Card Game Rules

Vying game · Game 126 of 388 ♥

Guts

Two cards, one closed fist – are you in or out? Win the pot, or match it if you lose.

Players
5–10
Duration
45 min
Age
16+
Difficulty
easy
Cards
52 cards, no jokers, plus chips
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood livelylearned in 5 minutes

No. 10 in Poker night

Collections: Games for five · Games for six or more

Quick rules

  • Goal: win the pot with the best hand – or stay out.
  • Pot empty: everyone antes (e.g. 1). Deal 2 cards each.
  • Declare at once: closed fist over the table – chip = in, empty = out. The chip is no bet; take it back.
  • Several in: show cards. The best hand takes the pot; every other player who was in pays the pot's amount – that is the next pot. Tied best hands share.
  • One in: takes the pot, shows nothing. Nobody in: the pot stays.
  • Players who are out neither win nor pay.
  • Agree a limit per deal. Deal passes left.

Cheat sheet

Two-card hands (best first)

Hand Order
Pair A-A, K-K … 2-2
No pair A-K, A-Q … A-2, K-Q … 3-2
  • Any pair beats no pair. No pair: higher card first, then the lower. No straights or flushes; suits never count.
  • Limit: payments above it go into a reserve beside the pot. Limit 100, four in for 80: the winner takes 80, the losers pay 240 – new pot 100, reserve 140.
  • Nobody in: many groups add another ante.
  • End: after the agreed time, stop as soon as the pot is empty; most chips wins.
  • The more players, the stronger a hand you need.

Score pad

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Full rules

  1. Overview
  2. Hand ranking
  3. Betting in short
  4. Setup and deal
  5. Declaring
  6. Who wins
  7. Winning the game
  8. Tips for beginners
  9. Variants
  10. Shelby and Psycho Shelby

Overview

Guts is a quick, nerve-racking relative of poker. Everyone gets just two cards and then decides – all at the same time – whether they are in or out. Of the players who are in, the best hand wins the pot (the chips in the middle), and every other player who was in must match the pot: pay in as many chips as it held. So the pot can grow very fast, and it takes guts to stay in.

  • Players: best with 5–10, each for themselves.
  • You need: one standard 52-card deck without jokers, and chips (or counters, matches) – the same amount for everyone, e.g. 100 each. Everyone also needs a way to hide one chip in their fist. You play for chips, not money.

Hand ranking

Cards rank A K Q J 10 9 8 7 6 5 4 3 2. Suits don't count, and there are no straights or flushes in two-card Guts. From best to worst:

Hand Order within the hand type
Pair A-A (best), K-K, Q-Q … 2-2
No pair A-K, A-Q … A-2, then K-Q … K-2, … down to 3-2 (worst)

Any pair beats any two unequal cards. Two unequal-card hands are compared by their higher card first; if those are equal, the lower card decides. Hands of the same ranks tie.

Betting in short

There are no bets, calls or raises as in ordinary poker. Instead:

  • Ante: a fixed amount that every player puts into the pot to start it, e.g. 1 chip.
  • In or out: after looking at your cards, you declare whether you are in (playing for the pot) or out (giving up this deal at no further cost).
  • Match the pot: every player who was in but does not win pays an amount equal to the whole pot. These payments make up the pot for the next deal.

Agree before playing on the ante and on a limit – the most anyone can win or lose in a single deal, e.g. 100 times the ante.

Setup and deal

  1. If the pot is empty, everyone puts in the ante.
  2. The dealer shuffles and deals two cards face down to each player, one at a time. The deal passes to the left after each hand.
  3. Look at your own two cards without showing them.

Declaring

Everyone declares at the same time:

  1. Each player takes a chip under the table (or behind their back) and brings their closed fist over the table – with a chip in it if they want to be in, empty if they want to be out.
  2. When everyone is ready, all open their fists together. A chip means in, an empty hand means out. (The chip in your fist is not a bet – take it back afterwards.)

Who wins

  • Two or more players are in: they show their cards. The best hand takes the whole pot. Every other player who was in must pay an amount equal to that pot – these payments form the next pot. If several players tie for best hand, they share the pot equally.
  • Only one player is in: that player takes the whole pot without showing their cards. The pot is now empty.
  • Nobody is in: the pot stays for the next deal. Many groups play that everyone adds another ante.
  • Players who were out neither win nor pay.

Example: There are 10 chips in the pot. Anna, Ben and Carla open their fists with a chip; Dan and Eva are out. Anna shows 7-7, Ben A-K, Carla 3-3. Anna's pair of 7s is best and she takes the 10 chips. Ben and Carla each pay 10, so the next pot holds 20.

Limit: if the payments would make the pot bigger than the agreed limit, the extra chips go into a reserve beside it. The next deal is played for the limit; once that pot is won, chips from the reserve form the new pot.

Example: The limit is 100. Four players are in for a pot of 80. The winner takes 80, the three losers each pay 80 – 240 in total. The new pot is 100, and 140 go into the reserve.

Winning the game

The pot is empty only after someone wins it alone (or everyone who was in tied). Play for an agreed time and stop at the next moment the pot is empty. The player with the most chips wins.

Tips for beginners

  • With many players, a hand like A-5 is rarely the best – the more players, the stronger a hand you need.
  • Watch the pot: the bigger it is, the more it costs to lose, so stay in only when your hand is strong.
  • If the pot is small, being the only one who is in can win it cheaply – but others may think the same.
  • Never go in with more at stake than you can afford in chips.

Variants

  • Declaring in turn: instead of all at once, each player says "in" or "out" in turn, starting left of the dealer and ending with the dealer. This allows bluffing, but if everyone before the dealer is out, the dealer takes the pot.
  • Drop: players hold their cards over the table; the dealer counts "1 – 2 – 3 – drop!" and those who want to be out drop their cards.
  • Single loser: only the player with the worst hand among those who were in must match the pot; everyone antes on every deal.
  • No split pots: tied best hands neither win nor pay; the pot stays for the next deal.
  • Ghost hand: an extra hand is dealt that belongs to nobody. To win, you must also beat the ghost; if it wins, everyone who was in matches the pot.
  • Three-card Guts: three cards each. Straights and flushes count; usual order: three of a kind, straight flush, straight, flush, pair, high card (some rank a straight flush above three of a kind or a flush above a straight – agree beforehand).

Shelby and Psycho Shelby

Two multi-round versions from Scott McNeely's Ultimate Book of Card Games, played with the drop (see Variants). Unlike ordinary Guts, a player who drops is not out of the game: they may hold again in the next round. Aces count high or low. Everyone antes before the deal.

Shelby is played in four rounds. In each round everyone gets more cards face down, then everyone holds or drops together:

Round New cards Goal
1 2 lowest two-card hand (A-2 best)
2 +1 highest three-card hand (A-A-A best)
3 +1 lowest four-card hand (4-3-2-A best)
4 +1 highest five-card poker hand

After each drop:

  • Only one player holds: they get a marker, a Shelby. Whoever collects three Shelbys wins the whole pot and the game ends.
  • Several hold: they compare hands, passing them face down so only those who held see them. Each loser pays an amount equal to the pot, up to an agreed limit, directly to the winner – not into the pot, which stays until someone has three Shelbys.
  • Nobody holds: everyone antes again.

After round 4, everyone antes again and new cards are dealt.

Psycho Shelby has no limit: each loser pays the winner directly – not into the pot – as much as the pot held at the start of the round. It has three rounds:

  1. Three cards face down: highest hand using only two of them (A-A best).
  2. Two more cards: lowest hand using only three of your five (3-2-A best).
  3. Two more cards: highest five-card poker hand under Baseball rules – 3s and 9s are wild, and a 4 lets you buy an extra card for an agreed price.

The book does not say everything, for example how to break ties or whether suits count in the low rounds. Agree on these before you play.

Background & history

  • Family: Vying game (match-pot poker)
  • Origin: unknown
  • Also known as: Two-card Guts, Three-card Guts (variant)
  • Related games: Indian Poker, Three Five Seven, Toh, Poker

Guts is a match-pot game: instead of betting in rounds as in ordinary poker, players only decide whether they are in or out, and the losers must match the pot. The site pagat.com notes that Guts is often played as one option in dealer's choice poker evenings, although strictly speaking it is not a poker game, since it uses hands of fewer than five cards and a different betting method. The name, according to pagat.com, presumably refers to the courage needed to contest a big pot and risk losing an equally large amount.

Neither pagat.com nor Wikipedia gives a date or place of origin. Wikipedia describes Guts as a family of comparing games related to poker, played with two, three or four cards, and points out how fast the pot can grow: since it can double or more each deal, pots of 50 or 100 times the original ante are possible – which is why pagat.com recommends agreeing on a limit.

There are many variants. The site pagat.com describes games with three cards, with an extra "ghost" hand, and multi-stage games such as Three Five Seven, where players collect tokens for uncontested wins. Indian Poker is often played with the same match-pot method. Wikipedia names Toh as a related game that shares the in-or-out decision and the rapidly growing pot, but uses a single card.

Sources