Poker courses
Each track is one poker variant, filled Kindergarten through Grade 12 — 2,131 lessons in total. Start at Kindergarten in whichever game you play, and climb a grade only once the folds are real.
Hold'em
NLH Cash
No-limit Texas Hold'em cash games: starting hands, position, c-bets, value and bluff lines from Kindergarten through population-adjusted strategy.
13 grades · start at Kindergarten →
NLH Tournament (MTT)
Multi-table no-limit Hold'em: escalating blinds, ICM, bubbles, pay jumps and shove/fold — the same cards as cash, a different game.
13 grades · start at Kindergarten →
Limit Hold'em
Fixed-limit Hold'em: small-bet and big-bet streets, extra-bet value, and why you cannot 'just shove' your way out of a mistake.
13 grades · start at Kindergarten →
Omaha
PLO Cash
Pot-limit Omaha high: four hole cards, use exactly two, pot-limit sizing, wraps, and why flopped nuts get stacked.
13 grades · start at Kindergarten →
PLO Tournament
Pot-limit Omaha multi-table tournaments: PLO math plus ICM, cover spots, and which stack-offs you no longer take near a pay jump.
13 grades · start at Kindergarten →
PLO5
Five-card pot-limit Omaha: even more wraps and nutted runouts than PLO, with starting-hand selection that punishes random five-card holdings.
13 grades · start at Kindergarten →
PLO6
Six-card pot-limit Omaha: the widest draws in the family. Nut-or-nothing holds up more, second-best goes broke faster.
13 grades · start at Kindergarten →
Limit Omaha Hi
Fixed-limit Omaha high: four cards, two-from-four, prescribed bet sizes. A different way to get one extra bet in.
13 grades · start at Kindergarten →
PLO 8 or Better
Pot-limit Omaha hi-lo: 8-or-better qualifier, scoops, quarters, counterfeits, and why nut high is not automatically a raise.
13 grades · start at Kindergarten →
Limit Omaha 8 or Better
Limit Omaha hi-lo 8-or-better: the same split-pot object as PLO8, with fixed bets that change which quarters you still pay.
13 grades · start at Kindergarten →
Stud & Draw
7-Card Stud
Seven-card stud high: no community board, bring-in, third through seventh, live and dead upcards, and memory as a skill.
13 grades · start at Kindergarten →
Razz
Seven-card stud low: aces are small, pairs are bad, A-2-3-4-5 is the nuts, and the high door card brings it in.
13 grades · start at Kindergarten →
Stud Hi-Lo
Seven-card stud hi-lo 8-or-better: scooping, qualifying lows, and reading four upcards for both halves.
13 grades · start at Kindergarten →
2-7 Triple Draw
Deuce-to-seven triple draw: aces high, straights and flushes count against you, 7-5-4-3-2 unsuited is the nuts.
13 grades · start at Kindergarten →
Badugi
Four-card badugi: different suits, different ranks, aces low. A-2-3-4 rainbow is the nuts; a pair throws a card out.
13 grades · start at Kindergarten →
Specialty
Short Deck
6+ Hold'em on a 36-card deck. Straights everywhere, flushes often rank above boats — confirm the placard, then climb the track.
13 grades · start at Kindergarten →
Pineapple / Crazy Pineapple
Three-hole-card Hold'em: discard before the flop, or after it in Crazy Pineapple. More ways to connect, same high-hand ladder.
13 grades · start at Kindergarten →
Foundations
Poker Math Foundations
Outs, pot odds, implied odds, the rule of 2 and 4, and equity against a range — the arithmetic every other track assumes.
13 grades · start at Kindergarten →
Bankroll & Mental Game
Buy-in counts, move-up and move-down rules, variance, tilt, stop-losses, and when the correct play is to stop playing.
13 grades · start at Kindergarten →
Rules & Ethics
Table procedures, string bets, angle shooting, collusion, and the integrity rules that keep a skill game a skill game.
13 grades · start at Kindergarten →