Texas Holdem Hands Rank In Order
- Poker Hands Has The Best Winning Poker Hands In Order. Poker Hands in Order Hand Rankings List and Poker Hierarchy Pictures Below. Keep the List Handy and Book Mark this Page so you can refer to our ultra easy to follow Poker Hands Order Listing of Winning Hands High to Low.
- Note that the poker games Pot Limit Omaha and Texas Hold’em both share the same hand rankings format. Poker Hand Rankings Guide. Does a straight beat a flush? Does 2 pair beat a set? Use our poker hands reference chart until you are 100% certain of hand rankings. Poker hands from strongest to weakest.
At PokerStars, we deal many varieties of poker, some of which use different hand rankings. Hold’em, Omaha, Seven Card Stud and Five Card Draw all use the traditional ‘high’ poker rankings. Omaha Hi/Lo, Razz and Stud Hi/Lo use the ‘Ace to Five’ (‘California’) low hand rankings for low hands. 2-7 Single Draw and 2-7 Triple Draw use the ‘Deuce to Seven’ (‘Kansas City’) lowball rankings for low hands.
Lastly, Badugi uses a special ranking of hands unique to that game.
Straight Flush: Five cards in numerical order, all of identical suits.
In the section titled Hand Rankings in Part One of their book Hold Em Poker For Advanced Players, David Sklansky and Mason Malmuth present a set of groups for the starting hands, i.e. The hole or pocket cards dealt the player by the dealer. Texas Holdem Heads-Up Preflop Odds. This table was created by enumerating through every possible board and opponent hole card combination for each of the 169 texas holdem preflop starting hands.
In the event of a tie: Highest rank at the top of the sequence wins.
The best possible straight flush is known as a royal flush, which consists of the ace, king, queen, jack and ten of a suit. A royal flush is an unbeatable hand.
Four of a Kind:Four cards of the same rank, and one side card or ‘kicker’.
In the event of a tie: Highest four of a kind wins. In community card games where players have the same four of a kind, the highest fifth side card ('kicker') wins.
Full House:Three cards of the same rank, and two cards of a different, matching rank.
In the event of a tie: Highest three matching cards wins the pot. In community card games where players have the same three matching cards, the highest value of the two matching cards wins.
Flush: Five cards of the same suit.
In the event of a tie: The player holding the highest ranked card wins. If necessary, the second-highest, third-highest, fourth-highest, and fifth-highest cards can be used to break the tie. If all five cards are the same ranks, the pot is split. The suit itself is never used to break a tie in poker.
Straight: Five cards in sequence.
In the event of a tie: Highest ranking card at the top of the sequence wins.
Note: The Ace may be used at the top or bottom of the sequence, and is the only card which can act in this manner. A,K,Q,J,T is the highest (Ace high) straight; 5,4,3,2,A is the lowest (Five high) straight.
Three of a kind:Three cards of the same rank, and two unrelated side cards.
In the event of a tie: Highest ranking three of a kind wins. In community card games where players have the same three of a kind, the highest side card, and if necessary, the second-highest side card wins.
Two pair:Two cards of a matching rank, another two cards of a different matching rank, and one side card.
In the event of a tie: Highest pair wins. If players have the same highest pair, highest second pair wins. If both players have two identical pairs, highest side card wins.
One pair:Two cards of a matching rank, and three unrelated side cards.
In the event of a tie: Highest pair wins. If players have the same pair, the highest side card wins, and if necessary, the second-highest and third-highest side card can be used to break the tie.
High card: Any hand that does not qualify under a category listed above.
In the event of a tie: Highest card wins, and if necessary, the second-highest, third-highest, fourth-highest and smallest card can be used to break the tie.
This method of ranking low hands is used in traditional Hi/Lo games, like Omaha Hi/Lo and Stud Hi/Lo, as well as in Razz, the ‘low only’ Stud game.
Note that suits are irrelevant for Ace to Five low. A flush or straight does not ‘break’ an Ace to Five low poker hand. Aces are always a ‘low’ card when considering a low hand.
Please also note that the value of a five-card low hand starts with the top card, and goes down from there.
Five Low, or Wheel: The Five, Four, Three, Deuce and Ace.
In the event of a tie: All Five-high hands split the pot.
Six Low: Any five unpaired cards with the highest card being a Six.
In the event of a tie: The lower second-highest ranking card wins the pot. Thus 6,4,3,2,A defeats 6,5,4,2,A. If necessary, the third-highest, fourth-highest and fifth-highest cards in the hand can be used to break the tie.
Seven Low: Any five unpaired cards with the highest card being a Seven.
In the event of a tie: The lower second-highest ranking card wins the pot. If necessary, the third-highest, fourth-highest and fifth-highest cards in the hand can be used to break the tie.
Eight Low: Any five unpaired cards with the highest card being an Eight.
In the event of a tie: The lower second-highest ranking card wins the pot. If necessary, the third-highest, fourth-highest and fifth-highest cards in the hand can be used to break the tie.
An Eight Low is the weakest hand that qualifies for low in Omaha Hi/Lo and Stud Hi/Lo. However in Razz, there is no such ‘qualifier’ and the lowest hand will always win the pot, even if it is a nine low, queen low, or even a pair!
The Deuce to Seven Lowball hand rankings are the exact opposite of the traditional ‘high’ hand rankings. Therefore, the worst possible hand in traditional high poker – seven-five high, with different suits, becomes the best possible hand in deuce to seven lowball (a ‘perfect seven’ low or ‘wheel’).
In practice, an ace always plays as a high card in Deuce to Seven (so A,5,4,3,2 is an ace high, not a straight). Straights and flushes count against your hand in Deuce to Seven.
Seven Low:Any five unpaired, unconnected cards of different suits, with the highest card being a seven. The best possible hand is 7,5,4,3,2, also known as a ‘wheel’ or ‘number one’.
In the event of a tie: The lower second card wins the pot. Thus 7,5,4,3,2 beats 7,6,5,3,2 (a ‘Seven-Five low’ is better than a ‘Seven-Six low’). If necessary, the third-highest, fourth-highest and fifth-highest cards in the hand can be used to break the tie.
Eight Low:Any five unpaired, unconnected cards of different suits, with the highest card being an eight.
In the event of a tie: The lower second card wins the pot. If necessary, the third-highest, fourth-highest and fifth-highest cards in the hand can be used to break the tie.
Nine Low:Any five unpaired, unconnected cards of different suits, with the highest card being a nine.
In the event of a tie: The lower second card wins the pot. If necessary, the third-highest, fourth-highest and fifth-highest cards in the hand can be used to break the tie.
Ten Low:Any five unpaired, unconnected cards of different suits, with the highest card being a ten.
In the event of a tie: The lower second card wins the pot. If necessary, the third-highest, fourth-highest and fifth-highest cards in the hand can be used to break the tie.
Note: There is no ‘qualifier’ for low in Deuce to Seven lowball games. The above are just examples of hands that may come up in play – the lowest hand will always win the pot in Deuce to Seven, even if it is a pair or worse!
Badugi does not use traditional poker hand rankings and it takes some practice to learn how to correctly read the hands. Badugi hand rankings are somewhat related to the Ace to Five rankings; like in Ace to Five, an ace always plays as a low card. However, unlike Ace to Five, each card in your hand must be a different suit and a different rank, in order to count.
Badugi hands consist of four cards, instead of the usual five. Because of this it is impossible to make a five-card straight, and having four cards in sequence does not hurt your hand.
Remember, if you have cards of the same suit, only one of them counts, and if you have pairs, only one of them counts.
Badugi: A badugi is any hand which consists of four unpaired cards, each a different suit.
In the event of a tie: The lower second card wins the pot. If necessary, the third-highest and fourth-highest cards in the hand can be used to break the tie.
Three-Card Hand: Any hand consisting of three unpaired cards of different suits, but a fourth paired or suited card. The lowest three unpaired cards of different suits play.
Because there is a pair, one of the fours does not count, so it is simply ignored, making a 4,2,A three-card hand
Because there are two hearts in this hand, one of them is ignored, making a 3,2,A three-card hand.
In the event of a tie: The lower second card wins the pot. If necessary, the third-highest card in the hand can be used to break the tie. The fourth (paired or suited) card does not count toward the hand and is not used to break ties.
Two-Card Hand: Any hand consisting of two unpaired cards of different suits, but two paired or suited cards. The lowest two unpaired cards of different suits play.
Because there are two pairs, one of each pair is discarded, making a 5,A two-card hand.
Because there are three hearts, two of them are discarded, making a 2,A two-card hand.
In the event of a tie: The lower second card wins the pot. The third and fourth (paired or suited) cards do not count toward the hand and are not used to break ties.
One-Card Hand: A hand consisting of only one playable card. The lowest card plays.
Since there are four Aces, three of them are discarded, making a one-card hand of just an Ace.
Since there are four cards of the same suit, three of them are discarded, making a one-card hand of just a Three.
In the event of a tie: The pot is split between two equal one-card hands.
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For a certain segment of new hold’em players, starting hand charts can be fascinating. Even those with many years of experience who have little need to consult such charts still find them interesting as debate-starters.
In hold’em there are 169 different combinations of hands you can be dealt. For those of us who enjoy working with numbers or creating lists with which to organize our lives, there’s something appealing about the idea of ranking all of those hands from 1 to 169, even if we know such a list probably might have only limited value when it comes to actual game play.
In truth, there are actually a lot more possible combinations of hole cards in hold’em — 1,326 of them, in fact. But that total also considers suits as distinct, when in fact before the community cards come the suits are all essentially of equal value.
That is to say, is of the same value as when playing preflop, while and are also of equivalent value. So, too, are the different combinations producing the same pocket pairs all equal before the flop in terms of their relative worth. While there are six different ways to get pocket aces — , , , , , — you're equally happy no matter what suits the cards are.
So we get rid of all of those redundant hands and say that in Texas hold'em there are 169 “non-equivalent” starting hands, breaking them down as follows:
- 13 pocket pairs
- 78 non-paired suited hands (e.g., with two cards of the same suit like or )
- 78 non-paired unsuited hands (e.g., with two cards of different suits like or )
Notice now the non-paired combinations of hole cards neatly divide into equal groups, both of which are six times as large (78) as the smaller group of pocket pairs (13). The total of 169 combinations represents a square, too — 13 x 13 — another curious symmetry when it comes to hold'em hands.
Still, that’s a lot of starting hand combinations — too many for most of us humans to keep in our heads — which is one reason hand ranking charts are appealing and even can be useful, since they help players think about certain two-card combos as “strong” or “average” or “weak” as possible starters.
Setting aside the idea of actually ranking the 169 hands from best to worst, we might think for a moment about other ways of categorizing starting hands in hold’em, using that initial breakdown of hands into pocket pairs, non-paired suited hands, and non-paired unsuited hand as a first step toward coming up with further, smaller groups that are easier to remember.
The 13 pocket pairs we might group as big or “premium” (, , and ), medium ( through ), and small ( through ).
Meanwhile, we might divide each of the other groups into “connectors,” “one-gappers,” and “two-gappers” (and so on), further thinking of them also as “big,” “medium,” and “small” while also keeping separate suited and non-suited combinations.
These categories of non-paired hands are created by thinking about straight-making possibilities (affected by connectedness) and flush-making possibilties (affected by suitedness). There are more ways to make straights with “connectors” — that is, two cards of consecutive rank like — than with two-gappers, three-gappers, and so on. So, too, do you have a better chance of making a flush with suited hole cards than with non-suited hole cards.
Another possible group to create would include “ace hands” — i.e., non-paired hands containing one ace — that can be thought of as “big aces” (e.g., , ), “medium aces” ( down to ), and “small aces” ( to ). Or “king hands,” too. We like keeping these groups in mind, as hands with big cards like an ace or king can connect with flops to make big pairs.
In any case, you can see how these criteria for making categories can help when it comes to building those starting hand charts. And in fact most of those charts feature a similar ordering of hands, with...
- the premium pocket pairs and the big aces (suited and non-suited) up at the top;
- medium and small pocket pairs and big-to-medium suited connectors and one-gappers in the middle;
- and non-paired hands with less potential to make big pairs, straights, or flushes toward the bottom.
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Play NowHowever, there are problems with relying so heavily on starting hand charts that you don’t take into account factors that can make a given hand gain or lose value. Such as the flop. Or the turn. Or the river. Or other factors — including how your opponents are playing their hands — that can quickly affect the value of your starting hands.
Texas Holdem Hands Rank In Order Sheet
After all, as anyone who’s played even a few hands of hold’em well knows, even if is the highest-ranking starting hand and a non-suited ranks as 169th, a couple of deuces among the community cards is all it takes to make the best hand worst and the worst hand best.
Learning the relative value of starting hands is definitely an important first step when it comes to getting started in hold’em. Other aspects of game play such as the importance of position, knowing when and how much to bet or raise, and thinking about opponents’ holdings and playing styles as hands proceed are good to learn, too, and help show how a great starting hand might not be so great five community cards later.
Poker is not blackjack, a game in which similar hand-ranking guides are sometimes used to inform players’ decisions about how to play. In poker you want to be wary about becoming too reliant on those pretty starting hand charts. They can be great for indicating which hands might be worth playing (and which should be thrown away), but troublesome if allowed to outweigh all of the other important factors that arise as a hand plays out.
Texas Holdem Hands Rank In Order 2019
That said, starting hand charts can be useful, especially for those new to hold’em. They also can be a big help when picking up other games, too, like pot-limit Omaha or the various stud games, if only to get an early idea what hands tend to play better than others.
But for many such charts ultimately are only themselves a way to get started, before the experience of playing helps players more instinctively recognize both hand groupings and how hands tend to compare in terms of profitability.
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