Showing posts with label Aggression. Show all posts
Showing posts with label Aggression. Show all posts

Saturday, January 05, 2013

Laws of Combat (as it relates to Poker)


Basic Laws of Combat
(as it relates to Poker)

1. You are not superman.
(Don't expect to win every hand)

2. Suppressive fires -- won't.
(Limping in can get you killed)

3. If it's stupid but works, it isn't stupid.
(Luck! Even a Donkey wins a hand now and then)

4. Don't look conspicuous -- it draws fire.
(Drawing attention to yourself makes you a target, too bold or too timid will result in challenges)

5. When in doubt, empty the magazine.
 (Go All-In when you smell fear, yours or theirs)

6. Never share a fighting hole with anyone braver than you are.
(Get out of the pot if bigger stacks attack)

7. Never forget your weapon was made by the lowest bidder.
(Limping in can explode on you)

8. If your attack is going really well, it's an ambush.
(Calling stations usually have something)

9. No plan survives the first contact intact.
(After the flop, all hands change)

10. All five second grenade fuses will burn down in three seconds.
(Holding on to draws usually backfires)

11. Try to look unimportant, because the bad guys may be low on ammo.
(Keep a low profile but play your good hands aggressively against low chip stacks)

12. If you are forward of your position, the artillery will fall short.
(First to act may get you shot)

13. The enemy diversion you are ignoring is the main attack.
(You are being slow played by a better hand)

14. The important things are always simple.
(Don't try to overplay a hand)

15. The simple things are always hard.
(AA doesn't win every hand)

16. The easy way is always mined.
(Catching the flop doesn't mean the Turn or River won't get trapped)

17. If you are short of everything except enemy, you are in combat.
(The less chips you have, the more likely you are to lose)

18. When you have secured an area, don't forget to tell the enemy.
(It's OK to declare victory before the river if you have the nuts)

19. Incoming fire has the right-of-way.
(Get out of the way of aggressive action if you don't have the nuts)

20. No combat ready unit has ever passed inspection.
(Top 10 hands don't always work)

21. If the enemy is in range, so are you.
(You can't avoid the enemy when you are heads-up)

22. Beer math: 37 men times 2 beers each equals 49 cases.
(Chips, you can never have enough of them)

23. Body count math: 3 bad guys plus 1 probable plus 2 pigs = 37 enemy killed in action.
(You must eliminate everyone, limpers and calling stations end up as Collateral damage)

24. Friendly fire - isn't.
(Expect to be attacked by anyone, even friends)

25. Things that must be together to work usually can't be shipped together.
(Most drawing hands don't catch)

26. Radios will fail as soon as you need fire support desperately.
(Your friends can't help you when you need them, no insurance)

27. Anything you do can get you shot -- including doing nothing.
(Being too passive is only slightly worse than being too aggressive)

28. If you make it too tough for the enemy to get in, you can't get out.
(Sometimes it's easy to get pot committed with less than the nuts)

29. Tracers work BOTH ways.
(Being too obvious can get you trapped)

30. The only thing more accurate than incoming enemy fire is incoming friendly fire.
(Your friends will stab you in the back, eventually)

31. If you take more than your fair share of objectives, you will have more than your fair share to take.
(Build your chip stack by making good choices with good cards and steal some pots)

32. When both sides are convinced they are about to lose, they're both right.
(Calling on the river usually means the worst hand could have won with a bet)

33. Professional soldiers are predictable, but the world is full of amateurs.
(You can't bluff a bad player, suck outs happen at the river)

34. Any significant military action will occur at the junction of two or more map sheets.
(After the flop, any street can turn a winning hand into a losing hand)

35. When the pin is pulled, Mr. Grenade is not our friend.
(Going All-In doesn't guarantee you a win)

36. Don't draw fire; it irritates the people around you.
(Playing out of turn will ruin your game)

37. Never tell the Platoon Sergeant you have nothing to do.
(Pay Attention! Looking bored will get you action)

Sunday, November 25, 2012

Poker Rules Of Engagement


1. Bring an ACE. Preferably, bring at least two Royalty cards. Bring all of their friends who are connected to Royalty.
2. Anything worth betting on is worth a raise. Aggression is cheap. Passiveness is expensive.
3. Only hits count. The only thing worse than a miss is a slow miss.
4. If your image is predictable, you're probably not raising enough nor using position correctly.
5. Move away from your attacker. Distance is your friend(Unless you have him out gunned, then draw him in for the kill.)
6. If you can choose what to bring to a shootout, bring an ACE and a friend of Royalty.
7. Ten years from now, no one will remember the details of the game, hand, or tactics. They will only remember who won.
8. If you are not betting, you should be observingcounting stacks, and tagging opponents.
9. Aggression is relative. This is a BIG one. (Most aggressive action will be more dependent on "pucker factor" than the inherent validity of the hand)
10. Use a position tactic that works every time.  (All skill is in vain when an big stack thinks you are weak)
11. If you are unsure of a course of action, do not attempt it. Timidity is dangerous, better to enter with boldness. The end is everything.
12. Always Lie; Conceal your intentions. Cultivate an air of unpredictability. 
13. Always have a plan and have a back-up plan, because the first one won't work.
14. Use cover or concealment as much as possible. The visible target should be in FRONT of your gun.
15. Do not give comfort or information to the enemy.
16. Don't drop your guard.
17. Challenge. The risk of never challenging is always greater than the risk of challenging.
18. Create Fear. If your opponents aren’t sure what attacking you will cost, they will not want to find out.
19. Do not fight the LAST battle: Use Guerrilla Warfare of the Mind.
20. If you have the opportunity to eliminate your opponent, you must do it. It is the rule in war!
21. Be polite. Be professional. But have a plan to kill everyone you meet.
22. Be courteous to everyone, friendly to no one.
23. Everyone has a weakness. Find it and exploit it. 

Sunday, October 14, 2012

Big Fish - Small Pond or Small Fish - Big Pond



After all, poker is just another Liar's game of "Go Fish". 
http://ljblue.blogspot.com/2010/04/poker-liars-game-of-go-fish.html
The goal is to be the biggest fish in the pond, no matter how many fish are in the pond and AA is usually the biggest fish in any pond. You could look at the Flop, Turn, and River as food to make you an even bigger fish.

The size of the bet could be considered the bait and it takes a big fish to eat lots of bait. Lots of bait tends to attract some fish and they may just be able to grow into a big enough fish to take all the bait. The action on the Flop, Turn and River will help determine when you should just cut your bait and run.

The first one in the pond usually thinks they can be a big fish, but the more fish there are in the pond, the bigger you have to be. You really don't want to be a small fish, like most drawing hands tend to be, in a big pond, like one with many players. You can also relate the size of the splash in relation to the size of the fish and some players really like to splash their chips into the pond. But is it a big fish splashing or a belly flop, both make big splashes?

The size of the pond is important too. Position helps you determine how big you need to be or if you have the potential to grow into a larger fish. I've seen a few dead whales on the beach, so AA isn't a sure thing, especially in a pond with lots of action. If there is only one other fish in the pond, jump in, the water tends to distort the size of the fish anyway.

Monday, March 26, 2012

The Four Principles of Poker

From "Action Dan" Harrington

Principle No 1: The Strength Principle
In general, you want to bet your strong hands, check your mediocre hands, and fold (or sometimes bluff) with your weakest hands

That souldn’t be too hard - NOT?
Obviously you want to bet your very strong hands to build a bigger pot when you’re likely to win. With your middle hands you better check because it’s harder to make money when you bet these. Better hands than yours are likely to call or raise, while weak hands probably fold. Folding your weakest hands is quite obvious. Bluffing with your weakest hands might be not so obvious, but then again if the bluff works you’ve gained value from a hand that had none.

Principle no.2: The Agression Principle
In general, aggression (betting and raising) is better than passivity (checking and calling)

Aggressive actions have two possible outcomes:
  1. your opponent could fold to your bet, or 
  2. he could call your bet and you can win at the showdown
Passive actions in contrary have just one, at the showdown

2 options are better than 1.

Principle no.3: The Betting Principle
In general, a succesful bet must be able to do one of 3 things:
  1. force a better hand to fold
  2. force a weaker hand to call, or 
  3. cause a drawing hand to draw to unfavorable odds.
A bet can thus make money in three ways.
  1. If you can chase away a better hand, you won a pot you normally would have lost
  2. If you get a weaker hand to call, you've got more money into the pot
  3. The same goes if you let somebody call a draw at unfavorable odds
     If you don’t think a bet could accomplish one of these things, just don’t bet. 

Principle no.4: The Deception Principle
Never do the same thing all of the time.

This is quite clear. Be surprising, don’t act predictively! In order to be succesful at poker, you need your opponents to keep guessing about your bets.

The Three Principles of Poker

www.onlinefreeplaypoker.com

Playing poker well involves more than knowing which cards beat what. It involves more than memorising the percentages and odds. It involves more than being able to detect tells from changes in someone’s posture, or in the way they glanced at their chips. Understanding the overriding principles of poker is far more important and valuable than being “a good bluffer”. The basic principles of poker override all correct strategies and playing styles.

Here are the principles:

Patience

Patience is the key to successful poker. Whether you are playing in a cash game, or a tournament, you will need this attribute to be a consistent winner. Most hands that you are dealt in poker are not worth playing, and if you start playing trash hands, then your results will usually be trash too.

Occasionally you will be dealt unplayable cards hand after hand. It will seem that you are never going to get any worthwhile cards again, and you will be tempted to play a rubbish hand just because you haven’t played any for a while. Don’t let it get to you. All good players go through stretches where they have bad cards and have to fold, over and over again. Patience is one of the main points that separate the good players from the bad.

Bide your time, and only play hands when your cards and the situation are both right.

Aggression

Once you get the cards that you were waiting for, aggression becomes paramount. It is no good to get dealt AA, if all that happens is that you check and call on each round of betting.

If you have a hand that is likely to be the best, bet! If someone bets first, and you still think that your hand is better than their hand, raise. Get as much money into the pot as you can. Get it all in if your hand is strong enough and your opponent is inclined to play along with you.

When betting with a strong hand you either want to get more money into the pot when someone calls you with a worse hand, or you want to win the pot immediately (which stops a worse hand getting lucky and hitting a card that would beat you).  Sometimes your opponent will call with a worse hand, and then beat you with a lucky card anyway. Don’t let that bother you. As long as you get your money in as a favourite, you’ve played correctly.

Using aggression to get maximum value from good hands is one of the most important principles of poker.

Deception

The deception principle is this: all actions you take must contain at least an element of deception.

It is very important in poker that you don’t allow your opponents to learn exactly how you play. If you are playing Texas Hold ’em and raise to $20 when you have Aces, $18 when you have Kings, $16 when you have Queens, $14 when you have Jacks etc, it won’t take long for your opponents to work out what you are doing.

But if you raise with Aces 85% of the time, and 15% of the time just call or limp, then your opponents can’t ever be completely certain what you have.

Raising the same amount whenever you decide raise also makes it harder for your opponents to work out what you have. Let’s say you decide to raise to $10 about 85% of the times that you are dealt AA, KK, QQ, AK, or AQ, and just call the other 15% of the time. Now it becomes very hard for your opponents to work out what you have. Because you are usually raising with good hands (as you should) but occasionally just calling with exactly the same hands, you make yourself harder to read.

Let’s take the concept a step further. Let’s say you decide on a strategy that involves calling with pocket 2’s through to pocket 10s, and you decide 80% of the time is a good percentage to call. The remaining 20% of the time you raise.

Now even if you opponents knew your strategy exactly, they still wouldn’t know if your raise means that you have AA or just 22. They can’t tell what you have when you just call either, because you might have 44, or you might have AK.

You have made your moves much more difficult for your opponents to read, and anything that makes your opponents’ job harder, is to your advantage.

If you can master the three principles of poker, then you should be the one walking away with the money.

Tuesday, February 14, 2012

Limping & Sun-Tzu



I was watching one of the poker shows on TV, I try to record most of them. One of the announcers asked the other, "I wonder what The Art of War (Sun-Tzu) has to say about limping?"
Being a advocate of The Art of War and Poker, I thought I'd take a look at it. There has already been a good book on the subject written by David Apostolico, Tournament Poker and the Art of War, and there is also a web site devoted to it. Sun Tzu's Art of Poker

From "The Art of War" by Sun-Tzu
In battle, there are not more than two methods of attack:
the direct -betting/raising- and the indirect -checking/limping-;
These two in combination give rise to an endless series of maneuvers.
The direct and the indirect lead on to each other in turn.
It is like moving in a circle — you never come to an end.

Masking strength with weakness is to be effected by tactical dispositions.
Thus one who is skillful at keeping the enemy on the move maintains deceitful appearances, according to which the enemy will act.
He sacrifices something, (so) the enemy may snatch at it.
  • Simulated disorder postulates perfect discipline, 
  • Simulated fear postulates courage; 
  • Simulated weakness postulates strength.
If we wish to fight, the enemy can be forced to an engagement even though he (is) sheltered behind a high rampart and a deep ditch -a wall of chips-. All we need do is attack some other place that he will be obliged to relieve.
If we do not wish to fight, we can prevent the enemy from engaging us even though the lines of our encampment be merely traced out on the ground. All we need do is to throw something odd and unaccountable in his way -Randomness.
  • The rule is, not to besiege walled cities if it can possibly be avoided.
By holding out baits -limping/slow playing-, he keeps him on the march; then with a body of picked men he lies in wait for him.
By holding out advantages -showing weakness- to him, he can cause the enemy to approach of his own accord; or, by inflicting damage, he can make it impossible for the enemy to draw near.

Whoever is first -to act-with-active or passive Aggression- in the field and awaits the coming of the enemy, will be fresh for the fight; whoever is second in the field and has to hasten to battle - will arrive exhausted.
  • Hence that general is skillful in attack whose opponent does not know what to defend; and he is skillful in defense whose opponent does not know what to attack.
Numerical weakness - lack of chips - comes from having to prepare against possible attacks; numerical strength -many chips-, (by) compelling our adversary to make these preparations against us.
  • Though the enemy be stronger in numbers, we may prevent him from fighting. 
  • Scheme so as to discover his plans and the likelihood of their success.
If we are able thus to attack an inferior force with a superior one, our opponents will be in dire straits.
  • When you engage in actual fighting, if victory is long in coming, then men’s weapons will grow dull and their ardor will be damped.
Do not repeat the tactics which have gained you one victory, but let your methods be regulated by the infinite variety of circumstances -Randomness- .

Water shapes its course according to the nature of the ground over which it flows;
the soldier works out his victory in relation to the foe whom he is facing.
Therefore, just as water retains no constant shape, so in warfare there are no constant conditions. He who can modify his tactics -Randomness- in relation to his opponent and thereby succeed in winning, may be called a heaven-born captain.
  • So in war, the way is to avoid what is strong and to strike at what is weak.

Saturday, January 28, 2012

Hollywood Park Poker & Ponies 10k guaranted



It's a crap shoot. But I actually won a couple of them and finished in the money a few times.
Patience vs Speed and Utility
Low Patience Factor makes it a fast tournament and Low Utility limits your skill.
In an aggressive game, the teaser 1st level may give you one or two hands to try to make a good play. After the 1st level you are down to 30 or less Big Blinds if you haven't doubled up. Starting the 3rd level you are down to one or two playable hands! The Minefield starts at Level 5.
Good Luck, because that's what you need to make it far in this crap shoot.

Binion's $100 Daily Deep Stack PF & UF



The end of a great era! The only reason to venture down to Old Las Vegas is to view the overhead show and get a souvenir from Binions and the Golden Nugget Casino.
Binions deep stack tournament is still good to play, just to say you did. The tournament is good for the first hour or so, you can still use some skill to grow your stack. Depends on how many enter the tournament.
Patience vs Speed and Utility


Patience vs Speed & Utility


https://sites.google.com/site/ljmangold/home/poker-strategy/patience-vs-speed-and-utility
From Arnold Snyder's Tournament Formula Poker 2
A must read for any tournament player, it's all about Deep Stack Poker tournaments.

The blind structure in relation to the number of chips each player starts with is the primary consideration on deciding if you should even enter a tournament, yet alone on what your strategy should be. The lower the patience factor, the more aggressive you have to be. The lower the patience factor, the more luck prevails over skill

The Patience or Speed Factor (PF) is the first step in determining how, or even if, you should play any tournament.
First you need the tournament structure sheet that shows how many chips you start with, what the starting blinds are and how ofter they are raised.
Starting Chips = $1000       Full Table (9 players)
Level    Blinds+Anties    Total    Time til blinds raise    Cumulative    M (# Big Blinds)
   1          25/25              50            20 Minutes            50             (40) (1000/25)
   2          25/50              75            20 Minutes           125            
   3          50/100          150            20 Minutes           275 
                                     (end of 1st hour)
   4         100/200          300            20 Minutes           575  
   5         100/200+25     425            20 Minutes          1000  
The amount of time it takes to "Blind Off" all your chips, without ever actually making a bet, is the Patience Factor, also the beginning the Minefield. In the above example you will be out of chips after 1 hour and 40 minutes, or 1.67 hours. Square that and you have the (PFPatience Factor, in this case, 2.76 (Level 1). Which means you will most likely be all-in on the first hand you play, if you have to go to the river, as this would be a FAST Tournament. Anything less the Level 4, is a short stack tournament, no need to even look at the Utility Factor (UF).
(PF) Patience Factor Skill Level
1.49 or less0
1.50 to 2.991
3.00 to 4.492
4.50 to 5.993
6.00 to 7.494
7.50 to 9.995
10.00 and up6

The Minefield portion of the tournament is where you will see many players, mostly short stacked, making a last ditch effort to remain in the tournament or chip leaders trying to pick-off the dead money. This is also where players try to get past the bubble. Lots of All-in betting.

 The Utility Factor (UF) is the 2nd step in determining how, or even if, you should play any tournament. Think again that your chips are ammunition, not just chips. The more chips you have, the better you can utilize them. The higher your utility factor, the more power and flexibility you have. Your utility is based on having at least an "M" of 60, In the above example, you are only 67% competitive. Divide your "M" by the basic competitive "M", to give you your competitive factor, in this case 40/60 = .67 "U" (utility). Multiply your Patience Factor times your "U" to get your Utility Factor, in this case it's, 1.79.

Clearly this is not a tournament worth playing, but it is typical for a "Shoot Out" Tournament where the winner of each table meets at the final table to play for the big prize, and starting chips may be doubled.

Your Utility Factor (UF) can range from 0 to over 200, which gives you ranks from 0 to 6.

A range from 0 to 40 and a rank of 0 to 2 is a short stacked tournament. A range from 41 to 100 gives you a ranking from 3 to 4 and good utility. A range from 101 to over 200 gives you a ranking from 5 to 6 and full utility.


UTILITY FACTOR
Quick Reference Chart (Adjusted to Patience Factor)
Utility FactorRankComments
          Short                         Stacked0-50Not a pro-level event, a crapshootat best.KP
6-201Low utility from the start, take early risks to double up, mostlyLong Ball, often a crapshoot by midpoint in tournament.RCB
21-402Low utility by second hour, some small ball may be possible in early levels, go for an early double-up. Very fast in-the-money portionZone
      Deep            Stacked41-603About two hours of competitive utility, more Small Ball is possible, fast by the money phase, good for aggressive semi-pros, still some ability to play at the final table.AoW
61-1004Good utility for small ball, more trouble for amateurs, early chip accumulation can keep utility until the end, becomes mostly Long Ball by the money portion.AoW/SB
101-2005Full utility possible all the way to the final table, pros will dominate, Small Ball skills will pay well.SB/SA
201+6Full utility from start to finish, pros rule, amateurs will be knocked out, high-end poker skills and top tournament skills required.M/C
If you are not using these to determine which tournament relies more on Skill or Luck, you might as well be playing Roulette.




I NEVER BLUFF



Saturday, August 15, 2009

I Hate Bluffing



Bluffing ----- do you really need to bluff?
I hate bluffing and have always hated bluffing. I am currently reading Poker Wizards by Warwick Dunnett. The section with Chris "Jesus" Ferguson, one of my favorite players to watch, talks about the need to bluff.
Ferguson writes, "If I never bluff, my opponents are going to figure that out and only call me when they have a hand that they think can beat me. Therefore, I am really losing money with my good hands because I only get called when I am beaten. If I bluff too often, I will get called too often, and end up losing more money with my bluffs than I make from my good hands".

OK......So we'll look into Bluffing..........Maybe?

Reasons to Bluff are the same as the reasons to raise.
Reduce the number of players in the hand and/or Steal the Blinds. Generally good players will rarely bluff, unless the table is tight.

Player classifications prior to the first hand being dealt.
Rate each player as a 1 (Passive) or 2 (Aggressive).
After a few hands see if the classification still holds and then sub-classify them, which will give you an aggression factor.

Aggression Factors
11 = Passive/Passive (CA = Calling Station)
12 = Passive/Aggressive (TA = Tight Aggressive),
21 = Aggressive/Passive (SA = Selective Aggressive)
22 = Aggressive/Aggressive (LA = Loose Aggressive).
3 = Maniac or Mental Midget (MM) How many maniacs are too many at a table?

See if the maniac stays true to form or was really an aggressive type that got some great hands early in the game. There are many Mental Midgets in fast card room tournaments and on-line play, they have no respect for the game.

Clothing, mannerisms, boisterous talking, or no social interaction can give a clue as to the type of player. How they stack their chips, play with their chips, splashing, forcefulness in betting movements, or mucking their cards can also give a hint as the the type of player.

Bluff Poker
Harrington’s Law on Bluffing: “The probability someone is bluffing when he shoves a big bet into the pot is at least 10%”, (until the final table).
The probability of bluffing may be based on position, relative to the number of players at the table and the number of players in the pot. The "Button" and "Cutoff" players could have a 90% probability of bluffing, if there are no other players in the hand and decreasing 10% for each player before them in an unraised pot and another 10% if the pot has been raised. If it's been re-raised, the chance that someone is bluffing could be down to less than 10%.

Passive/Passive (11) players are not likely to bluff at any time. If they do bluff pre-flop, they are likely to muck the hand to any bet.
Maniacs or Mental Midgets (3) could bluff at any time. They are not likely to make it to the second round unless they get lucky. They will usually make a very large bet or go All-in from Early Positions and any position if no one else is in the hand before them.

Pre-flop bluffing probability
Early Positions
Aggression factor............12..21..22

.........................(UG) 10% 20% 30%
.........................(4th) 20% 30% 40%
.........................(5th) 30% 40% 50%

Middle Positions
Aggression factor..........12..21..22
......................(6th) 40% .50% 60%
......................(7th) 50% 60% 70%

Late Positions
Aggression factor...........12..21..22
..........(8th/Raising)....60% 70% 80%
.........(Button/Cutoff).. 70% 80% 90%
........(Blinds)............ 70% 80% 90%
Reduce 10% for each caller and another 20% if someone raised.

Post-flop bluffing probability
The more players in the hand, the less likely anyone is bluffing, unless its the chip leader or a short stack or of course the Mental Midget.

Aggression factor....... 12.. 21.. 22
Early Positions.......... 10% 20% 30%
Middle Positions........ 20% 30% 40%
Late Positions........... 30% 40% 50%
Reduce 10% for each caller and another 20% if someone raised.

Pre-flop bluffing:
Early Positions (UG) Under the Gun, 4th and 5th positions.
The UG & early position raising more than the standard 3 times the big blind is more likely to be a bluff. They would most likely slow play or make a normal raise with Top 10 hands. They are likely to just call or raise more than 3 times the big blind with Type 3 or 4 hands. Going All-in is either a bluff or knowing they will end up All-in anyway if they are short stacked. Even Mental Midgets are not likely to over play the top 10 hands, but any other hand is open season for a large bet. The most likely hands for them to bluff are middle to low pairs and middle connectors or any suited Ace with a middle to low card.

Middle Positions (6th/7th)
Middle Position payers could be playing the top 15 hands normally but bluff lesser hands if no one is in the hand before them. Middle Position players are more likely to be squeezed between good hands if they are not first to bet. They are more likely to get trapped in a difficult situation, when you are trying to call a bet by a player in Early Position, but are getting raised or have a very real threat of being raised by another opponent in Late Position. This is dangerous because you may be wanting to slow down the action when you are holding a marginal hand or are wary of your opponent acting behind you in Late Position, but the Early Position player is either too aggressive or has a good hand himself and is forcing you to commit more chips to the hand. Middle Position may be the hardest place to try a bluff.

Late Positions (8th-Raising/Button/Cutoff)
Late Position players are only limited by how many players got in the hand before them and if anyone raised. With no raises and everyone else mucking, they can easily bluff with just about anything, especially if the blinds are weak players. If there are a few callers they can raise with almost any of the top 20 hands. If the pot was raised with a standard raise, they are likely to bluff only if there are weak callers and the raiser is a loose aggressive player or a Mental Midget.
Blinds
It's amazing to me how irate aggressive players become if someone raised their blinds. The more irate they are, the more vocal they are, the more likely they are bluffing or pretending, because they have a strong hand, especially if there is only one or two players left in the hand.

Post-Flop bluffing
Scare cards are likely to induce bluffing if either no one has bet or the Loose Aggressive or Mental Midget thinks no one has caught anything and wants to represent a nut hand. The more players in the hand, the less likely someone who bluffs is going to succeed.

Early Positions (1st, 2nd and 3rd positions)
Early Position raising more than 2 times the pot is more likely to be a bluff. They would still more likely slow play or make a normal raise with a set or higher. They are likely to just call or raise half the pot with top pair or a nut draw. Going All-in is either a bluff or knowing they will end up All-in anyway if they are short stacked.
Even Mental Midgets are not likely to over play a set or higher, but any other hand is open season for a larger bet. The most likely hands for them to bluff are middle to low pairs but representing top pair or nut draws with an Ace or King on the board.

Middle Positions (4th, 5th, 6th & 7th positions)
Middle Position payers are still vulnerable to being squeezed out but a bluff here could cause good drawing hands to fold. This may also be the best place for those Mental Midgets to attack if players before them are checking.

Late Positions (8th-Raising/Cutoff/Button)
Most likely to make a play if there are few still in the hand and everyone checked to them. May be a good place to bluff if someone made a small bet and it looks like the rest will fold.
The goal is to put the pressure on, by getting heads up with a good hand against a weak player, the winning hand against a good but second best hand or challenge the Mental Midgets.

Final Table
This is where bluffing becomes a fine art. Now you are in the money and it's all about finishing as high as you can. The chance that someone is bluffing goes anywhere from 30% to 60%, increasing by another 10% according to the type of player you are against and your stack size relative to the average stack size. It's still going to be determined by the amount of the bet or raise in relation to the flop. If the bet or raise is un-reasonable, because the flop doesn't look like it helped anyone or the board is scary, then either someone is bluffing or they have a hand that can be beat at the river. It's rare that a bluffer will fire two bluffing bets (bullets), like a raise and re-raise or raising the flop and turn, with absolutely nothing. But, if it's going to happen, it will happen at the final table, at least once.
"I Never Bluff"

Thursday, August 13, 2009

Mr. Lucky’s Law on Slow Playing


If you can be beat at the river, you will be beat at the river, when it will lose you the most money.
AA, KK, QQ: You can slow play before the flop if you are the first to act and you have normally aggressive players after you, with AA, KK raise any bet they make at least 2x to 3x their bet, call with QQ; otherwise always play aggressive from start to finish.

I Never Bluff