Read The Situation
Confirm Your Position, Effective Stack, Format, And The Action You Are Facing. Those Details Determine The Target Range.

A Practical Guide To Building Exact Preflop Ranges On Desktop Or Mobile.
Confirm Your Position, Effective Stack, Format, And The Action You Are Facing. Those Details Determine The Target Range.
Select Fold, Call, Raise, Raise Small, Raise Big, Or All In. The Active Action Stays Available In The Mobile Command Strip.
Tap Individual Hands Or Drag Across The Matrix To Paint A Block, Or Apply The Active Action To Every Pair, Suited Hand, Or Offsuit Hand. Undo And Redo Are Available Before Submission.
Your Score Measures Exact Overlap With The Solver Range. Missing Hands, Extra Hands, And Correct Hands With The Wrong Action All Reduce Accuracy.
A Preflop Chart Shows Every Starting Hand And What A Solver Does With It From One Seat At One Stack Depth. Strong Players Memorise Ranges, Not Single Hands, Because A Range Tells You How Often You Enter A Pot And Which Hands Do The Work. This Page Trains That Recall Under A Clock.
Each Row And Column Is A Card Rank From Ace Down To Two. The Diagonal Holds The Pairs. Every Cell Above The Diagonal Is A Suited Hand (AKs) And Every Cell Below It Is An Offsuit Hand (AKo). Read The Row Rank, Then The Column Rank, And You Have The Hand.
A Range Only Makes Sense For A Seat And A Stack. The Level Cards Set The Difficulty, And Filter Scenarios Narrows The Practice Pool To A Position, An Effective Stack Depth And A Table Format. AI Mode Asks Jarvis To Build A Fresh Solver Spot Instead.
Every Hand Gets One Action. Grey Is Fold, Green Is Call, Red Is Raise, Orange Is A Small Raise, Purple Is A Big Raise And Pink Is All In. Pick The Action First, Then Paint It Onto The Hands That Take It.
Tap A Hand To Give It The Active Action, Or Press And Drag Across The Matrix To Paint A Whole Block In One Stroke. The Readout Above The Grid Names The Last Hand You Touched. The Pairs, Suited And Offsuit Shortcuts Apply The Action To A Whole Region, And Undo Takes Back The Last Stroke.
Submit Range Compares Your Grid With The Solver Range. Your Score Is The Exact Overlap. After Grading, Green Cells Are Correct, Blue Cells Are Hands You Missed, Red Cells Are Extra Hands You Should Have Folded And Amber Cells Have The Right Hand With The Wrong Action. Eighty Five Percent Passes A Level.
Range Is The Core Drill. Speed Drill Flashes One Hand At A Time, Pressure Cooker Races A Bomb Timer, Pattern Recognition Asks You To Read A Partial Range, Mixed Trains Frequencies, Spot Trainer Plays Full Hand Trees And VS Ranked Puts You In Rated Battles. The Daily Card Sets One Assignment A Day And Keeps Your Streak Alive.
My Stats, Ranks, Awards And The Guide Live One Tap Away. After Any Graded Range, Ask Jarvis Why A Hand Was Wrong And Get A Solver Explanation Written For That Spot. Replay This Tour Any Time From Page Tutorial In The Hamburger Menu.
1-6 Select Actions. Arrow Keys Move Through The Matrix. Enter Or Space Toggles The Focused Hand, Or Submits Outside The Grid. Ctrl/Cmd Z Undo. Shift + Ctrl/Cmd Z Redo.