Let It Ride Guide · Part 3Basic Strategy

Let It Ride does not ask you to memorise dozens of decisions. Once you understand which hands are worth keeping in action and which ones should be pulled back, most of the game becomes mechanical.

14 min read Core skill Next: Advanced Strategy
Made handPair of queens — already qualifies 1Let it ride
NothingNo pair, no draw, no suit 1Pull back

What Basic Strategy Means

Basic strategy means playing each hand according to the cards you can actually see. You do not know what cards other players are holding, and you do not know what remains in the dealer's deck. You simply make the best decision available from your three cards, and then make a completely new decision after the first community card appears.

That distinction is important. The first decision and the second decision are not one continuous wager. They are two separate choices, and learning to treat them that way is one of the biggest steps towards playing Let It Ride properly. There are a few unusual straight and straight-flush situations to remember, but nothing close to the number of decisions involved in a game such as blackjack.

Basic Strategy Has Become Simpler

Older Let It Ride books often gave players complicated instructions involving all kinds of straight draws, flush possibilities and combinations that looked impressive but were not actually worth keeping. Later mathematical work showed that many of those rules were unnecessary — some hands that appeared promising simply did not return enough money to justify leaving another wager on the table.

The result was good news for players. Correct basic strategy became easier to remember. You do not need to chase every straight draw, you do not keep every three-card flush, and you do not leave money in action simply because a hand looks attractive. There are only a limited number of situations where the mathematics says the wager is worth keeping. Learn those situations and most of the game takes care of itself.

The Three Betting Circles

Before discussing individual hands, it helps to think again about the three wagers sitting in front of you. They may all have the same value, but they do not behave the same way.

The Number 1 Bet

Decision after 3 cards

The difficult one. You decide with only three cards and two community cards still to come, so the hand can improve in many different ways. A weak player leaves this bet in action too often because the hand “could still become something.” Almost every hand could. The question is whether the chance of improvement justifies leaving another wager exposed.

The Number 2 Bet

Decision after 4 cards

This wager becomes interesting once one community card has been exposed. You have four visible cards, far more information than at the start, and only one card left to come. If the fourth card completes a winning hand or gives you a strong enough draw, you leave the wager in place. If not, you pull it back.

The $ Bet

Cannot be withdrawn

Compulsory once the hand begins. You place it before seeing any cards and cannot pull it back, which makes it the least interesting wager from a strategy point of view. There is no decision to make. Once the cards have been dealt, forget about it — that money is staying in action until the hand is resolved.

  1. 1 3 cards dealt Your private hand
  2. 2 Decide Bet 1
  3. 3 Reveal community card 4 cards visible
  4. 4 Decide Bet 2
  5. 5 Reveal final card $ bet always remains

Treat Every Bet Separately

Tip 1Treat every bet separately

Your decision on Bet 1 should not influence what you do later with Bet 2. Suppose you leave the first wager in action and the dealer then reveals a poor community card. There can be a temptation to leave Bet 2 in as well because you have already committed money to the hand. Ignore that feeling. The money already left in action has nothing to do with whether the second wager is now worth keeping.

Three cards 1Let it ride
Community card 2Pull back

A correct first decision does not force you to keep the second bet.

The opposite is also true. You may pull back Bet 1 and then receive an excellent first community card — there is nothing wrong with keeping Bet 2. The earlier decision is finished.

Think of the three wagers as separate bets. The $ wager is placed before any cards are known, Bet 1 is decided from the three-card hand, and Bet 2 is decided from the four-card hand. Once one decision has been made, move on. Do not try to “recover” an earlier bet by making a worse decision on the next one.

This is why Let It Ride strategy can be divided cleanly into two parts: how should you play the original three-card hand, and then how should you play the four-card hand after the first community card? Many strategy charts simply give you two columns — three-card play and four-card play — and that is perfectly reasonable. But before memorising a chart, it is useful to understand the types of hands behind those decisions.

The Six Types of Hands

Your starting three cards can generally be placed into one of six categories, and the same basic categories can also be used when evaluating the four-card hand. Once you can recognise which group a hand belongs to, the decision becomes much easier.

Made hand 1Let it ride
Low pair 1Pull back
Straight draw 1Pull back
Flush draw 1Pull back
Straight-flush draw 1If it qualifies
Worthless hand 1Pull back

Hand 1: A Made Hand

A made hand already qualifies for a payout. In the standard main game that means you have at least a pair of tens. Examples include 10♣ 10♦ 4♠, Q♣ Q♥ 7♦, A♠ A♦ 3♣ and 7♣ 7♦ 7♠.

There is very little to think about. You are already guaranteed to finish with a winning hand, and nothing that appears on the community cards can remove the pair or three of a kind you already hold. Let it ride, keep Bet 1, keep Bet 2. The only question remaining is whether the community cards will improve the hand into something that pays more.

Made hand — already a winner
Your cards
Pair of queens — guaranteed to qualify
1Let it ride 2Let it ride $Stays — cannot be withdrawn

Suppose the first community card is Q♥. Now you have three queens, and the second community card might give you four of a kind or a full house. But even if it is completely useless, you still have a winning hand. A made hand is exactly what every Let It Ride player wants to see — unfortunately it does not appear every few hands, so most of the time you will be dealing with something less comfortable.

Hand 2: A Low Pair

A low pair means a pair below tens — for example 2♠ 2♦ 6♣, 5♣ 5♥ K♦, 8♠ 8♣ J♥ or 9♦ 9♣ A♠. At first glance these hands can look excellent: you already have a pair, one more matching card gives you three of a kind, another card matching your odd card can give you two pair, and a second matching pair among the community cards can also improve the hand.

The problem is simple. A low pair by itself does not win. If the hand ends as a pair of nines or lower, you lose. That makes the first wager weaker than it may initially appear.

Suppose you hold 7♣ 7♦ A♠. You may feel better about it than 7♣ 7♦ 3♠, but for basic strategy purposes that high ace does not make the low pair a winning hand. The pair is still below tens. You cannot turn these three cards into a normal straight because two cards already share the same rank, and you cannot make a five-card flush from the starting hand unless later cards create an entirely different situation.

What matters is improving that low pair, and the odds are not strong enough to justify keeping the first wager solely because you started with it. So the basic instruction is: pull back Bet 1 with a low pair. Then wait for the first community card. If that card turns your hand into two pair or three of a kind, you now have a made hand and can leave Bet 2 in action. If the low pair remains only a low pair, pull Bet 2 back as well.

Your three cards Low pair
First decision: pull back Bet 1. Now the first community card decides everything about Bet 2.
Community card: Q♣

2Let it ride

Community card: 7♣

2Pull back

Same three cards, different fourth card, different decision. The first and second decisions are independent, and this example shows exactly why.

Hand 3: A Straight Draw

This is where players begin getting themselves into trouble. A straight draw looks tempting; cards sitting close together naturally feel as though they should be worth playing. But not all straight draws have the same value.

Two things matter. First, how many high cards you hold — a high card in Let It Ride generally means ten or higher, and that matters because pairing one of those cards may already create a qualifying pair. Second, how many different ways the cards can develop into a straight. Compare 4, 5, 6 with 4, 6, 8: both sets contain three different ranks, but the first group is far more useful for building a straight. To describe these situations properly, it helps to divide three-card straight draws into three groups.

1-wayOne route only
  • Needs
Only one rank combination can complete the five-card straight, and nothing else works. A, 2, 3 has the same problem — the ace at the bottom limits the possibilities — and J, Q, A has it at the other end, where the missing cards must effectively be 10 and K.
2-wayTwo routes
  • Route 1
  • Route 2
A 2-way draw can complete in two different rank combinations. Another example is 7, 8, 10, where the possible completions are 6 and 9, or 9 and J.
3-wayThree routes
  • Route 1
  • Route 2
  • Route 3
Three different rank combinations can finish the straight, which makes this draw considerably more flexible. The lesson is not that one set of cards looks connected — it is how many actual combinations can finish the straight.

Practice: 1-Way, 2-Way or 3-Way?

Work through these six hands and count the completion routes before choosing. Remember that the ace counts low in A-2-3-4-5 and high in 10-J-Q-K-A. The full answers are listed further down the page in Practice Answers.

Every answer is also written out in the Practice Answers section below, so nothing depends on the buttons working.

Do You Keep Three-Card Straight Draws?

After all that explanation, here is the part that surprises many players. In normal basic strategy, most ordinary three-card straight draws are not enough to justify keeping Bet 1. Even an attractive hand can still be a pull-back.

Looks perfect — still a pull-back 3 high cards

1Pull back

It looks excellent — three high cards, three connected ranks, plenty of possibilities. But if it is not suited and does not already qualify under another profitable category, the basic three-card decision is still generally to pull Bet 1 back.

That does not make learning the straight types pointless. You need them when straight-flush draws are involved, they matter after the first community card has appeared, and they become more important once you start looking beyond the simplest version of strategy.

Tip 2Learn the difference between the straight draws

Do not try to judge a straight draw merely by how attractive it looks. Learn to recognise the number of completion routes — 1-way, 2-way, 3-way. That becomes especially useful when evaluating suited hands, and it also makes four-card decisions easier because you will immediately understand whether the remaining straight draw is inside or outside.

Four-Card Straight Draws

After the dealer exposes one community card you have four visible cards and only one card remains to come. At this stage straight draws become much easier to classify. There are basically two important kinds: an outside straight draw and an inside straight draw.

Outside straight Either a 5 or a 10 — 8 cards

2Let it ride

Inside straight Only an 8 — 4 cards

2Pull back

Twice as many outs

An outside straight has two ranks that can complete the hand, so you effectively have eight cards in the deck that can finish it, four of each rank. That is why an outside straight is also sometimes called an open-ended straight draw, and basic strategy normally keeps Bet 2 with this hand. An inside straight has only one rank that completes it, and there are only four cards of that rank in the deck, which makes the draw much weaker.

The exception comes when all four visible cards are high cards. If the four cards are all tens or higher, you also have several chances to pair one of those ranks and finish with a qualifying pair, and that additional value can make the hand worth keeping.

The high-card exception Inside straight

2Let it ride

So the four-card rule becomes easier to remember: let Bet 2 ride with an outside straight; for an inside straight, keep it only when all four cards are high.

Hand 4: A Flush Draw

Three cards of the same suit look good. Casino players like flush draws because the final payout is attractive, and a normal flush pays considerably more than a pair or two pair. But the payout alone does not tell you whether the first wager should remain in action.

Suppose your three starting cards are 2♣ 6♣ 9♣ — all clubs. You need both community cards to be clubs to finish with a flush, and that is not easy. Leaving Bet 1 in action simply because the first three cards share a suit is not enough. A regular three-card flush draw should generally be pulled back unless it also qualifies as a much stronger straight-flush situation.

Three to a flushBoth community cards must be clubs

1Pull back

Four to a flushK♣ — one more club needed

2Let it ride

There is an important difference once the first community card appears. With 2♣ 6♣ 9♣ K♣ you hold four clubs and only one more club is needed. That is a proper four-card flush draw, and Bet 2 should stay. The same three cards that were not worth keeping initially may become worth playing after one useful community card arrives. Again, each bet gets its own decision.

Hand 5: A Straight-Flush Draw

A straight-flush draw combines two possibilities: the cards share the same suit and can also form part of a straight. For example, 4♣ 5♣ 6♣ has considerably more potential than 2♣ 6♣ 9♣. Both contain three clubs, but 4♣ 5♣ 6♣ also creates several ways of developing into straights and straight flushes.

Even so, not every three-card straight-flush draw deserves to keep Bet 1. The number of high cards still matters, and so does the number of ways the straight can be completed. A high card means a ten, jack, queen, king or ace.

Let Bet 1 ride when you have a 3-way straight-flush draw; a 2-way straight-flush draw containing at least one high card; or a 1-way straight-flush draw containing at least two high cards. Otherwise, pull the wager back.

1-way 3 high cards

Needs Q and K. A 1-way draw qualifies with at least two high cards, and this hand has three.

1Let it ride
2-way 1 high card

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

1Let it ride
3-way No high cards

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

1Let it ride
1-way No high cards

Needs 4 and 6. A 1-way draw needs two high cards to qualify and this hand has none.

1Pull back

Example: weak straight-flush draw. Suppose you hold 3♣ 5♣ 7♣. The cards are suited and they have some straight potential, but the ranks are spread apart and there are no high cards. It looks prettier than it really is. This is not the sort of hand you should automatically keep just because a straight flush is theoretically possible.

Example: better straight-flush draw. Now consider 9♣ J♣ K♣. All three cards are clubs, and you have high cards — pairing the jack or king can give you a qualifying pair. As a straight draw it is a 1-way draw: 9-10-J-Q-K is the only five-rank window that contains all three cards, so it needs exactly 10 and Q. It nevertheless qualifies under the 1-way rule, because it holds two high cards, the jack and the king. The hand has far more ways to produce value than a low, poorly connected suited hand.

Example: compact straight-flush draw. Consider 4♣ 5♣ 6♣. The cards are low, but the ranks are tightly packed, and that gives the hand many ways to develop. That is why knowing the difference between 1-way, 2-way and 3-way draws becomes useful. A suited hand is not enough by itself — you want useful ranks as well.

Four-card straight-flush draws are much easier. If your four visible cards create a genuine straight-flush draw, Bet 2 is generally kept in action. At that point you have only one card to come and several possible ways of making money: even if the straight flush itself does not arrive, you may still complete a regular flush, a regular straight, a high pair, two pair or three of a kind. The exact possibilities depend on the four cards you hold, but a strong four-card suited and connected hand has enough ways to improve that it becomes much more attractive than the original three-card version.

Hand 6: A Worthless Hand

Every other starting hand falls here: no made hand, no useful pair, no worthwhile flush draw, no qualifying straight-flush draw, nothing that meets the basic strategy conditions.

A king or queen may make the hand look slightly less ugly. It does not make it playable. Pull Bet 1 back. After the first community card, evaluate the hand again from scratch: if it still does not qualify as a made hand, four-card flush, appropriate straight draw or another qualifying situation, pull Bet 2 back too. Do not leave money in action simply because “something might happen.” Something always might happen — basic strategy is about whether that possibility is worth the wager.

1Pull back 2Pull back

How to Play the Second Bet

The four-card decision is considerably easier than the three-card decision. You have four visible cards and only one card remains. There are four main situations where Bet 2 should stay in action.

You have a made hand

A pair of tens or better, two pair, three of a kind, straight, flush or full house — anything already guaranteed to qualify.

2Let it ride
Four cards to a flush

If four of the visible cards share the same suit, keep Bet 2. Here you need one more club.

2Let it ride
An outside straight

Either a 5 or a 10 completes the straight, which gives you eight cards in the deck instead of four.

2Let it ride
Inside straight, four high cards

The hand is missing a queen for the straight, but every visible rank is high, so pairing a 10, jack, king or ace also creates a qualifying pair.

2Let it ride
Ordinary inside straight

Only a 6 completes the straight and none of the cards are high. This extra value is exactly what the previous hand had and this one does not.

2Pull back

Four-card play can be reduced to a very short rule. Once the first community card appears, ask yourself four questions: already winning? four to a flush? outside straight? inside straight with four high cards? If the answer to all four is no, the wager normally comes back.

Basic Strategy Summary

Here is the whole of basic strategy in one place. The left column is the decision you make from three cards, the right column is the decision you make once the first community card has been revealed.

Let It Ride basic strategy: the correct three-card and four-card decision for each type of hand
HandThree-card play (Bet 1)Four-card play (Bet 2)
Made hand Let it ride Let it ride
Low pair Pull back Pull back unless the hand has improved to two pair or better
Ordinary straight draw Pull back Keep outside straights; keep an inside straight only when all four cards are high
Flush draw Pull back Let it ride with four cards to a flush
Straight-flush draw Keep only the qualifying 1-way, 2-way and 3-way combinations below Let it ride
Worthless hand Pull back Pull back
Which three-card straight-flush draws keep Bet 1 in action
Three-card straight-flush drawKeep Bet 1 when…Example
1-way at least two high cards 10JA
2-way at least one high card 89J
3-way always keep 456

High card means a ten, jack, queen, king or ace. This is the part of the table that requires the most memorising — everything else is relatively simple.

A simpler version for casual play

Optional

Some casual players may not want to memorise all of the three-card straight-flush exceptions. There is a shorter version. It is easier to remember, but it gives up some value compared with the complete strategy above.

Bet 1 — let it ride with
  • Any made hand
  • Any three cards to a royal flush
  • Pull back with everything else
Bet 2 — let it ride with
  • Any made hand
  • Any four-card flush
  • Any outside straight

This version deliberately ignores some close decisions, which makes it less accurate than the full strategy but considerably easier to remember. Someone who plays Let It Ride once every few months may prefer simplicity; someone who plays regularly should learn the full chart.

Tip 3Memorise the full chart first

The abbreviated strategy is useful when you are learning. It should not replace understanding. Start with the full basic strategy chart, and once those decisions feel automatic the game becomes much easier.

You should be able to look at three cards and immediately recognise: made hand, low pair, ordinary straight, flush, straight flush, nothing. Then do the same thing again after the first community card. The quicker you recognise the category, the less likely you are to make decisions based on instinct or on how attractive the cards look.

Practice Answers

These are the answers to the six practice hands above. If you can recognise them without stopping to calculate, you have the basic idea.

1-way A, 3, 5 — the missing ranks must be 2 and 4.
2-way 2, 3, 4 — A and 5 complete one straight; 5 and 6 complete another.
2-way 7, 8, 10 — 6 and 9 work; 9 and J also work.
2-way J, Q, K — 9 and 10 complete 9-10-J-Q-K; 10 and A complete 10-J-Q-K-A.
3-way 3, 4, 5 — A and 2 work; 2 and 6 work; 6 and 7 work.
1-way 10, J, A — Q and K are required.

The Strategy in One Hand

Suppose you begin with 4♣ 5♣ 6♣. You first classify the three cards: all suited, tightly connected — a strong straight-flush draw. Bet 1 stays. Then the dealer reveals a community card, and everything starts again from scratch.

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: 9♦

Made hand? No. Four-card flush? No. Outside straight? No. Inside straight with four high cards? No.

2Pull back

Community card: 7♦

Outside straight draw: either a 3 or an 8 makes the straight, so eight cards can finish it.

2Let it ride

Same starting cards, different fourth card, different decision. That is Let It Ride strategy in its simplest form. The fact that you correctly kept Bet 1 does not mean Bet 2 should remain in action — that first decision belonged to the three-card hand, and this one belongs to the four-card hand.

Final Basic Strategy Checklist

Everything on this page reduces to two short lists. For the first decision, look only at the three-card hand. For the second decision, start again from the four cards in front of you.

Basic strategy reference card

Let It Ride
First decisionThree cards only
  • Keep a made hand — pair of tens or better
  • Keep a 3-way straight-flush draw
  • Keep a 2-way straight-flush draw with one high card
  • Keep a 1-way straight-flush draw with two high cards
  • Pull back low pairs
  • Pull back ordinary straight draws
  • Pull back ordinary flush draws
  • Pull back worthless hands
Second decisionFour cards — start again
  • Keep a made hand
  • Keep four cards to a flush
  • Keep an outside straight
  • Keep an inside straight when all four cards are high
  • Pull back everything else
High card = 10, J, Q, K or A. Once you can do this without looking at a chart, you know the core Let It Ride basic strategy.

The next step is understanding why some of the borderline hands behave differently and where small improvements can be made beyond the standard chart. That is where advanced strategy begins.