MIKE CARO
43 Tips (As taken from Doyle Brunson's book
Super System 2)
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forum to discuss these tips or purchase the book
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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forum (click here) to discuss these tips or purchase Doyle
Brunson's
Super
System 2 to study all of
Jennifer's tips.
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
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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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