Every poker term explained — with visuals. The most comprehensive poker glossary on the web.
The first player to act preflop, seated directly to the left of the big blind. UTG is the tightest position at the table because you have to act before everyone else with no information about their intentions. In a 9-handed game, you should only open the strongest hands from UTG.
The second player to act preflop, seated one seat to the left of UTG. Still an early position seat with very limited information, UTG+1 requires a tight opening range — only slightly wider than UTG itself. Sometimes called UTG+1 or simply "the next seat over."
The third player to act preflop in a full-ring (9-handed) game. At some tables this seat is simply called "middle position" or the Lojack. In 8-handed games, this position is typically eliminated. UTG+2 is the last of the early position seats before transitioning into middle position.
The seat two positions to the right of the Button, and the first middle position seat. In a 6-max game, the Lojack is the equivalent of UTG. The name comes from its position relative to the Hijack. You can start widening your opening range here compared to early position, but you still have four players left to act behind you.
The seat two to the right of the Button (one to the right of the Cutoff). The Hijack is a middle position seat where your opening range starts to widen noticeably. The name comes from the idea of "hijacking" the action before the Cutoff and Button can steal the blinds. In a 6-max game, this is the equivalent of UTG+1.
The seat directly to the right of the Button. The Cutoff is one of the most profitable positions at the table because only the Button, Small Blind, and Big Blind act after you. The name comes from the ability to "cut off" the Button's steal attempts. You can open a wide range of hands from the Cutoff.
The most powerful position at the poker table. The Button acts last on every postflop street, giving you maximum information before making any decision. The dealer button marks this seat, and it rotates one position clockwise each hand. You should open the widest range of hands from the Button.
The player seated directly to the left of the Button. The Small Blind posts a forced bet (typically half the big blind) before cards are dealt. While you act second-to-last preflop, you're forced to act first on every postflop street — making it the least profitable position at the table overall.
The player seated two to the left of the Button. The Big Blind posts a forced bet equal to the minimum bet size before cards are dealt. Preflop, you act last (after the small blind), which gives you a chance to close the action. However, postflop you act second (after SB folds) or first, which is a disadvantage. The big blind is also the standard unit for measuring stack sizes in tournaments.
A collective term for the first seats to act preflop — typically UTG, UTG+1, and UTG+2 in a full-ring game. Early position players must use the tightest ranges because many opponents still have the chance to wake up with strong hands behind them. Playing from EP requires discipline and strong hand selection.
The seats between early position and late position — typically the Lojack and Hijack in a full-ring game. Middle position allows you to open a wider range than EP because fewer players remain to act. You have some positional advantage, but you're still vulnerable to 3-bets from the Cutoff, Button, and blinds.
The Cutoff and Button — the two most profitable seats at the table. Late position players act with maximum information preflop and have guaranteed positional advantage postflop (except against the blinds, when the Button always has position). You can open significantly wider ranges from LP and apply pressure on the blinds with steals.
To increase the size of the current bet. The first raise preflop is called an "open raise" or simply an "open." A raise must be at least the size of the previous bet or raise. Raising puts pressure on opponents and builds the pot when you have strong hands or want to bluff.
A raise made on top of a previous raise. In modern poker terminology, a re-raise of the initial open is called a "3-bet," though the term re-raise is still commonly used in casual settings. Re-raising signals significant strength or a well-timed bluff.
The third bet in a sequence — the first re-raise preflop. The blinds are the first bet (1), the open raise is the second bet (2), and the re-raise is the third bet (3). 3-betting is a critical part of modern poker strategy, used for value with premium hands and as a bluff to steal pots and deny equity.
The fourth bet in a sequence — a raise on top of a 3-bet. 4-betting preflop typically represents extreme strength (premium hands like AA, KK, AKs) or a high-risk bluff. The 4-bet pot becomes very large, and players are often committed to going all-in after putting in a 4-bet.
The fifth bet in a sequence — a raise over a 4-bet. In practice, a 5-bet preflop is almost always an all-in shove. At this point the pot is so inflated that folding becomes extremely rare. 5-bet ranges are typically polarized to the absolute nuts (AA, KK) and occasionally a bold bluff.
To match the current bet without raising. Calling is a passive action — you stay in the hand but don't increase the stakes. While calling has its place (especially with drawing hands or when trapping), over-calling is one of the most common leaks in recreational players' games.
To surrender your hand and forfeit any chips already invested in the pot. Folding is often the correct play — good players fold far more hands than they play. Knowing when to fold, especially in the face of aggression, is one of the most important skills in poker.
To pass the action to the next player without betting, only available when no bet has been made in the current round. Checking keeps the pot small and gives you a chance to see the next card for free. You can check with the intention of calling, folding, or raising if someone bets behind you.
To check when it's your turn, then raise after an opponent bets. The check-raise is one of the most powerful moves in poker. It traps aggressive players who bet with weak hands, builds large pots with your strong hands, and can represent huge strength as a bluff. It's essential for defending out of position.
To enter the pot preflop by just calling the big blind instead of raising. Limping is generally considered a weak play in modern poker because it fails to build the pot or narrow the field. However, limping from the small blind (completing) is sometimes strategically correct at certain stack depths.
To be the first player to enter the pot preflop by calling the big blind rather than raising. Open limping is widely regarded as a suboptimal strategy — if your hand is worth playing, it's almost always worth raising. Open limping invites multiway pots where your equity is diluted and hand reading becomes harder.
A raise made after one or more players have limped, designed to "isolate" a weak limper and play heads-up against them with position. The iso-raise is a profitable exploitation of limpers because you get to play a bigger pot, in position, against a player whose range is capped and likely weak.
A 3-bet made after there has been an open raise and one or more callers. The squeeze play is powerful because the callers have shown weakness by flatting, and the original raiser is less likely to continue with all but the strongest hands when facing a large re-raise with callers in between.
A bet made on the flop by the preflop raiser, continuing the aggression from preflop. C-betting works because the preflop raiser's range is perceived as strong, and the flop misses most hands. Modern strategy uses a mix of small, frequent c-bets and larger, polarized c-bets depending on board texture.
A bet made by an out-of-position player into the preflop aggressor, "leading" into them instead of checking. While traditionally considered a bad play (hence the name), modern solvers have shown that donk-betting is strategically correct on certain board textures where the caller's range has an advantage.
A bet made on a later street (turn or river) by an out-of-position player after the in-position player declined to c-bet on the previous street. When your opponent checks back, their range is often weak or capped, making a probe bet an effective way to take down the pot or build value.
A bet that is larger than the current pot size. Overbets are used in advanced strategy to maximize value with the nuts or to put maximum pressure on opponents with polarized bluffs. They work best when your range is "uncapped" (can contain the strongest possible hands) and your opponent's range is "capped."
A bet equal to the current size of the pot. In No-Limit Hold'em, pot-sized bets are common on later streets to build the pot and charge draws. In Pot-Limit games (like PLO), this is the maximum allowed bet. A pot-sized bet on the flop gives opponents roughly 2:1 odds to call.
To bet or call with all of your remaining chips. Once you're all-in, you can't be forced out of the hand regardless of future betting. If other players continue betting, a side pot is created. Going all-in is the ultimate commitment — you're putting your entire stack on the line with no option to fold later.
A voluntary blind bet (usually double the big blind) placed before cards are dealt, typically by the player to the left of the big blind. The straddler gets to act last preflop. Straddles increase the stakes and create more action. In some rooms, Mississippi straddles from any position are allowed, and the straddler always acts last.
The best possible hand in poker: A, K, Q, J, 10 all of the same suit. A royal flush is simply the highest straight flush. The odds of being dealt one are roughly 1 in 650,000 hands. It's the unbeatable nuts — if you have it, your only goal is extracting maximum value.
Five consecutive cards all of the same suit. A straight flush is the second-best hand in poker (the royal flush is just the highest straight flush). If two players have a straight flush, the one with the higher top card wins. The lowest possible straight flush is A-2-3-4-5 of the same suit (a "steel wheel").
Four cards of the same rank plus one extra card. Quads are the third-strongest hand and are extremely rare. If two players both have quads, the higher set of four wins. If the quads are on the board (community cards), the player with the higher kicker wins. Getting quads often means a monster payday.
Three cards of one rank plus two cards of another rank — like three Aces and two Kings ("Aces full of Kings"). If two players have a full house, the one with the higher three-of-a-kind wins. Full houses are colloquially called "boats." They're strong enough to stack opponents but can be coolered by higher boats or quads.
Five cards of the same suit, not in sequence. If two players have a flush, the one with the highest card wins. Flush draws are common and among the most profitable drawing hands. In Hold'em, having two suited hole cards gives you a roughly 6.4% chance of making a flush by the river.
Five consecutive cards of mixed suits. The Ace can be used as the highest card (A-K-Q-J-10, "Broadway") or the lowest (A-2-3-4-5, the "wheel"). If two players have a straight, the one with the higher top card wins. Straights can be tricky to spot and often trap opponents who only see pairs on the board.
Three cards of the same rank plus two unrelated cards. When you make three of a kind using a pocket pair plus one board card, it's called a "set." When you use one hole card matching two board cards, it's called "trips." Sets are much stronger because they're hidden — opponents can't easily see them on the board.
Two different pairs plus one kicker card. If two players have two pair, the one with the higher top pair wins. If the top pairs match, the second pair decides. Two pair is a strong hand on dry boards but vulnerable on wet, connected boards where straights and flushes are possible.
Two cards of the same rank plus three unrelated cards. One pair is often the best hand at showdown in Hold'em, especially top pair with a strong kicker. The strength of a pair depends heavily on rank, kicker, and board texture. Overpairs (a pocket pair higher than any board card) are particularly powerful.
A hand with no pair, straight, flush, or other combination — its value comes solely from its highest card. Ace-high is the best high-card hand. When two players have no made hand, the one with the highest card wins, then the second-highest, and so on. High card hands rarely win at showdown in multiway pots.
The highest unpaired side card used to break ties between hands of the same rank. If two players both have a pair of Kings, the one with the higher kicker wins. Kicker trouble is a common problem — playing hands like K-4 offsuit can lead to situations where you make top pair but lose to K-Q or K-J because of a weaker kicker.
Suited means your two hole cards share the same suit (e.g., A♠ K♠), giving you flush potential. Offsuit means they are different suits (e.g., A♠ K♥). Suited hands have roughly 3-4% more equity than their offsuit counterparts. In hand notation, "s" means suited (AKs) and "o" means offsuit (AKo).
The ratio of the current pot size to the cost of a call. If the pot is $100 and you must call $25, your pot odds are 4:1 (or 20%). You should call when your chance of winning exceeds the price the pot is offering you. Pot odds are the foundation of all mathematical poker decisions.
An extension of pot odds that accounts for money you expect to win on future streets if you hit your draw. Even when pot odds alone don't justify a call, implied odds can make it profitable — for example, calling with a set-mining hand because you'll win a big pot when you hit. Implied odds are higher against deep stacks and calling stations.
The opposite of implied odds — the additional money you stand to lose on future streets when you complete your draw but your opponent has a better hand. For example, making a low flush when an opponent could have a higher flush. Hands with reverse implied odds are dominated drawing hands like low suited connectors facing big raises.
The average amount you expect to win or lose on a decision over the long run. A play is "+EV" (positive expected value) if it's profitable and "-EV" if it loses money on average. EV is calculated by multiplying each possible outcome by its probability and summing the results. Every poker decision should aim to maximize EV.
Your share of the pot based on your probability of winning at showdown. If you have a 60% chance of winning a $100 pot, your equity is $60. Equity changes with every card dealt. Preflop, AA has about 85% equity against a random hand. Understanding equity helps you determine whether to bet, call, raise, or fold.
The additional equity you gain from the chance that your opponent will fold to your bet or raise. Even when you don't have the best hand, forcing opponents to fold gives your bluffs value. Total equity = hand equity + fold equity. Aggressive plays like semi-bluffs derive much of their profitability from fold equity.
The minimum percentage of your range you must continue with (call or raise) to prevent your opponent from profiting with any two cards as a bluff. MDF = pot size / (pot size + bet size). Against a pot-sized bet, MDF is 50% — you must defend at least half your range. MDF is a theoretical baseline, not a rigid rule.
The number of unseen cards that will improve your hand to a likely winner. A flush draw has 9 outs (13 cards of the suit minus the 4 you can see). An open-ended straight draw has 8 outs. Counting outs accurately is the first step in calculating pot odds and making correct drawing decisions.
A quick mental shortcut for estimating your equity from outs. Multiply your outs by 4 on the flop (two cards to come) or by 2 on the turn (one card to come) to get your approximate percentage chance of hitting. For example, 9 outs on the flop = ~36% equity, 9 outs on the turn = ~18%. It's remarkably accurate for in-game decisions.
The minimum percentage of the time a bluff needs to work to be profitable. Calculated as: bet size / (bet size + pot size). If you bet $50 into a $100 pot, you need your bluff to work 50/150 = 33% of the time to break even. Understanding this helps you determine which bluffing situations are profitable.
Chips in the pot from players who have already folded and are no longer competing for the pot. Dead money makes steals and re-steals more profitable because you're winning extra chips when everyone folds. In tournaments, antes create significant dead money that incentivizes wider opening ranges.
When a tournament's prize pool exceeds the total of all buy-ins collected, the extra money is called an overlay. This happens when a tournament doesn't reach its guaranteed prize pool. Overlays represent free value for players — the expected ROI increases because you're competing for more money than was paid in.
The ratio of the effective stack to the pot size, usually measured on the flop. SPR = effective stack / pot. A low SPR (under 4) favors big pairs and top-pair hands because you can get all-in easily. A high SPR (over 10) favors speculative hands like suited connectors that can make big hands and win large pots.
The smaller of the two stacks in a heads-up confrontation — the maximum amount either player can win or lose. If you have 100bb and your opponent has 60bb, the effective stack is 60bb. All strategic decisions should be based on the effective stack, not your own stack in isolation.
The cost to enter a tournament, typically listed as the entry fee plus the rake (e.g., $100+$10). All entry fees go into the prize pool, while the rake is the house's cut. Buy-in sizes range from freerolls ($0) to super high rollers ($100,000+). Your buy-in determines your starting stack of tournament chips.
Forced bets posted by two players before each hand — the small blind and the big blind. Blinds ensure there's always something to play for and rotate clockwise each hand. In tournaments, blinds increase at regular intervals (blind levels) to force action and ensure the tournament ends in a reasonable time.
A forced bet posted by every player (or just the big blind) before each hand, in addition to the blinds. Antes create more dead money in the pot and incentivize wider opening ranges. Most modern tournaments use the "big blind ante" format where the big blind posts the ante for the whole table.
A format where the big blind posts the ante for the entire table, instead of each player posting individually. This speeds up the game dramatically and has become the standard in most modern tournaments. The BBA is typically equal to one big blind. It simplifies the structure without changing the strategic implications.
A set period of time during which the blinds and antes remain constant. After each level ends, the blinds increase to the next step in the structure. Typical levels last 15-60 minutes in live tournaments and 3-15 minutes online. Faster blind levels create more urgency and shallower average stacks.
The period after a tournament starts during which new players can still enter. Late registration typically lasts several blind levels. Entering late means you start with a shorter stack relative to the blinds, but you also skip the early levels where edges are smaller. Many pros deliberately register late to maximize hourly rate.
A tournament format that allows eliminated players to buy back in and receive a fresh starting stack during the late registration period. Unlike rebuys, a re-entry gives you a completely new seat and table assignment. Re-entry events have become the dominant tournament format because they boost prize pools significantly.
An option in certain tournaments to purchase additional chips when your stack falls below a threshold (usually the starting stack or zero). Unlike re-entry, you keep your same seat. Rebuy periods are typically limited to the first few levels. Some tournaments also offer an "add-on" at the end of the rebuy period.
A one-time option to purchase extra chips at the end of the rebuy period, available to all remaining players regardless of stack size. Add-ons are almost always +EV because you get chips at the same rate as the initial buy-in when stacks have generally grown. Most strategy guides recommend always taking the add-on.
The point in a tournament when one more elimination will put all remaining players into the money. The bubble is the most strategically intense period — short stacks tighten up desperately trying to survive, while big stacks apply maximum pressure knowing opponents can't afford to bust. ICM effects are at their peak on the bubble.
When you've survived past the bubble and are guaranteed a payout. Once you're ITM, the pressure of the bubble lifts and play often loosens up dramatically. ITM percentage is a key stat for tournament players — a strong ITM rate suggests solid bubble play and good survival skills.
The last table remaining in a tournament, typically the final 9 or 10 players. Making the final table is where the big money is — pay jumps become massive, and ICM considerations dominate every decision. Final tables are often played under different conditions (featured table, live stream, adjusted blind levels).
Playing with just two players remaining, either in a tournament's final stage or in a dedicated heads-up format. Heads-up play is radically different from full-ring — ranges widen dramatically, position becomes even more important, and aggression is paramount. The button acts first preflop but last postflop in heads-up play.
A smaller buy-in tournament where the prize is an entry (seat) into a larger, more expensive tournament. Satellites let players parlay small investments into big events — Chris Moneymaker famously won a $39 satellite into the 2003 WSOP Main Event and went on to win $2.5 million. Satellite strategy emphasizes survival over chip accumulation.
The distribution of prize money across finishing positions. Typical structures pay 10-15% of the field, with the majority of the prize pool concentrated at the final table. Top-heavy structures reward aggressive, first-place-oriented play, while flatter structures incentivize ladder climbing and ICM-aware play.
A mathematical model that converts tournament chip stacks into real-money equity based on the payout structure. Unlike cash games where 1 chip = $1, tournament chips have diminishing marginal value — doubling your stack doesn't double your equity. ICM drives key decisions on the bubble, at final tables, and in satellite tournaments.
The complete set of hands a player could have in a given situation. Instead of putting opponents on a single hand, skilled players think in terms of ranges — all the hands someone could hold based on their position, actions, and tendencies. Range analysis is the foundation of modern poker strategy.
A range constructed from the top down, including only the strongest hands without gaps. A linear 3-bet range might be AA, KK, QQ, JJ, AKs, AKo — no bluffs mixed in. Linear ranges are common in multiway pots or against players who don't fold, where bluffing has low fold equity.
A range containing very strong hands (value) and very weak hands (bluffs), with few medium-strength hands. A polarized 3-bet range might include AA-QQ and AKs for value, plus suited connectors like 76s and 87s as bluffs. Polarized ranges are powerful because they put opponents in tough spots with marginal holdings.
A range that is heavily weighted toward medium-strength hands, with few nutted hands or bluffs. A condensed range occurs naturally — for example, when you call a bet (your best hands would raise, your worst would fold, leaving a condensed middle). Condensed ranges are vulnerable to aggression because they struggle against polarized ranges.
A range that cannot contain the strongest possible hands. When you flat-call preflop (instead of 3-betting), your range is "capped" because your best hands (AA, KK) would have raised. Opponents can exploit a capped range by overbetting, since they know you can't have the nuts.
A range that can include the absolute strongest hands (the nuts). The preflop raiser typically has an uncapped range because they could hold any premium hand. Having an uncapped range is a strategic advantage — it allows you to credibly represent the best hands and use overbets effectively.
A strategy that is theoretically unexploitable — no matter what your opponent does, they cannot gain an edge against you. GTO play uses mixed strategies (randomizing between actions at certain frequencies) to remain balanced. While true GTO is computationally complex, approximating it with solvers has revolutionized modern poker strategy.
Deliberately deviating from GTO strategy to target specific weaknesses in your opponents' play. If a player folds too much, you bluff more. If they call too much, you value-bet wider and bluff less. Exploitative play maximizes profit against imperfect opponents but opens you up to counter-exploitation if they adjust.
Having an appropriate ratio of value bets and bluffs in your range so that opponents can't easily exploit you. A balanced player makes the same action with both strong and weak hands at correct frequencies, making them unpredictable. Balance matters most against strong, observant opponents — against weak players, exploitation is usually more profitable.
Cards in your hand that reduce the number of combinations of specific holdings your opponent can have. Holding the Ace of spades "blocks" your opponent from having the nut flush in spades. Blockers influence advanced decisions like bluff selection — you prefer to bluff with hands that block your opponent's value range and unblock their folding range.
The math of counting how many specific hand combinations exist. There are 6 combos of every pocket pair (e.g., AA), 16 combos of every unpaired hand (e.g., AK), 4 suited combos, and 12 offsuit combos. Combinatorics helps you figure out the relative likelihood of each hand in an opponent's range and make better decisions.
Your seat relative to the dealer button, which determines when you act. Acting later (having position) is a massive advantage because you see what opponents do before making your decision. Position is arguably the single most important factor in poker — it influences which hands to play, how to size bets, and whether to bluff.
The tendency to bet and raise rather than check and call. Aggression is profitable because it gives you two ways to win — either your opponent folds (fold equity) or you have the best hand at showdown. The aggression factor (AF) measures this: AF = (bets + raises) / calls. Strong players typically have an AF between 2 and 4.
Playing a narrow, selective range of starting hands. A tight player enters few pots but tends to have strong holdings when they do. VPIP (voluntarily put money in pot) below 20% is generally considered tight. Being tight is profitable in many games because you play strong hands that win more often — but being too tight makes you predictable and easy to steal from.
Playing a wide range of starting hands. A loose player enters many pots with marginal holdings. VPIP above 30% is generally considered loose. Loose play can be profitable when combined with skill and aggression (LAG style), but recreational players who play loose and passive (calling too many hands) are the biggest losers at the table.
How other players perceive your playing style based on the hands you've shown down and the actions you've taken. If you've been caught bluffing recently, your image is "loose" — opponents are more likely to call your value bets. If you've been quiet and only shown big hands, your image is "tight" — your bluffs get more respect. Image is a tool to exploit.
An emotional state where frustration, anger, or bad beats cause you to deviate from your optimal strategy. Tilt leads to playing too many hands, calling too much, bluffing recklessly, or making spite calls. Managing tilt is one of the most important mental game skills — even the best strategy is worthless if emotions override your decisions.
The natural statistical fluctuations in poker results, even when playing perfectly. Variance means you can lose for weeks or months despite making correct decisions — and vice versa. High-variance styles (loose-aggressive) have bigger swings than low-variance styles (tight). Understanding variance prevents results-oriented thinking and tilt.
The discipline of managing your poker funds to survive variance and avoid going broke. Common guidelines suggest 20-30 buy-ins for cash games and 100+ buy-ins for tournaments (due to higher variance). Good bankroll management means you move down stakes when your bankroll shrinks and only move up when properly rolled.
A measure of tournament profitability expressed as a percentage: (total winnings - total buy-ins) / total buy-ins x 100. A 20% ROI means you profit $20 for every $100 invested in buy-ins on average. Elite tournament players typically have 30-100% ROI depending on field size and buy-in level. ROI decreases as stakes increase due to tougher competition.
A player who plays a narrow range of starting hands but plays them aggressively — raising and betting rather than calling. TAG is widely considered the most fundamentally sound style, especially for players developing their game. TAGs are selective about which pots to enter but maximize value when they do.
A player who plays a wide range of hands aggressively, constantly applying pressure through bets and raises. LAG is a high-skill, high-variance style that's extremely profitable in the right hands but very costly when executed poorly. LAGs win lots of small pots through aggression and create big pots when they hit strong hands.
An extremely tight player who only plays premium hands and avoids marginal situations. Nits are easy to play against because their range is so narrow and predictable — when they bet big, they almost always have the goods. Nits lose money slowly through blinds and antes while missing profitable spots. Being a nit is a common beginner tendency driven by fear of losing.
A passive player who calls too often and rarely raises or folds. Calling stations are profitable to play against because you can value-bet relentlessly and they'll pay you off — but they're frustrating because bluffing them is futile. Against a calling station, forget about bluffs and simply bet your strong hands for value, bigger than you normally would.
An extremely aggressive player who bets, raises, and bluffs with reckless frequency. Maniacs create huge pots and wild swings at the table. The counter-strategy is simple: tighten up, let them build the pot, and trap them with strong hands. Avoid bluffing a maniac — they rarely fold. Instead, become a calling station against their aggression.
A weak or inexperienced player who makes fundamental strategic errors — playing too many hands, calling too much, failing to consider position, or ignoring pot odds. The term isn't meant to be cruel; everyone starts as a fish. Identifying fish at the table is key to game selection — your profit mostly comes from weaker players.
A highly skilled, winning player who profits consistently from weaker opponents. Sharks are the predators of the poker ecosystem — they identify and exploit the weaknesses of fish. Being a shark requires a combination of technical skill, mental discipline, game selection, and bankroll management. The goal of study is to become a shark.
A wealthy recreational player who plays high stakes despite being a significant loser. Whales are the most sought-after opponents in poker because they bring large sums of money to the table and don't mind losing. In high-stakes games, the presence of a whale can make the entire table profitable for the regular players.
A very tight, predictable player — similar to a nit but often used to describe someone whose extreme tightness is a defining characteristic. Rocks only play the absolute strongest hands and are easy to read. You can steal their blinds relentlessly and fold whenever they show aggression. Rocks survive but rarely thrive.
A player who plays regularly at a specific stake or venue and is typically a competent, winning player. Regs grind out consistent profits and make up the professional ecosystem. A table full of regs and no recreational players is called a "reg war" — these games are less profitable because there's no weak money to distribute.
A disc or puck placed in front of the player who is in the Button position. The dealer button rotates one seat clockwise after each hand. In casino games with a professional dealer, the button indicates which player would be dealing if it were a home game. It determines the order of action and which players post the blinds.
The fabric surface covering a poker table, traditionally green (though modern tables come in many colors). "On the felt" is a common expression meaning at the poker table. "Putting chips on the felt" means betting. The term has become synonymous with the playing surface itself and the game in general.
To discard your hand face-down without showing it, or the pile of discarded cards itself. When you fold, you muck your hand. At showdown, the losing player can choose to muck rather than reveal their cards. "Protect your hand" means keeping your cards from accidentally being swept into the muck by the dealer.
The shared cards dealt face-up in the center of the table that all players use to make their best five-card hand. In Hold'em, the board consists of five cards dealt across three rounds: the flop (3 cards), the turn (1 card), and the river (1 card). Reading the board texture is a critical skill for hand reading and bet sizing.
The first three community cards dealt face-up simultaneously. The flop is the most dramatic moment in a hand — it reveals 60% of the final board and often determines whether players will continue in the pot. Flop texture (dry, wet, paired, connected) heavily influences optimal betting strategy and hand reading.
The fourth community card, dealt face-up after the flop betting round. The turn is sometimes called "Fourth Street." Bets typically double on the turn in limit games. The turn narrows possibilities — there's only one card left to come. Turn play requires precise hand reading because the pot is usually large and mistakes are costly.
The fifth and final community card. The river completes the board and determines all final hand values. No more drawing — you either made your hand or you didn't. River decisions are often the most consequential because the pot is largest. This is where big bluffs, hero calls, and agonizing folds happen.
The private cards dealt face-down to each player. In Hold'em, you receive two hole cards that only you can see. Your hole cards combine with the community board to form your best five-card hand. "Pocket" is a synonym — "pocket Aces" means being dealt two Aces as your hole cards.