23 guides on the skills the trainer drills. Written for $1/2 and $1/3, the games you actually play, against the players actually in them.
Reads
Most tell lore is noise. These seven patterns, posture, chip handling and tempo, are the ones that survive contact with a real $1/2 game.
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Selection
Your winrate is decided before you post a blind. How to read a room, pick a table, choose a seat, and know when to leave.
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Math
The only three numbers you need at the table, pot odds, outs and effective stacks, with live-game arithmetic you can do under pressure.
Read the GuideFour shelves, twenty guides. Every one of them ends at a drill, because reading about pot odds and pricing a pot on a clock are different skills.
What the room expects, what to bring, and how not to give money away before the cards get interesting.
Five numbers, each producible in a few seconds with a guy talking in your ear.
Where a read comes from at $1/2, and how to count what he can still be holding.
Seat, stop, stake and self-control. The part of the winrate that has nothing to do with cards.
Every guide maps to a drill in the trainer. Read it, then run it until it is reflex.
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