The trainer
The Train tab deals hands from solved trees and grades every decision you make against the solver's strategy for your exact two cards. This page covers where everything is, how you answer, how answers are graded, and the options that change what you are dealt. How grades become a score and a rating is on Trainer score; routines, difficulty and puzzles are on Routines & puzzles.
Where things are
The Train tab's top row has five items:
- Home — today's routine day with one button (Start day or Continue day), Deal me hands if you would rather the app picked the spot, and a profile panel with your rating, tier, rank and streak.
- Play, with its own row: Drills, Routines, Arena, Puzzles, Free play, Preflop and Sizing menus (marked beta).
- Stats — your trainer record by spot, beside what Lines finds in your own hands.
- History — hands played, saved hands, recent decisions, Biggest mistakes, and your trainer score by difficulty.
- Leaderboards — rating, streaks, badges and boards; see Trainer score.
Every library spot is dealt at 100bb, and every hand in a drill is on a new flop with the suits renamed at random (which boards you are dealt).
Drills
A drill is a saved spot with a daily hand target. Play › Drills › New drill asks for:
- Spots — One spot, or a group of spots: one role across the positions it is played from, for example in position as the preflop raiser against the BB from every position. A group has a Deal choice: As often as you play them or Evenly.
- Spot (solved boards) — the solved tree, with how many boards it has and how many are downloaded. Where your imported hands are enough to say, each spot also shows its share of your pot volume, so you can see where your money is.
- Your seat — Alternate, OOP or IP.
- Focus street — Whole hand, Flop onward, Turn onward or River only. Earlier streets are played from the solver's own strategy, so every rep is a decision on the street you are training.
- Line (optional) — put both players on an exact line, such as
X, B, C, B; hands that cannot reach it are redealt. - Only these hands (optional) — hand classes such as Air or Overcards.
- Board textures, RNG dice, Difficulty, Sizing menu (see Sizing configs) and Hands / day.
Train this on a Lines map card, and Train this spot in the Lines explorer, open a drill already filled in from that node.
Free play and preflop
Play › Free play plays full hands on any solved tree you pick, with a seat, a difficulty and a sizing menu. Free play on one solve stays on that solve's board. Like the drill form, the list shows each spot's share of your pots when your hands are enough to say.
Play › Preflop deals opens, defences and 3-bets at the library's own sizes, or from a preflop sim you imported under Data & imports › Preflop sims. Preflop answers are graded on frequency; an EV loss shows only when the sim's export carries EV. Preflop decisions never count toward your rating, and hands trained on an imported sim are never sent anywhere.
The trainer bar
The bar above the table sets how you answer. It is remembered on this computer.
- Answer: Pick one, RNG or Frequencies (below).
- Roll (RNG only): Low = aggressive or High = aggressive.
- Clock: Off, 7s, 15s or 25s. The clock is a ring round your seat. When it runs out you check, or fold to a bet, and that is graded.
- Tables: 1 to 4 (see Several tables).
- Keys: follow mouse, shown with two or more tables.
- Pause after: Off, A mistake, or Every answer.
- Next hand: auto deals the next hand by itself.
- Their hand: show after turns the opponent's cards face up once each hand is over, folds included. Never during the hand.
- Rated: ticked reads counts, unticked reads practice (below).
- MDF: the minimum defence frequency hint, off by default (below).
- End session ends every table.
Answer modes
- Pick one — choose one action. Any action the solver mixes counts.
- RNG — a dice roll says which side of the solver's mix you are on; play that.
- Frequencies — set how often you take each action. Graded by how far your mix is from the solver's, with no EV figure, and never counted toward your rating.
RNG bands. The roll is a whole number from 0 to 99. Each action owns a band of rolls in proportion to how often the solver takes it, ordered by aggression: with Low = aggressive the most aggressive action owns the low rolls. Because bands are whole numbers, an action the solver almost never takes can own no roll at all. The grade and the bars on screen always use the same bands, and with RNG on, Best is whichever action the roll lands on.
Rated or practice
With Rated ticked, hands count toward your streak, rating and the leaderboards, when you are signed in with sharing on. Unticked, hands are practice: they stay in History and Stats, count toward no streak, rating or leaderboard, and are never shared. Some decisions never count whatever the box says: Frequencies answers, preflop decisions, hands you replay after seeing the grade, decisions after an action the solver almost never takes, and hands on imported preflop sims.
The MDF hint
Off by default; tick it to show it in practice and rated hands alike. It is never shown in the Arena. Facing a bet or raise, an MDF figure sits over the Fold button: how often you would have to continue so that a bet with any two cards does not profit. It is a bound, not a target. After you answer, the grade also shows how often the solver's whole range actually continues there.
Grades
Each decision gets one of five grades:
- Best — the solver's most frequent action, or with RNG on, the action the roll landed on.
- Correct — an action the solver mixes at 3.5% or more.
- Inaccuracy — an action the solver barely mixes.
- Wrong — an action the solver never takes, at a small EV loss.
- Blunder — an action the solver never takes that loses at least 3% of the pot.
A Frequencies answer is graded on distance from the solver's mix (within 10 points Best, 20 Correct, 35 Inaccuracy, further Wrong) and is never a Blunder. An off-tree decision, one that follows an action your hand never takes in the solution, is left ungraded and the hand plays on.
After you answer, the grade shows the EV you gave up in bb with its share of the pot. A Best answer reads 0: the actions the solver mixes are worth the same, and a tiny measured gap is solve error, not a cost. An action the solve has no EV for reads —, never 0. The line above the table says whether this board's flop and turn are EV-graded; on boards without those EVs, flop and turn decisions are graded by frequency only (why).
Several tables
Choose 1 to 4 Tables on the bar. Each table shows its own grade under it after you answer, with the frequencies, EVs and RNG bands, and has its own Previous panel. With three or four tables the grade folds into one line per table that opens on a click.
Keys: follow mouse (on by default) sends the hotkeys to the table under your mouse, and with the mouse over no table, to the one that has waited longest. Turn it off and keys always go to the table that has waited longest. The outlined table is the one the next key goes to.
Subtrees: your own turn and river sizes
The library's trees are solved with a fixed set of sizes. Subtrees, in the trainer's side panel, re-solves the turn and river with sizes you choose as the hand is dealt, and grades your turn and river decisions by EV against that re-solve. It is off (Library sizes) until you change it, and your choice is saved.
- Library sizes — as solved.
- Max EV — list several sizes; each player keeps the one turn size with the highest EV. Low / Med / High trade speed for thoroughness.
- Custom — exactly your sizes.
Sizes are % of the pot, comma-separated; a is all-in and 2e the geometric size
over two streets. No bet is ever smaller than 1bb: a small % size is bet as 1bb.
- River sizes: Best 2 / All — with Best 2, each dealt river is re-solved with each player's two best river sizes (the all-in counts as one). It works with any choice above, the library's sizes included, and Max EV uses it by default.
- On a tie — sizes whose EVs are within the margin you set, in bb, are a tie. Your preferred size is kept when it is one of them; otherwise the one with the most betting volume.
- Use another size — at a re-solved turn, the button beside Note lists your other sizes with the EV each gives up against the pick. Pick one and the turn is re-solved with it.
- Pre-solve turns — solves the likely turn in the background while you think on the flop.
Subtrees are off in the Arena, where everyone plays the same trees. A change applies from the next hand.
Ready hands and Prepare hands
The next hand is dealt while you play the current one. Settings › Training › Hands to keep ready sets how many, and Turns solved per hand (1, 2 or 3) how many of each ready hand's likeliest turns are solved ahead. Each ready hand and each solved turn holds RAM while it waits, and each extra turn line costs solving time; the setting shows both figures for your machine, and fewer hands are kept ready when free memory runs low.
To have a whole session ready before you sit down, use Prepare hands at the table: pick how many hands to deal and solve ahead, watch the progress bar, or press Start now to begin with what is ready.
After you answer
- Previous shows the last hand's decisions against the solver's range. Switch it to follow your last decision instead, and size its grid by weight (how much of each hand reaches the spot).
- Open in viewer ↗ opens that exact decision in a separate viewer window, re-solved turns and rivers included.
- Note (or N) before you answer writes down your thinking, to compare with the solve afterwards. Notes are never shared on the leaderboards.
- Share copies a picture of the hand, saves a PNG, copies a text summary, or makes a Share link (see Shared hands).
- On turn and river decisions an air card shows how often the solver bets its air and which air hands stand out. Settings › Training turns it off or moves the river's air line.
Biggest mistakes, in History and at the end of each session, lists your costliest decisions. Filter by period (Last session, Last 7 days, Last 30 days, All time), spot and Lost at least, and sort by bb or % of pot. Any row opens in the viewer.
Hotkeys
By default 1–6 press the answer buttons left to right (fold, check/call, then sizes rising), Space continues, deals the next hand or confirms a mix, N opens the note box, and Ctrl+Shift+C copies the hand's picture. Change them in Settings › Training › Trainer hotkeys.
The Arena
An Arena is one fixed set of hands that everyone who enters plays: same boards, same cards, same opponent. Each hand plays on along the solver's line whatever you chose, so every entrant meets the same decisions.
- Make one in Play › Arena › New Arena: pick a drill, the number of hands (10, 20, 30 or 50), a title, and whether it is Ranked, then Make Arena. You get a six-letter code to send to others.
- Join one by typing its code in the Code box. Play starts it; a run you left reads Resume. After you finish, Practise plays the same hands again, unsaved and unrated.
- Scoring is out of 1000: full credit for the solver's play or an action it mixes at a real frequency, half for a rare one, none for an action it never takes. EV lost breaks ties. Your first finished run is the one ranked, and live standings show everyone as they play.
- Ranked Arenas count every player's first run toward their rating as it is played; unranked ones never move it.
- At an Arena table there is one table only, no Rated box, no MDF hint, and Subtrees are off. Arenas are played on the desktop app, and only the player who made one can delete it.
You need to be signed in to play Arenas, and leaderboard sharing on for your score to be posted to the standings.