Strategy guide

Ace-Low Starting Hands in Criss Cross Poker

An ace with a small kicker is the most over-rated holding in the game. We ran every suited ace against all 19,600 three-card boards, and A-2 through A-5 come out in the bottom tier, behind A-7.

An ace and a deuce, nothing else known
  • Suited Bet 1x
  • Offsuit Bet 1x
What the ace is worth next to
  • No straight at all Ahead by 0.098

A-2 holds a wheel draw and A-7 holds none, and A-7 is still the better hand. Pairing a seven pushes. Pairing a deuce loses.

1

Start With the Minimum Across Bet

With an ace and a small kicker the Across decision is 1x, suited or offsuit. It is never a fold and it is never a raise.

The Across bet is the first of the three betting decisions, and it is the only one you make with no community card showing. That makes it the one decision in Criss Cross Poker that can be solved outright, and we have solved it: every one of the 169 starting hands was evaluated against all 19,600 three-card boards available to it. For an ace with a low kicker the answer never moves off the minimum.

The Across decision, from the exhaustive solve of all 169 starting hands
What you hold Example Across decision
A-2 suited Bet 1x
A-2 offsuit Bet 1x
Any pocket pair, A-A down to 2-2 2-2, 8-8, A-A Raise 3x
Q-J suited Raise 3x
Ten-high or lower, unpaired T-5, 9-2, 5-4 suited Fold, 42 hands in all
Everything else A-K, K-9, 8-7, A-2 Bet 1x

The fold rule, stated exactly

Any hand headed by a jack or better is playable, so every fold is ten-high or lower. That single line matches our exhaustive solve on all 169 starting hands with zero mismatches, and it folds 42 of them. It is worth stating carefully because the shorter version that circulates, folding only unpaired unsuited hands topped by a five, folds six hands and misses the other thirty-six.

An ace-low hand is never a fold, for the plainest reason available: it contains an ace, so it is not ten-high. The hands that are folds

Only fourteen starting hands are raised to 3x: the thirteen pocket pairs and Q-J suited. Everything between the folds and the raises is a 1x, and A-2 lives there with about a hundred other hands. The full grid is on the printable strategy chart.

What you have committed at that point

At a $10 table the Across decision leaves $30 on the felt: the $10 Ante Across, the $10 Ante Down and the $10 Across bet. Both antes are posted before you see a card, so two of those three chips were never yours to withhold. The Down bet and the optional Middle bet are later decisions, made with community cards showing, and they are not part of the opening commitment.

Read the order of play carefully before you size a bankroll. Sitting down expecting to put $40 up front misreads the sequence. You post two antes, you make the Across bet, and only then does the dealer expose the left and right cards of the row. Maximum exposure across a whole hand is 11 units, which is $110 at a $10 ante, but that is the ceiling and not the opening. The full order of play

2

Where the Value Actually Sits

One of your two cards can win the hand on its own and the other cannot. That asymmetry is the whole story of an ace-low holding.

Hold and you have no made hand. An unpaired ace is a high card, and a high card is paid nothing on any of the three lines. What you have is two ways to improve, and they are not worth the same.

  • Pair the ace and you are paid. A pair of aces is a high pair, so the Across, Down and Middle bets pay 1 to 1 and each ante pays 1 to 1 as well. This is the outcome the hand is played for.
  • Pair the deuce and you lose. A pair of deuces sits below the push band, so the line bet loses and the ante loses with it. Improving your hand and losing your money are the same event here.

That second row is the one people underrate. In most poker games any pair is progress. On this pay table a pair of deuces is a dead hand that has cost you a bet, and half of your starting cards can only ever make one.

What an ace-low hand can be paid on the Across, Down and Middle bets
Hand you finish with Pays
Full house 12 to 1
Flush 8 to 1
Straight 5 to 1
Three of a kind 3 to 1
Two pair 2 to 1
Pair of aces 1 to 1
Pair of sixes through tens Push
Pair of deuces, or nothing Loses

Two pair counts, and aces and deuces is two pair. A paired deuce is only dead while the ace stays unpaired.

Everything above 1 to 1 needs the board to do the work. A flush needs three more cards of your suit in one direction, which is only available to you if the two hole cards are suited, and a straight needs the board to bring exactly the three ranks that fill it. Those outcomes are real, and section 3 prices how little they add. The complete pay tables

3

The Wheel Straight, Priced

A-2 is worse than A-7, not better. The wheel draw is real and it does not come close to covering what the deuce costs.

The usual case for A-2 is that the deuce is connected: A-2-3-4-5 is a straight, and A-7 can never make one at all. That is true and it is the wrong emphasis. We evaluated every suited ace-x hand against all 19,600 three-card boards, and the results sort into four tiers. The tier is set by what happens when the kicker pairs, not by straight potential.

Every suited ace hand, Across-bet expected value per unit staked
Hand Straights available Across-bet EV per unit If the kicker pairs
A-K, A-Q, A-J suited 1 −0.030663 Wins, 1 to 1
A-10 suited 1 −0.153112 Pushes
A-9, A-8, A-7, A-6 suited 0 −0.197500 Pushes
A-5, A-4, A-3, A-2 suited 1 −0.295969 Loses

Read the table down the middle two columns and the point is unavoidable. A-7 has no straight available to it and beats A-2, which has one. The tiers track the last column, not the second: the hands whose kicker pairs into a winner are at the top, the hands whose kicker pairs into a push are in the middle, and the four hands whose kicker pairs into a loser are at the bottom on their own.

0.098A-7 Ahead of A-2, Per Unit
0.044Value of a Straight Route
0.143Cost of a Dead Kicker

Both of the smaller figures come straight out of the same table. The straight route is worth about 0.044 per unit, which is the gap between A-10, with one straight and a kicker that pushes, and A-9, with no straight and a kicker that pushes. Being a dead card when it pairs costs about 0.143 per unit, which is the push-versus-lose penalty once that straight bonus has been accounted for. The straight is genuine, and it is roughly a third the size of the penalty it is being asked to offset.

A-2, A-3, A-4 and A-5 are identical to six decimal places

All four return −0.295969 suited. A-2 has no special standing among the ace-lows: the wheel is available to every one of them, and every one of their kickers is dead when it pairs. If you have been playing A-2 more keenly than A-4, the engine says there is nothing there to be keen about.

How often the wheel actually arrives

A straight is possible with A-2, which is more than a pocket pair can say. The board has to bring exactly 3-4-5 in one direction, and it does that on 0.32% of boards. Three hands in a thousand.

The board that pays A-2-3-4-5, a straight. It is worth having and it is not worth planning around.

Offsuit the picture is worse in the same shape. A-2 offsuit returns −0.376122 per unit on the Across bet, against −0.273265 for A-7 offsuit and −0.131224 for A-K offsuit. The ante is negative throughout as well: −0.458367 holding A-2 suited and −0.475102 holding A-2 offsuit, because the bare ace does not qualify and the paired deuce does not either.

The conclusion, without softening it: A-2 is in the bottom tier of ace hands. It is the worst kind of ace you can be dealt, its wheel draw does not rescue it, and it is behind a hand that cannot make a straight at all. You still play it, because 1x beats folding, but you play it knowing what it is.

4

Reassess at the Down Decision

Two cards from the Across row are now face up. They tell you nothing about the column you are betting, and they tell you a great deal about your ace.

After the Across bet the dealer turns the left and right cards of the horizontal row and leaves the centre face down. The Down bet is then made on the vertical column. Your two hole cards play in both directions, so those two exposed cards do not belong to the column, but they have already removed two ranks from the deck and they may have hit your hand.

What the two exposed Across cards mean for your Down decision
What the reveal shows What it changes Lean
An ace Your Across hand is at least a paying pair of aces, and one of the three remaining aces is gone from the column. Back the column, and see section 5
A deuce Your Across hand has paired the dead card. Two pair still saves it, but the pair on its own loses. Minimum on the column
Two of your suit, holding A-2 suited Nothing for the column, which is a separate three cards. The flush that is building is in the row you have already bet. Minimum on the column
Two of 3, 4 and 5 Your Across hand needs the centre card to complete the wheel. Again this is the row, not the column. Minimum on the column
Two blanks The most common reveal. Your ace is unimproved and you are betting the column on the same two hole cards you started with. Minimum on the column

What we have solved and what we have not. The Across decision is solved exactly, because it is made with no community card showing: every starting hand was evaluated against all 19,600 three-card boards and the answer is a fixed number. The Down and Middle decisions are different. They depend on cards revealed after the Across bet, so their value changes hand by hand and cannot be reduced to one figure. Anyone quoting a single expected value for a whole ace-low hand, across all three decisions, is quoting something that has not been computed.

The practical version is short. Your hole cards have not changed and the column is still three unknown cards, so the same reasoning that made the Across bet a 1x makes the Down bet a 1x. What the reveal changes is what you now know about the row you have already backed, and that matters most at the Middle decision, where a single unknown card settles both hands at once.

5

Making the Middle Decision

Four community cards are showing and one is face down. Sort the cards that could still arrive into four groups and count them.

The Middle bet is offered once the left, right, top and bottom cards are all face up. It carries no ante of its own, so passing forfeits nothing you have already committed, and it is graded on the better of your two hands. The whole decision is about one card: the centre, which belongs to the row and the column at the same time.

At that point you have seen six cards, your two hole cards and four community cards, so 46 cards could be the centre. Every one of them falls into one of four groups. Look at what is already on the felt and count them.

  • Premium

    Cards that finish a straight, a flush, three of a kind or a full house in either direction. Holding A-2 suited with both exposed cards of one line in your suit, the nine remaining cards of that suit are all in this group. With 3, 4 or 5 showing twice in one line, the four cards of the missing rank fill the wheel. So is any card that gives you two pair or better.

    Back it, up to 3x
  • Pairs the ace

    Three aces are unaccounted for at the start of the hand. Subtract any that are already face up. Each one that is left makes a pair of aces in both directions at once, which is 1 to 1 on the Middle bet and turns both antes into winners.

    Back it
  • Pushes

    Cards that pair a six, seven, eight, nine or ten already on the board and give you nothing better. A low pair returns the stake on the Middle bet, so these cards are neither an argument for the bet nor against it. Count them and set them aside.

    Neutral
  • Loses

    A deuce, which pairs your dead card and gives you nothing better. A card that pairs a five or lower already on the board. And every blank that leaves your best hand as ace-high. With an unimproved ace-low holding this is usually the biggest group by a distance.

    Reason to pass

Count, do not estimate. Fixed percentages for how the centre card lands are worthless here, because the four exposed cards have already changed the deck. If two of your suit are showing, your flush outs are different from the hand before. Add up the actual cards in each group from what you can see on the felt and decide from that.

Two rules survive the counting. If you have raised to 3x on an earlier decision because the hand warranted it, do not then fold the Middle: the same hand strength that justified the raise applies to a bet graded on the better of your two lines. And if both the Across and the Down bets were folded, the Middle is not offered at all. How the Middle bet is graded

6

Why 2x Is Never the Answer

The table offers three sizes. Only two of them are ever correct.

Every one of these wagers pays the same multiple of whatever you stake on it. A straight returns 5 to 1 on one unit and 5 to 1 on three units. That single fact settles the sizing question before you look at a card, because it means the expected value of the bet moves in a straight line with the amount you put out.

3x

When the edge is positive

If one unit shows a profit, three units show three times that profit. There is no reason to leave two thirds of it on the table.

1x

When the edge is negative

If one unit loses money, three units lose three times as much. Stake the minimum the table will accept, or step away from the line entirely.

2x

Never uniquely right

A middle stake is worse than 3x whenever the bet is good and worse than 1x whenever it is bad. There is no situation where it is the best of the three.

Sizing is a yes or no question, not a dial. Decide whether the bet is worth making, then make it at the size that answer implies.

This is why the whole strategy for this game reduces to so few instructions. You are never asked how much to bet, only whether to bet. With A-2 the answer at the Across decision is always the minimum, because the hand runs at a loss of 0.295969 per unit suited and 0.376122 offsuit. Those are negative, so you keep the stake small; they are not negative enough to beat giving up the ante, so you do not fold. The printable chart resolves every other starting hand the same way.

7

Common Errors With Ace-Deuce

Five ways this hand is habitually overplayed.

  1. 1

    Treating the ace as a made hand

    An unpaired ace is a high card and nothing more. It pays nothing on its own. The hand has to reach a pair of jacks or better before the pay table has any interest in it, and an ace sitting alone in your hand does not get you there.

  2. 2

    Valuing an ace pair and a deuce pair the same

    They are not close. A pair of aces pays 1 to 1. A pair of deuces loses outright, because the pay table only starts returning money at a pair of sixes. Half of this starting hand can improve into a winner and half of it cannot, and that asymmetry is the single most important thing about A-2.

  3. 3

    Betting off what other players do

    This is a house-banked game. Every wager is settled against a fixed pay table, there is no dealer hand to beat and no opponent to pressure. What the player beside you does with their chips cannot change what yours are paid. Read the board, not the table.

  4. 4

    Using a fixed percentage after the reveal

    Once four community cards are face up, the hand is a counting problem, not a statistical one. Exactly one card is unknown and there are 46 candidates for it. Count how many of those finish you a winner, how many push and how many leave you short. A number memorised for "A-2 generally" cannot tell you that.

  5. 5

    Maxing out on any pair at all

    Pairing the ace is worth pressing. Pairing the deuce is worth nothing by itself, and a board that pairs your deuce has handed you a losing hand that still needs rescuing. Check which card actually paired, and check both lines, before the stake goes up.

Every one of these comes back to the same thing: an ace with a low kicker is two very different cards pretending to be a strong hand. Play it for the ace and treat the deuce as a card that mostly needs to stay out of the way. The low-card guide covers what happens when there is no ace at all, and unpaired high cards covers the hands where both cards can pair into a winner.

8

The Practical Decision

Open every ace-low hand for 1x, suited or offsuit, then let the exposed cards decide everything after that.

A-2 through A-5 all price identically at −0.295969 per unit suited. They are the weakest aces in the deck, the wheel draw does not change that, and none of them is ever a fold.

The ace is the half that can win The wheel is worth about 0.044 Count the centre cards, do not guess

Marginal hands are where a session quietly drains away. Set your limit before you sit down and size the ante off that limit rather than off the table minimum. The bankroll guide works through it.

Practise the Marginal Aces

The free table deals real hands with the same pay table, and the built-in coach calls every one of the three decisions so you can see how an ace-low hand actually plays out.

Criss Cross Poker is a table game from AGS, developed by Ron LaDuca and In Bet Gaming. House-edge figures follow the published analysis at Wizard of Odds; the starting-hand expected values on this page were computed with this site’s own engine by evaluating every hand against all 19,600 three-card combinations from the remaining 50 cards. This site is free to play, uses play money only and accepts no wagers.