Hands In Texas Hold Em Poker?
Draw (poker) Poker hand This article is about poker terminology relating to drawing cards or drawing hands. For the variant of poker, see, A player is drawing if they have a that is incomplete and needs further cards to become valuable. The hand itself is called a draw or drawing hand,
For example, in, if four of a player’s first five cards are all spades, but the hand is otherwise weak, they are drawing to a, In contrast, a already has value and does not necessarily need to draw to win. A made starting hand with no help can lose to an inferior starting hand with a favorable draw.
If an opponent has a made hand that will beat the player’s draw, then the player is drawing dead ; even if they make their desired hand, they will lose. Not only draws benefit from additional cards; many made hands can be improved by catching an out — and may have to in order to win.
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Contents
What is the strongest hand in Texas Holdem?
The poker hands in order – Royal Flush The strongest poker hand is the royal flush. It consists of Ten, Jack, Queen, King, and Ace, all of the same suit, e.g. spades.
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What hands should I play from early position?
Position & Hand Selection – Your position on the table plays a significant role in determining the range of cards you play. Poker Tip : Play stronger Texas Hold’em hands in early positions compared to late positions. This means if you’re in an early position, stick playing with the top two tiers of hands and avoid playing hands like AQ (offsuit), AJ (suited), AT, KQ (Suited), and so on.
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What is the 7 2 rule in poker?
The 7-2 Game A few nights ago I had the chance to play at friend’s home game where we implemented the 7-2 game. For those of your not familiar, this is where anytime a player wins with 7-2, every other player at the table has to give them some amount of money.
- In our case, we were playing a deep-stacked 1/2 game with six players and when someone won with 7-2, they would get $10 (5 BB) from every other player.25 BB total is not a bad score, especially when you’re able to take it down preflop.
- Some people hate the game, others love it, and I certainly fall into the later category.
Anything to drum up action and encourage bluffing is a win in my book. At first, it no one was getting dealt 7-2. After at least four orbits the hand was not shown down and everyone said they hadn’t seen the had once. This makes sense though- of the 1326 possible starting hand combos in NLHE, 7-2 comprises only 16 of them, for a little over 1% of total possible hands.
- After about an hour though of no one getting the hand, seemingly all at once, a very high proportion were getting dealt, and this continued for the rest of the night.
- There were at least 4x as many 7-2 combos dealt as what one would expect based on the odds (I certainly wasn’t complaining about that!).
While the game is normally fun, somewhat loose, with a good amount of aggression, the 7-2 game transformed the table to have a preflop aggression frequency higher than the toughest online 6max games. It seemed like there was a 3bet every few hands with no one ever really choosing to back down with 7-2.
- On top of the standard 3 and 4bet bluffs with 7-2, there were also a few notable pots where 7-2 triple barreled on a scary board and got called down on all three streets and where a player opted to flat with 7-2 preflop and make a series of bluffs postflop to take it down.
- For the home game that this was played in, I think the 7-2 game makes a lot of sense.
Everyone could afford to play these stakes so although the hyped up aggression left some people frustrated by the end of the night, it wasn’t going to make anyone not come back. The only scenario in which I could see the 7-2 game not making sense for one’s home game is if the stakes being played are meaningful to some, and the thought of losing 3 buyins or more in a friendly game is something that would discourage players from coming back (although in this type of case, my recommendation would be to lower the stakes, up the stack depth, and bring on the preflop aggression!).
- What I’m excited to further explore is not the merits of whether or not to play the 7-2 game sometimes – unless you hate action and people bluffing more, it’s worth at least trying for an hour or two.
- I want to look at how this game effects decisions so if you find yourself in a game where people are playing the 7-2 game, you know how to adjust.
I think it’s fairly obvious for those that have played the 7-2 game, most people over-adjust and bluff too much when holding 7-2. I’m going to look at how the reward of winning a hand wth 7-2 impacts one’s EV and your frequencies. For the sake of simplicity, let’s work with the assumption that the reward for winning with 7-2 is 30 BB – 5 BB at a 7 handed home game.
- Let’s say you normally open 3 BB to win 1.5 BB.
- Now with the 7-2 game in play the reward is 31.5 BB.
- So it’s clear even in early position 7-2 is a slam-dunk open.
- Now what about a 3bet? Let’s say you standardly 3bet to 10 BB over a 3 BB open.
- So now instead of risking 10 BB to win 4.5 BB, you’re risking 10 to win 34.5 BB.
At first glance it might seem like we should be 3betting 100% of the time with 7-2. I think in most games this is probably correct, but if you’re in a really loose game where people rarely fold to 3bets, or up against a particularly sticky player, it might be best to just fold against those type of players.
- Because once called preflop, 7-2 has such poor equity against a calling range so without much fold equity postflop, best to just fold pre.
- Note in these games I would have a tiny or non-existent 3bet bluffing range without the 7-2 game.
- Most players will have a frequency that they fold to 3bets, even in a loose, aggressive, and deep stacked game, so most of the time you should replace some of your 3bet bluffs with 7-2.
The key when adjusting for this game is not completely throw off your relative frequencies – if you normally 3bet in late position with 9s+ AQ+ for value and A2s-A5s as a bluff, don’t just add 7-2 to your 3betting range unless these players won’t adjust to the 7-2 game – almost no one doesn’t adjust when playing the 7-2 game, if anything, most players in my experience over-adjust and always “put you on 7-2”.
- So against most players you should also add at least the proportionate amount of value combos to keep your ratio of value hands to bluffs the same, if not more value hands due to overadjustment.
- Now on to 4bet bluffing.
- If a standard 4bet to a 10 BB 3bet is 35 BB, you’re normally risking 35 BB to win 11.5 BB, and with the 7-2 game to win 41.5 BB.
As you can see, after more preflop betting occurs, you’re starting to risk more to win relatively less. The same logic for when to 3bet bluff with 7-2 applies to 4betting, although because of the price we’re laying ourselves, we need to be a little more conservative than with 3betting.
- Against a relatively balanced player, we should be 4bet bluffing all combos of 7-2.
- But against someone who only 3bets very good hands or is looking to gamble with a merged value range, best to fold all combos of 7-2 preflop.
- I imagine there aren’t many opponents where it is correct to do anything but fold all combos or 4bet all combos.
It would take a particular opponent who is somewhat balanced in their 3betting range but a little too loose to warrant a mixed strategy with 7-2. Postflop Barreling frequencies with 7-2 postflop are largely dependent on the size of the pot after the preflop betting.
In a similar fashion to preflop, it’s likely correct to cbet 100% in a single-raised pot heads up- if our cbet sizing is on average 1/2 pot, then one is risking 3.25 BB to win 37.5 BB. With multiple players in the pot, it still is likely correct to cbet 100% with 7-2 because of the price. Even if the 3.25 BB cbet only gets through 15% of the time in a 4way pot, it’s still a really profitable cbet because you’re risking 3.25 BB to win 43.5 BB (only needs to work about 7.5% of the time to break even).
If you’re at a table where it’s so loose that cbets don’t go through on the flop when playing the 7-2 game because everyone puts you on it, don’t ever bluff postflop with 7-2 and please let me know if you ever need another player for the game. In a 3bet pot, the same logic largely applies.
In a heads up pot when cbetting the flop you’re risking 10 BB to win 51.5 BB, so you only need the bet to work 18% of the time as opposed to the normal 33% without the 7-2 bonus. Note how much more of an attractive proposition cbetting is in a single-raised versus heads up pot: cbets only need to work 8.5% of the time versus 18% of the time.
And for 4bet pots this then changes to 26.5% which while is better than the 33% that it would need to work without the 7-2 game, won’t change your range as significantly. In a 4bet pot you should probably give up with some combos of 7-2 and replace your worst normal bluffing candidates with 7-2.
Don’t be the guy that makes the hero triple barrel – on each street the extra 30 BB becomes much less of a factor. If it’s a 3bet pot heads up pot with 200 BB stacks to start the hand, and you get to the river with 100 BB in the pot and 150 BB behind. You decide to overbet the river and risk 150 BB to win 100 + 30 BB because goddamnit if you’ll lose with 7-2.
Normally you would need this bluff to work 60%. But with the extra 30 BB, this bet still needs to work 53.5% of the time, not that significant of a difference. If you decide it makes sense to have an overbetting range on a particular river card, it will likely make sense to include at least a combo or two of 7-2, just not all 12 combos.
- Equity when called + fold equity – bet when called and miss + bounty equity = 0
- Equity is when called = x
- % Opponent folds = y
- 7-2 Bounty = z
- So let’s say I bet 50 into 100 on a flop in a heads up pot.
- So the base equation before knowing our exact hands, equities, and bounty is the following knowing the size of the bet:
- x(1-y)*200 + y*100 – 50*(1-x)(1-y) + z = 0
- The flop is Kc6h9c.
- Which is a better c-bet bluffing candidate, 72o or J10c?
Let’s approximate that 7-2 has about 5% equity against a continuing range and J10c has 35% equity. Your opponent will fold 33%, 8% more than optimal. In the home game I played, the 7-2 bounty was 50.7-2,05(1-.33)*200 +,33*100 – 50*(1-.05)(1-.33) + 50 = 57.875 J10c,35(1-.33)*200 +,33*100 – 50*(1-.35)(1-.33) + 0 = 58.125
- So in this case, we’d expect to profit about $7 (answer of equation – the bet) with our best bluffing candidate as well as 72o betting half pot in a medium sized pot for the stake, without much theoretical difference between the two hands.
- Now let’s look at what happens if this flop was bet called and a blank turn comes out.
- Kc6h9c4s
Which is a better bluffing candidate now for betting 140 into 200? Let’s adjust the base equation for this bet and pot size, how often your opponent folds (33%, a few % less than optimally against this bet size), and updated equities – 0% for 7-2 and 18% for J10c.
x(1-y)*480 + y*200 – 140*(1-x)(1-y) + z = 0 7-2 0(1-.33)*480 +,33*200 – 140*(1-0)(1-.33) + 50 = 117 J10c,18(1-.33)*480 +,33*200 – 140*(1-.18)(1-.33) + 0 = 201.796 As you can see, as the pot gets bigger, 7-2 becomes significantly worse (EV of -$23 in this example) to bluff compared to good draws (one would expect to profit $61 semibluffing J10c here).
Now a note on river play – if you do get to the river with 7-2, then it becomes your best bluff because none of your bluffs have equity but you get the extra bounty with 7-2. This doesn’t necessarily mean that you should always bluff with all combos of 7-2 you get to the river with, but you should defintely bluff all 7-2 combos before adding other bluffs.
- Conclusion The big takeaway is to still be quite aggressive with 7-2 – the extra 30 BB in most circumstances makes it an excellent bluffing candidate.
- This becomes less and less true on later streets, and in bloated pots.
- Just remember to not get too crazy and have it make your ratio of value bets to bluffs go out of whack – with the addition of 7-2 to a bluffing range, remember to value bet extra thinly.
: The 7-2 Game
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What are the rules for hand?
Hand Rules It is a game played with 2-4 players (without partnership). Two decks of cards are used including two jokers (106 cards).
Turns shift counter clockwise, and each player’s task is to get rid of all the cards in their hand by building melds on the board or laying off their cards on other player’s melds. Dealing In the beginning, each player is dealt 14 cards, the player on the right of the dealer gets an extra card, the un-dealt cards are placed in a face down stack in the middle, which is known as the stock. Game Play
The player who holds 15 cards starts playing by discarding a card in the middle of the board called the “Discard/Fire Pile”, the turn shifts between players and each player has a choice to either pick a card from the stock or the last card discarded to the discard/ fire pile. Each player has to discard a card to the discard/ fire pile in the end of their turn.If a player picks a discarded card, they have to reveal a set of melds before their turn ends (scroll down to check “revealing and building melds”)The round ends when a player gets rid of all of his/her cards, the game ends after 5 rounds.
Revealing and Building Melds
The player can reveal a set which consists of a at least three consecutive cards of the same suit, or at least three cards of the same rank. The Joker is used to replace any card that the player doesn’t have.When a player reveals their melds on the ground for the first time, the numeral value of the cards has to be 51 or above, then, the player is allowed to meld and lay off cards without restrictions.After the player had revealed their first melds, they can lay off any cards they hold on other players’ melds where suitable.If there was a Joker card in any of the melds on the board, and a player had the card which the joker had been used to replace, they can get the joker by laying off that card instead. In case the joker had been used instead of two cards in a set of three cards of the same rank, the joker cannot be taken unless a player lays off both missing cards.When counting the numeral value of the melds, the joker’s value equals the card which it’s replacing, and the ace card equals 11 points.
Scoring
When a player gets rid of all of his/her cards, that player is reduced 30 points, and the players who revealed melds on the board count up the value of the cards left in their hands and then the count is added to their score, 11 points are counted for each Ace card, and 15 points for each Joker. (100 points are added to the player who didn’t reveal any melds on the gorund)If a player is able to meld all of their cards at once, without laying off cards on other player’s melds, the points mentioned above are doubled.In the end of the game, the player who scores the lowest points wins.
Hand Partner The only difference between Hand and Hand Partner is that it is played in teams, players who are seated across each other are considered a team, when a player in a team gets rid of his/her cards the team is reduced -30 or -60 according to the rules mentioned above.
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What does Donkey mean in Texas Holdem?
A derogatory term used to refer to a weak, unskilled player.
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What hand is unbeatable in poker?
Straight Flush: Five cards in numerical order, all of identical suits. In the event of a tie: Highest rank at the top of the sequence wins. The best possible straight flush is known as a royal flush, which consists of the ace, king, queen, jack and ten of a suit. A royal flush is an unbeatable hand. Four of a Kind: Four cards of the same rank, and one side card or ‘kicker’.
In the event of a tie: Highest four of a kind wins. In community card games where players have the same four of a kind, the highest fifth side card (‘kicker’) wins. Full House: Three cards of the same rank, and two cards of a different, matching rank.
In the event of a tie: Highest three matching cards wins the pot. In community card games where players have the same three matching cards, the highest value of the two matching cards wins. Flush: Five cards of the same suit.
In the event of a tie: The player holding the highest ranked card wins. If necessary, the second-highest, third-highest, fourth-highest, and fifth-highest cards can be used to break the tie. If all five cards are the same ranks, the pot is split. The suit itself is never used to break a tie in poker. Straight: Five cards in sequence.
In the event of a tie: Highest ranking card at the top of the sequence wins. Note: The Ace may be used at the top or bottom of the sequence, and is the only card which can act in this manner. A,K,Q,J,T is the highest (Ace high) straight; 5,4,3,2,A is the lowest (Five high) straight. Three of a kind: Three cards of the same rank, and two unrelated side cards.
In the event of a tie: Highest ranking three of a kind wins. In community card games where players have the same three of a kind, the highest side card, and if necessary, the second-highest side card wins. Two pair: Two cards of a matching rank, another two cards of a different matching rank, and one side card.
In the event of a tie: Highest pair wins. If players have the same highest pair, highest second pair wins. If both players have two identical pairs, highest side card wins. One pair: Two cards of a matching rank, and three unrelated side cards.
In the event of a tie: Highest pair wins. If players have the same pair, the highest side card wins, and if necessary, the second-highest and third-highest side card can be used to break the tie. High card: Any hand that does not qualify under a category listed above.
In the event of a tie: Highest card wins, and if necessary, the second-highest, third-highest, fourth-highest and smallest card can be used to break the tie.
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Is Texas Holdem more luck or skill?
Conclusion: Is Poker Based on Luck or Skill? – The answer to whether poker is gambling or based on skill is that it’s a little of both. In order to win a hand, a player will need some element of luck, but they’ll also need to know exactly what to do with the cards and the situation in front of them.
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What is the hardest hand to get in poker?
Poker-hand rankings: from strongest to weakest – 1. Royal flush The royal flush sits atop the poker-hand rankings as the best hand possible. It features five consecutive cards of the same suit in order of value from 10 through to ace.2. Straight flush Any five cards of sequential values in the same suit that’s not a royal flush is a straight flush.
It can only be beaten by a royal flush or another straight flush including higher-ranking cards.3. Four of a kind The same card in all four suits. The five-card hand is completed by the highest card among the others on the table or in your hand.4. Full house A hand comprising the same value card in three different suits (three of a kind) and a separate pair of the same rank card in two different suits.
When more than one player has a full house the winning hand is the one with the higher or highest value three of a kind.5. Flush Five cards of the same suit in any order whatsoever. When two players have flushes the flush featuring the highest valued card is the winning poker hand.6.
Straight Five cards of sequential numerical value composed of more than one suit. An ace can usually rank as either high (above a king), or low (below a 2), but not both in the same hand.7. Three of a kind A poker hand containing three cards of the same rank in three different suits. The two highest available cards besides the three of a kind complete the hand.8.
Two pairs Two different sets of two cards of matching rank. The highest-ranked remaining card completes the hand.9. Pair A pair of cards of the same rank in different suits. The remainder of the hand is formed from the three highest ranked cards available.10.
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Does 4 aces beat a royal flush?
The Math Behind a Flush – To make a flush, you need to put together five cards of the same suit. An example of a flush looks like this: The 52-card deck yields 1,277 distinct flush hands. Multiplied by four different suit possibilities for each distinct flush, a regulation poker deck gives us 5,108 total ways to make a flush. When drawing five random cards from a deck, you have an 0.1965% probability of making a flush (508.8-to-1 odds against).
In Texas Hold’em, if all five community cards are on the board, you have a 5.82% chance of making a flush. Four-of-a-kind, flushes, and straights are all strong hands in most variants of poker. Four-of-a-kind occurs the least out of the three hands, however, making it the winner against a straight or a flush.
: Why Does Four of a Kind Beat a Straight or a Flush?
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Does 4 aces beat a full house?
The Math Behind a Full House – Drawing a full house marks a pretty rare occurrence, but the hand known as the “full boat” comes up significantly more often in a game of poker. You need to draw three-of-a-kind and a pair in the same five-card hand to make a full house. An example of a full house could be a hand like this: If you randomly draw five cards out of a 52-card deck, you have an 0.1441% probability of making a full house. That translates to 693.17-to-1 odds against drawing a full house. The deck gives us 156 distinct ways to make a full house. Multiplied by all possible suit combinations, there are 3,744 total ways to make a full house.
The probability and the total number of ways to make a full house are higher for a full house than four-of-a-kind, making four-of-a-kind a rarer and stronger hand in a game of poker. In Texas Hold’em, you have a 2.6% chance of making a full house with all five community cards on the board. That equates to 35.7-to-1 odds against making a full house.
: Why Does Four of a Kind Beat a Full House?
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Is ace 2 3 4 5 a straight in Texas Hold em?
The idea of this project is to invent a procedure poker-value that works like this: > ( poker-value ‘(h4 s4 c6 s6 c4)) (FULL HOUSE – FOURS OVER SIXES) > (poker-value ‘(h7 s3 c5 c4 d6)) (SEVEN-HIGH STRAIGHT) > (poker-value ‘(dq d10 dj da dk)) (ROYAL FLUSH – DIAMONDS) > (poker-value ‘(da d6 d3 c9 h6)) (PAIR OF SIXES) As you can see, we are representing cards and hands just as in the Bridge project, except that poker hands have only five cards. Here are the various kinds of poker hands, in decreasing order of value:
• | Royal flush: ten, jack, queen, king, and ace, all of the same suit |
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An ace can be the lowest card of a straight (ace, 2, 3, 4, 5) or the highest card of a straight (ten, jack, queen, king, ace), but a straight can’t “wrap around”; a hand with queen, king, ace, 2, 3 would be worthless (unless it’s a flush). Notice that most of the hand categories are either entirely about the ranks of the cards (pairs, straight, full house, etc.) or entirely about the suits (flush). It’s a good idea to begin your program by separating the rank information and the suit information. To check for a straight flush or royal flush, you’ll have to consider both kinds of information. In what form do you want the suit information? Really, all you need is a true or false value indicating whether or not the hand is a flush, because there aren’t any poker categories like “three of one suit and two of another.” What about ranks? There are two kinds of hand categories involving ranks: the ones about equal ranks (pairs, full house) and the ones about sequential ranks (straight). You might therefore want the rank information in two forms. A sentence containing all of the ranks in the hand, in sorted order, will make it easier to find a straight. (You still have to be careful about aces.) For the equal-rank categories, what you want is some data structure that will let you ask questions like “are there three cards of the same rank in this hand?” We ended up using a representation like this: > (compute-ranks ‘(q 3 4 3 4)) (ONE Q TWO 3 TWO 4) One slightly tricky aspect of this solution is that we spelled out the numbers of cards, one to four, instead of using the more obvious (1 Q 2 3 2 4), The reason, as you can probably tell just by looking at the latter version, is that it would lead to confusion between the names of the ranks, most of which are digits, and the numbers of occurrences, which are also digits. More specifically, by spelling out the numbers of occurrences, we can use member? to ask easily if there is a three-of-a-kind rank in the hand. You may find it easier to begin by writing a version that returns only the name of a category, such as three of a kind, and only after you get that to work, revise it to give more specific results such as three sixes,
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What are good preflop hands?
Position-Based Starting Hands – Table position is a critical concept that every player must know and understand before playing MPL Poker, Table position refers to the position of each player on the table, the dealer button, the small blind and big blind. Under the Gun (UTG) Hijack (HJ) or Middle Position (MP) Cutoff (CO) Button (BTN) Small Blind (SB) Big Blind (BB) In a full ring table of 9 players, the poker position names are: Under The Gun (UTG) UTG+1 UTG+2 Middle Position 1 (MP1) or LoJack (LJ) Middle Position 2 (MP2) or Hijack (HJ) Middle Position 3 (MP3) or Cutoff (CO) Button (BTN) Small Blind (SB) Big Blind (BB) The positions on a nine-handed table are as follows: The player seated at the immediate left on the button posts the Small Blind, and the player on the left of that player posts the Big Blind.
- The player seated immediately left to the player posting the Big Blind is always the first one to act in the preflop betting round.
- The position of this player is called Under the Gun or UTG.
- Following UTG in a clockwise direction, the positions are UTG+1 and UTG+2.
- All the UTG positions are called early positions or EP.
The players seated at UTG positions are the first players to act in pre-flop, and so their starting hand ranges must be tighter for the other player acting after them. At the left of UTG+2 comes the LoJack and HiJack positions, respectively. These two positions are also referred to as the middle positions or MP.
To the left of the HiJack is the Cut Off Position and then the Button, which are referred to as late positions or LP. The player at UTG starts the preflop round of betting, and the player at the Big Blind position ends the betting. In all subsequent rounds after the preflop round, the player at small blind (or the player to the left if the player at small blind folds) starts the betting round and the player at the button ends the round.
Since the player seated at the button is always the last one to act in the flop, turn, and river betting rounds, they should always implement a looser starting hands range as other players have already acted before them. The last player in the betting round is referred to as being in-position or IP, and other players are considered out-of-position or OOP.
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How often should you fold in poker?
How Often Should I Fold? – In essence, folding is for quitters. And most tight TAG players quit too often, especially near the turn & river. Most fishy players quit too rarely, and they bring WAY too much junk to showdown. Your goal is to be in the middle. First, how often is too often? Of course, there is a large difference between folding 80% of the time, 50% of the time, and 25% of the time. In general, if you allow somebody to generate outright profit from you (meaning you fold more often than the BE of their bet size), you are folding too much.
- Especially since some of your folding range would actually either be ahead or have a chunk of equity, I’d say if you are routinely folding more than a third of the time you are doing so too often.
- If you’ve read Ed Miller’s Poker’s 1% he actually outlines only folding an average of 30% of the time in many situations.
So if you are consistently folding more than half the time (and many tighter players do), you are leaving money on the table. One of the 2 poker rules you need to live by is that if you call on one street, you should usually continue on the next street,
If we take ‘usually’ to mean ‘about 70% of the time’, that inherently means we should be folding around 30% of the time when facing bets. These numbers are ballpark numbers averaged over ALL possible flops and/or runouts – so keep in mind that really bad cards/actions may increase your folding frequency and really great cards/actions may increase your continuance frequency.
But are most players really doing that? Let’s look at another example, this time from a hand posted on the Red Chip Poker Forums. In this situation, hero has TT and faces a cbet and barrel on a Jack-high board: Pocket Tens here is right on the cusp between folding and continuing given the number of combos that hero would gladly continue with from their range (including top pair, pair+draws, flush draws, etc.).
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Does 5 of a kind beat a royal flush?
Five of a Kind – When playing with wild cards, five of a kind becomes the highest type of hand, beating a royal flush. Between fives of a kind, the higher beats the lower, five aces being highest of all.
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What seat is best for poker?
3. Is the empty seat to the left of one of the large stacks? – As the great poker theorist Mike Caro has pointed out, money tends to flow clockwise around the table. You’re more likely to win money from a player on your right than from a player on your left.
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Is it better to be tight or loose in poker?
Which is the Best Playing Style? – We’ve already discussed the importance of aggression and why it’s almost always best to be aggressive. A good solid strategy of tight and aggressive play is generally rewarded with a profit. There are some experienced players who have great success by adopting a loose-aggressive style of poker.
- However, for the majority of players a tight-aggressive approach is usually the most profitable.
- This style of play is also undoubtably the best way for beginners to start out playing poker since it teaches good habits such as patience and discipline.
- The tight-aggressive approach also works well as a “default position” and players often build a strong skills base by starting out with such a playing style.
Ultimately though, you should choose a style of play that is the most profitable for you and that suits your personality. In fact, your style of play at the poker table is often shaped by your personality away from the table. Some people can play very differently to their actual personality, but most will revert to type.
For example, there are some players who we could label as ‘loose-aggressive/passives’ – these players will raise a lot of hands pre-flop but will often give up on the flop or turn. Typically these are former tight-aggressives or tight-passives trying to experiment with looser play but are not comfortable committing to their aggression – because it’s against their nature.
So the best advice we can give is to find what works for you by playing poker and gaining experience on the felt. It’s also important to point out that the best poker players adjust their style to the players at the table and the conditions of the game.
- It’s often said that if you’re playing on a table full of tight players then you should loosen up, whereas if you’re playing on a table full of aggressive players then playing a tight game and catching them in the act is an effective strategy.
- Always be observant of the players at your table and the conditions and adapt your style of play when necessary.
It’s what good poker players do. By Donovan Panone Donovan started playing poker in 2004 and is an experienced tournament and cash game player who has a passion for teaching and helping others improve their game.
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What hold em hands should I play?
Suited Hands – Connectors – These hands include any two cards that are connected and of the same suit. The best of this category are hands like AKs, KQs, QJs, JTs and T9s. AKs is a premium hand and should always be played from any position. KQs is also a very good hand, while QJs, JTs and T9s are hands that play very well from most positions and have the potential to draw to flushes and straights and win big pots.
The lower suited connectors, like 76s and 54s, are playable as a raise first in from the late positions, but should be folded from early position. Gappers – Suited one-gappers are hands like KJs, T8s, 75s, etc. These hands can connect with the board and win big pots, but they’re not as profitable as connectors.
The bigger the gap, the more selective you should be with these hands. Two-gappers include hands like KTs, J8s and 74s, three-gappers are hands like K9s, J7s, 73s, etc. The top gapper hands (like KJs) play well as raises from the middle to late positions.
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Can you play hand and foot 5?
Card Game Rules – Hand and Foot is a popular variation from the rummy type game of Canasta. It can be described as a simpler, easier version of Canasta for beginners. Hand and Foot uses about 5 or 6 decks of standard playing cards and is played with 2-6 players.
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Can you play hand and foot 3?
How to Play the Card Game Hand and Foot Hand and Foot is a North American game related to canasta. Each player is dealt two sets of cards using one as the “hand” and one as the “foot. There are numerous variations of the game and no “standard” rules. You can either play as individuals or as teams.
- Decks: You’ll need four full deck of 52 cards, including the jokers – one deck per player.
- Dealing: You can choose of the two options to deal, but whatever method is chosen should be used consistently within the game.
TO START 1. Choose which partnership deals first. After all the cards have been sufficiently shuffled, one partner takes half the cards and deals 11 cards to each player face down, these cards will be your hand stack. The second partner takes the other half of the cards and deals 11 cards to each player face down, these cards become your foot stack.
Subsequent deals rotate to the left to spread the deal.2. Choose which player goes first. After all the cards have been sufficiently shuffled place all the cards in the middle of the table in two face down stacks. The first player selects a random “stack” of cards off the stock, without actually counting, trying to get as close to 22 total cards as possible*.
The player counts their cards into two stacks of 11 cards each, one for the hand stack and one for the foot stack. If they have selected too many or too little cards, replace or pull additional cards from the stack in the middle of the table to get to a total of 22 cards, 11 in the hand, 11 in the foot.
- Object of the Game: The aim is to get rid of cards from your hand (11 cards), and then from your foot (11 cards), by melding them
- What is a MELD? A set of three to seven cards of equal rank placed face up on the table.
- A Meld cannot have fewer than three cards.
- Melds belong to a partnership and not an individual player.
- After a meld has been started, each partner can play further cards on either partners melds until there are seven, it then becomes a “closed pile”.
- A meld cannot contain more than seven cards.
- If you complete a pile, you can start another meld of the same rank.
- You can meld cards of any rank from A, K, Q, down to 4.
- Deuces or 2’s and Jokers are wild cards and can be used in melds, as long as there is at least twice as many real cards of the rank of the meld as wild cards.
- Red and black threes cannot be used in melds.
- A meld can contain a total of two wild cards at most.
- You cannot meld wild cards alone.
- A Meld of seven cards is complete and is called a Pile.
- There are two types of melds
- 1. A Clean (Natural) Meld has no wild cards and may become a Red Pile.
- 2. A Dirty(Wild) Meld has wild cards and may become a Black Pile.
- While melds are laid out face up for everyone to see, completed piles are stacked up and the card placed on top shows the type – a red card for a Red Pile, a black card for a Black Pile. Cards of equal rank can be played on completed Piles.
- Wild cards cannot be played on Piles.
THE PLAY 1. The remainder of the cards are placed face down in the middle of the table to form a “stock”.2. The players “foot” cards are placed faced down and set aside – players are not allowed to look at them until they have played all the cards in their hands.3.
- Draws the top two cards off the stock**
- Has the option of melding some cards, assuming round minimum can be met, or adding cards to their partners meld
- Discards one card on the discard pile to end their turn
** Instead of drawing two cards off the stock, you may take the top five cards from the discard pile. If the pile contains fewer than five cards, you may take the whole pile, but you may never take more than five cards from the discard pile at any one time. In order to pick up from the discard pile you must:
- You must hold two cards which are the same rank as the top card
- You must immediately meld these three cards (the two you are holding and the top discard), along with any other cards you wish to play
5. After picking up from the discard pile, complete your turn by by discarding one card as usual. ROUNDS: A game consists of four rounds. Each round has a minimum meld requirement that increases with each round. You must put down cards whose individual face values add up to at least the minimum requirement before your team is “in the game”.
- Round 1, cards points must total at least 50 to start play
- Round 2, cards points must total at least 90 to start play
- Round 3, cards points must total at least 120 to start play
- Round 4, cards points must total at least 150 to start play
PICKING UP YOUR FEET When you have been able to play all the cards in your hand, by either melding or discarding them, you then pick up your foot and play from that. If you are able to get rid of all your cards in your hand without discarding, you can continue to play into your foot during that hand.
If you have to discard the last card to get into your foot, you must hold your play until your turn comes around the table. RED AND BLACK THREES Red and black threes are exception cards and have no real use. Red threes are undesirable cards and if you find you are holding a red three you should discard it as soon as possible.
If you are caught with a red three in your hand or foot at the end of a round, your team will be charged minus 300 points per red three against your total score. Black threes have no use except to block the next player from picking up from the discard pile when you discard them.
- Have at completed at least two Red Piles and two Black Piles.
- Your partner must have picked up their foot and played at least part of a turn from it.
- You must ask your partners permission to go out. If your partner agrees you must meld all of your remaining cards, or meld all but one of your remaining cards and discard your last card. If your partner says “no” you cannot go out.
You do not have to discard to go out, all possible cards can be melded to complete the game. Scoring You receive two scores per hand. You score points for the combined face value of all cards you have melded AND for each pile. If your team did not go out, you are caught with cards in your hand or foot and you lose points for those cards left at the end of the play.
- Jokers = 50 points (Wild Card)
- Deuces = 20 points (Wild Card)
- Aces = 20 points
- Eight through King (8-K) = 10 points
- Four through Seven (4-7) = 5 pointsKing (8-K) = 10 points
- Red three = minus 300 points
- Black three = minus 5 points
Pile Values
- Red Pile = 500 points
- Black Pile = 300 points
- Player going out gets 100 bonus points
- 5/500 – Black threes are -5 points, Red threes are -500 points
Learn more about this game and others at : How to Play the Card Game Hand and Foot
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