A 36-card spin on Texas Hold’em with bounties. Twos through fives are removed, the action gets spicy, and every knockout pays.
How it plays
Use a 36-card deck (6 through A). Post blinds and place a bounty on each player.
Deal two hole cards to each player; play standard betting streets.
Knock out a player to claim their bounty immediately; the rest of the chips stay in play.
Hand quirks
Flush frequency changes. Many tables rank a flush above a full house in short-deck; confirm locally.
Aces can play high or wrap low in some rooms (e.g., A-6-7-8-9 straight). House rules apply.
Quick tips
Top pair improves in value because sets are harder to make.
Draws race hot-price them with bigger sizings on turns.
Target short stacks for bounty equity, not just chip EV.
Double-Board Progressive Omaha
Double-Board Progressive Omaha
Two boards, twice the sweat. You get four hole cards, must use exactly two, and the hand runs across two community boards simultaneously.
Progressive twist
Start a separate bonus pot with a small ante from everyone. Each time the main pot is split between the boards, the bonus rolls over and grows. The first player to scoop both boards takes the bonus.
Setup and flow
Each player antes to seed the bonus; blinds as usual.
Deal four hole cards; lay out two distinct flops, turns, and rivers.
Award half the main pot per board; pay the bonus only if one player wins both boards.
Table pointers
Two-way hands rule. Favor holdings that make the nuts on different textures.
Blockers are gold-deny scoops by contesting at least one board.
Size up when you have dominant equity on both runouts.
Drawmaha Switch
Drawmaha Switch
A mashup of Omaha and Five-Card Draw that lets you pivot your plan mid-hand.
Core idea
Everyone gets five cards. After the first betting round, players may switch to either the Omaha line or the Draw line. Choices are secret until the reveal.
Deal and rounds
Deal five cards to each player; first betting round.
Players place a facedown marker choosing Omaha or Draw.
If you chose Omaha: discard one card, keep four; run flop, turn, river; you must use two cards at showdown.
If you chose Draw: one draw of up to three cards; second betting round; showdown best five-card hand.
Only players on the same line compare hands; split the pot by line if needed.
Why it sings
Deception: your opponents do not know which game you’re in until the marker is revealed.