Dictionary
Here goes our Poker Dictionary:
Action
A move by a player. There are seven basic moves in holdem:
Bet Putting money in the pot
Call To equal another player’s bet
Fold Forfeiting cards and chance at winning pot
Check Passing on making an action (if no bet is in play)
Raise To increase another player’s bet
Re-Raise Increasing another player’s raise!
All-in Betting all the chips in front of you at once!
Bad beat
A hand that is beaten by someone getting very lucky and drawing out that hand.
Bank roll
Your total account stack.
Betting Rounds
Each played poker hand is devided into four betting rounds. Each betting round starts with the player left of the button, in first position, making an action.
Pre-flop The betting round before the flop.
Flop round The flop has been dealt and the betting starts again.
Turn round After the fourth communal card.
River round After the fifth and final betting round. Followed by the showdown.
Blind
The blinds, small forced bets, are placed before any cards are dealt. One player posts a big blind and the other a small blind. The small blind is half the amount of the big. The amount of the blinds depends on the limit played.
Bluff factor
Betting and raising with a hand that you are fairly certain is not the best hand. The idea is to scare your opponent into folding.
Board
The five communal cards that all the players can see and use to build their hand.
Flop The first three communal cards to be dealt.
Turn The fourth communal card
River The fifth and final communal card
Bust
Losing your entire table stack or your entire bank roll.
Button
Virtual dealer marker moved from player to player in a clockwise direction after each hand. The player on the button always acts last. Consequently the player left of the button, in first position, always acts first.
Cap
There can only be a maximum of three raises in any given betting round. The last raise is called the cap.
Cracked
When the lovely starting hand of two aces is beaten – the aces are cracked.
Community cards
The five cards on the board shared by all players.
Connectors
Starting hands that are connected through their value like J-10, A-K, and 7-8.
Dominated
A hand that is subdued by another hand. For example AK would dominate AJ if an ace falls on the board. The dominated hand has a lower kicker (J) and little chance of winning.
Draw hand
A hand that needs a certain communal to hit in order to win – most commonly with a straight or a flush. The starting hand of J10 of spades on a 8s 9s and Ah flop would be a very good drawing hand. You have 7 or a Q for the straight and any spade for the flush. If Qs or 7s hit you even have a straight flush! But if none of these cards hit, the hand is worthless.
Drawing dead
A hand that cannot win, although the entire board is not yet on the table,
Edge
In the long run luck evens out and only skill remains as a deciding factor between players. Edge is the slight advantage one player has over another through better skill, larger stack or better position.
Grinder
A player that consistently plays for hours with the intent of slowly and carefully building a large bank roll.
Fish
A nickname for bad, losing players, given by better, winning players.
Flat call
Making a call in a situation where a raise would have been feasible.
Freeroll
A huge tournament that is free to enter.
Heads-up
One-on-one poker game.
Hole cards
Your starting hand, also known as pocket cards.
Gut shot
To draw to a very unlikely draw like an inside straight.
Inside straight
On a 5, 9, Q flop with 6, 7 hole cards, an 8 would make the inside straight.
Kicker
In case of two players holding equal hands, like the same pair, the highest unpaired card, the kicker, will decide the winner. See Dominated.
Limit
The dollar value of the blind. Defines how “big†the game is. You need a much larger stack to play a $50 limit game than a $0.50 game – obviously.
Limping
Calling the big blind in pre-flop action.
Nuts
To hold the absolutely best combination of cards currently possible. Remember, although you have the nuts on the flop, you may lose after the turn and the river. Holding J10 a flop of 7, 8 and 9 would give you the nuts. Best possible straight! But if the turn or river brings another 9, a guy holding 99 would now have a four of a kind making them the nuts.
Position
A player’s position in relation to the dealer’s button. As the button moves so does your position.
Early First three seats left of (after) the button. The least advantageous position since these players makes their moves first.
Middle Seats 4 through 7 after the button.
Late Positions 8 and 9. Playing out of this position gives players an edge since they already know the other players moves.
On the button This seat acts last and thus has an even bigger edge than the late position.
Open-ended straight
A straight draw that can hit both ways. With a J10 on the flop, a player holding KQ has an open-ended straight draw, hitting with an ace or a nine. See Inside straight.
Outs
The total number of possibilities a player has to win a pot based on the current situation. If he holds 99 and needs another 9 to win, then he would have a total of two outs.
Over card
Pocket cards that have a value higher than the highest card currently on the board. An ace and a king are over cards to a 57J flop.
Pocket pair
Holding two equally valued cards like AA, KK, 77 or 22.
Rag
Low value communal card that probably does not affect the outcome of a hand.
Ring game
Single table game where all bets are made directly from a player’s stack and not put into a prize pool and divided at the end as in a tournament. It’s every hand for it self. Players can join and enter the games as they please. Also known as a cash game.
A set
A pocket pair that connects with the board making a three of a kind.
Showdown
All players still left in the pot after the final betting round reveal their cards so that the winner can be determined.
Stack the pot
Winning the pot and adding it to your stack.
Starting hand
The two face-down cards dealt to each player at the start of a hand.
Steam
To lose your temper and start playing badly.
Streak
To be “in the zone†and win with whatever cards you are dealt.
Suited / off suit
Starting hands with matching suits – hearts, clubs, spades or diamonds.
Tells
Behavioral patterns that reveal a players moves and strategies.
Tilt
To completely lose it and play like a madman. Most commonly after taking several bad beats.
Trap
To lure other player to stay in and preferably raise a pot you are absolutely sure you are going to win.