Let It Ride Guide · Part 6Advanced Strategy

See how exact card ranks, outs and visible information can change the value of borderline Let It Ride hands.

18 min read Borderline hands Next: Bankroll
Four cards, one to come Both are straight draws

Hand A — outside

8Straight outs · a 5 or a 10

Hand B — inside

4Straight outs · only a 7

Similar-looking hands. Different mathematics. Four connected-looking cards each, and one holds twice as many winning cards as the other. Advanced strategy is the habit of counting instead of glancing.

Basic Strategy and Advanced Strategy

Basic strategy gives you a reliable way to make the standard decisions in Let It Ride: you recognise the hand, compare it with the chart and decide whether the wager stays or comes back. Advanced strategy goes one step further. Instead of looking only at the category of your hand, you begin paying attention to the exact cards involved, the number of useful cards still available, the strength of your draws and the information that is legitimately visible during play.

That last point matters. Older Let It Ride material sometimes suggested trying to look at neighbouring players' concealed cards and adjusting your decisions from what you saw. Do not do that. If a casino's rules say another player's cards are private, treat them as private. Advanced strategy should be based on your own cards, the community card, openly exposed information and the actual pay table being used.

There is already plenty to work with. A hand that looks almost identical to another can have a different expected return because one contains an extra high card. A straight draw can change sharply depending on whether it has four outs or eight. A suited hand may move from poor to playable when enough additional ways of winning are present.

Basic strategy asks

What category is this?Three-card straight draw, mixed suits

  • Question asked Which row of the chart?
  • Information used The hand type
  • Answer Look it up, act
Advanced strategy asks

How many cards can pay me?And what will each of them pay?

  • Completion routes 3-way
  • High ranks held 10, J, Q
  • Pairing outs 9

Same three cards. The first question sorts the hand; the second question measures it. Most of the time both arrive at the same answer — the interesting hands are the ones where they might not.

Where Basic Strategy Stops

Basic strategy is designed to be easy enough to use at the table, which means it groups many similar situations together. Most of the time that works perfectly well. But some hands sit close to the line, and a small change in the cards may move the expected return from just below break-even to just above it.

That does not happen with obvious hands. The advanced decisions appear between the extremes: low pairs, three-card straight draws containing high cards, three-card flush draws containing high cards, three-card straight-flush draws and four-card straight draws. These are the hands where card composition can matter.

Basic hand Recognise the category

Made hand, low pair, straight draw, flush draw, straight-flush draw or nothing at all.

Additional information Look at the exact cards

Which ranks, how many completion routes, how many high cards, what is legitimately exposed.

Value changes Count the winning cards

More routes and more high ranks mean more cards that pay. Removed cards mean fewer.

New decision Keep or pull back

The wager stays only when the winning possibilities are worth what it costs to leave it there.

That four-beat sequence — basic hand, additional information, value changes, new decision — repeats throughout this page.

No Extra Calculation Needed

You do not need advanced calculations on every hand. A made hand stays, a poor hand goes, a four-card flush stays. If you hold Q♣ Q♦ 5♠ you have a made hand and the wager stays. If you hold 3♣ 6♦ 8♥ there is very little to debate. Save the thinking for the hands that deserve it.

Already winning Keep

1Let it ride

A pair of queens already qualifies. Nothing the community cards do can take it away.
Nothing there Pull back

1Pull back

No pair, no useful draw, no suit, no high ranks. There is nothing here to calculate.
Four to a flush Keep

2Let it ride

One more club finishes the flush, and the king can pair as well. An easy second decision.

Made Hands Stay Simple

If you already have a qualifying hand, leave the wager in action: a pair of tens or better, two pair, three of a kind, a straight, a flush, a full house, four of a kind, a straight flush or a royal flush.

Once the hand is already guaranteed to pay there is no reason to pull back an optional main-game wager — the remaining community cards can only leave the hand where it is or improve it. That is true whether you are using basic strategy or studying every card in detail.

Guaranteed to qualify
Your cards
Pair of queens — already paid
1Let it ride 2Let it ride $Stays — cannot be withdrawn

The only open question is whether the community cards turn the hand into something that pays more. There is no advanced analysis to do here, and no version of it that would produce a different answer.

Royal Flush Draws

A three-card royal-flush draw needs very little debate. You have three high cards, they are suited, and they are connected to the strongest possible poker hand. Even when the remaining cards do not produce the royal flush there are other ways for the hand to become profitable: you can pair a high card, complete a straight, complete a flush, or hit a straight flush. The combination of possibilities makes these hands considerably stronger than ordinary three-card draws. Let them ride.

Three to a royal Keep

3 high cardsSuited

Royal flush, straight flush, flush, straight or a high pair — five different ways to be paid.
Three to a royal Keep

3 high cardsSuited

Every visible rank can pair into a qualifying hand, and the suit is still live as well.
Three to a royal Keep

3 high cardsSuited

The straight structure is narrower at the top of the deck, but the suited high cards more than carry the hand.

The Value of High Cards

High cards are more important in Let It Ride than they first appear. For strategy purposes treat 10, J, Q, K and A as high cards, because pairing any one of them produces at least a pair of tens or better. A high card is not merely useful for making a straight or flush — it creates additional winning cards.

Three high ranksTen, jack, king

  • Tens remaining 3
  • Jacks remaining 3
  • Kings remaining 3
  • Cards that pair into a winner 9

No high ranksFour, five, seven

  • Fours remaining Do not qualify
  • Fives remaining Do not qualify
  • Sevens remaining Do not qualify
  • Cards that pair into a winner 0

Nine extra winning cards against none. That difference alone can move one hand much closer to playable territory than the other.

Where the nine pairing outs come from 9 outs

9Pairing outs

Each visible high rank leaves three matching cards in the deck. Three high ranks therefore create nine cards capable of producing a pair of tens or better.

Low Pairs

Basic strategy normally tells you to pull back Bet 1 with a pair of nines or lower, and that remains a perfectly reasonable rule. But low pairs are closer to playable than many people assume.

Consider 7♣ 7♦ K♠. You already have a pair, but it does not qualify because sevens are below tens. Two community cards remain, and several outcomes can rescue the hand: another seven gives you three of a kind, a king gives you two pair, two additional kings can create a full house, and two matching community cards can create two pair or something stronger. Low pairs are not hopeless — they are simply not normally good enough to justify Bet 1 under ordinary basic strategy.

Now compare 7♣ 7♦ 3♠ with 7♣ 7♦ K♠. The pair itself is identical, but the king creates an additional way to produce a qualifying hand: a community king gives you 7♣ 7♦ K♠ K♥, two pair. The kicker can matter when you are examining exact expected value rather than merely following the broad low-pair rule. The effect is not necessarily large enough to overturn the normal decision by itself, but it is part of the calculation.

Pair of sevens, three kickerThe kicker adds nothing that qualifies

  • Sevens left 2
  • Routes to three of a kind Yes
  • Two pair with tens or better No route

Pair of sevens, king kickerThe highlighted king is the whole difference

  • Sevens left 2
  • Routes to three of a kind Yes
  • Kings that make two pair 3

Same pair. Different expected value. Neither hand is being recommended as a keep — the point is that two hands filed under the same basic-strategy heading are not worth exactly the same amount.

Low Pair After the First Community Card

Once the first community card appears the situation becomes much simpler. Start with 7♣ 7♦ K♠ and look at what the fourth card does. The second decision should always be made from the four cards now visible, not from how the hand felt three cards ago.

Community card: K♥

2Let it ride

Community card: 7♥

2Let it ride

Community card: 4♣

2Pull back

Three different fourth cards, three different answers, and none of them depends on what you did with Bet 1. Evaluate the four cards in front of you as though you had never seen the hand before.

Straight Draws With Three Cards

Three-card straight draws are one of the areas where players often overestimate their hand. A hand such as 5♣ 6♦ 7♠ looks attractive, but two cards are still needed and there are many ways for the final hand to miss. The exact value depends on two things: how many ways the straight can be completed, and how many high cards are already present.

A draw's way count is simply the number of distinct five-consecutive-rank windows that contain all three of your ranks. The ace counts low in A-2-3-4-5 and high in 10-J-Q-K-A.

One route only 1-way

Needs 4 and 5

Only one rank combination completes the straight, and both of the required ranks have to appear. 10, J, A has the same problem — it needs Q and K and nothing else.
Two routes 2-way

6 and 99 and J

Two different rank combinations work, which makes 7, 8, 10 considerably more flexible than the one-way example.
Three routes 3-way

6 and 77 and JJ and Q

Three paths to the straight. The more completion routes available, the more valuable the draw becomes.

The way count and the high-card count are separate measurements. A draw can be strong on one and empty on the other, which is exactly what the next comparison shows.

Three High Cards Change the Picture

The strongest ordinary straight draws are the ones containing high cards. Consider 10♣ J♦ Q♥ — three qualifying high ranks, so any additional ten, jack or queen can create a winning pair. Compare that with 4♣ 5♦ 6♥, which is tightly connected but contains no high ranks at all.

Here is the part worth being precise about. Both hands are 3-way draws. 10-J-Q completes with 8 and 9, with 9 and K, or with K and A; 4-5-6 completes with 2 and 3, with 3 and 7, or with 7 and 8. Their straight structure is identical in strength. They differ only in high cards — and that is the entire lesson.

10, J, Q8+9, 9+K, or K+A

  • Straight routes 3-way
  • High ranks held 3
  • High-pair outs 9

4, 5, 62+3, 3+7, or 7+8

  • Straight routes 3-way
  • High ranks held 0
  • High-pair outs 0

Identical straight structure, three high ranks against none. The cards may look equally attractive as straight draws. They are not equally valuable in Let It Ride.

When a Straight Draw Becomes Interesting

The advanced question is not simply “can I make a straight?” It becomes a short list of questions, and only the combined answer decides whether another wager is justified.

  • How many straight combinations remain?
  • How many high-pair possibilities exist?
  • What other final hands can appear?
  • What is the actual pay table in front of you?
  • Does the combined expected return justify another wager?
  • Has anything been legitimately exposed that removes an out?

This is why a computer calculation is more reliable than judging the hand by appearance. A hand can look beautiful and still be below break-even; another can look ordinary and be much closer to the line.

Flush Draws

Three suited cards create another classic temptation. Suppose you hold 3♣ 10♣ K♣ — three clubs and two high cards. That is much more interesting than 3♣ 6♣ 8♣, which relies heavily on completing the flush. The first can also win by pairing the ten or the king. Both are three-card flush draws; they do not have identical value.

3, 10, K of clubsSuited with two high cards

  • Route to a flush Yes
  • High ranks held 2
  • High-pair outs 6

3, 6, 8 of clubsSuited with nothing else

  • Route to a flush Yes
  • High ranks held 0
  • High-pair outs 0

Same suit, same number of cards, very different secondary value. The second hand needs the flush; the first has other ways to be paid.

Four Cards to a Flush

Once a fourth suited card appears the decision changes dramatically. If the first community card is 7♣ your hand becomes 3♣ 10♣ K♣ 7♣. Only one card is to come, and there are thirteen clubs in the deck of which four are already in front of you — 13 − 4 = 9 clubs remain, any of which completes the flush. There may also be additional winning cards that pair your ten or king. This is why a four-card flush draw is an easy Bet 2 decision.

Four clubs, one card to come 9 clubs remain

2Let it ride

Nine cards complete the flush outright, and the ten and the king can still pair for a qualifying hand on top of that.

Straight-Flush Draws

Straight-flush draws combine two forms of value: the cards are suited and the ranks are also connected. Consider 4♣ 5♣ 6♣ — three clubs plus a strong three-way straight structure. Compare that with 3♣ 6♣ 8♣, still suited but with much weaker straight potential.

The three-card rule is short: keep a 3-way straight-flush draw; keep a 2-way draw when it contains at least one high card; keep a 1-way draw when it contains at least two high cards. Pull back weaker versions. That gets you very close to the correct decisions without long calculations at the table.

1-way Keep with 2+ high cards

1-way3 high cards

1Let it ride

Needs Q and K. A 1-way draw qualifies with at least two high cards, and this hand holds three — the ten, the jack and the ace.
2-way Keep with 1+ high card

2-way1 high card

1Let it ride

Needs 7 and 10, or 10 and Q. A 2-way draw qualifies with at least one high card, and the jack supplies it.
3-way Always keep

3-wayNo high cards

1Let it ride

Needs 2 and 3, 3 and 7, or 7 and 8. A 3-way draw qualifies on its own, with or without high cards.

These are the same three examples published on the basic strategy page, and they are deliberately unchanged. Advanced strategy explains the rule; it does not quietly replace it.

Borderline Straight-Flush Hands

One step below those qualifying hands you may encounter a 2-way straight-flush draw with no high cards, a 1-way straight-flush draw with one high card, or a suited and connected hand that has lost one of its best completion routes because of an openly exposed card. These are the hands where exact composition matters.

The correct question is whether enough winning possibilities remain to justify the wager. Do not simply think “it's almost a straight flush” — “almost” has no mathematical value. Count what can actually happen.

Borderline 2-way

No high cards

A 2-way draw with nothing that can pair into a qualifying hand. It sits just under the published rule.
Borderline 1-way

2 high cards

A 1-way draw carrying two high cards does qualify. Take away one of those high ranks and it no longer does.
Borderline Route lost

3-way

Strong on paper — but if a card it needs is openly exposed elsewhere, some of those routes are already gone.

When a Draw Loses One of Its Routes

Suppose you hold 3♣ 4♣ 5♣, a strong suited and connected starting hand with several straight combinations available. Now imagine legitimate exposed information shows that one useful club is no longer available: the number of possible winning combinations drops slightly, and if several useful cards are known to be unavailable it drops further.

That is the underlying principle advanced strategy uses. You are not changing the payout — you are changing the number of cards capable of reaching it.

Basic hand Suited and connected

Several straight combinations, a live flush and a straight-flush possibility on top.

Additional information Openly exposed A useful club is face up

A card the hand needed has been turned face up under the rules, so it can no longer arrive.

Value changes Fewer winning combinations

The payout for a straight flush has not moved a penny. The number of ways to reach it has.

New decision Recount before you commit

A hand sitting close to the line can be pushed across it by one or two genuinely unavailable cards.

The struck-through card above is drawn with a cross and labelled “openly exposed”, so it is identifiable without relying on colour.

Do Not Use Concealed Cards

Some older Let It Ride material told players to peek at a neighbour's hand and adjust accordingly. That advice is wrong and this page repudiates it. It is not advanced strategy — it is using information the game does not permit you to have.

If cards are openly exposed under the rules you can naturally take that into account; otherwise base the decision on the information available to you. There is still more than enough strategy to work with, and every other section on this page continues to work perfectly without a single glance at anybody else's cards.

Only use information that is legitimately visible under the rules.

Do not
  • Try to look into another player's concealed hand.
  • Choose your seat so you can secretly view cards.
  • Encourage someone to expose private cards when the table rules prohibit it.
  • Continue after a dealer tells the table that cards must remain hidden.
Use
  • Your own three cards.
  • The community cards as the dealer reveals them.
  • Any card the casino has openly exposed in the ordinary course of the game.
  • The pay table and table maximum printed in front of you.

If a casino's rules say another player's cards are private, treat them as private. That is the whole rule, and it has no exceptions worth arguing about.

Four-Card Strategy

The second decision is where advanced calculations become much easier. You know four cards, only one community card remains, and under normal conditions 48 cards are still unknown, so you can evaluate every possible final card.

Most four-card situations are still obvious: made hand — keep; four-card flush — keep; strong straight-flush draw — keep; worthless hand — pull back. The real advanced work is concentrated in straight draws.

Four known · one to come
Forty-eight is a small enough number to work through by hand once you know what you are looking for.

Inside and Outside Straights

Take 6♣ 7♦ 8♥ 9♠. Either a 5 or a 10 makes the straight — four fives and four tens, so eight straight outs. Under the standard 5-to-1 straight payout those eight cards alone create a very strong case for keeping Bet 2.

Now take 6♣ 8♦ 9♥ 10♠. Only a 7 completes the straight: four straight outs. That is a much weaker draw, and unless the hand has significant additional value from high cards it normally is not enough.

Outside straightOpen at both ends

  • Completing ranks 5 or 10
  • Straight outs 8
  • High-pair outs 0
2Let it ride

Inside straightOne gap in the middle

  • Completing rank Only a 7
  • Straight outs 4
  • High-pair outs Only the ten
2Pull back

Twice as many straight outs, and the dashed card marks the missing seven. The two hands look similar on the felt and are not close in value.

The Four High Card Exception

Take 10♣ J♦ K♥ A♠. Only a queen completes the straight and four queens remain, which sounds weak. But the hand also contains four high cards: three remaining tens, three jacks, three kings and three aces, creating 12 additional cards capable of producing a qualifying high pair. Those extra wins make the hand much stronger, and that is why basic strategy allows an inside straight when all four visible cards are high.

Four high cards, one gap 16 of 48 cards win

Route 1 — fill the straight

Route 2 — pair one of the four high ranks

2Let it ride

There is no double counting here: the four queens make the straight, and the other twelve cards make a pair. Each winning card is counted once, at the best hand it creates.

Outside Straight With No High Cards

Look again at 6♣ 7♦ 8♥ 9♠. There are no high-pair possibilities at all — every rank in the hand is below ten — but eight cards complete the straight, which is enough to make the situation close to break-even under the traditional 5-to-1 schedule.

This creates one of the important comparisons in Let It Ride: an outside straight with no high cards, and an inside straight with four high cards. They look very different, yet both can sit close to the same expected-return line.

Low outside straightMany outs, no other value

  • Straight outs 8
  • High-pair outs 0
  • Winning cards in total 8

High inside straightFew outs, plenty of other value

  • Straight outs 4
  • High-pair outs 12
  • Winning cards in total 16

Two completely different hands can arrive near the same line for entirely different reasons. One is carried by its straight outs; the other is carried by its high cards.

Why Exposed Cards Matter

Suppose your outside straight is 9♣ 10♦ J♥ Q♠, which needs an 8 or a K — normally eight outs. Now imagine an eight is already openly visible elsewhere on the table. That card cannot become your final community card, so your straight outs fall from eight to seven. If a king is also exposed you fall to six, and the hand becomes weaker.

Nothing exposed
8Straight outs
Four eights and four kings are all still somewhere in the deck.
One eight openly exposed
Exposed — unavailable 7Straight outs
The eight of hearts is face up under the rules, so it can never be your final card.
A king exposed as well
Exposed — unavailable 6Straight outs
Two of the eight cards that finished this hand are gone, and the wager is worth measurably less.

Each exposed card above carries a cross through it and the words “exposed — unavailable”, so the meaning does not depend on colour. On a phone the three stages run down the page in the same order.

When an Exposed Card Is Useless to You

Now imagine the opposite. An exposed card is completely irrelevant to your hand: it does not complete your straight, it is not in your suit and it cannot pair one of your ranks. The number of possible final cards decreases while all of your useful cards remain available, which slightly improves the proportion of winning cards.

BeforeNothing else is face up

  • Unknown cards 48
  • Useful cards 8

AfterOne irrelevant card becomes known

  • Possible final cards 47
  • Useful cards Still 8

Eight useful cards out of 48 becomes eight useful cards out of 47. The proportion rises very slightly, because a card that could only have lost has left the deck.

This is an illustration of the arithmetic, not an instruction to change a decision. Whether it changes anything depends on the exact hand, and that has to be calculated.

Counting the Cards That Help

When evaluating a close four-card hand, do not count only the obvious straight card. Look for every possible final card that produces a paying result: straight outs, flush outs, high-pair outs, two-pair cards, three-of-a-kind cards, full-house cards and straight-flush cards.

Some cards may produce more than one possible description, but the final hand receives only the appropriate highest payout. Each final card must be counted once, according to the best hand it creates.

  • Straight outs — the ranks that fill the run
  • Flush outs — the remaining cards in your suit
  • High-pair outs — three per visible rank of ten or better
  • Two-pair and three-of-a-kind cards from a pair you already hold
  • Full-house cards when the hand already contains two pair or trips
  • Straight-flush cards — counted at the straight flush, not twice

A card that both completes a flush and pairs a ten is one card and one payout — the flush. Count it there and nowhere else.

A Practical Four-Card Method

The arithmetic is simple; finding every winning possibility is the part that requires care. Use the same five steps every time.

The five-step four-card workflow
  1. Count how many possible final cards remain. Normally 48 — fewer if additional cards have been legitimately exposed.

  2. Identify every final card that creates a winning hand. Not only the obvious draw: every straight, flush, pair of tens or better, two pair, three of a kind, full house, four of a kind and straight flush the four cards make possible.

  3. Apply the correct payout to each, remembering that the total returned includes your original stake.

  4. Add the total returns into one figure.

  5. Compare the result with the cost of wagering once on every possible final card.

Above the costPositive expectation — the wager returns more than it costs.
Exactly equalBreak-even — the returns and the cost cancel out.
Below the costPulling back is mathematically stronger.
This is the same method used on the odds page, applied here to the hands that sit closest to the line.

Why High Cards Are Worth Extra

Suppose you have an outside straight containing one high card: 7♣ 8♦ 9♥ 10♠. Straight outs are a 6 or a J — eight in total. But there are also three remaining tens, and any one of those produces a pair of tens, which qualifies for a payout.

So this hand is stronger than 5♣ 6♦ 7♥ 8♠. Both are outside straights; only one contains an existing high rank that can pair. That is the kind of small difference advanced strategy notices.

7, 8, 9, 10The highlighted ten is the difference

  • Completing ranks 6 or J
  • Straight outs 8
  • High-pair outs 3

5, 6, 7, 8Every rank below ten

  • Completing ranks 4 or 9
  • Straight outs 8
  • High-pair outs 0

Identical straight structure, eight outs each. One of them has three extra cards that also pay, and basic strategy files both under the same heading.

More High Cards Usually Improve a Borderline Draw

Compare three outside straights, each with the same eight straight outs and a different number of high ranks. Basic strategy may tell you to keep all three; advanced understanding explains why they are not equally strong.

No high cards 0

8Straight outs

0 high-pair outs

A 4 or a 9 finishes it. Nothing else in this hand can produce a qualifying result.
One high card 1

8Straight outs

3 high-pair outs

A 6 or a J finishes it, and the three remaining tens pay as well.
Two high cards 2

8Straight outs

6 high-pair outs

A 7 or a Q finishes it, and three tens plus three jacks add six more winning cards.

The straight structure is the same in all three. The second and third have additional high-pair possibilities that push their expected value higher.

A Scoring Shortcut

You can build a shortcut for analysing borderline four-card straights, but the exact point system depends on the particular pay table and assumptions being used, so no point values are given here. A safer way to remember the idea is as a sequence rather than a formula.

The shortcut, stated without inventing numbers
  1. Start with the number of straight outs. Eight for an outside draw, four for an inside one.

  2. Add value for the high cards already in your hand, because each visible high rank leaves three cards that can pair it.

  3. Reduce value when legitimate exposed information removes useful cards from the deck.

  4. Increase the relative value slightly when exposed cards remove losing possibilities instead.

  5. Compare the resulting expected return with the amount wagered.

For most players this is enough. There is little reason to memorise a complicated point formula if a correct strategy chart can do the same job more reliably.

The Exact Calculation Is Better Than a Shortcut

Advanced strategy can become too clever for its own good. Once players start memorising point values for every situation, errors become easy. Was that card worth two points? Was the high card worth three? Does the rule apply to an inside straight or only an outside one?

At that stage the shortcut may create more mistakes than it prevents. If you want exact play, calculate the hands beforehand and build a reference chart. At the table the decision should remain simple: recognise the situation, check the rule, act.

Away from the table Calculate

Work the borderline hands out properly, against the pay table you will actually be playing.

Before you sit down Build a chart

Turn the results into a short reference you can memorise, not a formula you have to run.

At the table Recognise, check, act

Three quick moves with no arithmetic, which is exactly where mistakes stop happening.

Advanced Three-Card Play

Three-card calculations are more difficult because two community cards remain and the number of possible outcomes is far larger, so be careful about performing detailed expected-value calculations mentally.

A better approach is to classify the borderline starting hands — low pairs, high-card straight draws, high-card flush draws, straight-flush draws — and then use a chart built from complete enumeration of every possible pair of community cards. The four sections that follow work through each of those categories in turn.

Advanced Low Pair Thinking

Take 7♣ 7♦ K♠. There are several routes to a win: another seven, another king, two community cards of the same useful rank, combinations that produce a full house, combinations that produce four of a kind. Compare with 7♣ 7♦ 3♠, which has fewer useful routes.

The king version is therefore stronger. That does not mean every low pair with a high kicker should suddenly be kept — it means two low-pair hands can have different expected values. That is the advanced lesson.

Routes with a king kicker
  • Another seven Three of a kind
  • Another king Two pair
  • Two community cards of one rank Two pair or better
  • Full-house combinations Available
  • Four-of-a-kind combinations Available
More routes, and one of them is created purely by the kicker being a king rather than a three.
Routes with a low kicker
  • Another seven Three of a kind
  • Another three Two pair, both low
  • Two community cards of one rank Two pair or better
  • Full-house combinations Available
  • Four-of-a-kind combinations Available
Fewer useful high-pair routes. The pair is identical; what surrounds it is not.

Advanced Straight Thinking

Suppose you start with 10♣ J♦ Q♥, one of the strongest unsuited three-card straight structures: three high cards and several ways to build straights. Now compare 10♣ J♦ A♥ — still three high cards, but a much more restricted straight structure.

Be exact about the difference. 10-J-Q is a 3-way draw: 8+9, 9+K, or K+A. 10-J-A is a 1-way draw: it needs Q and K and nothing else. Both hold three high cards, so the high-card value is equal — the difference between these two hands is entirely straight structure. The cards look similarly strong to a casual player; the first hand has more ways to develop.

10, J, QThree windows contain all three ranks

  • Straight routes 3-way
  • Completions 8+9, 9+K, K+A
  • High ranks held 3
  • High-pair outs 9

10, J, AOnly 10-J-Q-K-A contains all three

  • Straight routes 1-way
  • Completions Q and K only
  • High ranks held 3
  • High-pair outs 9

Three high cards each, nine pairing outs each. 3-way against 1-way is the whole of the difference.

Advanced Flush Thinking

Take 3♣ 10♣ K♣ — two high cards and three clubs. Now compare 3♣ 6♣ 8♣ — three clubs and no high cards. The first can win through a completed flush and also through high pairs and various other combinations; the second relies far more heavily on the suit. Both are “three-card flush draws”; their exact value is not the same.

Basic hand Three-card flush draw

Under basic strategy this is a single category, and every hand in it is played the same way.

Additional information

TenKing

Two of the three cards are high

Three tens and three kings remain in the deck, so six cards can pair into a qualifying hand.

Value changes 6Extra pairing outs

The flush is no longer the only way this hand can produce a paying result.

New decision Not the same as 3♣ 6♣ 8♣

Same category on the chart, measurably different value once the ranks are counted.

Advanced Straight-Flush Thinking

Four questions decide a straight-flush draw. How connected are the cards? How many completion patterns exist? How many high cards are included? How many useful cards remain available?

Consider 4♣ 5♣ 6♣, then 9♣ 10♣ J♣, then 10♣ J♣ Q♣. Here is the exact position: all three are 3-way draws, so all three are keeps under the 3-way rule, and their straight structure is equally strong. They differ only in high-card value — none, two and three high ranks respectively — and that changes expected return without changing the decision.

4♣ 5♣ 6♣ 3-way

0 high ranks

1Let it ride

Completes with 2+3, 3+7 or 7+8. Excellent suited and straight potential, no high-pair value at all.
9♣ 10♣ J♣ 3-way

2 high ranks — 10, J

1Let it ride

Completes with 7+8, 8+Q or Q+K. The same straight structure, plus six cards that can pair into a qualifying hand.
10♣ J♣ Q♣ 3-way

3 high ranks — 10, J, Q

1Let it ride

Completes with 8+9, 9+K or K+A. Same 3-way structure again, nine pairing outs, and a royal flush in reach.

Three keeps, three identical way counts, three different amounts of additional value. The chart cannot show that difference; understanding the hand can.

The Most Useful Advanced Rule

Do not ask only “what can this hand become?” Ask “how many cards can make it profitable, and what will each result pay?” That one change in thinking separates ordinary strategy from actual odds analysis.

Every casino hand can become something. The question is whether the number and value of the winning outcomes justify leaving money in action.

The weak question

“What could this become?”Every hand answers yes to something

  • Answer Always encouraging
  • Cards counted None
  • Payouts considered None
The useful question

“How many cards pay, and how much?”Only some hands answer this well

  • Answer A number
  • Cards counted Every winning one
  • Payouts considered All of them

The first question keeps wagers on the table. The second decides whether they belong there.

Do Not Overvalue Tiny Differences

Sometimes the difference between two decisions is tiny. To show how small it can be, imagine one decision returning 99.8 percent and another returning 100.1 percent. Mathematically one is better; practically, the difference on a single small wager is extremely small.

Illustration of scale only — not a calculated result for any hand

These two percentages are an illustration of scale. They are not the calculated expected return of any hand on this page, and they should not be quoted as one.

Do not spend so much effort chasing fractions of a cent that you begin making larger mistakes elsewhere. The major gains still come from the fundamentals.

  • Using the correct main strategy
  • Avoiding poor bonus wagers
  • Choosing a good pay table
  • Keeping correct made hands
  • Pulling back clearly weak wagers
  • Treating every bet as a separate decision

The advanced adjustments are refinements, not a replacement for the fundamentals.

Pay Tables Change Advanced Strategy

Everything in advanced strategy depends on the payout schedule. Increase the straight payout and straight draws become more attractive. Increase the flush payout and suited hands gain value. Reduce the full-house payout and some paired combinations become slightly weaker. Change several payouts and the correct strategy can change in multiple places.

Every number on this page is calculated against the standard schedule below, where a straight pays 5 to 1 and a pair of tens or better pays 1 to 1.

Standard main-game scheduleThe one this page assumes throughout
  • Royal Flush 1,000:1
  • Straight Flush 200:1
  • Four of a Kind 50:1
  • Full House 11:1
  • Flush 8:1
  • Straight 5:1
  • Three of a Kind 3:1
  • Two Pair 2:1
  • Pair of Tens+ 1:1
Every out count and every decision on this page belongs to this schedule.
If the straight paid moreIllustration of the effect, not a strategy
  • Royal Flush 1,000:1
  • Straight Flush 200:1
  • Four of a Kind 50:1
  • Full House 11:1
  • Flush 8:1
  • Straight 6:1
  • Three of a Kind 3:1
  • Two Pair 2:1
  • Pair of Tens+ 1:1
Every straight draw becomes worth more. No specific hand is claimed to flip here — which hands change, if any, has to be recalculated for that schedule.

Never treat an advanced chart as universal — it belongs to the pay table it was calculated for.

Table Limits Matter Too

Maximum payouts can also affect the mathematics. Suppose the table pays 1,000 to 1 for a royal flush and you are wagering $25 in each of the three main positions. All three active wagers would theoretically pay 3 × $25 × 1,000 = $75,000. If the posted maximum is $50,000, the cap bites.

The real royal-flush return is then no longer the amount printed in the ordinary pay table — the cap has reduced it, which lowers the expected value of hands that can reach the royal flush. At low stakes this usually does not matter; at higher stakes it can.

When the cap bites Example only
Check how the casino applies its table maximum. Always understand the maximum payout before assuming the printed odds apply without restriction.

The Advanced Strategy Chart

This is not a replacement for the basic chart on the strategy page — the decisions are the same. What it adds is the middle column: the thing advanced strategy actually looks at before making each of those decisions.

Nine Let It Ride hand types, what advanced strategy examines in each and the resulting decision
HandWhat advanced strategy looks atDecision
Made hand Nothing further. The hand already qualifies and the remaining cards can only improve it. Keep
Low pair The kicker. A high kicker adds a route to two pair, which is why 7♣ 7♦ K♠ is worth more than 7♣ 7♦ 3♠ — without either becoming a keep. Pull back unless it improves to two pair or better
Three-card straight draw Way count and high ranks, measured separately. 10-J-Q and 4-5-6 are both 3-way; only one of them has 9 pairing outs. Pull back
Three-card flush draw High ranks in the suit. 3♣ 10♣ K♣ has six pairing outs; 3♣ 6♣ 8♣ has none. Pull back
Three-card straight-flush draw Way count first, then high cards. 3-way always qualifies; 2-way needs one high card; 1-way needs two. Keep when it qualifies under that rule
Four cards to a flush Nine cards of the suit remain, plus any high ranks that can also pair. Keep
Four-card outside straight Eight straight outs, minus any that are legitimately exposed, plus three per visible high rank. Keep
Four-card inside straight, all four high Four straight outs plus twelve high-pair outs — sixteen of the forty-eight cards win, with no double counting. Keep
Four-card inside straight, not all high Four straight outs and whatever few pairing outs the high ranks supply. Usually not enough. Pull back

High card means a ten, jack, queen, king or ace. On a narrow screen each row becomes its own card — nothing here is hidden behind a sideways scroll.

The Hands That Never Need Advanced Analysis

There is no benefit to making simple decisions complicated. Made hand — keep. Four to a flush — keep. Strong four-card straight-flush draw — keep. Obviously poor hand — pull back.

The time to think harder is when a hand sits close to the line. If a decision is nowhere near the line, extra calculation does not change anything.

  • Made hand — keep, and stop thinking about it
  • Four to a flush — keep
  • Strong four-card straight-flush draw — keep
  • Obviously poor hand — pull back

A Complete Example

Suppose your three cards are 8♣ 9♣ 10♣ — three clubs, a connected straight structure and one high card, the ten. As a straight it is a 3-way draw, which makes this a 3-way straight-flush draw, so Bet 1 stays under the appropriate strategy.

Then the first community card arrives, and you forget the first decision entirely and evaluate the four visible cards from the beginning.

Your three cards 3-way straight flush

1Let it ride

Now forget that decision. The next one belongs entirely to the four-card hand.
Community card: J♦

An outside straight, where either a 7 or a Q completes it, and there are high ranks that can pair as well.

2Let it ride

Community card: 4♦

No four-card flush. No made hand. No valid four-card straight draw.

2Pull back

The strength of your original starting hand no longer matters. This is still the most important principle in the game: every decision stands on its own.

Another Four-Card Example

Suppose you have 10♣ J♦ K♥ A♠, the four-high-card inside straight. A queen completes the straight and four queens remain, and pairing any of your four ranks also creates a winning high pair — twelve more cards — which gives the hand enough total winning possibilities to make it a very close decision under the traditional schedule.

Now imagine legitimate exposed information shows that one queen and one king are no longer available. You have lost one straight out and one high-pair out, and the expected return drops. That does not mean you need to calculate percentages mentally at the table — it means you understand why exact visible cards can alter a borderline wager.

Nothing else exposed

4 straight outs12 high-pair outs

Sixteen of the forty-eight possible final cards produce a paying hand.
A queen and a king openly exposed

Exposed — unavailable Exposed — unavailable

3 straight outs11 high-pair outs

One straight out and one high-pair out have gone, and a decision that was already very close gets worse.

Both exposed cards are struck through and carry the words “exposed — unavailable”. Only cards the casino has turned face up under the rules are ever counted this way.

Advanced Strategy Does Not Guarantee Profit

Even perfect decisions do not change the nature of Let It Ride. You can make every correct choice and lose; you can make several poor choices and win. That is what variance does. Strategy changes expected results — it does not control the cards.

The purpose of advanced strategy is therefore modest, and it is worth being honest about what it is for.

  • Reduce avoidable mistakes
  • Recognise when a borderline hand is stronger or weaker than it appears
  • Understand why the strategy chart says what it says
  • Squeeze a little more value out of the decisions you are permitted to make

That is enough. Anything promised beyond it is not strategy.

Advanced Strategy Summary

Most hands do not need advanced treatment. Keep obvious winners, pull back obvious losers, and pay closer attention to borderline draws. High cards matter because pairing them produces qualifying hands. Outside straights generally have more straight outs than inside straights, and four high cards can make an inside straight much stronger.

Suited cards become more valuable when they are also connected. Straight-flush draws depend on both connectivity and high-card value. Different pay tables can change the correct decision. Legitimately exposed cards can change the remaining outs. Concealed cards should remain concealed. And every betting decision should be evaluated independently. That is the foundation of advanced Let It Ride strategy.

Do not turn every hand into a maths problem

Made hand, keep. Nothing, pull back. Four to a flush, keep. The counting is for the handful of hands each session that genuinely sit near the line — and if a decision is nowhere near the line, no amount of arithmetic will move it.

Advanced strategy

Let It Ride
What to countBefore the wager stays
  • Straight outs: 8 outside, 4 inside
  • 3 pairing outs for every visible rank of ten or better
  • 9 cards of the suit remain once four are visible
  • Way count for three-card draws: 1-way, 2-way, 3-way
  • Count every winning card once, at its best hand
  • Subtract outs that are legitimately exposed
What to rememberBeyond the arithmetic
  • The chart belongs to the pay table it was built for
  • Check how the casino applies its table maximum
  • Every bet is decided on its own, from the cards now visible
  • Tiny differences are not worth large mistakes
  • A memorised point formula causes more errors than it prevents
  • Correct play still loses hands. That is variance, not a mistake
High card = 10, J, Q, K or A. Use only card information legitimately available under the rules.