Sunday, August 11, 2013

The Cummings Poker League Presents...

This page describes an original format created by CPL




Magic Poker 12.0

Welcome to Cpl’s magic poker!

-The tournament is No Limit Texas Hold’em. Buy-in is only $5.

-You will start the tournament with three random spells that can do fun and unexpected things to the cards. This website will fully describe how your spells works and the specific timeframe in which they can be played.

-Once you cast a spell, it is discarded and gone. Spells cannot be reused.

-Players are given the option to cast spells in the same order as the betting order of the hand. If two players speak up at the same time in attempt to cast a spell, the player who would normally act first will get to play theirs first.

-You may cast a maximum of two spells in a given hand. However, you cannot cast them consecutively. In other words, the only way you can cast a second spell in a hand is if an opponent has cast a spell since your first spell was cast.

-If you eliminate an opponent, you inherit their leftover spells. Eliminated players are encouraged NOT to pointlessly cast their spells just before certain elimination just to reduce the spells their opponent will receive. It’s bad sportsmanship.

-You don’t have to be in a hand to cast a spell; you just need to have chips.

-You may rebuy during the first blind only if you have 950 chips or less. $3 gets you 4000 chips, but you lose your spells (if you were eliminated). $4 lets you keep your spells.

-The most important part of casting a spell is the timeframe in which it can be played. Read your spell and its supplemental info carefully to avoid frustration.

-Be careful during showdown situations. During regular poker, if three players are all-in pre-flop, everyone is required to show their hole cards right away. This is not the case in Magic Poker. Due to strategy of spells, hole cards will stay hidden as the community is slowly dealt to allow players a chance to cast spells properly if they choose. Cards will be revealed at the very end of the hand for showdown. During showdowns, don’t be too aggressive with your spells—many spells can be played during showdown AFTER all hole cards are revealed.


Times when some spells can be played: 1)Before the deal  2)Before the flop 
3)After the flop  4)After the turn  5)After the river  6)After all cards are revealed






NEW SPELL: The Musical Chair Spell: Allows a player to permanently swap seats with any other player in the tournament. This spell may be cast before the first hand of the tourney begins, during the first break, or during the second break. Each player in the swap keeps his or her own chips and spells.


Next, you will find supplemental information on the specific mechanics of each spell. This more exhaustive wording helps navigate players through the possible confusion of the interaction of spells.






Musical Chair Guidelines: This spell can only be cast at three different times in the tournament: before the very first hand begins, during the first break, or during the second break. When cast, two players will permanently switch seats, but each keep their own chip stack and spells (only the players’ position in the tourney is exchanged). Since the dealer button is unaffected, this exchange may put a player into a blind earlier than they expected.

















EXPERIMENTAL SPELLS (not currently in use):

The Switch-A-Roo Spell: Allows a player to swap hole cards with an opponent. This spell can only be played before the flop is revealed in a hand. The two players exchange down cards and the hand continues.

The Color Blind Spell: Allows a player to a change the denomination color of any chip on the table for the hand. This spell may be played anytime during the start and end of a hand. For example, if a player bet a blue chip (100), the caster could make that chip white (now 25) for the rest of the hand. Once the hand ended, the chip would become blue again for whoever possesses it.

The Stop Watch Spell: Allows a player to add 3 minutes to the tournament clock. This spell can be played at any time. If this spell is cast while the clock is at 0:00, then the clock should immediately read 3:00 and remain at the current blind level.

The Holy Craps Spell: Allows a player to participate in Diception using altered rules. This spell can only be played at the beginning of the first break of the tournament. The player may roll the dice three times instead of two (at a cost of $1/roll as usual). 5-of-a-kind still pays as normal. 4-of-a-kind awards 3000 chips instead of 1500 chips. 3-of-a-kind awards the player an additional spell instead of a reroll (drawn from the remaining random pile). If none of the five dice have matching values on a roll, the player wins $5 from the tournament pot.