Anaconda
   
 
This game combines the feature of betting on partially exposed hands with the basic principle of the knock-poker family (ability to obtain cards from other players). The combination appears to be a happy one, and Anaconda has gained considerable popularity, especially among high-school and college students.

Each player is dealt seven cards, face down. There is a round of betting (this betting round is omitted in some games), after which each player still in the pot passes three cards to his left (or right, as agreed). Each player then discards two cards, leaving himself five cards for his final hand. After a round of betting, each remaining player stacks his five cards in the order in which he intends to expose them. (This order may not be changed during the course of the hand.) After each player has determined his order, each turns a card. There is then another round of betting. Each player then flips (turns over) a second card and there is another round of betting, and so on, until a showdown is reached.

How to play: Anaconda can be made even more interesting by playing it high-low, or with wild cards. I will consider the play of the basic game described above, leaving it to the reader to make minor modifications to fit his own group's variation. It is first essential to realize that at least one card of the "pass" becomes part of a player's final hand. If, therefore, it seems that you may be competing against the player who passed cards to you, you will expose one card he passed you early in the play. On the other hand, if the player who passed cards to you has dropped out, you may conceal the card(s) of his pass as long as seems best for strategic reasons.

Most considerations revolve around the full house (or four-of-a-kind). Since it is very likely (in any but the smallest game) that at least one player will make a full house, straight and flush possibilities should be disregarded. Not only do these latter figure to be inferior hands, but the early upcards of the opponents of a man with (say) a flush will certainly not eliminate the full house possibility. It will require continual calls to see the hand through. (With its large number of betting rounds, Anaconda is usually played only in a limit game-and with a limit of three raises per round.) These calls cannot be justified by the strength of the hand. Therefore, trying for a straight or a flush is a losing play. The best hands are the ones which offer full house or four-of-a-kind possibilities.

Two high pairs (the rank of the second pair is important because the relative ranks of full houses is often crucial) or three-of-a-kind is a good hand to play at the outset. With less, tend to drop out at once. After the pass, do not play with less than a full house, except as a bluff. Remember that a bluff will be possible only if you can represent a hand higher than your opponent's maximum. Therefore, do not play a bluff with (for example) queens and tens. Any of your opponents with aces or kings need not be scared away since he can represent a stronger hand. Furthermore, you may not see a king or an ace on board until the third round of flipping. This makes it very expensive to stay in just to try the bluff. A hand with a pair of aces or three aces is more suitable for a bluff-your opponents will have something to fear!
   
 
   

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