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Poker: A Guaranteed Income for Life


XXI
Expansion (105)

The good player gains the following advantages by filling a poker game to capacity:

A poker game is expanded by adding new players and by improving the attendance of current players.

1. New Players(106)

The good player mentions poker to all potential losers. He gauges his comments to bring out their poker interests. The more he mentions poker, the more potential players are revealed. He hunts for losers, and evaluates all potential players with respect to the maximum income that could be extracted from them.

John Finn tries to fill the Monday night game with at least eight players. He has a nucleus of five players (Sid, Ted, Scotty, Quintin, and himself) who have played regularly over the years. Two or three other players regularly circulate in and out of the game; they usually survive three to twelve months, sometimes longer. Also eight or nine different men play sporadically or when coaxed. Those irregular players provide important income and are valuable for filling and stabilizing the game.

About half of the new players are introduced to the Monday game by John. His major source of new players is other, lower-stake poker games. Mentioning poker to social and business acquaintances generates a few players, especially for the smaller games. Some of those players later graduate to the big game.

a. Keeping players (107)

If a new player is a financial asset, the good player keeps him in the game by--

John Finn brings a new player, Aaron Smith, to the big Monday night game. Although Aaron plays in the lower-stake Friday night game, he is timid and nervous. Knowing that Aaron will lose many thousands of dollars if he becomes a permanent player, John sits next to him and helps him whenever possible. He protects Aaron from upsetting losses that could scare him out of the game. He shields him from derogatory remarks that could insult him out of the game. John knows that Aaron will absorb large losses and take insults gracefully once he gets accustomed to the game and its players.

Whenever John folds, he studies Aaron's hand and gives him sound advice; John helps him to a winning night. Aaron is excited ... his confidence increases and his fear decreases. Whenever Sid throws an insulting remark at Aaron, John counters with an ego-boosting comment. By his third game, Aaron Smith is hooked; he loves the Monday night game and its players. At that point, John withdraws his help and Aaron is on his own.

When Aaron Smith (or any big loser) gets discouraged and contemplates quitting, John Finn extends his protection to hold the loser in the game through the crisis.

b. Rejecting players (108)

If a new player is a financial liability, the good player gets him out of the game. The simplest way to eliminate an undesirable player is not to invite him to the next game. If this is not possible, the good player forces him out by--

Scotty Nichols brings a new player, Boris Klien, to the Monday night game. John Finn quickly realizes that Boris is a winning player who will drain money from the game. Boris's winning will increase the financial strain on the losers, which in turn will force John to reduce his winnings in order to keep those losers in the game. Boris is a financial liability and therefore an undesirable player. John wants him out of the game, quickly and permanently:

"Highball draw with a twist," Quintin Merck announces. John notices how Boris carefully watches the deck for flashed cards during the deal.

John checks. Boris opens for $5.

"Five bucks? We ain't playing penny-ante," Sid says while raising to $30. "You've gotta bet something in this game."

"I'll just call; now you can reraise to fifty," Quintin adds as he winks at Boris.

"I'll raise ... fifty-five dollars," Boris responds in a clipped voice.

"Hey, he knows what he's doing," Sid says. "He sandbagged us!"

On the draw, Boris raps his knuckles on the table. "Pat!" he says sharply and then bets $50. Sid folds and Quintin calls.

On the twist, Quintin draws one card. Boris again plays pat and then holds a $50 bill over the pot.

"Put your money in if you're betting," John Finn snaps and then turns to Quintin and continues, "That's an old bluff trick . . ."

Boris scowls at John.

"Forget it," Quintin says, folding his hand without realizing what John is telling him. "I just had two little pair."

Boris grabs the pot and shouts, "Looky here!" He then spreads his cards face-up across the table to reveal a worthless hand.

"He's got nothing!" Ted Fehr rasps "He pulls a pat bluff on his first hand and wins a three-hundred-dollar pot!"

"Wise guy," Quintin says while scowling at Boris' worthless cards. The other players sit in frowning silence.

Over the next hour, Boris Klien plays very tight. He avoids all action until a lowball hand with John Finn. The pot is large; and after the last bet, only Boris and John remain. Boris turns his cards face-up and declares his hand. John says nothing, so Boris reaches for the pot.

"Keep your hands off my money," John snarls.

"Uh? What do ya mean?" Boris asks. "I won, didn't

"Can't you read?" John says while turning his winning hand face-up on the table. He then snatches the pot from under Boris' stiffened fingers.

"Why didn't you declare your hand?" Boris asks.

"Why didn't you look at my cards?" John growls out of the twisted corner of his mouth. "This is a poker game, buddy boy. Cards speak for themselves, remember?"

"Wish I hadn't come to this game," Boris mumbles to Scotty Nichols. "I'm not only losing, but I'm getting a bad time."

"Wish I hadn't come myself," Scotty whines. "Lost all my money I won last week."

"Yeah, but I . . ."

"Listen," John says, shaking his finger close to Boris' face, "no one made you play. If you don't like our game . . . get out!"

Three hours later Boris Klien is winning over $400.

"He's taking all our money," Sid Bennett remarks.

"I started out losing four hundred," Boris says, trying not to smile. "I'm still stuck a hundred."

"Liar!" John snaps. "You're up four hundred bucks.... Scotty, where'd you dig up this clod?"

"At this point, I don't know or care," Scotty groans. "I'm losing plenty, and Boris won most of it."

"This is my last round," Boris says. "I've . . ."

"The bore is even a hit-and-run artist!" John cries while snapping his hand on the table. "Plan on this being your last round--permanently!"

Boris frowns. Then, looking at his pile of money, his frown disappears.

"Seven-card stud, high-low with qualifiers and one twist," John announces as he deals. "Trips-eight,"[ 26 ] he adds in a whispering voice.

After the sixth card, John raises on his low hand and drives out the other low hands. By the last card, only Boris remains; he calls John's final $30 bet.... John wins low.

"Don't know why you were wasting our time by betting," Boris says, while showing his two pair. "We just split the pot. Obviously you're low and I'm high."

"Look at that hand!" John hoots as he points to Boris' cards. "The sucker calls all my big bets and doesn't even qualify for high. I get the whole pot!"

"What do ya mean I don't qualify?" Boris sputters. "I got two pair."

"Three of a kind qualifies for high, you creep," John says as he shoves Boris' cards into the deck.

"Trips for qualifiers!" Boris shouts. "They've been two pair all night."

"I announced trips-eight," John says with a laugh. "You'd better clean your ears, clod."

"I heard him announce it," Ted Fehr mutters weakly.

"Yeah?... Well, then it'd be impossible for me to call," Boris says, reaching for the pot. "I'm taking back my last bet."

"It stays in the pot," John growls, slapping his hand over the money. "When you make a stupid play, buster, you pay for it."

"I've had enough," Boris says, getting up to leave.

"You're winning," Scotty whines. "Sit down and play awhile."

"Let the rock go. We'll play longer without him bothering us," John says. Then, turning to Boris, he makes a sharp hitchhiking motion toward the door. "So long, sucker, hope we never see you again."

"I won't be back," Boris huffs.

"Good!" John yells. Boris grabs his coat and leaves, slamming the front door.

"He'll never come back," Scotty Nichols says while scratching his head. "Why so rough on him? He's an honest player."

"He's a milker," John explains gently. "He hangs back and waits for a big hand to kill you with. Look how he hurt you tonight. Why should we let a stranger in our game to leech money from the regular players? Not only that, he cries when he wins, tries to take back bets, lies about his winnings, and leaves early when he's ahead."

"Don't understand it," Scotty says. "Seemed like a nice guy outside of the game. Maybe we should give him another chance."

"Don't ask him back," John replies. "He'd ruin our game."

"You're probably right," Scotty says, nodding his head. "I'll tell him to stay away."

"Besides, he's a good player," Sid Bennett adds. "We need more fish with lots of money."

"More players like Sid," Quintin says as his leathery face breaks into a smile.

c. Women Players (109)

The mind and character are neuter. Rationality, competence, and objectivity are human traits, not sexual traits. Poker, therefore, is an activity in which women not only can compete with men, but can regularly beat them by applying the Advanced Concepts of Poker.

Moreover, women have basic advantages over men players. For example, because women represent only a small minority of players in serious or high-stake poker games, they can gain more experience against male opponents than men can gain against female opponents. That advantage is similar to the advantage held by left-handed pitchers, boxers, and tennis players who can gain more experience against right-handed opponents than their right-handed counterparts can gain against left-handed opponents.

A woman's greatest advantage, however, comes from exploiting her opponents' misconceptions about women lacking the "killer instinct" to compete against tough players in high-stake poker. As shown by the Advanced Concepts, winning poker requires discipline, thought, and control--not the so-called killer instinct. Winning poker demands objective attitudes and clear conceptions of reality. The "inferior-player" view of women is a nonobjective, flawed view. So the woman player who is not inferior can profitably exploit all opponents who stereotype her as an innately inferior player and thus misplay her.

Still, the woman player will encounter stubborn machismo attitudes, especially when she tries to organize and control high-stake, male-dominated games. But by using the Advanced Concepts, she can exploit any erroneous attitude in her opponents to beat them.

Since the Advanced Concepts have been published, the near-total male dominance of professional poker has been crumbling. Today, about 10 percent of the public professional poker players are women using the Advanced Concepts. And in private poker, perhaps 1 percent of the professionals are women. As the Advanced Concepts of Poker become more widely known, the percentage of women poker players (both amateur and professional) should increase, especially in private games.

The Advanced Concepts provide women with the tools needed not only to compete against men, but to beat them. Increasingly, women are discovering that they can exploit the erroneous and machismo attitudes imbued in most male poker players. And because of the subtle but real advantages women players hold over men, women could eventually dominate public poker and regularly win the major tournaments.

As with all opponents, the good poker player considers female players only from a financial viewpoint. If a woman player is an overall financial asset, she is a welcome player. A woman player can cause men to be less objective, thereby increasing the good player's edge odds. But, on the other hand, if she is a good player and a steady winner, she is a financial liability and unwelcomed. Also, control over men players and attempts to increase the betting stakes can be more difficult when a woman is present.[ 27 ] For that reason, the good player more often than not tries to keep women out of the game.

As the game starts, Scotty informs the players that Sid is bringing his wife, Stephanie Bennett, to play poker. All object to having a woman, particularly the wife of a player, in the game. Quintin even threatens to quit if she plays.

"I don't want her playing either," John says. "But she's already expecting to play.... Let her play tonight; we'll keep her from playing again."

Just as the players finish their first hand, Sid and Stephanie arrive. She is wearing a tight dress with a hemline well above the knees. All the players stand up to greet her.

"Just treat me like one of the boys says the woman while touching her hair which sweeps up in a French twist with curls on top; she sits down and crosses her long, curving legs.

"Impossible," Quintin rasps as his nose sniffs the air.

The game becomes erratic; eyes keep focusing on the woman. When Stephanie is in a hand, the betting becomes subdued; the players are reluctant to bet into her. When she is not in a hand, the betting and raising become heavier than usual as the men show off in front of the perfumed woman. John Finn takes full advantage of their distorted betting to increase his edge odds.

After two hours of playing, Stephanie is winning about $50 and her husband, Sid, is losing $300. Some players begin to fidget and grumble under the strain of her presence. John gets involved with Stephanie in a game of five-card stud with two twists. On the third up card, she has a pair of aces showing and bets $15. Sid raises to $30 with his pair of kings showing; Stephanie raises back. Quintin folds while mumbling that Sid is raising to build the pot for his wife.

"Aye," Sid snorts. "Greed is a many-splendor thing."

Abruptly John raises to $60. Sid emits a gagging cough.

After the next card, John has a king, queen, jack, and the ten of diamonds showing--a four-card straight flush. On the twist, Stephanie pairs her fives to give her two pair showing--aces and fives. John stays pat.

"Pat!" Sid exclaims. "He's got to have the flush or straight."

John bets $25, and Sid folds. Stephanie calls and then twists her hole card. John plays pat again and bets S30. - - Sid advises his wife to drop.

"He might be bluffing," she says while starting to call.

"Naw!" Sid shouts. "Not after staying pat with all that betting and raising. Any fool can figure that out."

"Sid's right. I can't take your money," John says, waving his hand. "I've got the diamond flush."

"Thanks for saving me money," Stephanie replies as she throws away her cards.

John Finn peeks at his hole card--the jack of clubs. He then quickly mixes his worthless cards into the deck. Handing Stephanie $25, he says. "Here's your last bet. Guess I'm not a good gambler. Can't take money from a woman. So I'll quit while you're playing."

"No, no," Stephanie says, handing the money back and standing up. "I lost it fairly. And you already lost money by not letting me call that last bet. Now you keep on playing. I'm tired and going home now.... I've had my fling at poker."

Sid Bennett drives his wife home and then hurries back to the game.

"Stephanie should play instead of you," Quintin says when Sid returns. "She'd win if you'd . . ."

"That lovely woman doesn't belong in this tough game," John interrupts. "Don't let her play again."

"You're right," Sid sighs as he counts his money. "I'll never let her play again."

2. Improving Attendance (110)

Players are attracted to a full game. In fact, they become eager to play in games that are completely filled. So an effective way to expand a game is to fill it. For example, if eight players are the maximum for a game, the good player may make sufficient telephone calls to invite nine or ten players--or more. When the game is so crowded that some players cannot be seated, an interesting phenomenon occurs . . . irregular players become regular players, and the scheduled starting time becomes rigidly adhered to. Good attendance is also encouraged by keeping the game well organized and by maintaining the proper atmosphere. Excess attendance means excess players who can be shifted to other games.

John tries to keep the Monday night game filled. The full game helps draw the big losers back each week. The crowded table and fast action excite the players, especially poor players like Sid and Ted who feel they are missing something if left out of the action.

A packed game increases John's flexibility. With excess players, he can increase the stakes and pace more quickly since the loss of one or two players would not seriously hurt the game. Excess players also lessen the need for him to reduce his earnings in order to keep losers from quitting.

XXII
Maintenance (111)

Maintenance of a poker game determines its health. The good player keeps losers in the game by protecting them, lifting their morale, and by making the game attractive.

1. Making the Game Attractive (112)

A player often tolerates heavy financial losses if he enjoys the game. Also, an attractive game will draw new players.... The good player makes the game more attractive by--

John Finn makes certain that at least a dozen new decks of cards are available for every Monday night game. Although the pots are cut to pay for these cards, the players appreciate the luxury. Losers like Sid feel important when they can call for a new deck of cards at their whim, just like big gamblers in a big game. And big gamblers in a big game bet more money.

Other small deeds by John also help make the Monday night game relaxed and carefree. For example, he spends a few dollars on a dozen green plastic eye shades. At three in the morning, when most players are glumly reflecting on their losses, John pulls the eye shades from a brown bag and hands one to each player. Everyone appreciates John's sudden "thoughtful" gift. When Scotty suggests they cut the pot for the eye shades, John refuses with a shaking head and a waving hand. All players smile as they don their green shades and laughingly make remarks about gambling at Vegas and on Mississippi riverboats. John Finn smiles too as he silently surveys the money still in front of each player.

2. Helping Losers(113)

Poor players are valuable assets to the good player. He keeps them in the game by shielding them from--

Poor players and big losers are usually grateful for the good player's "protection." They don't allow themselves to realize that he is the one who sets them up for their heavy losses. Still, if big losers never win, they will lose interest and may quit the game long before they are broke. So occasionally the good player helps them to a winning night. He helps poor players (relative to better players ) by--

But the good player helps others only to the extent that he can profit himself.

Big losers like Ted Fehr think that John is helping them when indeed he is bankrupting them. Consider the following incident with Ted Fehr

Ted is losing over $1000. It is four in the morning; Quintin and Sid get up to leave.

"Hey! Play a little longer," Ted says in a shaky voice. "Don't quit now. I'm stuck a fortune. I ... I never quit when you're hooked."

"You never quit 'cause you never win." Sid laughs.

"I'm going," Quintin grumbles. "You can win it back next week."

Ted turns his sweaty face toward John and rasps, "We can't quit now."

"Look," John says, raising his hand, "Ted is way down. Give him a break. Everyone play another hour at double stakes. We'll all quit at five o'clock sharp."

"Yeah," Ted says, now smiling. "Everyone play another hour at double stakes."

Quintin Merck objects to the higher stakes. Sid, who is winning nearly $1000, objects to playing another hour. But they both sit down to resume playing.

"Thanks," Ted says, leaning over and patting John on the shoulder. "You're the one guy who always gives losers a break."

At five in the morning the game ends. In that extra hour, Ted loses another $800. He is pale and staggers around the room with unfocused eyes. In that extra hour, John wins another $1000. He leaves quietly.

After a few days, Ted forgets his losses; but he always remembers the favors his friend John does for him . . . such as keeping the game going when he is losing.

3. Raising the Morale of Losers (114)

The good player raises the morale of losers whenever possible. Sympathy and understanding properly offered can keep losers in the game indefinitely--or until they are bankrupt. Yet, after suffering sharp losses, some players develop attitudes that could decrease the good player's profits, such as demanding a slower betting pace or lower stakes. A good player can often change those attitudes by talking to the losers in private about their troubles. Private "little talks" usually have comforting and therapeutic effects on big losers.

New player Mike Bell is a valuable financial asset to John Finn. After losing several weeks in a row, Mike becomes discouraged. Fearful that he may quit, John moves to boost his morale. By leading him into several winning pots, he carries Mike to a winning night. Then with the following dialogue, he further boosts Mike's morale:

"The way you're winning, you'll break the game," John says. "How much you ahead?"

"A few big bills," Mike says as he splits a high-low pot with Quintin. Suddenly he looks up at John and grins while adding, "I've been lucky."

"Lucky? The way you caught that full house--I call that skill," John remarks while adjusting his voice to a deeper tone. "Why'd you throw your ace and keep the ten kicker?"

"The other three players drew one and two cards," Mike replies in a gloating tone. "They probably were going for low hands--so they'd be holding aces rather than tens. My chances were best for drawing another ten." Mike Bell then glances around. Bored expressions cover all faces except John's--he listens with an open mouth while slowly nodding his head up and down. Mike leans toward him and says in a low voice, "I drew the ten to catch the full house, didn't I?"

"Right," John replies. "Pretty smart thinking."

"Ban Mike from the game!" Sid cries. "Smart thinking is illegal in this game."

"Don't listen to him," John says as he puts his hand on Mike's shoulder. "We respect a man who plays good poker."

"Look who's talking about good poker!" Sid cries again. "You win lowball games with full houses. You hear about that one, Mike?"

"Sure did. Scotty told me all about it," Mike answers. He then shakes his finger at John. "Don't ever pull that on me. I'd call you from my grave."

"At least John plays more than two hands a night," Sid says. "If we all played tight like Quintin, the game would die from boredom."

Mike Bell counts his winnings, smiles, and then says to John, "Guess I'll be playing permanently in this game."

4. Off-Days(115)

When a good player has an off-day or is not feeling well, he may skip the game to avoid a breakdown in his concentration or discipline. Or he may play on an off-day (knowing he may not be playing at his best) in order to--

John Finn seldom misses the Monday night game. Even when feeling below par, he still makes an effort to play. Consider the following Monday night game:

"Where's John?" Mike Bell asks.

"Recovering from the flu," Scotty replies.

"But he called me this afternoon about playing," Mike says with a wrinkling forehead.

"He'll organize the game even if he's sick."

"Mighty thoughtful guy."

"He's also mighty thoughtful about taking all your money," Quintin grumbles. "He's won a fortune in this game."

"Still he takes your money pleasantly . . . hardly mind losing to him," Mike says. "He's always fair."

"But he's tough on anyone who's wrong," Sid adds. "Remember how he tore apart that Boris jerk?"

About midnight, John walks in and says with a weak smile, "I'm never too sick for a poker game."

"Good!" Sid cheers. "We need your money."

"I took a nap after dinner," John replies as he sits next to Sid. "Woke up about eleven feeling pretty good. I'm ready for action."

After two hours, John Finn is losing over $600.

"You're playing a lousy game," Sid remarks. "You're losing almost as much as me."

"When my luck turns bad, I lose big," John says while forcing a sigh. "Losing over a thousand--going for the all-time record loss."

"Great act," Quintin Merck mumbles. "Great act."

5. Leaving the Game Early (116)

When a good player must leave early and wants the game to continue, he minimizes any disturbance and resentment over his leaving by--

The Monday night game usually breaks up about four or five in the morning. Occasionally it continues into the next day. John Finn seldom leaves before the end.... The longest Monday night game on record is twenty-seven hours (from eight thirty Monday night until eleven thirty Tuesday night). This is how John leaves after twenty-two hours:

At seven in the morning, Scotty's wife chases the players from the house. Heavy loser Ted Fehr is playing with money from the second mortgage on his restaurant. He has $1000 left and begs everyone to continue playing at his place. The five players eat breakfast at a diner and then go to Ted's barren apartment.

Ted continues to lose--slowly at first, then at an increasing rate. By eleven in the morning, most of his cash is gone. He plays carelessly and is involved in nearly every hand. He no longer seems to care . . . he even smiles when he loses a pot.

John Finn is a big winner, but avoids getting involved in hands with Ted. Yet, Sid and Scotty continue to beat Ted and win most of his money. By now, all of Ted's cash is gone; he asks John for a loan.

"They've won all your money," John says, nodding toward Sid and Scotty. "They'll lend it back."

By five-thirty in the afternoon, Ted's bloodshot eyes gaze into space. He has lost all his cash and has borrowed over $2000. Now Sid and Scotty are running out of cash, even though they are winning.

"We broke the record--over twenty-one hours of poker," John announces. "You guys keep playing, I'm leaving at six."

After another round and in the middle of a big hand, John Finn silently leaves. He has most of the cash in the game and escapes without lending money to Ted.

At six-thirty, Ted asks for another loan. Sid and Scotty are out of money. The only person with cash is Quintin, and he refuses to lend Ted any more money. Then with trembling fingers, Ted writes another check. When Quintin refuses to cash it, the freckle-faced man sits in a stupor and stares blankly at him with his mouth open. After a moment of eerie silence, Quintin stands up and says, "I'm going home." After another moment of silence, Sid and Scotty stand up to leave.

"No, you can't leave!" Ted suddenly screams, rising from his chair. The players start rushing toward the door. "You took all my money! Please don't quit! I'm due for a comeback! I gotta win my mortgage money back!...I gotta!" Ted sinks back into his chair with his arms falling to his side as everyone runs out the door. Continuing down the hallway, the players hear him calling out, "Please, give me a break . . . give me a break like John always does . . . like my friend John!"

No one ever saw Ted Fehr again.

XXIII
Major-League and
Minor-League Games (117)

For continuous and expanding income, the good player organizes several regular games at different stakes. He runs those games as major-league and minor-league games with a sort of baseball farm-system relationship among them.

1. Major League (118)

A major-league game is the highest-stake game; it is the most valuable game to the good player. He tries to populate that game with (1) players having the most money to lose, (2) compulsive gamblers, and (3) players "trying their luck" in the big game. In that game, the good player continually pushes the pace and stakes to the maximum. The size and health of the big game depend on the availability of poor players and their financial resources.

The minor-league or smaller-stake games are a major source of poor players for major-league games.

2. Minor League (119)

The good player can garner worthwhile income from lower-stake games. But more importantly, he uses the lower-stake or minor-league game as--

When playing in several different games, the good player must carefully plan his schedule in order to budget and invest his limited time into the most profitable situations.

3. Farm System (120)

The good player controls both the major-league and minor-league games. He directs advantageous transitions of players from one game to another. That system allows him to make the best use of his resources (poker players). He promotes players to higher-stake games when they appear ready to move up. Conditions that indicate when a player is ready for higher-stake games are--

An obvious sign that a player is ready to drop back to a lower-stake game occurs when he quits playing poker. In approaching him about a smaller game, the good player must be tactful to avoid injuring his pride. The proper approach depends on his reason for quitting. Reasons that a player quits a high-stake game include--

If the reason for his quitting is identified and if the approach is proper, that player will usually welcome the opportunity to continue playing in a lower-stake game (or even to return to the higher-stake game).

The following chart summarizes John Finn's system of poker games for one year and his earnings from each game (for the final year for which his records were made available).

John Finn guarantees himself a substantial income by applying the Advanced Concepts of Poker. By continuing to work his system of games and allowing for escalating inflation, he will earn over $1,000,000 from poker in the next five to ten years ... or much more if inflation occurs.

Weekly Poker Games

Game
League,
Purpose
Games Played in a Year
Annual Earnings
(average $ per game)
Regular
Players, #
Irregular
Players, #
Major-League
Candidates, #
Monday
Major,
Income
50
$42,000 (840)
5 12 ---
Tuesday
Minor,
New contacts
7
$ 1,100 (160)
4 7 1
Thursday
Minor,
New contacts
10
$ 1,400 (140)
6 8 2
Friday
Intermediate,
Farm team,
Income
48
$ 9,500 (200)
6 8 4
Totals 115
$54,000 (470)
21 35 7



Footnotes:


[ 26 ] Trips-eight means that three of a kind are needed to qualify for high, and an eight low is needed to qualify for low.


[ 27 ] Women players often bring out and amplify the dominant or macho characteristics in men players, making those men players more difficult to manipulate and control.



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