CALL YOUR MOM
Call Your Mom Poker
500
YOUR CHIPS
500 chips · 200 more tomorrow
Strange rules. Pick something other than Hold'em. 50 games, learnable in a minute each — virtual chips only.
Named after the only call that beats a full house.
In the mood for…
Tonight's picks
3s and 9s are wild; show a 3 and you must match the pot or fold, show a 4 and you immediately get an extra hidden card.
STUD
TRIGGER
WILD
2–6 seats · 5 min
Blind-based deuce-to-seven lowball with three discard-and-draw opportunities and four betting rounds.
DRAW
LOWBALL
2–6 seats · 5 min
Use both hole cards plus exactly one card from each of the pyramid's three horizontal tiers.
COMMUNITY
SPATIAL
GEOMETRIC
2–10 seats · 5 min
All games
50 of 50
3s and 9s are wild; show a 3 and you must match the pot or fold, show a 4 and you immediately get an extra hidden card.
STUD
TRIGGER
WILD
2–6 seats · 5 min
5s and 7s wild; remembered Power Poker rule makes an exposed 5 or 7 trigger match-pot-or-fold.
STUD
MATCH POT
WILD
2–7 seats · 5 min
Use both hole cards with one full axis of the cross; when the center flips, its entire rank becomes wild.
COMMUNITY
SPATIAL
WILD
2–8 seats · 5 min
Deal seven, pass 3 left, 2 right, 1 left, discard to five, then expose four kept cards one at a time with betting between reveals.
PASSING
ROLL YOUR OWN
3–7 seats · 8 min
Two private cards, simultaneous in/out declaration, and losing stayers match the pot.
GUTS
MATCH POT
2–10 seats · 2 min
A Jack can give its recipient the power to change the active stud variant during the hand.
STUD
MID HAND RULE SHIFT
3–7 seats · 5 min
Bid secretly for exposed market cards; everyone reveals together and the winning bid goes into the pot.
ECONOMY
AUCTION
2–7 seats · 8 min
Four-card triple draw where duplicate suits or ranks reduce hand size; lowest rainbow unpaired hand wins.
LOWBALL
DRAW
2–6 seats · 5 min
Five wheelbarrow cards are visible, but the hidden center secretly decides the wild rank when it flips at showdown.
COMMUNITY
WILD
SPATIAL
2–6 seats · 2 min
Classic five-card draw: ante, five private cards, one draw of zero to three cards, then a final betting round and high-hand showdown.
DRAW
HIGH
2–6 seats · 2 min
Two private hole cards, five community cards, blinds, four betting rounds, and the best five-card high hand from any combination of the seven available cards.
COMMUNITY
HIGH
2–10 seats · 5 min
Four private hole cards and five community cards; final hands must use exactly two hole cards and exactly three board cards.
COMMUNITY
HIGH
2–10 seats · 5 min
Start with three hole cards, see the flop, then throw one away before flop betting.
COMMUNITY
HIGH
DISCARD
2–10 seats · 8 min
Five-card Omaha structure with one community card exposed before the first betting round; exactly two hole cards and exactly three board cards form the final hand.
COMMUNITY
HIGH
OMAHA
2–9 seats · 8 min
Seven-card stud played for ace-to-five low: two down and one up on third street, four more streets, highest door card brings in, and the best five-card low wins.
STUD
LOWBALL
2–8 seats · 8 min
Deuce-to-seven single draw: five private cards, blinds, one draw, and lowest 2-7 hand wins with aces high and straights/flushes counting against the hand.
DRAW
LOWBALL
2–6 seats · 2 min
Blind-based deuce-to-seven lowball with three discard-and-draw opportunities and four betting rounds.
DRAW
LOWBALL
2–6 seats · 5 min
Blind-based ace-to-five lowball with three discard-and-draw opportunities; aces are low and straights/flushes are ignored.
DRAW
LOWBALL
2–6 seats · 5 min
Five-card stud with two extra hand classes: four-card straights and four-card flushes rank above one pair but below two pair.
STUD
HIGH
2–8 seats · 5 min
Five-card draw with all twos, fours, and tens wild.
DRAW
WILD
2–6 seats · 5 min
Spades cost you when they appear, but the highest hidden spade wins half the pot.
STUD
SPLIT POT
PENALTY TRIGGER
2–7 seats · 8 min
Seven-card stud where an exposed queen cancels the current wild rank and the next exposed non-queen rank becomes wild for everyone.
STUD
WILD
DYNAMIC WILD
2–8 seats · 8 min
Seven-card stud where exposed ranks create one global wild rank only by advancing in order from 2 to 3 to 4 and upward.
STUD
WILD
DYNAMIC WILD
2–8 seats · 8 min
The wild rank climbs with the street: 3s, then 4s, then 5s, 6s, and finally 7s.
STUD
WILD
DYNAMIC WILD
2–7 seats · 8 min
Seven-card stud where each player’s lowest concealed rank is personally wild; the final down card can change that player’s wild rank.
STUD
WILD
2–8 seats · 8 min
Five-card Roll Your Own with no 8s, 9s, or 10s: before each new card, decide whether to turn your down card up; your choice determines whether the next card arrives up or down.
STUD
ROLL YOUR OWN
STRIPPED DECK
2–8 seats · 8 min
No-Peekie with Baseball rules: 3s and 9s are wild, and every 4 you expose immediately adds another unseen card to your queue.
STUD
NO PEEK
PROGRESSIVE REVEAL
2–6 seats · 2 min
Your seven cards stay unseen until you turn them over one at a time; keep revealing until your exposed hand beats the current leader.
STUD
NO PEEK
PROGRESSIVE REVEAL
2–7 seats · 2 min
Your first upcard names your personal wild rank for the whole hand.
STUD
WILD
PERSONAL WILD
2–7 seats · 8 min
Four private cards share one wild indicator card; draw once, bet again, then make the best five-card hand.
DRAW
COMMUNITY
WILD
2–8 seats · 5 min
Use both hole cards plus exactly one full row, column, or diagonal from the 3x3 community grid.
COMMUNITY
SPATIAL
GEOMETRIC
2–8 seats · 8 min
Two four-card community beds are available, but your final hand may use cards from Board A or Board B — never both.
COMMUNITY
SPATIAL
GEOMETRIC
2–8 seats · 8 min
Both hole cards play with the hub and one complete two-card spoke; you cannot jump between spokes.
COMMUNITY
SPATIAL
GEOMETRIC
2–10 seats · 8 min
Use both hole cards plus exactly one card from each of the pyramid's three horizontal tiers.
COMMUNITY
SPATIAL
GEOMETRIC
2–10 seats · 5 min
Choose one of three two-card community lines; that pair plus the shared river plays with both of your hole cards.
COMMUNITY
SPATIAL
2–10 seats · 8 min
Five in your hand, five on the table, and the shared cards roll up one at a time with a bet after each.
COMMUNITY
HIGH
2–8 seats · 8 min
After the first bet, secretly pass one card left, then make your one normal draw and play five-card high.
DRAW
PASS
HIGH
3–6 seats · 5 min
Play normal five-card draw, but every card you draw to replace a discard is exposed to the whole table.
DRAW
HIGH
VISIBILITY
2–6 seats · 2 min
Seven-card stud splits high hand with the highest spade hidden in the hole.
STUD
SPLIT POT
2–7 seats · 8 min
Triple draw for two halves: ace-high Badugi and 2-7 lowball.
DRAW
LOWBALL
BADUGI
2–6 seats · 5 min
Call or fold with two private cards, then every caller shares the same third card; losing callers match the pot.
GUTS
MATCH POT
COMMUNITY
2–10 seats · 2 min
Declare with four private cards, then two shared cards complete each caller's six-card pool; losing callers match the pot.
GUTS
MATCH POT
COMMUNITY
2–8 seats · 2 min
Half high poker, half the biggest pile of Heart points.
STUD
SPLIT POT
POINT SUM
2–7 seats · 8 min
Play ordinary Hold’em, except the board arrives backward: river first, turn second, and the three-card flop last.
COMMUNITY
HIGH
HOLDEM MUTATION
2–10 seats · 5 min
Three hole cards and complete freedom to use zero through all three at showdown.
COMMUNITY
HIGH
HOLE CONSTRAINT
2–10 seats · 5 min
Three hole cards, but your showdown hand can use no more than two of them.
COMMUNITY
HIGH
HOLE CONSTRAINT
2–10 seats · 5 min
Every new stud street arrives down; everyone secretly chooses which card to turn up, then all choices reveal together.
STUD
SELECTION
REVEAL
2–7 seats · 8 min
Everyone can see your card except you; bet using what you know about every opponent and infer the missing piece.
VISIBILITY
HIGH
2–10 seats · 2 min
Five-card triple draw: half Badugi, half Ace-to-Five lowball.
DRAW
LOWBALL
BADUGI
2–6 seats · 5 min
Start with four hole cards, bet through the flop, then throw away exactly two before the turn and finish like Hold’em.
COMMUNITY
HIGH
DISCARD
2–10 seats · 8 min