
Double Double Bonus is single-player, five-card video poker built around one choice: which cards to hold before one draw. The whole hand uses a standard 52-card deck, and the final five cards are scored against a pay table.
It feels close to Video Poker at first. You are dealt five cards. You keep any number from none to all five. The game replaces the rest once, then pays according to the finished poker hand. There is no opponent, no betting round, and no second draw. A hand ends as soon as the draw is scored.
The reason people single out ddb video poker is the top end of the double double bonus pay table. Four aces with a 2, 3 or 4 as the fifth card pays 400 for 1, far above ordinary four of a kind. That makes small kickers matter in a way they do not in plainer video poker games. It also means many hands are boring, then one hand suddenly matters a lot.
What is Double Double Bonus Poker, exactly?
Double Double Bonus Poker is a five-card draw video poker game for one player, scored by a pay table rather than by beating another hand.
The setup takes one deal. A standard 52-card deck is used. You receive five cards face up. The game then asks which cards you want to hold. Cards you hold stay in the hand; cards you do not hold are discarded and replaced from the undealt cards. There is one draw only.
After the draw, the final five-card poker hand either matches a paid category or it does not. A pair of jacks or better is the usual bottom paid hand in this family. Two pair, three of a kind, straights, flushes, full houses and stronger hands pay more. The extra weight sits on certain four-of-a-kind hands.
The table gives its largest four-of-a-kind prize to aces with low-card kickers. A kicker is the fifth card next to four of a kind. Four aces with a 2, 3 or 4 kicker pays 400 for 1 on this table. Four aces without that low kicker still pays well, but the low kicker changes the result completely. That single rule is why double double bonus rules are less automatic than they first look.
How does a hand start, and what are you actually choosing?
- The deal: one player receives five cards from a standard 52-card deck. Those five cards are the whole starting problem. There is no hidden opponent hand to read and no community card to wait for.
- The hold choice: you may hold 0, 1, 2, 3, 4 or all 5 cards. Holding a card means it stays exactly where it is. Leaving a card unheld means it will be thrown away on the draw.
- The discard choice: every unheld card is replaced once. If you keep a pair and discard the other three cards, you will draw three replacements. If you keep four cards to a flush, you will draw one. If you hold nothing, you receive five new cards.
- The real decision: you are choosing between made value and future value. A paying pair may be worth keeping. Four cards to a royal flush may be worth chasing. Three aces may be worth more than a small made hand because the double double bonus pay table rewards the best four-of-a-kind outcomes so heavily.
- The useful habit: read the hand by its best serious prospects, not by every possible hope. DDB video poker punishes vague chasing. The choice is usually between two or three sensible holds, not fifty-two dreams.
What happens on the draw, and how does one turn end?
After you press draw, every discarded card leaves the hand and is replaced from the remaining deck. If the original deal used five cards, the replacements come from the 47 cards not dealt at the start of that hand. Held cards cannot change. Discarded cards cannot come back in the same hand.
The draw is the last action. There is no chance to correct a hold after seeing one useful replacement card. If you held three aces and drew two cards, the final five-card hand is scored immediately. If it became four aces with a 2, 3 or 4 as the fifth card, the 400 for 1 category applies. If it became three aces and two unrelated cards, it is scored as three of a kind.
One turn ends when the final five cards have been compared with the pay table and the credit result has been added. Losing hands pay 0. Paid hands pay according to the single best matching category on the table.
This is why the rules feel easy while the choices do not. Mechanically, a hand is deal, hold, draw, score. Strategically, the table makes you care about shapes that barely matter in ordinary draw poker: suited high cards, low kickers beside aces, and whether a small sure payout is worth giving up for a rare large one.
Why does the double double bonus pay table make people talk about kickers?
A kicker is the fifth card beside four of a kind. In many poker conversations it is a tiebreaker. In Double Double Bonus it can be the difference between a strong result and the best ordinary non-royal result on the table.
| Final hand | Pay for 1 | Why it changes the hold decision |
|---|---|---|
| Four aces with a 2, 3 or 4 kicker | 400 | The premium target; this is why ace-heavy hands get special treatment. |
| Four aces with any other kicker | 160 | Still large, but the missing low kicker more than halves the top ace payout. |
| Four 2s, 3s or 4s with an ace, 2, 3 or 4 kicker where possible | 160 | Low quads also care about the fifth card, so a small side card can be valuable. |
| Four 2s, 3s or 4s without the premium kicker | 80 | A good hit, but not the reason the game is famous for volatility. |
| Four 5s through kings | 50 | These quads pay well, yet the kicker does not create an extra bonus. |
The pay table is not a smooth ladder. It has cliffs. Two final hands can both be four of a kind, yet one pays 5 times another because of one side card. That is the heart of ddb video poker.
What makes it worth playing if the game is so volatile?
Double Double Bonus is worth playing if you like a short decision with a sharp edge. A hand lasts seconds, but the hold choice can still be exacting. Compared with Bonus Poker and many basic Video Poker sessions, more of the interest sits in the rare four-of-a-kind results. Long quiet stretches are part of the design.
- The turn is clean: five cards, one hold decision, one draw, one score. There is no rules fog hiding the result.
- The risk is visible: the large payouts sit on the pay table before you choose. You can see why a strange-looking hold may be correct.
- The mistakes are instructive: keeping a weak made hand can feel safe, then the table shows why the better draw had more value.
- The wins have shape: the big hands are not generic jackpots. Four aces with a low kicker is a specific finish, and you recognise it instantly.
The volatility is not a flaw to forgive. It is the main bargain. You give up some of the steady drip from gentler games in exchange for a table that makes rare hands matter far more. That will not suit every mood. If you want a slower puzzle with no pay table pressure, Klondike Solitaire (Turn 1) or FreeCell asks for a different kind of patience.
For cards that resolve quickly, ddb video poker has a particular pleasure: you know the rules after one hand, but the holds keep asking better questions.
Frequently asked questions
Yes, because the basic action is still five-card draw: choose what to keep, draw replacements, get paid if the final hand qualifies. The hard part is not the interface. It is learning when the bonus awards make an odd-looking hold correct, especially around aces, low kickers, and four-of-a-kind chances.
5 is the most you can hold, but there is no usual number worth memorising. Some hands ask you to keep all five. Some ask you to keep one high card. The real question is which hold has the best expected result on this pay table, not whether the hold looks tidy.
People think the biggest prize must always be the target, then they throw away too much. The correction is simple: chase aces when the hand gives you a proper route to them, not just because aces pay well. A made flush, a strong straight-flush draw, or another high-value hold may still be the better play.
You are dealt A♠ A♥ A♦ A♣ K♦. In Double Double Bonus, keeping the four aces and discarding the king can be right, because a 2, 3, or 4 kicker upgrades the hand to the 400 for 1 prize. That move feels wrong the first time. The pay table is why it works.
It depends on your aim: learning or testing yourself. If you are learning, use the hint before you draw and compare it with your instinct. If you are testing yourself, choose first, then check. The useful moment is the disagreement, because that shows exactly which pay-table feature you have not absorbed yet.
Compared with Bonus Poker, Double Double Bonus puts more attention on premium four-of-a-kind hands and their kickers. Bonus Poker is still about getting extra value from certain quads, but Double Double Bonus makes the top quad-and-kicker results far more prominent. The trade-off is a rougher ride between the big hits.
The short rule is: kickers matter when they can complete a listed bonus hand. The exception is that you do not keep a weak side card just because it might later become a kicker. A 2 beside one ace is not magic. A 2 beside four aces is a different thing entirely.
Most people do wrong by protecting the small prize they can already see. Video poker strategy is based on the average value of all possible draws from here, not the comfort of locking up a low payout. In a volatile game, the correct play can look rude to a made pair or two pair.
A low kicker is the side card that turns certain four-of-a-kind hands into larger bonus hands. For four aces, the important low kickers are 2, 3, and 4; that is the hand paying 400 for 1 here. The kicker is not part of the four of a kind. It is the fifth card.
Play slowly for 20 hands and say your hold out loud before pressing draw. Check the hint when a hand feels close. Pay special attention to pairs, three of a kind, four-to-a-flush, four-to-a-straight, and any ace-heavy hand. Random clicking teaches you the buttons. Deliberate mistakes teach you the game.
Nobody knows precisely how often you will see it in a short session, because your draw choices change the route. From the initial deal alone, four aces with a 2, 3, or 4 kicker is 12 deals out of 2,598,960, or 1 in 216,580. Drawing can improve that figure.
Historical fact: the name belongs to the Bonus Poker family, where variants changed the rewards for selected four-of-a-kind hands rather than changing the five-card draw structure. Double Double Bonus is the version people notice because the kicker rules make some quad hands pay dramatically more than the plain version of the same rank.
The cost of getting it wrong is points, pace, and feedback. You will still see cards, still hit lucky hands, and still have a free game in your browser. What you lose is the chance to learn why the volatile hands are valuable, so your wins feel random instead of earned.
Final thoughts
The best way to approach Double Double Bonus is to stop treating every held card as a little act of courage. Some holds are dull and correct. Some attractive holds are traps. A pair of queens looks like a result, and often it is. Three aces looks like trouble for the pay table, in the good sense, because the next two cards can move the hand into the part of the game that pays for all the missed draws.
Watch your own reaction to the fifth card. If you make four aces and the side card is a 7, you have still hit a serious hand, yet you will feel the absence of the 2, 3 or 4. That feeling is the game teaching you its grammar. The kicker is not decoration. It is part of the sentence.
Do not expect the game to feel fair hand by hand. It is too lumpy for that. Judge it by whether the choices are interesting while the hands are ordinary. If the only fun is the rare top hit, it will feel harsh. If you enjoy spotting why one discard gives the table a better future than another, the quiet hands have work to do.

