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Glossary

Poker, in plain English, 90 terms in 6 groups.

Preflop · 17 terms

Button →
The dealer seat. Acts last after the flop, the most profitable seat at the table.
Blinds →
Forced bets (small + big) that start the pot before cards are dealt.
Position →
When you act. “In position” = after your opponent, “out of position” = before.
Range →
All the hands someone could hold in a spot. You play against ranges, not exact cards.
Open-raise →
The first raise before the flop, when nobody has entered yet.
3-bet →
A re-raise over the first raise (the blind counts as the first bet).
Straddle →
A voluntary blind, usually twice the big blind, posted in the dark before the deal. Buys the last preflop action.
4-bet →
The re-raise over a 3-bet. Usually says premium, or a bold bluff.
Big blind →
The larger forced bet, one seat left of the small blind. Also the standard unit for stack sizes (bb).
Small blind →
The smaller forced bet, left of the button. The worst seat postflop: first to act, half a bet already in.
Limp →
Just calling the big blind preflop instead of raising. Usually weak; it invites the field in cheap.
Preflop →
The betting round before the flop, on your two hole cards alone.
Ante →
A small forced bet from everyone before the deal, on top of the blinds. Sweetens the pot, widens ranges.
Squeeze →
A re-raise after one player raises and others call. The callers are trapped between you and the raiser.
Cold call →
Calling a raise having put no money in yet. Often the start of a leak, flatting hands that should raise or fold.
Min-raise →
The smallest legal raise must add at least as much as the previous bet or raise; you can never raise by less than the last one. (The smallest legal bet is one big blind.)
Mississippi straddle →
A straddle posted from the button. It acts last before the flop as well as after it, and the small blind opens the action instead.

Postflop · 35 terms

C-bet →
Continuation bet. The preflop raiser bets again on the flop.
Check-raise →
Check first, then raise after your opponent bets. A trap with teeth.
Value bet →
A bet made to get called by worse hands.
Bluff →
A bet made to make better hands fold.
Semi-bluff →
A bluff with a draw behind it: folds win now, outs win later.
Kicker →
The side card that breaks ties between equal pairs.
The nuts →
The best possible hand on a given board. Nothing beats it, only ties it.
Flop →
The first three community cards, dealt face up together. Where most hands take shape.
Turn →
The fourth community card. Bets usually grow here; draws get expensive.
River →
The fifth and final community card. No more cards to come; it’s showdown or fold.
All-in →
Betting every chip you have. You can’t be forced out, but you can’t bet more either.
Set →
Three of a kind using a pocket pair plus one board card. Hidden and powerful.
Trips →
Three of a kind using one hole card and a pair on the board. Like a set, but easier for others to read.
Gutshot →
An inside straight draw: one specific rank fills it. Four outs, roughly 8% per card.
Overpair →
A pocket pair higher than every board card. Strong, but vulnerable on coordinated boards.
Suited connectors →
Two adjacent cards of the same suit (like 8♥7♥). Small now, but they make the straights and flushes that stack people.
Backdoor →
A draw needing both turn and river to complete. Faint odds, but free equity that adds up.
Overbet →
A bet larger than the pot. Maximum pressure: used with the nuts and with air, rarely in between.
Showdown →
The end of the hand: remaining players reveal, best hand wins the pot.
Board texture →
How connected and suited the community cards are. Wet boards hit ranges hard; dry boards miss them.
Slow play →
Underplaying a monster to disguise it and trap. Cute, but it often just lets opponents draw cheap.
Flush draw →
Four cards to a flush, one short. Nine outs, about 18% to complete on the next card, 35% by the river. The workhorse draw.
Open-ended straight draw →
A straight draw open at both ends, filled by either of two ranks. Eight outs, about 16% on the next card. Twice the reach of a gutshot.
Barrel →
To keep betting the next street: a second barrel on the turn, a third on the river. Fired for value or as a continued bluff.
Aces up →
Two pair with aces on top, like A-A-9-9. “Aces up” beats any lower two pair at showdown.
Brick →
A card that changes nothing, completing no draw and pairing no one. Also called a blank.
Split pot →
When two hands tie, they share the pot equally. An odd chip goes to the first seat left of the button.
Playing the board →
When the five community cards make your best hand and your hole cards add nothing, you “play the board,” and everyone still in the hand ties.
The wheel →
The A-2-3-4-5 straight, where the ace plays low, the lowest straight there is. Straights never wrap: K-A-2 is not a straight.
Side pot →
A second pot built once a player is all-in for less. They can only win the main pot; everything above their stack plays on without them.
Donk bet →
Leading into the previous street's aggressor from out of position. Named as an insult, and a real weapon on the boards that hit your range harder.
Float →
Calling a bet with a weak hand intending to take the pot away later. You are paying for position and their give-up frequency, not for equity.
Probe bet →
Betting into the preflop raiser on the turn after they checked back the flop. Their check capped their range, and the probe attacks the cap.
Scare card →
A card that visibly completes a draw or outranks the board. It changes who can credibly claim the nuts, not who actually holds them.
Blocking bet →
A small bet made from out of position to buy a cheap showdown and pre-empt a bigger one. It works against callers and leaks against raisers.

Math & odds · 11 terms

Equity →
Your share of the pot right now: how often your hand wins if it checks down.
Outs →
Unseen cards that improve you to the likely best hand.
Pot odds →
The price of a call: what you pay versus what the pot pays back.
GTO →
Game-theory-optimal: a balanced strategy no opponent can exploit. The unbluffable baseline.
Implied odds →
The money you expect to win later if you hit, on top of what’s already in the pot.
Fold Equity →
The value of the chance your bet makes a better hand fold. What turns a draw into a semi-bluff.
Effective stack →
The smaller of the two stacks in a pot, the most either player can actually win or lose.
SPR →
Stack-to-pot ratio: stack ÷ pot at the flop. Low SPR means commitment; high SPR rewards implied odds and skill.
EV →
Expected value: the average chips a decision wins or loses over the long run. Poker is chasing +EV.
Variance →
The swings. How far results stray from the average before the long run bails you out.
Blocker →
A card in your hand that removes combos from your opponent's range. Holding an ace blocks their aces and their A-K, so a bluff is likelier to get through.

Player reads · 6 terms

Calling station →
A player who calls far too often and folds too little. Never bluff them. Just bet your value hands relentlessly.
VPIP →
Voluntarily Put money In Pot: the share of hands a player pays to enter. The first number on a HUD, and the fastest read on how loose someone is.
PFR →
Preflop Raise: how often a player raises before the flop. Read beside VPIP, it separates genuine aggression from mere looseness.
Nit →
A player who folds nearly everything and only puts money in with the top of a range. Predictable, and beatable by stealing relentlessly.
TAG →
Tight-aggressive: few hands, played hard. The default winning style: a narrow range, but always the one applying the pressure.
LAG →
Loose-aggressive: many hands, played hard. The highest-variance style, the hardest to play against, and the easiest to get wrong.

Tournaments · 7 terms

ICM →
Independent Chip Model: in tournaments chips aren’t cash, so survival has value and you fold spots you’d call for money.
Bubble →
The last place before the money. Play tightens to a crawl, and the big stacks print, because busting here pays nothing at all.
Satellite →
A tournament whose prize is a seat, not cash. Every seat is worth the same, so chips stop mattering the moment you are safe.
Freezeout →
A tournament with no rebuys and no re-entry. One buy-in, one life. Lose your chips and you are out for good.
PKO →
Progressive knockout: half of every bounty you win is cash in hand, half goes onto your own head. Your price grows as you win.
Bounty →
Cash paid for knocking a player out, funded by splitting each buy-in. It changes calling maths; the money is attached to a person, not a pot.
Big blind ante →
The big blind posts one ante for the whole table instead of everyone posting their own. Faster to deal, and it makes that seat the expensive one.

At the table · 14 terms

Tilt →
Playing worse because you’re upset. The most expensive word in poker.
Muck →
To fold without showing, or to toss losing cards at showdown.
Cooler →
A hand you’re doomed to lose money with: strong, but running into stronger. Not a mistake, just variance.
Bad beat →
Losing as a big favorite when your opponent hits a long shot. Poker’s cruelest coin flip.
Rake →
The house’s cut of each pot. Small per hand, huge over a session.
Freeroll →
A spot where you can’t lose but might win: same hand now, extra outs to scoop. Also, a tournament with no buy-in.
Slow-roll →
Deliberately stalling before revealing a hand you know is winning. Legal, but the rudest move at the table.
Heads-up →
One against one. The blinds swap roles (the button is the small blind and acts first before the flop, last after), and ranges widen enormously.
Bomb pot →
Everyone antes before the deal and the hand starts on the flop, no preflop betting at all. A house game, usually once an orbit.
Angle shooting →
Technically legal moves designed to mislead: a hidden big chip, an ambiguous “I call?”, a fake reach for chips. Not cheating by the book, and not tolerated.
Burn card →
The card the dealer discards face down before each flop, turn and river. Three per hand, and none of them are ever in play.
String bet →
Reaching back for more chips without declaring the amount. The dealer stops you at the first motion. Announce the number or push once.
Rakeback →
Part of the rake returned to you, as cash, points or reward tiers. Often the difference between a break-even winrate and a profit.
Run it twice →
All-in with cards to come, dealt out twice for half the pot each time. Identical EV, far less variance, by mutual agreement only.