your weapons in the game to change your own Hole Cards, the Board and your opponents’ actions to give yourself the best chance at winning every hand. Some have the power to change hands in an instant, others can be used stealthily – some are more common than others too. Whether you’re using them to Trap, Bluff or make the Nuts, the key to winning is using your xCards strategically – & in HoldemX™ the right strategy could change in the space of a card!
Change the Suit of 1 the Board Cards from Diamonds to Hearts or vice versa – only usable on Diamond/ Heart suited cards & can only be played on the same street as the Card you change.
Change the Suit of 1 the Board Cards from Clubs to Spades or vice versa – only usable on Club/ Spade suited cards & can only be played on the same street as the Card you change.
Increase the value of 1 of the Board Cards by 1 – (i.e. a Turn a Jack into a Queen, an 8 into a 9 & etc.) – this can only be played on the same street as the Card you change.
Decrease the value of 1 of the Board Cards by 1 – (i.e. a Turn a King into a Queen, a 10 into a 9 & etc.) – this can only be played on the same street as the Card you change.
Let the action continue! Playable only on the River – deal a 6th Community Card and let batting & xCard action continue for one further street.
Increase the value of 1 of your Hole Cards by 1 – (i.e. a Turn a Queen into a King, a 7 into an 8 & etc.)
Decrease the value of 1 of your Hole Cards by 1 – (i.e. a Turn a King into a Queen, a 10 into a 9 & etc.)
Turn your Hole Cards into a Pocket Pair equal in value to the highest card in your normal hand – i.e. King-Nine turns into Pocket Kings & etc.
Turn your Hole Cards into a Pocket Pair equal in value to the lowest card in your normal hand – i.e. King-Nine turns into Pocket Nines & etc.
Draw an Extra Hole Card pre-flop & play 3 one hand with 3 Hole Cards down. Hold’em rules still apply so only 2 of your 3 Hole Cards play at showdown.
Witch one of your Hole Cards for a random Card from the burn pile on the flop, turn or river. It’s a Hail Mary.
At any point during action, use Pot Block to remove your opponent’s last betting action & stop all further action on that street. This is the ONLY xCard that can be used before action has finished.
After action on the River, throw the Community River Card into the Muck, burn and deal a fresh River Card. There is no betting action after a River card has been re-dealt.
After action on the Turn, throw the Community Turn Card into the Muck, burn and deal a fresh Turn Card. This card is only usable on the Turn & cannot be used after the River card is dealt.
After action on the Flop, throw the Community Flop into the Muck, burn and deal a fresh one! Only usable on the Flop – the rarest xCard in the deck & capable of causing mayhem!
Change the Suit of 1 the Board Cards from Diamonds to Hearts or vice versa – only usable on Diamond/ Heart suited cards & can only be played on the same street as the Card you change.
Change the Suit of 1 the Board Cards from Clubs to Spades or vice versa – only usable on Club/ Spade suited cards & can only be played on the same street as the Card you change.
Increase the value of 1 of the Board Cards by 1 – (i.e. a Turn a Jack into a Queen, an 8 into a 9 & etc.) – this can only be played on the same street as the Card you change.
Decrease the value of 1 of the Board Cards by 1 – (i.e. a Turn a King into a Queen, a 10 into a 9 & etc.) – this can only be played on the same street as the Card you change.
Let the action continue! Playable only on the River – deal a 6th Community Card and let batting & xCard action continue for one further street.
Increase the value of 1 of your Hole Cards by 1 – (i.e. a Turn a Queen into a King, a 7 into an 8 & etc.)
Decrease the value of 1 of your Hole Cards by 1 – (i.e. a Turn a King into a Queen, a 10 into a 9 & etc.)
Turn your Hole Cards into a Pocket Pair equal in value to the highest card in your normal hand – i.e. King-Nine turns into Pocket Kings & etc.
Turn your Hole Cards into a Pocket Pair equal in value to the lowest card in your normal hand – i.e. King-Nine turns into Pocket Nines & etc.
Draw an Extra Hole Card pre-flop & play 3 one hand with 3 Hole Cards down. Hold’em rules still apply so only 2 of your 3 Hole Cards play at showdown.
Witch one of your Hole Cards for a random Card from the burn pile on the flop, turn or river. It’s a Hail Mary.
At any point during action, use Pot Block to remove your opponent’s last betting action & stop all further action on that street. This is the ONLY xCard that can be used before action has finished.
After action on the River, throw the Community River Card into the Muck, burn and deal a fresh River Card. There is no betting action after a River card has been re-dealt.
After action on the Turn, throw the Community Turn Card into the Muck, burn and deal a fresh Turn Card. This card is only usable on the Turn & cannot be used after the River card is dealt.
After action on the Flop, throw the Community Flop into the Muck, burn and deal a fresh one! Only usable on the Flop – the rarest xCard in the deck & capable of causing mayhem!