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.
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.