Glossary Study Tool

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80 Terms

3-Bet

Preflop
A 3-Bet Is The First Re-Raise Before The Flop, Made Over An Open Raise. The Blinds Count As The First Bet And The Open As The Second, Which Is Why The Re-Raise Is The Third. A 3-Bet Can Be Made For Value With Strong Hands Or As A Bluff With Hands That Block The Opener's Best Holdings.
Full Entry: 3-Bet

4-Bet

Preflop
A 4-Bet Is A Re-Raise Over A 3-Bet Before The Flop. At Common Stack Depths A 4-Bet Commits A Large Share Of The Effective Stack, So Ranges Become Narrow And Polarized: Premium Pairs And Big Aces For Value, Plus A Few Suited Hands With Blockers As Bluffs. The Next Raise, A 5-Bet, Is Usually All In.
Full Entry: 4-Bet

Cold Call

Preflop
A Cold Call Is A Call Of A Raise By A Player Who Has Put No Voluntary Chips Into The Pot Yet, Such As Flatting An Open From The Button. Cold Calling Invites A Squeeze From The Players Behind And Usually Means Playing Out Of Position Against A Stronger Range, So Solver Strategies Cold Call Far Less Than Most Players Do.
Full Entry: Cold Call

Isolation Raise

Preflop
An Isolation Raise Is A Raise Over One Or More Limpers, Sized To Push The Other Players Out So The Raiser Can Play Heads Up Against The Limper, Who Is Often The Weakest Player At The Table. The Usual Size Is The Standard Open Plus One Big Blind For Each Limper Already In The Pot.
Full Entry: Isolation Raise

RFI (Raise First In)

Preflop
RFI, Short For Raise First In, Is The First Voluntary Raise When Every Player Before You Has Folded. RFI Ranges Widen As The Position Gets Later: A Player Under The Gun Opens A Tight Range, While The Button Can Open Close To Half Of All Hands Because Only The Two Blinds Remain To Act Behind.
Full Entry: RFI (Raise First In)

Squeeze

Preflop
A Squeeze Is A 3-Bet Made After One Player Has Opened And At Least One Other Player Has Called. It Works Because The Opener Must Worry About The Caller Behind, And The Caller Has Already Shown A Capped Range That Rarely Contains The Strongest Hands. Squeezes Are Usually Sized Larger Than A Normal 3-Bet.
Full Entry: Squeeze

Backdoor Draw

Postflop
A Backdoor Draw Is A Draw That Needs Both The Turn And The River To Complete, Such As Holding Two Hearts On A Flop With One Heart. It Is Worth Only A Few Percent Of Equity On Its Own, But It Adds Reasons To Bet Or Continue And Gives Bluffs Extra Ways To Improve On Later Streets.
Full Entry: Backdoor Draw

Barrel

Postflop
A Barrel Is A Bet On A Later Street After Betting The Street Before. Betting The Flop And The Turn Is A Double Barrel, And Betting All Three Streets Is A Triple Barrel. Good Barrels Continue With Value Hands And With Bluffs That Picked Up Equity Or Blockers, While Giving Up With Hands That Did Neither.
Full Entry: Barrel

Board Texture

Postflop
Board Texture Describes How The Community Cards Interact. A Dry Board Such As K72 With Three Suits Offers Few Draws, A Wet Board Is Full Of Straight And Flush Possibilities, And A Monotone Board Shows Three Cards Of One Suit. Texture Decides Which Range It Favors, Which Is Why Bet Sizes And Frequencies Change From Flop To Flop.
Full Entry: Board Texture

C-Bet (Continuation Bet)

Postflop
A C-Bet, Or Continuation Bet, Is A Flop Bet By The Player Who Made The Last Raise Before The Flop. It Continues The Story The Raise Told. Solver Strategies C-Bet Small And Often On Boards That Favor The Raiser's Range And Bet Less, Or Check, On Boards That Connect Better With The Caller.
Full Entry: C-Bet (Continuation Bet)

Donk Bet

Postflop
A Donk Bet Is A Bet Made Out Of Position Into The Player Who Had The Betting Lead On The Previous Street, Before That Player Can Continue Their Aggression. It Is Usually A Mistake, But A Small Donk Bet Can Be Correct On Turns And Rivers That Improve The Caller's Range Far More Than The Aggressor's.
Full Entry: Donk Bet

Overbet

Postflop
An Overbet Is Any Bet Larger Than The Pot. It Is Strongest When The Bettor Holds A Clear Nut Advantage And A Polarized Range, Because The Opponent Then Holds Many Medium Hands That Cannot Call Comfortably. Overbets Are Most Common On Turns And Rivers, Where The Board Has Moved In The Bettor's Favor.
Full Entry: Overbet

Probe Bet

Postflop
A Probe Bet Is A Bet From The Out Of Position Player On The Turn After The In Position Player Checked Back The Flop. The Check Back Weakens That Player's Range, Because Most Strong Hands Would Have Bet, So The Out Of Position Player Can Lead With Value Hands And Draws That Benefit From Building The Pot.
Full Entry: Probe Bet

Semi-Bluff

Postflop
A Semi-Bluff Is A Bet Or Raise With A Hand That Is Probably Behind Now But Has Real Outs To Improve, Such As A Flush Draw Or An Open Ended Straight Draw. It Wins In Two Ways: The Opponent Folds Right Away, Or The Draw Completes. That Combination Makes Semi-Bluffs The Backbone Of Most Balanced Bluffing Ranges.
Full Entry: Semi-Bluff

Slow Play

Postflop
Slow Playing Means Checking Or Calling With A Very Strong Hand Instead Of Betting Or Raising, So The Opponent Stays In And Keeps Betting. It Works Best On Dry Boards Where Few Cards Can Hurt You And The Opponent Is Likely To Bluff. On Wet Boards And In Multiway Pots It Risks Giving Free Cards That Beat You.
Full Entry: Slow Play

Thin Value Bet

Postflop
A Thin Value Bet Is A Bet With A Hand That Is Only Slightly Ahead Of The Hands That Will Call, Such As Second Pair Against An Opponent Who Calls With Weaker Pairs. It Earns A Small Profit When Called By Worse And A Small Loss When Called By Better, So Accurate Reads Of The Calling Range Decide Whether It Is Right.
Full Entry: Thin Value Bet

Trap

Postflop
A Trap Is A Line Designed To Induce Bets From An Opponent While Holding A Monster Hand, Usually By Check Calling Or Check Raising Rather Than Leading. It Differs From A Plain Slow Play In Its Aim: The Trapper Wants The Opponent To Bluff Or Bet Worse Hands Into Them, Then Collects The Extra Chips On A Later Street.
Full Entry: Trap

Value Bet

Postflop
A Value Bet Is A Bet Made Because Worse Hands Will Call It Often Enough To Show A Profit. The Test Is Simple: If The Opponent Calls, Are You Ahead Of Most Of The Hands They Call With? Value Bets Pay For Bluffs In A Balanced Strategy, And Missing Them Costs More Money Than Most Players Realize.
Full Entry: Value Bet

Wet Board

Postflop
A Wet Board Is A Flop Or Turn With Many Straight And Flush Possibilities, Such As J T 9 With Two Hearts. Equities Run Closer On Wet Boards, So Strong Hands Bet Larger To Charge Draws, And Ranges Change Sharply From Street To Street. The Opposite Is A Dry Board, Where Few Draws Exist And Small Bets Are Common.
Full Entry: Wet Board

Combo

Math
A Combo Is One Specific Way To Hold A Starting Hand, Counting Suits. Every Pocket Pair Has 6 Combos, Every Suited Hand Has 4 And Every Offsuit Hand Has 12, For 1,326 Starting Combos In Total. Counting Combos, And Removing Those Your Own Cards Block, Is How Players Estimate How Often An Opponent Holds A Given Hand.
Full Entry: Combo

EV (Expected Value)

Math
Expected Value, Or EV, Is The Average Result Of A Decision If It Could Be Repeated Many Times. Each Possible Outcome Is Multiplied By Its Probability And The Results Are Added Together. A Positive EV Play Earns Over Time Even When It Loses On A Given Hand, Which Is Why Good Players Judge Decisions By EV Rather Than Results.
Full Entry: EV (Expected Value)

Equity

Math
Equity Is Your Share Of The Pot Based On How Often Your Hand Would Win If All Remaining Cards Were Dealt With No Further Betting. A Hand With 40 Percent Equity In A 100 Chip Pot Owns 40 Chips Of It On Average. Equity Against A Whole Range, Rather Than One Hand, Is What Drives Sound Decisions.
Full Entry: Equity

ICM (Independent Chip Model)

Math
ICM, The Independent Chip Model, Converts Tournament Chip Stacks Into Shares Of The Remaining Prize Pool. Because Chips Lost Hurt More Than Chips Won Help Once Payouts Are Close, ICM Tells Players To Tighten Their Calling Ranges Near The Bubble And At Final Tables. It Is The Standard Tool For Tournament Deals And Late Stage Push And Fold Decisions.
Full Entry: ICM (Independent Chip Model)

Implied Odds

Math
Implied Odds Are The Chips You Expect To Win On Later Streets When Your Draw Completes, Beyond What Is Already In The Pot. They Justify Calling With Hands Such As Small Pairs Or Suited Connectors When The Immediate Pot Odds Are Too Thin, Provided Stacks Are Deep And The Opponent Will Pay Off When You Hit.
Full Entry: Implied Odds

MDF (Minimum Defense Frequency)

Math
Minimum Defense Frequency, Or MDF, Is The Share Of Your Range You Must Continue With So That An Opponent's Bluff Cannot Profit Automatically. It Equals The Pot Divided By The Pot Plus The Bet, So Facing A Pot Sized Bet You Defend At Least Half Your Range. It Is A Guideline, Not A Rule, Against Opponents Who Rarely Bluff.
Full Entry: MDF (Minimum Defense Frequency)

Outs

Math
Outs Are The Unseen Cards That Improve Your Hand To The Likely Winner. A Flush Draw Has Nine Outs And An Open Ended Straight Draw Has Eight. A Quick Estimate Of Your Chance To Hit Is Outs Times Four On The Flop, With Two Cards To Come, Or Outs Times Two On The Turn With One Card Left.
Full Entry: Outs

Pot Odds

Math
Pot Odds Compare The Size Of A Call With The Pot You Could Win. Divide The Call By The Total Pot After You Call To Find The Equity You Need: Calling 50 Into A Pot That Will Be 150 Needs 33 Percent. If Your Equity Is Higher Than That Break Even Point, The Call Makes Money Over Time.
Full Entry: Pot Odds

Reverse Implied Odds

Math
Reverse Implied Odds Are The Chips You Expect To Lose On Later Streets When You Make Your Hand But An Opponent Has Made A Better One. Dominated Hands Such As Weak Aces And Low Flush Draws Carry Heavy Reverse Implied Odds, Because They Often Win Small Pots And Lose Big Ones, Which Makes Them Worse Than Their Raw Equity Suggests.
Full Entry: Reverse Implied Odds

SPR (Stack To Pot Ratio)

Math
SPR, The Stack To Pot Ratio, Is The Effective Stack Divided By The Pot At The Start Of A Street, Usually The Flop. A Low SPR, Below About Three, Means Top Pair Is Often Worth Getting All In. A High SPR, Above Ten, Rewards Hands That Can Make The Nuts And Punishes One Pair Hands That Overcommit.
Full Entry: SPR (Stack To Pot Ratio)

Variance

Math
Variance Is The Spread Of Results Around A Player's Expected Value. High Variance Games Such As Tournaments And Pot Limit Omaha Produce Long Losing And Winning Stretches Even For Skilled Players. Understanding Variance Keeps Decisions Tied To Expected Value, And It Is Why A Large Sample Of Hands Is Needed Before Judging Any Strategy.
Full Entry: Variance

VPIP

Math
VPIP, Short For Voluntarily Put Money In Pot, Is The Share Of Hands A Player Calls Or Raises Before The Flop. Posting A Blind Does Not Count, Only Voluntary Chips Do. A VPIP Near 20 To 25 Percent At A Full Ring Cash Table Is Typical Of A Solid Regular, While A VPIP Above 40 Percent Usually Marks A Loose Player.
Full Entry: VPIP

Blocker

Theory
A Blocker Is A Card In Your Hand That Reduces The Number Of Combos Of A Particular Hand Your Opponent Can Hold. Holding The Ace Of Hearts On A Board With Three Hearts Means The Opponent Cannot Have The Nut Flush. Blockers Guide The Choice Of Which Hands To Bluff With And Which Marginal Hands Can Call.
Full Entry: Blocker

Exploitative Play

Theory
Exploitative Play Deliberately Departs From A Balanced Strategy To Win More Against A Specific Opponent's Mistakes, Such As Bluffing More Against A Player Who Folds Too Often. It Can Earn More Than Game Theory Optimal Play Against Weak Opponents, But It Opens You To Counter Exploitation If The Read Is Wrong Or The Opponent Adjusts.
Full Entry: Exploitative Play

Fold Equity

Theory
Fold Equity Is The Extra Value A Bet Or Raise Gains From The Chance That The Opponent Folds. It Equals How Often They Fold Multiplied By The Pot You Win When They Do. Fold Equity Is Why A Semi-Bluff Can Be Profitable When Calling Cannot, And Why Short Stacks Lose Much Of Their Bluffing Power.
Full Entry: Fold Equity

Frequency

Theory
Frequency Is How Often A Player Takes An Action In A Given Spot Across Their Whole Range, For Example Betting 65 Percent Of The Time On A Particular Flop. Solvers Express Strategy As Frequencies Rather Than Fixed Rules, And Matching Sensible Frequencies Is What Keeps A Player Hard To Read And Hard To Exploit.
Full Entry: Frequency

GTO (Game Theory Optimal)

Theory
GTO, Or Game Theory Optimal, Describes A Strategy That Cannot Be Exploited, Because No Opposing Strategy Can Win Against It In The Long Run. In Poker It Approximates A Nash Equilibrium Computed By A Solver. Players Study GTO To Build A Sound Baseline, Then Adjust Away From It To Exploit The Specific Mistakes Of Real Opponents.
Full Entry: GTO (Game Theory Optimal)

In Position (IP)

Theory
In Position, Or IP, Means Acting After Your Opponent On Every Postflop Street. The Player In Position Sees What The Opponent Does Before Deciding, Controls The Size Of The Pot And Can Take Free Cards. The Dealer Button Is Always In Position After The Flop, Which Is Why Late Positions Play More Hands Profitably.
Full Entry: In Position (IP)

Linear Range

Theory
A Linear Range, Also Called A Merged Range, Is A Betting Range Built From The Strongest Hands Downward With No Gap, Such As Every Pair From Aces Down To A Middle Pair. It Suits Spots Where Many Worse Hands Will Call. The Contrast Is A Polarized Range, Which Skips The Middle And Bets Only Very Strong Hands And Bluffs.
Full Entry: Linear Range

Mixed Strategy

Theory
A Mixed Strategy Plays The Same Hand In Different Ways At Set Frequencies, For Example Betting A Hand 60 Percent Of The Time And Checking It 40 Percent. Solvers Produce Mixed Strategies When Two Actions Have Nearly Equal Expected Value, And Mixing Keeps Each Line Balanced So An Opponent Cannot Read The Hand From The Action.
Full Entry: Mixed Strategy

Nash Equilibrium

Theory
A Nash Equilibrium Is A Set Of Strategies In Which No Player Can Gain By Changing Their Own Strategy While The Others Stay The Same. In Two Player Zero Sum Games Such As Heads Up Poker, An Equilibrium Strategy Is Unexploitable. Poker Solvers Approximate It Closely, And That Output Is What Players Call A GTO Strategy.
Full Entry: Nash Equilibrium

Nodelocking

Theory
Nodelocking Is A Solver Technique That Fixes One Player's Strategy At A Decision Point, For Example Forcing A Player To Bet Too Often, And Then Recomputes The Best Response For Everyone Else. It Shows How The Optimal Counter Strategy Changes Against A Real Tendency, Which Makes It The Bridge Between GTO Study And Exploitative Play.
Full Entry: Nodelocking

Nut Advantage

Theory
Nut Advantage Means One Player's Range Holds More Of The Strongest Possible Hands On The Current Board Than The Opponent's Range Does. It Is Different From Range Advantage, Which Compares Average Strength. A Player With A Nut Advantage Can Use Large Bets And Overbets, Because The Opponent Rarely Holds Hands Strong Enough To Punish Them.
Full Entry: Nut Advantage

OOP (Out Of Position)

Theory
Out Of Position, Or OOP, Means Acting Before Your Opponent On Each Postflop Street. The Out Of Position Player Gives Information Away First And Has Less Control Over The Size Of The Pot, Which Lowers The Value Of Every Hand. The Blinds Play Most Pots Out Of Position, Which Is Why They Defend Tighter Than Their Price Suggests.
Full Entry: OOP (Out Of Position)

Polarized Range

Theory
A Polarized Range Is Made Of Very Strong Hands And Bluffs, With Few Medium Strength Hands In Between. Polarized Ranges Pair With Large Bets And Overbets, Because Strong Hands Want The Pot To Grow And Bluffs Need The Fold Equity. The Medium Hands That Are Left Out Are Checked, Where They Keep Their Showdown Value.
Full Entry: Polarized Range

Range

Theory
A Range Is The Full Set Of Hands A Player Could Hold In A Given Spot, Based On Their Position And Every Action So Far. Strong Players Think In Ranges Rather Than Single Hands, Because Opponents Act With Many Hands In The Same Way. Reading A Range Means Narrowing It Street By Street As New Actions Arrive.
Full Entry: Range

Range Advantage

Theory
Range Advantage Means One Player's Whole Range Has More Equity On The Current Board Than The Opponent's Range. The Preflop Raiser Usually Has It On High Card Flops Such As A K 4. The Player With Range Advantage Can Bet Often With A Small Size, While The Other Player Defends More Carefully And Bets Rarely.
Full Entry: Range Advantage

Sizing Tell

Theory
A Sizing Tell Is Information Leaked By The Size Of A Bet, Such As A Player Who Bets Small With Medium Hands And Large Only With The Nuts. Opponents Who Notice Can Fold And Raise Accurately Against Each Size. Balanced Strategies Prevent The Leak By Betting A Mix Of Strong Hands And Bluffs With Every Size They Use.
Full Entry: Sizing Tell

Tilt

Theory
Tilt Is An Emotional State In Which Frustration, Anger Or Overconfidence Leads A Player To Make Worse Decisions Than Usual, Such As Calling Too Wide After A Bad Beat. It Is One Of The Largest Leaks In Poker. Common Remedies Include Stop Loss Limits, Short Breaks And Reviewing Decisions Rather Than Results After A Session.
Full Entry: Tilt

Under-Defense

Theory
Under-Defense Is Folding Too Often When Facing Bets, Which Lets An Opponent Profit By Betting Any Two Cards. A Player Defending Well Below The Minimum Defense Frequency In Common Spots Is Easy To Exploit With Bluffs. The Fix Is To Continue With More Hands That Have Equity Or Blockers, Not To Call Everything.
Full Entry: Under-Defense

Villain

Theory
Villain Is Poker Slang For The Opponent In A Hand Being Discussed, While Hero Is The Player Telling The Story. The Terms Are Neutral Labels, Not Insults, And Appear In Almost Every Hand History And Strategy Forum. A Hand Review Might Say Villain Opens From The Cutoff And Hero Defends From The Big Blind.
Full Entry: Villain

Blinds

Basics
Blinds Are Forced Bets Posted Before The Cards Are Dealt By The Two Players To The Left Of The Button: The Small Blind And The Big Blind, Which Is Usually Twice As Large. Blinds Create A Pot Worth Fighting For On Every Hand. Stakes Are Named After Them, So A 1/2 Game Has A 1 Small Blind And A 2 Big Blind.
Full Entry: Blinds

Dealer Button

Basics
The Dealer Button Is The Marker That Shows Which Player Acts Last In Each Betting Round After The Flop. It Moves One Seat To The Left After Every Hand, And The Blinds Are Posted By The Two Players To Its Left. The Button Is The Most Profitable Seat At The Table Because It Plays Every Postflop Street In Position.
Full Entry: Dealer Button

Effective Stack

Basics
The Effective Stack Is The Smaller Of The Stacks Between Two Players In A Hand, Because Nobody Can Win Or Lose More Than That Amount From The Other. If One Player Has 300 Chips And The Other 80, The Effective Stack Is 80. Strategy Depends On Effective Stacks, Not The Size Of Either Player's Own Stack.
Full Entry: Effective Stack

Rake

Basics
Rake Is The Fee A Card Room Or Club Takes From Each Pot Or Tournament Entry To Pay For Running The Game, Usually A Percentage Of The Pot Up To A Cap. Rake Is The Main Way A Poker Operator Earns Revenue. In Play Credit Games, Rake Is Taken In Chips That Have No Cash Value.
Full Entry: Rake

Showdown

Basics
Showdown Is The Moment After The Final Betting Round When The Remaining Players Reveal Their Cards And The Best Five Card Hand Wins The Pot. The Last Player To Bet Or Raise On The River Shows First. A Player Who Cannot Win May Muck, Meaning Fold The Hand Face Down, Without Showing It.
Full Entry: Showdown

Poker Union

Club Poker
A Poker Union Is An Alliance Of Private Online Poker Clubs That Share One Pool Of Tables, So Members Of Every Club In The Union Can Play Each Other And Games Run At More Stakes And Hours. A Union Sets Shared Rules And Fees. On Smarter.Poker Unions Use Club Chips, Which Are Play Credits With No Cash Value.
Full Entry: Poker Union

Club Agent

Club Poker
A Club Agent Is A Person Who Recruits Players Into A Private Online Poker Club And Looks After Them There, Managing Their Chip Requests And Questions For The Club Owner. In The Wider Industry Agents Are Often Paid A Share Of The Rake Their Players Generate. On Smarter.Poker Agent Tools Manage Club Chips, Which Have No Cash Value.
Full Entry: Club Agent

Rakeback

Club Poker
Rakeback Is A Rebate Of Part Of The Rake A Player Pays, Returned By The Room, Club Or Agent As A Loyalty Incentive, Often As A Fixed Percentage Each Week. It Lowers The Effective Cost Of Playing. On Smarter.Poker There Is No Real-Money Gambling, So Any Rebate Is In Club Chips Or Rewards With No Cash Value.
Full Entry: Rakeback

Club Chips Versus Diamonds

Club Poker
On Smarter.Poker, Club Chips And Diamonds Are Two Separate Currencies. Club Chips Are Play Credits A Club Issues For Its Own Tables, With No Cash Value. Diamonds Are A Promotional Rewards Currency Used Across The Platform. Neither Can Be Cashed Out, And There Is No Real-Money Gambling On The Platform.
Full Entry: Club Chips Versus Diamonds

Settlement

Club Poker
Settlement Is The Periodic Reconciliation Of Chip Balances In A Club Or Union, Usually Weekly, When Wins, Losses, Rake Shares And Agent Balances Are Totaled And Zeroed For The New Period. Real-Money Clubs Settle In Cash Outside The App. On Smarter.Poker Settlement Only Reconciles Club Chips, Which Are Play Credits With No Cash Value.
Full Entry: Settlement

Club ID

Club Poker
A Club ID Is The Unique Number Or Code That Identifies A Private Online Poker Club Inside A Poker App. Players Enter The Club ID To Find The Club And Request To Join, And The Owner Or An Agent Approves The Request. Sharing A Club ID Is How Private Clubs Invite New Members Without A Public Listing.
Full Entry: Club ID

GPS And IP Restriction

Club Poker
GPS And IP Restriction Is A Table Security Setting That Blocks Players Who Are Physically Close Together, Or Who Share An Internet Address, From Sitting At The Same Table. It Targets Collusion, Where Friends In One Room Share Hole Cards Or Team Up Against Others. Club Owners Switch It On Per Table When Creating A Game.
Full Entry: GPS And IP Restriction

Insurance

Club Poker
Insurance Is An Optional Side Bet Offered In Some Club Games When Players Are All In Before The River. The Player Ahead Can Pay A Premium To Be Paid Back If An Opponent's Out Lands, Which Reduces Variance On Big All In Pots. The Price Is Set From The Number Of Outs, And The House Keeps The Edge.
Full Entry: Insurance

Run It Twice

Club Poker
Run It Twice Is An Agreement Between All In Players To Deal The Remaining Board Cards Two Times And Split The Pot, With Half Going To The Winner Of Each Run. It Does Not Change Anyone's Expected Value, But It Reduces Variance, So A Big Pot Is Less Likely To Be Decided Entirely By One Card.
Full Entry: Run It Twice

Time Bank

Club Poker
A Time Bank Is A Reserve Of Extra Seconds An Online Player Can Draw On After The Normal Action Clock Runs Out, For A Difficult Decision. Once Used, The Extra Time Is Gone Until It Refills, Often After A Set Number Of Hands. Time Banks Keep Games Moving While Still Allowing Time To Think In Big Spots.
Full Entry: Time Bank

Straddle

Live Room
A Straddle Is An Optional Blind Bet, Usually Twice The Big Blind, Posted Before The Cards Are Dealt By The Player To The Left Of The Big Blind. It Doubles The Stakes For That Hand, And The Straddler Acts Last Before The Flop. Many Rooms And Clubs Also Allow Button Or Mississippi Straddles Under House Rules.
Full Entry: Straddle

Bomb Pot

Live Room
A Bomb Pot Is A Special Hand In Which Every Player Puts An Agreed Amount Into The Pot Before The Deal And The Hand Skips Preflop Betting, Going Straight To The Flop. Bomb Pots Create Large Multiway Pots And Are Often Played With A Double Board, Where The Pot Is Split Between The Winners Of Each Board.
Full Entry: Bomb Pot

Waitlist

Live Room
A Waitlist Is The Queue A Poker Room Keeps For Each Game, Such As 1/3 No Limit Hold'em, So Players Are Seated In Order As Seats Open. Players Can Join For Several Games At Once And Are Called By Name When A Seat Is Ready. Remote Waitlists Let Players Join From A Phone Before Arriving At The Room.
Full Entry: Waitlist

Must-Move Table

Live Room
A Must-Move Table Is A Second Table Of The Same Game That Feeds A Main Table. Players Start At The Must-Move Table And Are Moved To The Main Game In Order As Seats Open There. It Keeps The Main Table Full, Protects It From Breaking, And Lets A Room Start A New Game While The Waitlist Is Still Long.
Full Entry: Must-Move Table

Table Balancing

Live Room
Table Balancing Is Moving Players Between Tables So Each Table In A Tournament Or Cash Game Stays Close To The Same Number Of Players. In Tournaments, The Tournament Director Moves A Player From The Fullest Table To The Shortest, Usually Into The Equivalent Position, And Breaks Tables As The Field Shrinks Toward The Final Table.
Full Entry: Table Balancing

Chip-Up

Live Room
A Chip-Up, Also Called A Color Up, Is When A Tournament Removes Its Smallest Chip Denomination Once The Blinds No Longer Need It And Exchanges Those Chips For Larger Ones. Leftover Odd Chips Are Settled By A Chip Race, Dealing One Card Per Odd Chip, So A Player Can Never Be Eliminated By The Chip-Up Itself.
Full Entry: Chip-Up

Comp

Live Room
A Comp, Short For Complimentary, Is A Reward A Poker Room Or Casino Gives Players For Time Played, Such As Food Credits Or Points Toward Merchandise. Comps Are Usually Earned Per Hour Of Live Play And Tracked On A Player Card. Each Venue Sets Its Own Earning Rate, Redemption Rules And Expiry Policy For Comps.
Full Entry: Comp

High Hand Promotion

Live Room
A High Hand Promotion Pays A Bonus To The Player Who Makes The Best Qualifying Hand During A Set Period, Such As The Highest Hand Of Each Hour Where Quads Or Better Qualify. Many Rooms Require Both Hole Cards To Play And The Hand To Reach Showdown. The Prize Is Usually Funded From A Small Drop Taken From Each Pot.
Full Entry: High Hand Promotion

Bad Beat Jackpot

Live Room
A Bad Beat Jackpot Is A Progressive Prize Paid When A Very Strong Hand, Such As Four Jacks Or Better, Loses At Showdown To An Even Stronger Hand. The Losing Player Usually Takes The Largest Share, With The Winner And The Rest Of The Table Splitting The Remainder. It Is Funded By A Small Drop Taken From Each Qualifying Pot.
Full Entry: Bad Beat Jackpot

Mystery Bounty

Live Room
A Mystery Bounty Is A Tournament Format Where Knocking Out An Opponent After The Bounty Phase Begins Awards A Sealed Envelope Or Random Prize Draw Instead Of A Fixed Cash Amount. Prizes Range From One Minimum Bounty Up To A Jackpot Worth Ten Percent Or More Of The Total Prize Pool, Dramatically Increasing Late-Stage Shoving And Calling Incentives.
Full Entry: Mystery Bounty

Progressive Knockout (PKO)

Live Room
A Progressive Knockout, Or PKO, Is A Bounty Tournament Where Half Of An Eliminated Player's Bounty Is Awarded Immediately To The Winner Of The Pot And The Other Half Is Added Onto The Winner's Own Head. As The Tournament Reaches The Final Table, Surviving Players Carry Enormous Bounties That Outweigh Standard Ladder Payout Jumps.
Full Entry: Progressive Knockout (PKO)

Block Bet

Postflop
A Block Bet Is A Small Out-Of-Position Bet, Typically Twenty To Thirty Percent Of The Pot, Made On The Turn Or River With A Medium-Strength Hand To Set Your Own Price For Showdown And Prevent The In-Position Opponent From Betting A Much Larger Amount. To Stay Unexploitable, Players Balance Block Bets With A Few Nutted Traps And Bluffs.
Full Entry: Block Bet

Double-Board Bomb Pot

Live Room
A Double-Board Bomb Pot Is A Live And Club Game Variant Where Every Seated Player Posts An Agreed Ante Before The Deal, Preflop Betting Is Skipped, And Two Separate Flops, Turns And Rivers Are Dealt Simultaneously. Half The Pot Is Awarded To The Best Hand On The Top Board And Half To The Bottom Board.
Full Entry: Double-Board Bomb Pot

Capped Range

Theory
A Capped Range Is A Range Of Hands That Contains No Nutted Or Very Strong Holdings Because The Player Previously Passed Up An Opportunity To Raise Or Three-Bet. When A Player Calls Preflop And Check-Calls Twice On A Dry Board, Their Range Is Usually Capped At One Pair, Making Them Vulnerable To Large Polarized River Overbets.
Full Entry: Capped Range

Geometric Sizing

Postflop
Geometric Sizing, Often Called Equal-Percentage Betting, Is Calculating The Exact Bet Percentage Of The Pot Needed Across The Remaining Streets So That All Remaining Effective Chips Go In On The River Using The Same Fraction Each Street. Solvers Frequently Select Geometric Sizings When Pressing A Strong Nut Advantage With Polarized Value And Bluff Ranges.
Full Entry: Geometric Sizing