Deadlands Poker Variants
You didn't think that deck of cards was just for initiative, Veteran or Mutation draws did you?  Included here are several poker variations dreamed up by yours truly, thematically inspired by the Deadlands RPG.  If you have a similarly inspired variant and would like to add it to the list, let me know about it.  Also if you try playing any of these, I'd love to hear some feedback.  I dig ?em, but would like to hear what others think of them.


Deadland Hand
Inside of a Deadland, scary things happen.  Lots of things die and some things won't stay dead. Ante, deal and play like 7 card stud (2 down, 4 up, 1 down) with Jokers (manitous) Wild.  As part of the initial deal (2 down, 1 up), deal one card face down (the Deadland) to the middle of the table.

Revealing the Deadland
After betting when the last card is dealt (down), dealer reveals the Deadland card.  All cards in play (whether up or down) matching the suit of the Deadland card are effectively "dead" - they may not be included as part of a set (pair, 3 oak, full house, etc.), straight or flush.  Any card in play (up or down) matching the value of the revealed card however is now Wild (whee - more manitous!).

Dead and Buried
If a player folds at any point during the hand, all of their cards are turned face down, or "buried".  The dealer continues to deal to the player as if they were still in (more dirt in the hole), but all of their cards are dealt face down (player may continue to look at them). 

Back From the Dead
When the card at the center of the table is revealed, a player that has folded that either has a card in their hand that matches the value of revealed card or has a Joker may buy back into the hand by paying a value equal to their original ante (pay the manitou and you get to come back harrowed).

Gone to Hell
If the Deadland is revealed and it turns out to be a Joker, all players still in the game must match the total accumulated value of the pot (if a player that folded happens to have the other Joker, they can still choose to buy back in to the hand before this happens).  The deck is then reshuffled, all remaining players re-ante, and another hand is dealt and played as before to determine who wins the pot.  Players that folded and didn't come back are not eligible to play this hand (dead and gone).



Deadman's Dance
When a Harrowed tries to argue with his manitou, it's sometimes a struggle to see who comes out on top in the end...and that struggle can be an expensive one. Ante, deal and play like 5 card draw "guts" poker, where the pot (in this case, the manitou) also receives a 5 card face down hand.  Jokers dealt to a player are considered "dead" cards and are worth nothing.  Jokers in the manitou's hand are Wild.  This tends to be a large pot game.

To Dance or Not to Dance
After the ante and each player is dealt 5 cards, each player must decide whether they have the "guts" to stay in, or whether they will fold.  Players staying in receive the option of up to a 3 card draw and do not have the option of folding after the draw.  Players that fold (those that choose not to argue with the thing in their head) must pay an amount equal to their original ante to do so, and are out for the remainder of the hand (but not the game).  If all players choose to fold, reshuffle the deck and re-deal, passing the deal to the left.

Dancing with the Devil
Players choosing to stay in receive their optional draw and reveal their hands (there is no betting).  To win the pot, a player must beat all other players staying in on the hand, and beat the manitou's hand.  The manitou doesn't get a draw, but it has the possibility of receiving Wild cards (see above) and only needs four cards to make a flush.  All players staying in that lost the hand must match the current value of the pot.  The deck is reshuffled and another hand is dealt (to all players - even those that folded on the last hand), rotating the deal to the left.  There is no re-ante for the next hand, as the players that chose to fold have already done so, and losers of the hand have effectively done better than that.

Last Dance
The game continues until only one player chooses to stay in against the manitou (the other players folding on the hand) and beats it.



Shootout
This is an odd little multi-player high card game (ace high, with Jokers) that tries to simulate a multi-person gunfight. 

Lock and Load
Deal seven cards to each player and decide on an ante.  Players then choose six of their cards and play them, face down, in front of them.  These six cards represent the six "bullets" in each player's "gun".  The seventh card remains in each players hand and represents a "dodge" card (we'll explain that in a moment).  A Joker that a player "loads" as one of their six "shots" is equal in value to the lowest non-repeated revealed card in a round (basically canceling out what would have been the low card in a round). 

Ready, Aim, Fire!
Players reveal one card at a time over six rounds, and compares the value of each card against the values of the other player's revealed card.  The player with the lowest non-repeated card at the end of each round must match the current value of the pot (repeated card values, like 2 twos or 2 aces for example, cancel out). Revealed cards are discarded at the end of each round.  If all cards happen to cancel out, everyone re-antes before the next round.

Duck!
Remember that card left in your hand?  A player may play the card from their hand on another player's "shot" to cancel it out, effectively making it "miss" if the card is of equal value. Cards played in this way are discarded.  A Joker played as a "dodge" in this fashion can cancel any card (even the other Joker, played as a "shot").

Last Man Standing
When the sixth and final card is revealed, the highest non-repeated card wins the pot.  If all cards happen to cancel out in the 6th round, reshuffle, re-ante (reload) and play another hand (six shots) to determine the winner.
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