Texture buckets
There is no Rules tab in the app any more. Pricing a written rule needs a library of high-accuracy solves that doesn't exist yet, so the tab is parked rather than half-working. Its spots, rulesets, flop tester and text import went with it. What it was for lives on in three places: texture buckets on the Lines tab, first-match texture rules in Train › Play › Sizing menus, and priced rules mined from solved packages on the Solve tab. This page covers all three.
Texture buckets are yours to define
A texture bucket is a named set of flops described by a condition: paired or not, trips or not, suitedness (monotone, rainbow, or two-tone with the off-suit card high, middle or low), a high-card range, and ranks the flop must contain or must not. On the Lines tab, the Board texture bucket picker narrows the report to flops in one bucket; its + button opens the form that creates one, and each bucket shows how many flops it holds.
If you'd rather start from something, Add preset buckets seeds a common default set — triple, double and single broadway, low, paired high/middle/low, monotone, two-tone and rainbow — as ordinary buckets you can delete or work alongside.
megamaster doesn't force a fixed texture taxonomy on you. Which flops belong to a bucket is computed from the condition you write, at query time — so a group's own way of splitting textures is exactly representable, instead of being forced through someone else's categories.
First match wins
Buckets do their rule-like work in sizing menus, under Train › Play › Sizing menus. A sizing menu sets default bet sizes per pot type, position and role, then a list of Spots overrides them for particular textures. The list is read top to bottom and the first rule whose bucket matches the flop wins — the same shape as a browser resolving CSS. A broad default sits underneath; specific exceptions ("monotone → a smaller size") sit above it and win when they apply.
Mined rules carry a price tag
There's a second kind of rule, and the difference matters: rules mined from a solved library package arrive with a measured EV cost — what following that simplification actually gives up against playing the full solver strategy, in big blinds, per runout class.
Open a solved tree in the viewer (Solve › Viewer) and any mined rules covering the node you're on are listed under Rules here, each showing its own cost. Solve › Library lists a package's full set. A rule whose cost is below solve noise reads ≈ free rather than a spuriously precise small number — a simplification you can adopt with nothing to weigh up.
Mined rules are shown, never auto-applied. Simplifying your strategy is a decision with a price, and the point of measuring the price is to let you make that decision — not to make it on your behalf and present the result as the solve.