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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