Learning the language of poker with our ultimate glossary of poker terms, from Ace High to Zoom Poker and everything inbetween.
Welcome to the ultimate poker terminology guide from pokerfuse. Whether you’re a beginner stepping into your first home game or an experienced player looking to refine your vocabulary, understanding poker terms is essential for success at the tables.
Poker has its own unique language that can intimidate new players. Understanding these essential terms will help you communicate effectively at the table and follow the action with confidence.
This comprehensive glossary covers the most important poker terms you’ll encounter in cash games, tournaments, and online play.
From basic betting actions to advanced strategic concepts, each term is clearly defined with practical examples. Many terms are cross-referenced to help you understand how different concepts connect in the complex world of poker strategy.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Ace High – A hand with an ace as the highest card but no pair or better. Ace high beats all other high card hands.
Ace in the Hole – Having an ace as one of your hole cards. This gives you strong starting potential.
Ace Rag – An ace paired with a low card like A-4 or A-6. These hands can be tricky to play correctly.
Act – To make a decision when the betting reaches you. Acting in turn maintains game flow.
Action – The betting activity in a hand. When it’s your turn to act, the action is on you.
Action Card – A community card that likely improved multiple hands. Action cards create bigger pots.
Action Flop – A flop creating many drawing possibilities. These flops generate heavy betting.
Action Player – Someone who plays many hands aggressively. Action players create excitement but often lose long-term.
Active Player – Anyone still competing for the current pot. Only active players reach showdown.
Add-On – Additional chips purchased at specific tournament breaks. Add-ons provide value in rebuy events.
Advertising – Showing a bluff to create a loose image. Strategic advertising sets up future value bets.
Aggressive – A playing style featuring frequent betting and raising. Aggression wins pots without showdown.
Ahead – Currently having the best hand.
Air – A worthless hand with no pair or draw. Betting with air requires strong bluffing skills.
All-In – Betting all your remaining chips. Going all-in creates drama and can lead to side pots when multiple players remain.
Alligator Blood – A player who’s difficult to eliminate. These resilient players survive despite setbacks.
Ammo – Slang for poker chips. Managing your ammo effectively is crucial.
Angle – An unethical but legal play exploiting rules. Angles damage the game’s integrity.
Angle Shooter – Someone who uses questionable tactics. Most players avoid angle shooters.
Ante – A forced bet all players must post before receiving cards. Antes create immediate pot value and encourage participation.
Any Two Cards – The philosophy that any starting hand can win. This approach leads to loose play.
Armor – Protection against bad beats through large chip stacks. Building armor provides staying power.
Baby – A small card, typically five or lower.
Back Into – Winning with a hand you weren’t drawing to. Backing into pots happens through lucky runouts.
Backdoor – Needing both the turn and river to complete a draw. Backdoor draws have limited value.
Backdoor Flush – Making a flush using turn and river. These surprise hands catch opponents off-guard.
Backraise – Re-raising after calling earlier betting during the same betting round. Backraises show extreme strength.
Bad Beat – Losing with a strong hand to an opponent who got lucky. Bad beats are part of poker’s natural variance.
Bad Beat Jackpot – A progressive prize for losing with a premium hand. The threshold to qualify for a BBJ varies by cardroom but is typically losing a hand with quad 8s or better. These jackpots soften devastating losses.
Balance – Playing different hands similarly to remain unpredictable. Balance prevents exploitation.
Bankroll – Total money available for poker. Proper bankroll management ensures longevity.
Bankroll Management – Rules for game selection based on available funds. This discipline prevents going broke.
Barrel – Continuing aggression across multiple streets. Multi-barrel bluffs require nerve.
Base Dealing – Cheating by dealing from the deck’s bottom. Reputable rooms prevent base dealing.
Behind – Currently losing to an opponent’s hand. Playing from behind requires careful calculation.
Belly Buster – Another term for gutshot straight draw. These inside draws need specific cards.
Bet – Putting chips into the pot first. Betting takes initiative and builds pots.
Bet Into – Betting when facing the previous aggressor. This shows strength or attempts a donk bet.
Bet Sizing – Choosing appropriate amounts to bet. Proper sizing maximizes value and bluff efficiency.
Betting Pattern – A player’s typical betting tendencies. Recognizing patterns helps predict actions.
Betting Round – One complete cycle of action. Each street features a betting round.
Big Bet – In limit games, the larger bet size used on later streets. Big bet streets see increased action.
Big Blind – The larger forced bet posted by the player two seats left of the button. The big blind acts last pre-flop.
Big Blind Special – Winning with a weak hand from the big blind. These victories feel especially sweet.
Big Slick – Slang for ace-king. This premium starting hand plays well aggressively.
Big Stack – Having more chips than most opponents. Big stacks can bully shorter stacks.
Blank – A community card unlikely to help anyone. Blanks maintain the hand’s status quo.
Blind – Forced bet posted before seeing cards. Blinds create action and pot value.
Blind Defense – Playing from the blinds against raises. Defending appropriately prevents exploitation.
Blind Steal – Raising to win the blinds uncontested. Successful steals add up over time.
Blocker – Holding cards that reduce opponent’s hand combinations. Blockers inform betting decisions.
Blocking Bet – A small bet preventing larger bets. These defensive plays can control pot size.
Bluff – Betting aggressively with a weak hand to force opponents to fold. Successful bluffs require timing and observation.
Bluff Catcher – A hand that only beats bluffs. These medium-strength holdings face tough decisions.
Board – All community cards dealt face-up. Reading the board determines hand possibilities.
Board Texture – How community cards connect with likely holdings. Texture influences betting strategies.
Boat – Slang for full house. Boats are powerful hands that rarely lose.
Bomb Pot – A special type of hand where every player puts in a predetermined amount of money preflop, and then the hand goes straight to the flop with no preflop betting.
Bottom End – The low side of a straight. Bottom ends risk losing to higher straights.
Bottom Pair – Pairing the lowest board card. Bottom pair has showdown value but limited strength.
Bottom Set – Set using the lowest board card. Bottom sets can lose to higher sets.
Bottom Two – Two pair using the two lowest board cards. This hand plays cautiously.
Bounty – Prize for eliminating specific players in tournaments. Bounty events add excitement.
Box – The dealer’s position and chip tray area. The box controls game pace.
Break – Tournament pause for rest and chip counting. Breaks allow strategic planning.
Break Even – Neither winning nor losing over time. Breaking even beats most players’ results.
Brick – A harmless turn or river card. Bricks maintain existing hand strength.
Brick and Mortar – Physical poker rooms versus online. Both types of venues offer unique advantages.
Bridge Order – Ranking suits for breaking ties. Spades rank highest in bridge order.
Bring-In – Forced bet in stud games. The bring-in starts the action.
Broadway – The highest possible straight (10-J-Q-K-A). Broadway straights are powerful hands.
Broadway Cards – Any ten through ace. These high cards make strong hands.
Bubble – Tournament stage before money positions. Bubble play requires careful strategy.
Bubble Boy – Player eliminated just before payouts. This painful position motivates careful play.
Buck – Another term for the dealer button. The buck indicates position.
Bullet – Slang for an ace. Bullets make strong starting hands.
Bully – Using big stacks to pressure opponents. Bullying exploits survival concerns.
Bump – To raise the current bet. Bumping builds bigger pots.
Burn – Discarding the top card before dealing the flop, turn, or river cards. Burning prevents marked card advantages.
Burn Card – The discarded card itself. Burn cards remain face-down.
Burn and Turn – Dealer procedure between streets. This maintains game security.
Busted – Eliminated from play or missing a draw. Getting busted ends your session.
Busted Draw – A draw that missed. These hands have no showdown value.
Button – The dealer position that rotates clockwise each hand. The button has the best position, acting last post-flop.
Buy-In – Cost to enter a game or tournament. Buy-ins usually determine the competition level.
Buy the Button – Posting extra to get the button position. This strategic move gains position.
Buy the Pot – Betting to win uncontested. Buying pots accumulates chips without showdown.
Cage – Casino cashier area for chip transactions.
Call – Matching the current bet to continue in the hand. Calling keeps you alive without raising the stakes.
Call Clock – Time limit imposed on slow decisions. Calling clock maintains game pace.
Call Down – Calling bets through all streets. This passive approach catches bluffs.
Calling Range – Hands you’ll call with in specific situations. Defining ranges improves decisions.
Calling Station – Player who calls too frequently. These opponents rarely fold.
Cap – Maximum raises allowed per betting round. Caps prevent unlimited raising wars.
Capped Range – When previous actions limit hand strength. Recognizing caps helps value betting and bluffing.
Card Dead – Extended period without playable hands.
Card Protector – Object placed on hole cards. Protectors prevent accidental mucking.
Card Rack – Exceptional run of premium hands.
Cards Speak – Hands ranked by shown cards at showdown. This rule prevents declaration errors.
Case Card – The last card of a rank in the deck. Case cards complete unlikely draws.
Cash Game – Poker using real money values. Cash games allow flexible buy-ins and departures as opposed to tournaments.
Cash Out – Converting chips to money and leaving.
Catch – Getting the card you need. Catching improves drawing hands.
Catch Bluffs – Successfully calling with marginal hands. This skill increases win rates.
Catch Perfect – Getting exactly the right cards. Perfect catches create miracle wins.
Catch Up – Improving to beat the current best hand. Catching up requires sufficient outs.
Center Pot – Another term for main pot. The center pot goes to the best hand.
Change Gears – Switching playing styles during sessions. Gear changes prevent predictability.
Chase – Pursuing draws with poor odds. Chasing loses money long-term.
Check – Passing the action when no bet has been made.
Check Behind – Checking after opponent checks. This controls pot size.
Check Call – Planning to check then call bets. This traps aggressive players.
Check Dark – Checking before seeing the next card.
Check Down – Players checking through all streets. Check downs reach cheap showdowns.
Check Fold – Planning to check then fold to bets. This abandons weak hands cheaply.
Check Raise – Checking initially then raising after an opponent bets. This powerful move can trap aggressive players.
Chip – Gaming token representing money.
Chip and a Chair – Possibility of comeback from minimal chips. This phrase inspires short stacks.
Chip Dumping – Intentionally losing chips to another player. This collusion violates rules.
Chip Leader – Tournament player with most chips. Chip leaders pressure shorter stacks.
Chip Race – Removing small denomination chips from play. Races simplify later tournament stages.
Chip Trick – Manipulating chips for entertainment. Chip tricks pass time between hands.
Chip Up – Accumulating chips through winning play. Chipping up builds threatening stacks.
Chop – Splitting the pot equally. Chops occur with identical hands.
Chop the Blinds – Heads-up players taking back blind bets. This speeds up play.
Clean Out – Win all of opponent’s chips.
Click Back” or “Click Raise – Minimum raise online with one click. Click raises test waters cheaply.
Closed – Betting round with no more action possible. Closed rounds proceed to next street.
Closer – Player acting last in betting rounds. Closers have maximum information.
Coffee Housing – Excessive table talk to gain information. This practice annoys opponents.
Coin Flip – All-in situation with roughly even chances. Flips create exciting moments.
Cold – Entering a pot facing bets and raises. Coming in cold shows strength.
Cold Call – Calling multiple bets without prior investment. Cold calls require strong hands.
Cold Deck – When you get dealt a very strong hand, but your opponent gets an even stronger one. It also refers to a prearranged deck for cheating.
Collusion – Players secretly working together. Collusion cheats honest players.
Color Up – Exchanging small chips for larger denominations. Coloring up simplifies stacks.
Combination Draw – Multiple ways to improve your hand. Combo draws have excellent equity.
Come Bet – Betting a draw aggressively. Come bets combine fold equity with draw equity.
Come Over the Top – Re-raising a previous raiser. Coming over shows strength.
Community Cards – The shared cards all players use to make their best hand. Texas Hold’em features five community cards.
Complete – In stud, raising the bring-in to full bet. Completing shows strength.
Connector – Sequential cards like 7-8 or J-Q. Connectors make straights.
Continuation Bet – Betting after raising pre-flop. C-bets maintain aggression.
Cooler – Unavoidable situation where very strong hands collide. Coolers create huge pots.
Counterfeit – Board cards devaluing your hand. Counterfeiting can often ruin small pair holdings.
Covered – Having less chips than an opponent. Being covered puts you at risk of elimination.
Crack – Beating a strong hand like pocket aces. Cracking monsters wins big pots.
Cripple – Holding cards that block opponent draws. Also, winning most of an opponent’s chips.
Crying Call – Reluctant call expecting to lose. Crying calls catch surprise bluffs.
Cut – Splitting the deck before dealing. Cutting prevents bottom dealing.
Cut Card – Plastic card hiding the bottom card. Cut cards prevent information leaks.
Cut Off – Seat immediately right of the button. The cutoff has excellent position.
Cutoff Seat – Another term for cut off position. This seat plays many hands profitably.
Dark – Acting before seeing cards. Dark bets show confidence or recklessness.
Dark Bet – Betting before the next card is delt. These bets confuse opponents.
Dead – No longer able to win the pot. Dead hands hit the muck.
Dead Blind – Posted blind when player was absent. Also, a Dead Small Blind happens when the Big Blind busts out.
Dead Button – Button position with no player. Dead buttons maintain proper blind order.
Dead Card – Known card removed from play. Dead cards affect probability calculations.
Dead Hand – Hand ruled invalid and ineligible to win. Protecting cards prevents dead hands.
Dead Money – Chips in the pot from folded players or posted blinds. Dead money increases pot value without active competition. Also a derogatory term used to describe a bad player.
Deal – Distributing cards to players. Proper dealing maintains game integrity.
Dealer – Person distributing cards and managing pots. Dealers control game flow.
Dealer Button – Marker indicating dealer position. The button rotates each hand.
Dealer’s Choice – A Mixed Game format where the dealer selects the variant. Dealer’s Choice games add variety.
Dealing – The act of distributing cards. Smooth dealing keeps games moving.
Declare – Announcing hand value or intentions.
Deep – Having many big blinds in your stack. Deep play allows complex strategies.
Deep Stack – Tournament or game with a large amount of starting chips. Deep stacks reward skill.
Defense – Protecting against aggressive plays. Good defense preserves chips.
Deuce – A two of any suit. Deuces are the lowest cards.
Deuce to Seven – Lowball variant where worst hand wins. This game reverses hand values.
Dirty Stack – Chip denominations mixed improperly. Clean stacks speed play.
Discard – Throwing away cards in draw games. Strategic discards improve hands.
Dog – Short for underdog. Dogs face uphill battles to win hands.
Dominated – A dominated hand is a weaker hand that is very unlikely to win against a stronger hand because it shares one or more of the same cards — but with worse kickers or lower rank. Dominated hands rarely improve enough.
Donk – Inexperienced player making poor decisions. Donks donate chips to better players.
Donk Bet – Leading into the pre-flop aggressor. This unconventional play can confuse opponents expecting a check.
Door Card – First exposed card in stud games. Door cards begin hand development.
Double Barrel – Betting flop and turn aggressively. Double barrels increase fold equity.
Double Belly Buster – Straight draw with two different gutshots. These draws have eight outs.
Double Board – Variant using two separate boards. Double board games create action.
Double Draw – Draw variant with two drawing rounds. More draws increase hand strength.
Double Gutshot – Another term for double belly buster. These hidden draws surprise opponents.
Double or Nothing – Tournament paying double buy-in to half the field. These events reduce variance.
Double Suited – Omaha hand with two flush possibilities. Double suited hands have potential.
Double Through – Doubling your chip stack.
Double Up – Another term for doubling through.
Down Card – Face-down card in stud games. Down cards hide hand strength.
Downswing – Extended losing period. Downswings test mental fortitude.
Draw – A hand needing specific cards to improve. Common draws include flush draws and straight draws.
Drawing Dead – Having no chance to win regardless of remaining cards to come.
Draw Heavy – Board offering many drawing possibilities. Draw heavy boards see action.
Draw Out – Catching cards to beat a better hand. Drawing out creates bad beats.
Draw Poker – Variants allowing card exchange. Draw games preceded hold’em popularity.
Drawing Hand – Hand requiring improvement to win. Drawing hands chase specific cards.
Drawing Thin – Having very few outs to win. Thin draws rarely succeed.
Dry – Board with few drawing possibilities. Dry boards favor made hands.
Dry Pot – Small pot with little action. Dry pots aren’t worth fighting over.
Duck – Slang for a deuce. Ducks are the smallest cards.
Dwell – Taking excessive time to act. Dwelling slows the game.
Dynamic – Board texture featuring many potential draws and made hands. Dynamic boards require adjustment.
Early Position – The first seats to act before the flop. Early position requires stronger hands due to positional disadvantage.
Edge – Advantage over opponents. Finding edges increases profits.
Effective Stack – Smaller stack size between two players. Effective stacks determine maximum loss.
Eight or Better – Qualifying low hand in split games. This rule prevents weak lows winning.
Elimination – Knockout format removing busted players. Eliminations narrow fields.
Empty the Clip – Betting all streets aggressively, usually as a bluff. Emptying clips requires conviction.
Equity – Your percentage chance of winning at showdown. Understanding equity helps make profitable decisions.
Equity Denial – Betting to prevent opponents from realizing equity. Denial protects vulnerable hands.
Equity Realization – How often you capture your hand’s equity. Position improves realization.
Even Money – Bet paying equal to amount wagered. Even money means 50-50 chances.
Expectation – Long-term average result.
Expected Value – The average profit or loss from a play over time. Positive EV decisions build long-term profits.
Exploit – Taking advantage of opponent weaknesses. Exploits increase win rates.
Exposed Card – Card accidentally shown during play. Exposed cards affect action.
Extra Blind – Additional blind for new players or position changes. Extra blinds maintain fairness.
Face Card – Jack, queen, or king. Face cards make strong hands.
Face Down – Cards dealt privately. Face down cards are known only to the player holding them.
Face Up – Cards visible to all players. Face up cards provide information.
Family Pot – Hand where most players see the flop. Family pots often see more bets and more chips going to the middle.
Fast – Playing aggressively with strong hands. Fast play builds pots.
Fast Fold – Online feature for instant folding and moving to a new hand. Fast fold speeds up play.
Fast Play – Betting or raising aggressively with a strong hand, rather than slow-playing or trapping.
Favorite – Hand more likely to win. Favorites should bet for value.
Feeler Bet – Small bet testing opponent strength. Feelers gather information cheaply.
Felt – The table’s playing surface. Getting felted means losing everything.
Field – All players in a tournament. Large fields increase variance.
Fifth Street – The river in hold’em or fifth card in stud.
Fill – Completing a drawing hand.
Fill Up – Making a full house.
Final Table – Last table in tournaments.
Fire – To bet aggressively. Firing barrels pressures opponents.
First Position – Another term for under the gun. First position begins the betting action before the flop.
First to Act – Player beginning the betting round. Acting first lacks information.
Fish – An inexperienced player making poor decisions. Identifying fish helps maximize your win rate.
Fish Hooks – Slang for pocket jacks. These hooks catch unwary players.
Five Bet – Fourth raise in a betting sequence. Five bets show extreme strength.
Fixed Limit – Betting structure with predetermined amounts. Fixed limits reduce variance.
Flash – Accidentally showing cards. Flashing provides free information.
Flat – Just calling rather than raising. Flatting disguises hand strength.
Flat Call – Another term for flatting. Flat calls trap aggressive players.
Float – Calling with intention to bluff later. Floating requires good timing.
Floorman – Casino supervisor resolving disputes. Floor decisions are final.
Flop – The first three community cards dealt together. The flop defines hand strength and drawing possibilities.
Flop Game – Poker variant using community cards. Hold’em and Omaha are flop games.
Flop Texture – How the three cards interact. Texture determines betting strategies.
Flopped – Made on the flop. Flopping sets or better wins big pots.
Flush – Five cards of the same suit like A♥️ K♥️ 7♥️ 5♥️ 2♥️. Flushes beat straights and all lesser hands.
Flush Draw – Four cards to a flush needing one more. Flush draws have nine outs.
Fold – Surrendering your hand and forfeiting the pot. Folding saves chips when you’re likely beaten.
Fold Equity – Chance opponent folds to your bet. Fold equity makes bluffs profitable.
Forced Bet – Mandatory bet like blinds or antes. Forced bets create action.
Forward Motion – Physical movement of chips committing to action.
Foul – Hand ruled dead due to irregularity. Fouls forfeit pots.
Four Bet – Third raise in a betting sequence. Four bets usually mean premium hands.
Four Flush – Four cards to a flush.
Four of a Kind – Four cards of the same rank. Also called quads.
Four Straight – Four cards to a straight. These draws need specific cards.
Fourth Street – The turn in hold’em or fourth card in stud.
Free Card – Seeing the next card without betting or calling a bet. Free cards allow players to draw cheaply.
Free Play – Seeing flop without additional investment. Big blinds get free plays.
Free Roll – Tournament with no entry fee. Freerolls are a great way to build a bankroll and/or experience.
Freeroll – Situation where you can’t lose but might win.
Freeze Out – Tournament with no rebuys. Freeze outs reward careful play.
Full Boat – Another term for full house. Full boats rarely lose.
Full House – Three of a kind plus a pair, like K♠ K♥️ K♦️ 7♣ 7♥️. Full houses are powerful hands that rarely lose.
Full Ring – Table with nine or ten players. Full ring requires patience.
Full Table – Another term for full ring.
Future Game – Next game on the waiting list. Future games provide fresh starts.
Gamble – Taking risks with uncertain outcomes. Controlled gambling defines poker.
Gambler – Person who bets on uncertain outcomes. Smart gamblers find edges.
Game Flow – Rhythm and dynamics of current session. Reading flow improves decisions.
Game Selection – Choosing profitable games to play. Good selection increases win rates.
Game Theory – Mathematical approach to strategy. Theory guides optimal play.
Gap Concept – Needing stronger hands to call than raise.
Gap Hand – Cards with gaps between ranks. Gappers make fewer straights.
Get There – Successfully completing a draw. Getting there wins big pots.
Give Action – Playing loosely creating excitement. Action players get action back.
Give Up – Abandoning aggression on later streets. Knowing when to give up saves money.
Going South – In cash games, removing chips from play illegally. Also, an expression that poker players use as a show of respect after someone busts out.
Good Game – Profitable table with weak players. Finding good games increases earnings.
Grapevine – Information network among players. The grapevine spreads game conditions.
Grind – Playing many hours for steady profits. Grinding requires discipline.
Grinder – Player making living through volume. Grinders play optimal strategy.
Gutshot – An inside straight draw that can only be completed by one specific rank. For example, holding 6-7 with a flop of 4-5-9 gives you a gutshot straight draw to an 8.
Gutter – Another term for gutshot. Gutter balls need perfect cards.
Gutterball – Yet another gutshot term. These draws hit rarely.
Hack – Poor player making bad decisions. Hacks donate money.
Half Pot – Bet sizing equal to half the pot. Half pot bets balance risk and reward.
Hand – Cards held by a player or single game round. Strong hands win money.
Hand for Hand – Tournament play near bubble synchronizing tables. This prevents stalling.
Hand History – Record of previous hands played. Histories help analyze play.
Hand Range – All possible hands in given situation. Understanding ranges improves decisions.
Hand Reading – Deducing opponent holdings from actions. This skill separates pros.
Hand Selection – Choosing which starting hands to play.
Hand Strength – Relative power of your holding. Assessing strength guides betting.
Heads-Up – Playing against just one opponent. Heads-up requires adjusting hand values and aggression levels.
Heads-Up Display – Online statistics shown during play. HUDs provide information advantages.
Heart – Red suit symbolized by ♥️. Hearts make flushes and straight flushes.
Heat – Pressure from aggressive betting. Taking heat tests resolve.
Heater – Extended winning streak. Heaters build bankrolls quickly.
Heavy – Chip stack with many high denominations.
Hero – You in hand history discussions.
Hero Call – Calling with a marginal hand believing your opponent is bluffing. Hero calls require strong reads.
Hero Fold – Folding strong hand believing you’re beat. Hero folds save money.
Hidden Pair – Pocket pair matching no board cards. Hidden pairs surprise opponents.
High – Best traditional hand in split games. High hands scoop against no qualifying low.
High Card – Hand with no pair or better. High card rarely wins showdowns.
High Hand – Best hand at showdown or a hand winning one half of the pot in split games.
High Limit – Games with large betting amounts. High limits attract skilled players.
High Low – Split pot games awarding both directions. High-low creates action.
High Roller – Player gambling large amounts. High rollers seek big scores.
High Society – Chips worth $100 or more. High society chips simplify big bets.
High Stakes – Games with significant money involved. High stakes test nerves.
Hijack – Seat two right of the button. The hijack has good late position.
Hit – Catching helpful cards. Hitting draws wins pots.
Hit and Run – Winning big then leaving immediately. This practice annoys players.
Hold’em – Most popular poker variant using community cards. Texas Hold’em is dominant in most brick-and-mortar and online poker rooms.
Hole – Face-down cards in player’s hand. Protecting holes prevents information leaks.
Hole Cards – Your two private cards in Texas Hold’em. Protecting your hole cards prevents opponents from gaining information.
Hollywood – Overacting to deceive opponents. Hollywood performances fool amateurs.
Home Game – Private poker game among friends. Home games build communities.
Hook – Jack of any suit. Pocket hooks make for a strong hand.
Horse – Mixed game rotation of five variants. HORSE tests all-around skills.
Hot – Running well with good cards. Hot streaks feel amazing.
Hot Seat – Player facing difficult decisions. Hot seats test skills.
House – Casino or establishment running games. The house provides services.
House Rules – Specific regulations for each venue. Knowing house rules prevents disputes.
Ignorant End – Low side of a straight. Ignorant ends often lose.
Image – How opponents perceive your playing style. Managing image enables deception.
Implied Odds – Future betting potential beyond current pot odds. Good implied odds justify calling with drawing hands.
Improve – Making a better hand with new cards. Improving wins bigger pots.
In Position – Acting after your opponent post-flop. Position provides information advantage and control.
In the Air – Tournament officially started. Cards in the air begins play.
In the Dark – Acting before seeing cards. Dark plays confuse opponents.
In the Money – Reaching paid tournament positions.
In Turn – Acting when supposed to. Playing in turn maintains order.
Incomplete – Draw that missed or partial information. Incomplete data requires caution.
Information Bet – Small bet learning about opponent hands. Info bets guide decisions.
Inside Straight – Another term for gutshot.
Insurance – Side bet against bad beats. Insurance reduces variance.
Intimidation – Using aggression to scare opponents. Intimidation wins without showdown.
Invest – Putting money into the pot. Smart investments show profit.
Involved – Actively playing in current hand. Getting involved requires good cards.
Isolate – Raising to play heads-up against specific opponent. Isolation targets weak players.
Isolation Play – Strategy of isolating weak players. This increases win rates.
Jack – Face card ranked between ten and queen. Jacks make many strong hands.
Jackpot – Special prize pool that accumulates over time, often triggered by specific rare hands like losing with four of a kind or better.
Jacks or Better – Draw poker requiring at least a pair of jacks to open the betting.
Jam – Another term for going all-in. Jamming applies maximum pressure on opponents.
Joker – Wild card in some games. Jokers increase hand possibilities.
Juice – Rake or interest charged. Juice funds the house.
Junk – Worthless starting hand. Junk belongs in the muck.
Kansas City Lowball – Deuce to seven lowball variant. KC lowball reverses hand values.
Keep Honest – Calling to prevent constant bluffing. Keeping opponents honest maintains balance.
Key Card – Specific card dramatically changing hand values. Key cards create action.
Key Hand – Pivotal pot affecting session outcome. Key hands determine profit.
Kick – Another term for kicker. Kicks break tie hands.
Kicker – The side card determining winners with identical hands. An ace kicker often makes the difference.
Kill – Forced straddle doubling stakes. Kill pots create action.
Kill Button – Marker indicating kill pot status. Kill buttons rotate among winners.
Kill Game – Cash game featuring kill pots. These games increase volatility.
Kill Pot – Hand with doubled stakes after trigger. Kill pots build quickly.
King – Second-highest card below ace. Kings make premium hands.
Kitty – Pool of money for time charges or jackpots. Kitties fund operations.
Knock – Tapping table to check. Knocking passes action.
Knockout – Tournament awarding bounties for eliminations. Knockouts add excitement.
Ladies – Pocket queens. Ladies are strong but vulnerable.
Lag – Loose-aggressive playing style.
Lamb – Weak player easily beaten.
Lammer – Chip indicating special conditions.
Last Longer – Side bet on tournament survival. Last longers add interest and competition.
Late Position – Seats acting last including the button and cutoff. Late position allows more playable hands.
Lay Down – Folding a hand. Good laydowns save money.
Laydown – Another term for laying down hands. Tough laydowns require discipline.
Lead – Betting first into the pot. Leading takes initiative.
Lead Out – Another term for leading. Leading out shows strength.
Leak – Consistent error costing money. Fixing leaks improves results.
Level – Thinking stage about opponent strategies. A player’s depth of strategic thinking about what their opponent is thinking.
Leverage – Using stack size to pressure opponents. Leverage forces tough decisions.
Light – Playing with weak holdings. Going light requires good timing.
Limit – Betting structure with fixed amounts. Limits reduce variance.
Limit Poker – Games using structured betting. Limit poker emphasizes precision.
Limp – Calling the big blind pre-flop instead of raising. Limping shows weakness in most situations.
Limp In – Another term for limping. Limping in invites raises.
Limp Re-raise – Limping then re-raising aggressive players. This traps loose raisers.
Linear – Straightforward betting patterns. Linear play lacks deception.
Live – In-person rather than online play. Live poker adds physical tells.
Live Blind – Blind with option to raise. Live blinds act last pre-flop.
Live Card – Card that improves your hand. Live cards provide outs.
Live Game – Cash game currently running. Live games offer immediate action.
Live One – Very loose player giving action. Live ones boost profits.
Live Poker – Physical card room play. Live poker offers unique dynamics.
Live Read – Physical tell from opponent. Live reads guide decisions.
Live Straddle – Voluntary blind raise.
Lock – Certain winner or unbeatable hand. Locks scoop pots.
Lock Up – Securing seat in upcoming game. Locking up guarantees play.
Long Run – Extended time period evening variance. The long run reveals skill.
Longshot – Hand unlikely to win. Longshots occasionally score big.
Loose – Playing many hands with wide ranges. Loose players create action but often lose to patient opponents.
Loose Aggressive – Playing many hands with aggression. This style wins through pressure.
Loose Call – Calling with insufficient odds. Loose calls leak money.
Loose Game – Table with many players seeing flops. Loose games offer profit.
Loose Passive – Playing many hands without aggression. This style loses long-term.
Low – Worst hand winning in lowball or split games.
Low Limit – Games with small betting amounts. Low limits suit beginners.
Lowball – Variants where worst hand wins. Lowball reverses traditional hand rankings.
Made Hand – Complete hand not needing improvement. Made hands bet for value.
Main Pot – Primary pot all players can win. Main pots go to best hand.
Make – Complete a drawing hand. Making draws wins big pots.
Maniac – Extremely aggressive player. Maniacs create huge pots.
Marginal – Borderline hand or decision. Marginal spots require judgment.
Mark – Weak player targeted by pros. Marks lose consistently.
Marked Cards – Illegally identified cards. Marked cards enable cheating.
Marker – Casino credit for gambling. Markers require repayment.
Match – Call the current bet. Matching stays in hands.
Match the Stack – Buying in for largest stack. Matching stacks maximizes profit potential.
Maximum Buy-in – Most chips allowed when sitting. Max buy-ins vary by game.
Mechanic – Dealer manipulating cards illegally. Mechanics cheat players.
Mental Game – Psychological aspects of poker. Strong mental game prevents tilt and allows for optimal decision making regardless of outside factors.
Merge – Betting range including bluffs and value. Merged ranges balance play.
Meta Game – Strategy beyond individual hands. Meta game considers history.
Middle Pair – Pairing middle board card. Middle pair has showdown value.
Middle Position – Seats between early and late position. Middle position plays moderately.
Middle Set – Set using middle board card. Middle sets are very strong hands in Hold’em poker.
Min Bet – Smallest legal bet size. Min bets test waters.
Min Cash – Smallest tournament payout. Min cashes beat bubbling.
Min Raise – Smallest legal raise size. Min raises keep pots small.
Minimum Buy-in – Least chips allowed when sitting. Minimums vary by stakes.
Misdeal – Error requiring new deal. Misdeals restart hands.
Miss – Failing to complete a draw. Missing draws lose pots.
Mixed Game – Rotation of different poker variants. Mixed games test versatility.
Monster – Extremely strong hand. Monsters win big pots.
Monster Draw – Draw with many outs. Monster draws have huge equity.
Move – Bluff or strategic play. Good moves win without best hand.
Move All-In – Bet all remaining chips. Moving in pressures opponents.
Move In – Another term for going all-in. Moving in risks everything.
MTT – Multi-table tournament. MTTs offer big prizes.
Muck – Folding without showing your cards. Also, the pile of discarded cards.
Multi-Table – Playing several tables simultaneously. Multi-tabling increases volume.
Multi-Way – Pot with three or more players. Multi-way pots grow large.
Narrow – Playing few hands conservatively. Narrow ranges show strength.
Natural – Hand made without wild cards. Naturals beat wild hands.
Needle – Verbal jab at opponents. Needling creates tilt.
Negative Expectation – Play losing money long-term. Avoiding -EV situations preserves bankrolls.
Nit – An extremely tight player folding most hands. Nits are predictable but difficult to extract value from.
Nitty – Playing style of nits. Nitty play waits for premiums.
No Limit – Betting structure allowing any size wager. No limit creates drama.
No Limit Hold’em – Most popular poker variant. NLHE dominates tournaments.
Nose Bleed – Extremely high stakes. Nosebleed games risk fortunes.
Nothing – Hand without pair or draw.
Nut Flush – Best possible flush. Nut flushes rarely lose.
Nut Flush Draw – Drawing to the best flush. These draws play aggressively.
Nut Low – Best possible low in split games. Nut lows get half of the pot.
Nut Straight – Best possible straight.
Nuts – The best possible hand given the board. Having the nuts guarantees victory at showdown.
Nutted – Having the nuts. Nutted hands bet maximum.
Odds – Probability expressed as ratio. Understanding odds guides decisions.
Odds Against – Likelihood of losing versus winning. Long odds against mean unlikely.
Off – Not of the same suit. Offsuit hands make fewer flushes.
Offsuit – Cards of different suits. Offsuit holdings reduces flush possibilities.
Omaha – Popular variant using four hole cards. Omaha creates action.
On the Button – Being in dealer position.
On the Come – Playing drawing hands aggressively.
On Tilt – Playing emotionally after losses. Tilt destroys bankrolls.
One Gap – Cards separated by one rank. One-gappers make fewer straights.
One Pair – Two cards of matching rank. Pairs often win unimproved.
One Time – Hoping for a lucky card. “One time” prayers rarely work.
Open – Making the first bet. Opening shows strength and builds bigger pots.
Open Ended – Straight draw completable both ways. Open-enders have eight outs.
Open Face Chinese – Variant building three separate hands. OFC requires planning.
Open Limp – First player just calling big blind. Open limping invites raises.
Open Raise – Another term for opening. Open raises take control.
Open Seat – Empty chair available for play.
Opener – Player making the first bet. Openers drive action.
Option – Big blind’s right to raise. Options add pre-flop action.
Orbit – One complete rotation around table.
Outs – Cards that improve your hand to a likely winner. Counting outs helps calculate drawing odds.
Outrun – Beat opponent despite being behind. Outrunning an opponent creates bad beats.
Outside – Straight draw completable either end. Outside draws hit often.
Over Bet – Wager larger than the pot size. Over bets polarize ranges.
Over Card – Card higher than any card on the board. Overcards can provide additional outs when you’re behind but have potential to pair up.
Over Limp – Limping after others limp. Over limping shows weakness.
Over Pair – Pocket pair higher than board cards.
Overlay – Tournament prizepool that exceeds the total buy-ins. Overlays provide extra equity.
Paint – Any face card. Paint makes strong hands.
Pair – Two cards of identical rank. Pairs beat high cards.
Paired Board – Community cards containing a pair. Paired boards enable full houses.
Pass – Fold or check depending on the action. Passing avoids confrontation.
Passive – Playing style avoiding aggression. Passive play misses value.
Pat – Draw hand needing no cards. Pat hands stand strong.
Pay Off – Call expecting to lose. Pay offs keep opponents honest.
Penny Ante – Very small stakes games. Penny ante suits beginners.
Perfect – Ideal card for your hand. Perfect cards complete draws.
Pick Up – Win a pot without showdown. Picking up accumulates chips.
Pigeon – Easy opponent to beat. Pigeons get plucked.
Play – Participate in poker or specific strategy. Good plays win money.
Play Back – Raise an aggressive opponent. Playing back tests strength.
Play Fast – Bet aggressively with strong hands. Fast play builds pots.
Play the Board – Using only community cards. Board play ties often.
Player – Person participating in poker. Players compete for pots.
Playing Style – Individual approach to poker. Styles vary widely.
Pocket – Your private hole cards. Pockets hide strength.
Pocket Cards – Another term for hole cards. Pocket cards stay secret.
Pocket Pair – Two cards of matching rank as hole cards. Pocket pairs have immediate showdown value.
Pocket Rockets – Slang for pocket aces. Rockets are the best starting hand.
Poker Face – Expressionless demeanor hiding emotions. Poker faces prevent tells.
Polarized – Range containing very strong and very weak hands. Polarized betting confuses opponents.
Position – Seat relative to dealer button. Position provides information advantage.
Position Bet – Wager based on seating advantage. Position bets steal pots.
Post – Put in required blind bet. Posting enters you in action.
Post Oak Bluff – Small bet as a bluff. Post oaks risk little.
Pot – The total amount of money or chips wagered by all players in a single hand. The pot goes to the winner at showdown.
Pot Committed – Having too many chips invested to fold. Commitment requires continuing.
Pot Control – Keeping the pot size manageable. Control prevents difficult decisions.
Pot Equity – Share of the pot based on winning chances. Equity guides betting.
Pot Limit – Betting structure capping wagers at pot size. Pot limit balances action.
Pot Odds – The ratio of the current pot size to the cost of a call. Pot odds help determine if a call is mathematically profitable based on your chances of winning.
Pot Sized Bet – Wager equal to current pot. Pot bets charge maximum.
Pre-flop – Betting round before the flop. Pre-flop sets the tone.
Premium – Very strong starting hand. Premiums play aggressively.
Price – Pot odds offered by current bet. Good prices justify calls.
Probe – Small bet testing strength. Probes gather information.
Probe Bet – Another term for probing. Probe bets stay cheap.
Profit – Money won beyond investment. Profits measure success.
Prop – House player keeping games active. Props ensure action.
Prop Bet – Side wager on specific outcomes. Prop bets add excitement.
Protect – Bet to prevent draws completing cheaply. Protection charges opponents.
Protection – Another term for protecting hands. Protection prevents suckouts.
Push – Tie resulting in split pot. Pushes return bets.
Put On – Assign an opponent a likely hand range. Accurate reads guide play.
Quads – Four of a kind like 9♠ 9♥️ 9♦️ 9♣. Quads are nearly unbeatable hands.
Qualifier – Minimum hand strength for low or jackpots.
Qualifying Hand – Hand meeting minimum requirements.
Quartered – Winning only quarter of split pot. Getting quartered hurts.
Queen – Face card between jack and king.
Quitting Time – Predetermined stop time. Quitting time maintains discipline.
Rabbit Hunt – Seeing undealt cards after folding. Rabbit hunting slows games.
Race – All-in confrontation with close equity. Races create excitement.
Rack – Tray holding 100 chips. Racking up means winning.
Rag – Low, seemingly worthless card. Rags complete sneaky hands.
Rail – Spectator area around poker tables. Rails watch the action.
Rail Bird – Person watching games without playing.
Rainbow – A flop with three different suits. Rainbow boards limit flush possibilities.
Raise – Increasing the current bet size. Raising builds pots and tests opponents’ hand strength.
Rake – House fee from each pot.
Rake Back – Rebate of rake paid. Rake back rewards volume.
Rake Race – Competition for most rake paid.
Range – All possible hands in given situation. Understanding ranges improves decisions.
Range Advantage – Having stronger possible holdings. Range advantages enable aggression.
Rank – Card value from deuce to ace.
Rap – Knock table to check. Rapping passes action.
Rathole – Illegally removing chips from play. Ratholing violates rules.
Re-buy – Purchase additional chips in tournaments. Re-buys provide second chances.
Re-entry – Entering tournament again after busting. When you re-enter, you get a completely fresh start with a new seat and starting stack.
Re-raise – Raising after facing a raise. Re-raises show extreme strength.
Read – Assessment of opponent’s likely holdings. Good reads win pots.
Reading – Process of determining opponent hands.
Redraw – Opportunity to improve despite opponent improving. Redraws provide hope.
Regular – Frequent player at specific stakes. Also referred to as a “reg”.
Represent – Betting pattern suggesting specific hand. Representing enables bluffs.
Reraise – Another term for re-raise. Reraising builds huge pots.
Rest – Take break from playing.
Reverse Implied Odds – Future losses when hitting the hand you’re trying to complete. Reverse implied odds discourage chasing weak draws.
Reverse Tell – Deliberately false physical cue. Reverse tells deceive opponents.
Ring Game – Another term for cash game.
River – The fifth and final community card dealt in Texas Hold’em and Omaha.
River Rat – Player calling down with weak hands.
Rivered – Beat by opponent’s river card.
Rock – Extremely tight player. Rocks play few hands.
Rock Garden – Table full of tight players.
Rolled Up – Three of a kind on third street in stud.
Rounder – Professional poker player.
Royal – Ace-high straight flush. Royals are unbeatable.
Royal Flush – Best possible hand A-K-Q-J-10 suited. Royal flushes are extremely rare.
Run – Series of cards or results. Good runs build bankrolls.
Run Bad – Extended period of poor results. Running bad tests patience.
Run Good – Extended period of positive results. Running good feels great.
Run It Twice – Deal remaining cards twice for two pots. Running twice reduces variance.
Runner – Card on turn or river. Also, a player in a tournament. The tournament had 100 runners.
Runner Runner – Needing both turn and river.
Running – Cards coming on consecutive streets. Running cards complete draws.
Rush – Series of winning hands.
Sandbagging – Slow playing strong hands. Sandbagging traps opponents.
Satellite – Tournament awarding seats to larger events. Satellites provide cheap entries.
Scare Card – Community card creating dangerous possibilities. Scare cards slow action.
Scared Money – Playing too cautiously with inadequate bankroll.
Scoop – Win entire pot in split games.
Seat – Position at poker table. Seat selection affects profits.
Seat Change – Moving to different position. Seat changes improve position.
Seat Open – Available chair at table.
Second Best – Strong hand likely behind.
Second Nuts – Second best possible hand. Second nuts fears only nuts.
Second Pair – Pairing second highest board card. Second pair has value.
See – Call a bet to continue. Seeing keeps you alive.
Semi-Bluff – Betting with a hand that isn’t currently the best but has potential to improve. Semi-bluffs combine the chance to win immediately with drawing potential.
Session – Period of continuous play. Sessions vary in length.
Set – Three of a kind using a pocket pair. Sets are disguised strong hands.
Set Mining – Playing small pairs hoping for sets. Mining requires implied odds.
Set Over Set – Cooler situation with competing sets. Higher sets win huge.
Shark – Skilled player preying on weak opponents.
Sharkscope – Database tracking online tournament results.
Ship – Send pot to winner or go all-in.
Ship It – A shout following winning the pot. “Ship it” celebrates wins.
Shootout – Tournament format playing to single winner per table.
Short – Having few chips relative to blinds. Short stacks lack flexibility.
Short Handed – Table with fewer than normal players. Short handed games increase action.
Short Stack – Player with few chips. Short stacks play desperately.
Short Stack Strategy – Approach for playing with few chips. SSS maximizes fold equity.
Shove – Go all-in aggressively. Shoving pressures opponents.
Show – Reveal cards at showdown. Showing determines winners.
Show One Show All – Rule requiring equal information. This maintains fairness.
Showdown – The final phase where remaining players reveal their hands to determine the winner. The best hand wins the entire pot.
Showdown Value – Hand strength worth showing down. Showdown Value can justify calling.
Shuffle – Mix cards randomly before dealing. Proper shuffles ensure fairness.
Side Action – Bets beyond main game. Side action adds excitement.
Side Game – Cash game during tournament breaks.
Side Pot – A separate pot created when one or more players are all-in but others continue betting. Multiple side pots can exist in a single hand.
Sit and Go – Tournament starting when full. SNGs run continuously.
Sit Down – Join a poker game. Sitting down begins play.
Sit Out – Temporarily leave table but keeping your seat. Sitting out pauses play.
Sizing – Choosing bet amounts strategically. Proper sizing maximizes profit.
Slow Play – Check or call with strong hands. Slow playing induces bluffs.
Slow Roll – Delay showing winning hand. Slow rolling irritates opponents.
Small Ball – Strategy using small bets. Small ball controls pots.
Small Blind – The smaller of two forced bets made before cards are dealt. The small blind is typically half the size of the big blind.
Small Stakes – Games with modest betting limits. Small stakes suit beginners.
Smooth Call – Just calling with strong hand. Smooth calls trap raisers.
Snap – Acting immediately without thought. Snap decisions reveal strength.
Snap Call – Instant call showing strength.
Snap Fold – Instant fold. Snap folds save time.
Snowmen – Pocket eights resembling snowmen.
Soft – Weak opposition or easy games. Soft tables boost win rates.
Soft Play – Not betting aggressively against friends. Soft play violates ethics.
Solid – Reliable, winning playing style. Solid players profit consistently.
Soul Read – Perfect assessment of opponent’s hand. Soul reads amaze observers.
Spade – Black suit shaped like garden tool.
Speeding – Playing too fast without thinking. Speeding causes mistakes.
Spew – Waste chips with reckless play. Spewing destroys bankrolls.
Splash – Throw chips messily into pot. Splashing slows games.
Splash Around – Play many hands loosely. Splashing creates action.
Split – Divide pot between tied hands.
Split Pot – Pot divided among multiple winners.
Spot – Specific game situation. Studying spots improves play.
Spread – Range of stakes offered. Also, a term used to signify that a game is being offered.
Spread Limit – Betting structure with flexible ranges.
Squeeze – Re-raise after call of initial raise. Squeezes isolate players.
Stack – Total chips in front of player. Stack sizes influence strategy.
Stack Off – Get all chips in pot.
Stack Size – Amount of chips relative to blinds. Stack sizes determine strategy.
Stacked – Having very large chip stack. Getting stacked means losing all.
Stake – Money risked or level played.
Stakes – Betting limits of current game. Higher stakes mean bigger swings.
Stand – Keep current hand in draw games. Standing pat shows confidence.
Stand Pat – Draw no cards. Standing pat represents strength.
Standard – Common, accepted play. Standard lines avoid mistakes.
Starting Hand – Initial cards dealt to players.
Station – Player who calls frequently. Stations pay off value bets.
Steal – Win pot with weak hand. Steals accumulate profits.
Steal Position – Late position enabling blind steals. Steal positions profit most.
Steam – Play badly due to anger.
Stiff – Leave without tipping dealer. Stiffing shows poor etiquette.
Stop and Go – Call then lead next street. Stop and go confuses opponents.
Straddle – Voluntary blind raise before cards. Straddles double stakes.
Straight – Five consecutive cards like 6♠ 7♥️ 8♦️ 9♣ 10♠. Straights beat three of a kind and lower hands.
Straight Draw – Four cards needing one for straight. Straight draws vary in strength.
Straight Flush – Five consecutive suited cards. Straight flushes rarely lose.
Strategy – Overall approach to winning poker. Good strategy ensures profit.
Street – Betting round in poker.
String Bet – Illegal multiple bet, such as declaring “I call your bet and raise.” This is not allowed.
Strong – Powerful hand or aggressive play. Strong means winning.
Structure – Tournament blind level progression. Structures affect strategy.
Stuck – Currently losing for session.
Stud – Poker variant with exposed cards. Stud games predate hold’em.
Suck Out – Win despite being far behind. Suck outs create bad beats.
Suited – Cards of the same suit. Suited cards make flushes.
Suited Connectors – Sequential cards of same suit. These hands have potential.
Super Satellite – Tournament awarding multiple seats. Supers provide value.
Super System – Famous poker strategy book. Super System revolutionized poker.
Sweat – Watch someone play poker.
Swing – Variance in results. Swings test bankroll management.
Table – Playing surface and player group. Table selection matters. Also, to show your hand.
Table Captain – Player controlling table dynamics. Captains dominate action.
Table Change – Moving to different game. Table changes improve conditions.
Table Coach – Player giving unwanted advice. Table coaches annoy everyone.
Table Draw – Random seat assignment. Table draws affect difficulty.
Table Image – How opponents perceive you. Image enables deception.
Table Selection – Choosing profitable games. Good selection increases earnings.
Table Stakes – Only chips on table play. Table stakes prevent borrowing.
Table Talk – Conversation during play. Talk reveals information.
Tag – Tight-aggressive player. Referred to as TAGs.
Take a Shot – Play higher stakes than normal. Shots risk bankrolls.
Take Down – Win pot without showdown. Taking down accumulates chips.
Tank – Think for extended time. Tanking slows play.
Tap Out – Lose all chips. Tapping out ends sessions.
Tell – A physical or behavioral clue that reveals information about a player’s hand strength. Observing tells can provide significant advantages in live play.
Texture – How board cards connect. Texture influences betting.
Third Barrel – Bet river after betting flop and turn.
Third Nuts – Third best possible hand. Third nuts rarely loses.
Third Street – First betting round in stud. Third street starts action.
Three Bet – Re-raise of initial raise. Three bets show strength.
Three of a Kind – Three cards of identical rank. Trips beat two pair.
Tight – Playing few hands with strict standards. Tight players wait for premium holdings.
Tight Aggressive – Playing few hands aggressively.
Tight Passive – Playing few hands passively. This style misses value.
Tilt – An emotional state where a player makes poor decisions due to frustration or anger. Avoiding tilt is crucial for long-term poker success.
Time Bank – Time allowance online.
Time Charge – Hourly fee for playing. Time charges replace rake.
Timing Tell – Information from decision speed. Timing reveals hand strength.
Tip – Gratuity for dealer. Tips reward good service.
To Go – Total chips needed to call. Stating amount clarifies action.
Toke – Another term for dealer tip. Tokes supplement income.
Top End – High side of straight draw.
Top Kicker – Best possible kicker. Top kickers win ties.
Top Pair – Pairing highest board card. Top pair bets strongly.
Top Set – Set using highest board card. Top sets rarely lose.
Top Two – Two pair using two highest board cards.
Tournament – Competition eliminating players to crown winner.
Tournament Chips – Non-cash value chips. Tournament chips track progress.
Tournament Clock – Timer showing blind levels. Clocks pace tournaments.
Tournament Director – Official running events. Directors resolve disputes.
Tournament Equity – Mathematical share of prize pool. Equity guides decisions.
Tournament Life – Survival in event. Protecting life matters.
Tournament Poker – Strategy specific to tournaments. Tournament play differs from cash.
Trap – Slow play strong hand. Traps induce bluffs.
Trash – Worthless cards or hands.
Trey – A card ranked Three of any suit. Treys make small pairs.
Trips – Three of a kind. Trips beat two pair.
Triple Barrel – Bet all three streets. Triple barrels tell stories.
Triple Draw – Draw variant with three drawing rounds.
Turbo – Tournament with fast blind increases. Turbos require aggression.
Turn – The fourth community card dealt in Texas Hold’em and Omaha. The turn often determines which draws will be pursued to the river.
Turn Card – The fourth community card itself. Turn cards change dynamics.
Two Bet – Initial raise preflop. Two bets open action.
Two Pair – Two different pairs. Two pair beats one pair.
Under Bet – Wager smaller than expected.
Under Pair – Pocket pair below board cards. Under pairs play cautiously.
Under the Gun – The first player to act in a betting round. UTG position requires tight play due to having no information about other players’ actions.
Underdog – A hand that is less likely to win than its opponent. Underdogs can still be profitable to play with proper pot odds.
Underraise – Raise less than previous bet. Underraises are often illegal.
Underroll – Play with insufficient bankroll. Underrolled players risk ruin.
Unimproved – Hand not helped by board. Unimproved hands often lose.
Unlimited Rebuy – Tournament allowing endless rebuys. Unlimited events play loose.
Unopened – Pot with no raises yet. Unopened pots invite steals.
Unpaired – Board with no pairs. Unpaired boards limit full houses.
Unsuited – Cards of different suits. Unsuited reduces flush chances.
Up – Ahead or winning for session. Being up feels good.
Up Against – Facing difficult opponent or situation.
Up and Down – Results varying between winning and losing. Ups and downs define poker. Also, refers to an open-ended straight draw.
Up Card – Exposed card in stud games. Up cards provide information.
Up Front – Early position requiring tight play.
Up the Ante – Increase stakes or pressure. Upping ante creates action.
Upstairs – Higher limit games. Upstairs attracts pros.
Upswing – Period of positive results. Upswings build confidence.
UTG – Abbreviation for under the gun. UTG plays tight ranges.
UTG+1 – Seat immediately after under the gun. UTG+1 also plays tight.
Value – Profit from betting strong hands. Extracting value wins money.
Value Bet – A bet made with a strong hand to extract value from weaker hands that might call. Value betting is essential for maximizing profits.
Value Cut – Reduce bet size for calls. Value cuts get paid.
Value Own – Bet thinking you’re ahead but behind. Value owning loses money.
Value Range – Hands betting for value. Value ranges beat calling ranges.
Value Town – Consistently extracting maximum value. Value town maximizes profit.
Variance – The natural ups and downs in poker results due to the element of chance. Understanding variance helps players maintain proper bankroll management.
Verbal – Spoken declaration of action. Verbal is binding.
Villain – Opponent in hand histories. Villains oppose heroes.
VIP – Valued player earning rewards. VIPs get perks.
VPIP – Voluntarily put money in pot percentage. VPIP measures looseness.
Wait List – Queue for full games. Wait lists fill seats.
Waiting – On list for game.
Wake Up – Find premium hand after action.
Walk – Win blinds uncontested. Walks add up.
Wash – Scramble cards before shuffling. Washing ensures randomness.
Weak – Poor hand or passive play. Weak loses long-term.
Weak Ace – Ace with low kicker. Weak aces create problems.
Weak Lead – Small bet from out of position. Weak leads show weakness.
Weak Tight – A playing style characterized by playing few hands and rarely betting aggressively. Weak-tight players are often exploitable by aggressive opponents.
Webcam – Online poker showing players. Webcams add personality.
Wet – Board with many draws possible. Wet boards see action.
Wheel – The lowest possible straight (A-2-3-4-5). Wheels are especially valuable in split-pot games.
Whiff – Miss completely with nothing.
Whipsaw – Caught between two aggressive players. Whipsaws cost chips.
White Chip – Lowest denomination chip. White chips are usually $1.
Wild Card – Card representing any rank. Wild cards increase possibilities.
Win Rate – Average profit per time period. Win rates measure success.
Window Card – First card visible on the flop.
Winner – Best hand taking pot. Winners stack chips.
Winning Player – Someone profiting long-term. Winning players study hard.
Wire – Win from start to finish. Wiring tournaments feels great.
Wired – Pocket pair to start. Wired pairs have value.
Worst Hand – Weakest holding possible.
Wrap – Omaha draw with multiple straight possibilities. Wraps have huge equity.
Wrap Around – Straight using ace as low. Wrap arounds surprise opponents.
Wrong End – Low side of straight. Wrong ends often lose.
WSOP – World Series of Poker. WSOP crowns champions.
X – Poker notation for an unimportant card. Players often use “x” in hand histories and discussions to indicate an unimportant card.
Yahtzee – Slang for full house. Yahtzees win big pots.
Yard – One hundred dollars.
Yearning – The strong desire to play marginal hands, often leading to poor decisions. Controlling yearning is important for disciplined play.
Yellow Zone – Tournament stage requiring adjustments. Yellow zones demand adaptation.
Yes – Affirmative response to action.
Yield – Give up or fold. Yielding preserves chips.
Yo-yo – Chip stack fluctuating wildly.
Young Gun – Rising poker talent. Young guns challenge veterans.
Your Action – Announcement it’s your turn. Your action requires decisions.
Zebra – Player alternating between tight and loose. Zebras confuse opponents.
Zero – Having no chips or equity. Zero means elimination.
Zero Sum – Game where winnings equal losses. Poker is zero sum.
Zig Zag – Erratic betting pattern. Zig zagging prevents reads.
Zombie – Player continuing despite being eliminated. Zombies play side games.
Zone – A mental state of optimal focus and decision-making. Playing in the zone leads to better results and fewer mistakes.
Zoom Poker – PokerStars fast-fold format. Zoom increases hands played.
Understanding these poker terms provides the complete vocabulary needed for any poker situation. From basic actions to advanced concepts, this comprehensive glossary covers everything players encounter at the tables.
Regular use of proper terminology demonstrates poker knowledge and earns respect from other players. Study these terms, apply them in your games, and watch your poker communication skills reach professional levels.
The language of poker continues evolving with new variants and online innovations. Stay current with terminology trends while mastering these fundamental terms that form poker’s linguistic foundation.