Mike Caro Jennifer Harman Lou Krieger Ken Warren

MIKE CARO
43 Tips (As taken from Doyle Brunson's book Super System 2)
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1) In the beginning, everything was even money.
2) Money you don’t lose buys just as many things as money you win.
3) What you have already invested in the pot doesn’t matter.
4)  You don’t get paid to win pots, you get paid to make the right decisions.
5)  Tables with Laughter are the most profitable.  Avoid silence.
6)  Don’t treat your bank roll like a tournament buy in…If you do, you’ll eventually go broke.
7)  If 1 pro plays twice as man hands as another...both might earn the same profit.
8)  If you average a big profit by calling...you’re not calling enough.
9)  Never stay in a poker game hoping to get even…You already are even.
10)  Don’t manufacture a winning streak.  A long contrived winning streak can be expensive.
11)  Poker’s stupidest question: “Why didn’t you quit when you were $17,000 ahead?”
12)  In poker, the profit comes from your right.
13)  Sit to the left of loose players, you want them acting first.
14)  Beating strong foes wins much respect and little profit, Beating weak foes wins little respect and much profit.
15)  Caro’s threshold of misery.
16)  When deceptive players check to you: Bet les often.
17)  Don’t be a medium-strong hand into a frequent bluffer.  Checking and calling earns more.
18)  When a  frequent bluffer checks to you, don’t bluff.
19)  Value betting is profitable only when you do it at the right time.
20)  You should sandbag powerful hands when the player to your left is the most likely bettor.
21)  On the final betting round don’t raise in the middle position with secondary strength.
22)  On the final betting round, you need a stronger hand to overcall than to call
23)  Thinning the field…raise weak players when strong players wait to act.  Seldom raise strong players when weak players wait to act
24)  Never criticize weak opponents for bad plays.
25)  Never compliment weak opponents for good plays
26)  Never discuss strategy around weak opponents.
27)  Players who just say down or just got even are easier to bluff and less likely to play weak hands.
28)  Players complaining about their bad luck seldom bluff…So seldom call.
29)  Opponents find it inspirational when you complain about bad beats.
30)  Your opponents have a calling relex.
31)  Players staring away are almost always more dangerous than players staring at you.
32)  A suddenly shaking hand almost never indicates a bluff.
33)  A player who isn’t breathing is probably bluffing.
34)  Players sucking candy o chewing gum often stop sucking or chewing when they bluff.
35)  Shrugs, sighs and sad sounds indicate strong hands.
36)  Listen carefully when an opponent says the word “bet”.
37)  Fumbled bets usually mean weakness when the fumble is corrected.
38)  Don’t watch the flop watch your opponents watch the flop.
39)  Opponents are more likely to fold if they are:
     A) Looking at chips
     B) Reaching towards chips
     C) Staring at cards
     D) Conspicuously staring at you

40)  Opponents are more likely to bet or raise if they are:
     A) Ignoring chips
     B) Ignoring cards.
     C) Staring away
     D) Especially quiet or still
41)A tell is just another factor to consider.
42)  When you intend to call reluctantly, don’t discourage the bet.
43)  How to make any poker bully beg for mercy
     A) Call more often
     B) Raise less often
     C) Seldom value bet

  JENNIFER HARMAN

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WINNING

Winner of a heads up pot will generally be the player who plays better in marginal situations.

LOU KREIGER

Hold’em In Depth

While there are literally millions of combinations of poker hands, in hold’em there are really only 169 different two-card starting combinations.  That number, of course, assumes that a hand like Kd-Qd is the equivalent of Kc-Qc.   If three diamonds were to appear on the flop, the Kd-Qd would be significantly more valuable than Kd-Qd. But the future can neither be predicted nor controlled, and these two hands have identical value before the flop. Starting Hands Each of these 169 unique starting combinations fits into one of only five categories:  Pairs, connecting cards, gapped cards, suited connectors, or suited gapped cards.  That’s it. Five categories.  That’s all you have to worry about.

 If you are not dealt a pair, your cards will either be suited or unsuited.  They also can be connected or gapped.  Examples of connectors are K-Q, 8-7, and 4-3. Unconnected cards might be one-, two-, three-gapped, or more, and would include hands like K-J, 9-6, 5-2, or 9-3.

Small gaps make more straights

As a general rule, the smaller the gap, the easier it is to make a straight.  Suppose you hold 10-6.  Your only straight possibility is 9-8-7.  But if you hold 10-9, you can make a straight with K-Q-J, Q-J-8, J-8-7, and 8-7-6. 

To every rule, however, there are exceptions.  A hand like A-K can only make one straight.  It needs to marry a Q-J-T.  An A-2 is in the same boat, and need to cozy up to a 5-4-3.  Although connected, each of these holdings can only make one straight because they reside at the end of the spectrum.

 There are other exceptions, too. K-Q can only make a straight two ways, by connecting with A-J-T or J-T-9, and 3-2 is in a similar fix.  The only other limited connectors are — yes, you guessed it — Q-J and 4-3.  These two holdings can each make three straights.  The Q-J needs A-K-T, K-T-9, or T-9-8.  It can’t make that fourth straight because there is no room above an ace.  The 4-3 is similarly constrained because there is no room below the ace.  But any other connectors can make straights four ways, and that’s a big advantage over one-, two-, or three-gapped cards. 

 Unless you are fortunate enough to wrap four cards around one of your four-gappers, there’s no way these cards can make a straight.  But don’t worry about that.  If you take my advice, you will seldom, if ever, play hands that are four-gapped or worse unless they are suited — and then only under very favorable circumstances.

Gapped cards

Gapped cards, in general, are not as valuable as connectors because of their difficulty in completing straights.  But if you were to make a flush there’s no need to be concerned about the gap.  After all, a flush made with Ad-6d is just as good as an Ad-Kd flush.  But A-K is more valuable for other reasons.  Suppose that flush never comes.  You can make a straight with A-K; you can’t with A-6. 

You might also win if you catch either an ace or a king.  If  an ace flops, you’ll have made a pair of aces with a six side-card, or kicker, and could easily lose to an opponent holding an ace with bigger companion.  But any pair you’d make with A-K would be the top pair with the best possible kicker.

KEN WARREN
Join our forum (click here) to discuss these tips or purchase Ken's book "Winner's Guide to Texas Hold'em Poker"

Bad Beats....
Is a statistically improbable draw that beats you and that is really the way you want your opponents to play.  It is a perfectly normal and expected part of the game, just like rushes. A rush is the times when it doesn't matter what hand you're dealt or how you play it, you win anyways.  Expect to be beat once in a while by long shot draws when there is a lot of pre-flop raising and many callers.

Skills you Need to win at Texas Hold'em

1) Game selection
2) Seat Selection
3) Mental Preparation
4) Stay Educated
5) Hand Selection
6) Buying a free (cheap) card
7) Semi-Bluffing and bluffing
8) Raising and check raising
9) Reading hands and reading tells
10) You skill at deception
11) Slow playing
12) Adjusting to game conditions
13) Knowing when to quit The quality of your decision making should be the overall deciding factor in your success in this game.
 

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