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 double 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.