LearnModule R1 · Betting the river
R1-L3
Picking river bluffs
How to choose river bluffs by the cards you hold: block the hands that call and leave alone the hands that fold.
In this lesson
- Choose bluffs that hold cards from the opponent's calling hands.
- Avoid bluffs that hold cards from the opponent's folding hands.
- Bluff first with hands that cannot win by checking.
- Decide which missed draws bet and which give up.
- Count combinations and card removal: a pair has 6 combos, a suited hand 4, an offsuit hand 12, and every card you hold removes the combos that need it.
Bluff with what cannot win by checking
The first question about a bluff is what the hand loses by not checking. Ace-high and small pairs sometimes win at showdown; a hand with no pair at all never does. So the hands with the least showdown value make the first bluffs, and the hands with some keep checking.
Rail's river solves say the same. In position after a check, and even more out of position, ace-high checks far more often than hands with no pair, which make up most of the bluffs.
Counting combinations
To choose among bluffs you need to count hands, and combinations and card removal are how. A pair has 6 combinations, a suited hand 4, an offsuit hand 12. Ace-king, suited and offsuit, is 4 × 4 = 16.
Every card you can see removes the combinations that need it. Hold one ace and only 3 × 4 = 12 ace-kings are left. On a king-high board three kings are left, and any two make a set: 3 × 2 / 2 = 3 combinations; hold a king yourself and only 2 × 1 / 2 = 1 is left.
Block the calls, leave the folds
A bluff works when the other player folds. So the best bluffs hold cards from the hands that would call — removing some of them — and none from the hands that would fold. A bluff holding a card of the top pair the opponent would call with makes that call less likely; a bluff holding a card of the missed draws that would fold makes the folds less likely.
Card removal is one effect among several, and the solve weighs them all at once: showdown value, what the hand blocks, and what the line says. Two hands that look alike can play differently for that reason; the drills deal you those hands.
Rules of thumb
- Bluff first with hands that cannot win by checking.
- Count combinations: 6 for a pair, 4 suited, 12 offsuit; every visible card removes some.
- Prefer bluffs that hold cards of the hands that call.
- Avoid bluffs that hold cards of the hands that fold.
When they break
- Against a player who never folds a pair, stop bluffing whatever you hold.
- Against one who folds everything but the nuts, any hand with no showdown value will do.
Example hands
Examples come from two places only: your own analysed hands in this lesson's spots, and a hand Rail deals and grades itself. Never a hand from outside Rail.
Sign in, with analysed hands, to see examples from your own play here.
Rail scripts this hand from the lesson's own practice, always the same one, and grades it with the analysis. Decide first, then read Rail's verdict.
Practice
The lesson is mastered when every exercise below that Rail can grade is passed. Missed items come back later as review cards.
Exercise 1
Pass: 5 of 6 rightSix counts of how many combinations of a hand your opponent can still hold, with the cards you can see removed.
Exercise 2
Pass: 3 of 5 rightFive rivers in position after a check, dealt hands where Rail's solve mixes: bluff or check?
Exercise 3
OptionalYour own first river decisions, the costliest first.
Sign in to practise on your own hands.