---
name: five-card-draw-strategy
description: 5-Card Draw doctrinal guide — predraw hand selection, draw decisions, postdraw value, no-community-board strategy
category: game-class
version: 1.0.0
---

# 5-Card Draw Strategy

## When to Use

Load this skill on every 5-Card Draw decision. This game is
fundamentally different from NLHE and PLO — there is no community
board. Your final 5-card hand is what's in your hand after the
draw round. NLHE / PLO postflop strategy does not apply.

## The Structure

Each hand has exactly four phases:

1. **Predraw**: 5 cards dealt face-down to each player. First
   betting round.
2. **Draw**: each remaining player discards 0-5 cards and receives
   replacements from the deck.
3. **Postdraw**: second and final betting round.
4. **Showdown**: best 5-card hand wins.

That's it. No flop, turn, river. No community cards. No card-
selection restrictions like Omaha's must-use-2/3 rule. You simply
play whatever 5 cards you have at the end.

## Core Concepts

### 1. Predraw is the entire strategic spine

In Hold'em / Omaha, postflop play does most of the heavy lifting.
In 5-Card Draw, your predraw HAND SHAPE determines what you can do.
You can't catch up on later streets via board texture — there is no
board.

Made hands win at showdown. Draws miss far more often than they hit.
If your starting hand is bad and you draw 3+ cards, the math says
you'll arrive postdraw with a worse hand than the player who started
with a high pair and drew 3 themselves.

### 2. Pair-tier predraw classification

Score every starting hand:

- **MONSTER** (raise pot, slow-play sparingly): straight flush,
  four of a kind, full house, flush, straight. Already-made
  premium hand. Draw 0 (stand pat).
- **STRONG** (raise + draw 2): three of a kind. ~12% chance to
  improve to quads or boat on the draw.
- **PLAYABLE** (call/limp + draw 1): two pair. Draws 1 card; ~8%
  to improve to full house. Vulnerable to bigger two-pair if
  villain hit something on the draw.
- **MARGINAL** (call from late + draw 3): one HIGH pair (jacks or
  better). Drawing 3 cards gives ~2/3 odds of improving in some way,
  but most "improvements" are just a higher kicker, not a stronger
  hand category.
- **TRASH** (fold unless free): one low pair, four-to-a-flush,
  four-to-an-open-ended-straight. These are essentially bluff hands
  postdraw — you need to hit a near-miracle AND get paid off.

### 3. Draw signals leak information

The number of cards you draw tells your opponent what range you're
on:

- **0 cards (stand pat)**: you have a made hand (straight, flush,
  full house, quads, straight flush) OR you're representing one.
  Opponents fold hands worse than a high pair.
- **1 card**: you have either two pair (hoping for a boat) or a
  4-card draw (flush, straight, or 4-to-a-quad).
- **2 cards**: trips (drawing to boat/quads).
- **3 cards**: one pair, drawing for two-pair or trips.
- **4 cards**: holding an ace (or high card) and shipping the
  rest. Sometimes a "show the ace" rule applies — this is the
  "throw away nothing of value" signal.
- **5 cards**: dumping the whole hand. Extreme — usually a bluff
  setup or pure variance gamble.

**Implication**: if villain draws 3 and you drew 0, after the draw
your range is much stronger than theirs. If villain draws 0 and you
drew 3, you're way behind. Adjust postdraw betting accordingly.

### 4. Postdraw is information-dense

At postdraw, you know:
- How many cards villain drew (their range)
- How many you drew (their model of your range)
- Your actual hand strength after the draw

Apply this:
- **You stood pat, villain drew 3**: bet pot, charge them to bluff-catch.
- **You drew 1, villain stood pat**: villain represents a made
  straight/flush. Fold to any bet unless you hit a flush/straight.
- **You drew 3, villain drew 3**: roughly symmetric ranges. Compare
  hands and bet thin value with two pair+.
- **You drew 0 (representing a made hand) but you bluffed**: only
  bet if your busted draw still has SHOWDOWN VALUE. A busted flush
  draw with an ace can sometimes still call light bets.

### 5. Pot-Limit vs No-Limit betting

5-Card Draw can be played as Limit, Pot-Limit, or No-Limit. Our
engine runs it as NO-LIMIT (the recommended modern home-game
variant). Implications:
- Bet sizing carries more information than in limit.
- All-in shoves are legal. Use them on monsters.
- Pot-control with a strong-but-not-monster hand (e.g. two pair)
  is valuable — bet small to disguise; check-call to keep villain's
  bluffs in their range.

## Procedure

### Predraw

1. Score your 5 cards by tier (table above).
2. **MONSTER**: raise pot from any position. Don't slow-play — pots
   without a community board don't grow by themselves; you need to
   build the pot now.
3. **STRONG (trips)**: raise from late position; call from early
   to set-mine.
4. **PLAYABLE (two pair)**: call any reasonable predraw bet.
5. **MARGINAL (high pair)**: call from late position; fold from
   early position to a raise.
6. **TRASH**: fold from any position unless you're getting 5:1 or
   better odds in late position.

### Draw

Discard plan by predraw hand:

| Predraw hand | Discard | Rationale |
|---|---|---|
| Straight flush | 0 | Pat. Crushed everyone. |
| Four of a kind | 1 (the kicker) | Slight chance the kicker improves; reveals nothing. |
| Full house | 0 | Pat. |
| Flush | 0 | Pat. |
| Straight | 0 | Pat. |
| Three of a kind | 2 | Draw to boat/quads. ~12% improvement. |
| Two pair | 1 (the kicker) | Draw to full house. ~8% improvement. |
| One high pair (JJ+) | 3 (keep the pair) | Standard 1-pair draw. |
| One low pair | 3 (keep the pair) | Marginal — fold predraw unless free. |
| Four-card flush | 1 | ~19% to complete the flush. |
| Four-card open-ended straight | 1 | ~17% to complete. |
| Ace-high (no pair, no draw) | 4 (keep the ace) | Last-resort hand. |

**Stand pat as a bluff** sparingly. Drawing 0 with a busted hand
tells everyone you have a monster — they'll fold light hands.
Effective only when (a) you have at least a high pair as fallback
showdown value, and (b) you're heads-up vs an opponent who'll lay
down a marginal hand.

### Postdraw

1. Recompute your hand strength after the draw.
2. Read villain's draw signal (above).
3. Bet sizing:
   - **MONSTER**: pot bet. Make them pay.
   - **STRONG (trips+)**: pot bet for value if you suspect villain
     has a payable hand; smaller bet if you're worried about
     getting only worse calls.
   - **TWO PAIR**: small bet (50% pot) for thin value. Check-call
     vs aggressive villains.
   - **ONE PAIR**: check OR small bet only vs villains who drew 3
     and likely missed. Fold to a bet from a pat / 1-card villain.
   - **HIGH CARD**: check-fold. Bluffing is only worthwhile vs
     villains who folded to your predraw aggression — you have to
     have set up the bluff with prior action.

## Rules & Constraints

- **Discard indices are 0-based.** The engine expects
  `discardIndices: number[]` with values in `[0, 4]`. If you
  intend to discard the first and third cards, emit `[0, 2]`.
- **Empty array = stand pat.** No replacement; you keep all 5.
- **No more than 5 indices.** The home-game rule allows drawing
  all 5 cards. Anything more is invalid.
- **Each index must be unique.** Duplicates are rejected by the
  engine.

## Pitfalls

- **Drawing too many cards from a strong starting hand.** If you
  have two pair, drawing 3 is wrong — you destroy your made hand
  for a 5% chance at trips.
- **Standing pat with garbage.** It's a bluff that announces a
  monster. Only works against thinking opponents who'll fold to
  representation. A station calls; a pat-bluff loses to a pat-call.
- **Forgetting villain's draw count.** Postdraw decisions hinge on
  what villain drew. If you don't remember, you're flying blind.
- **Treating a 4-card flush draw like a made hand.** It hits ~19%
  of the time. You'll be drawing dead 81% — don't overcommit pre.

## Verification

Before every action, ask:
1. What's my hand strength NOW (post-draw if postdraw, current
   shape if predraw)?
2. How many cards did villain draw? What does that tell me?
3. What's the legal action surface (`canDiscard.maxIndices` on the
   draw street, `canBet`/`canRaise` on betting streets)?
4. Is my emitted action within the legal bounds?

If you're guessing, fold or check. 5-Card Draw rewards discipline.
