Stud Game — 7-Card Stud Hi/Lo 8-or-Better with Initial Discard · 6 Players Max
Overview
Super Stud 8 is a split-pot stud variant where each player receives four cards face-down plus one face-up door card. After the bring-in, each active player calls or raises and discards exactly two of their four hole cards. Play continues like 7-card stud Hi/Lo 8-or-Better, splitting the pot between the best high hand and the best qualifying low (five unpaired ranks all 8 or below, aces low).
Watch a Sample Hand
Four hole cards, discard two after the bring-in, then compete for both the high and low halves of the pot.
POT: $15
YOU (Hero)
HIGH WINNER!
LOW WINNER!
Player 2
BRING-IN ▲
Player 3
Step 0 of 6
Ready to Deal
Press Next Step to begin dealing the sample hand.
Ante
All players post an ante. Aces are low for the bring-in and for making low hands (so a King is the worst door card) — but for the high half an ace still plays high (A-A beats K-K). Maximum 6 players.
The Deal
Initial deal: Four cards face-down + one face-up door card
Bring-In: Player with the highest door card brings in (High Card Bring-In — ace is the lowest card, so King is worst)
Discard Round: Each active player calls or raises, then discards exactly two of their four hole cards. Players who fold do not discard.
Streets 4–6: One card face-up each
7th Street: One card face-down
Betting Limits — Small & Big Bets
Super Stud 8 is played fixed limit, with a small bet and a big bet worth double the small bet (e.g. $2 / $4). Small bets apply on third and fourth street; big bets apply on fifth, sixth and seventh street.
Unlike high-only Seven-Card Stud, the fourth-street open-pair double-bet option does not apply in this split-pot game — the small-bet/big-bet schedule stays fixed no matter what pairs show.
Final Hand
Pot splits between the best high hand and the best qualifying low hand (five unpaired ranks all 8 or lower, with aces counting as low). If no player qualifies for low, the high hand wins the entire pot. Players may use any five of their remaining seven cards for each half.
Strategy Tips
With four starting hole cards you have six pairs to choose from — prioritize keeping two low cards (A, 2, 3) that can build toward the nut low
A low door card (A–5) lets you conceal your low draw while opponents see only your board; a high door card can build deceptive high-hand potential
Scooping (winning both halves) is the main goal; starting with A-2 plus two low backups gives the best scoop potential
The high card bring-in (ace is low) flips standard stud ordering — King door is the worst starting position