CommunityπŸ‡ΊπŸ‡ΈUS

Elevator

A Cincinnati-family community-card game where the number of wild cards changes mid-hand β€” the community row is dealt face down, then flipped up one at a time, with the highest (and sometimes also lowest) card each round setting the wild rank.

Coming soon β€” not yet playable

Rules

Elevator deals like Cincinnati: each player receives five hole cards face down, and a separate row of (commonly five) community cards is dealt face down in the center, shared by every player.

The community cards are then turned face up one at a time rather than all at once. After each community card is revealed, the current highest-ranking community card showing sets the wild rank for that round β€” every card of that rank, wherever held, is wild for every player, for as long as it remains the highest community card showing. When a higher community card is revealed, the wild rank "moves" to match it (hence "Elevator" β€” the wild rank rides up as better cards are flipped).

A betting round typically follows each community card reveal, giving players multiple opportunities to react as the wild rank shifts and the wild cards')} value becomes clearer.

Showdown: once all community cards are revealed and the final wild rank is locked in, each player makes their best five-card hand using any combination of their five hole cards and the five community cards, with the final wild rank applied.

Strategy notes: Because the wild rank can change several times over the course of a single hand, hands that look strong early (when a lower community card is wild) can lose value if a higher card is revealed later and the wild rank shifts away from ranks a player is holding β€” tracking the community row's reveal order is essential.

Common house rules

  • High and low elevator

    Some tables run a 'double elevator' where both the highest AND lowest community card revealed so far are simultaneously wild, rather than just the highest β€” confirm which version before dealing, since it significantly changes hand values.

  • Number of community cards varies

    Some tables deal four or six community cards instead of five, adjusting how many times the wild rank can potentially shift over the course of the hand.

  • Betting after every reveal, or only some

    The most common version bets after every single community card reveal; faster-paced home tables sometimes only bet after the first reveal and the final reveal, skipping betting rounds in between.

Related games

Based on shared category, origin, and rules that reference each other.

♦CommunityπŸ‡ΊπŸ‡ΈUS

Cincinnati

A stud-and-community hybrid: every player gets five private down cards, and a shared row of community cards is revealed one at a time to build the best hand.

Learn the rules β†’
♦CommunityπŸ‡ΊπŸ‡ΈUS

5-Card Omaha

Omaha with five hole cards instead of four, played high-only β€” the high-hand-only counterpart to Big O, which adds a low split to the same five-card format.

Learn the rules β†’
♦CommunityπŸ‡ΊπŸ‡ΈUS

All In Stud

A Galaxy Gaming casino table game mathematically equivalent to Let It Ride, but using an 'add bets' structure instead of the pull-back mechanic.

Learn the rules β†’
♦CommunityπŸ‡ΊπŸ‡ΈUS

Cajun Stud

A Galaxy Gaming casino table game built on the same progressive-reveal structure as Mississippi Stud, with additional side bets layered on top.

Learn the rules β†’