dealt | Initial meld |
---|---|---|
1 | 6 | 2 sets of three |
2 | 7 | 1 set of three, 1 run of four |
3 | 8 | 2 runs of four |
4 | 9 | 3 sets of three |
5 | 10 | 2 runs of five |
The deal
The first dealer is chosen at random and the turn to deal passes clockwise. The dealer deals the appropriate number of cards (see above table) to each player, one at a time. The next card is placed face up to start the discard pile, and the remaining undealt cards are placed face down beside it to form the stock. The first face-up card is not allowed to be a wild card; if the card turned up is a two or joker, the dealer buries it in the stock and turns up a new card to start the discard pile.
The play
The player to dealer's left begins, and the turn to play continues clockwise. A turn consists of drawing, melding and discarding.
- If you want the top card of the discard pile, take it and add it to your hand.
- If you do not want the top card of the discard pile, take a face-down card off the top of the undealt stock cards, put it on top of the card from the discard pile, and push these two cards to the opponent on your left (hence the name of the game). The opponent must add these two cards to their hand, and you then draw the next card from the stock and add it to your own hand. Because of the pushing, players can sometimes accumulate quite a large number of cards in their hands.
The objective is to meld or discard all of one's cards, and the play continues until one of the players manages to 'go out' by getting rid of all the cards from their hand. It is possible to go out in the melding part of a turn, by melding all of your cards, or to meld all but one of your cards, and go out by discarding your last card.
In the unlikely event that the stock runs out, then as soon as a player wishes to draw from the stock and there is no card available the play ends.
The scoring
As soon as a player goes out, the hand is scored. The team of the player who went out counts nothing for this hand (the cards belonging to the partner of the player who went out do not count). The two opponents count the total value of cards remaining in their hands. If the stock ran out before any player could go out, both teams score the penalty points in their hands. The values of the individual cards is as follows:
each 3, 4, 5, 6, 7, 8, 9 | 5 points |
each 10, J, Q. K | 10 points |
each ace | 15 points |
each two or joker | 20 points |
The value of the losing team's cards is added to their running total. The score is kept like this:
WE | THEY | |
---|---|---|
6 | --- | 40 |
7 | 120 | 40 |
8 | 120 | 100 |
9 | 300 | 100 |
10 | 300 | 280 |
In this example, 'THEY' win after the last round.
Variation: Cap-It
Wayne Ostrowski describes a variation known as Cap-It in which 10 cards are dealt in each of the 5 rounds. The contracts are the same as in Push, except for the fifth round, in which a run of 3 and a run of 7 are needed.
There are no partnerships, and it is possible for 5 or 6 to play, in which case a third deck of cards with its two jokers is added.
All contribute equally to a pot at the beginning. The winner of each round takes an agreed amount from the pot and the remainder is collected by the overall winner - the player with the lowest cumulative score after round 5.