Atlassino Academy · Video poker · Lesson 7 of 8
What mistakes cost per 100 hands
The return worked out for a video poker table assumes the hold worth most on every hand. Your price for a hundred hands is that table’s price plus whatever your own holds give up.
You sit at a 9/6 Jacks or Better video poker machine and play 100 hands. What do those hands cost you?
The short answer
Two prices added together. The first is the table’s price: what the pay table keeps on average when every hand is held the way that is worth most, and on an example bet of $1.25 a hand that is $0.57 for a hundred hands at 9/6. The second is the price of your mistakes: every hold worth less than the hold worth most gives up the gap between the two, and you pay that gap as well.
The table’s price for a hundred hands, plus the price of the holds that gave something up, makes your price for those hundred hands.


Mayaformer floor supervisor · manners, money and breaks
I keep a notebook when I play video poker, and every page in it has two columns. The pay table fills in the first column before I sit down: that is the table’s price. Nobody prints the second column, so I fill it in myself: that is the price of my own holds.
The table’s price: the return assumes the hold worth most
The return of a video poker game is worked out for a player who, on every hand, keeps the cards that pay back the most on average. Any other hold lowers that return. At 9/6 Jacks or Better with five coins in, the return with optimal play is 99.54%.
The sliver is the lowest price a player can pay at this table: it holds only for the hold worth most on every hand.
In money, on an example bet that is not a suggested bet:
- One hand$1.25five coins of $0.25, an example bet
- A hundred hands$125bet through the machine
- Kept by the table, on average$0.57the table’s price for a hundred hands
The last figure is an average over a very long run, not what any one hundred hands will do. Amounts are in Canadian dollars.
A mistake is a hold worth less than the hold worth most
Every deal gives you thirty-two ways to hold: any of the five cards, in any combination, or none of them. Each hold is worth the average of what all of its draws pay, counted over every card that could replace the cards you let go.
| Hold | Pays back on average, in bets | Gives up against the queens alone, in bets |
|---|---|---|
| A high pairQ♦ Q♣ | 1.537 | nothing: this is the hold worth most |
| A high pair and a kickerQ♦ Q♣ 8♠ | 1.416 | 0.120 |
| One high cardQ♦ | 0.368 | 1.169 |
| Draw five new cards | 0.333 | 1.203 |

Leoformer dealer · rules and maths
I spent years explaining pay tables, and the thing I wish I had said sooner is this: the pay table on the glass is the same for everyone who sits at that machine, and the holds are not. Two people at the same machine pay the same table’s price and very different prices for the evening, and the difference is decided one hold at a time.
That gap is the price of the mistake. On one hand the eight can still pair up, but the gap is an average over every draw: a price over many hands, not a forecast of the next one.
A hundred hands, audited
Here are the same hundred hands played twice, dealt from a full deck shuffled before every hand. The first player keeps the hold worth most every time. The second player does the same, with one habit: whenever the hold worth most is a pair on its own, the second player keeps one more card beside the pair.
Receipt: every hold worth most
Receipt: a kicker kept beside every pair
The table’s line is the same on both receipts, because the table and the bet are the same. The mistakes line is exact for these hundred hands: every hold made was compared with the hold worth most on that deal, and the gaps were added up. On these hundred hands the habit’s line is longer than the table’s own line.
Counted as a return, the second player plays this table at 94.21% instead of the 99.54% worked out with optimal play. The difference is what the kept kickers gave up, spread over the hundred hands.
Why the price is per hundred hands, and not per hour
Video poker is fast, and with a rapid pace of play, losses can add up quickly. Speed does not change the price of a hundred hands; speed changes how many hundreds an evening holds.
No document we could read gives a number of hands an hour for video poker, so every price here is for a hundred hands, the same way the video poker pay table tool counts it. Count your own hands, and let the hours follow.
| Hands played | Every hold worth most | A kicker beside every pair, at the receipt’s rate |
|---|---|---|
| 100 | $0.57 | $7.24 |
| 300 | $1.71 | $21.72 |
| 500 | $2.85 | $36.21 |
The right-hand column assumes every hundred hands goes the way the hundred on the receipt went, and no hundred hands promises that.

Mayaformer floor supervisor · manners, money and breaks
Machines are fast. Put a time limit next to the money limit, and decide both limits before you sit down: the time limit is what stops a small price per hundred hands from turning into a large evening.
When either limit runs out, stop. Putting more money in to get a loss back only buys more hands.
If it stops being fun
If gambling stops being entertainment, help is available. 19+ in most of Canada; 18+ in Alberta, Manitoba and Quebec. More on responsible gaming.
Practice: hands from the receipt
Every hand in the practice run is one of the hundred hands on the receipt above, in the order the receipt played them: 10 hands in all. You choose a hold, and the answer shows what every offered hold pays back on average and what each other hold gives up against the hold worth most.
Nothing is scored, and nothing is bet. There is no strip of squares and no running total here: the practice walks through the hands one at a time, and the receipt above has already added the hundred up. Dealing a hundred hands at speed and adding your own holds into your own receipt is not part of this page.
Lesson done
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The practice table needs JavaScript. Here is one hand from it, with the answer.
One hand from the practice run
9/6 Jacks or Better · five coins · hand 1 of the 100 on the receipt
9/6 JACKS OR BETTER · BET 5 COINS
Which cards do you hold?
- A low pair and a kicker (9♠ 5♦ 5♠) Pays back 0.675 of a bet on average, 0.148 of a bet less than holding a low pair (5♦ 5♠). The card kept beside the pair takes away one of the draws the pair would have had. That gap is what this hold adds to your price each time it is made.
- A low pair and a kicker (K♣ 5♦ 5♠) Pays back 0.675 of a bet on average, 0.148 of a bet less than holding a low pair (5♦ 5♠). The card kept beside the pair takes away one of the draws the pair would have had. That gap is what this hold adds to your price each time it is made.
- A low pair (5♦ 5♠) Pays back 0.824 of a bet on average over every draw this hold can get, and no other hold of this deal pays back more.
- Draw five new cards Pays back 0.330 of a bet on average, 0.494 of a bet less than holding a low pair (5♦ 5♠). That gap is what this hold adds to your price each time it is made.
Every hold is worth the average of what all of its draws pay, counted over the forty-seven cards left in the deck. The table’s price is the same whatever you hold; the gap between your hold and the hold worth most is the part of the price that is yours.
Every hand in the practice run is worked out the same way: all thirty-two holds of the deal are counted over every possible draw, and the hold worth most is the one with the highest average.
How the practice run works
Where the hands come from. The hands are dealt from a full 52-card deck shuffled before every hand, from a fixed starting point, so the hands are the same on every visit and the same as on the receipt. The values of the holds are worked out when the page is built, by the same engine that wrote the receipt: every hold is counted over every possible draw, and the hold worth most is the one with the highest average. The other holds on offer are named mistakes: a kicker kept beside a pair, the next most valuable kind of hold on that deal, drawing five new cards, or keeping all five.
One level, read through. The hands come in order, once each, and none of them is scored. Your progress stays in this browser, and nothing is sent anywhere.
Check yourself

Mayaformer floor supervisor · manners, money and breaks
Five quick ones. Pick an answer, then check it. No timer, no points: just whether it stuck.
Back to the question we opened with. A hundred hands at 9/6, on an example bet of $1.25, cost the table’s price of $0.57 plus whatever your holds gave up: nothing extra for a player whose every hold is worth most, and $6.67 extra for the player on the receipt who kept a kicker beside every pair.
Further reading
19+ (18+ in AB, MB, QC) · Play responsibly · the helplines are further up this page
Further reading
- Video Poker: how to play · OLG PlaySmartHow a hand goes, the hands that pay, and why only the pay table decides what a hand is worth.
How it’s worked out
Numbers, sources and hosts
Where this happens. The machines on this page are video poker cabinets of the kind that stand on casino floors. No document we could read prints the pay table of a casino-floor video poker machine in Canada; the 9/6 table used here is printed only in the online version of the game, and reading the table on the glass in front of you is lesson 8.2. “9/6” is our own name for the table, after its Full House and Flush lines.
Numbers. The table’s return is a count over all 2,598,960 five-card deals with the hold worth most on every deal, at five coins; the table’s price for a number of hands is the bet, times the hands, times the share the table keeps. The value of a hold is the exact average of what every possible draw from the forty-seven cards left pays, and the gap of a hold is the value of the hold worth most minus the value of that hold. On the receipt, the table’s line is the table’s average over all deals, and the mistakes line is the exact sum of the gaps of the hands actually played. The two players on the receipt are an example of one habit, not a measurement of how people play. Every figure carries a machine-readable key and is recomputed on every build.
What is deliberately absent. There is no price per hour and no number of hands an hour anywhere on this page: no document we could read prints such a number, and an hour priced on a pace nobody published would be a figure we made up. There is no list of which hold is worth most on which deal: that is lessons 8.4 and 8.5. There is no pay table other than 9/6: the other tables are lesson 8.2, coins and the royal flush are lesson 8.3, Deuces Wild is lesson 8.6, how a hand runs is lesson 8.1, and how long a royal flush can stay away is lesson 8.8. The practice run walks through hands from the receipt rather than dealing a hundred at speed, and nothing in it is scored.
Sources. Every claim on this page carries a button with the sentence it rests on, the publisher who wrote that sentence and the date we read it.
Hosts. Maya and Leo are illustrated characters. Their backstories, a former floor supervisor and a former dealer, are written for the course: neither is a real person, and neither speaks for any casino. The rules and numbers on this page come from the sources it cites, not from their experience.
No promise. Video poker is played against the house. Holding every hand the way that is worth most brings your price down to the table’s price; it does not remove the table’s price, and nothing on this page says how an evening at a machine would end.
The return assumes optimal play
The theoretical payout percentage of Skill-Based Games that are traditional card Games (e.g. video poker) or disclose a Strategy is to be calculated using the optimal or disclosed Strategy respectively.
Section 11.9 Game Payout, 11.9.1 to 11.9.4
AGCO · Casino Electronic Gaming Devices and Gaming Systems Minimum Technical Standards · read
Optimal Play or Strategy: The choice from among more than one option presented to a player by a Game which, if selected by the player, offers the greatest theoretical payout percentage to the player.
Section Glossary
AGCO · Casino Electronic Gaming Devices and Gaming Systems Minimum Technical Standards · read
Gambling devices that may be affected by player skill shall meet the requirements of this section when using an optimal method of play that provides the greatest return to the player over a period of continuous play.
Section 4.9.1 Software Requirements for Percentage Payout
The pace of play
Video Poker is exciting to play, but with a rapid pace of play potential losses can add up quickly.
The return assumes optimal play
The theoretical payout percentage of Skill-Based Games that are traditional card Games (e.g. video poker) or disclose a Strategy is to be calculated using the optimal or disclosed Strategy respectively.
Section 11.9 Game Payout, 11.9.1 to 11.9.4
AGCO · Casino Electronic Gaming Devices and Gaming Systems Minimum Technical Standards · read
Optimal Play or Strategy: The choice from among more than one option presented to a player by a Game which, if selected by the player, offers the greatest theoretical payout percentage to the player.
Section Glossary
AGCO · Casino Electronic Gaming Devices and Gaming Systems Minimum Technical Standards · read
Gambling devices that may be affected by player skill shall meet the requirements of this section when using an optimal method of play that provides the greatest return to the player over a period of continuous play.
Section 4.9.1 Software Requirements for Percentage Payout
The pace of play
Video Poker is exciting to play, but with a rapid pace of play potential losses can add up quickly.
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