JV'S
POKER ROOM
BY:
John Vorhaus
Last time we had a squiz (that's Australian
slang for "a quick look") at some strategies
and tactics for playing Texas hold 'em.
This time we'll do the same for seven-card
stud.
As in hold 'em, the most important thing
you can do in seven-card stud is choose
the right hands to play. In most low-limit
stud games, your opponents will be much
too liberal, too loose in their starting
requirements. If you just make your starting
requirements more rigorous than theirs,
you can consistently make money on the
margin.
Seven-card stud, as you know, starts out
the deal with two cards down and one card
up to every player. The best possible
starting hand, then, would be three aces,
followed closely by any other three-of-a
kind. This hand is always playable, and
should probably be brought in for a raise.
Maybe you're thinking that you should
slow-play your monster hands, and maybe
- in certain circumstances - you should.
But in low-limit stud it doesn't play
to get too cute, and let your already-too-loose
opponents draw out on you. Good rule of
thumb in stud, as in all of poker: When
you get the goods, bet the goods.
So bang away with your trips, rolled up,
but recognize that this sort of super-premium
hand will come along only rarely. Much
more frequently, you'll see a starting
hand consisting of pairs, either concealed
(both of the down-cards comprising the
pair) or split or open (your up card,
or door card, matching one of your hole
cards). Generally speaking, hidden pairs
are stronger than split pairs, and high
pairs are stronger than low pairs. All
paired hands can be played in certain
circumstances if your cards are live.
Suppose you have a concealed pair of tens
with a jack showing. You look around the
table at your other six or seven opponents,
and don't see any tens or jacks among
the exposed up-cards. Your tens and jack,
then, are said to be live, because you
still have a live chance of catching matching
cards on subsequent rounds. Obviously
if your opponents all held tens and jacks,
you would have no hope of improving to
three of a kind or two pair. That's the
time to fold!
Seven-card stud, you will find, is a game
of live cards. Sometimes you have a premium
holding, but all the cards you'd need
to catch are already present and accounted
for. Sadly, your cards are not live and
you must fold.
In addition to playing starting hands
containing pairs, you can play starting
hands consisting of three to a straight
or three to a flush - the higher their
rank, the better. But again, the live-cards
rule applies. If you start out with three
spades, but you see four spades out against
you on the board, you are drawing slim.
Save your bets for when you have the best
of it; specifically when your cards are
live.
The final group of cards you can start
with is three unrelated high cards - A,
Q, J, for example. Your hand can improve
two ways: to high pairs or maybe to a
straight. This is not a terribly strong
holding, however; it's gonna need a lot
of help! So only play it if you can get
in cheaply, and get away from it if you
don't improve right away.
Let's
talk about improvement. After the first
three cards are dealt, there's a round
of betting. Then the dealer tosses everyone
a fourth card. Did you improve? Did you
catch a fourth card to your straight or
flush? Did you match your pair cards or
your kicker? If you improved, you can
continue to play. If you did not improve,
you should seriously consider folding
right then and there, especially if one
or two other players did improve, and
they come out swinging with big bets.
This is so crucially important in stud:
If you don't get better, you must get
out! Otherwise, you'll find yourself chasing
other players who have improved, and you'll
chase and chase and chase, and only rarely
catch up.
Here's
a great way to think about stud: Every
hand is a race, where the best hand after
seven cards is said to be the winner of
the race. You can give yourself a big
head start by only choosing to begin the
race when you have superior cards. And
you can do yourself a huge (money-saving)
favor by dropping out of those races where
your head start falls away because you
failed to improve. Be the leader, rather
than the chaser; that's how you win a
race around here!
It's crucially important to remember which
cards have been exposed and which cards
have been folded. This impacts not only
your hand, but also your opponents' holdings.
If your opponent is clearly on a flush
draw, for example, and you know that most
of his suited cards have already fallen
on other hands, you can calculate that
his chances of making that flush are fairly
slim. The odds are in your favor, and
you're in a perfect position to punish
your foes!
So
if you play seven-card stud, you have
to pay close attention to all the cards
you see. Practice at home memorizing the
up-cards, so that your memory will serve
you well in the heat of combat. And don't
confuse facts with wishful thinking! If
you know that you need a four to complete
your straight, and there's only one four
left in the deck, don't delude yourself
into thinking that you're going to hit
that one-outer or case card. Get away
from the hand as fast as you can, and
plan to attach the pot more vigorously
when the cards, and the odds are in your
favor.
There's
a terrific book on seven-card stud that
will tell you everything you need to know
about breaking in to the stud scene. It's
called 7 CARD STUD: THE WAITING GAME by
George Percy. Read this slender book and
you'll be ready to knock 'em dead in most
low-limit games. Short of that, remember
these three things: 1. Have stringent
starting requirements. 2. Your cards must
be live. 3. Get better or get out.
Now
go out there and knock 'em dead.
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