One of the most popular poker games is 7-card stud. The way hands are ranked is to choose the highest ranked 5-card hand contained amongst the 7 cards. People frequently encounter difficulty in counting 7-card hands because a given set of 7 cards may contain several different types of 5-card hands. The starting hand combination strategy used for winning seven card stud hands, promotes aspiring to achieve the median; three of a kind or better. The odds of catching the median hands differ depending on how many players are at a table, how many players continue on to later betting rounds, and the type of hands that any player at a table is. Seven-Card Stud and Seven-Card Stud High-Low Eight or Better (Stud-Eight) Poker The following terminology is useful for discussing starting hands in Seven-Card Stud High-Low poker. The table below defines 12 types of starting hands along with a description and an example of each.
Starting Hand Categories for:
Seven-Card Stud and Seven-Card Stud High-Low Eight or Better (Stud-Eight) Poker
The following terminology is useful for discussing starting hands in Seven-Card Stud High-Low poker. The table below defines 12 types of starting hands along with a description and an example of each.
Starting Hand | Description | Example |
---|---|---|
Low connected-suited | Three sequential cards of the same suit with no card higher than an 8 | 3 4 5 |
Trips | Three cards of the same rank | 9 9 9 |
Aces with a low kicker | Two Aces with a third card no higher than an 8 | A A 2 |
Aces with a high kicker | Two Aces with a third card higher than an 8 | A A 9 |
Ace with two wheel cards | An Ace with two unconnected cards no higher than a 5 | A 4 5 |
Low suited | Three cards of the same suit with no card higher than an 8 | A 5 6 |
Low connected | Three sequential cards with no card higher than an 8 | 5 6 7 |
High pair | Two cards ranked 9 or higher with a third unmatched card | K K 7 |
Low pair with a low kicker | Two cards ranked 8 or lower with an unmatched card ranked 8 or lower | 5 5 7 |
Flush with high cards | Three cards of the same suit with one or more ranked higher than an 8 | Q 6 7 |
Low pair with a high kicker | Two cards ranked 8 or lower with an unmatched card ranked 9 or higher | 5 5 K |
Low cards | Three cards not connected, suited or paired with no card higher than an 8 | 7 6 2 |
The twelve types of starting hands can be sorted into five broad categories that describe how they play. The categories of hands are: premium, big-possibility, one-way, situational and trap. The reasons for sorting the hands this way and the probabilities for each group are given.
Premium Starting Hands
The premium hands can often scoop pots without improvement. All total these starting cards are just 1% of all hands dealt. They should be played aggressively.
Trips. [Number of hands = 13, Number of combinations =52, Frequency = 0.24%, Odds = 424:1] Any rank is a powerful holding, however, low cards have the advantage of still allowing a low hand to form. Rolled trip Kings will never qualify for low. Another advantage of low rolled trips is that they are a powerful high hand that often looks like a low. In those cases the hand will generate lots of action from a player who believes incorrectly that he or she has a better high.
Aces with a low kicker. [Number of hands = 14, Number of combinations =168, Frequency = 0.76 %, Odds = 131:1] The lower the kicker the better this hand plays. Often the Aces will hold up for high unimproved or pick up a second pair to make Aces up to best two smaller pair. At the same time the hand can back into low to either scoop or save half the pot if the Aces do not hold up for high.
Starting Hand | No. Possible | No. Combinations | Probability (%) | Odds |
---|---|---|---|---|
Trips | 13 | 52 | 0.24 | 424:1 |
Aces with a low kicker | 14 | 168 | 0.76 | 131:1 |
Totals | 27 | 220 | 1.00 | 99:1 |
Big-possibility Starting Hands
The hands in this group win the monster pots in Stud-Eight. However these hands need to improve because they are worth nothing on their own. The hands in this group can be played aggressively early on. These are rare holdings but don’t fall in love with them. If there is no improvement and a lot of action on later streets the hand should be mucked.
Low connected-suited. [Number of hands = 6, Number of combinations =24, Frequency = 0.11%, Odds = 920:1] This is one of the most powerful hands in Stud-Eight because it can scoop the entire pot in so many different ways while generating lots of action from players betting on both halves of the pot.
Low suited. [Number of hands = 50, Number of combinations =200, Frequency = 0.90%, Odds = 110:1] If an Ace is included the hand has added value. This is a good hand for jamming other players. Sometimes the hand will complete a flush for high, sometimes miss the flush but hold up for low and occasionally make high and low. Either way you can bet aggressively if this hand improves to a high or low on Fifth Street and make the others pay for your draw to the other half of the pot.
Low connected. [Number of hands = 24, Number of combinations =360, Frequency = 1.36%, Odds = 60:1] Does not have the flush possibility but low straights often scoop. A good hand for freerolling if two low cards are picked up that don’t connect. A player with a made low and an inside straight draw can jam two high hands and be assured of winning half the pot, while at the same time retaining an outside chance of a scoop.
Starting Hand | No. Possible | No. Combinations | Probability (%) | Odds |
---|---|---|---|---|
Low connected-suited | 6 | 24 | 0.11 | 920:1 |
Low suited | 50 | 200 | 0.90 | 110:1 |
Low connected | 24 | 360 | 1.63 | 131:1 |
Totals | 80 | 584 | 2.64 | 37:1 |
One-way Starting Hands
These starting cards typically compete for one half of the pot and are good for cases where everyone is competing for the same half of the pot. There are hands in Stud-Eight where all the players are competing for either the high half or low half of the pot. In those circumstances playing a “one-way” hand that figures to be best against the competition but can also back into the other half of the pot is a viable strategy.
Aces with a high kicker. [Number of hands = 10, Number of combinations =120, Frequency = 0.54%, Odds = 183:1] This hand usually competes for high only and it is best played against other players vying for high when it can scoop. It does poorly against multiple low draws because in that situation its only potential is for half the pot and the low draws can freeroll on later streets placing a made hand as strong as Aces-up in an uncomfortable position. This hand is most powerful when the Aces are wired because it will generate action from smaller pairs thinking that they have the best high.
Ace with two other wheel cards. [Number of hands = 20, Number of combinations =300, Frequency = 1.36%, Odds = 73:1] This hand usually competes for low only but it does have high possibilities. How well it plays often depends on where the Ace is. In most cases you want the Ace exposed so that you can threaten people with a potential pair of Aces or a potential low. That way if you pick up bricks you might win uncontested if your opponents also pick up bricks. If your opponents are weak on Fifth Street, betting an exposed A, 2, J has more fold equity than an exposed 2, 3, J.
Starting Hand | No. Possible | No. Combinations | Probability (%) | Odds |
---|---|---|---|---|
Aces with a high kicker | 10 | 120 | 0.54 | 183:1 |
Ace with two wheel cards | 20 | 300 | 1.36 | 73:1 |
Totals | 30 | 420 | 1.90 | 52:1 |
Situational Starting Hands
Many Stud-Eight players automatically play the hands in this group. However, the viability of these hands depends highly on the situation. You should be very careful about when and how you play these hands.
High pairs 99, 10-10, JJ, QQ and KK. [Number of hands = 120, Number of combinations =1440, Frequency = 6.54%, Odds = 14:1] How well you play pairs will determine much of your profit in Stud-Eight. Automatically playing any pair as many players do will lead to disaster. As a general rule 99 and 10-10 should not be played. Paired face cards are only playable if they are the high hand on the board. You do not want to hold JJ in between a player with KK and another player with a low. The most likely outcome is that your two opponents will be dividing up your money.
Low pairs with a low kicker. [Number of hands = 98, Number of combinations =1176, Frequency = 5.32%, Odds = 18:1] These are starting hands that many Stud-Eight players will automatically play. However, as attractive these hands look, they come with a lot of problems. It is a poor start for a low hand because it has only two cards that count towards low and a poor start for a high hand because the pair is ranked so low. In other words, it is a mediocre holding to compete for either half of the pot, which means that often it will come away with nothing. Of the hands in this category, a low pair with a live Ace kicker is the most valuable because it has an outside chance of making Aces up. These hands are good for stealing antes and good for defending bring-ins against a steal. They play best heads-up against weak low draws. However, against players you know have strong holdings or against a large field these hands should not be played.
Three suited cards, one or more not low. [Number of hands = 230, Number of combinations = 920, Frequency = 4.16%, Odds = 23:1] If the suit is completely live and it is up against other high hands these starting cards have some possibilities. If the cards are connected and suited the holding is more valuable and the hand is almost playable against low draws. However, for unconnected cards, completing a flush is rare and in situations where a flush only claims half the pot you rarely have the pot odds necessary to play. As a general rule three-flushes with high cards play much worse in Stud-Eight than in Seven-Card Stud and should usually be avoided.
Starting Hand | No. Possible | No. Combinations | Probability (%) | Odds |
---|---|---|---|---|
High pair | 120 | 1440 | 6.52 | 14:1 |
Low pair with a low kicker | 98 | 1176 | 5.32 | 18:1 |
Suited with high cards | 230 | 920 | 4.16 | 23:1 |
Totals | 448 | 3536 | 17.38 | 5:1 |
Trap Starting Hands
These are attractive looking hands that play poorly and should usually be mucked. Playing hands like these for half the pot is rarely worth the investment.
Low pair with a high kicker. Hands such as 3, 3, J or 5, 5, K, have little value and in most cases should be mucked. The exceptions would be stealing antes or defending against a steal.
Three low cards (unconnected and unsuited). [Number of hands = 180, Number of combinations =2700, Frequency = 12.22%, Odds = 7.2:1] The “Razz” hands should be saved for Razz. These kinds of hands are only good for half the pot and in most cases the best you can hope for is to get your money back minus the rake. Many Stud-Eight players automatically call with these hands and stay to the end if they pick up a low draw on Fourth Street. The problem is that often if they hit low it is second best low. Just as you want to avoid playing the second best high hand, it is even more important to avoid playing the second best low hand. The high hand scoops if no one qualifies for low but a busted low is worth nothing.
Starting Hand | No. Possible | No. Combinations | Probability (%) | Odds |
---|---|---|---|---|
Low pair with a high kicker | 70 | 840 | 3.80 | 25:1 |
Low cards | 180 | 2700 | 12.22 | 7.2:1 |
Totals | 250 | 3540 | 16.02 | 5.2:1 |
Final note: Three connected cards, one or more not low such as 8, 9, 10 or 9, 10, J play poorly in Stud-Eight and should be mucked.
Fundamentals of Poker - Seven Card StudMason MalmuthTwo Plus Two Magazine, Vol. 8, No. 7- General Guidelines
- Seven Card Stud
- Limit Texas Hold'em
There are four main categories of starting hands in seven-card stud: Three of a kind, also referred to as rolled-up trips; big pairs; small and medium pairs; and the drawing hands. There are also some other hands that you occasionally should play, but a discussion of them is beyond the scope of this book. However, the starting hand quiz that follows this section provides a few tips on how to play some of these additional hands.
Three of a kind.
This is the best starting hand in seven-card stud, but you won’t get it very often — in fact, on the average of only once in every 425 times you are dealt in.
Because rolled-up trips are so strong, it usually doesn’t matter how you play them. Still, you don’t want to be dealt three queens and win only the antes. So if you are in an early position and think a raise will drive out the other players, you should just call. On the other hand, if several players are already in the pot before the action gets to you, your raise is unlikely to make them fold. But remember, although three of a kind is a powerful hand, it’s not invincible and occasionally does get beat.
Big pairs.
The big pairs are almost always playable and should be played aggressively. The exception is if you are likely to be up against someone who holds a larger pair. In this case, you should consider throwing your hand away, unless your kicker — the side card to your pair — is higher than your opponent’s probable pair.
When you play a big pair, you generally go all the way to the river. However, if your opponent pairs his third-street card (known as the door card) or makes something else threatening — such as a four flush on board — you should usually fold.
Small and medium pairs.
Determining whether to play a small or medium pair can be fairly complicated. The two most important considerations are the availability of the cards you need — that is, whether your hand is live — and the size of your kicker. As already noted, a high card can add value to your hand. Nevertheless, playing a pair of fours when you can see a four across the table is usually a mistake — even if your kicker is an ace.
The drawing hands.
Hands such as three flushes and three straights are often playable. Again, the cards you need must be available, and having a high card is helpful especially if you are heads up. Unlike the pairs, drawing hands have no present value; you play them because they have the potential to become very strong.
Starting Hand Quiz
1. You have been dealt two aces, one in the hole and one up. What should you do?
Raise or reraise when the action gets to you. A pair of aces plays best in a short-handed pot, so raise it up.
2. You have been dealt a three flush, but four of the flush cards you need are out and someone has already raised. What should you do?
Throw your hand away, as it’s just too difficult to make your flush.
3. What if the pot is not raised?
For the same reason, you still should throw your three flush away.
4. You have only three high cards, but the first five players have mucked their hands. What should you do?
Go ahead and raise.
5. What if several players have already entered the pot?
Throw your hand away. High cards play best against a small number of opponents.
6. Someone in an early position raises with a king up, and you have a pair of nines. Do you play?
Not usually, as your opponent’s raise from early position indicates that he likely holds a pair of kings. Consequently, to play under these circumstances, you need more than just a pair of nines.
7. You have a small three straight with a gap. You are in a late position, and several players have just called the bring-in. Do you play?
Usually. If you can get in cheaply and are fairly certain you won’t be raised, you can play some weaker hands. However, be careful. If you get caught up in the action, you will begin to play too many hands.
8. You have rolled-up sixes, and three players have already entered the pot. What should you do?
Raise it up. You have a great hand, so get more money into the pot.
9. Several players are already in, and you have a three flush. Should you raise?
No, as you still have a long way to go. Raise only if you have three cards to a straight flush.
10. Suppose you have a small buried pair and the pot is raised. Do you play?
Only if there are several players in the pot and your cards are live.
11. When you have a close decision concerning whether to play a hand, what should you consider?
How well those opponents already in the pot play. The better they play, the less inclined you should be to play.
12. How do you adjust the hands you should play if a jackpot is offered?
If the jackpot is small, you should not play any differently than you normally would. But when the jackpot has become large, it makes sense to play hands that contain a small pair or an ace if aces full or better is the required losing hand. If four of a kind is the required losing hand, you should play your small pairs. But don’t get carried away. A hand like the
is still terrible and should be discarded.
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