JV'S
KILLER POKER: JUJITSU
BY:
John Vorhaus
You know how jujitsu works, don't you?
It's the sneaky technique of taking your
enemy's strength and using it against
him. Back in World War II, our GIs in
the Pacific Theater of Operations fretted
constantly (or were made to fret through
training films) about whether good ol'
American bare knuckles brawling would
be any match for sneaky techniques like
jujitsu if, that is, the war ever
came down to a hand-to-hand clash between
our brave khaki warriors and their foes.
In the end, of course, it didn't make
a damn bit of difference because the sneaky
techniques of jujitsu turned out to be,
like, no match whatsoever for a couple
of bare-knuckle brawlers named Fat Man
and Little Boy, and if you don't know
what I'm talking about, for heaven's sake
go find out. (Though don't bother renting
the Paul Newman movie of the same name
because take it from me it's a piece of
crap. Rent instead David Mamet's House
of Games. It too is a piece of crap, but
at least you'll learn a little something
about the way people think and behave.)
I'll
bet you think the theme here is "Use
your enemy's strength against him."
Wrong. Check it out:
A
notorious blind-stealer raises into your
blind. You know he's making the right
sort of move, attacking blinds as part
of his overall commitment to dominating
the game. But this time you're sitting
with paired pocket paint, lucky you, and
you smooth-call, planning to use his strength
(aggressiveness) and his other strength
(trickiness) against him by trapping him
for beaucoup bets on subsequent streets,
just as jujitsu masters of old would wait
for an opponent's reckless lunge, and
then turn that lunge into a swift and
sudden fall for the reckless one.
How
clever of you. You with your secret pocket
paint, you imagine that you're in boss
command, especially when the flop comes
9-8-2. You let your enemy lead the betting
on the flop and the turn, then raise his
raggedy ass on the river when the board
bricks out. You flip over your pocket
paint with pride, but what's that thing
that pride goeth before? Oh yeah, a fall.
Because this time it's the trapper who's
trapped. Since your opponent is aggressive
(his strength) and tricky (his other strength)
(the very strengths you had hoped to use
against him) it's extremely conceivable
that he's in there with something like
9-8 offsuit, and what you thought was
your dream flop turns into a nightmare
and you, sad sack, go down in crackling
flames. How do you feel about your fabulous
sneaky jujitsu moves now?
Learn
the lesson of history! Remember what happened
in the war! Against Fat Man and Little
Boy (the names of the Hiroshima and Nagasaki
nukes, in case you still haven't looked
it up, lazy you) ol' jujitsu never had
a chance. That's called playing to your
own strength, not your enemy's strength,
and it's what you should have been doing
all along.
Look,
your enemy tried to steal your blind.
That's frequently not a mistake, but based
on the cards you held, you knew that this
time it was. And what do we do to mistakes
(said the ghost of the battleship Missouri
to the ruins of Nagasaki prefecture)?
We punish them. That's right. Punish,
punish, punish. Swiftly, thoroughly, with
neither mercy nor pause nor remorse.
So
then the Final Jeopardy Answer is this:
"It's what you do when your enemy
gets out of line in raising your blind,"
and the Final Jeopardy Question is (and
please be sure it's in the form of a question):
"What is raise his raggedy ass right
away?"
Correct! Raise! Now! Immediately! Before
the flop! If he makes a mistake, make
him pay. I'll repeat that because it's
so fundamental to the relentless total
war that is Killer Poker: If they make
mistakes, you make them pay!
So
let's say you do that: You reraise before
the flop with your perky paired pocket
paint. What happens? You put the burden
of decision back on your enemy, that's
what. Now he has three choices, two of
which are wrong. He can raise, call or
fold, and only folding is correct because
only folding minimizes the damage already
done by the mistake already made. Do you
see now? Do you get it yet? If you just
call his scum-sucking, blind-stealing
raise, you let him get away with his mistake.
Not only that, you cede control of the
hand after the flop. Not only that, you
give him positive reinforcement for attacking
your blind. Goodness! Why on earth would
you want to do that?
Every
hand of poker is a tactical skirmish in
a strategic ongoing war. It doesn't matter
if you win this hand. It only matters
if you win the war. And how do you win
the war? By blackmailing or brainwashing
or terrorizing or just plain training
your enemies to do exactly what you want.
When they rise up you must smack them
back down. Make them obey! There's only
room for one bully at the table ("This
Pacific Theater of Operations ain't big
enough for the both of us!") and
so the bully must be you. If you're not
the big gun in the game, the Fat Man and
Little Boy of your own little green felt
conflagration, then you're wasting your
time and your money, and that's a shame.
Use
your enemy's strength against him? Nonsense.
Use your strength against him. Make him
make bad decisions. And if he's already
made one, make him make more. Keep the
pressure on him and keep the initiative
in your hands. Jujitsu may be crafty and
sneaky and clever, and maybe even elegant,
but when jujitsu goes up against a nuke,
the nuke wins every time.
And
that's how we play poker.
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