THE
KEY TO SUCCESS IN
TEXAS HOLD 'EM
Various
"experts" may disagree on the relative
importance of different factors in becoming
a successful Texas Hold 'Em player, but
high on everyone's list is the ability
to make correct decisions about which
starting hands are worth playing.
While
one can err in the direction of being
too tight (i.e., playing too few hands),
most observers would agree that beginning
Hold 'Em players are much more likely
to err in the opposite direction and play
too many hands. In all poker variations,
especially at the lower limits, the newcomer
will pay a higher penalty for being too
loose than being too tight. Given this
proclivity to play too many hands and
the unpleasant consequences of this behavior,
it is probably excellent advice for the
beginning player to pay special attention
to the task of identifying hands that
have the best chances of winning the money.
There will come a time when other factors,
such as the desire to be deceptive, the
need to "play the players," post-flop
strategies, the significance of position,
the importance of "table image," etc.,
will need to be mastered, but these are
complex and subtle issues that are very
difficult to quantify.
Fortunately
for the novice, one skill that lends itself
to fairly easy quantification is the question
of determining worthwhile starting hands.
What follows is a very easy method of
using simple math to objectively identify
winning hands.
STEP
ONE: Add the value of your two
cards using the scale below:
Ace=
16 pts. King= 14 pts. Queen= 13 pts. Jack=
12 pts. Ten= 11 pts. all other cards are
worth their face value, e.g., a two is
2 pts., a nine is 9 pts.
STEP
TWO: If your two cards are paired,
add 10 points to the total.
STEP
THREE: If your two cards are both
of the same suit, add four points.
STEP
FOUR: If your cards are connected
(i.e., next to each other in rank, as
with a Jack and Ten, a Jack and a Queen,
etc.) add three points.
STEP
FIVE: If your cards have a one
card "gap" (e.g., a Queen and a Ten, a
Jack and a Nine, or an Ace and a Queen,
etc.) add two points.
STEP
SIX: If your cards have a two-card
"gap" (e.g., an Ace and a Jack, a Queen
and a Nine, or a Jack and an Eight, etc.)
add one point.
ANY
HAND THAT TOTALS 30 POINTS OR MORE IS
A PREMIUM HAND AND CAN BE PLAYED FROM
ANY POSITION IF THERE IS NO RAISE. IN
MIDDLE POSITION YOU MAY ELECT TO PLAY
UNRAISED HANDS WITH 27 POINTS. OR MORE.
IN LATE POSITION IN UNRAISED POTS YOU
MAY WANT TO PLAY HANDS WITH 25 POINTS.
OR MORE. TO RAISE YOURSELF OR TO CALL
A RAISE YOU NEED TO HAVE A 34 POINT HAND
IF YOU ARE IN EARLY POSITION, A 31 POINT
HAND IN MIDDLE POSITION, AND A 29 POINT
HAND WHEN IN LATE POSITION.
By
limiting yourself to 30 point hands you
will always be playing premium cards.
Monte-Carlo type simulations prove that
any hand that earns 30 or more points
under this system will win at least 17%
of the hands in a ten-handed game. A random
hand, of course, will win 10% of the time
under Monte-Carlo conditions where every
hand is played to the finish (i.e., to
the "river"). Thus, a 30 point hand will
win at a rate about 70% above chance expectations
and this should provide beginning Hold
'Em players a margin of safety as they
progress in developing the other skills
necessary for greater success in this
interesting and complex game. As these
skills are perfected one may choose to
follow the slightly more liberal guidelines
shown above, but the true novice is probably
well-advised to stick with only those
premium hands that earn 30 points or more.
This
system has been devised by Edward Hutchison
who invites your comments.
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