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Strategy guide

Five-card draw against other players — not a fixed pay table — so there's no single provably-optimal line the way there is for Mississippi Stud. This is a classic ABC guide: solid, low-variance, generally-correct heuristics for which hands to play, how many cards to draw, and how to bet them. Good fundamentals against the table's bots, and against real people too.

New to the vocabulary? Learn the Lingo — a glossary of poker and casino terms like outs, position, and stand pat, used throughout this guide. Open glossary →

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Hand rankings

Standard poker hand ranking, highest to lowest. Every hand at this table is exactly five cards — there are no community cards and no wild cards.

1
Straight flush
Five in a row, one suit. A-2-3-4-5 counts as the lowest straight flush.
9♥
10♥
J♥
Q♥
K♥
2
Four of a kind
All four cards of one rank.
9♠
9♥
9♦
9♣
4♠
3
Full house
Three of a kind plus a pair.
K♠
K♥
K♣
4♦
4♠
4
Flush
Five cards of one suit, not in sequence.
2♣
6♣
9♣
J♣
A♣
5
Straight
Five in a row, mixed suits.
4♠
5♥
6♣
7♦
8♠
6
Three of a kind
Three cards of one rank, plus two unmatched kickers.
8♠
8♥
8♣
K♦
3♠
7
Two pair
Two separate pairs, plus a kicker.
J♠
J♥
6♣
6♦
A♠
8
One pair
Two cards of one rank, plus three kickers.
Q♠
Q♥
9♣
5♦
2♠
9
High card
No pair, no straight, no flush — ranked by the highest card, then the next, and so on.
A♠
J♥
8♣
5♦
2♠
Ties between equal hand types are broken by rank, then by kickers, card by card — same as Hold'em or any other standard poker game. If everything ties exactly, the pot splits evenly.

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Starting hands, pre-draw

You get five cards and one shot to trade some of them in. Before the draw, judge your hand by what it already is, plus what it could become. Take the first tier below that fits.

PremiumTrips, two pair, or better dealt outright
Raise. These are rare and strong enough to build a pot with immediately — don't slow-play them into a cheap pot.
8♠
8♥
8♣
K♦
3♠
StrongA pair of jacks or better
Worth opening or calling a raise with. A single high pair is still an underdog to improve, so don't overplay it into heavy resistance.
J♠
J♥
9♣
5♦
2♠
PlayableA mid pair — 7s through 10s
Fine to see a draw with for a reasonable price; fold it to serious heat from a raise, since it rates to be behind a bigger pair.
9♠
9♥
Q♣
7♦
2♠
SpeculativeFour to a flush, four to a straight, or a low pair
Cheap to see the draw with in position; these hit often enough to be worth a small call, but fold if it gets expensive.
4♣
7♣
9♣
J♣
2♦
FoldNothing — no pair, no real draw
Five scattered cards with no pair and no four-card draw. Folding costs you nothing more than the ante; playing it costs a lot more, on average.
2♠
6♥
9♣
J♦
K♠

Position matters

Early position

You act first, with everyone still to act behind you and no read on the table. Tighten up — stick to Strong or better, and only the best of the Speculative hands (a good 4-flush, not a gutshot-adjacent pair of 3s).

Late position

You've seen everyone else act before you. Widen out — Playable and Speculative hands go up in value, since you know how many opponents you're drawing against and roughly how strong the field is.

This table plays with no restriction on opening the betting — some home games require a pair of jacks or better just to open. Ours doesn't, so bluff-opens and speculative raises are legal; just don't let that talk you into playing hands the tiers above say to fold.

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The draw

You get to trade in up to five cards, once, for new ones from the deck. How many you take is itself information to the table — more on that in the next tab — so match the discard to what you're actually holding.

Draw 0
Stand pat
Already a straight, flush, full house, or better

Keep all five. Standing pat also disguises the hand — opponents can't tell if you're sitting on the nuts or bluffing with nothing.

Draw 1
≈17–19% to complete
Two pair, or a 4-card flush / open-ended straight

With two pair, discard the odd card and draw one to try for a full house. With four to a flush or straight, one new card completes it roughly one time in five — a real draw, worth chasing for a reasonable price.

Draw 2
≈10% to a full house+
Three of a kind

Keep the trips, discard the other two. You'll make a full house or quads roughly one time in ten — the rest of the time your trips are still a solid hand on their own.

Draw 3
≈34% to two pair+
One pair

Keep the pair, discard the rest. About a third of the time you'll improve to two pair or better; the rest of the time you're left showing down a single pair, which is still occasionally good enough.

Draw 3
low odds — proceed cautiously
Nothing, but you're staying in anyway

Keep your two highest cards and draw three. This is a long shot at best — it's rarely correct to have called with nothing in the first place, but if you did, this gives you the best remaining chance.

Rough rule of thumb for any draw: outs × 2, plus a couple, ≈ your percent chance per card. Nine outs (a flush draw) → about 20%. Eight outs (an open straight) → about 18%. It won't be exact, but it's close enough to decide at the table.

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Betting, reading, and bluffing

Draw poker gives away more information than most poker variants, because the number of cards someone takes is itself a tell. Use that both ways: read your opponents by it, and be aware of what your own draw is telling them.

Reading the draw

0

Stands pat. Either a monster (straight or better) or a total bluff — rarely anything in between. Respect a pat hand from a player who's been playing straightforward; be more suspicious of one from a habitual bluffer.

1

Draws one. Usually two pair going for the full house, or a made hand looking to improve a kicker — sometimes a one-card flush or straight draw. Generally a real hand already, not a bluff in progress.

2

Draws two. Almost always three of a kind. Treat it like a real, well-defined hand.

3

Draws three. A single pair, most of the time — sometimes nothing at all if they were already committed to the pot. The weakest, most common draw at the table.

Sizing your bets

Bet roughly half to a full pot-size for value with a made hand post-draw — small enough that a decent hand still calls, big enough to charge a full price for a draw-out. Against a pat opponent or heavy pre-draw action, slow down with anything less than a strong two pair.

Bluffing

Standing pat with a weak hand is the classic 5-card draw bluff — it represents the best possible range, since a real straight-or-better stands pat too. It works best against opponents who fold too often to pat hands, and it works worst against calling stations who don't respect anything. Use it sparingly: once the table catches on, it stops working, and you're just giving away chips.

None of this is solved, game-theory-optimal play the way Mississippi Stud's sheet is — with real opponents making real decisions, there's no single correct answer for every spot. Treat this page as a solid starting framework, not gospel, and adjust as you see how the table around you actually plays.

Ready to put it into practice?

Sit down at the 6-max table and play these hands against the house bots.

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