7-Card Stud is
one of the most demanding Poker games. There are a lot
of cards on the table, each street demands a different
approach, and the betting can move from modest to sweat-breaking
in minutes. It's a skill, memory and strategy game that
can be exhilarating, punishing and even humiliating. Our
strategy guide will help you enjoy more of the former and
suffer less of the latter.
Bankroll Management
As mentioned in our Stud Rules section, the minimum Buy-In is typically
10-times the low limit, or $20 for a $2-$4 game. But playing
with the minimum is not recommended. Using the 40-times recommendation,
the player should buy in with a minimum of $80 for the $2-$4
games, $320 for the $8-$16 games, and $400 for the $10-$20.
You can always play with less, but the chances are you
won't have enough to see you through to the point where
you've got a feel for the other players and can bring
your skills to bear. If you're underfunded you'll be
nervous and therefore at a disadvantage right off the
top.
Choosing a Game
Stud games are defined by their betting limits. The low stakes
online games are usually $2-$4 while the higher games are typically
$8-$16 or $10-$20. I've seen land casino Stud at $100-$200 or
higher, but these stakes are very rare on the web.
The game's betting limits tell the Stud player pretty
much everything they need to know about the nature of
the game, the expectations of the players, and the size
of the bankroll you should have before you sit in.
The Ante
As mentioned in the Rules Section the usual Ante in the lower-end
games is 10% of the low betting limit. When the betting limits
climb so does this percentage, up to 25% or so. These higher
percentage Antes actually change the nature of the game. The
proportionally larger pot makes it worthwhile to come in strong
in an attempt to "steal" the Antes.
Different games, different strategies
When stealing the Ante becomes a worthwhile proposition, the speed
and intensity of play also increases, which in turn requires
a shift in playing strategy. Stud players traditionally find
it difficult to make the transition to the higher betting limits
precisely because of this change.
Level of play
It should come as no surprise that the big games attract the big
players. A rookie can and will get eaten alive by the sharks
at the $100-$200 tables without learning much in the process.
What's the point of that? Remember, Stud is a skill game and
overestimating yours will cost you money.
Playing the Cards
A major part of any winning player's strategy has to be card memory
and card analysis. Studying what's on the table and what it could
mean is critical in Stud. You must observe the upcards in each
street and ask yourself:
Does it help or hurt your chances?
Does it help or hurt the receiving player's chances?
Does it help or hurt the other player's chances?
Trips
Three of a Kind (a.k.a Trips, "a set") is the best opening
hand in 7-Card Stud and the higher the rank the better. They can
often win you the round without improvement and leave you great
flexibility in your betting and positioning in the coming streets.
If anyone at the table knew you held Trips right off,
they'd almost certainly Fold. The usual recommendation
is to take it slow and hide what you've got. Bet modestly,
Check or Call as necessary, until you're in the high
streets (5-7th) where you can drag more money into the
pot.
You want to keep as many players in as long as possible
because you're probably going to beat them. This is called
the "slow play" and is designed to maximize
the pot.
If you're holding a set of "scare cards" (Aces
or Kings), or highest door card, keep in mind that everyone
is expecting you to Raise, so if you don't they're going
to wonder what's up. With anything other than the scare
cards there's no need to bother.
At "the turn" (fourth street) you continue
to play modestly, keeping the other players in.
Once you hit fifth it's time to make the others pay
to stay. If they're still in at the fifth, the chances
are that they'll want to see the "river" (seventh
street) and won't be scared off by the steeper action
you provide.
As ever, watch the opponents cards watching for anything
that could honestly threaten your potential win.
High Pairs
After Trips, a High Pair (10s or better) is the best starting hand
you could hope for. If the paired cards are in the hole (face
down) that's even better: open cards are worth less since the
others can see or surmise what you've got. This is a solid position
for an opening Bet or Raise or even a re-Raise if you hold highest
door, J or better.
Don't be afraid of strong betting in third and fourth
streets because you want to eliminate as many players
as possible while it's cheap to do so. You still need
to improve on your hand so you don't want anyone to pull
cards for free.
If there are better door cards on the table--you've
got holed Queens and there's a King and Ace on the table--it's
probably wise to leave it at a single Raise. If it's
two Aces, for example, on the table then don't hesitate
since it's already looking like a broken threat.
If you door card is reasonable, say a 10 or Jack, and
the High Pair is buried you're in an ideal situation.
Your Raise will look like you're moving on the Paired
10s, for example, and the other players will respond
accordingly. You're in an excellent position to pull
them in deeper in the later streets.
By fifth the remaining hands that do not have an obvious
strong position (non-paired opens) are probably draw
hands. Raise in order to knock them out.
Sixth and seventh: if you're not beaten by the open
cards and you've improved on the Pair, Raise. Otherwise
you have to consider Folding, or at least Check along
if there's no Raises to match and nothing on the table
looks threatening.
Three to a Flush
Three cards to a Flush is a "drawing" hand: you need
cards to make anything worthwhile. That said, it's worth a Raise,
but how much money you can put behind it without giving yourself
away is largely determined by your door card.
If your doorcard is Faces or Aces (A, K, Q, J), then
the Raise will look like you're backing a high Pair.
If your door leads, following a Raise and re-Raise will
probably pass without being suspected.
The "head" cards, highest of the held cards,
also affect how you play the hand. Assuming you don't
have High door as above, you want J or better in the
Flush to justify the betting. This way you're drawing
to both the Flush and a High Pair to balance the expense.
If you've got a weak door or no High cards you need
to get to fourth street as cheaply as possible since
you're facing 5 to 1 odds against completing your hand.
Consider mucking if any of the cards you need are "dead" (in
another player's hand).
If Fourth street brings you a fourth for the Flush you're
facing 1.5 to 1 against completing, which is good odds
at this point and worth a Raise. Consider mucking if
two or more of the cards you need are "dead" or
if you've got no High Pair possibilities as an out.
Fifth street: you must have that fourth to the Flush
by this point in order to justify further betting. If
you get it, and especially if there's a High Pair out,
consider raising. The odds are still reasonable that
you'll complete (2 to 1 against).
By the sixth the odds are swinging against you at 4
to 1 to complete. You can only justify staying in if
it's cheap and there's still some chance of an out. Otherwise
muck.
Three to a Straight
Again, we're talking about a draw hand, and this one's a lot tougher
to complete than the 3-Card Flush. If you've got two or three
High cards, you've got a chance at a High Pair as an out. This
hand can sustain a Raise or even a re-Raise if it's an Outside
Straight (can be completed from either end). But don't let A-K-Q
fool you: that's an Inside Straight (only open at one end) and
is better played for it's Pairing possibilities.
Throughout the round it's doubly important to study
the other players cards for anything that could kill
your Straight. If any one of the cards you could use
is dead, it seriously detracts from your completion chances.
At fourth street you want another (consecutive) card
in your Straight. If you don't get it, Fold unless all
of your cards beat the up cards. If you've still got
an Outside Straight you're facing 1.3 to 1 odds against
completing and this is worth continuing to play. If you
draw a fourth to the Straight and it leaves you with
an Inside Straight consider folding unless you're holding
the two highest up cards.
At fifth street you're facing 2 to 1 odds against completing.
If you still have two of the highest up cards then it's
worth Check or Call to continue to the sixth. Otherwise
Fold. Four to a Straight is tempting to chase, but it's
not nearly as good a bet as it looks.
By sixth street you're facing 5 to 1 odds and there's
no justification to continue unless all necessary cards
are still "live" (in play, not "dead").
If your open cards still lead, it's worth a Raise. Muck
if you're facing a double Raise.
Playing Style
There are a million hands is Stud and probably just as many ways
to advise a player on their playing strategy. From all I've seen
and read I'd say that it boils down to two options: Bull or Bear.
The Bear
This player is conservative, plays "tight", takes the
risks only when there's something to back it up. In this play style
the streets largely determine the player's action.
On third street the tight player has a simple choice,
do they have the goods? If they're holding Trips, three
to either a Flush or Straight, a high Pair (10s or better)
or, at the very least, two of the highest cards (A-K)
they bet. Otherwise they Fold without a second thought.
On fourth street it's a question of whether they've
improved their initial hand, still appear to lead and
have a solid chance of bringing it home. At this point
only Trips, four to a Flush or Straight, Two Pair and
no visible competition justify a bet. Otherwise the hand
is over and nothing significant has been risked.
The rest of the round is the expensive streets and the
tight player must believe they are holding the "nuts",
the winning hand. If they're still trying to draw that
hand, they'll only continue if it's cheap to do so, the
cards they need are still alive (not showing), and the
upcards pose no significant threat. Otherwise, they're
gone.
Playing tight is about risk minimization. Nothing is
ventured without the cards to back it up. If the betting
gets too steep, Fold. If the cards are going against
you, Fold. If you're running out of time and still don't
have the cinch hand, Fold.
The Bull
Bullish, aggressive play, is almost the opposite. What you have
in your hand is important, but it's equally important to assess
how your cards appear to the other players. The bullish player
manipulates their opponents expectations as much as they managing
their own cards. And they push the game, following a "Raise
or Fold" policy, forcing the other players to pay up or
muck out.
The key to bullish play, in addition to knowing your
game as well as the tight player does, is careful card
analysis. It's a never-ending game of "how do my
cards appear to him?", "am I supporting that
perception with my actions?", "is he falling
for it?", "can I use his expectations to get
more money on the table?".
Sound tricky? It is! Bullish players make Stud the roller-coaster
ride that it is and they demand the most of a player's
powers of observation, card analysis, and psychological
deception
Bull or Bear?
Is it better to be a "rock", play ultra-conservatively
and only risk your money when you've got the nuts. Or is it best
to play aggressively, only Fold or Raise, almost never Check, and
force the other players to pony up or muck out?
While the beginning player might think that tight play
is the shrewd approach, it's not necessarily so. First,
you'll get the reputation of being a "rock" and
few people enjoy playing with someone who is tight-fisted
and super cautious. Worse, you're probably going to lose.
When the other players can predict your card decisions
they've got an huge advantage and that will put your
money in their pocket.
Bullish play is favored among professional players.
By choosing the "Raise or Fold" policy, they
force more money out onto the table. And since their
style is far less predictable they have more room to
maneuver, more ways to attack, more opportunities to
use your expectations against you. Bullish play and solid
card skills wins the money.
Reading the Players
Anything that gives a player's feelings or intentions away is called
a "tell" and learning to read these is a key component
of Poker play. Obviously when you play online, you're don't have
direct access to this information, so the dynamics of the game
change a bit. But there can still be ways to gain this type of
information.
The chat box that appears in most online Poker games
can be a dead give-away. I've been in games where players
would jump on the chat box as soon as they read their
cards and had a good hand. They're happy and they want
to share their good feelings with others. A shrewd Poker
player absorbs this information and uses it to gain a
playing edge.
I've also seen players who would jump on and cuss the
cards whenever he thought he'd received something good:
he's trying to lull the other players into thinking they've
got him beat. Same story: use what you know about his
playing style to beat him and take his money.
To Bluff or not to Bluff?
The do's and don't of bluffing could fill a small book
on their own, but here are a few of the most important
things to keep in mind:
Avoid bluffing heavy winners: they can afford to Call and usually
do.
Beginners are often desperate to know what you've got and will
Call just for the sake of knowing.
Experienced players play a cagey game, are studying your actions
more closely, and are often easier to bluff.
Ask yourself how good your cards might look to the other players.
Don't bluff without at least a little something in your hand to
make it look threatening.
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