| Online Poker Center | ||
|
||
|
||
|
This is the rec.gambling.poker Frequently Asked Questions (FAQ) list. It is officially hosted in two locations:
A text version is posted to rec.gambling.poker once per month. There is also a single-page HTML version.
Copying. This document contains material copyrighted by various authors. If you want to redistribute or copy the FAQ, you have these options:
Updates. Changes or additions to the FAQ should be submitted to: info@rgpfaq.com. Include the word "FAQ" in the subject to avoid being lost amid the spam.
The rec.gambling.poker FAQ is a volunteer effort. It's a lot of work to update articles with fresh information, maintain old links and add new ones, and keep abreast of the rapidly changing world of poker. If you have an update or want to submit a new article, send mail to info@rgpfaq.com. We'll give you full credit for your article (you retain the copyright) and help you become famous among the r.g.p. community!
(Almost) no ads! You'll notice that rgpfaq.com doesn't distract your eye with a dozen flashing banner ads on every page. Instead we try to keep the site as plain as possible to make it easy for you to find the information you need. We figure if you wanted to be on another site you'd go there yourself.
But there is a way you can help the FAQ financially if you are thinking about opening up an online poker account. By taking advantage of the system of online poker sign-up bonuses, you can receive a bonus deposit (usually $20 to $100) when you open a new account and help fund the FAQ at the same time. How's that? By using the bonus code of our sponsor site, who receives a referral fee from the poker site, and then donates many hours of volunteer time to the FAQ (and also pays for our web hosting bandwidth).
How do these referrals work? When you open up an online poker account, you have a few choices:
Now, there is no question that you want to receive a sign-up bonus when you open a new online poker account. The only decision is who you want to receive the referral fee. In the hope that you find this FAQ a worthy cause, we refer you to a constantly updated list of the best sign-up bonuses offered by the top sites. You can find the latest codes in the bonus code center.
Since RGP is a Usenet Newsgroup, the best way to access any Usenet Newsgroup is through a newsreader. Usenet and Newsreaders have been around since long before the Internet was created. However, due to the success of the Internet, there are now several other ways to access RGP, although none of them as flexible as the least capable of the newsreaders.
Below, I have grouped the access methods into three types, listing only the free solutions. There are also a number of paid Usenet access websites and news servers.
1. Free Poker-Only Web Interfaces: The following is a list of poker-related web interfaces for reading and posting to RGP. If one of these sites is ever down, you should be able to quickly setup an account at another site.
2. Free Multi-Group Web Interfaces: The following is a list of free websites that offer access to RGP plus many other Usenet groups:
3. Free Newsreader Access: The best way to find out if your computer is already setup to access RGP via a newsreader is to click on this link: news:rec.gambling.poker (if you do not see a link above, then your Internet browser does not support this feature, but you can still setup a newsreader).
If clicking on the link above loads a news reader such as Outlook Express, you are halfway there. If not, you will probably need to install a newsreader on your computer. Below is a list of a couple of good free ones:
If you have a newsreader setup, but it tells you that you need to setup the news server, you will need to get a username and password from a news provider. Most ISPs (the people who connect you to the Internet) offer free news servers as part of their package. Either call their support line (the best solution if you are new to computers) or go to their help page and search on "News Feed" or "News Server" or "Usenet" or "Newsgroups" for information on how to setup their news service.
If your ISP does not offer a news service, then send an email requesting a userid and password to access www.individual.net which is hosted by a University in Germany. It may take a week to get the user id, but you will have RGP access plus thousands of other Usenet groups. Visit www.individual.net for details on getting the userid and password setting up this news service on your computer.
Ways to access rec.gambling.poker:
See the FAQ item on RGP access for more
details.
Usenet access to
rec.gambling.poker
Google
access to rec.gambling.poker
RecPoker — web gateway
to rec.gambling.poker
Live ActionPoker
— web gateway to rec.gambling.poker
Web sites - r.g.p related:
rgpfaq.com — home of the
rec.gambling.poker FAQ
Conjelco — longtime
bookstore for r.g.p. readers and hoster of this FAQ
BARGE — Big Annual
Rec.Gambling Excursion (details)
World Rec.Gambling Poker
Tournament — the famous annual email poker tournament
IRC Poker
Database — over 10 million hands recorded on the IRC
poker server
Web sites - maintained by r.g.p individuals:
Poker Portal — an
amazing collection of poker links
Dan Kimberg's Poker
Page
Ken Churilla's Poker
Page
Jazbo's Poker Page
Abdul's Pos. E.V.
Poker Page
Izmet Fekali's Playing With the
Fish
Jim Geary's Poker
Page
Steve Badger's
PlayWinningPoker
Andy Bloch's WPT Fan Site
JohnnyD Poker
Lou Krieger Online
Daniel Negreanu's Full
Contact Poker
HowardLederer.com
Wolf's Poker Page
David
Zanetti's Mississippi Stud Page
Non-r.g.p poker forums:
Two Plus Two
Forums — a very large community of poker players
PocketFives —
another high-quality forum
United Poker
Forum
The Poker Forum
Cardschat Poker Forums
— friendly poker discussion, freeroll events
Neverwin Poker Forums — regular hangout for very high
limit online pros
StoxPoker — a
collection of poker blogs from some of the most successful players
on the internet
Internet
Texas Holdem
Poker In
Europe Forums
See Poker Portal for
more
Web sites - about online poker:
Online Poker FAQ
— 55-page online guide to online poker (our sponsor)
Poker Scout — traffic
rankings for online poker sites
Tight Poker —
original content, site reviews
The Poker Project
— reviews of online poker sites
Poker Listings —
reviews of online poker sites
Which Poker UK —
reviews of online poker sites, especially in UK
Mac Poker — info
about playing online poker from your Mac or Linux computer
See Poker Portal for
many more
Web sites - other commercial:
Poker Pages — lots of
good tournament info, articles and forums
Poker School Online
— a learning community
Card Player Magazine
— articles by top poker columnists
Bluff Magazine —
more good articles and poker news
Home Poker — fun
variations to spice up your home game
Home Poker Games
— where to play in your neighborhood
Local Poker List —
local and home poker games and tournaments, listings across US
Poker.net — articles plus
a directory of real-life cardrooms
Poker Search —
includes guide to US cardrooms
See Poker Portal for
many more
Poker references:
Mike Caro
University Library
Caro and
Cooke's Rules of Real Poker
Bob Ciaffone's
"Robert's Rules of Poker"
Tournament
Directors Association (TDA) Rules
2004 World Series
of Poker (WSOP) Rules
Tex's
TEARS — poker tournament structure sheets
Most variants of poker satisfy the following definition, but in a home game of course you are free to modify the rules as you see fit.
Poker is a card game in which players bet into a communal pot during the course of a hand, and in which the player holding the best hand at the end of the betting wins the pot. During a given betting round, each remaining player in turn may take one of four actions:
Betting usually proceeds in a circle until each player has either called all bets or folded. Different poker games have various numbers of betting rounds interspersed with the receipt or replacement of cards.
Poker is usually played with a standard 4-suit 52-card deck, but a joker or other wild cards may be added. The ace normally plays high, but can sometimes play low, as explained below. At the showdown, those players still remaining compare their hands according to the following rankings:
(* Such matchups are only possible in games where there are wild cards or where community cards are shared, such as Texas Holdem.)
Suits are not used to break ties, nor are cards beyond the fifth; only the best five cards in each hand are used in the comparison. In the case of a tie, the pot is split equally among the winning hands. For a more detailed explanation, see the section on splitting the pot.
Several variations are possible when playing for low. Some games permit the ace to play low and ignore straights and flushes, making 5432A the best possible low, even if it makes a straight flush. Other games just reverse the order used for high hands, making 75432 of mixed suits the best possible low. Still others count straights and flushes against you but let the ace play low, making 6432A best. Note that in most games in which the ace plays low, a pair of aces is lower than a pair of deuces, just as an ace is lower than a deuce.
When a joker is in play, it usually can only be used as an ace or to complete a straight or flush. It cannot be used as a true wild card, for example, as a queen to make QQ43X play as three queens. When playing for low, the joker becomes the lowest rank not already held, so 864AX is played as 8642A, with the joker used as a deuce.
Although true wild cards are rarely seen in a casino, they are a popular way to add excitement to a home game. Wild cards introduce an additional hand, five of a kind, which normally ranks above a straight flush. They can also cause confusion when two players hold the same hand composed of different wild card combinations. The standard rules of poker do not distinguish between such hands, but some players prefer to rank hands using fewer wild cards above less "natural" versions of the same hand.
You may find these comprehensive poker rulebooks helpful:
Caro and
Cooke's Rules of Real Poker
Bob Ciaffone's
"Robert's Rules of Poker"
Tournament
Directors Association (TDA) Rules
2004 World Series
of Poker (WSOP) Rules
If you are interested in learning all about online poker in particular, try the Beginners' Guide to Online Poker. It goes way beyond the basics to topics like record keeping software, site integrity, the law and taxes.
In some forms of poker it is fairly common for two or more players to end up with the same best hand. In that case, the players with equal hands split the pot equally between them. Remember that only the best five cards of a player's hand are considered in the showdown. If the best five cards yield a tie, you do not use additional cards to break the tie. Also, you don't look at the suits to break a tie. It's simply a tie. Here are some examples:
What about the extra chip? If you split the pot and there is an extra chip left over, the usual rule is to award it to the first winning player in the clockwise direction from the dealer.
What about high-low declare? In high-low split declare games, the rules can be more complicated. See the special high-low declare section for more details.
Many people are intimidated on their first visit to a public cardroom. Knowing what to expect and some simple rules of etiquette will help the first-time visitor relax and have a good time.
Any cardroom with more than a few tables will have a sign-up desk or board for the various games being played. Usually someone will be standing here to take your name if a seat is not immediately available. This person can explain what games are offered, the betting limits, special house rules and so on. This is the moment of your first decision: which game and for what stakes?
Choosing a game is fairly easy; you already know which game is most familiar to you. You may be surprised to find that your favorite home games are not spread in public cardrooms. Most will offer one or more of Texas Hold'em, Seven-Card Stud, and Omaha Hold'em (usually hi/lo split, 8-or-better for low). Sometimes you will find California Lowball (5-card draw for low), Seven-Card Stud hi/lo, or Hold'em variations like Pineapple. You will rarely find High Draw (5-card draw for hi), and will never find home game pot-builders like Anaconda, Follow-the-Queen, 7-27 or Guts. Except for the joker in draw poker, cardrooms never use wild cards.
Choosing a betting limit is a bit harder. It is best to start playing at a limit so small that the money is not important to you. After all, with all the excitement of your first time playing poker there is no need to be worried about losing the nest egg to a table full of sharks. Betting limits are typically expressed as $1-$5 or $3-$6, and may be "spread-limit" or "structured-limit". A spread-limit means one can bet or raise any amount between the two numbers (although a raise must be at least as much as a previous bet or raise). For example, in $1-$5 spread-limit, if one person bets $2 the next person is free to call the $2 or raise $2, $3, $4, or $5, but cannot raise just $1. On the next round, everything is reset and the first bettor may bet anything from $1 to $5. In structured-limit like $3-$6 (usually recognizable by a factor of two between betting limits), all betting and raising on early rounds is in units of $3, and on later rounds is in units of $6. One only has a choice of *whether* to bet or raise; the amount is fixed by the limit. One usually doesn't have a choice between spread and structured betting at a given limit. Keep in mind that it is quite easy to win or lose 20 "big bets" (the large number in the limit) in an hour of play. Also, since your mind will be occupied with the mechanics of the game while the regular players consider strategy, you are more likely to lose than win. In other words: choose a low limit.
If the game you want is full, your name will go on a list and the person running the list will call you when a seat opens up. Depending on the cardroom, you may have trouble hearing your name called and they may be quick to pass you over, so be alert. Once a seat is available, the list person will vaguely direct you toward it, or toward a floorman who will show you where to sit.
Now is the time for you to take out your money and for the other players to look you over. A good choice for this "buy-in" is ten to twenty big bets, but you must buy-in for at least the posted table minimum, usually about five big bets. Most public poker games are played "table-stakes", which means that you can't reach into your pocket for more money during the play of a hand. It also means that you can't be forced out of a pot because of insufficient funds. If you run out of money during a hand you are still in the pot (the dealer will say you are "all-in"), but further betting is "on the side" for an additional pot you cannot win. Between hands, you are free to buy as many chips as you want, but are not allowed to take any chips off the table unless you are leaving. This final rule gives opponents a chance to win back what they have lost to you. If you bust out, you may buy back in for at least the table minimum or leave.
Once you have told the dealer how much money you are playing, the dealer may sell you chips right away or call over a chip runner to do so. You may want to tell the dealer that you are a first-time player. This is a signal to the dealer to give a little explanation when it is your turn to act, and to the other players to extend you a bit of courtesy when you slow down the game. Everyone will figure it out in a few minutes anyway, so don't be bashful. You may even ask to sit out a few hands just to see how it all works.
There are three ways that pots are seeded with money at the beginning of the hand. The most familiar to the home player is the "ante", where each player tosses a small amount into the pot for the right to be dealt a hand. The second way, often used in conjunction with an ante, is the "forced bring-in". For example, in seven-card stud, after everyone antes and is dealt the first three cards, the player with the lowest upcard may be forced to bet to get things started. The third way, often used in games without upcards like Hold'em or Omaha, is a "forced blind bet". This is similar to the bring-in, but is always made by the person immediately after the player with the "button". The "button" is a plastic disk that moves around the table and indicates which player is acting as dealer for the hand (of course, the house dealer does the actual dealing of cards, but does not play). A second or even third blind may follow the first, usually of increasing size. Whichever seed method is used, note that this initial pot, small as it is, is the only reason to play at all.
If the game has blinds, the dealer may now ask you if you want to "post". This means, "do you want to pay extra to see a hand now, in bad position, and then pay the blinds, or are you willing to sit and watch for a few minutes?" Answer "no, I'll wait" and watch the game until the dealer tells you it's time to begin, usually after the blinds pass you.
Finally, it is your turn to get cards and play. Your first impression will probably be how fast the game seems to move. If you are playing stud, several upcards may be "mucked" (folded into the discards) before you even see them; if you are playing hold'em, it may be your turn to act before you have looked at your cards. After a few hands you should settle into the rhythm and be able to keep up. If you ever get confused, just ask the dealer what is going on.
When playing, consider the following elements of poker etiquette:
Although you may see others fold or call out of turn, don't do it yourself. It is considered rude because it gives an unfair advantage to the players before you who have yet to act. This is especially important at the showdown when only three players are left. If players after you are acting out of turn while you decide what to do, say "Time!" to make it clear that you have not yet acted.
You may find it awkward at first to peek at your own cards without exposing them to others. Note that the other players have no formal obligation to alert you to your clumsiness, although some will. Watch how the other players manage it and emulate them. Leave your cards in sight at all times; holding them in your lap or passing them to your kibitzing friend is grounds for killing your hand. Finally, if you intentionally show your cards to another player during the hand, both your hands may be declared dead. Your neighbor might want to see *you* declared dead :) if this happens!
In a game with "pocket cards" like Hold'em or Omaha, it is your responsibility to "protect your own cards". This confusing phrase really means "put a chip on your cards". If your cards are just sitting out in the open, you are subject to two possible disasters. First, the dealer may scoop them up in a blink because to leave one's cards unprotected is a signal that you are folding. Second, another player's cards may happen to touch yours as they fold, disqualifying your hand and your interest in the pot. Along the same lines, when you turn your cards face up at the showdown, be careful not to lose control of your cards. If one of them falls off the table or lands face-down among the discards your hand will be dead, even if that card is not used to make your hand.
In some fast-paced games, a moment of inaction when it is your turn to act may be interpreted as a check. Usually, a verbal declaration or rapping one's hand on the table is required, but many players are impatient and will assume your pause is a check. If you need more than a second to decide what to do, call "Time!" to stop the action. While you decide, don't tap your fingers nervously; that is a clear check signal and will be considered binding.
A "string bet" is a bet that initially looks like a call, but then turns out to be a raise. Once your hand has put some chips out, you may not go back to your stack to get more chips and increase the size of your bet, unless you verbally declared the size of your bet at the beginning. If you always declare "call" or "raise" as you bet, you will be immune to this problem. Note that a verbal declaration in turn is binding, so a verbal string bet is possible and also prohibited. That means you cannot say "I call your $5, and raise you another $5!" Once you have said you call, that's it. The rest of the sentence is irrelevant. You can't raise.
In some home games, it is customary to throw chips directly into the pot. In a public cardroom, this is cause for dirty looks, a reprimand from the dealer, and possibly stopping the game to count down the pot. When you bet, place your chips directly in front of you. The dealer will make sure that you have the right number and sweep them into the pot.
In some cardrooms, the chip denominations and game stakes are incommensurate. For example, a $3-$6 game might use $1 and $5 chips, instead of the more sensible $3 chip. The one-chip rule says that using a large-denomination chip is just a call, even though the chip may be big enough to cover a raise. If you don't have exact change, it is best to verbally state your action when throwing that large chip into the pot. For example, suppose you are playing in a $1-$5 spread-limit game, the bet is $2 to you, and you have only $5 chips. Silently tossing a $5 chip out means you call the $2 bet. If you want to raise to $4 or $5, you must say so *before* your chip hits the felt. Whatever your action, the dealer will make any required change at the end of the betting round. Don't make change for yourself out of the pot.
In a game like Hold'em, it is possible to know that you hold "the nuts" and cannot be beaten. If this happens when all the cards are out and you get in a raising war with someone, don't stop! Raise until one of you runs out of chips. If there is the possibility of a tie, the rest of the table may clamor for you to call, since you "obviously" both have the same hand. Ignore the rabble. You'll be surprised how many of your opponents turn out to be bona fide idiots.
Hands end in one of three ways: one person bets and everyone else folds, one person bets on the final round and at least one person calls, or everybody checks on the final round. If everybody folds to a bet, the bettor need not show the winning cards and will usually toss them to the dealer face down. If somebody calls on the end, the person who bet or raised most recently is *supposed* to immediately show, or "open", their cards. They may delay doing so in a rude attempt to induce another player to show their hand in impatience, and then muck their own hand if it is not a winner. Don't do this yourself. Show your hand immediately if you get called. If you have called a bet, wait for the bettor to show, then show your own hand if it's better. If the final round is checked down, in most cardrooms everyone is supposed to open their hands immediately. Sometimes everyone will wait for someone else to show first, resulting in a time-wasting deadlock. Break the chain and show your cards.
Most cardrooms give every player at the table the right to see all cards that called to a showdown, even if they are mucked as losers. (This helps prevent cheating by team-play.) If you are extremely curious about a certain hand, ask the dealer to show it to you. It is considered impolite to constantly ask to see losing cards. It is even more impolite if you hold the winning cards, and in most cardrooms you will forfeit the pot if the "losing" cards turn out to be better than yours.
As a beginner, you may want to show your hand all the time, since you may have overlooked a winning hand. What you gain from one such pot will far outweigh any loss due to revealing how you played a particular losing hand. "Cards speak" at the showdown, meaning that you need not declare the value of your hand. The dealer will look at your cards and decide if you have a winner.
As a final word of caution, it is best to hold on to your winning cards until the dealer pushes you the pot. If the dealer takes your cards and incorrectly "mucks" them, many cardrooms rule that you have no further right to the pot, even if everyone saw your winning cards.
As you win your first pot, the excitement within you will drive you beyond the realm of rational behavior, and you will immediately lunge to scoop up the precious chips with both arms. Despite the fact that no other player had done this while you watched, despite the fact that you read here not to do it, you WILL do it. Since every dealer has a witty admonition prepared for this moment, maybe it's all for the best. But next time, let the dealer push it to you, ok?
Don't. Only touch your own cards and chips. Other players' chips and cards, discards, board cards, the pot and everything else are off-limits. Only the dealer touches the cards and pot.
Dealers make their living from tips. It is customary for the winner of each pot to tip the dealer 50 cents to a dollar, depending on locale and the stakes. Sometimes you will see players tip several dollars for a big pot or an extremely unlikely suckout. Sometimes you will see players stiff the dealer if the pot was tiny or split between two players. This is a personal issue, but imitating the other players is a good start.
Occasionally the dealer or a player may make a mistake, such as miscalling the winning hand at the showdown. If you are the victim of such a mistake, call it out immediately and do not let the game proceed. If your opponent is the victim, let your conscience be your guide; many see no ethical dilemma in remaining silent. If you are not involved in the pot, you must judge the texture of the game to determine whether to speak up. In general, the higher the stakes, the more likely you should keep your mouth shut.
You are free to get up to stretch your legs, visit the restroom and so on. Ask the dealer how long you may be away from your seat; 20 or 30 minutes is typical. It is customary to leave your chips sitting on the table; part of the dealer's job is to keep them safe. If you miss your blind(s) while away, you may have to make them up when you return, or you may be asked to sit out a few more hands until they reach you again. If several players are gone from a table, they may all be called back to keep the game going; those who don't return in time forfeit their seats.
If you are in the happy situation of having too many chips, you may request a "color change" (except in Atlantic City). You can fill up a rack or two with your excess chips and will receive a few large denomination chips in return. These large chips are still in play, but at least you aren't inconvenienced by a mountain of chips in front of you. Remember the one chip rule when betting with them.
Leave whenever you feel like it. You never have an obligation to stay at the table, even if you've won a fortune. You should definitely leave if you are tired, losing more than you expect, or have other reasons to believe you are not playing your best game. Depending on the cardroom, you can redeem your chips for cash with a chip-runner or floorman or at the cashier's cage.
Last but not least is the matter of the house take. Somebody has to maintain the tastefully opulent furnishings and pay the electric bill. The money taken by the house is called the "drop", since it is dropped down a slot in the table at the end of each hand. The house will choose one of three ways to charge you to play.
Regardless of the mechanism, a cardroom will try to drop about $80-$120 per hour at a $3-$6 table. The exact amount is most dependent on the local cost of doing business: Nevada is low, California and Atlantic City are high. Since there are 7-10 players at the table, expect to pay somewhere from $7 to $14 per hour just to sit down. Add $2-$4 per hour for dealer tips and you see why most low-limit players are long-run losers.
More information on cardroom play and etiquette can be found in George Percy's "Seven-Card Stud: The Waiting Game" and Lee Jones' "Winning Low-Limit Holdem". Beginning players may also want to watch for special cardroom promotions to draw new players; many offer free lessons followed by a very low-stakes game with other novices. Since everyone is a beginner, much of the tension is relieved.
The
Beginners' Guide to Online Poker has a brief section on online poker
etiquette.
A poker tournament is an event in which poker players compete for all or part of a prize pool. Each player pays an entry fee and initial buy-in for a set number of tournament chips. The chips are non-negotiable, having no cash value except at the end of the tournament. The contestants play until all but one or a few are busted; the top finishers divide up the prize pool according to the tournament rules. The game's stakes increase with time to hasten the tournament's end.
Within this framework is considerable room for variation. Many tournaments permit "rebuys", which allow a busted player to reenter the tournament by immediately posting additional money to the prize pool. The number of rebuys may be unlimited, limited to one or a few, or limited to an initial period of the tournament. Rebuys may also be available to players with short stacks or even to all active players. Some tournaments allow an "add-on", a one-time opportunity for all active players to buy a set number of additional chips, again increasing the prize pool. The add-on may be available at the end of the rebuy period, at the beginning of the tournament, or, rarely, at any time during the rebuy period. The exchange rate for rebuys and add-ons may be better than that for the initial buy-in. A tournament with no rebuys is called a "freezeout". The betting structure may be limit only, pot-limit, no-limit, or a mixture, usually limit in the early rounds and no-limit later. Whatever the betting structure, the blinds or betting limits increase regularly, perhaps doubling every twenty minutes in a small tournament, or more slowly in a large one.
A confusing aspect of the increasing stakes is the way in which some tournaments get rid of the small denomination chips. At some point in the tournament, the dealer may "race off" all the red $5 chips. Each player puts all their red chips in front of them, and the dealer converts them to as many green $25 chips as possible. Whatever red chips remain are raced off: each player receives one card for each chip, and the player receiving the highest card (ace, king, etc) wins everybody's reds and converts them to greens. Bridge suits break ties for the high card (spades, hearts, diamonds, clubs). In other tournaments, the red chips may simply be rounded to green chips. Although rounding can change the total amount of money in play, it is better at preserving the players' relative chip positions.
Some tournaments use a new chip race technique that only awards one chip to the player with the highest card. Then that player is ineligible to receive more chips. If more chips remain, the player having the next highest card receives the next chip and becomes ineligible also, and so on until all chips are distributed.
The tournament usually continues until only one player remains. The winner may take all the money, or the top finishers may divide it up according to a set schedule. In most tournaments, tables are consolidated and seats redrawn when a certain number of players are eliminated, eventually resulting in a "final table" of contestants. Sometimes, each table plays until only one player remains, and then the survivors meet at a final table; this is called a "shootout". Since the betting stakes are large at the final table and payout schedules often favor first place, luck plays a major role and many players prefer cutting a deal to playing the tournament to its conclusion.
A "satellite" is a tournament in which the prize is an entry to another tournament. Large tournaments like the $10,000 No-limit Hold'em event in the World Series of Poker generate a lot of satellites. Typically, the satellite buy-in is around 1/10 the tournament buy-in, so the top 10% of satellite finishers win a tournament buy-in. Sometimes a satellite will even have mini-satellites, in which the prize is an entry to the main satellite. A mini-satellite for the $10,000 event might have a $100 buy-in and award a $1,000 buyin to a satellite that is awarding a $10,000 buy-in to the main event.
A satellite format popular in the larger tournaments is the "super-satellite". This is a multi-table tournament that awards a number of entries into the main tournament. The buy-in to the super can be as little as 2% of the buy-in to the main tournament, with rebuys usually permitted. Depending on the number of entrants and rebuys, the top N finishers receive an entry into the main tournament. The strategy late in a super-satellite can be unusual because of the flat payout structure.
Many small (under $100 buy-in) daily or weekly tournaments are listed in the back pages of Card Player magazine. Be sure to call the casino to see if they are having the tournament that day, since the magazine is sometimes out of date.
See the special section on tournament strategy for more information.
See
Tex's
TEARS for widely used poker tournament structures (how the
blinds and betting limits go up each round).
The
Beginners' Guide to Online Poker has a section on online
tournaments that explains the most commonly seen
variations.
All thinking poker players should have this book on their shelf:
David Sklansky, "The Theory of Poker" (formerly titled "Winning Poker"), Two Plus Two Publishing, 1992, $30. ISBN 1-880685-00-0.
Beginners will benefit from the following:
Daniel Kimberg, "Serious Poker", ConJelCo, 2002, $20. ISBN: 1-886070-16-4
Lou Krieger and Richard Harroch, "Poker for Dummies", IDG Books Worldwide, 2000, $15. ISBN 0-764552-32-5.
Mason Malmuth and Lynne Loomis, "Fundamentals of Poker", Two Plus Two Publishing, 1992, $4. ISBN 1-880685-11-6.
This classic in the field is an advanced but slightly out-of-date work covering a wide range of games, including an excellent section on no-limit Hold'em:
Doyle Brunson et al., "Super/System: A Course in Poker Power", B & G Publishing, 1978/1989, $50. ISBN 0-931444-01-4.
The most recommended book for medium-limit Hold'em is
David Sklansky and Mason Malmuth, " Hold'em Poker for Advanced Players", Two Plus Two Publishing, 1988/1993, $30. ISBN 1-880685-01-9.
These works by fellow rec.gamblers have received favorable reviews:
Lee Jones, "Winning Low-Limit Holdem", ConJelCo, 1994, $25. ISBN 1-886070-15-6.
Lou Krieger, "Hold'em Excellence", ConJelCo, 2000, $20. ISBN 1-886070-14-8 .
Beginning Seven Card Stud players must read this small spiral-bound gem:
George Percy, "7 Card Stud: The Waiting Game", GBC Press, 1979, $9. ISBN 0-89650-903-6.
More experienced stud players may benefit from
David Sklansky, Mason Malmuth and Ray Zee, " Seven Card Stud for Advanced Players", Two Plus Two Publishing, 1992, $29.95. ISBN 1-880685-02-7.
Finally, in a different vein is the following book about reading your opponents and preventing them from reading you:
Mike Caro, "Caro's Book of Tells - The Body Language of Poker", Mike Caro University Press, 2000, $30 (paperback), $40 (hardback), ISBN 1-880069-01-6 (paperback), ISBN 1-880069-02-4 (hardback).
Many of these books are available to rec.gamblers with an Internet discount from ConJelCo.
Online reviews of poker books.
The Online Poker FAQ
has brief reviews in its essential poker readling list. See
Dan Kimberg's
Poker Reading Page for some unsolicited and independent reviews
that have appeared on the net. And I don't know where Nick
Christenson finds the time to read the dozens of
books he has reviewed to date.
Ken's Poker Page has a comprehensive listing of
poker-related books.
Card Player is the best established periodical for poker players. Each issue has several columns specifically about poker strategy, including regular features by well-known poker writers. It lists schedules for small daily and weekly tournaments in the U.S. and Europe and reports large tournament results. Other sections cover gambling and the law, cardroom management, sports betting and general gambling news. Because it is financed largely by casino industry advertisements, it does not print unfavorable casino news and is not a good place to find a balanced review of a cardroom. It is available free in most cardrooms and offers subscriptions at first-class and bulk-mail rates.
The Card Player
3140 S. Polaris #8
Las Vegas, NV 89102
(702) 871-1720
(702) 871-2674 FAX
http://www.cardplayer.com
All In Magazine is a monthly magazine with original articles on poker strategy, interviews with pro and celebrity players, special coverage of major tournaments and more. They also publish a free email newsletter.
All In Magazine
Subscriptions: https://www.allinmagazine.com/subscribe.asp
More info: http://www.allinmagazine.com
Bluff Magazine, first published in October 2004, is a bimonthly glossy with original poker articles, tournament schedules, player rankings and more.
Bluff Magazine
5600 Roswell Road
Suite East 250
Atlanta, GA 30342
Subscriptions: email subscriptions@bluffmedia.com
or call 1-888-881-5861
http://www.bluffmagazine.com
Ken's Poker Page has a comprehensive listing of poker-related magazines.
Editor's note: Ken's Poker Page has a comprehensive
listing of poker-related software. The Beginners' Guide to
Online Poker has a special section on online
tracking software for yourself and your opponents.
There are many poker programs available but the quality of them ranges from terrible to fairly good. The following are worth considering:
Several people have written software that computes exact showdown probabilities for poker matchups:
If you want to write some of your own poker software, a fast poker hand evaluator is available as part of the Pokersource. package It is in C but uses some Gnu C extensions; it also has a Java interface. You can see it in action at Two Dimes Pokenum, which lets you enter multiple-hand matchups and computes exact win percentages for each hand.
Hotpoker is a suite of programs for multi-player hold'em over the internet. C source for Netpoker used to be available; I'm not sure about Hotpoker.
Several good poker glossaries are available on the net:
There are enough crazy home game poker variants to fill a book. You can find rules for games ranging from plain to insane at:
Poker variants differ in the amount of skill they admit. Some, like 7-card stud high/low with declare (no qualifier), provide skilled players many opportunities to gain an edge. Others are a virtual crap shoot. In general, the crazier games are designed to discourage folding and minimize the influence of skill on the outcome. They accomplish this through a betting structure that requires a large investment before the value of one's hand is known. The level playing field that results is ideal for many informal social groups.
Texas Hold'em is a "community card" game, meaning that some cards are dealt face-up in the middle of the table and shared by all the players. Each player has two down cards that are theirs alone, and combines them with the five community cards to make the best possible five-card hand.
Play begins by dealing two cards face down to each player; these are known as "hole cards" or "pocket cards". This is followed by a round of betting. Most hold'em games get the betting started with one or two "blind bets" to the left of the dealer. These are forced bets which must be made before seeing one's cards. Play proceeds clockwise from the blinds, with each player free to fold, call the blind bet, or raise. Usually the blinds are "live", meaning that they may raise themselves when the action gets back around to them.
Now three cards are dealt face up in the middle of the table; this is called the "flop". A round of betting ensues, with action starting on the first blind, immediately to the dealers left. Another card is dealt face up (the "turn"), followed by another round of betting, again beginning to the dealer's left. Then the final card (the "river") is dealt followed by the final round of betting. In a structured-limit game, the bets on the turn and river are usually double the size of those before and on the flop.
The game is usually played for high only, and each player makes the best five-card combination to compete for the pot. Players usually use both their hole cards to make their best hand, but this is not required. A player may even choose to "play the board" and use no hole cards at all. Identical five-card hands split the pot; the sixth and seventh cards are not used to break ties. For a more detailed explanation of ties, see the section on splitting the pot.
The rules of Omaha are very similar to those of Texas Hold'em. There are only two differences:
The second difference is confusing for most beginners. These examples show how it works.
Board Hole Cards Best High Hand
===== ========== ==============
As Kc Qc 8d 2d Ac 2c Jd Th Jd Th makes ace-hi straight.
As Kc Qc Jh Td Ac 2c Jd 8h Ac Jd makes ace-hi straight.
As Kc Qc Jh Td 3c 2c Jd 8h Jd 8h makes pair of jacks. No straight
is possible using two hole cards.
As Ks 8h 9d 2s Qs 4h 4d 4s Qs 4s makes AKQ42 "nut" flush.
As Ks 8s 9s 2s Qs 4h 4d Qd Qs Qd makes pair of queens. No flush is
possible using two hole cards.
As Ts 8s 8h 4d Td Tc Ad 9c Td Tc makes TTT88 full house.
As Ts 8s 8h 4d Td 8c Ad 9c Ad 8c makes 888AA full house.
As Ac 8s 8h 4d Ah 2h 3h 5h Ah 5h makes trip aces AAA85. No full
house is possible using two hole cards.
As Ac 8s 8h 4d Ah 2h 3h 4h Ah 4h makes full house AAA44.
Omaha is often played high/low, meaning that the highest and lowest hands split the pot. The low hand usually must "qualify" by being at least an 8-low (the largest card must be 8 or lower). One can use a different two cards to compete for the high and low portions of the pot, and the game is played "cards speak" rather than "declare". Aces are either low or high, and straights and flushes don't count for low. Since everybody must use two hole cards to make a hand, the board must have three cards 8 or lower for a low to even be possible. Players often tie for low, and the low half of the pot is divided equally among them. Some more examples:
Board Hole Cards Best Low Hand
===== ========== =============
As Kc Qc 8d 2d 8c Jc Jd Th Jd Th makes the low hand JT82A, which
does not qualify as 8-or-better.
3d 5h 8d Tc Ts Ac 2c Jd Th Ac 2c makes the "nut low" 8532A.
3d 5h 8d Tc Ts Ac 3c 4d Th Ac 4d makes 8543A.
3d 5h 8d Ad Ts Ac 3c 5d 8h Any two make T853A, not qualifying.
Ac 2c 3d 4h 5s Ad 2d Th Td Ad 2d makes "nut low" 5432A.
Ac 2c 3d 4h 5s 4d 5d Th Td 4d 5d makes "nut low" 5432A.
5h 7h 8d Ac 2c Ad 2d Th Td Ad 2d makes 8752A, but the nut low is
5432A with a 3 and 4. On the flop we
had the best possible low, but the turn
and river "counterfeited" us.
As in all split-pot games, the real goal of playing any hand is to win both halves of the pot, or "scoop". Thus, hands that have a chance to win both ways are far superior to those that can only win one way.
For more details on how to handle ties, see the section on splitting the pot.
Wolf's poker page has a nice graphical display explaining how to play Chowaha, the popular BARGE game.
It isn't practical to play classic seven-card stud with no-limit betting, but here is a game called mississippi seven card stud, which can. Deal the start cards as for conventional seven-card stud, two down, one up; then deal each active player two more upcards, then a fourth upcard, then a fifth upcard. In other words deal the cards 3-2-1-1 instead of 3-1-1-1-(1).
Mississippi is more suited to half-pot, pot-limit and no-limit betting than seven-card stud for two reasons: The four round structure is less crippling financially than five rounds, and the fact that only two hole cards out of seven are concealed means that hands as small as trips of the biggest card showing can be the absolute nuts at the end. Similarly, a straight or flush is the absolute nuts if none of your opponents have paired their board, and aren't showing three cards to a possible (bigger) straight or flush. In seven-card stud (with it's third hole-card) trips, straights and flushes can never be the nuts at the end because your opponent could have quads or a full house without showing a pair, or a (bigger) straight or flush if they have two cards to a straight or flush showing.
Mississippi also plays well as a limit game. It's faster and more active than seven-card stud because the two card individual flop not only speeds up the game, it is better value than taking the cards one at a time, and you get more callers at every round on average as a result. Mississippi can be dealt with the last card down for limit betting if you prefer it that way.
If you like mississippi, the layout also works very well with an extra hole-card, a form called murrumbidgee stud: the deal is the same as mississippi except everyone gets three hole-cards to start: only two of the hole cards can be used at the end. Hands like (3s,Kc,Ac)3c, have a lot of ways to improve: you'll make the flush 20% of the time by the end, and there are eight cards which give you at least kings up. (9s,Jc,Qc)10c will make either a straight or a flush over 40% of the time by the end, and if you flop Ko,8c or Kc, 8o, you have a twenty-three way straight and flush draw. A king or an eight on the flop, plus one club, gives you a twenty way straight and flush draw. There is plenty of action in murrumbidgee, making it an excellent short-handed game: it can be dealt for up to six players at time.
Disclosure: the writer invented mississippi in mid 1998 and murrumbidgee in early 1999.
For more by this author, visit pokercheckraise.com and Poker Gamer (at BlogSpot).
The initial call in No Limit poker must be at least as big as the big blind. For example, if you are playing in a No Limit game and the small blind is $5 and the big blind is $10 then you must call at least $10 to call the big blind. If you don't have enough chips to cover the big blind ($10 in our example) then you are eligible only to win the chips that you have matched in the pot.
In order to raise in No Limit the amount of chips that you wish to raise by must be at least as large as the last raise in the same round. In our $5-10 game that means if you are the first to enter the pot in order to raise you must put in $20. Since the big blind is $10 and you wish to raise then you must put in at least $20 (The $10 big blind is considered the raise that you must match).
If someone has already raised before you then your raise must be at least as large as his/her raise. This is not to be confused with the need to match the last bet with your raise. For example, if the blinds are $5-10 and player A sends in a bet of $50 he is raising by $40. If player B wishes to raise he/she must raise by at least $40 (total bet of $90). Many players and even dealers make the mistake of thinking that player B must raise by $50 (total bet of $100) thinking that player B must match the last bet. This is incorrect as the player need only match the raise ($40 in our example).
Now let us consider when a player has gone all in with a partial raise. Other players may not reraise on a player's all in raise unless (a) it is a full raise or (b) they have not yet acted since the most recent full bet or raise. This is complicated so let's use an example.
Suppose we have players A, B, and C in a game where the blinds are $5-10. Player A opens with a raise to $50 total chips (he matches the $10 blinds and raises by $40). Player B reraises all in for a total of $70 total chips (he calls the bet of $50 plus raises $20 more). Player C cold calls the $70. Player A can not reraise since Player B did not put in a legal raise. Player B raised by only $20 when he needed to match a raise of $40. Note that Player C could have raised if he desired, since he had not yet acted in response to the original bet.
Now let us consider an example of when player A could reraise. Again we have players A, B, and C with the blinds at $5-10. Player A raises to a total of $40 chips (he matches the blind of $10 and raises by $30). Player B pushes all in with $70 (calls the $40 and raises by $30). Player C then cold calls. Player A can reraise as much as he wants because Player B has made a legal raise. Player B has matched the original raise amount of $30.
[See this article for rules on pot-limit betting, including examples.]
This is an explanation of bet size limits in pot limit poker.
In pot limit, as in all poker, you may fold, or call the previous bet -- which may be a forced blind, if there is no previous voluntary bet -- or you may raise. A raise, as in all poker, must be at least as large as the previous bet or raise. In pot limit, however, your raise may be no larger than the size of the pot after your call. If you are the opening bettor on a round for which no blinds are made, your bet can be no more than the size of the pot.
Say that the pot contains p units before a previous bettor bets (or blinds) b units. You wish to raise the maximum. What is the total amount that you should bet?
The size of the pot when it is your turn to act is p+b. Your action includes a call, making the pot p+2b, and thus the amount of your raise will be p+2b and your total bet will be p+3b. Therefore:
If you wish to raise the previous bettor (or big blind) the maximum amount, your total bet will be three times the previous bet plus the size of the pot before the previous bet was made. If you are the first to act on the first round, the size of the pot before the previous bet is the total of the small blind(s), and the previous bet is the big blind.
Sometimes the minimum betting unit is larger than the size of one or more blinds. E.g., it may be that only $5 chips play for betting, but one or more blinds are smaller than $5. In this case, the maximum initial bring-in is rounded to the betting unit.
Some people state the general rule that the maximum initial bring-in is "four times the big blind." This is correct only if the total of the small blinds, after rounding if appropriate, is equal to the big blind, and this is not always the case. E.g., in a tournament when the blinds are $100 and $200, the maximum bring-in is $700, not $800. The correct rule is "three times the big blind plus the total of the small blinds, rounded as appropriate."
Examples:
size of pot before 3 x previous bet
previous bet previous bet + size of pot before
previous bet
= next bet
1 - 1
1 1 4
2 4 14
6 14 48
20 48 164
68 164 560
232 560 1912
So, if the initial pot size were $100, the seventh maniacal raiser would be making a total bet of $191,200. The action can escalate quickly.
In half-pot betting the maximum bet is half of whatever is in the pot. In a head-to-head contest, HP pots and bets double with each additional bet or raise, so four bets or raises increase the pot by a factor of 2 x 2 x 2 x 2, or sixteen times. Pot-sized bets triple the pot, giving 3 x 3 x 3 x 3 or eighty-one times the original pot after four bets or raises, in a head-to-head contest.
Half-pot is the smallest of the big-bet games, and like its big brothers pot-limit and no-limit, it provides plenty of scope for using position and well timed bluffs to win with inferior hands, and the pot builds quickly when you are betting for value. At the same time the more moderate bet sizes mean that half-pot games last much longer than pot-limit or no-limit games with a given amount of money available. Half-pot games are much easier to keep alive than pot-limit and no-limit games, and this alone makes them worthy of consideration as a big-bet option.
Half-pot, like limit-betting, is a game which provides reasonable odds for a call -- 3/1 in a head to head contest, as opposed to 2/1 in pot-limit -- and as a result there is more action and multi-way pots than in pot-limit and no-limit. Because half-pot is a big-bet game, bets and bluffs do not decrease in effect as the hand progresses, as they do in limit, where a final round bet can be as little as two or three percent of the pot. In effect, half-pot combines the best features of pot-limit/no-limit, and limit-betting: it has multi-way action, favorable pot-odds and reasonable bankroll longevity, like limit-betting, and it's also an excellent bluffing form in which pots and bets build quickly, like PL and NL.
Here is a chart comparing half-pot and pot-limit pot sizes and bets in a 50-100 (cents or dollars, depending on your BR) game of holdem. In this example the opener raises, and then bets at every round, and one player (other than either of the blinds) calls at every round, and then raises and is called at the end. The pot size at the start of each round includes all bets and calls for the preceding round, so the pot at the start of the second round in the half-pot column is 150 (blinds) + 100 + 125 (call and raise) + 225 (call) = 600.
Half-pot Pot-limit
Start: call 100, raise 125 call 100, raise 250
Flop: pot 600, bet 300 pot 850, bet 850
Turn: pot 1200, bet 600 pot 2550, bet 2550
River: pot 2400, bet 1200 pot 7650, bet 7650
raise 2400, final pot 9600 raise 22,950, final pot 68,850
The rapid escalation of the bets means that a hand of PL in which there is serious action at every round of play is something of a rarity, because players with average bankrolls tap out after three or four bets. Four rounds of action, even multi-way action, is common in half-pot play.
Pot-limit is good, but half-pot lasts longer.
While it is perfectly understandable that some players will always prefer pot-limit to half-pot -- and if bankroll conditions and the players are right I like it myself -- I believe it is a mistake to dismiss half-pot as a big-bet game. A half-pot game can survive for years in a situation where a pot-limit game would quickly break many of the available players and revert to limit-betting. The situation in the USA and Canada -- where pot-limit games can be hard to find -- is a reflection of this tendency of limit games to push out pot-limit. Players who prefer big-bet poker but who spend most of their time playing limit because the pot-limit game folded again, (or because their own bankroll can't handle the big swings) might consider half-pot betting as an alternative, if not to pot-limit, at least to limit-betting.
Big bet (no-limit or pot-limit) poker frequently allows a player to "kill the pot", by posting an amount equal to current to-go amount, and the amount to-go (to come into the hand, or call preflop) is now double the kill amount. In no-limit games, players are frequently allowed to kill for more than the to-go amount, but for no more than 1/2 of their stack. Some games allow overkills - after someone has killed the pot, someone else can kill it again, raising the amount to-go to double the new kill amount. There may be a limit to the number of kills allowed on a hand, even though the game is "no-limit". Killing the pot alters the order of action preflop/predraw. The killers act after the blinds in the order in which they killed the pot. After the flop or draw, action returns to its normal order.
To kill the pot in Hold'em or other flop games, the kill must be announced (either verbally or by placing the amount of the kill in the pot) before any cards are dealt. Draw lowball games frequently allow players to kill the after seeing two cards - and some places even allow a kill in lowball after the 3rd card is dealt. No-limit draw lowball also frequently allows the player with the big blind to place a blind which is larger than the normal amount, but still smaller than the to-go amount, and the new to-go amount is twice the big blind.
Example: In a 1-2-2, 5-to-go Hold'em game, the player on the button (who also has the $1 blind) decides to kill it for $5, rebuying his right to act last before the flop. The blinds now look like 5-2-2, and the game is now 10-to-go. After the player to the right of the button acts, the two $2 blinds act, then the killer acts.
Example: In a draw-lowball game, 1-1-2 blinds, 4-to-go, the player with the big blind puts out $3 before cards are dealt and it is now 6-to-go. After two cards are dealt, the player to the right of the button kills the pot for $10, and it is now 20-to-go. The player after the blinds is first to act. After the player in front of the killer acts, the button and other blinds must act, and then the killer acts.
Limit lowball games also frequently allow a player to kill the pot from any position. In this case, the killer makes a blind of the current limit, and the limit is doubled for that hand. As in no-limit games, the player who kills the pot acts last after the blinds before the draw, and action resumes to the normal order after the draw.
In addition, some limit games are played with a kill or a half kill. In these games, there is some condition which if met, raises the stakes of the game - doubling them in the case of a kill game, or increasing them by 50% in the case of a half kill. In addition to the normal blinds posted for the game, the player who met the kill condition must post a blind equal to the new small bet size. This blind is instead of the small or big blind if the player would have been in position to have one of those. In some clubs the killer gets to act last after the blinds; but in others the killer acts in normal turn order.
In a high only game, the condition is typically that someone wins two pots in a row. In a high-low split game, the condition is usually that someone takes the whole pot, and that the pot is some minimum size.
For example: in a 10-20 Omaha-8 game with a half kill that I've played in, if someone scoops a pot with $100 in it, then they must post a $15 blind and the next hand the game is 15-30.
In limit Hold'em and other flop games players are frequently allowed to make a bet called a straddle bet, sometimes known as a live blind, live raise, or live-<amount> where <amount> is the amount of the bet. The player who follows the big blind and would normally be under the gun can raise before cards before cards are dealt. Players that act after him must call the raise, fold, or raise the bet themselves. The straddler's raise is live - if no-one else raises, s/he has the option to reraise after the blinds have acted. If straddle bets are allowed, the player behind the straddler can also post a straddle by raising again, and so on until the maximum number of bets is reached.
For example: In a 6-12 game, the blinds are 3 and 6, the player after the small blind makes it live-12 by raising before the cards are dealt, and the player after him can make it live-18.
Hi-Lo declare is a popular variation in home games that can be applied to any game that can be played hi-lo. The betting proceeds normally to the end of the hand, then everyone still in the hand declares whether they are going high, low, or both ways.
There are many variations to the rules, so it is best to make sure that the rules used in your game are announced in advance and that everyone agrees to them.
There are several ways that the hand can be declared. One of the most popular is to declare simultaneously with chips. Each player secretly conceals chips in their hand; then at the same time all players open their hands to reveal their declaration. Common systems for chip declare include using number of chips (for instance, no chips means low, one chip means high, two chips means both ways), or using color of chips (for instance white chips in hand mean low, red chips mean high, both colors mean both ways). Another way of declaring is for the players to announce aloud in turn (either from dealer's left, from the high showing hand, or from the last bettor depending on what's been agreed upon in advance). This latter form of declare obviously has a huge positional advantage for the player who gets to declare last.
After the declare, there may be another betting round, depending on the house rules. If there is an additional betting round, a "lock" bettor may be allowed to bet or raise, or may be required only to check and call depending on the house variation being used. A "lock" bettor is a player who declares one way and no-one else declares that way.
After the declare and optional betting round is the showdown. At the showdown, the best high hand (of the hands that have been declared as going high) and the best low hand (of the hands that declared low) split the pot. If everyone has declared the same way, then the whole pot is awarded to the best hand that way. If more than one player has they same best hand in the way they've declared they split that share of the pot.
If someone declares "both ways" (also called a "hogger"), things get more complicated. If the "both ways" player has the best high and the best low hand, then they win the whole pot. If they are beat in either direction, however, they win none of the pot. What happens if they have the best high but are beat low, or have the best low but are beat high is a matter of house rules (and can be a matter of great dispute if the players have not agreed beforehand). In some houses if a player declares both ways and has the best high hand but is beat low, the second best high hand is allowed to win the high share of the pot (the same reasoning applies if the both ways declarer has the best low but is beat high). In other houses, if a player declares both ways and has the best high but is beat low, then no-one wins the high, and the entire pot is awarded to the best low hand.
Another important variation in the rules to know about for declaring both ways is whether a both ways declarer is allowed to tie on either side. In some houses, the both ways declarer must win both sides free and clear, or get none of the pot. For instance if player A declares both ways, and player B declares high, and they both have the same straight, then player A gets nothing. Other houses allow the both ways declarer to get shares if the pot if they tie on one side (as long as they win or tie on the other as well). For instance if Player A declares both ways, and player B declares high, and they both have they same straight, then A would get 3/4 of the pot (all of low and half of high), and B would get 1/4 (half of the high).
It leads to the least complications in extremely rare situations if "second best" hands are allowed to win if a both ways declarer is beat in the other direction. If second best hands are not allowed to win, then situations can arise where no-one is eligible for a share of the pot and a long argument is likely to ensue. For instance Players A, B, C and D declare hi, low, both and both respectively. Player C has the best high hand, but player D has the best low hand, if "second best" hands are not allowed a share of the pot, then no-one is allowed to win. If "second best" hands are allowed to win, then player A wins high, and player B wins low. If "second best" hands are not allowed to win in your game, it's probably best to have a house rule to allow them to win in the case where no-one would otherwise be eligible for any of the pot.
In the case where all players have declared both ways, but no-one wins both ways, it's best to treat it as if the hand had been played without declare, and the best high hand and the best low hand are allowed to split the pot.
Hi-Lo Declare Examples
Here are some showdown clarifications for Hi-Lo Declare under different rule sets. For illustration purposes, the game used will be 7 card stud (so that there can be ties on either the high or low sides), but the concepts apply to any game that can be played Hi-Lo.
Rule variation #1 - "Both ways" must win free and clear (cannot tie), and 2nd best hands cannot win. This is probably the most popular rule set used, but needs some extra rules to settle unusual situations.
Rule variation #2 - "Both ways" hands are allowed to tie, and 2nd best hands are allowed to win if they are only beat by hands that are otherwise ineligible to win. This is the most liberal set of rules, and is almost always clear about how the pot is divided. Even this needs clarification if everyone declares both ways.
Rule variation #3 - "Both ways" must win free and clear, but 2nd best hands are allowed to win. This set is included because at least one home game is currently known to use it.
In the cases where no-one is eligible to win, an extra rule needs to be invoked to handle the situation (the pot rides to the next hand, second best hand is allowed to win, both ways allowed to win just one way, etc.)
+-------------------------+----------------+----------------+----------------+ | Declaration and hands: | Variation #1 | Variation #2 | Variation #3 | +-------------------------+----------------+----------------+----------------+ | A: high with KQJT9 | A gets 1/2 the pot for high | | B: low with an 8532A | B gets 1/2 the pot for low | +-------------------------+----------------+----------------+----------------+ | A: high with KQJT9 | A gets 1/2 the pot for high | | B: low with an 7532A | B gets 1/2 the pot for low | | C: both ways with 76543 | | +-------------------------+----------------+----------------+----------------+ | A: low with an 7532A | A wins the whole pot | | B: both ways with 76543 | | +-------------------------+----------------+----------------+----------------+ | A: high with three 9s | B wins the whole pot | | B: both ways with 76543 | | | C: low with 8532A | | +-------------------------+----------------+----------------+----------------+ | A: high with flush | A gets 1/2 the pot for high | | B: both ways with 76543 | C gets 1/2 the pot for low | | C: low with 6542A | | +-------------------------+----------------+----------------+----------------+ | A: high with three 9s | C wins the pot | A gets 1/2 pot | A gets 1/2 pot | | B: both ways with 76543 | | C gets 1/2 pot | C gets 1/2 pot | | C: low with 6 low | | | | +-------------------------+----------------+----------------+----------------+ | A: high with 98765 | A wins the pot | A gets 1/4 pot | A gets 1/2 pot | | B: high with 98765 | | B gets 3/4 pot | C gets 1/2 pot | | and low with 7653A | | | | | C: low with 76542 | | | | +-------------------------+----------------+----------------+----------------+ | A: both ways with 76543 | none eligible* | A gets 1/2 pot | C wins the pot | | B: both ways with 76543 | | B gets 1/2 pot | | | C: high with KKJJ9 | | | | +-------------------------+----------------+----------------+----------------+ | A: both ways with 76543 | B wins the pot | A gets 3/4 pot | B wins the pot | | B: high with 76543 | | B gets 1/4 pot | | | C: high with KKJJ9 | | | | +-------------------------+----------------+----------------+----------------+ | A: both ways with 76543 | B wins the pot | A gets 3/4 pot | B gets 1/2 pot | | B: low with 76543 | | B gets 1/4 pot | C gets 1/2 pot | | C: high with KKJJ9 | | | | +-------------------------+----------------+----------------+----------------+ | A: both ways with 76543 | none eligible* | A gets 1/2 pot | none eligible* | | B: both ways with 76543 | | B gets 1/2 pot | | +-------------------------+----------------+----------------+----------------+ | A: both ways with 76543 | none eligible* | B wins the pot | none eligible* | | B: both ways with flush | | | | | and 76543 | | | | +-------------------------+----------------+----------------+----------------+ | A: both ways with 76543 | none eligible* | B wins the pot | C wins the pot | | B: both ways with flush | | | | | and 76543 | | | | | C: high with KKJJ9 | | | | +-------------------------+----------------+----------------+----------------+ | A: both ways with 76543 | none eligible* | none eligible* | none eligible* | | B: both ways with flush | | | | | and 8543A | | | | +-------------------------+----------------+----------------+----------------+
In summary, Hi-Lo declare is popular and can add fun and variety to your home game, but arguments are best avoided by clarifying the particular house rules and unusual situations in advance.
A burn card is a card dealt face down at the beginning of a round, before any other cards are dealt. This card is not used in the play of the hand. The main reason for this custom is to guard against marked cards. If the cards are marked, a player who can read the backs will know what the top card on the deck is. In a flop-game like Hold'em or Omaha, knowledge of the next board card is extremely profitable. Knowledge of which card it will *not* be is slightly useful, but much less so.
The burn cards will be shuffled into the remaining deck. If there are still not enough cards, a single community card will be dealt face-up and used by all the players.
The standard poker hands are ranked based on the probability of their being dealt pat in 5 cards from a full 52-card deck. The following table lists the hands in order of increasing frequency, and shows how many ways each hand can be dealt in 3, 5, and 7 cards.
Hand 3 cards 5 cards 7 cards ==== ======= ======= ======= Straight Flush 48 40 41,584 Four of a Kind 0 624 224,848 Full House 0 3,744 3,473,184 Flush 1,096 5,108 4,047,644 Straight 720 10,200 6,180,020 Three of a Kind 52 54,912 6,461,620 Two Pair 0 123,552 31,433,400 One Pair 3,744 1,098,240 58,627,800 High Card 16,440 1,302,540 23,294,460 ================================================================= TOTALS 22,100 2,598,960 133,784,560
Notes:
1. The standard rankings are incorrect for 3-card hands, since it is easier to get a flush than a straight, and easier to get a straight than three of a kind. See the entry on three-card rankings.
2. For 7-card hands, the numbers reflect the best possible 5-card hand out of the 7 cards. For instance, a hand that contains both a straight and three of a kind is counted as a straight.
3. For 7-card hands, only five cards need be in sequence to make a straight, or of the same suit to make a flush. In a 3-card hand a sequence of three is considered a straight, and three of the same suit a flush. These rules reflect standard poker practice.
4. In a 7-card hand, it is easier for one's *best* 5 cards to have one or two pair than no pair. (Good bar bet opportunity!) However, if we changed the ranking to value no pairs above two pairs, all of the one pair hands and most of the two pair hands would be able to qualify for "no pair" by choosing a different set of five cards.
5. Within each type of hand (e.g., among all flushes) the hands are ranked according to an arbitrary scheme, unrelated to probability. See the explanation of flush and two-pair rankings.
The standard ranking of poker hands is based on their frequency of occurrence in a five card hand. In three card hands the relative frequency of hands is different, so different in fact that three of a kind beats a straight, and a straight beats a flush.
The following is a break down of all three card poker hands. They can be used for certain three card games, such as Guts or 3-card-6. They can also be used to analyze starting hands for games like 7-Card Stud.
Hand Type Kinds Each Total Cuml Rating --------- ----- ---- ----- ---- ------ straight flush 12 4 48 48 0.9978 trips 13 4 52 100 0.9955 straight 12 60 720 820 0.9629 flush ** 274 4 1096 1916 0.9133 pair *** 156 24 3744 5660 0.7439 Ace high 64 60 3840 9500 0.5701 King high 54 60 3240 12740 0.4235 Queen high 44 60 2640 15380 0.3041 Jack high 35 60 2100 17480 0.2090 Ten high 27 60 1620 19100 0.1357 Nine high 20 60 1200 20300 0.0814 Eight high 14 60 840 21140 0.0434 Seven high 9 60 540 21680 0.0190 Six high 5 60 300 21980 0.0054 Five high 2 60 120 22100 0.0000
** More on Flushes ------------------ High Card Kinds Percent Total Cuml Rating --------- ----- ------- ----- ---- ------ Ace high 64 23.4 256 1076 0.9513 King high 54 19.7 216 1292 0.9415 Queen high 44 16.1 176 1468 0.9336 Jack high 35 12.8 140 1608 0.9272 Ten high 27 9.9 108 1716 0.9224 Nine high 20 7.3 80 1796 0.9187 Eight high 14 5.1 56 1852 0.9162 Seven high 9 3.3 36 1888 0.9146 Six high 5 1.8 20 1908 0.9137 Five high 2 0.7 8 1916 0.9133
*** More on Pairs ----------------- Hand Type Kinds Each Total Cuml Rating --------- ----- ---- ----- ---- ------ AAx 12 24 288 2204 0.9003 KKx 12 24 288 2492 0.8872 QQx 12 24 288 2780 0.8742 JJx 12 24 288 3068 0.8612 TTx 12 24 288 3356 0.8481 99x 12 24 288 3644 0.8351 88x 12 24 288 3932 0.8221 77x 12 24 288 4220 0.8090 66x 12 24 288 4508 0.7960 55x 12 24 288 4796 0.7830 44x 12 24 288 5084 0.7700 33x 12 24 288 5372 0.7569 22x 12 24 288 5660 0.7439
In the preceding tables, "Kinds" refers to the number of card combinations in each class, while "Each" is the number of non-distinct hands of each Kind. The product of these two numbers gives the total number of hands in that class. "Cuml" is the cumulative total of all hands, and "Rating" is a percentile ranking of the lowest hand in the class.
Note that "Rating" is only an estimate of the probability of beating a random hand. To compute the exact probability, a given hand must be compared to the (49 choose 3) combinations of the remaining cards in the deck.
[Michael Maurer's original answer:] Only the classes themselves (flush, straight, etc) are ranked by the probability of getting them in five cards. Within each class we use an arbitrary system to rank hands of the same type. For example, our arbitrary system ranks four aces higher than four deuces, even though the hands occur with the same frequency. Similarly, flushes are ranked by the highest card, with the next highest card breaking ties, and so on down to the fifth card. This has the curious effect of creating many more ace-hi flushes than any other kind, because any flush that contains an ace is "ace-hi", regardless of the other cards. Thus, although 490 of the 1277 flushes in each suit contain a seven, only four of them are seven-hi flushes: 76542, 76532, 76432, and 75432. The median flush turns out to be KJT42.
A similar situation occurs for two pair hands. There are twelve times as many ways to make two pair with aces being the high pair ("aces up") as there are to do it with threes as the high pair ("threes up"). While the aces can go with another other rank of pair, the threes must go with twos, or we would reverse the order and call them, for instance, "eights up". Note that it is fruitless to alter the relative rankings to try to account for this imbalance, since as soon as we do the cards will be reinterpreted to make the best hand under the new system. For example, if we decide to make "threes up" the best possible two pair hand, now all the hands like "eights and threes" will be interpreted as "threes and eights", and the population of "threes up" hands will soar twelve-fold. The median two pair hand turns out to be a tie between JJ552 and JJ44A.
[Giancarlo DiPierro suggests a fresh interpretation:] You've figured it out. Flushes are not correctly ranked according to their mathematical probability. The ranking of flushes and no-pair hands by the highest card (hence the term "high-card" for no-pair hands) that is commonly used around the world today is an arbitrary system that likely dates back to when someone first started betting on poker hands.
The correct way to rank these hands according to how hard they are be dealt becomes clear if you have ever played lowball or any high-low split game. In those games, low hands are ranked by the worst card, not the best card. Any 6-high low hand is ranked higher than any 7-high low hand because a 6-high is dealt three times less frequently than a 7-high. It doesn't matter if the lowest card in the 7-high hand is an ace and the lowest card in the 6-high hand is only a deuce, the 6-high wins.
Applying that principle to flushes and no-pair hands in high poker, a 9-low hand is dealt about three times less frequently than an 8-low and about seven times less frequently than a 7-low. So the 9-low should ranked higher, even if the 7-low contains an ace and the 9-low does not. In any situation where unpaired cards are determining the ranking of a hand, whether it is a flush, no-pair, or the side cards in hands with trips of equal rank, the worst card -- the lowest one -- should be used for the ranking.
This concept also applies to two pair hands -- the mathematically correct way of ranking them would be to use the value of the lower pair. Kings-under-aces is twice as rare as any queens-under hand, three times are rare as jacks-under, four times as rare as tens-under, and twelve times as rare as dueces-under -- the easiest two pair to make. The next time your queens-under-kings loses to a pair of aces that turns into aces-and-dueces on the river, you can feel justified that mathematically, at least, you had the better hand!
The following is an extension of the probability table offered by Sklansky and Malmuth in their book, Hold'em Poker For Advanced Players. It lists the probability (%) and odds (X:1) of making any given hand on the turn, the river, combined turn or river (i.e., catching at least one of the outs on either the turn or river), and combined turn and river (i.e., hitting a runner-runner/backdoor draw), given the number of outs for the hand.
Below that is a chart listing the number of outs given a particular drawing hand, and what hands those outs will give if made.
Chances of making a hand on the turn, river, turn or river (t|r),
turn and river (t&r):
turn turn | river river | t|r t|r | t&r t&r
Outs (%) (X:1) | (%) (X:1) | (%) (X:1) | (%) (X:1)
----------------------|----------------|----------------|--------------
20 42.6 1.35 | 43.5 1.30 | 67.5 0.48 | 17.6 4.69
19 40.4 1.47 | 41.3 1.42 | 65.0 0.54 | 15.8 5.32
18 38.3 1.61 | 39.1 1.56 | 62.4 0.60 | 14.2 6.07
17 36.2 1.76 | 37.0 1.71 | 59.8 0.67 | 12.6 6.95
16 34.0 1.94 | 34.8 1.88 | 57.0 0.75 | 11.1 8.01
15 31.9 2.13 | 32.6 2.07 | 54.1 0.85 | 9.7 9.30
14 29.8 2.36 | 30.4 2.29 | 51.2 0.95 | 8.4 10.88
13 27.7 2.62 | 28.3 2.54 | 48.1 1.08 | 7.2 12.86
12 25.5 2.92 | 26.1 2.83 | 45.0 1.22 | 6.1 15.38
11 23.4 3.27 | 23.9 3.18 | 41.7 1.40 | 5.1 18.65
10 21.3 3.70 | 21.7 3.60 | 38.4 1.60 | 4.2 23.02
9 19.1 4.22 | 19.6 4.11 | 35.0 1.86 | 3.3 29.03
8 17.0 4.88 | 17.4 4.75 | 31.5 2.18 | 2.6 37.61
7 14.9 5.71 | 15.2 5.57 | 27.8 2.59 | 1.9 50.48
6 12.8 6.83 | 13.0 6.67 | 24.1 3.14 | 1.4 71.07
5 10.6 8.40 | 10.9 8.20 | 20.4 3.91 | 0.9 107.10
4 8.5 10.75 | 8.7 10.50 | 16.5 5.07 | 0.6 179.17
3 6.4 14.67 | 6.5 14.33 | 12.5 7.01 | 0.3 359.33
2 4.3 22.50 | 4.3 22.00 | 8.4 10.88 | 0.1 1080.00
1 2.1 46.00 | 2.2 45.00 | 4.3 22.50 | 0.0 NA
Number of Outs Given a Particular Hand to Improve Outs Given In attempt to make ----------------------------------------------------------------------- 15 Open Straight Flush Draw Straight, Flush, Straight Flush 12 Inside Straight Flush Draw Straight, Flush, Straight Flush 9 Flush Draw Flush 8 Open Straight Draw Straight 4 Gut Shot Straight Straight 4 2 Pair Full House 2 1 Pair Three of a kind 1 Three of a Kind Four of a kind
Editors note, Oct 2003: for further reference, see the following.
Mike Caro has published an extensive set of probability tables for draw, stud, holdem, and lowball.
In his essay, Theory of Sucking Out According to Abdul, Abdul Jalib discusses the basic concepts of sucking out, chasing, buyin free cards, and semi-bluffing.
Big Dave D wrote:
> I'm trying to work out a seven stud hi-lo eight or better
problem.
> You're heads up on 4th street, drawing to a busted low, say
a233.
> You are up against an obvious high, say KK with KK in the
hole.
> What are the odds that you make a low, any low. (which
would
> obviously get you half the pot back). My mental maths says
> about 2:1 against.
The odds against getting a low are about 1.67 to 1 against, so your "mental maths" estimate of 2 to 1 is pretty good.
Here is a chart (generated from a Markov chain) that might be helpful if another such question comes up. If you are hoping to get a low (in any seven-card game such as stud, Omaha-8, or hi-lo hold'em), a "good card" is any desirable low card of a rank you don't already hold, and a "bad card" is a card of any rank you already hold or of a rank higher than you want. For example, suppose you hold 24468, and you believe that you must get a 7-low or better to win the low half of the pot. At that point you hold 3 good cards and 2 bad cards. Find that row, and look below P7. The probability that you will make a 7-low is 0.0888. If you'd settle for an 8-low, then you hold 4 good and 1 bad, and the probability of making an 8-low is 0.5698.
This chart doesn't take into account any other cards, so in your case (where the opposition holds 4 kings) the probability of making your low is somewhat better than the 0.3238 from the table (it is 0.3745, for odds of 1.67 to 1 against).
G B P8 P7 P6 P5 0 0 0.1834 0.0849 0.0294 0.0058 1 2 0.0423 0.0181 0.0060 0.0012 2 1 0.1963 0.1072 0.0465 0.0125 2 2 0.0740 0.0370 0.0148 0.0037 3 0 0.4827 0.3325 0.1895 0.0715 3 1 0.3238 0.2091 0.1119 0.0398 3 2 0.1480 0.0888 0.0444 0.0148 4 0 0.7132 0.5872 0.4288 0.2343 4 1 0.5698 0.4496 0.3145 0.1647 4 2 0.3478 0.2609 0.1739 0.0870
Editors note, Oct 2003: for further reference, see the following.
Mike Caro has published an extensive set of probability tables for draw, stud, holdem, and lowball.
Although there are C(52,4) = 270,725 different 4-card hands, many of them are indistinguishible as starting hands because they differ only in suit. For example, AhTh9c8c is equivalent to AsTs9d8d. How many distinct starting hands are there? A total of 16,432, as follows:
715 C(13,4) all four cards in same suit 2860 4*C(13,4) two suits (3,1), no pairs 2145 3*C(13,4) two suits (2,2), no pairs 858 13*C(12,2) two suits (3,1), one pair 858 13*C(12,2) two suits (2,2), one pair 78 C(13,2) two suits (2,2), two pairs 4290 6*C(13,4) three suits, no pairs 2574 13*3*C(12,2) three suits, one pair 78 C(13,2) three suits, two pairs 156 13*12 three suits, triplets 715 C(13,4) four suits, no pairs 858 13*C(12,2) four suits, one pair 78 C(13,2) four suits, two pairs 156 13*12 four suits, triplets 13 13 four suits, quads 16432 total(Thanks to storkk for a correction submitted Mar 2010).
A shill is paid by the house at an hourly rate, and plays with house money. A prop is paid by the house and plays with his own money. Many states require cardrooms to identify house players if asked, but may not require them to do so otherwise. Shills and props are directed to games by the house. This means that they may be constantly shifted to tougher games, as non-house players boot them out of seats in juicy games. The most important skill for a prop is to be able to excel in all games, since they may be called to play any game that the house offers, against players who specialize in that game. Also, be they must be prepared to sit and wait if all games are full.
Legend holds that Wild Bill Hickok was shot to death during a poker game in Deadwood, South Dakota, and that the hand he held was two pair, black aces and black eights. On that most people agree. The fifth card is not known for certain. In order of credibility, the following kickers have been suggested:
(Hold 'em) Poker Skills in Order of Importance
Disclaimer: I'm a poker novice, not an expert.
The exact order of importance of skills varies by game type. For example, you cannot read your opponent when your opponent does not know what he has. The list above is geared towards mid-level games where some sanity prevails but the game is not at an expert level either.
By far the most important skill is table selection, so it ranks better than #1, it's #0. It doesn't matter how well you play if you are always picking the games with no fish where even an expert can't beat the rake. Most of your income will come from a few very bad players. If you play fairly well, you won't lose much to the better players, nor win much from the slightly inferior players; it's the fish that count.
Now that you've found your table with a live one or two, be patient. More than just having the discipline to play good hands and the stomach for surviving the variance, you should realize that most of our income in Hold 'em comes from AA and KK, with notable mention to the other pocket pairs and AK. Your object is to not lose too much while waiting for these premium hands, and particularly not to lose too much to these hands when other players get them. At $10-$20 and below, go ahead and make it 3 bets if you can before the flop with your AA or KK; you'll be surprised at how little respect you get with people calling you all the way to the river even though your betting is screaming "I HAVE POCKET ACES!!!" And respect preflop raises done by other players, dumping a lot of hands you would normally play such as AT and KJ or even AJ and KQ, as you don't want to make top pair versus an overpair. On the flop, don't bet into someone who has made it three bets unless you can beat the shit out of AA and KK and *want* to be raised back and then just call and go for a check-raise on the turn.
Now, think about the range of hands and their probabilities that your opponents could have. Initially, when the players receive their first two cards, every possible two card hand is equally probable (unless you start grouping them like 87 offsuit, pocket aces, etc., but you get the idea.) Every action a player takes gives you information that you can use to adjust these probabilities. It's a Bayesian inference problem. Unfortunately, actually applying Bayes' rule exactly is beyond any puny human brain's capability. So, you make a major approximation and essentially just keep around a set of possible hands, which you then prune down as action take place.
Suppose a player just calls preflop in early position and the flop comes Q 7 2 offsuit and he suddenly goes berserk by reraising, you have to think about what hands are likely. The hands that make sense to reraise like that are AQ, KQ, Q7, 72, Q2, 77, and 22. QQ would probably be slow-played here instead. Now join that set with the possible hands before the flop. We can just look at these hands and see which are reasonable to just call preflop in early position. AQ and KQ are often raised in early position, but at least sometimes they just call, so they are still consistent. Q7, 72, and Q2 are not reasonable calls from early position. 77 and 22 are reasonable calls, though tight players would probably dump the 22. So that leaves AQ, KQ, 77, and 22 as his possible hands, which has narrowed down the field quite a bit. Be aware also of how other players may interpret your betting.
As play goes along, give yourself a running commentary of the events, "she open-raises, he folds, he cold-calls...". You must make a lot of mental notes based on this, and you must do this even when you're not in a hand, because in addition to being useful during a hand, it's useful for later hands. You want to see the frequency with which a player sees the flop, the frequency with which a player defends his blinds from raises, and the hands a player open-raises with, raises with, reraises with, cold-calls with, and just calls with. This in conjunction with narrowing down the hands above will often give you a good idea of what's going on even when there is no showdown. Your goal is to stereotype each player, as well as to note particular idiosyncrasies of the individuals for use not only now but in future sessions.
Especially when heads-up, you should be constantly applying pressure to the other player to make him fold. You may reraise when you think you're either beaten badly or your opponent is bluffing. It's a bit like chess or wargames, with attacks, feints, counterattacks, and graceful retreats. This is part of the "feel" of poker that's hard to put into words, but hopefully you get the idea. Bluffing and semi-bluffing is important to keep yourself unpredictable, and with since you're keeping track of the ranges of plausible hands, it's quite likely you'll often know where your opponent stands. Cold bluffing is usually restricted to the river, where you might bet into one or two opponents (who might fold) if you have no chance of winning the pot if there is a showdown. Semi-bluffing is betting with a hand that is not likely best but has some big outs. Your opponent may fold immediately, and if not, you may hit your out and your opponent may seriously misread you. There is an important balance here; you must have sufficiently tight hand selection criteria such that when you do bet your opponent is positively terrified that you may have a big hand like an overpair. Semi-bluffing is very powerful, because you've been so careful in choosing your starting hands that even if you aren't there yet you are likely to get there.
Generally, you want the loose aggressive players to your right and the tight passive players to your left. This is so that you can see a raise coming before calling the first bet. However, if the game is tight enough that it is being folded around to the blinds often, then you want some very tight passive players in the two seats to your right, so that your blinds will not be stolen. This is a very important skill, and just because you've found a good table, doesn't mean that every seat at that table would be a winning seat on average for you.
Because the nature of fixed limit Hold 'em makes calling one bet often correct for very weak hands, it's difficult to protect your hand. A major weapon you have to protect your hand is check-raising. However, you must be conscious of where you think the bettor will be. Typically, if you had a made but vulnerable hand you would check in early position if you thought there would be a bet in late position; you then raise and the players in between face two bets plus a risk of a reraise by the late position player, making it difficult for them to call. If you have an invulnerable hand that you want to make everyone pay you through the nose for, then you would check in early position if you thought there would be an early position bet, and then you would raise after everyone trailed in calling behind. The down side of check-raising is that you risk giving a free card if no one bets.
Be aware of tells. If a player has his hands on his chips and is leaning forward, all ready to raise if you bet, usually this is an act intended to get you to just check, as the player in fact does not what to raise you or maybe even call a bet. Two other incredibly valuable tells are the "what the heck, I raise" tell (get *out*, he has a monster!) and the "let me check to see if I have one of that suit with three on the board" tell (so you know he doesn't have a flush already.) Remember that if they think they're being watched, players typically act the opposite of what they have.
Be aware of pot odds. You can count the number of "outs" you have to estimate if calling is a positive expected value play. You may be surprised that I rank this so low. Although it is a subjective opinion, particularly when heads up it's much more important outplay your opponent rather than outdraw him. In loose games, outdrawing becomes much more important, but then the pots are so big that you usually have odds for any half way reasonable draw anyway.
Note: the article below originally appeared at http://www.posev.com/poker/holdem/strategy/preflop-abdul.html, but Abdul no longer maintains the posev.com domain so the article is not available. The article on this page is an archival copy of that original.
Abdul also has made a more technical study of the game-theoretical
concept of "balancing" in Information
Reduction through Strategy Restrictions and Balancing as .
Editors note, May 2004: for more links to online strategy resources
see the Basic
Strategy and Beyond
Basic Strategy sections of the Beginners' Guide to Online
Poker.
Hold'em Preflop Strategy According to Abdul
Copyright 1999, Abdul Jalib
(This version is dated May 11, 1999. The most recent formatted version can always be found at http://www.posev.com/poker/holdem/strategy/preflop-abdul.html - Permission is granted to reproduce for netnews archives, netnews articles, and personal use.)
GENERAL CONCEPTS
Due to the effect of community cards, hold'em is a game of "domination," a term coined by Roy Hashimoto. A hand is dominated if it has 3 or fewer outs against another, like AJ against AQ. Second best offsuit hands are what make you money in hold'em - when other players play them. With the flip of a card, pairs and suited hands can transform from dominated to dominating. Lure your opponents into playing dominated hands while avoiding dominated situations yourself.
Big and small pairs, suited hands, and offsuit hands play differently.
Small pairs, suited cards, and zero and one gap hands (examples: 22-66, A6s, and JTs and QTs respectively) thrive on "implied odds", a term coined by David Sklansky, meaning they will frequently be folding after the flop unless they flop big, and so they normally want to see the flop cheaply.
Offsuit hands have "reverse implied odds", since they cannot usually bet and raise with confidence towards the end of the hand. Normally, an offsuit hand likely to be best should make it expensive to see the flop, in order to harm the hands that would have good implied odds to see the flop cheaply. A strong offsuit hand is still strong when facing several opponents, between its chance of making a AKQJT straight, two pair (usually using a low pair on the board) or a top pair that holds up.
Big pairs have reverse implied odds as well, but they are much more robust, since they can win unimproved, or by making two pair with a low pair on the board, or by making a set or full house.
The flop is the nexus of the hand; limiting raises preflop goes far towards disguising your hand.
The next sections detail strategy for opening, playing against limpers, playing against raisers, and defending the blinds. Six representative hands, namely QQ, 55, ATs, 76s, AQ, and JT, will illustrate preflop strategy for each of these situations. However, if you think you know better for your particular situation, you probably do, as "it depends." In any case, this simple desert nomad does not claim to be always correct, only always thought provoking.
OPENING
The following table ranks the opening hands. The higher in the table, the stronger the hand is and the farther to the right of the button it can open. The bottom part of the table is geared towards late position.
| Opening Hand Rankings and Minimum Openers | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| # Off Button |
Pairs | Suited Hands | Offsuit Hands | # Off Button |
||||||||||||
| AA | ||||||||||||||||
| KK | ||||||||||||||||
| JJ | AKs | |||||||||||||||
| TT | AQs | AK | ||||||||||||||
| 99 | AJs | AQ | ||||||||||||||
| 6 | 88 | ATs | KQs | 6 | ||||||||||||
| 5 | 77 | A9s | KJs | QJs | AJ | 5 | ||||||||||
| 4 | 66 | A8s | KTs | QTs | JTs | AT | KQ | 4 | ||||||||
| 3 | 55 | A7s | K9s | T9s | J9s | KJ | QJ | 3 | ||||||||
| 2 | 44 | A3s | K7s | Q9s | 98s | T8s | A9 | 2 | ||||||||
| 1 | 33 | A2s | K6s | Q8s | 87s | 97s | J8s | A7 | KT | QT | JT | 1 | ||||
| 0 | 22 | K2s | Q4s | 65s | 75s | T7s | A3 | K7 | Q9 | 98 | J9 | 0 | ||||
| SB | Q2s | 32s | 42s | 52s | Xxs | A2 | K2 | Q2 | 43 | 53 | 63 | Jx | SB | |||
Obviously if you can open with hands on one line in the table you can open with all the hands above as well. For example, 5 off the button, you can open with the following hands clipped from the table above:
|
AA |
||||||||
|
KK |
||||||||
|
|
||||||||
|
JJ |
AKs |
|||||||
|
TT |
AQs |
AK |
||||||
|
99 |
AJs |
AQ |
||||||
|
88 |
ATs |
KQs |
||||||
|
77 |
A9s |
KJs |
QJs |
AJ |
To facilitate finding particular hands, the columns for suited and offsuit hands sort the hands into the following categories: aces, kings, queens, zero gappers, one gappers, two gappers, "other". When a hand is "missing", it belongs to the lower position. For instance, in the table there is A9 and then there is A7; the missing hand, A8, belongs with A7. Xxs denotes all the rest of the suited hands. Jx denotes J2 through J7.
SB stands for the small blind position, while 0 off the button means on the button, of course. 6 off the button corresponds to being under the gun (first to act) at a 9-handed table. For 7 off the button, use the 6 off the button hands.
An easy way to refer to a whole group of hands is by listing the minimum pair, suited, and offsuit hands. The hands that are in bold face in the table can be used as an index. So the minimum hands 5 off the button are 77/QJs/AJ caliber hands.The minimum openers table assumes your opponents are a tad on the loose side, which forces you to open with less hands than normal. You can open with more hands if your opponents are either very loose or too tight or even properly tight. In early position you can usually open one caliber looser (e.g., 88/KQs/AQ becomes 77/QJs/AJ), and if your opponents are extremely tight or loose you can go two calibers looser. In late position, open with fewer hands against very loose opponents, due to your inability to steal the blinds. However, against overly tight players in the blinds, you can open with any hand listed in the ranking table.
In early position you have to play fairly tightly, even in loose games, since you don't know how many raises there will be, and you will be out of position for the whole hand. Consider how likely you are to be raised by weaker (or stronger) hands if you limp, how likely you are to be called by weaker (or stronger) hands if you raise, and how likely you are to steal the blinds if you raise.
When opening in tight games in any position or loose games in late position, your attention should be on getting heads up with a blind or outright stealing the blinds. Most hands are worth less than the blinds and so for most hands stealing the blinds is a coup; hence, raising is correct for most hands. AA is worth about four times the blinds if it gets some action, so stealing the blinds with it and your other very strong hands is a major disaster. Without other concerns, in a tight game you should raise with marginal hands, and limp (and usually reraise if raised) with your strongest hands. Balance your hands that you could have in various preflop scenarios, mixing strong with weak and weak with strong, so that you do not give too much information away by your actions, yet strive to still play most hands appropriately.
Here is one way to balance your opening strategy for a tight game where you are fairly likely to steal the blinds if you open-raise:
|
Tight Game Opening Strategy |
|
Raise and call 2 |
QQ JJ TT KQs KTs JTs |
|
Raise and call 1 |
77 QJs KJs AQ AJ |
|
Limp-reraise / raise & call |
AKs AQs AK |
|
Limp & call 1 |
66 55 A9s A8s A7s KQ |
|
Limp-reraise |
AA KK 99 88 AJs ATs |
Note: "Call 1" means call one raise back, fold for two, and similarly for "Call 2." When two ways to play are listed, separated by a slash (/), do them each 50% of the time or adjust depending on the texture of the game. In general, you should mix up your play a bit on all hands. Because players tend to put you on AA or KK when you limp-reraise, often refrain from carrying through with the reraise when you wind up heads-up. Some plays are "sacrifice plays" for the sake of balance, such as limping with KQ in early position when in isolation raising would be better and folding would be best. Other plays are profitable only in context, such as being able to play 55 early under the cover of the limp-reraising hands. Beware reraising when the raise comes from the blinds, as few players will raise from the blinds without holding QQ-AA or AKs.
Example: You are in early position, 6 off the button, in a game that's so tight that an early raise often wins the blinds. The pot is not yet opened. How do you play your hand?
|
|
Raise to add support, but limp-reraise is more immediately profitable. |
|
55 |
Limp if (and only if) you limp-reraise often with other hands. |
|
ATs |
Limp-reraise, scaring AQ and AJ in the process. |
|
76s |
Fold. A raise would be better than a call, though, to steal the blinds. |
|
AQ |
Raise, for win share and to get heads up. |
|
JT |
Fold. Dominated. Even KQ is debatable. |
In games where a raise generally gets 1 or 2 callers, but rarely steals the blinds, open-raising with any playable hand is very reasonable and helps avoid leaking information.
In a loose game, where you will gets lots of callers if you limp and almost as many callers if you raise, proper play is more straightforward and includes playing more suited aces. Here is one way to balance the hands for loose-aggressive games:
|
Loose-Aggressive Game Opening Strategy |
|
Limp-call 2 / raise & reraise |
99 88 |
|
Limp-reraise / raise & reraise |
AK AKs |
|
Raise & reraise |
AA KK |
|
Raise & call 2 |
A5s A4s A3s KQs AQ |
|
Raise & call 1 |
AJ KQ |
|
Limp & call 1 |
QJs JTs QTs 66 |
|
Limp & call 2 |
ATs A9s A8s A7s A6s KJs KTs 77 |
|
Limp-reraise |
QQ JJ TT AQs AJs |
Note: For loose-passive games and extremely loose games, replace all limp-reraises with "raise & reraise."
Example: You are in early position, 6 off the button, in a game that's so loose that you always see a flop, usually 5-8 way for 1 bet or 4-6 way for 2-4 bets. The pot is not yet opened. How do you play your hand?
|
|
Limp-reraise, except raise in very loose/passive games. |
|
55 |
Borderline call/fold. Play if you can see flop cheaply. |
|
ATs |
Limp and call all raises, fearing that raises indicate AK, AQ, or AJ. |
|
76s |
Fold, but it's close for very loose-passive games. |
|
AQ |
Raise to destroy the implied odds of the fish and narrow the field. |
|
JT |
Fold. Dominated. KJ & QJ suffice in very passive games with no rake. |
In middle position, you will be raising with more weak hands to steal the blinds, so you can raise with most of your strong hands too, especially since limping is unlikely to induce a raise.
Example: You're opening in (late) middle position, 3 off the button. How do you play your hand?
|
|
Raise. No one is likely to raise for you. Provide cover to steals. |
|
55 |
Raise if you can get heads up, call if you can get 4 callers, else fold. |
|
ATs |
Limp-reraise if you are limp-reraising with AA and KK, else raise. |
|
76s |
Fold. Likely dominated downstream. Cannot count on enough callers. |
|
AQ |
Raise, for the same reason as early position. |
|
JT |
Fold. You'd need a minimum offsuit of about KJ or QJ to open here. |
On the button, you should be open-raising with a lot of hands if your opponents defend the blinds properly, and if they are too tight you can raise with any two cards at least until they start adapting.
Example: You're on the button in an unopened pot. How do you play your hand?
|
|
Raise. It is too conspicuous to limp here. |
|
55 |
Raise. Your pair is quite strong here, if you get heads up. |
|
ATs |
Raise. |
|
76s |
Borderline raise/fold. Laying odds. Fold versus loose small blind. |
|
AQ |
Raise. This is a monster. A3 would suffice. |
|
JT |
Raise. On the button or one off it is likely best, barely. |
A rake seriously reduces the number of hands with which you can steal, as you will be paying a lot for a crapshoot against the big blind. With a Draconian rake, like where the big blind gets dropped once the flop comes, you would need about JJ or better to open on the button! Even with a modest rake, JT and 76s should be folded.
FACING LIMPERS
You should raise an opened pot when you will win the pot more than your fair share of the time or your hand would play better without additional players in the pot. Consider whether calling would lure dominated hands to call after you (or additional hands period to give you odds for your draw), or whether raising would drive out dominating hands after you or allow you to get heads up (or almost so) versus a hand you dominate.
Most people think that you should play looser after limpers compared to opening. If a tight player limps, you have to be careful. Even if the limper raises with his best hands, versus his weak limp you have to play about as tight as if you were opening in his position, as you have no chance to steal the blinds, though you should still raise if you suspect you might dominate his hand. On the other hand, if the limper would limp with his best hands, then you must play much tighter. After several tight players limp, you can play hands that do well multiway (any pair, any suited ace, big suited kings and queens, and medium to big suited zero and one gappers), but the only offsuit hands you can play are AQ and AK, partially for fear of domination, partially for fear of the big cards being "dead." (AJ and KQ are okay after just one tight limper.)
Example: You are facing one tight limper and you are on the button. How do you play your hand?
|
|
Raise. No need to worry about stealing blinds. Calling is a mistake. |
|
55 |
Borderline fold. Unlikely to get heads-up and cannot get 4 callers. |
|
ATs |
Call. Proceed with caution if you flop an ace for fear of limping AJ. |
|
76s |
Fold. Similar to 55 case. Borderline fold/call versus 3 tight limpers. |
|
AQ |
Raise. Same with AJ and KQ. Your hand is likely best. Get heads up. |
|
JT |
Fold. Dominated. Fold QJ/KJ too. Calling here is a huge mistake. |
With loose players coming in with hopeless hands like T7 and J6, then it's true that you can play looser after limpers, with "trashy" suited hands like T8s and K4s, and any pocket pair. You should raise liberally to punish them, since weak offsuit hands really get hurt by preflop raises, as they have only a tiny chance of winning the pot. After many limpers, even Q6s and 65s can play best with a raise on the button; suited aces, kings, and queens and suited zero gappers win more than their fair share of pots versus many loose limpers. After loose limpers who would have raised with their best hands, offsuit hands likely to be best (like A9, QJ, KJ, and even KT) will also win more than their fair share of pots and should raise. Don't get carried away with calling with offsuit aces here; for fear of domination, A8 is about the lowest calling hand.
Example: You are facing five loose limpers and you are on the button. How do you play your hand?
|
|
Raise. You will win the pot more than your fair share, though < 50%. |
|
55 |
Call. About 8-way to flop, but it will win less than 1 in 8 times. |
|
ATs |
Raise. Big suited's win more than their fair share in multiway pots. |
|
76s |
Raise. Even suited zero gappers win more than their fair share here. |
|
AQ |
Raise. Your hand is likely best, by far. |
|
JT |
Fold. If you want to play offsuit cards, you must have the best. |
It is a myth that hands like AQ are in trouble here. You are in trouble if you don't raise, but if you raise you wreck the implied odds of the suited garbage your opponents hold. AQ frequently wins even in family pots by making aces up with queen kicker or an AKQJT straight. Also, your cards have a better chance of being live if no one raised, so you will win the pot considerably more than your fair share of the time. Similarly, if you were likely to have the highest hand with something like KJ or even KT, you should raise here, again partially for win share, partially to wreck the implied odds of your opponents. However, if you make a mistake by usually laying down AQ on flop that misses even though you believed you had the best hand preflop then perhaps you would be better off playing incorrectly preflop by not raising. Another exception could be made if your opponents will "check to the raiser" if and only if the flop contains an ace, king, or queen.
FACING A RAISER
The key concept when facing a tight raiser is: "run away and live to fight another hand." Most players raise with their best hands, limp with their worst hands, and you can exploit this by deftly sidestepping their raises and punishing their weak limps with raises of your own. You need a hand a couple levels higher than the raiser's minimums to consider playing. Offsuit aces are especially vulnerable to being dominated by a tight raiser. The implied odds of suited zero or one gappers are trashed by raises. Medium pairs can easily be dominated by bigger pairs, and otherwise it's usually a crapshoot against two overcards. Versus a tight raise, you can only three-bet profitably with AA, KK, and AK. Therefore, to avoid giving away information, flat call with these hands preflop and go for a raise on the flop.
Example: You are facing a raise from 77/QJs/AJ or better. What do you do?
|
|
Call, for fear of AA, KK, or losing to something like AK. |
|
55 |
Fold. You need about 99 to call, two levels higher than his 77. |
|
ATs |
Fold. Dominated. You could call with AQs, barely. |
|
76s |
Fold. Implied odds are shot to hell. JTs/QJs/KQs should fold too. |
|
AQ |
Fold. Against looser raises you could call. See AQs note under ATs. |
|
JT |
Fold, unless you are a fish. |
Versus a loose raise, such as a steal raise from one off the button when you are on the button or small blind, you should reraise liberally to isolate, unless you fear your hand could be beat by the raiser but could be called by some weaker hands behind if you flat call.
Example: You are on the button facing a raise from one off the button from a good player with competent opponents in the blinds.
|
|
Reraise. You do not fear AA or KK here. |
|
55 |
Reraise. Your hand plays much better heads up than 3-way. |
|
ATs |
Borderline call/reraise. For fear of AJ, AJs is the first safe reraise. |
|
76s |
Borderline reraise/fold. Your hand plays better heads up than 3-way. |
|
AQ |
Reraise. Keep it heads-up for best chance of winning unimproved. |
|
JT |
Borderline fold. Could call versus an even looser raise. |
Versus a raiser plus cold callers, you have to play a bit differently than versus just a raiser. Tight cold callers are bad news; each one increases your calling requirements. Loose callers relax the calling requirements for suited cards, and for pairs if you will have many opponents for the flop.
Given how tight you have to play versus a single raise, you can imagine how tight you have to play if there is a raise and reraise from tight players in early position. You can still play with TT and JJ, unless the reraiser is extremely tight. This is a reraise or fold situation. Make it four bets with TT-AA, AK, AKs, and fold everything else, normally. Now if it's a steal raise and a resteal reraise, then that's another story, and you could wade in with 88/QJs/AQ and up, certainly, and probably a bit weaker hands as well.
When you are in a crazy game that is constantly having capped family pots preflop, you can call with a minimum of 22/JTs/AQ. If the game is crazy but tighter, only getting capped once or twice per lap three to five way, you must play very tight, playing not much more than JJ/QJs/AK and up.
DEFENDING THE BIG BLIND
After limpers, raising in the big blind gives away information, but a raise often can buy you the pot by the turn if the game is not too loose, as your opponents will often put you on AA or KK. You can raise fairly liberally in the big blind versus loose limpers, with 88/JTs/KQ and up, possibly a bit weaker. Versus tight limpers, you have to be sure your hand is best.
The rankings of hands when defending the big blind versus a raise is quite a bit different than the rankings for opening. You are getting over 3:1 odds to flop something good, or at least a pair. Proper big blind defense strategy varies dramatically depending on the raiser's minimums. Against typical raises, call liberally with hands that have straight or flush potential, as well as pairs. Get away from big offsuit hands that are likely dominated. 65s is usually on par with KQ here. If flopping a pair won't do you any good, because the raiser is so tight that he is likely to have a big pair, then fold liberally, especially offsuit hands. More specific recommendations are in the table below. The minimum hands are listed, and you can defend with any hands "between" the ones listed and the column headers.
|
Big Blind Defense versus a Raise |
||||||||||||||||
|
If Raiser... |
Then Defend with Minimum... |
|||||||||||||||
|
Is |
Has |
|||||||||||||||
|
Type |
Minimum |
AA |
AKs |
KQs |
QJs |
JTs |
J9s |
J8s |
Jxs |
AK |
KQ |
QJ |
JT |
J9 |
J8 |
|
|
Tight |
99/AJs/AQ |
55 |
AJs |
KQs |
QJs |
T9s |
. . . |
. . . |
. . . |
AQ |
. . |
. . |
. . |
. . |
. . |
|
|
Legit |
66/JTs/KQ |
22 |
A2s |
K2s |
Q2s |
43s |
53s |
74s |
9xs |
A2 |
K9 |
Q9 |
54 |
42 |
85 |
|
|
Steal |
22/54s/76 |
(all but Q3 J4 T5 94 84 73 62 32 or worse) |
||||||||||||||
Notes: Versus a tight raiser heads up, do not reraise - you are either beaten, or you'd like to check-raise on the flop. Versus multiple loose players, you can reraise fairly liberally, e.g., with 88, ATs, K9s, QJs, AQ, KQ or better. Versus steal raises, reraise heads up almost any time you are likely to have the best hand, as your opponent is sure to call one more bet before the flop, but not necessarily on the flop. Bet into a steal-raiser liberally on the flop. Versus one or more callers in addition to the raiser, get away from offsuit aces below about A9 and your weakest offsuit hands like 42, but you can call with any two suited.
Example: You are in the big blind, a sane player raises in middle position, and there is no rake. (Assume he has 66/JTs/KQ or better.) What is your best play?
|
|
Call. Go for check-raise on the flop. |
|
55 |
Call. Do not necessarily give up if you do not flop a set. |
|
ATs |
Call. On flop play hard except check-call when ace flops. |
|
76s |
Call. Check-raise the flop if you have a draw or flop a pair. |
|
AQ |
Call. Consider a check-raise on the flop even if you miss. |
|
JT |
Call. Proceed with caution if you flop a pair. |
A rake will severely reduce the number of hands with which you can defend heads-up. In the above scenario, JT should be mucked when there is a rake. If the rake is harsh, like 10% with a cap, you should defend with very few hands indeed.
In games where you are facing a preflop raise that is bigger than the big blind (like a $4 raise to $6 against the $2 big blind in 1-4-8-8), obviously you are not getting much odds and must play much tighter than normal.
DEFENDING THE SMALL BLIND
When opening in the small blind, do not raise with all playable hands, as you would like to call with your weakest hands and you need to provide them some cover by calling with stronger hands. Also, there is no small blind to knock out and you are out of position.
When the pot is not raised and you only have a fraction of a bet to call, the situation is similar to calling a raise in the big blind, as you are getting big odds. You still need to get away from hopelessly dominated hands like Q5 except versus many loose limpers. Getting big odds to see the flop is no good if you are dominated.
The small blind's size relative to the preflop call amount of course makes a big difference. There are 3 common blind sizes:
|
Blind Size |
Example |
|
1/3 |
$2 blind in $6-$12 with $2 and $6 blinds |
|
1/2 |
$5 blind in $10-$20 with $5 and $10 blinds |
|
2/3 |
$10 blind in $15-$30 with $10 and $15 blinds |
The $1 small blind with $1 and $2 blinds, $2 to go, in a 1-4-8-8 type game, is more like a 2/3 type blind, than a 1/2 blind, due to the implied odds of flopping something.
It also matters how many opponents you face and how tight they are. The more opponents, the looser you can be on the suited hands. If the limpers are tight, you still have to be extremely conservative with a 1/3 blind, especially with your offsuit hands, as shown in the table below. Again, you can play any hand "between" the listed hand and the column header.
|
Small Blind Defense versus 1 Tight Limper |
|
Blind |
AA |
AKs |
KQs |
QJs |
JTs |
J9s |
J8s |
Jxs |
AK |
KQ |
QJ |
JT |
J9 |
J8 |
|
1/3 |
22 |
A9s |
K9s |
... |
... |
... |
... |
... |
AQ |
.. |
.. |
.. |
.. |
.. |
|
1/2 |
22 |
A2s |
K2s |
Q7s |
76s |
T8s |
J8s |
Jxs |
A7 |
K8 |
Q9 |
T9 |
J9 |
J8 |
|
2/3 |
22 |
A2s |
K2s |
Q2s |
43s |
53s |
74s |
9xs |
A5 |
K7 |
Q8 |
98 |
97 |
J7 |
Note: Play tighter if the big blind is likely to raise.
Example: You are in the small blind versus one tight limper. Best play?
|
|
Raise. Calling would give the big blind a free shot to beat you. |
|
55 |
Call. A raise will be unlikely to get rid of the big blind. |
|
ATs |
Borderline raise/call. Call when you have to put in 2/3's of a bet. |
|
76s |
Borderline call/fold. Fold for 2/3 bet, since 3-way is bad. |
|
AQ |
Raise. You want to be heads up so you can win unimproved. |
|
JT |
Call for 1/2 or 1/3 of a bet, fold for 2/3 of a bet. Be careful. |
When the players are looser, you can loosen way up when you are getting your discount in the small blind:
|
Small Blind Defense versus 5 Loose Limpers |
|
Blind |
AA |
AKs |
KQs |
QJs |
JTs |
J9s |
J8s |
Jxs |
AK |
KQ |
QJ |
JT |
J9 |
J8 |
|
1/3 |
22 |
A2s |
K2s |
Q2s |
43s |
42s |
74s |
Jxs |
A3 |
K7 |
Q8 |
JT |
.. |
.. |
|
1/2 |
22 |
A2s |
K2s |
Q2s |
32s |
42s |
52s |
62s |
A2 |
K2 |
Q5 |
54 |
86 |
.. |
|
2/3 |
22 |
A2s |
K2s |
Q2s |
32s |
42s |
52s |
62s |
A2 |
K2 |
Q2 |
32 |
42 |
J8 |
Example: You are in the small blind after 5 loose limpers. Best play?
|
|
Raise, for the same reason you would normally after limpers. |
|
55 |
Call. See if you flop your set before investing more. |
|
ATs |
Raise, for the same reason as in late position after limpers. |
|
76s |
Call. Harder to win pot out of position so may not win fair share. |
|
AQ |
Raise, as you will win more than your fair share. |
|
JT |
Call. You certainly cannot raise. Enough of a discount to call. |
When defending the small blind versus a raise, your minimum requirements are about midway between your minimums for calling in the big blind versus calling a raise cold - a bit tighter for a 1/3 blind, and a bit looser for a 2/3 blind. Additionally, a 2/3 blind can call a raise with any suited ace. When defending versus a raise and reraise, defending the small blind is not significantly different from calling 3 cold.
COMPARISONS TO S&M
Sklansky and Malmuth (S&M) authored the most popular poker book to date, Hold'em for Advanced Players. My preflop recommendations differ in many ways.
S&M advise raising with your strongest hands, limping with your weakest hands, but this a major mistake in tight games, since your strongest hands are worth much more than the blinds, while your weakest hands are worth much less than the blinds. S&M are less fond of limp-reraising, suggesting to do it sometimes with AKs and AQs, and if many people are in the pot then hands like JTs.
Also, S&M advise not raising with hands like KT after several loose limpers, and while I'll admit it's borderline, you should usually raise since your hand is likely to be best and will win more than your fair share of pots (though not much money on average). S&M's argument is that the fish will call correctly with gutshots and pairs on the flop if you raise preflop, and you will tie more players into the pot. However, versus opponents who will be frequently folding on the flop, raising harms their implied odds and thus benefits you. Versus opponents who are calling stations, would you prefer they pay 3 small bets to see the turn or would you like to let them get off cheaply for just 2 small bets to see the turn? Raising will not greatly reduce your chance of your winning the pot, so if you will win more than your fair share of pots, you should generally raise.
Similarly, it is an S&M myth that you should raise with baby pairs like 33 after six (or fewer) limpers, even if you know the blinds will call. Although you will flop a set more then 1 in 9 times, you will win the pot less than 1 in 9 times. Since you will win the pot less than your fair share, you should not raise. A possible exception is when the raise has a decent chance of buying you a free card on the flop, as this now improves your chance of winning to better than 1 in 9, but it is normally rare that all 8 opponents would check to the raiser.
S&M advocate that "If you hold JJ and the pot has been raised and reraised before the action gets to you, you should fold." While I suggest folding to an extremely tight reraise, usually you should reraise here with TT or JJ, I believe. In general, S&M value pairs less than I do and offsuit hands and suited connectors more than I do.
Most importantly, S&M do not emphasize having the biggest cards in a pot if you play offsuit cards. Here is the most striking example from their book: "If you are dead last - that is, if you are on the button - and there are already callers, you can play hands in Groups 1-7." Group 7 includes J9, T9, and 98, which I recommend folding. Here I recommend raising with A9 and calling with A8, but S&M recommend folding them, as A9 is in group 8 and A8 is not in any S&M group. I agree with folding A9 and A8 after tight limpers, but not after loose limpers. Flopping a big pair with the best kicker gets you most of your profit in hold'em even in loose games (especially when the board pairs low on the turn or river.) This is why after a bunch of loose limpers A9 is more appealing than 98, as 98 can never flop top pair with a good kicker, and 98 is likely to succumb to overcards even if it flops top pair. A hold'em player cannot live by straight draws alone.
ACKNOWLEDGMENTS
The above is the result of a lot of hard work on my part, trying and discarding many approaches before arriving at my goal of an accurate preflop strategy that novices can understand (I hope.) However, I stood on the shoulders of giants. My thinking has been especially influenced by David Sklansky, Roy Cooke, Mike Caro, Paul Pudaite, Jim Geary, Annie Duke, Ed Hill, J.P. Massar, "tangram", "Randall Flagg", "Lonestar", "Ramsey", Andy Latto, Roy Hashimoto, Lee Jones, Barry Tanenbaum, Steve Brecher, Michael Maurer, Eric Holtman, Tad Perry, and hundreds of rec.gambling.poker posters, though this is not to say they would agree with my recommendations. All the charts come from Turbo Texas Hold'em 2.0 and 3.0 simulations, as interpreted by me, and so I have to thank Bob Wilson most of all.
Theory of Sucking Out According to Abdul
Copyright 1999, Abdul Jalib
(This version is dated Oct 25, 2000. The most recent formatted version can always be found at http://www.posev.com/poker/holdem/strategy/outs-abdul.html - Permission is granted to reproduce for netnews archives, netnews articles, and personal use.)
BASIC CONCEPTS OF SUCKING OUT
If you have the best of it on additional money going into the pot, you should try to maximize the additional money going into the pot. If given the money in the pot by the end you have odds to chase, you should at least call. Keep in mind that betting or raising will often give you additional ways to win the pot. If you don't have odds to chase or bluff, you should fold.
BETTING OR RAISING FOR IMMEDIATE PROFIT
Try to get money into the pot if you will win the pot more than your fair share. You will win more than your fair share of the time when you have more than the number of outs shown below for the number of opponents:
| Betting or Raising Breakeven Win Chance & Outs for # of Opponents |
||
|---|---|---|
| # Opponents Who Will Be Calling |
Chance to Win You Need to be Breakeven on Bet |
Corresponding Number of Outs |
| 1 | 1 in 2 | 23 |
| 2 | 1 in 3 | 15 1/3 |
| 3 | 1 in 4 | 11 1/2 |
| 4 | 1 in 5 | 9 1/5 |
| 5 | 1 in 6 | 7 2/3 |
| 6 | 1 in 7 | 6 1/2 |
| 7 | 1 in 8 | 5 3/4 |
| 8 | 1 in 9 | 5 1/9 |
When you have a strong draw, you usually want to keep people in, so think carefully about how to keep them in while increasing the pot size. Consider all your options. When no one has bet you can check-call, bet, or check-raise, and when facing a bet you can call, raise, or call-reraise.
Your outs are the number of cards that will complete your hand. For example, if you have JT and the board is KQ23, then any ace or nine will give you the nut straight, and there are four of each of those, so you have 8 outs. Here are some of the common draws:
| Outs When Drawing One Card |
|
|---|---|
| Draw on the Turn | Outs |
| 4-straight & 4-flush => straight or flush | 15 |
| set => full house or quads | 10 |
| 4-flush => flush | 9 |
| overpair vs 2-pair => better 2-pair or set | 8 |
| 4-straight => straight | 8 |
| 4-straight vs 4-flush => straight vs no flush | 6 |
| overcards => top pair | 6 |
| pair using board card => trips or two pair | 5 |
| gutshot straight draw => straight | 4 |
| two pair => full house | 4 |
| pocket pair => set | 2 |
Your effective outs are your potential outs fudged downwards to better reflect your actual chances of winning the pot. For example, if there is a two flush on board and you think the flush draw is out there, then instead of 8 outs for a straight draw you effectively have only 6, as the other 2 cards bring in your opponent's flush draw.
On the flop, if you are planning on taking your draw to the river, then you effectively have a bit less than double the number of outs for one card:
| Equivalent Outs When Drawing Two Cards |
|
|---|---|
| Draw on the Flop and Turn | Outs |
| 4-straight & 4-flush => straight or flush | 25 1/2 |
| set => full house or quads | 15 1/2 |
| 4-nut-flush => nut flush | 16 1/2 |
| 4-baby-flush vs. one => 5-flush | 15 |
| 4-straight => straight | 14 1/2 |
| overpair vs 2-pair => 2-pair, set, etc | 12 1/2 |
| 4-baby-flush vs. many => only 5-flush | 12 |
| nonpair => pair | 11 1/2 |
| gut shot straight draw => straight | 7 1/2 |
| two pair => strong full house or quads | 7 |
| 3-straight & 3-flush => straight or flush | 3 |
| 3-flush => flush | 1 1/2 |
| 3-straight => 4-straight => straight | 1 1/2 |
For the runner-runner draws, you need to use both your cards, except for an ace that makes a 3-flush. You should usually treat them as just 1 out, not 1 1/2 or 2, since a lot of things can go wrong with them.
CHASING
When you can't make money on additional money going into the pot, you still have to consider whether the pot will be worth chasing, considering your chance of winning it. For example, if the pot were 5 big bets on the turn, and it would cost you one big bet to call, you are getting 5 to 1 odds to call. Suppose you had a hand that would win 1 time for every 5 times it lost. In that case, if you were getting 5 to 1 odds from the pot, then your call would have an average result of zero, right on the border between calling and folding. If the pot were any bigger (like if you could expect a call on the river) then it would be clear case to call, and if the pot were any smaller, then it would be a clear case to fold.
Before explaining how to figure out precisely whether or not you should chase, here are some guidelines:
Rules of thumb for calling on the turn: Usually, call one bet with open-ended straight draws and flush draws, and with a medium pot size you can call two cold. With a set you should usually be calling all bets (or raising, of course.) Two overcards are usually no good to draw with on the turn, except sometimes heads-up. When the pot is big, you can call with a gutshot straight draw to the nuts.
Rules of thumb for calling on the flop: Call with any draw that you would call with on the turn, often for two bets cold or more. Call with gutshots to the nuts if you can be pretty sure you will only have to pay one bet. Also for one bet, a pair with a backdoor flush draw is very worthwhile, and so is a backdoor flush draw with a backdoor straight draw, and similarly for other combinations of weak draws that together become worthwhile. Be reluctant to call with overcards, unless heads-up or the board does not have many draws and you are pretty sure you have the best overcards, like AQ in an unraised pot.
With a little practice, you can be a lot more precise. You can learn to keep track of the big bets going into the pot almost subconsciously, and hence you can know the current pot size at all times. With a little experience, you can estimate the amount of additional action there will be. And your chance of winning is simply represented by your number of outs.
Your effective pot size is how much you can expect to win at the end if you indeed win. It's the current pot size plus expected action. Generally that will be at least one big bet bigger than the current pot size, possibly many more big bets if you expect a lot of action.
Your effective pot odds are the effective pot size divided by the amount you have to call.
You should at least call when your effective outs times one more than the effective pot odds is greater than the number of unseen cards. The number of unseen cards is usually 46 on the turn or 47 on the flop. Recast the effective pot size in units of the number of bets you will need to call.
For example, suppose the board is:
| Flop | Turn |
|---|---|
| 7s 8d 2d | 4d |
You have: Tc 9c
Preflop an early ultra tight player limps, a middle player calls, you call late, and both blinds call. On the flop, the small blind bets, the big blind folds, the early player raises, you call, and the small blind folds. On the turn, your remaining opponent bets, then turns over red pocket aces, tells you he knows you are on a straight draw, explains that you don't have odds to call, and begs you to fold since he doesn't want to risk losing. What should you do?
There are 6 big bets in the pot now. Unless he is sure about your hand he will check and call on the river if a nondiamond jack or six comes, so the effective pot size is more like 7 big bets, and your effective pot odds are the same since you are facing only one bet. Your effective outs are exactly 6, assuming you cannot bluff him out on the end.
The answer is "it depends." It depends on your opponent. 6*(7+1)=48, which is greater than 46 (or 44 in this case), so you should call if he will pay you off, but if he will fold if and only if a nondiamond jack or six hits, then you get 6*(6+1)=42, and you should fold.
BUYING A FREE CARD
You can raise in late position on the flop with the intention of checking it through on the turn. Seeing the river card is not free in this case, but half price. Actually, it's a bit less than half price, since your flop drawing odds are better than your turn drawing odds. Savvy opponents are well aware of this play from flush draws, however, and may thwart it by betting into you on the turn. Use this play sparingly, mostly when you have big overcards versus a few weak opponents, and you can always adopt-a-flush-draw if the flush draw comes in (that is, bet to represent a made flush.)
SEMI-BLUFFING
Your opponents cannot fold if you never bet or raise. Betting or raising usually is worth at least 4 outs, sometimes 20 or more outs, in terms of increasing your chance of winning the pot. Sometimes when you would have to check and fold rather than check and call, you can bet profitably instead. The combination of a chance of winning with your draw and a chance of your opponents all folding can make betting (or raising) more profitable than checking (or folding.) David Sklansky coined the term "semi-bluffing" to describe this concept.
If you've been betting hard the whole the way, your opponents may not put you on a draw, and may fold to your bet on the come, or to your bluff bet on the river, allowing you to steal a large pot. For this reason, and since you presumably cannot win in a showdown without making your hand, think twice about taking a free card on the turn, if you think a bet there or on the river might buy you the pot.
A MADE HAND WITH A DRAW
Sometimes you will have a pair and a flush draw, or other combination of a hand that may be best and a draw. When your made hand is vulnerable or likely already beaten by fairly weak hands, you usually should play such a hand very hard, trying to force out better hands and hands that could draw out on your made hand, with your draw as a backup in case you get called down by a better hand. Even with a very strong hand like a made straight with a flush draw, you might wish to play it hard, hoping to get almost unlimited reraises from an equivalent straight that you are "freerolling" to beat with your flush.
CONCLUSION
For novice players, this information can be of great use between sessions to answer that nagging question, "should I have called?" This will improve their intuitions in similar situations in the future. For veteran players, this information can be used in real time at the tables to make better decisions.
ACKNOWLEDGMENTS
My departed friend Andy Morton came up with the multiplication trick for determining if you have odds to call. David Sklansky was the first to publish much of the basic concepts and terminology in Theory of Poker.
The article below originally appeared at http://www.posev.com/poker/holdem/strategy/balance-abdul.txt. The posev.com domain is no longer maintained by Abdul Jalib; the text below is an archival copy.
Copyright 1998, 1999, Abdul Jalib
Permission to copy for personal use.
[This is a technical report on play balancing. If you are looking
for general concepts on how to play, you've come to the wrong place.]
I've been using Texas Turbo hold'em to examine preflop strategies
that disguise my holdings without sacrificing much expected value (EV)
to opponents who aren't paying attention anyway. Turbo isn't
ideal for this task, but in any case, I mostly wanted to
share the general concepts of this approach. The two main means I have
identified of avoiding giving away information preflop are:
1) to impose general restrictions (e.g., never more than 3-bet)
2) to make suboptimal plays within those restictions in order to
balance the probabilities of the properties of your hands in
different situations.
The easiest way to restrict your preflop opening play is to always make
the same initial play, either always open-limping or always open-calling
no matter what the hand.
OPEN-LIMPING
I tried to reduce preflop under the gun (UTG) strategy to just 3 options
for opening the pot and responding to subsequent action:
1. Open-limp, then raise if it's raised behind, but if it's
raised and reraised behind then just call.
2. Open-limp, and if it's raised 1 or 2 (or more) times, then call.
3. Open-limp, and if it's raised once then call, but fold for two more bets.
Relative to also allowing similar open-raise options, Turbo simulations
estimate that this restricted strategy reduces EV UTG in a *tight*
10-handed $10-$20 game from $1.14 to $1.04 per hand. The corresponding
always-open-raise strategy won $1.01.
Here are the 3 options again but with hands filled in, and these hands
have been juggled around a bit, making some suboptimal plays in order
to balance the information. Asterisks (*) denote hands to which I have
assigned suboptimal plays.
1. Open-limp, then raise if it's raised behind, but if it's
raised and reraised behind then just call:
QQ, JJ, TT, 99*, AKs, AQs, AJs*, KQs, QJs* AK
2. Open-limp, and if it's raised 1 or 2 (or maybe more) times, then call:
AA*, KK*, 88, 77, ATs, JTs, T9s*, AQ
3. Open-limp, and if it's raised once then call, but fold for two more bets:
66*, A9s, A8s, KJs, KTs, QTs*, J9s*, AJ, KQ*
With this restricted strategy, there are only 4 possible ways in which
I can see the flop:
A. I open limp, an opponent raises, I reraise.
=> I have a hand in group #1.
B. I open limp, an opponent raises, another opponent reraises, I call.
=> I have a hand in group #1 or group #2.
C. I open limp, an opponent raises, I call.
=> I have a hand in group #2 or group #3.
D. I open limp and nobody raises.
=> I have any playable hand: group #1, #2, or #3.
I'll try to quantify how much information I reveal by computing
various conditional probabilities:
PREFLOP ACTION SCENARIO
A B C D
total number of distinct hands 10 18 17 27
% chance pocket pair 43 46 29 34
% chance suited 36 31 35 35
% chance offsuit nonpair 21 23 35 30
% has pair >= 2 with 2 on board 43 46 29 34
% has pair >= 3 with 3 on board 43 46 29 34
% has pair >= 4 with 4 on board 43 46 29 34
% has pair >= 5 with 5 on board 43 46 29 34
% has pair >= 6 with 6 on board 43 46 27 33
% has pair >= 7 with 7 on board 43 45 21 29
% has pair >= 8 with 8 on board 43 39 18 27
% has pair >= 9 with 9 on board 40 36 21 28
% has pair >= T with T on board 28 37 28 28
% has pair >= J with J on board 29 31 31 31
% has pair >= Q with Q on board 24 35 35 31
% has pair >= K with K on board 29 25 26 27
% has pair >= A with A on board 36 36 33 34
Scenario D, where I limp in and no one raises, has the
same probabilities as the priors, since this strategy employs
open-limping with everything playable. The differences in the
figures for the other scenarios show how much information I'm
giving away. Note that the probability that I have a pair of
kings or better with a king on board remains nearly constant
across all the scenarios, and similarly constant for aces for
when an ace flops. Thus I give away almost no information for
those particular cases. In general, I'm trying to play each
hand fairly appropriately and yet give away minimal information
for each scenario. The probabilities for having a pair
with a low board in scenarios A and B, where I put in 3 bets,
are a bit different from the probabilities for scenario C,
where I'm raised but elect not to reraise, but of course
giving away a certain amount of information is unavoidable.
All the changes I made would cost about 15 cents in the Turbo
simulation, bringing the EV down from $1.09 to $0.94. The
limp-calling with aces and kings instead of limp-reraising is
responsible for almost half of this 15 cents in reduction.
Turbo players almost make little use of information from previous
rounds for future rounds. Whether these sacrifices
to preserve information would be worthwhile against human
opponents is unknown.
OPEN-RAISING
If you want to consider open-raising all the time rather than open-limping,
then one problem is that there are very few hands that you can 4-bet with
after you've open-raised and it's been reraised - pretty much just
AA, KK, and QQ. AKs, AQs, and AK can 4 bet with small losses (possibly
a profit in some games) relative to their optimal plays. Avoiding the
4 bet play altogether, however, costs 4 cents.
1. Open-raise, then reraise if it's raised back to you:
AA, KK, QQ, AKs*, AQs*, AK*
2. Open-raise, then call if it's 1 or 2 more bets bet:
JJ, TT, 99, AJs, KQs, JTs
3. Open-raise, then call if it's 1 more bet back, fold for 2 more bets:
88, 77, ATs, A9s, KJs, KTs, QJs, AQ, AJ, KQ*
There are four possible scenarios where I can see the flop:
A. I open raise, an opponent reraises, I cap it.
=> I have a hand in group #1.
B. I open raise, an opponent reraises, and another caps it, I call.
=> I have a hand in group #1 or #2.
C. I open raise, an opponent raises, I call.
=> I have a hand in group #2 or #3.
D. I open raise, and no one raises.
=> I have any playable hand (group #1, #2, or #3).
PREFLOP ACTION SCENARIO
A B C D
total number of distinct hands 6 12 16 22
% chance pocket pair 47 53 31 35
% chance suited 21 29 33 29
% chance offsuit nonpair 32 18 37 35
% has pair >= 2 with 2 on board 47 53 31 35
% has pair >= 3 with 3 on board 47 53 31 35
% has pair >= 4 with 4 on board 47 53 31 35
% has pair >= 5 with 5 on board 47 53 31 35
% has pair >= 6 with 6 on board 47 53 31 35
% has pair >= 7 with 7 on board 47 53 28 34
% has pair >= 8 with 8 on board 47 53 22 29
% has pair >= 9 with 9 on board 47 51 19 27
% has pair >= T with T on board 47 47 20 28
% has pair >= J with J on board 47 43 27 33
% has pair >= Q with Q on board 53 33 27 34
% has pair >= K with K on board 68 40 20 32
% has pair >= A with A on board 60 36 30 39
The modifications this time add up to about $.19, bringing
it down to $.90 per hand. This is lower than the $0.94 of my open-limping
strategy, but it would be a mistake to place too much faith in the
simulation numbers, as it's hard to say whether the Turbo simulations
are realistic enough. Mostly, I wanted to discuss the general concepts.
All the numbers in the tables are not simulation numbers, they're
exact computations, except for the hopefully small perturbations caused by
the fact that your opponents actions also convey information. You
can use the same approach to evaluate, and balance, the preflop strategy
of your choosing.
The probability of having a pair of kings or better with
a king on board in scenario C is pretty low. I'd suggest backing off
with AK versus a 3 bet about 1/3 of the time in order to boost scenario
C's king (and ace) pair probability. This will actually save you some
money in raw theoretical terms too, since 4 betting with AK was a
suboptimal deviation in the first place.
As you can see by how different the columns in the table are from
each other and in particular from the last column (the priors),
this strategy gives away a ton of information. Perhaps a better
job could be done in balancing the information.
BOTH OPEN-LIMPING AND OPEN-RAISING
Allowing both limps and raises for your opening causes problems.
First, you just inherently give away more information. Second,
if you are going to limp-reraise with your best hands, then it's
hard for you to be able to call with your weaker hands when you
open-raise and it's raised and reraised behind you.
Here is an attempt to balance the hands for this case:
1. Open-raise, then call if it's 1 or 2 bets back:
JJ, 99, 88, KQs, QJs*, KTs, QTs, JTs*, J9s*, T9s*, 98s*, AK
2. Open-raise, then call if it's 1 more bet back, fold for 2 more bets:
77, AQ, AJ, KQ
3. Open-limp, then raise if it's raised back, but if it's raised twice
make it four bets.
QQ, TT, AKs, AQs*, AJs*
4. Open-limp, then if it's raised once call, but fold for two more bets.
ATs*, A9s, A8s, A7s, KQs*, KJs,
5. Open-limp, then if it's raised once call, but if it's raised twice
make it four bets.
AA*, KK*
This strategy results in 6 preflop scenarios:
A. I open-raise, an opponent reraises, I call.
=> I have a hand in category #1 or #2.
B. I open-raise, two opponents reraise, I call.
=> I have a hand in category #1.
C. I open-raise, and nobody raises.
=> I have a hand in category #1 or #2.
D. I limp, an opponent raises, I call.
=> I have a hand in category #4 or #5.
E. I limp, two opponents raise, I reraise.
=> I have a hand in category #3 or #5.
F. I limp, and nobody raises.
=> I have a hand in category #3, #4, or #5
PREFLOP ACTION SCENARIO
Prior A B C D E F
total number of distinct hands 29 16 12 same 8 7 13
% chance pocket pair 29 23 29 as 33 67 40
% chance suited 41 31 52 A 67 33 60
% chance offsuit nonpair 29 46 19 0 0 0
% has pair >= 2 with 2 on board 29 23 29 33 67 40
% has pair >= 3 with 3 on board 29 23 29 33 67 40
% has pair >= 4 with 4 on board 29 23 29 33 67 40
% has pair >= 5 with 5 on board 29 23 29 33 67 40
% has pair >= 6 with 6 on board 29 23 29 33 67 40
% has pair >= 7 with 7 on board 30 21 29 43 67 46
% has pair >= 8 with 8 on board 28 18 31 43 67 46
% has pair >= 9 with 9 on board 29 18 32 43 67 46
% has pair >= T with T on board 27 18 31 43 64 43
% has pair >= J with J on board 29 22 21 43 60 41
% has pair >= Q with Q on board 32 28 15 43 56 38
% has pair >= K with K on board 28 25 26 48 38 33
% has pair >= A with A on board 35 28 15 52 40 48
Again, you shouldn't place too much faith in this strategy from Turbo,
as it was based on a small number of trials and Turbo is not totally
realistic. I don't think the hands are well balanced to avoid
information leakage. In general, it's going to be hard to balance
six different scenarios. On the other hand, this approach gets a lot
of bets into the pot at times.
This strategy results in an EV of $1.00, just 9 cents down from
optimal, and actually this is without 4-betting, so it actually
does better than $1.00. But it does give away tons of information.
COMPARISON TO S&M PREFLOP STRATEGY
S&M recommend a mix of raising, limp-reraising, and limping,
with some mixing of those plays for individual hands. For
example, they recommend open-raising with T9s 1/3 of the time,
limping the other 2/3's, in early position. Perhaps you could
open-raise and open-limp without giving away much information
if you mixed up which you did on many particular hands. You'd
have to be careful, however, and the systematic procedure I've
presented should help you develop a mixed preflop strategy that
hides information.
I think S&M are generally wrong in their overall preflop
game plan in tight games. S&M suggest raising with your really
strong hands (AA, KK, QQ) and often limping with your
marginal hands (JTs, T9s, 88.) It shouldn't be hard to see
why this is a mistake in a tight game. In a tight game, you've
got a good shot at taking down the blinds if you raise. If you
succeed, you win $15. This is a disaster for AA, KK, and QQ,
which have EV's in excess of $20, pushing $60 for AA, according to
Turbo. (And in fact Mason Malmuth seems to realize this, having advocated
in a recent 2+2 forum article open-limping with AA UTG in a very tight
game, if I recall correctly.) Stealing the blinds is a huge coup for
maginal hands like JTs, T9s, and 88. Therefore, if you don't have to worry
about giving away information, then you should actually open-limp (and
then reraise) with your huge hands, and open-raise with your weak hands,
in tight games. Aside from the hand-waving argument, that's what the
Turbo simulation results suggest. On the other hand, in many loose games
you should open-raise with your AA, as the idiots will call 2 bets cold
almost as readily as 1 bet.
CONCLUSIONS
Perhaps this whole exercise seems exceedingly paranoid to you.
After all, how many opponents watch your play that carefully? Well,
I play against a lot of the same people a lot of the time, and some
of them are pretty sharp. It's quite likely that some of them could
pick up some partial heuristics, such as knowing when I'm not too
likely to have a king based on my actions, that would allow them to
use some of the information I'm giving away. And even if my opponents
are mostly unconscious in the $20-$40 games I find myself playing most
of the time now, I always try to gear my game for my ultimate goal of
playing much higher games against much stiffer competition.
Perhaps this whole exercise seems exceedingly anal to you.
After all, shouldn't our play be constantly changing depending upon
the exact circumstances? I can't really argue with that, but you
have to first make yourself undefeatable before you worry about
defeating the enemy, and so you have to worry about information
leakage.
Poker tournaments offer a chance to win a large sum of money for a small, and known, fee and can be an enjoyable alternative to cash poker. However the strategy required to be successful in a tournament can differ significantly from that of the equivalent cash game. This section is therefore offered as general advice to new, or inexperienced, tournament players.
Tournaments work by eliminating players who lose all their chips. To ensure that a tournament ends within a reasonable time the blinds/antes are increased at regular intervals. Your objective in a tournament should therefore be to accumulate chips whilst minimising the chance of being eliminated.
Before entering a tournament make sure you know the way it is organised; if it is a 'freezeout' then it will cost you only the initial fee. If the tournament allows rebuys or add-ons then you need to know the exact rules and costs of each of your options.
In your first few tournaments it will probably be sensible to forgo all these options, play your best game with your starting chips, and gain as much experience as possible at minimum cost.
As a general rule it is mathematically sound to rebuy at any stage providing that you are not out-classed by the opposition (and the cost is not a major concern). This is true even if all the other players at the table have far more chips than you.
A good 'rule of thumb' for add-ons is to take the option if you currently have less than the average number of chips *and*, by taking the add-on you will then have an above average number of chips. The add-on is less sound if you have a very small stack or a large stack. Of course the cheaper the cost of the add-on chips the more attractive the option is regardless of stack size.
Make sure you know how many prizes there are and whether the tournament is played to a finish or ends at a fixed time. The correct strategy when you get down to the last few players or the last few hands can lead to some plays which would be irrational in any other circumstances.
Also check the blind/ante structure; how it changes and how frequently it changes during the tournament. The blinds typically double at fixed intervals of between 20 and 40 minutes. This information is important: Suppose at some point you have 1800 chips and there are currently blinds of 200 and 400. After you have paid your next blinds you will have 1200 chips left or 3 times the big blind. If however the blinds are likely to double before you next post then, after posting, you will have 600 chips left which is less than the big blind of 800. Clearly the strategy you need to adopt will vary considerably in these two situations, in the first you can be reasonably conservative whilst in the latter you have to win a pot quickly and will need to be aggressive.
In the early stages of a tournament keep the following points in mind:
If it is a 'freezeout' tournament a lot of players will play tight in the early stages not wanting to be eliminated quickly. Some players will however be aggressive looking to build a big stack quickly with a fall back of a return to the cash games if things don't go to plan. Selective aggression against the tight players can be effective in this situation.
If rebuys are allowed the play in the early stages will tend to be a lot looser. A lot of the players will be prepared, and even expect, to rebuy and they will play marginal hands aggressively trying to build a big stack early. Players who are not going to rebuy will play a lot more cautiously.
At the start of a tournament the cost of the blinds will be relatively low in respect of the average stack size and will become even lower if rebuys are allowed. This allows you to play much more marginal hands than normal. It is worth risking a small part of your stack (say 5% or less) to see the flop with small pairs, suited connectors and other marginal hands to have the chance to double your stack if you hit big on the flop.
By the same token it can be right to play good hands relatively conservatively preflop. If you hold AK in late position and there are several callers it is often better just to flat call. You know if you raise you will not get the other players to fold. By flat calling you minimise your loss if the flop is not to your liking and you have the benefit of disguise if you hit the flop big.
If you are by nature an aggressive player then use the early stages to try and build a substantial stack. This risks early elimination but when successful it will give you sufficient chips to survive the first few blind increases even if the cards turn against you.
If your natural game is passive or middle of the road then the best strategy is to try for a steady accumulation of chips. Play looser than normal preflop providing that the cost is small in relation to your stack but play slightly tighter than normal post-flop. This generally means not putting in that extra bet or raise when you think, but are not sure, that you are ahead - the saving of a bet when you lose the pot is worth more to you than the extra bet you could potentially win.
Finally in the early stages do not be concerned with eliminating other players. You are too far from the prize list to worry about how many players are left. It is more important to concentrate on keeping your stack in good condition. For example a player raises and everyone else folds. You hold T9s and have a big stack. Your opponent is almost allin so the cost to you even if you lose the pot is small. Even so, fold. Your opponent has almost certainly a better starting hand than yours and even if you win it will not increase your stack by much. Having made a good start you need to be careful not to bleed chips unnecessarily.
In the middle and later stages of a tournament the structure of the game gradually changes and the strategy necessary changes too:
As the blinds increase they represent an increasing percentage of the average stack. Winning the blinds therefore becomes more significant and the first player into the pot will normally enter with a raise rather than a flat call.
The converse of this is that it now costs a significant proportion of the average stack to call a raise. Therefore the quality of hand needed to call a raise increases. The result of this is that a lot of hands go raise, all fold and you can go several hands without even seeing a flop.
As players are eliminated the game in the middle/late stages will be played most of the time with less than a full table. This, and the increasing blinds, means that unless a players is winning hands at regular intervals even a big stack can be quickly depleted. To counter this all players, regardless of their normal style, have to play very aggressively.
So the general strategy in the middle/late stages is to increasingly loosen the requirements for an opening raise and to tighten up the requirements for calling. Your objective should be to win, on average, the blinds once per round. Each time you win the blinds you can, in effect, survive one further round of hands.... and each round of hands you survive increases your chance of hitting a premium hand and an opportunity to double your stack.
A player who has an average or large stack commands respect when they raise and will often win the blinds unopposed. A player with a small stack will be called much more frequently because they do not have sufficient chips to seriously damage the larger stacks. There is, therefore, a critical stack size and it is worth a player taking extra risks to try and avoid falling below that point. As a rule of thumb this critical size is about 4 big bets in a limit game and about 6 times the big blind in pot and no-limit.
If your stack does fall below the critical level then a change of strategy is required. It is no longer sensible to raise with marginal hands because you expect to be called. So raise if you are lucky enough to hit a premium hand but otherwise limp in to a pot with any reasonable hand. If there is no raise then you can judge the flop and fold if absolutely necessary. If you limp into a pot and it is then raised be prepared to put all your chips in and keep your fingers crossed. If there is a raise in front of you then you should also loosen your calling requirements when you are very short of chips. A hand such as Ax or a low pair offers a reasonable chance of doubling your stack and you can't afford to wait for a better opportunity.
If you have a big stack (e.g. twice the average or more) then you are in a strong position but this can change rapidly. A big stack allows you to play more conservatively and wait that bit longer for better hands before raising however the blinds will soon eat into even a large stack so you have to remain aggressive. Normally it will pay to be selectively aggressive, that is be prepared to mix it with the smaller stacks but keep out of the way of the other large stacks as they can do you serious damage.
Experienced tournament players with large stacks are likely to call a raise by a short stack even if they have only a moderate or poor hand. They are risking losing a few chips for the chance of moving one place closer to the prize money. There may even be several callers with good stacks and poor hands. It will not be unusual for these players to check down the hand once the short stack is all-in to maximise the chance of eliminating the all-in player.
Whilst this is good tournament strategy it is probably best in your first few tournaments to call a raise only with a very good hand and ignore whether the raiser has many or few chips. However if you do get head to head with a player who is almost all-in you should force the other player to commit their last few chips at the first opportunity; certainly if you would call if they bet then you must bet to prevent them checking. It is a cardinal error to let a player off the hook because no matter how few chips a player has left they can bounce back to being chip leader within a few hands if they get the run of the cards!
As the blinds rise a raise or a call starts to take a
significant proportion of the average stack. The effect of this is
that most players will continue to play aggressively on the flop if
they have even a small part of it and quite often they will play
aggressively even if the flop misses them completely (ie bluff).
You will have to respond in kind
especially if conceding the pot would leave you with a stack below
the critical level. For example you hold AsQd, raise and are called
by the big blind. The flop is Jh 8h 2c and the big blind bets. Even
though this flop does nothing for you you should call unless you
are in a strong chip position. The big blind is as likely to be on
a draw or bluffing as he is to have a genuine hand.
If all goes well you will survive to the point where you are down to the last few players and almost in the prize money.
At this stage the blinds will be so high that virtually all the players left will have stacks at or below the critical size. In addition you will be playing the game increasingly short-handed which means that you can see fewer and fewer hands before your stack is anted away.
You need at this stage to know exactly how near the prize money you are and how many chips each of your opponents has. If you have an average or large stack the correct strategy is still to be ultra aggressive in raising but conservative in calling. However when you have fewer than average chips it can be right to adopt a tighter strategy! There are two reasons why this may be so:
Suppose there are 5 players left and there are prizes for the first 4 only. If the player under the gun does not have enough chips to cover the big blind next hand then you will be probably correct to fold any non-premium hand and hope that utg doesn't get lucky. In general this extends to playing tight if you can survive longer than one or more of the other players left in the game. This will force them to try and win a pot before you have to - if they lose you are one further notch up the ladder whilst if they win you still have a chance to also win a pot and be back in the same relative position to them.
Providing that you have enough chips to see the next few hands then playing tight also avoids the chance of immediate elimination and gives the other players a chance to eliminate each other or to agree to make a deal, either of which is to your advantage.
In most tournaments the last few players are allowed to agree a deal sharing the prize fund in different proportions to that originally envisioned. A lot of tournaments will end in this way because regardless of how big a lead the chip leader has the blinds are so high that who wins will be more a matter of luck than skill or weight of chips.
There are typically three types of deal:
If you are going to split the prize money on the basis of chips held then it is probably easiest to let the experienced players do the initial negotiating. They will ask if you would be happy to accept $x and it is then up to you to accept or reject the offer. If you are one of the chip leaders then you should expect to receive less than your chips are worth whereas if you have less chips than average you should insist on receiving more than their face value. For example with 5 players left if you have 10% of the chips you might expect 15% of the prize fund; if you have 40% of the chips you might have to settle for 30-35% of the money.
For new tournament players the important point to bear in mind is that any deal requires the explicit agreement of *all* the remaining players. If you do not like the proposed deal you do not have to accept it simply ask the dealer to carry on. If things continue to go your way you will end up with all the chips and the bulk of the prize money. Remember however that in these final stages luck is more important than skill and a sensible deal leaves everybody happy.
[Several books have been written on the subject of poker tournaments, but none has received universal praise from rec.gamblers. Jay Sipelstein's reviews of McEvoy's "Tournament Poker" and Buntjer's " The Secret To Winning Big In Tournament Poker" are in the Poker Book Review Archive at http://www.seriouspoker.com/reviews.html --ed.]
If you have one all-in player, and two other players who still have stacks left, is it 100% expected that the two "live" players simply check it down?
No, but it's pretty common. The presence of a player whose hand will always be shown down makes bluffing generally inadvisable, and consequently (though less obviously) shifts the hand strength needed for a value bet upward. Each of these makes bets less likely, and so tends to promote a checked-down finish.
When the players are involved in a place-paying tournament or supersatellite, and are near or in the money, that is compounded by the value of eliminating a player. Because both players benefit if either one eliminates the all-in player, bluffs usually have negative value, and the desirability of making value bets goes down even further. This is the situation where most players automatically check it down.
Failing to participate in this "implicit collusion" will draw scorn from some other players. The ones no longer involved in the pot still stand to benefit from elimination of the all-in player, so they also want to see it checked down, as that maximizes the chance of an elimination.
Often you hear people preaching about the importance of position, and the reason behind this are lost on many people. Position (definable quite simply as the position you must act in in relation to the rest of your table) is crucial for several reasons.
Firstly, if you are "on the button" (last to act after the flop and last to act apart from the blinds preflop) or in late position (one or two places before the button at a full table), you will have more of an idea if your hand is good in relation to other player's hands preflop. If, for example, you are playing No-Limit Holdem and hold Ace-Jack suited and everyone has folded to you on the button, you can be reasonably confident that your Ace-Jack suited is the best hand out, as you are only up against two random hands. Contrastingly, if you are in late position with the same hand, and the pot has already been raised and reraised, you can fold without a second thought, as the bettor and/or the raiser will almost always have a better starting hand than you. When you are in early position, you do not have this information available, and the likelihood that you will either folding the best starting hand dealt to the table or raise into someone with a premium hand is greatly increased. From early position, a hand like 22 or 33 is often unplayable, but in late position with a lot of people limping into the pot (calling the big blind but not raising), small pairs can be played for the huge value you will get if you hit a set. Poker is a game of information, and the more information you have before you are forced to make a decision, the more likely you are to make the right decision.
Position is also crucial when it comes to preflop blind stealing, for much the same reason. If you are raising into two players, the likelihood of one of these players having a hand which they can or will call or raise you with is much lower than if you are raising into eight players.
After the flop, position doesn't become any less important. When you are in position, you have the advantage of acting after your opponent and thus being able to see whether he checks or bets (and how much he bets) before you have to act. If a passive player bets into you and you just have middle pair, you invariably have an easy fold, whereas if you were acting first you may well be tempted to bet, and would ultimately lose more chips on the hand - either by getting slowplayed or by being raised on the flop and not being able to call. In heads-up Holdem you will see many good players raising on the button with almost any two starting cards, primarily because they want to contest larger pots when they have the advantage of position on their opponent.
When considering where to sit at a poker table, position is important too. You want tighter and weaker players to your left, so blind stealing is as easy as possible. Strong, aggressive players are better seated on your right, so you almost always have position on them and can use this to your advantage more often, as they will be involved in more pots.
Position is more important in No-Limit Holdem than Limit Holdem, for the simple reason that a far wider range of plays are possible in No Limit. In more mechanical games like Omaha, position is less important, but should never be totally ignored.
This article was written by Nick Kisberg of Cardschat.com Poker Forums, home of the best guide to online poker games. Cardschat.com features numerous reviews of poker sites such as Party Poker, as well as listing the best online poker bonuses.
In a game with no rake and no toking, there is no question that in the long run (with the cards breaking even) the better players will win money at the expense of the weaker players. The question is: Can strong players win enough from the weak players to more than cover the expenses in a game with a rake and/or toking?
How much do the rake and tokes cost us? It varies, but we can calculate some ranges. Let's assume a 10 seat $2/$4 game dealing 40 hands per hour. Assume a rake of 10% to $4. As a good player, you are somewhat tighter than your opponents, so let's assume you win an average of 3.5 pots per hour (4 would be your "fair share"). Your average rake expense ranges from a probable low of around $1.46 per pot (from TTH sims) to a probable high of around twice that amount (in line with the observations of experienced players in certain games). Add in a $1 toke per pot, and your average expense per hour likely falls somewhere between $8.50 and $14. In terms of big bets, this is 2.25 to 3.5 big bets per hour. Across other limits we can calculate expense ranges the same way:
10% rake to $4, $1 toke
Est. Total Hourly
Limit Expense (Big Bets)
----- -----------------
10-20 0.76 to 0.88
5-10 1.23 to 1.66
3-6 1.91 to 2.62
2-4 2.25 to 3.50
Some games have lower expenses. For example, some on-line games feature a rake of 5% to a max of $3 with, obviously, no toking. The expenses here (From TTH sims) are:
5% rake to $3, $0 toke Est. Total Hourly Limit Expense (BB) ----- ------------ 10-20 0.45 and up 5-10 0.55 and up 3-6 0.58 and up 2-4 0.53 and up
Now we need to estimate the win rate for a good player in a sufficiently weak game. Unfortunately this resists a straightforward mathematical solution. Our best source of information comes from the observations of top theorists and experienced players. These sources have cited approximately 1 BB per hour (after expenses) as the approximate profit a strong player might expect at limits of 15-30 and up. This corresponds to a pre-expense win rate of about 1.5 BB / hr. (TTH sim showed a .54 BB expense factor for 15-30). Experienced players have reported higher win rates in exceptionally weak low limit games. Players in the softest of games report win rates as high as 3+ BB per hour after expenses So, a good player in a weak enough game can achieve a pre-expense win rate of 1.5 BB / hr and up, perhaps exceeding 4 BB / hour in extremely favorable circumstances.
This indicates that the rake can be overcome in even the lowest limit games if you are sufficiently strong and your opponents sufficiently weak. Remember, if you're not one of the better players in a given game, it wouldn't matter if there were no expenses, you'd still lose.
Any given poker game at a given time comprises many factors: fixed factors such as the rake, betting structure and rules; variable factors such as the talent, mood, and motivation (etc.) of you opponents; and personal factors such as your ability, discipline, and toking level (etc.). Therefore, the question we should really be asking is "Can I beat the players at *this* table at a rate sufficient to overcome the particular expenses of *this* game?" This all points back to the importance of skill #0, judicious table selection.
BARGE
Big Annual Rec.Gambling Excursion
Las Vegas, NV
Beginning of August [July 27 -- August 1, 2004]
Organizers: Chuck Weinstock <weinstock@conjelco.com>, Peter Secor <fpsecor@attbi.com>
Web page: http://www.barge.org
To subscribe to the BARGE mailing list, send email to: barge-join@barge.org
Information last updated May 2004.
FARGO
Foxwoods Annual Rec.Gambling Outing
Foxwoods, CT
Late September or October [in 2003, was September 18--21]
Organizer: Don Perry <donaldperry@peconic.net>
Web page: http://conjelco.com/fargo/ and http://www.fargopoker.com
Mailing list: http://mail.conjelco.com/mailman/listinfo/fargo
Information last updated Jan 2004.
MARGE
Mississippi ARGE
Biloxi, MS
November [in 2003, was November 6--8 at Grand Casino Biloxi]
Organizer: Randy "Mitch" Collack <RMITCHCOLL@aol.com>, Steve Jewett
Web page: http://conjelco.com/marge.html
Mailing list: http://mail.conjelco.com/mailman/listinfo/marge
Information last updated Jan 2004.
SARGE
Southern ARGE
Tunica, MS
Late February or early March [February 26--28, 2004 at the Horseshoe]
Organizer: Steve Jewett <sarege123@earthlink.net>, Randy "Mitch" Collack <RMITCHCOLL@aol.com>
Web page: http://conjelco.com/sarge.html
Mailing list: http://mail.conjelco.com/mailman/listinfo/sarge
Information last updated Jan 2004.
ESCARGOT
Experimental Southern California Annual Rec Gambling Outing and Tournament
Los Angeles, CA
Near MLK Weekend [in 2004, was January 15--18 at the Bicycle Casino]
Organizers: Russ Fox, Lou Krieger, Marc Gilutin, Jerrod Ankenman, Steve Nissman, Chris Straghalis
Web page: http://www.conjelco.com/escargot.html
Information last updated Jan 2004.
ATLARGE
ATLantic City ARGE
Atlantic City, NJ
March [March 4--7, 2004 at the the Taj Mahal]
Organizer: Stevan Goldman <GoldmanS@YouveGotClaims.com>
Web page: http://www.conjelco.com/atlarge.html
Mailing list: http://mail.conjelco.com/mailman/listinfo/atlarge
Previous Years' Web page: http://www.jazbo.com/atlarge
Information last updated Jan 2004.
TARGET
The Annual Rec.Gambling Entry Tournament
Las Vegas, NV
First held in 1994. Usually occurs during the first week of WSOP (April).
Organizer: Ken Kubey <kubey@engr.sgi.com>
To join the mailing list, send email to Ken.
Information last updated Nov 2002.
Rumple Mintz is the official rec.gambling spelling of a brand of 100 proof peppermint schnapps called Rumple Minze, imported from the Scharlachberg Distillery in Germany. Best served shaken over ice for five seconds, then strained into a short glass. It is the official drink of rec.gambler poker players everywhere, and is known to increase poker skill dramatically. Legend has it that one rec.gambler won $4000 in a 50-100 Hold'em game while under its spell, lived to tell the tale in a trip report, and assured its eternal fame.
Okay, so maybe only one rec.gambler actually drinks Rumpel Minze.
The World Series of Poker is a yearly series of poker tournaments hosted by the Horseshoe Casino in Las Vegas. Amateur Chris Moneymaker's $2.5 million win in 2003 and Jim McManus' book "Positively Fifth Street" introduced many non-poker players to this premiere tournament series. Harrah's hosts the Official WSOP Home Page and Conjelco maintains archives for 1995 through 2000. They change the details from year to year, so while the information below gives you the general idea, be sure to check the official site for this year's particulars.
The following information was announced by WSOP 2004 Tournament Director Matt Savage. [Thanks to Terrence Chan for reformatting.] See also the WSOP 2004 official schedule page for information on satellites (on schedule page 4). All events start at 12 Noon unless otherwise noted on the schedule.
| Event | Date | Buy-in | Event | Notes |
|---|---|---|---|---|
| #1 | Apr 22 | $500.00 | Casino Employee's Limit Hold'em | One Day Event |
| #2 | Apr 23 | $2,000.00 | No-Limit Hold'em | Two Day Event |
| #3 | Apr 24 | $1,500.00 | Seven Card Stud | Two Day Event |
| #4 | Apr 25 | $1,500.00 | Limit Hold'em | Two Day Event |
| #5 | Apr 26 | $1,500.00 | Omaha Hi-Lo Split | Two Day Event |
| #6 | Apr 27 | $1,500.00 | Pot Limit Hold'em | Two Day Event |
| #7 | Apr 28 | $1,000.00 | No-Limit Hold'em with Rebuys (First Two Hours) | Two Day Event |
| #8 | Apr 29 | $2,000.00 | Pot Limit Omaha with Rebuys (First Two Hours) | Two Day Event |
| #9 | Apr 30 | $1,500.00 | No-Limit Hold'em | Two Day Event |
| #10 | May 1 | $2,000.00 | Seven Card Stud Hi-Lo Split | Two Day Event |
| #11 | May 2 | $2,500.00 | Limit Hold'em | Two Day Event |
| #12 | May 3 | $2,000.00 | H.O.R.S.E. (Hold'em, Omaha, Razz, Stud, Stud/ 8) | Two Day Event |
| #13 | May 4 | $5,000.00 | No-Limit Hold'em | Two Day Event |
| #14 | May 5 | $1,500.00 | Seven Card Stud Hi-Lo Split | Two Day Event |
| #15 | May 6 | $2,000.00 | Limit Hold'em | Two Day Event |
| #16 | May 7 | $5,000.00 | No-Limit Deuce to Seven Draw with Rebuys | One Day Event |
| #17 | May 7 | $1,500.00 | Limit Hold'em Shootout@ 2pm | Two Day Event |
| #18 | May 8 | $1,500.00 | No-Limit Hold'em Shootout | Two Day Event |
| #19 | May 9 | $2,000.00 | Omaha Hi-Lo Split | Two Day Event |
| #20 | May 9 | $1,000.00 | Ladies Limit Hold'em @ 2pm | Two Day Event |
| #21 | May 10 | $2,000.00 | Pot Limit Hold'em | Two Day Event |
| #22 | May 11 | $5,000.00 | Omaha Hi-Lo Split World Championship | Two Day Event |
| #23 | May 12 | $1,500.00 | No Limit Hold'em | Two Day Event |
| #24 | May 13 | $5,000.00 | Seven Card Stud World Championship | Two Day Event |
| #25 | May 14 | $3,000.00 | Pot Limit Hold'em | Two Day Event |
| #26 | May 15 | $1,500.00 | Seven Card Razz | Two Day Event |
| #27 | May 16 | $1,000.00 | Deuce to Seven Triple Draw with Rebuys | One Day Event |
| #28 | May 16 | $1,000.00 | Seniors No-Limit Hold'em @ 2pm | Two Day Event |
| #29 | May 17 | $5,000.00 | Limit Hold'em | Two Day Event |
| #30 | May 18 | $3,000.00 | No-Limit Hold'em | Two Day Event |
| #31 | May 19 | $5,000.00 | Pot Limit Omaha with Rebuys (First Two Hours) | Two Day Event |
| #32 | May 20 | $1,500.00 | A-5 Draw Lowball | One Day Event |
| May 21 | $225/ $200 | 4 Super Satellites 10am-3pm-7:45pm and 11pm | Win your $10,000 Seat | |
| May 21 | Media Charity No-Limit @ 6pm | Media Only | ||
| #33 | May 22 | $10,000.00 | No Limit Hold'em World Championship Event @ 1PM | 5 Full Levels 1/2 Field |
| May 23 | World Championship Event- Day 2 | 5 Full Levels 1/2 Field | ||
| May 24 | World Championship Event- Day 3 | 4 Full Levels | ||
| May 25 | World Championship Event- Day 4 | 4 Full Levels | ||
| May 26 | World Championship Event- Day 5 | Play to 36 | ||
| May 27 | World Championship Event- Day 6 | Play to 9 | ||
| May 28 | World Championship Event- Day 7 | Play to 1 |
House fees will be taken from the buy-in amount only. Dealer and Staff toke will be be taken from the prize pool amount. [Thanks to Terrence Chan for summarizing the fee structure.]
| Total Buy-in | Breakdown: Prize pool plus house fee | House "Percentage" | House percentage defined as juice over buy-in | Dealer/staff toke deducted from prize pool |
|---|---|---|---|---|
| $500 | $465 + $35 | 7.00% | 7.53% | 3.00% |
| $1,000 | $940 + $60 | 6.00% | 6.38% | 3.00% |
| $1,500 | $1420 + $80 | 5.00% | 5.63% | 3.00% |
| $2,000 | $1900 + $100 | 5.00% | 5.26% | 3.00% |
| $2,500 | $2375 + $125 | 5.00% | 5.26% | 3.00% |
| $3,000 | $2850 + $150 | 5.00% | 5.26% | 3.00% |
| $5,000 | $4800 + $200 | 4.00% | 4.17% | 2.00% |
| $10,000 | $9600 + $400 | 4.00% | 4.17% | 2.00% |
May 2004 status: Paul Rotering has created a new IRC poker dealer, compatible with the original TBot. It is dealing single-table no-limit holdem tournaments (up to 23 players) at the IRC server ircpoker.com port 6667.
Oct 2003 status: IRC poker is offline while it is in search for a new home. Since it looks likely to never find one, this section is here only for historical interest.
IRC poker is a real-time network poker game that allows people from around the world to play poker with each other via the Internet. The stakes are "etherbucks", which is to say imaginary. Each player's imaginary bankroll is recorded from session to session, and rankings of both bankroll and earning rate inspire competitiveness. An automatic program serves as the dealer and controls the action. World Wide Web users can find out more about the dealer program by looking at http://www-2.cs.cmu.edu/People/mummert/ircbot.html.
The game uses the Internet Relay Chat, or IRC, to arrange communications amongst the players and with the dealer. IRC is normally a sort of global cocktail party, with several thousand people from around the globe engaged in small pockets of conversation on various "channels". Within each channel, anything one person types appears on the screens of all the other people tuned in to the channel (although one person can also "whisper" privately to another). The poker channels are unusual in that an automaton is always present to supervise a poker game. However, the chat aspect of the channel is preserved, so that the poker games can become quite social.
In order to play IRC poker, you must have an IRC client and access to the Internet. The client is a program running on your local machine that connects you to the IRC network. The most popular Windows interface to IRC poker is Greg Reynolds' Gpkr, available for free at http://webusers.anet-stl.com/~gregr/. Gpkr is regularly maintained and sure to be up to date with the latest IRC poker changes. If you get Gpkr you can ignore most of what follows, since the Gpkr graphical interface takes care of the details behind the scenes.
On the Macintosh, Larry Weinberg's McPoker is the client of choice; see http://larry.curiouslabs.com/ghosteffects/McPoker.html.
If you are on a Unix machine, try typing 'irc' to see if a client is already installed. If not, or if you are on a Macintosh or other system, you will have to obtain a client by FTP. One archive site for IRC clients is ftp://cs-ftp.bu.edu/pub/irc/clients. The Unix client is named ircII. This archive also contains a primer on using IRC. The official IRC FAQ is available at ftp://rtfm.mit.edu/pub/usenet/alt.irc. An excellent generic Windows client is mIRC, available at http://www.mirc.com.
Once you have a client up and running, you need to connect to the special, isolated IRC poker server. In order to speed up the games, the poker server is not a part of the standard IRC network. The different clients have various ways to specify the IRC server you want to use; on Unix you can say
irc nickname irc.poker.net
or irc nickname 24.163.47.154
where 'nickname' is the name by which you will be known to other IRC users. After a moment, this command should connect you to the IRC poker server and print a welcome message. (From this point on the instructions are Unix-specific, but many of the commands will work on the other clients as well).
At this point you can find out what channels are open by typing
/list
which prints the topic of each channel, or you can see a more detailed view with
/names
which lists all of the people on each channel. As of May 1994, typical channels included #holdem, #omaha, and #nolimit. To join a particular channel (for instance, #holdem), type
/join #holdem
The action of the poker game and the ongoing conversations should now appear on your screen. The play of the game is governed by sending special messages to the dealer automaton; for example, the message
p fold
indicates that you wish to fold. All poker commands are prefixed with the letter 'p'. The command
p commands
gives a list of all possible commands. The most important are
p join password % join the game (pick any password)
% this starts your bankroll at $1000
p quit % quit the game
p fold % fold when the action gets to you
p check % check (do not bet or fold)
p call % call a bet
p raise % raise the bet
On the non-structured channels like #nolimit, some of these commands may take an argument, such as
p raise 50
When you join the channel you will notice the conspicuous absence of these 'p' commands despite the ongoing play. This is because most players send their messages privately to the dealer only, using a command like
/msg hbot p raise
where 'hbot' is the nickname of the dealer. (This is especially useful to hide your password when you join.)
Because poker players are inherently lazy, most users of ircII have a special set of IRC macros that saves them the effort of typing all those characters each time they have to act. These poker macros are available from ftp://ftp.csua.berkeley.edu/pub/rec.gambling/poker/ircrc.poker. The file contains instructions for using it on a Unix machine. Although mIRC doesn't understand these macros, it does let you set up customized menus and aliases yourself.
In addition, curses and X-windows based front ends have been written for the poker games. The curses version uses simple terminal graphics to draw pictures of your cards and those of the other players, helping you to visualize the action. When other players fold their cards are mucked, and the board and pot are shown in the middle. This front end can be used in conjunction with the IRC macros mentioned above. Both curses and X-windows versions of the program are available on the web in source code form for Unix machines at http://www.jcsw.com/poker/.
The US Congress has passed the Unlawful
Internet Gambling Enforcement Act - here is a full analysis for
poker players.
The basics. There are about a dozen well-established online poker rooms that offer live games against real people for real money. Thanks to TV shows such as the World Poker Tour, online poker is no longer just for brave pioneers and has gone mainstream. It has become the main topic of conversation on rec.gambling.poker. Over a hundred thousand people from around the world play online every week!
Real money? Yep. You can choose betting stakes of play-money, microscopic real-money (for example, $0.01 - $0.02 limit), or all the way up to $100 - $200 or more. NETeller is the most popular way of transferring money to and from the sites.
Which site is best? It's mostly a matter of taste. The largest sites have the best selection of games and have earned the trust of many players. For more details, see this comparison of online poker sites. If you are thinking about opening an online poker account, be sure to learn about sign-up bonus codes first or you may miss out on some lucrative cash bonuses.
Is it legal? As of this writing, the issue is ambiguous in most U.S. states and at the U.S. federal level. Most of the cardroom sites are operated from the Caribbean, Central America or the Mohawk Territory of Kahnawake in Canada. Existing laws tend to target illegal gambling operators rather than the players, but since the online operators are out of reach there is political pressure to modify this approach. In the U.S., several federal bills have been proposed that regulate or forbid online wagers. The latest tactic is an attempt to outlaw financial transactions that are related to online gambling. On the other hand, in the U.K. the government has been moving in the direction of legalization and regulation. You're on your own until legal systems catch up with this new technology.
For more information about online poker and the law, see the
Legal
section of the Beginners' Guide to Online Poker.
Is it safe? The jury is also still out on this one. There are a number of risks:
You might notice that many of these risks exist in real cardrooms. It is likely that some risks will be greater in the online world and that some will be lesser. For example, several of the online cardrooms claim to apply collusion detection algorithms to the database of hand histories. And a popular form of online poker is the heads-up game, where collusion is impossible. It may turn out that the cost of collusion is lower in the online world. In the area of game software integrity, most of the top online cardrooms have engaged auditing firms to provide independent validation of the fairness of their dealing algorithms. That's reassuring. But still, the legal questions are fuzzy and you have to judge for yourself whether you can accept the risks.
For some suggestions on minimizing these risks, see the
Dangers
section of the Beginners' Guide to Online Poker.
What are some of the advantages of playing poker online?
What are some of the disadvantages of playing poker online?
If you don't care about your money, the advantages outweigh the disadvantages. If you do try to win money, you may have difficulty doing so. This is not to say that it is impossible. The games may be incredibly weak. The games that you land in may be completely straight. You may be an incredible player. However, proceed with caution.
US Player Deposit Methods
If you're an online poker player in the United States, the biggest hurdle you may face is simply getting money on and off of your favorite poker site. Before the UIGEA it was a breeze, as you could use NETeller to transfer money right from your bank account to the poker site instantly, and also use it for quick and secure withdrawals. Now however, there are fewer deposit options than ever before, and it is also harder to get your money off of the site and back into your pocket. This article will look at various US player deposit methods, and discuss the benefits and drawbacks of each option.
Credit Card Payments
Many online poker sites such as PokerStars and Full Tilt Poker have credit cards on their list of approved deposit methods for US players. Credit cards are extremely convenient, as they are instant transfers and the poker site picks up all the fees so you aren't charged for the service. Most poker sites accept Visa and MasterCard -- American Express is not widely accepted. If you can use them, credit cards are definitely your best option when it comes to depositing, but there are a few restrictions.
First of all, it's a legal grey area for the credit card companies to process transactions from US players to online poker sites. Because of the UIGEA, the companies are supposed to monitor all transactions and block any payments that are determined to be headed to a poker site. However, it's hard to enforce this because the poker sites have various payment processors so it's hard for the credit card companies to find out if the money is going to a poker room or not. As a result of this, most credit card transactions will still go through depending on your bank and card. The only way to find out is to try.
One other issue with credit cards is that players can and should be hesitant before providing their credit card number to an offshore poker site. Although all of the reputable sites (PokerStars, Full Tilt, Cake Poker, etc) are safe and have never had an issue with stealing money, there are a ton of fly-by-night poker sites that I wouldn't feel comfortable with sharing my financial information. If you decide to play at a lesser known site, make sure to research them to see if they're legit before depositing money.
ECheck Deposits
EChecks are payments that PokerStars widely accepts, and Full Tilt and Absolute are trying to phase in to their cashiers. These payments work exactly like writing a real check, and are instant transfers from your checking account to the poker site. To make an ECheck deposit, you have to go to the poker site's cashier, choose ECheck, then enter the routing number and account number for your checking account at your bank. This information is listed on the bottom of your paper checks, so as long as you have a checkbook it is info that is easily accessible.
At PokerStars, Full Tilt, and Absolute Poker, EChecks are instant and have no fees associated with them. However, like I mentioned before, Full Tilt and Absolute have just started phasing in ECheck deposits, so not all players have the option yet. To find out if you can use them, log into your cashier at either site and see if the option is there to deposit. PokerStars allows ECheck deposits for all players.
Western Union
Western Union is another payment option for USA players, and is actually a money transfer service that's been in existence for over 150 years. Most poker sites accept Western Union transfers, and these are quick transfers that usually take an hour or two to be confirmed by the poker site. To make a WU deposit, you have to first go to your poker site and get the WU payment details. They'll give you a name and address to send money to. Then, you have to go to your local WU store or kiosk and give them the name and address, plus pay them the amount of money you want to send.
Advantages of WU deposits for US players are that you don't actually have to provide the poker sites with any financial info; you're only giving money to Western Union which is a very trusted service. One big drawback for this deposit method is the fees. They charge you to use their service, and it can be up to 20% in my experiences.
Online E-Wallets
One option that used to be really popular was the e-wallet. Players could set up accounts with sites like NETeller, then transfer funds from their bank account to the poker site, and vice versa. However, the UIGEA has really limited this option, and most e-wallet sites, like NETeller and Click2Pay, have pulled out of the US market. Currently there are few, if any, e-wallets that still work for USA players.
Withdrawing Money to the USA
After you finally get money onto the poker site, you want to be sure you can also withdraw it after doubling up a few times. Basically, there are only two options for withdrawing to the US at this time: checks and money orders. For each option, you just have to request a cash-out from the poker site, and they'll mail you your check or money order within a month or two. The only restrictions on this are that usually you can only request one check per week or month depending on the site.
Bank wires are normally used for large withdrawals, and are supported by most USA friendly poker sites. To receive a bank wire withdrawal you'll have to supply the poker site with information about your account such as the routing number, account number, and SWIFT code. Each transfer usually has roughly a $30 processing fee by the poker site and potential additional fees by your bank.
Michael Wittmeyer is the owner of PokerSite.org, one of the best poker sites online for finding quality poker information. PokerSite.org provides players with an online poker guide, as well as an exclusive poker bonus at most online cardrooms.
When you open up an Online Poker room you will find that you are presented with a wide range of table stakes and limits for you to choose from. But how are you supposed to know which stakes to play at based on the amount of money that you have to play with?
This article will discuss the following key areas:
You could take your entire bankroll to one table and go for the big win, but this would be a very high risk strategy and you are likely to lose it all if you take this approach. Alternatively, you could play at very low stakes in relation to the size of your bankroll to play is safe, but you will not be winning much money at all during your time spent at the tables.
So which is the best option?
As I'm sure that you can imagine, the ideal stakes and limits are going to be the ones that maximize the amount of money we can expect to win whilst minimizing the chances of going broke. This principle of safely playing with your money at a the most profitable stakes is known as "bankroll management".
In no limit Texas Hold'em cash games you should expect to see a lot of variance. Therefore you should have at least 20 full buy-ins for any stakes that you would like to play at. To put it another way, you should only ever take a maximum of 5% of your bankroll to the table at any one time.
For example, if you have a $2000 bankroll, you have enough to play at the $0.50/$1 tables where the maximum buy in is $100. This is because $100 x 20 is $2000. If you had under $2000, you should look to drop down the levels until you had 20 full buy-ins for the lower stakes.
The rule of bankroll management for limit Texas Hold'em is to have a minimum of 300 Big Blinds in your bankroll. Instead of using buy-ins to measure the appropriate bankroll amount, you should use Big Blinds because the amount you can take to a limit Hold'em game as the maximum buy-in is not restricted. Therefore to play in a $1/$2 limit Texas Hold'em game, you should have a minimum of $600 in your bankroll.
Limit Texas Hold'em has far smaller swings when compared to its no limit counterpart, which is due to the fact that the betting is fixed. Therefore as you would expect, you do not need such a large bankroll in relation to the stakes.
For standard Sit and Go tournaments, I would recommend that you have 30 to 50 buy-ins in your bankroll to play the Sit and Go games safely. This should ensure that you have a nice cushion to absorb the variance experienced from small tournament games.
If you are more of a serious player however and cannot risk going broke, I would recommend that you up this to at least 100 tournament buy-ins.
Bankroll requirements for MTTs are quite similar to that of Sit and Go tournaments. I would personally recommend that you have a minimum of 100 tournament buy-ins in your bankroll for MTT games, just to be on the safe side. However, could easily reduce this to 50 buy-ins if you are prepared to take a little more of a risk.
In a nutshell, if you are unsure of where to play, make sure you have the bare mininmum of 50 buy-ins, and increase this amount depending on how much you would like to reduce the risk of losing your bankroll due to a bad run of cards.
There should be no excuse for bending the rules of bankroll management if you are focused on consistently winning money from poker. Moving up to too high a limit can cause you to lose a large chunk of your bankroll each time, so you should learn to stick at the safe limits and only move up when you have enough money to do so.
If you rely on the money you win from poker as your sole source of income, you should have a much bigger bankroll to play with. If you play poker on the side outside of your everyday job, the standard rules of bankroll management will work just fine. However, having 2, 3 or more times the bankroll management guidelines is advised if you heavily rely on the winnings from the game to ensure that large downswings will not cripple you. It is also useful to have the extra money in case of unexpected expenses.
If you are a losing player, bankroll management will not help you to win money. If anything, bankroll management will reduce the rate at which you lose money, but it will not turn your game on its head. If you want to win money from poker, you should work on your overall strategy and knowledge of the game. Nonetheless, it is a good idea to be aware of the rules of bankroll management to help you play at the most appropriate limits.
If you win or lose a significant amount of money during play, you should be prepared to move up or down the limits when necessary.
If you win enough money so that you have the minimum bankroll requirements for the next level up, there is no reason why you can't move up the limits. The competition may be tougher, but the decision to move is entirely in your hands. You can stay at your current limit if you wish, but as far as bankroll management goes there is nothing holding you back.
If you lose so much money that your bankroll drops below the recommended guidelines, you should move down the limits so that you return to a safer limit. From here you can build your bankroll back up safely without risking going broke. It may well take a little longer than if you were to stay at the higher limit and play without adhering to the bankroll management rules, but your bankroll will be a lot safer this way.
This article was written by Greg Walker of ThePokerBank.com. This site contains a wealth of information based around Texas Hold'em, including a number of articles on key Texas Hold'em strategy as well as useful tips and room reviews.
Some Poker players are happy to play casually, without any desire to use strict strategy. However, for many Poker players today the main goal is to develop their game and build a successful winning strategy to help them move up the limits and continue to win greater amounts of money.
Developing a solid strategy sounds like a straightforward enough plan, but what is the best approach for helping you mature as a player? Furthermore, where should you look if you want to move up the to the higher stakes and play against more experienced competition?
In a nutshell, the more skill you have at the table, the greater chance you will have at winning money at the highest stakes of Poker. From my experience over the years of learning how to play winning poker, the following have been the most important for sculpting a successful strategy.
Of course, none of this is going to work unless you have the correct mindset and determination to strengthen your game. However, as long as this drive is there, it's only a matter of time before you move up those limits.
You can find many strategy articles and guides on the Internet, but Poker books will never fail to be superb all-in-one resources that will stand the test of time. Poker strategy books written by winning Poker players are the perfect foundation for any aspiring winning Poker player.
Here is a small selection of my top recommended Poker books.
There are certainly other useful Poker books out there to choose from, but this is my recommended selection to start with. However, anything written by Sklansky, Malmuth, Harrington or Ciaffone is going to be nothing short of brilliant.
Many players will recommend Doyle Brunson's "Super System" as the Bible of Poker, however, the strategy contained in this book is a little dated when compared to the style of today's game. Nonetheless, it is a still a great book, but I wouldn't recommend it to newer players to the game.
Poker strategy forums are nothing short of amazing when it comes to refining your skills at the table.
As soon as you have been playing for a few months, read a few strategy books and pushed a strong fundamental strategy under your belt, you should head toward forums for tweaking and continued development of your game.
One of the single most useful ways to improve your game is read other players' hand histories and the strategy analysis on them in forum threads. Better yet, try posting hand histories of your own up for discussion and take on board the advice that more experienced players have to offer.
Other strategical question threads are also very useful, as these will help you to think about areas of the game that you may not have ever considered before. Poker strategy forums are one big melting pot for theories, questions, ideas and solid strategy, and you should try and surround yourself with all this information as much as you can.
So where you can find great Poker strategy forums?
As you may well be aware, there is a fair amount of online Poker software out there to help you improve your game. Each piece of software serves its own purpose with it's own unique functions, but the only type of software that you should be interested in as a serious player is the one that will track your play.
The most popular pieces of tracking software for online poker players are currently:
What these pieces of software will do is run in the background whilst you play, collecting data on every aspect of the hand and storing it in a database. This information is then presented in tables and graphs to help you plug leaks in your game and highlight areas that you need to work on.
Poker tracking software is not essential in your quest for improving your game, but I personally would not play without it. It's as close as you can get to being essential though in my opinion, as you are leaving a lot of exceptionally useful information and help on the table if you decide not use it.
It's all well and good learning about the strategy from books and picking up all the handy software kit, but unless you've got the focus to practice and put your skills to the test you're not going to improve.
Practice, practice and more practice supplemented with strategy discussion and game analysis is the ultimate recipe for a developing game. The more you play, the better you will get, and the better you get the more money you can win. The sky is the limit, and the good thing is that you are in control of where you end up.
Put the effort in over time and you will see results. It's as simple as that.
Best of luck.
The author of this article runs a high stakes Casinos website, which also contains information on the top high limit online Poker rooms. You can also find recommendations for other high stakes Casino card games such high limit Blackjack and Baccarat.
Four Options to Play Poker on a Mac
1. Use a Java Based Poker Room
A poker room that runs on Java is compatible with Macs. Mac poker players who choose Java will be running the software in the browser. Most new Macs come installed with Java Runtime. If Java is not installed on the Mac users can download Java for free at Java.com. The first online poker room to become Java based and support Macs is a placed called PokerRoom. This poker room uses a download feature and gives Mac and Linux users the opportunity to play their site using the Java version. PokerRoom has used this Java software since 1997. This site is connected to Ongame Network. Ongame Network is notorious for their popular Java based poker rooms. Sister sites of PokerRoom are HoldemPoker, EuroPoker, and EcardRoom. All of these sites will run on Macs. Other popular poker rooms that run on Java include Pacific Poker and HollywoodPoker. Some downfalls of using Java to play online poker include lagging software and potential disconnects. Java poker software is also stripped of added accessories such as table sorting, excessive graphics, and note taking features.
A recent combat against banned poker software and cheating online players is the use of DLL injection by larger poker rooms such as Party Poker to detect this BOT like software. Poker rooms are allowed to do this on their own software but can not do so on Java. These llh.dll injections by the poker room capture information about what programs you are running and then sends them back to the poker servers or websites. The poker rooms then take this information to see if you are running banned software to cheat the system such as Poker Edge or Poker Prophecy. Some players say this is a violation of privacy and are employing their own blockers of this DLL such as Anti-hook. In any case the owner of Java poker clients can not run the DLL files to capture your information because it is protected by the Java runtime sandbox model. It's really a privacy versus security issue. Some players would rather block these DLLs from spying on them and some users like the fact that poker rooms are employing these methods in their ongoing effort to get rid of cheaters.
2. Playing at Native Poker Rooms
A native poker room consists of software that will allow Mac users to actually download the software. Native poker rooms give users more abilities and accessories when playing the software. Note taking, avatars, table sorting, and added features are some of the positives that native software has over Java based poker rooms. Some players also notice more stability when playing a downloadable poker room that runs on a Mac. There are fewer native poker rooms that run on Macs than on Java. Fulltilt is a new addition to the native Mac poker software. Bugsysclub and Gamesgrid are long time owners of native Mac poker software.
3. Using Virtual PC to Play Poker on a Mac
Virtual PC is a component produced by Microsoft that allows Mac users to run Windows based programs. Common complaints made by Mac Virtual PC users are that it runs very sluggishly and is prone to viruses. Virtual PC is also commonly referred to as a PC emulator. Costs of this software range but the average cost is near $100. Users must also purchase Windows software in order to run Windows programs. This option is similar to performing a dual boot as Mac users can run both OS X and Windows on the same computer. Non-Intel users must use this option as opposed to performing a dual boot because dual boots can only be done on Macs that have an Intel processor.
4. Performing Dual Boots to Play Online Poker
This is the most recent advancement in the Mac poker community. The idea has been long sought by Mac users wanting to perform Windows programs on their Mac. Macs that use Intel can perform this dual boot nicknamed “Boot Camp”. Boot Camp can be downloaded from Apple for free. One requirement for Mac users to perform this dual boot is that they must have a licensed copy of Windows in order to proceed with the dual boot commonly referred to as partitioning of a hard drive. Once the dual boot process is complete players can run poker programs such as Party Poker and other large Windows based sites.
DLL Privacy Invasion Potentials
It should also be noted that now you will be running Windows you are susceptible to Trojans, viruses, and worms commonly infecting Windows applications. These viruses and bugs can not affect your Mac applications but it is recommended to get some sort of Virus protection software for your Windows application side. As we talked about above some poker rooms are employing there own Trojan like DLLs to spy on you. This snooping around by the poker room is meant to keep you safe but you must be aware that once you download software that is not Java these poker rooms do have the capability of snooping around your applications to see what you are doing. Using illegal software to cheat at online poker will be detected and you must understand that these poker rooms can also view other private applications on your computer. This is not meant to scare users but rather to keep you aware of what poker rooms are doing with an intent to keep you safe. If you are worried about a potential invasion of private material on your computer we do recommend using Java clients instead.
Knowing Which Option to Choose
It all depends on the user's ability to understand operating systems as to which option above to go forward with. Online poker for Macs can also be expensive if users choose to go the Windows route. More complicated processes such as the “Dual Boot” will allow for greater flexibility in the long run but users must understand the technical aspects of partitioning a hard drive as files can be lost during this process.
This article piece was written by Roger Shriver the owner of Compatiblepoker.com which is the largest source for Mac poker players. Online poker for Linux is also addressed at CompatiblePoker.com. Full technical directions on performing Dual Boots, running Virtual PC, and finding a Java poker room are listed at the site (www.Compatiblepoker.com).
So, you have the pleasure of running the Ubuntu OS on your computer. However, the chances are that you have found yourself in a bit of trouble when it comes to finding a suitable Ubuntu-compatible online poker room.
In this quick guide I will highlight the most popular options available to you when it comes to installing and running online poker rooms on the Ubuntu OS.
Ubuntu is the most popular distribution of Linux, which means that because it is a Linux-based OS the following guide will be useful for users of other similar Linux operating systems such as; Fedora, Debian and Mandriva amongst others.
There are two main options for playing online poker on Ubuntu:
Unfortunately, there are currently no poker room clients that have been developed specifically for Linux/Ubuntu users. Therefore, your only option for playing at the most reputable online poker rooms for either play money or real money is to use either one of these two simple work-arounds.
It's a great shame that there are no Ubuntu-specific poker rooms out there just yet, but for now there is nothing else that we can do.
Going down the no-download route is the easiest way to play online poker on Ubuntu.
With Java-based online poker rooms you do not need to download anything to run them, as they will run just as they would on a PC or Mac in your Firefox browser (or whichever browser you decide to use). Simply visit the no-download poker room page on the poker room's website and wait for it to load.
Two of the most popular no-download rooms are Party Poker and Bodog.
The downside to no-download rooms is that there are only a limited number of them available, as many poker rooms do not offer a Java-based version to their players. In addition to this, the now download rooms tend to be very basic with very little in the way of in-game features.
Wine is a free piece of software that you can install on Ubuntu to allow you to install and run Windows programs. Due to the fact that almost every poker room's client has been developed for Windows users, you can choose to play at any poker room you like using Wine.
Your best bet is to stick with the more popular online poker rooms like PokerStars and Party Poker when using Wine, as these tend to have the most stable poker clients. In a nutshell, the better the software of the poker client, the more smoothly it will run when being used in conjunction with Wine.
In case you have a few concerns, Wine is a perfectly stable piece of software that works wonderfully on Ubuntu and other Linux distros. From my experience, poker room clients run surprisingly well through Wine. They do run a little slower, but in my opinion the difference in speed is marginal.
When I first tested a number of no download rooms and downloadable poker rooms using Wine on Ubuntu, I expected them to be quite buggy and glitchy. However, to my pleasant surprise I encountered very few problems and on the whole they all ran smoothly enough to keep the games enjoyable.
Poker rooms on Wine are ever so slightly slower than they would be if you ran them on a Windows PC, but the difference is not significant enough to take anything away from the overall experience. The no download rooms on the other hand run just as well as they would on a PC or Mac.
All in all, even though you can't expect these rooms to run just as well as they would in their natural environment (Windows), they still manage to run impressively well on Ubuntu.
In all honesty I'm not really that much of a tech guy, but I can't think of any reason why it would be unsafe to play for real money when playing at a no-download room or when using Wine.
I've personally made deposits at a number of the major online poker rooms through Ubuntu and I have never encountered any problems.
It's completely a matter of preference when it comes to going for a no download room or using Wine. It also depends on how often you intend to play, but here's a general overview of the pros and cons of both:
One more point I would like to add is that you have far more choice if you're using Wine, as there are a limited of no-download rooms available at this time.
In my opinion, using Wine is the best option for the majority of players, especially so if you intend on playing regularly or for real money. It takes very little time to install Wine, so there's no reason to really stop yourself from using a more advanced client when playing online poker.
No download rooms on the other hand are handy for the more casual players that just want a quick game of poker every now and then. These rooms will also be popular amongst the Ubuntu users that want to keep their OS free from Windows software (I know that there are a lot of anti-Windows people out there!).
At the end of the day, you cannot go wrong with either method. Using Wine is superior in my opinion, but just go down the route that you feel most comfortable with!I guess that all depends on how popular the Ubuntu distro or other Linux distros become over the coming years. I have not heard anything about any plans from any poker room to create a Linux-friendly poker client, but who knows? I wouldn't hold my breath though.
If any poker room is going to be the first to make an Ubuntu compatible poker room it is likely to be PokerStars. They're one of the most innovative rooms out there, so hopefully as Linux based OS's become more popular they will create a new Ubuntu client for us.
But for now, no download rooms and download rooms + Wine work perfectly well.
This article was written by Greg Walker of ThePokerBank, which also contains a small section dedicated to Ubuntu Poker and helping players find poker rooms that work well with the Ubuntu OS.
For more by this author, visit MJ's Party Poker Strategy Guide where he has more detailed suggestions for taking notes.
As an online poker player, many of us are accustomed to the fact that playing the live game vs playing the online game can often be a very different experience. In a live game, you are in a sensory rich environment, with the ability to identify and incorporate visual and audible cues from your opponents. These cues all add up to subtle hints in the quest of putting your opponent on a hand.
In an online game however, these cues all but fall by the wayside as you have nothing more than the beep and hum of your computer to tell you that your opponent has made a bet, raise, call or fold. Naturally, this would make most people think that playing online is a huge disadvantage. It might well be, but there are certainly tools at the online players' disposal that can help mitigate some of those disadvantages - and one of those tools are Player Notes.
Player Notes are features built into the software of most poker sites these days that allow you, the player, to take text notes on each and every one of your opponents. The notes are saved so that if you come across this player again, you can already have your own little collection of information about this particular opponent. The live game equivalent would be taking a notepad into a game and jotting down notes on each of your opponents in front of you as the game progressed. While this is not against any rules, you'd certainly get some funny stares for your odd habit. This isn't the case online however since your opponents can't see you, thus giving way to one of the advantages of playing over the internet.
The biggest question many players have is how to take effective notes on other players. While there is no one correct or standardized way of note taking, the idea is that any set of notes are good if they will help you make good decisions that save or make you money in the long term. As such, there are a number of attributes and traits that make for some key note taking ingredients.
Most importantly, you want to know if your opponents are tight or loose players. This piece of information itself can help you make big decisions when the heat is on you, so it's the most important to identify first. Luckily, it's also one of the easiest to identify with passive observation.
To find out if a player is tight or loose, simply make notes of the types of hands he or she regularly plays. While many of your opponents' hands will be folded, at the end of every hand be sure to note what each player is going to showdown with (ie, "plays: AKs, ATo, KQo, QJs, 77"). After a few orbits, you should start to get an accurate picture of each player, just based on what they are going to showdown with. A player who regularly shows down with big cards like AA or AK for example, you can peg as a tight player as they only play premium hands. A player who is the opposite and often plays rags, you can peg as a loose player. Just be sure that you aren't over-zealous and take notes of what players are holding in the big blind and small blind however, as they will often automatically be in the pot with any hand.
(Tip: Many sites often have hand histories available which show what your opponents were holding at showdown, regardless of whether or not they actually showed their hand. Using the hand history feature is a great way to collect showdown information.)
The second most important thing to know about your opponents is whether they are a passive player or aggressive player. Because even if you know they are tight or loose, a loose player can still play passive while a tight player might be extremely aggressive after the flop. Knowing these two facts can lead to great success in figuring out your opponents.
Figuring out if your opponents are aggressive or passive is a bit trickier, but not by much. To gauge their style simply involves concentration on your part, observing your opponents' betting patterns all the way through a hand compared to what they had at showdown. For example, if your opponent bet his hand all the way to the river and showed down a busted flush draw, you know that this opponent is very aggressive. If they check and call with top pair, strong kicker, then they are obviously a passive player. On the other hand, if they bet top pair with moderately strong kickers or bet a flush draw with overcards, then they may be semi-aggressive players. Use these type of betting cues combined with their hand to figure out their aggression level.
As mentioned before, there are no standards for note taking. That said, if you took notes in proper English that went along the lines of "Player is aggressive and bets flush draw to the river in a multi-way pot", you'll only be able to fit two sentences into the window before you're out of space. This is where acronyms come in handy. The following are some abbreviations that are easy to identify and save space:
TP = Tight Player STP = Semi-Tight Player LP = Loose Player AGG = Aggressive PSV = Passive PR = Hands that opponent pre-flop raises P = Hands that opponent plays or limps in with PP = Pocket Pair FF = Face cards RR = Rags + (denotes "better or bigger than") - (denotes "worse or lesser than")
So, an example of a combination of these notes for a fictional fishy player could look something like this:
LP, AGG PR: +PP, -PP, FF P: A2s, 65s, 73s, 42o, QT
In English, the notes would be roughly interpreted and translated to mean: "Player is loose and aggressive. Likes to pre-flop raise with high pocket pair, low pocket pair and face cards. When they are not raising and just limping, they generally play junk hands."
So, acronyms are good for making a quick look at your notes and figuring out the player when you don't have time or space to fit in your entire notes box with detailed information.
While this isn't a complete primer on how to take notes, there are a few key notes that you can take which will benefit your game immensely as well.
The first is whether or not an opponent will bet or raise his or her draw (ie, flush draw, straight draw)? Many aggressive players often do this to scare players out of the hand and it's very useful information for you to know.
Second, does your opponent bet into the pot in late position? Smart and aggressive players will often bet into the pot when checked to them, so knowing this can give you an idea of whether or not you are in trouble with hands like mid-pair.
Third, after pre-flop raise, does your opponent bet their hand all the way to the river? Many low limit players will often over-bet their hand this way and you can capitalize on it by knowing if they are over-aggressive like this.
Lastly, if you are able to spot tells from your opponents, like if they make small bets when holding a weak hand or if they push all-in when holding a monster hand, you should definitely make a note of this in well. If you are sure of your read, you should make very visible notes, such as "TELL: Goes all-in with monster!" in order to be quickly identifiable.
So, while the live game certainly gives more extra-sensory information than the online game, you are not at a complete disadvantage while playing online. Use notes to your advantage and you definitely see an improvement in your game by plugging the information gap.
Just remember that like any other poker skill, it takes time and patience before you get comfortable with it, so keep working on your note taking skills and soon enough, it will be second nature.
Poker Site Scout is an independent poker tracking portal showing up-to-the-hour counts of real money players and games from many of the top online poker rooms. This is in contrast to the numbers that the sites themselves advertise, which include play-money and freeroll players. In addition to the player counts you can see a break down of the types of games at each site (e.g., holdem, omaha, and stud). There is a details page for each of the poker rooms covered, and historical data for peak usage by day over the last few months.
A number of people have reported the same bad experience
with online poker: They win for a while, but once they cash out
some winnings they seem to run bad and bust. To some people, this
is solid evidence that online poker must be rigged; that by cashing
out some winnings, players incur the wrath of the online operators,
who will set a switch on the player's account, dooming them to lose
thereafter.
Is the "rigged theory" the best explanation for the trends that people are observing?
Read the rest of this article (290 lines). [Editor's warning: this article contains logical arguments.]
See the Conspiracy
Theory section of the Beginners' Guide to Online Poker.