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Basic Poker Tips

It's no secret that poker is more of a skill game than a lucky one. This is one of the few games that don't favor the house, instead they favor the player that knows the game better than the opponents do. However, figuring these skills out can be another feat all together.

The truth is, the game is mostly about profiling the opponent. The good poker player realizes the inherent behavioral patterns within each player at the table. The faster they can profile these behaviors, the quicker they'll be able to spot new characteristics from these opponents. These sudden shifts in patterns are called tells. If the player can pinpoint these actions with particular hands, they will have a much better chance at taking these pots away from their opponent.

On the flip side of that, the good opponent will also have their own line of defense against their profile being made. They will keep their patterns shifting constantly to throw others off their trail. With the right determination, and patience, even these can be read. Of course, this is all easier said than done, and can take someone years to master it. For those just starting out with texas-holdem, they'll need another edge to take down some pots while they practice these tells. Here's a couple of simple tips that can help them get there.

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Gambler’s Fallacy Explained

If you’re ever talking with a friend about casino games or gambling and he busts out the gambler’s fallacy, you should know what he is talking about. Whether he believes in the gambler’s fallacy or not (he should), you want to verify that you are on the right side of the argument and be able to explain why.

The Gambler’s Fallacy Argument

The basic argument of the gambler’s fallacy is that, all things being equal, past events have no effect on future events. The most common example is the flip of a fair coin. The odds against flipping heads nine times in a row are astronomical. However, once the coin has come up heads eight times, the odds of it coming up heads that ninth time are still just 50-50. If you see a coin flipped eight times and it comes up heads every time, you will be very tempted to bet on tails the ninth time if you know the coin is fair, even if you have to lay 2-to-1 or 3-to-1 odds to do it. However this would be a mistake, as the coin has no memory.

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Slow-Playing in Pot-Limit Omaha

There are three reasons to slow-play in pot-limit Omaha:

  • Your opponent is drawing slim to heat you
  • You have the deck crippled
  • You might already be behind

Any combination of these reasons makes the case for slow-playing even stronger. Giving a free card can be very dangerous in pot-limit Omaha, so it can be risky to slow-play in the wrong situation. Slow-playing doesn't play as large a role as it does in hold 'em.

There aren't many situations where you are so far ahead on the flop that your opponent can't catch up, but you can afford to give a free card when that happens. If you make the top full house, you can give a free card, especially when there are straight or flush draws on the board. If you have KheartsKspadesJheartsTdiamonds and the flop is Kclubs7clubs7diamonds, the only way an opponent could catch up is if he had A-A and he turned an ace or someone wiih three sevens catches a fourth. If someone has a seven, you should get action from them on the turn and maybe the river too, so you will get paid by them whether you bet the flop or not. But if you give the flush draw a chance to hit, or someone with a pair a chance to make a lower full house, you may get a lot more action on the turn that way.

  • Omaha
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Tight Style In Seven-Card Stud

The style I am going to describe to you is a light one. It works for me in stud cash games and it adapts well to tournaments. 

Most people can't play tight. There are very few really solid, tight players who have been successful. A lot of the successful players who have stayed successful for a long time in the cash games are guys who are a little more liberal than I think they should be. I'm not sure if they are getting lucky or they are so much smarter than me that they have figured out how to beat K-K with 4-4 consistently. But I don't know why you would want to set out to try that, when you can be the guy who usually has the K-K.

Everyone knows the tight style is the way to win, but most people don't have the temperament to stick with it. It works for me because I can stay with it no matter how I am doing in the game. I can lose the iirsl live pots I play, all with good hands, and fold every hand for forty-five minutes if necessary, even if some of those hands look exactly like the hands my opponents used to beat my good hands.

I think most people show up to play poker (if they take the money seriously) thinking, "I'm going to play tight today. I am going to play so solid. I'm going to have the best hand when I'm in there."

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Omaha Hi-Lo Starting Hands

In order to avoid landing in the dreaded muck area of the table, where folded hands go to die, your Hi-Lo hand generally needs more than one dimension; in other words, you should hold more than just one pair of promising cards:

For a low hand, you need either three or four low cards of different ranks, one of which should be an ace. The more different low cards you have, the better your chance of using two of those four cards to make the best low hand. You want to maximize your chances of using what the board gives you. If one of your low cards shares the same suit as your ace, you're in an even better situation - you have a chance to make the best flush (and possible high hand), too.

Even when you have four cards below 8, there's a pretty fair chance that the board cards will consist of three or more cards above 9 (thus making a low hand impossible). And even if low cards hit the board, they may duplicate the cards in your hand.

For high hands, your best starting point is having high pairs that also match suits with the other cards in your hand. That augments your chances of making a flush, along with a set or a full house.

Another possibility is to try to combine a high pair with another neighboring high card (a connecting card) to introduce the possibility of making a straight.

  • Omaha
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Playing on the Turn and River in Omaha Hi-Lo

Playing on the Turn.

You generally know when you have the best hand (or the nuts) when the turn hits the felt. But if you're considering remaining in for the river, here are some strategies for betting and warning signals that may suggest dropping instead:

  • If you see a pair on the board after the turn, consider dropping unless you have three of a kind or better. Conversely, with the board showing three of a suit, drop unless you have a flush or better.
  • If you hit your flush or straight by the turn, you should bet hard, and you may even consider check-raising (checking when the action is on you and raising after another player's bet) if you're certain someone will bet (bet outright if you have any doubt). You could easily have a set or two pairs against you, and these players could make a full house on the river if you allow them to remain in the hand cheaply or for free. Make sure they don't get to look at the river for nothing.
  • If you need a draw to win the hand, and you have to decide whether to call a bet, calculate the number of possible winning draws, or outs. By doing so, you calculate how much it costs you to stay in the hand, and you see whether the odds justify your staying in.
  • Omaha
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Razz Playable Hands: Tips From Pros (Part II)

Question: How you interpret and respond to the action at your table when you have a playable hand depends on a number of factors: the action before you, the exposed cards of the players behind you, the playing styles of the players behind you and those already in the pot, how "live" your hand is, your table image, the size of the antes, and numerous other factors. How do you balance those things?

Ted: Here is an example of a rough hand. You have 5-6-7, which is normally a playable hand, but the board is A-A-A-2-4-X-X. I certainly wouldn't fall in love with this hand. It is hard to make a seven low with three aces, a deuce, and four exposed. And the types of hands you will make will be very rough - a rough eight, a rough nine. If there is any action to speak of, your hand is worth no more than a steal attempt. You might as well have 6-6-7. If you get any competition, you have to outflop them, or just get rid of the hand. If one of the aces raised in front of me, I suspected he had a real hand, and there were any babies behind me, I wouldn't consider playing it.

If you have a three-card eight or better and the high card has already called a full bet, even if you know the raiser has a better hand than yours, you should go ahead and cap the bets because your hand is definitely worth more than a third of the pot with a high-card hand trailing along for capped bets. That high card will often catch a card where he has to fold and you will continue with that dead money in the pot.

Don't hesitate to throw away, immediately or on fourth street, otherwise playable hands when multiple opponents make it clear they have better hands and your cards aren't reasonably live. On the other hand, if you think someone has a better hand and you have something like A-4-8 but you look around and see aces, fours, and eights on the board, you should play the hand.

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Razz Playable Hands (Part I)

Starting with the best possible hand.
Suppose that the up cards are Q (the bring-in bet), 8, 9, 10, 9, and 7 (you). When you have a three-card seven like (4-5) 7 or (A-6) 7, then you have the best hand in the field at this point. Your opponents' best possible hand is (A-2) 8, because an eight is the lowest card on the board, other than your seven. In this case, it's time to jam it up and build a nice-size pot! What's especially nice here is that although you have the best up card, your opponents won't necessarily give you credit for having a strong hand, and you stand a good chance of getting action on your raise.

Another aspect of paying close attention to what the up cards are at the start of a hand is to check for cards that protect your hand. For example, your three-card smooth eight will be a favorite over someone else's three-card seven if you look around the board and notice that your three starting cards appear in abundance. (If these cards that would pair you are already burned as other players' up cards, you won't hit any of them later.) Again, because all these "bad" cards (for you) are no longer available in the deck to hit your hand, your hand is much stronger than it would be otherwise.

It's also important to remember all the exposed up cards between an ace and a nine, so that you'll have a good idea of whether a card was likely to have made your opponent's hand, or to have paired him. For example, you might have noted that the folded up cards were 3, K, 7, 3, 8, and now you know that a three is a "joker" for your opponent (die best possible card for him to catch), because with two threes out, it is less likely that he already had one in the hole. You might even catch a three yourself that pairs you, leaving you, for example, (3-5) 7,2, 3; but the same expectations might now win you the pot with a bet, because your opponents will notice that you caught a card that is unlikely to have paired you - in this case, it is you who caught what appears to be a joker.

  • Poker Strategies
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Razz Basic Strategy

The starting requirements for a Razz hand are very easy to remember. Basically, you want to play all hands that have three cards between an ace and an eight, unless there's a lot of raising going on right away, in which case you want to start with a three-card seven or better. Three-card eights should be routinely folded when they're up against two players who appear to have better hands. The time to play a three-card eight that doesn't appear to be the best hand would be when you're heads up (one on one) in a pot; that way you're trying to outdraw just one player, instead of two. Three-card eights are good "ante-stealing" hands or even good hands to reraise an opponent with when you suspect that he's weak.

1. The Up Cards will determine the strength of your hand.
In Razz, there will be times when you'll fold your starting hand of (2-3) 9. There will also be times when you will reraise someone with (2-7) 10. It all depends on what you see among the starting up cards - the combination of cards (one each) that your opponents are dealt, faceup, to start the hand. When the starting up cards around the table are K, Q, J, Q, 10, and 10, your hand situation is quite different from when you're facing up cards of, say, A, 2, 3, 3, A, and 7. In the first case, the best possible starting hand out there is (A-2) 10. In the second case, the best possible starting hand is (A-2) 3, and five players could have starting hands consisting of an ace-to-five mix of cards! With the first "rough" board above, reraising with (2-7) 10 as a starting hand would be a good play. With the second "smooth" board above, you couldn't play even (8-6) 7 for a raise! So the up cards, in these and many other cases, determine your hand strength in Razz.

2. The Up Cards sometimes tell you what to do.
If you have the only up card below a ten to start a hand, then in effect you don't even need to look at your hole cards! This is a good automatic situation for you to raise from, and thus steal the antes. If your opponents see that you haven't looked at your hole cards and know that they have something reasonable in the hole themselves, they may call a bet to which they otherwise would have responded by folding.

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The Best Starting Hands in Stud Hi-Lo

The best possible starting hand in Stud Hi-Lo is (A-A) A. The next-best possible starting hand is either (K-K) K or (8-8) 8. The (8-8) 8 is a very deceptive starting hand, since the other players can't be sure if you're going high or low. With (8-8) 8 you can represent that you're going for the low hand, and then force other low draws to fold if it looks as if you've made your low. And of course three eights are not a bad bet for the high hand as well.

Some players believe that (5-5) 5 is a better starting hand than (8-8) 8, for a very logical reason: a hand that holds neither a five nor a ten can't make a straight, which means that a player who starts with three of the fives has not only a strong high hand but also a nice defense against what would otherwise be one of the most likely hands to be out there against his trips (because only one five remains for the low hands to fill a straight with). Also, when you start with a door-card five, it is easier for the other players to fear your low hand, and they may be induced to fold their own low draws. But your opponents are likely to make low trips; and trip eights (the hand that I think is equal to trip fives) will beat trips sixes or sevens (whereas trip fives won't)!

After all the rolled-up starting hands, we move on to (A-A) x (preferably, the x is anything between a two and an eight). With a pair of aces and a low card to start a hand, your prospects for scooping the pot are good. You may scoop it with two pair of aces up, aces and a low, like (A-A) 3-4-7-J-(6) for a 7-6-4-3-A low and a pair of aces for high; or with aces up and a low, like (A-A) 2-4-6-6 (3) for aces and sixes as a high and a 6-4-3-2-A for low); or even with just one pair of aces. The next best starting hand is (A-2) 3 suited. With this hand you can make a strong low hand, a flush, a straight, aces up, aces and a low, or just aces.

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