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NO LIMIT HOLDEM STARTING HAND CHART
 

 

Unsuited Cards

                 

Suited Cards

   
 AA                                               AA
AK  KK                                           KK AK
AQ KQ QQ                                       QQ KQ AQ
AJ KJ QJ JJ                                   JJ QJ KJ AJ
AT KT QT JT TT                               TT JT QT KT AT
A9 K9 Q9 J9 T9 99                           99 T9 J9 Q9 K9 A9
A8 K8 Q8 J8 T8 98 88                       88 98 T8 J8 Q8 K8 A8
A7 K7 Q7 J7 T7 97 87 77                   77 87 97 T7 J7 Q7 K7 A7
A6 K6 Q6 J6 T6 96 86 76 66               66 76 86 96 T6 J6 Q6 K6 A6
A5 K5 Q5 J5 T5 95 85 75 65 55           55 65 75 85 95 T5 J5 Q5 K5 A5
A4 K4 Q4 J4 T4 94 84 74 64 54 44       44 54 64 74 84 94 T4 J4 Q4 K4 A4
A3 K3 Q3 J3 T3 93 83 73 63 53 43 33   33 43 53 63 73 83 93 T3 J3 Q3 K3 A3
A2 K2 Q2 J2 T2 92 82 72 62 52 42 32 22 32 42 52 62 72 82 92 T2 J2 Q2 K2 A2
         Color Categories

 
Black
Premium hands.  These are the hands you should be raising and re-raising pre-flop with the intention of seeing a showdown.  For this reason, generally you should be making a raise with the intention of limiting the number of callers.  Based on the table you are playing an appropriate bet will vary, but generally your goal should be to play one or two players going into the flop. Make the general medium raise, whatever that may be (at every table there is a table bet, whether it is 2  or 3 times the blind. This is the consistent bet that stands out as saying "yes I have a hand", again, with the intention of scaring a few stragglers off the pot.) Many players will limp with these hands hoping for a raise behind them, and then they make a large re-raise hoping to trap an opponent. I advise against this play as I think it completely gives away your hand; just raising is actually more deceptive, and if the player actually has any kind of hand he is liable to raise you making him even more committed to the hand.

Green
Premium Drawing hands.  These are hands you should try and play against as many players as possible in the hopes they will improve to make a very strong hand.  If they even marginally improve (and assuming you've improved as well), you've set a trap for not one but multiple committed players.

With Pockets from 88s to TTs you can afford to bet out to a degree but you still want to see a flop before getting too heavily committed.  Because these hands offer such strong draws you can also bet them aggressively pre-flop to mix up your image a little (bet an amount you don't normally bet - make it an odd number if you normally bet in evens, as an example). In this case, however, you are left largely to your judgment post flop.

Red
The Danger Cards. The problem with the danger cards is they are all semi decent hands.; in a very high ante, or shorthanded game they become stronger hands, but at a full table playing them against any kind of raise usually means you are dominated or well behind.  Even with the best of these cards you will always be wondering if you are out-kicked and they don't present many other draws. Play them when you sense weakness but be cautious when people play back.  If unsure, or at a table where you fear being outplayed, save yourself the money and trouble and just don't play them. 

Yellow
Weaker Drawing Hands.  These hands present weaker drawing opportunities than green hands.  They are just as valuable when making a hand but will be completed less often.  Try and see a flop cheaply, if the flop is friendly play aggressively. If not, fold. 

Orange
The other end of the deck.  These cards are folding cards the vast majority of the time.  Much like yellow cards if you can play them cheaply it may be worthwhile, the difference is that you will almost never make a nut hand with these cards and will be left largely to try and read other players.  The other key point is Hold'em is all about high cards.  Good players play high cards.  Having said that, sometimes the flop comes out low cards. Often, your opponent holding AK or QQ (who raised big pre-flop) sees the board come up rags (muck cards) they just wont believe you made two pair on them with 3/6 or 2/4.  This can be profitable and is something to consider.  Do this very rarely, as these hands are also a great way to finish with a second or third best hand that looks pretty strong - be careful. 

Grey
Basically junk cards. These are the ones you fold the majority of the time.  There are, of course, exceptions where you will be sitting on the button and feel like making a push to steal.  At this point you are essentially playing blank cards. Don't get me wrong - you can win a hand with these cards - but you are behind any good hand, and have very limited draws. In the long run they simply are not profitable to play at a full table (unless of course you can significantly outplay the other players post flop, this of course broadens hand selection further.) 
 


Pocket Pairs

Looking at the chart, if you take any pair listed it is a favorite against any of hands on the same or lower on the chart.  Against starting hands listed above the pair, the pocket pair will be a very marginal favorite (approx 6 to 5) Against a larger pair you are a 9-1 underdog.

Max Stretch Suited Connectors
Even when connected, some cards present less opportunity of making a straight. Cards like A2 or AK can only use 3/4/5 and 10/J/Q respectively. Therefore the Maximum Stretch cards are the adjacent cards higher then 4x5x but not higher then 10xJx.  These (powerful and often overlooked) cards provide the best draws. This is what I mean when using the term "maximum stretch"; the hands that have both the maximum likelihood of creating a straight and are suited to provide a flush draw as backup.  Connectors (Cards immediately adjacent with no numerical gap between them) provide a greater opportunity for straights, because a larger number of card combinations are usable to create the your straights in both directions (high and low).

As an example compare:

   

Connectors       with which a straight can be made using 5/6/7, 6/7/10,7/10/J, and 10/J/Q
1-Gap Cards with which a straight can be made using 6/7/9, 7/9/J, 9/J/Q
2-Gap Cards with which a straight can be made using 6/8/9, 8/9/J
3-Gap Cards with which a straight can be made using only 7/8/9


For this reason, when you play drawing cards you should try to
play only direct connectors or 1 gap connectors. Another valuable note: J10 is highlighted because of its unique property of always making a nut straight.  If at any time you are making a straight in which you are using both of these cards (J10), then you have the nut straight.  It can not make a losing straight unless one of its cards is duplicated on the board or a flush, full house, or quads are present.

 


Tell us what you think about this chart in the Forum!

Remember also that good starting hand selection will only get you so far. 
Visit our strategy section for some advice on what to do after the flop... rig
 

ht click any 

 

 

 

 
 

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