Four Card Poker
You keep the best four of five; the dealer keeps the best four of six, one of them face up. No qualifying bar and ties go to you — the price is the dealer’s extra card. Fold, or raise one to three antes.
Five cards against six, best four play
- 5 vs 6cards
- tiesgo to you
- 25:1quads bonus
Manual
- Five against six.
- You get five cards and keep the best four; the dealer gets six — one face up, five face down — and keeps the best four.
- One decision.
- Fold and surrender the ante, or raise one to three antes. Win, and ante and raise both pay 1:1.
- No qualifying bar, and ties are yours.
- The dealer always plays, and an exact tie goes to the player. The price of those two gifts is the dealer’s extra card.
- The Automatic Bonus.
- Trips pay 2:1, a straight flush 20:1, quads 25:1 — on the ante, whatever the dealer makes. A fold forfeits it.
- Four-card hands rank differently.
- With one card fewer, trips are rarer than flushes and straights, so the order runs: quads, straight flush, trips, flush, straight, two pair, pair, high card.
- A-K-Q-J is the top straight.
- And A-2-3-4 is the bottom one — the ace plays low there and the hand counts as 4-high.
The game
An ante, then five cards to you face up — you keep the best four. The dealer gets six: one face up, five face down, and keeps the best four of them. One decision closes the hand: fold and surrender the ante, or raise one, two or three antes. Win the showdown and ante and raise both pay 1:1.
There is no qualifying bar — the dealer always plays — and an exact tie goes to the player. Those are real gifts, and they are paid for by the dealer’s sixth card: six cards make the better four often enough to price the whole game.
The Automatic Bonus pays on the ante for trips or better, whatever the dealer makes — win, lose, it does not matter. The one way to lose it is to fold.
The four-card ladder and the bonus
With one card fewer, the arithmetic of rarity changes: trips are harder to make than a four-card flush, and the flush is harder than the straight. The ladder, top to bottom, with what the bonus pays on the ante:
| Quads | 25:1 bonus |
| Straight flush | 20:1 bonus |
| Trips | 2:1 bonus |
| Flush | — |
| Straight | — |
| Two pair | — |
| Pair | — |
| High card | — |
The numbers
Played optimally, the game gives up 2.79% of the ante per hand. Because the average hand stakes 2.14 antes, the element of risk — the loss per unit actually wagered — is only 1.30%, one of the friendlier figures on the floor.
The pre-deal readout on this table plays a simpler published recipe — fold every no-pair hand, raise 1× on pairs of twos through nines, 3× from a pair of tens up — and measures its cost live, at about 3.2% of the ante. The gap between that and 2.79% is what the finer distinctions are worth.
Remember the ladder when reading your four: trips above flushes above straights. A hand that looks modest by five-card habits can be near the top of this game’s ladder, and the top straight — A-K-Q-J — hides inside what a five-card player would call “no pair, fold”.
Tactics
Fold every no-pair hand — except the straights and flushes your best four actually makes. The dealer’s sixth card beats your high cards more often than they beat the dealer.
Small pairs — twos through nines — raise the minimum: they lose less played at 1× than folded, and not by much. Never put extra units on an underdog.
A pair of tens or better raises the maximum. You are the favourite, ties are yours, and every unit of the 3× rides at the same favourable price.
In training, the glimpse cheat turns over one of the dealer’s five hidden cards and reprices the hand conditioned on it. At a gold table the same glimpse exists only while the Sharp eyes event is running.