JV'S
POKER ROOM
BY:
John Vorhaus
If you've played any poker at all,
then the two games you probably know for
sure are draw poker (bet, draw, bet again)
and seven-card stud. Well, if you haven't
spent much time playing casino poker,
you may be surprised to learn that draw
poker isn't played at all in casinos anymore,
and that seven-card stud, while still
played, is frequently pushed aside by
its more robust and intriguing cousin,
seven-card stud, high-low split, eight
or better for low. As that is a ridiculously
long and cumbersome name, in this column
we'll refer to it by its colloquial shorthand,
seven-stud/8.
As
you may recall from our discussion of
Omaha/8, when we speak of an eight-or-better
for low game (also known as an eight must),
we're speaking of a game where the high
hand splits the pot with the low hand,
if the low is qualified; that is, if the
low hand is comprised of five different
cards valued eight or lower. No qualified
low, the high hand wins the whole pot.
By way of reminder, straights and flushes
play for low, so that the best possible
low is A-2-3-4-5, regardless of suit.
As in seven-stud high only, in seven-stud/8,
each player starts with three cards, two
down and one up. As in seven-stud high
only, the lowest card is forced to open
the betting for a minimum sum, such as
$2 in a $5-10 fixed limit game. After
the initial bring-in, each player in turn
has the option of calling the $2, folding,
or raising the bet to $5. Most of the
time in high only, if you're forced to
bring in the bet you're not all that happy,
because you have the lowest card on the
table and so, at least on the face of
it, you start with the weakest hand.
Not
so in seven-stud/8! Your low card may
be the opening door to a real powerhouse
low, so being forced to open the betting
in seven-stud/8 is not the transitory
tragedy that it is in seven-stud high
only. A hand like (A-5) 2 (the cards in
parentheses are your hole cards) would
be a dismal bring-in in seven-stud, but
are fine for seven-stud/8. Why? Because
prized hands in seven-stud/8 are the ones
that can scoop the whole pot. If you think
about this for just a second, you'll see
the logic of it, I'm sure.
Suppose you start with a hand like (K-K)
Q. That's a big hand in seven-stud high,
but in a high-low split game, you figure
to win the whole pot only on those occasions
when all of your opponents fail to complete
their low draw. And then you'll only win
a sizeable pot if they fail to complete
late. If they brick out (miss their
draw) early on, they'll just fold, and
you'll be left with not much of anything.
On the other hand, suppose you start with
a hand like (2-3) 4, or (46)
7.
Now you have a hand with two-way potential.
You're two cards away from a made low,
and two cards away from a straight or
a flush. Considering the second example,
suppose you catch a perfect 5
on fourth street. At that point you have
16 cards that complete your low, eight
cards that complete your straight and
nine cards that complete your flush. And
then, if you complete your low on the
next card, you're freerolling for
the high half of the pot.
Now you can see why those big cards lose
so much value in seven-stud/8. You may
be a big favorite with, say, two pair,
but if you're up against a solid low draw,
you can't protect your hand. The low draw
will go all the way to seventh street,
hoping to catch low and catch a low straight
or a flush.
So
here are your rules of thumb for expert-in-an-instant
seven-stud/8 play:
1. Only play a powerful high hand if you're
the only one going high and if there's
lots of competition on the low side. Why?
Because many people drawing to low means
that a lot of low cards are already out,
increasing your chances of scooping, and
even if you have to settle for half the
pot, a lot of people will have donated
to your cause along the way.
2. Push your coordinated low cards hard.
If you have three to a low straight or
low flush, treat it as the powerful hand
it is. After all, if you're going to scoop
a pot, you want it to be a pot worth scooping.
Raise! Keep pushing as long as you keep
improving, and only slow down or surrender
if you brick out.
3.
Hands with aces are worth more. Since
an ace can be either a high or a low card,
aces in your hand are a very good thing.
A starting hand like (A-3) 5, even if
it's not suited, has a number of ways
to grow into a two-way winner.
4. Don't play hands containing an 8. This
sounds like a funny rule of thumb, I know,
but think about it: If you have an 8 in
your hand, you're naturally aiming for
a high low (a low with 8 as your top card)
or a low high (a pair or a set of 8s,
or a straight containing an 8). In either
case, you're vulnerable to better hands
on both sides. You'll have to surrender
this hand in the face of active betting
in almost any case anyhow, so stay out
of trouble by not getting involved in
the first place.
If
you'd like to learn more about the play
of this fascinating game, I suggest you
read 7-Card Stud (Hi-Lo Split, 8 Or Better),
Book One by Andy Nelson. It tells
the beginner everything he needs to know.
You also might like to check out Wilson
Software's Turbo Seven Card Stud 8
or Better for Windows. It a little
pricey (list is $89.95), but like all
good simulations, it saves you a lot of
money over time by giving you the experience
you need before you put your own cash
in play.
Next
time out, we'll tackle tournament poker.
Till then, remember, "When you get
the goods, bet the goods!"
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