DINGHY POKER RUN RULES & REGISTRATION INFORMATION
Pre-Registration is required ! Please e-mail firstname.lastname@example.org to pre-register
There is a $ 5 cash entry fee per contestant…and there can be multiple contestants in each dinghy. Entry fee will be collected at registration.
1. Participants of all ages are encouraged to join in on the fun. Children under the age of 13 must be accompanied by a parent or guardian and wear a PFD.
2. All participants must register between 11:00 – 11:30 am on the event day in order to receive their cards at each checkpoint. Registration will be behind the Cove Service Department. Start and finish will be from the Service Department docks. All participants should be back by 2:00 PM and winner will be selected at 2:30 PM.
3. Participants must adhere to speed limits and no-wake zones as well as proceed with caution in congested areas and in the channel.
NOTE: This is a run…not a race and there is no benefit to finishing ahead of everyone else. Safety First !!
4. All participating watercraft must have proper safety equipment, (kill switch lanyards are recommended) and must follow all boating safety regulations.
5. All participating watercraft shall carry a VHF radio for communication and monitor VHF channel 68.
6. Water guns are allowed (and encouraged) however, mechanically powered water cannons and water balloons are prohibited during this event.
7. Approach each checkpoint with your watercraft under control.
8. Tie-ups may be required at some destinations so please have 2 dock lines (1 fore and 1 aft) pre-rigged.
9. Maps of the card pick-up locations will be provided upon registration.
10. Participating boats are not to exceed 16’ in length.
11. All boats must start the race together upon starting signal. No departures before assigned start time.
12. Only one poker run hand is permitted per participant = one card redeemed at each checkpoint per participant.
13. Only sealed envelopes containing your cards will be accepted at card submission judging.
Do NOT open the envelopes containing your cards. This must be done in the presence of an event judge.
14. Cash prizes for top three best hands will be awarded based on the “Winning Hand Guidelines” below. Decision of the event official is final.
15. Each participant is required to sign a waiver upon registration in order to participate in the event.
Procedure for Obtaining Cards at Checkpoints:
At registration, each participant will be given five checkpoint passes, a map and instructions in a zip-lock bag. Please use the markers provided at registration to write your name and phone number on your zip-lock bag.
Each checkpoint pass is identified as A, B, C, D and E. You must go to each checkpoint as indicated on your map and can do so in any random order. For example, if you start at checkpoint ‘C’, once there, hand your checkpoint pass labeled ‘C’ to the official and in return, you will be handed a sealed envelope labeled ‘C’, containing your first poker card.
DO NOT OPEN THE ENVELOPE!
Place it in the ziplock bag, seal the bag and continue on to your next checkpoint until all checkpoint passes have been exchanged for cards. (5 in total.) If you have more than one registered player in your watercraft, they will need to have their own set of checkpoint passes to redeem for their playing cards.
Once completed, return to the Cove Service Dock by 2:00 pm where the event judge will open your envelopes and document your best poker hand.
Poker Hand Ranking
There are 52 cards in the pack, and the ranking of the individual cards, from high to low, is ace, king, queen, jack, 10, 9, 8, 7, 6, 5, 4, 3, 2. There is no ranking between the suits – so for example the king of hearts and the king of spades are equal.
A poker hand consists of five cards. The categories of hand, from highest to lowest, are listed below. Any hand in a higher category beats any hand in a lower category (so for example any three of a kind beats any two pairs). Between hands in the same category the rank of the individual cards decides which is better, as described in more detail below.
Winning Hand Guidelines
Hands are judged according to the following guidelines listed in order from best to worst hand based on 5-Card Stud Regulations.
Since it is possible to get a five of a kind, if a five of a kind should occur, it will beat all of the traditional poker hand rankings as outlined below. (Highest five of a kind is top hand.)
If a tie occurs with a four of a kind, three of a kind, two pair or one pair, the tie will be broken using the next highest single card held in each hand. Any ties that cannot be broken using cards held will be handled by the team’s choice of either splitting the prize money or breaking the tie using the highest cut of the deck.
1. Royal Flush – This is the highest poker hand. It consists of ace, king, queen, jack, ten, all in the same suit. As all suits are equal, all royal flushes are equal.
2. Straight Flush – Five cards of the same suit in sequence – such as J-10-9-8-7. Between two straight flushes, the one containing the higher top card is higher. An ace can be counted as low, so 5-4-3-2-A is a straight flush, but its top card is the five, not the ace, so it is the lowest type of straight flush. The cards cannot “turn the corner”: 4-3-2-A-K is not valid.
3. Four of a kind – Four cards of the same rank – such as four queens. The fifth card can be anything. Between two fours of a kind, the one with the higher set of four cards is higher – so 3-3-3-3-A is beaten by 4-4-4-4-2. If you need to compare two fours of a kind where the sets of four cards are of the same rank, then the one with the higher fifth card is better.
4. Full House – This consists of three cards of one rank and two cards of another rank – for example three sevens and two tens. When comparing full houses, the rank of the three cards determines which is higher. For example 9-9-9-4-4 beats 8-8-8-A-A. If the threes of a kind were
5. Flush – Five cards of the same suit but not in sequence. When comparing two flushes, the highest card determines which is higher. If the highest cards are equal then the second highest card is compared. If those are equal too, then the third highest card, and so on. For example KJ-9-3-2 beats K-J-7-6-5 because the nine beats the seven.
6. Straight – Five cards of mixed suits in sequence – for example Q-J-10-9-8 (in varying suits). When comparing two sequences, the one with the higher ranking top card is better. Ace can count high or low in a straight, but not both at once, so A-K-Q-J-10 and 5-4-3-2-A are valid straights, but 2-A-K-Q-J is not. 5-4-3-2-A is the lowest kind of straight, the top card being the five.
7. Three of a Kind – Three cards of the same rank plus two other cards. When comparing two threes of a kind the hand in which the three equal cards are of higher rank is better. So for example 5-5-5-3-2 beats 4-4-4-K-Q. If you have to compare two threes of a kind where the sets of three are of equal rank, then the higher of the two remaining cards in each hand are compared, and if those are equal, the lower odd card is compared.
8. Two Pairs – A pair is two cards of equal rank. In a hand with two pairs, the two pairs are of different ranks (otherwise you would have four of a kind), and there is an odd card to make the hand up to five cards. When comparing hands with two pairs, the hand with the highest pair wins, irrespective of the rank of the other cards – so J-J-2-2-4 beats 10-10-9-9-8 because the jacks beat the tens. If the higher pairs are equal, the lower pairs are compared, so that for example 8-8-6-6-3 beats 8-8-5-5-K. Finally, if both pairs are the same, the odd cards are compared, so Q-Q-5-5-8 beats Q-Q-5-5-4.
9. Pair – A hand with two cards of equal rank and three other cards that do not match these or each other. When comparing two such hands, the hand with the higher pair is better – so for example 6-6-4-3-2 beats 5-5-A-K-Q. If the pairs are equal, compare the highest ranking odd cards from each hand; if these are equal compare the second highest odd card, and if these are equal too compare the lowest odd cards. So J-J-A-9-3 beats J-J-A-8-7 because the 9 beats the 8.
10. High Card – Five cards that do not form any of the combinations listed above. When comparing two such hands, the one with the better highest card wins. If the highest cards are equal the second cards are compared; if they are equal too the third cards are compared, and so on. So A-J-9-5-3 beats A-10-9-6-4 because the jack beats the ten.
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