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Poker Glossary

75 poker terms explained in plain language.

Betting Actions

3-bet
A re-raise after an initial raise. The blinds count as the first bet.
4-bet
A re-raise after a 3-bet. Shows extreme strength or a bluff.
5-bet
A re-raise after a 4-bet. Usually means all-in with premium hands.
C-bet
Continuation bet. A bet made by the preflop aggressor on the flop, regardless of whether they improved.
Semi-bluff
Betting with a drawing hand that's not yet made. You can win by making opponents fold or by hitting your draw.
Bluff
Betting with a weak hand to make opponents fold better hands.
Value bet
Betting with a strong hand to get called by worse hands and win more money.
Isolate
Raising to get heads-up against a weaker player (usually a limper) and play the pot with position.
Limp
Calling the big blind preflop instead of raising. Generally considered passive play.
Limpers
Players who just call the big blind preflop. Often indicates weaker hands or passive strategy.
Steals
Raises from late position attempting to win the blinds without a fight.
All-in
Betting all remaining chips. You cannot be forced out of the pot once all-in.

Hand Categories

Premium hands
The best starting hands: AA, KK, QQ, and AK. Top 3% of hands.
Premium
The best starting hands: AA, KK, QQ, and AK. Top 3% of hands.
Set mine
Calling with a pocket pair hoping to hit three of a kind (a set) on the flop.
Set mining
Calling with a pocket pair hoping to hit three of a kind (a set) on the flop.
Set
Three of a kind when you have a pocket pair and one matches the board. Very well-disguised strong hand.
Trips
Three of a kind when you have one card that matches a pair on the board. More obvious than a set.
Overpair
A pocket pair higher than any card on the board. Example: QQ on a J-7-3 board.
Underpair
A pocket pair lower than board cards. Example: 77 on a K-9-4 board. Usually weak.
Top pair
A pair made with the highest card on the board. Strength depends on your kicker (side card).
Kicker
The side card that breaks ties when two players have the same pair or hand type.
Dominated
When your hand shares a card with opponent but they have a better kicker. Example: A5 vs AK.
Outs
Cards remaining in the deck that will improve your hand. Also called raw outs. See also: clean outs.
Raw outs
All cards that improve your hand, regardless of whether the resulting board is threatening. Some raw outs may be "dirty" if opponents could have a better hand.
Clean outs
Outs that improve your hand without creating a board where opponents could easily have a stronger hand. More reliable than raw outs for decision-making.

Drawing Terms

Flush draw
Four cards of the same suit, needing one more to complete a flush.
Nut flush
The best possible flush (ace-high). Cannot be beaten by another flush.
Nut flush draw
Drawing to the best possible flush with the ace of that suit in your hand.
Nuts
The best possible hand given the board. Cannot be beaten.
Draw
An incomplete hand that needs another card to become a made hand like a straight or flush.
Straight draw
Four cards in sequence, needing one more to complete a straight.
OESD
Open-ended straight draw. Four consecutive cards that can complete a straight on either end (8 outs).
Gutshot
An inside straight draw needing one specific rank to fill a gap in the middle (4 outs). Also called a belly buster.
Backdoor draw
A draw that requires hitting on both the turn and river to complete. For example, having three cards to a flush after the flop. Worth approximately 1 equivalent out (~4% additional equity). Also called a runner-runner draw.
Runner-runner
Completing a draw by hitting the needed cards on both turn and river. See backdoor draw.

Board Texture

Wet board
A coordinated board with many draw possibilities (straights, flushes). Action-heavy texture.
Dry board
An uncoordinated board with few draws. Example: K-7-2 rainbow. Favors made hands.
Rainbow
A board where all cards are different suits. No flush possible with one card.
Paired board
A board with two cards of the same rank. Full house is possible.
Overcards
Cards higher than your pair. Example: you have TT and the flop comes with a King.
Monotone
A board where all cards are the same suit. Flush already possible with one suited card.
Two-tone
A board with two cards of one suit. One card away from a flush.
Connected
Board cards close in rank, creating many straight possibilities. Example: 8-9-T.
Semi-connected
Board with some straight potential but gaps between cards. Example: 7-9-J.
Disconnected
Board cards far apart in rank with few straight possibilities. Example: 2-7-K.

Odds & Equity

Equity
Your percentage chance of winning the pot based on your cards versus opponents.
Pot odds
The ratio of the pot size to the bet you must call. Used to determine if calls are profitable.
Implied odds
Expected future winnings if you hit your draw. Makes calls profitable even when pot odds alone are not.
+EV
Positive expected value. A profitable play in the long run.
-EV
Negative expected value. An unprofitable play that loses money over time.
Fold equity
The chance your opponent will fold to your bet. Makes bluffs profitable.
Showdown value
A hand strong enough to win by checking down rather than betting.
ICM
Independent Chip Model — converts tournament chip stacks into prize pool equity. Chips are worth less the more you have.
Bubble factor
How much more a lost chip hurts compared to a won chip. Higher bubble factor means you should play tighter.
Expected Value
The average profit or loss of a play over many repetitions. Positive EV (+EV) means profitable long-term.

Position

In position
Acting last postflop. A major advantage as you see what opponents do first.
Out of position
Acting first postflop. A disadvantage as you must act without information.
OOP
Out of position. Acting first postflop, which is a disadvantage.
EP
Early position (UTG, MP). First to act preflop — play tighter as many players act after you.
Early position
First positions to act (UTG, MP). Play tighter as many players act after you.
LP
Late position (CO, BTN). Last to act — play looser as fewer players remain and you often have position.
Late position
Last positions to act (CO, BTN). Play looser as fewer players remain and you often have position.
UTG
Under the Gun. First position to act preflop, right after the big blind.
MP
Middle Position. Between early and late positions.
CO
Cutoff. Second to last position. Great stealing position.
BTN
Button. Best position, always acts last postflop.
SB
Small Blind. Forced bet, acts second-to-last preflop but first postflop.
BB
Big Blind. Largest forced bet. Acts last preflop but early postflop.

Pot Management

Pot control
Keeping the pot small with medium-strength hands to avoid losing big if behind.
Build the pot
Betting and raising to grow the pot when you have a strong hand.
Slowplay
Playing a strong hand passively (checking/calling) to trap opponents.

Other Concepts

Multiway
A pot with three or more players. Hands need to be stronger to win.
Bluff catch
Calling with a marginal hand specifically to beat bluffs.
Check-raise
Checking, then raising after an opponent bets. Shows strength or a bluff.