A decision note on what to discard in the first six turns
Most beginners discard high-value single cards early because they "feel expensive". High cards are not the threat - high cards you cannot sequence are. The point of a discard is to keep your options without paying through the nose when you finally drop.
The cheapest discard is the card you know you will not use and which closes no opponent's run. The most expensive is the card that finishes a sequence your neighbour has been quietly building.
Three discard heuristics
From a thousand logged sessions, three rules survive as useful. None of them guarantees a win. All three reduce the variance of your point end-of-hand.
Discard high singletons when two sequences are open. Once you have at least one pure and a path to a second, the high single is dead weight; let it go.
Hold jokers through the first joker-rotation. The printed joker is announced before the deal; holding it until the mid-game lets you redirect a dying hand.
Drop earlier than feels right. Drop thresholds across platforms are calibrated to reward survival across many hands, not heroics in one.