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Royal Flush
The highest possible hand, an ace high straight flush, can be made up with any suit. Ten through to ace, of the same suit. Some sites will give you a bonus for hitting this hand. Royal Flush example: Ace, king, queen, jack, ten, of spades.
Straight Flush
Five cards in consecutive numerical order and all of the same suit, the higher the cards the better the hand. Straight Flush example: Ten, nine, eight, seven, six, of hearts.
Four of a kind
Four cards of the same denomination, The higher the denomination the better the hand. Four of a kind example: four queens with an ace kicker.
Full House
Three cards of the same denomination and a pair of another denomination, The higher the three cards, the better the hand. Full House example: three jacks and a pair of sixes.
Flush
Five cards of the same suit and of any non-consecutive denomination. When comparing flushes, they are ranked from the top card on down. Flush example: Ace, jack, seven, eight, two, of hearts.
Straight
Five cards in consecutive numerical order and of any suit. Aces can be used in a high or low straight. The higher the top card the better. Straight example: Ten, nine, eight, seven, six, of mixed suits.
Three of a kind
Any three cards of the same denomination and two cards of different denominations. The higher the three cards the better. Three of a kind example: Three nines, six and three.
Two Pair
Two cards of the same denomination and another different two cards of the same denominations. The higher the top pair the better. If in a tie top pair are the same, the higher second pair are better, if both pairs are the same, the higher kicker is better. Two pair example: Two queens,two tens, ace kicker.
One Pair
Two cards of the same denomination and three unrelated cards. The higher the pair the better. If in a tie, the high card is better, if both high cards are the same, the cards are valued in order. ie. 44KJ8 beats 44KJ7. One pair example: Two fours, king, jack, eight.
High Card
Also known as no pair, when no ranked hand above is on, the cards are valued in order starting with the high card. ie. A,10,7,8,3 beats A,10,7,8,2. High card example: Ace, ten, eight, seven, two.

Odds Of Preflop Starting Hands
















Question:  I have been playing holdem for 18 months and have read several books. I can calculate pot odds after the flop, turn , river. How do you calculate odds before the flop.Let's say I have KQs and raise on the button and I get re-raised. If I put my opponent on AA am i a 2-1 or 3-1 dog?  I cant seem to find any charts on this. Also I find that early in tournys when the blind are low it is common to have 5-8 callers. My thinking is it would be correct to call with almost any hand from late position. Which relates to my first question. How much of a dog is 7-2 vs. AA 10-1 etc.?

Answer: That's a very good question, and I'll add some numbers here. Note these are all for numbers if you call till the river. Most of the time you won't go all-in preflop so these numbers alone shouldn't be the only consideration of how the hand is played.

Big Pairs:

  • Big pair versus smaller pair: AA vs KK ----- 80% to 20%
     
  • Big pair versus very small pair: KK vs 55 ----- 80% to 20%
     
  • Big pair versus suited connector: AA vs 78s, 56s, 9Ts  ----- ~80% to 20%
    * there can be a slide of around a few percent depending on whether or not the two smaller cards are competing for the same straight or flush. Having 78s versus AA is actually better than having KQs versus AA, since the 78s can make a straight without using the Aces. Example: AsAd against 7c8c is 77% to 33% while having AsAd versus KcQc is only 83/17.
     
  • Big pair versus unsuited connector: AA vs 78off ----- ~80% to 20% Still around the same as above... One thing of note is that for competing battles, the offsuit gets hurt even more. For example, if you have AdAh versus KdQh, it isn't 80/20, it is 88% to 12%. The "offsuitedness" combined with the competition for the same straight (A-K-Q-J-T) cripples the KQ. You would much prefer the 65 or 89. Another example is TT versus 56off, it is still 80/20.
     
  • Big pair versus two unsuited smaller cards: AA vs 95 or KK vs J4 -----  ~85% to 15% You get a few percent if the cards can make a straight, if they have a suite that the other doesn't, or if they aren't competiting for the same straights; T-7 has a little better chance, few percent, to beat KK than 72 does.
     
  • Big pair versus two suited smaller cards: AA vs 95s or KK vs J4s ----- ~85% to 15% Again, if you the suite you have isn't in the other player's hand, you get a few more percent: KsKd against Js4s. The spade in the KK hand cripples the Js4s even more. If the cards are even big gappers like 8h4h against KdKs, it gains some because of the straight potentional (even though it isn't a connector): 81% to 19% (favoring the Kings of course).
     
  • Big pair versus unsuited dominated cards: AA vs AK or AA vs AT or KK vs KJ or JJ vs J9 ----- ~90 to 10% The AA vs smaller Ace is especially bad: 92% to 8%. The smaller the pair gets, the better chance it has: 77 vs 75 is 88/12. Jacks and up are all about the same 92 to 8%.
     
  • Big pair versus suited donimated cards: AA vs AKs or AA vs ATs or KK vs KJs or JJ vs J9s ----- ~86% to 14% You get a little more help if your hand can make a straight too, or if the big pair isn't quite as large. The TT vs T7 has a better chance than KK vs KQ does. 
     

    Overcards versus pair:

    • Two big suited cards versus smaller pair: KQs vs JJ or AKs vs JJ or KJs vs TT ----- 52% to 48% for the pair. It isn't quite a 50/50 because the two big suited cards need to catch one of the other cards to make a straight (which kills a couple percent).
       
    • Two big unsuited cards versus smaller pair: KQ vs JJ or AK vs TT or KJ vs 99 ----- 56% to 44%.
       
    • Two big suited cards versus very small pair (maybe 55 and below): AKs versus 55 or KQs versus 44 or 89s versus 44 ---- 48% to 52% (the lead for the pocket pair). What is interesting is that AKs doesn't do as well against small pocket pairs as a hand like 89s or JTs, which can make more straights. AKs versus 55 will win only 48% of the time, but T9s versus the 55 will win 52% of the time, making it the favorite.
       
    • Two big unsuited cards versus very small pair (maybe 55 and below): AK versus 44 or KQ vs 55 or T8 versus 44 ----- ~48% to 52% (the lead for the pocket pair). What is interesting to note again is the breaking point between what is exactly even money with smaller pocket pair and when it becomes the favorite again. If you have an opponent with 55, if you hold two offsuit cards above his that can make a straight below JT, you are 50/50 to win. As soon as you go to QJ and above, now he is a 52 to 48% favorite. The reason is that the QJ has a harder time making a straight than the T8 or JT do.
       

    Dominated Hands:

    • Unsuited versus unsuited dominated hand: AJ vs A9 or KQ vs KT or JT vs J8 ---- ~70% to 30%  (give or take a few percent). The higher the cards, the worse off your are if you have a dominated hand: AK vs AJ is 75% to 25% while 98 to 96 is 66% to 33%). Note that also if you have two very small Ace hands, there is around a 5% chance of chopping the pots because the kickers won't play: A5 vs A2 for example, will split the pot some of the time. 
       
    • Suited versus suited dominated hand: AsKs vs Ac7c or KsQs vs KhJh or JsTs vs Jh9h ----- ~70% to 30%.
       
    • Unsuited versus suited dominated hand: AKoff vs A7s or KQoff vs KJs etc ----- ~70% to 30% still, the flush possibility for the dominated hand doesn't help that much.
       
    • Suited versus unsuited dominated hand: AKs vs A7off or AKs vs KJoff ----- ~75% to 25% There is a slide of a few percent with the smaller hands like we have seen above: a J9off versus a JTs will do a little better than an A7off will do against an AKs. The reason, again, is that the big cards like AK and KQ can make fewer straights.
       

    Misc:
    * these are just some whacky hands...

    • K4 vs J9 ----- 56% to 44%
       
    • Q4 vs 72 ----- 64% to 35%
       
    • AK vs 72 ----- 70% to 30%
       
    • 74 vs J3 ----- 42% to 58%
       
    • Q5 vs T8 ----- 56% to 44%
       
    • 98 vs A4 ----- 45% to 55%
       
    • K2 vs 56 ----- 55% vs 45%
       

    What can we learn from looking at these numbers? The first thing that should stand out to you is the fact that holdem is a game of small edges. That is a good thing actually because in this subtlety there is confusion. Without approaching the game using a well-thought-out strategy based on the underlying fundamentals of the game, it is easy to lose yourself, and have no rhyme or reason for what is happening to you each day. You go in and lose sometimes, win sometimes and are content that that is how things go. You can make sense of things if you try. After you spend some real time studying the game, little surprises you anymore. Everything seems predictable and logical. And when you have a realistic perspective of the game, it takes the pressure off and you feel confident when you play. You take your bad beats in stride because you know they can't happen all the time, or enough to make you lose. Secondly, what is important about these numbers is that we see how much of a factor being dominated is. When you compete for the same cards as the person against you who has a slightly better hand, you are a huge underdog. It is much better to play hands that are either ahead of the competitors or if hit a flop will have a strong hand, not middle cards that aren't good at either. Lastly, numbers are important but you can't have a winning strategy based on these only. I wouldn't want anyone to look at this page and think they know how to play now. Odds only come into play when we don't think we already have the winner. And part of good poker is being able to eventually have a sense for when we are on top or not; a chart won't teach you that.
















Starting Hands:
 

Grid:
Starting Hands 

Odds to be dealt Starting Hands in Texas Hold'em Poker
Starting Hand
Example
Odds To Be Dealt
Pair of Aces
1 in every 220 hands
High Pair (KK, QQ, JJ)
1 in every 73 hands
Middle Pair (6,6-10,10)
1 in every 43 hands
Low Pair (2,2-5,5)
1 in every 54 hands
Ace King Suited
1 in every 331 hands
Ace King Offsuit
1 in every 110 hands
Ace Queen or Ace Jack Suited
1 in every 165 hands
Ace Queen or Ace Jack Offsuit
1 in every 54 hands
Ace w/ Ten or Lower Suited
1 in every 36 hands
Ace w/ Ten or Lower Offsuit
1 in every 11 hands
A Pair
1 in every 16 hands
Any Suited Hand
1 in every 3.3 hands
Any Suited Connector
1 in every 46 hands
Any Connector Offsuit
1 in every 15 hands
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Out Chart

Number of outs

After Flop

Two cards to come

After Turn

One card to come

 

Percentage

Odds to1
against

Percentage

Odds to 1 against

1

4.3

22.4

2.2

44.5

2

8.4

10.9

4.3

22.3

3

12.5

7

6.5

14.4

4

16.5

5.1

8.7

10.5

5

20.3

3.9

10.9

8.2

6

24.1

3.1

13

6.7

7

27.8

2.6

15.2

5.6

8

31.5

2.2

17.4

4.7

9

35

1.9

19.6

4.1

10

38.4

1.6

21.7

3.6

11

41.7

1.4

24

3.2

12

45

1.2

26.1

2.8

13

48.1

1.1

28.3

2.5

14

51.2

0.95

30.4

2.3

15

54.1

0.85

32.6

2.1

16

57

0.75

34.3

1.9

17

59.8

0.67

37

1.7

18

62.4

0.6

39.1

1.6

19

65

0.54

41.3

1.4

20

67.5

0.48

43.5

1.3

 You will find that you can easily remember a few of the most common situations for outs such as the four flush or straight draw but there has to be an easier way than memorizing the figures for every number of outs. The good news is that there is a way to get a good estimation of the odds.
The Rule of Four -Two.
The rule of four-two, as I like to call it, is an easier way to figure the odds for any situation where you know your outs. It is not completely accurate but it will give you a quick "ballpark" figure of your chances for making a hand. Here is how it works.
With two cards to come after the flop you multiply your number of outs by four. With one card to come after the turn, you multiply your number of outs by two. This will give you a quick figure to work with. If you have a four-card flush after the flop you have nine outs. With two cards to come, you multiply the nine by four and you get 36 percent chance of making the flush. The chart shows the true odds at 35 percent. With one card to come you multiply nine by two and get 18 percent. The chart shows that the true figure is 19.6. It is not completely accurate but it is pretty close, and it is an easy calculation to do in your head.
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Grid: Edit Text

Classes 3-7
The suited hands and small pairs.
As a rule, these hands (e.g., the nine of clubs and the ten of clubs, or the ace of hearts and the six of hearts) do better in situations where many players are contesting the pot. This is because much of the money you will win from these hands comes from their ability to make straights, flushes, and sets (three-of-a-kind) which are strong hands and usually good enough to win the pot. However, since these hands don't happen all that often, you'd like as many players as possible in the pot, to ensure that your 'pay off' is as high as possible those times you do win the pot.

RULE OF THUMB: Here is the best way to decide whther to play a class 3-7 hand : take the number of the class in which the hand has been listed and subtract two. If the number of players who have already called ( not raised) is equal to or greater than the number you come up with, you can profitably play the hand.  For example, A9 is a 'class 5' hand. If you subtract two from five, you get three. Therefore, you need at least three players to have already called in order for you to play.

A9 = class 5 , so: 5 - 2 = 3 , therefore: you need at least 3 callers before you in order to call.

An important factor in your decision to play a class 3-7 hand is where you are seated at the table in relation to where the dealer is seated during that hand. This is considered your "position". You may have noticed that if you happen to be in early position, you cannot call as often as you can if you are in late position.  Using the above example, you cannot correctly play A9 if you are in first, second, or third position because it would be impossible for there to have been three callers before it is your turn.  Your relative position is an important aspect of the game.  When you are in early position, you don't have the advantage of seeing how well other players like their hands before it is your turn.  You also don't know how many other players will be continuing with their hands and whether anyone will raise. When you are in late position you are able to make more informed decisions about whether to bet, raise, or fold based on what the players before you have done. 

The exception to the 'rule of thumb'  occurs with KQ and AJ, where the two cards are not of the same suit. With these hands you can call as long as you are in middle or late position . If everyone has folded to you, and you have one of these two hands, strongly consider raising with them. You can still just call if you're only four or five players to the left of the big blind, but as you get closer to the button a raise become more necessary IF nobody else has yet entered the pot. This is because you'd like to limit the number of players that are going to enter the pot, which is an objective you can frequently accomplish by raising. These two particular hands do better in situations where there are few players contesting the pot. If someone calls after you it's still not a disaster, since you'll flop 'top pair' (example: you have KQ and the flop comes QT7, or KJ5) about 1/3 of the time, and usually this will be the best hand on the flop.

Class 8: The big, unsuited hands.
These are still okay hands, but most players lose way too much money with them. I don't put a lot of stock in these hands (although I'll still play them when the conditions are right), since it's very easy to end up with a second-best hand (for a more detailed treatment on this subject, read Hold em for Advanced Players). I only recommend playing these hands either on the button or one position to the right of the button. Also, you'd like to have few callers already in the pot when you play these hands, since it's then more likely you'll win the pot when you only flop top pair. There will be times when you'll be sorely tempted to play these hands in early and middle position, since you'll usually see your opponents doing just that-and often dragging big pots with them in the process. When you feel this urge, fight it off! These hands are trouble. Remember earlier, when I discussed how Aspade T plays against A J? Well, the same considerations apply here.

Classes 1-2: Big pocket pairs, and big suited hands.
Ah, yes. Just like Vanessa Williams, I 'went and saved the best for last'. In general, these are your 'money makers' in hold 'em. With hands like pocket aces (AA) and pocket kings (KK), along with ace-king suited, you'll typically want to raise and reraise before the flop in an effort to get as much money in the middle as possible. The other hands listed here are also premium hands, although there are spots with these when you'd just rather call before the flop as opposed to raising, or just call a raise as opposed to reraising.

These two classes often play the same pre-flop, in that you'll often be raising with hands from both classes IF nobody else has raised in front of you. But, there are some subtle differences in the way these hands are played pre-flop.

Situation 1) Two or fewer callers in front of you.
I raise with all the hands in both classes in this spot. You can consider just calling with JJ, TT and 99 if the game is quite 'loose', meaning you'd expect at least five players to call you if you raised.

Situation 2) Three or more callers in front of you.
Just call with JJ, TT, and raise with the rest of the hands.

Situation 3) Someone has already raised.
This spot is tricky. IF I think less than four players will call me, I'll reraise with pocket Jacks through Aces and AK, and call with the rest of the hands. If five or more people are going to see the flop no matter what, I'll reraise with all the same hands except for JJ. I'll also just call with AKo if the original raise came from a reasonable player in early position.

Situation 4) Someone has raised, and someone else has reraised. 
I fold with everything except AA, KK, AK suited , QQ if the three-bettor (the re-raiser) seems like a reasonable player. If you hold AA or KK you need to four-bet (re-raise again). With AK suited and QQ you can just call. The exception to this is when someone has 'open-raised' (i.e., a player has raised and nobody who acted before him had either raised or called) on the button, or one to the right of the button, and the player in the small blind has reraised. At this point I'll call in the big blind with the J's, the AK and the AQs. If I think that by reraising again (otherwise known as 'four betting') I can get the button to fold, I'll four-bet.

In some spots, these rules may seem counterintuitive; for example, you may be wondering why I'd just call with JJ in situation #2, and raise with AQ suited. After all, isn't JJ a stronger hand? Well, yes and no. If we were to play JJ vs. AQ suited heads-up(one-on-one), with no future betting, then the J's are a slight favorite. However, you have to consider how these hands play . With J's, T's, and 9's it's very easy for a one or more cards to flop that are higher than your pair; when this happens, it becomes difficult to play your hand well. Notice that if you have TT, and the flop comes Aspade 9spade 6, you only have two wins (one of the two remaining Tens in the deck) against someone holding an ace. If someone bets you'll often have to fold, since you don't have much of a chance of improving to the best hand AND you can't be at all sure that you have the best hand now. With a hand like AQ suited, you'll 'flop good' about 40% of the time; roughly 10% of the time you'll flop a flush draw (two cards on the flop that are the same suit as your hand), and about 30% of the time you'll flop either an A or a Q. Hence, 40% of the time you'll get a flop that allows you to profitably bet, raise and even reraise.

Poker Lingo
Get used to all the terms , sayings and phrase's in the poker world here. add this page to your favourites for quick reference.
  • Ace Rag - ace with any low card.
  • Action - lots of betting, calling and raising in a game.
  • Aggressive - betting or raising a lot with good hands.
  • All-In - to push all your chips in and bet all you have.
  • Ante - small compulsory bet.
  • Bad Beat - to lose a big hand when you where very short odds to win.
  • Big Blind - larger compulsory bet preflop, two places from the dealer.
  • Big Slick - Ace and King hole cards.
  • Blinds - compulsory bets to get the game going.
  • Bluff - to bet and represent a large hand, when you don't have it.
  • Board Cards - community cards on the table.
  • Boat - another name for a full house.
  • Brick and Mortar - live card room or casino, as apposed to online.
  • Bullets - another name for ace, ace hole cards.
  • Burn - when dealing the board cards, one card is thrown into the muck, pre flop, pre turn and pre river.
  • Button - position of the dealer, dealer button.
  • Call - to match a bet or raise.
  • Calling Station - a player that calls a lot, rarely raises and likes to see the board cards.
  • Cap - a term used when there is a limit to how many raises can be made in one betting round.
  • Chase - calls bets when behind in order to see if you hit your cards and catch up to make a winning hand.
  • Check - if there are no bets before you, or you are big blind, you can use this, means no bet.
  • Check-Raise - to not bet on one round of betting, but with the intention to re-raise a possible bet.
  • Community Cards - cards that can be used by any player.
  • Connected - cards of consecutive denomination.
  • Cowboys - king, king hole cards.
  • Dead Money - a player who has paid entry but has no chance of winning a tourney.
  • Down Card - a hole card, that no one can see.
  • Drawing Dead - when there is no possible outs to win the hand.
  • Family Pot - when all or most players call.
  • Fifth Street - the river, or fifth board card.
  • Fish - a bad player who loses lots of cash.
  • Fixed-Limit - a game style, where bets or raises are fixed to a certain amount.
  • Fold - to lay down your hand.
  • Fourth Street - the turn, or fourth board card.
  • Free Card - when top hand doesn't bet, it's allowing other players a free card.
  • Freeroll - free to enter.
  • Gutshot - needing the middle card of the five needed to make a straight, known as inside straight draw, also a very good poker room in London.
  • Heads Up - when there are only 2 players playing or left.
  • Hole Card - cards dealt to you that no one else can see.
  • Hooks - jack, jack hole cards.
  • Implied Odds - your pot odds accounting for any future bets made.
  • Kicker - the highest spare card that is unrelated to the hand ranking.
  • Limit Poker - a game style, where bets or raises are fixed to a certain amount.
  • Limp In - to just call with a big hand.
  • Loose - to call bets or raises with weak hands.
  • Maniac - a player that bets and raises a lot with most hands.
  • Muck - to fold without showing, and the area of the table where the unused cards are.
  • No Limit - a game style, when there is no limit to the amount you can bet, you can bet or raise your entire stack if you wish.
  • Nuts - the best possible hand.
  • Offsuit - cards of different suit.
  • Outs - cards that can hit to help you win the pot.
  • Overbet the Pot - to make the bet too big to make the other players odds justify a call.
  • Overpair - a higher pair of hole cards than on the board.
  • Pair - two cards of the same denomination.
  • Passive - a player that doesn't make many bets or raises.
  • Play Money - not real money.
  • Pocket Pair - two hole cards of the same denomination.
  • Pocket Rockets - ace, ace hole cards.
  • Position - where you sit at the table compared to where the dealer button is.
  • Pot Limit - a game style, you can only ever bet what is already in the pot as a maximum.
  • Pot Odds - the amount of the money you could win, compared to the price of the bet or call.
  • Preflop - before the first three board cards are dealt.
  • Quads - another name for four of a kind.
  • Rainbow - mixture of suits with three or four cards.
  • Raise - to make a bigger bet after an earlier bet.
  • Rake - a cut taken by sites, clubs or casinos in ring and cash games.
  • River - the fifth board card, or fifth street.
  • Rock - a player that is tight and conservative.
  • Scare Card - when a card turns up on the board, which could make someone a very strong hand.
  • Semi-Bluff - to bet and represent a large hand, when you have an average hand or a hand which may not be in front at the moment which will be in front if you hit the right card.
  • Set - another name for three of a kind.
  • Sidepot - a section of the pot which is to be contested over with remaining players when someone is all in.
  • Slowplay - to have a very good hand but don't bet with it, hoping to trap players.
  • Small Blind - smaller compulsory bet preflop, one place to the left of the dealer.
  • Stack - your chips in total.
  • Suited - cards of the same suit.
  • Tight - a description for a player that plays few & good hands.
  • Tilt - to get upset over previous hand and let it effect your other hands, would be "on tilt".
  • Trips - another name for three of a kind.
  • Turn - the fourth board card, or fourth street.
  • Under the Gun - the player left of big blind, first to act with the option to call or bet.
  • Underpair - a pair hole cards of the same denomination, with at least one card higher on the board.
  • Wired Pair - two cards of the same denomination hole cards, also known as pocket pair.

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