The glossary
Plain-language definitions for every term the tool uses. Each one shows the idea, the formula where there is one, and a quick example.
The core numbers
- Equity
- Your share of the pot if the hand were dealt out to the end right now — in practice, your chance of winning the hand. 60% equity means you'd win 6 times out of 10 on average.The tool estimates this by dealing the unknown cards thousands of times (a Monte Carlo simulation) and counting how often you end up best.equity
(wins + your share of each tie) ÷ hands simulated - Pot odds
- The price you're being offered to call. It's the size of your call compared to the total pot you could win — usually written as a ratio.3 : 1 means you risk 1 to win 3 — you only need to win 1 time in 4 to break even.as a ratio
(pot + bet) : callexample(100 + 50) : 50= 3 : 1 - Break-even equity (equity needed)
- The minimum equity that makes a call profitable. Convert pot odds into a percentage: your call divided by the final pot after you call.If your equity is above this line, calling wins money long-term; below it, fold. The tool's gauge draws this line in gold.needed
call ÷ (pot + bet + call)example50 ÷ (100 + 50 + 50)= 25% - EV (expected value)
- The average amount a decision wins or loses if you made it many times. A +EV play makes money over the long run, a −EV play loses it. Calling when your equity beats the break-even point is +EV — that's the whole reason pot odds matter.
- Win / Tie / Lose
- How often, across all simulated runouts, you end up with the best hand (win), share the pot (tie), or lose. A tie is worth a fraction of a win because the pot is split between everyone still in it.
Drawing & chasing
- Outs
- The cards still in the deck that improve you to a likely-winning hand. A flush draw has 9 outs (13 cards of the suit − 4 you can already see).
- Rule of 2 and 4
- A fast way to turn outs into equity. About 2% per out for one card to come, 4% per out for two.Example: a 9-out flush draw on the flop ≈ 9 × 4 = 36% to get there by the river.turn → river
outs × 2%flop → riverouts × 4% - Implied odds
- Extra chips you expect to win on later streets if you complete your draw. They can justify a call even when raw pot odds fall a little short — but only if your opponent is likely to pay you off.
Cards & hands
- Made hand
- The best five-card hand you can actually form right now from your two cards plus the board. The tool shows it as "You currently have: Two Pair", etc.
- Hand rankings (strongest first)
- Straight Flush ▸ Four of a Kind ▸ Full House ▸ Flush ▸ Straight ▸ Three of a Kind ▸ Two Pair ▸ Pair ▸ High Card. Higher category always beats a lower one; within a category the higher cards win.
- Suited / Offsuit
- Two cards of the same suit are suited (they can make a flush); different suits are offsuit. Written AKs (suited) vs AKo (offsuit). Suited hands are worth a little more.
- Showdown
- The end of a hand where remaining players reveal their cards and the best hand wins. "What beats you" is built from the opponent hands that win at showdown in the simulation.
Before the flop
- Position
- Your seat relative to the dealer button, which decides when you act. Acting last is a big advantage. From earliest to latest: UTG (under the gun), MP (middle), CO (cutoff), BTN (button, best seat), SB (small blind).
- Opening range (RFI)
- The set of hands strong enough to raise with when everyone has folded to you — "raise first in". Later positions can open many more hands; early positions should stay tight. The tool tells you whether your hand is in that seat's opening range.
- Combos & the 1326
- There are 1,326 distinct two-card starting hands (52 × 51 ÷ 2). The 13×13 grid groups them into 169 types: each pair is 6 combos, each suited hand 4, each offsuit hand 12. "% of hands" = combos in the range ÷ 1,326.
Under the hood
- Monte Carlo simulation
- Estimating a probability by repeating a random experiment many times and averaging. Here: deal the opponents' cards and the rest of the board at random thousands of times, and count your wins. More repetitions = a steadier estimate (and a number that wobbles a little less each time you run it).
- What beats you
- When the simulation gives the pot to an opponent, it records the category of their winning hand. The bars show each category's share of your losses, so you can see which cards are the real danger on this board.
- Opponent ranges
- The set of hands a player could hold given how they've played. Each opponent in the tool gets a range (a preset like UTG open or BB defend, or your own grid), and the simulation only deals them hands from it. Any two cards is the old random-opponent assumption and makes your equity look better than it is against real players.
- Split pot (ties)
- When players tie, only the players who tied share the pot. A two-way tie in a three-way pot gives you half, not a third.
- Effective stack & SPR
- The effective stack is the smaller of your stack and your opponent's, since that's the most either of you can win or lose. SPR (stack-to-pot ratio) compares it to the pot:Low SPR (under ~3): top pair or better is usually committed. High SPR (8+): you need a strong hand to play a big pot, and draws gain value from implied odds.SPR
effective stack ÷ pot= e.g. 300 ÷ 100 = 3 - 3-bet
- The first re-raise before the flop (the blinds count as the first bet and the open as the second). You 3-bet strong hands for value and a few suited aces as bluffs.