No-Limit Texas Hold’em from the first deal to the last chip: the rules, every hand, how betting works, the tables and everything the app does. New to poker? Start with “The basics”.
01
The basics
Texas Hold’em is played with one ordinary 52-card deck, no jokers. In every hand each player gets two cards of their own and shares five face-up cards in the middle with everyone else. The best five-card hand wins the chips in the middle — unless everybody else has given up first.
The goal
Everyone starts with the same number of chips. Win chips from the other players, hand after hand; a player who loses all their chips is out. The game ends when one player holds every chip on the table — the champion.
You do not need the best cards to win a pot. If you bet and everyone else folds, the pot is yours without showing your cards. Choosing when to bet, when to call and when to let a hand go is the whole game.
A table seats 2 to 6 players. You play against computer players, or against friends online (see “Using this app”).
Seats and the dealer button
Play always goes clockwise, to the left. One seat holds the dealer button, the round D marker. The first button goes to a random player; after every hand it moves one seat to the left, skipping players who are out.
The button decides who posts the blinds and who acts first. After the flop the button acts last, which is an advantage — you see what everyone else did before you decide — and the button goes round so everyone gets it in turn.
The blinds
Before the cards are dealt, the two players to the left of the button put in forced bets called blinds, so that every hand has something to play for:
Small blind (SB) — the player directly to the left of the button puts in half the big blind.
Big blind (BB) — the next player puts in the full big blind. It is also the smallest bet allowed in the hand.
With blinds of 10/20 the small blind puts in 10 and the big blind 20. A player who cannot cover a whole blind puts in everything they have and is all in.
At some tables the blinds go up as the game goes on, so the game does not last forever — see “The tables”.
Hole cards
The deck is shuffled and every player gets two cards face down, dealt one at a time starting with the small blind. These are your hole cards, and only you can see them. Yours are shown at the bottom of the screen; everyone else’s stay hidden until a showdown.
You
Marco
Ella
Four betting rounds
A hand has up to four betting rounds. Before each new round, shared cards are dealt face up in the middle of the table. Together they are called the board, and every player uses the same board.
Round
Board
First to act
Preflop
No cards yet — only your hole cards.
The player to the left of the big blind.
Flop
Three cards at once.
The first player still in, to the left of the button.
Turn
A fourth card.
As on the flop.
River
The fifth and last card.
As on the flop.
Flop
Turn
River
In each round the players act in turn: check, bet, call, raise or fold (see “Betting”). The round is over when everyone still in has put in the same amount — or is all in — and everyone has had a chance to act. Before the flop the big blind gets that chance too: if everyone just calls, the big blind may still check or raise.
As in a casino, the top card of the deck is burned — put aside unseen — before the flop, the turn and the river.
If everyone but one player folds, the hand ends at once and that player takes the pot. No more cards are dealt and nobody shows their hand.
The showdown
If two or more players are still in after the betting on the river, the hand goes to a showdown: everyone still in shows their hole cards, and the best five-card hand wins the pot.
Each player makes the best five-card hand out of seven cards — their two hole cards and the five on the board. You may use both of your cards, one of them, or none at all. The game picks the best five for you.
You
Board
Your best five: Two pair — aces and sevens, with your king as the fifth card. The 2 and the 9 are not used.
When nobody can bet any more because players are all in, the remaining board cards are dealt straight away and the hands still in are shown.
Ties and split pots
If two or more players have hands of exactly the same value, they split the pot equally. Suits never break a tie: no suit is higher than another.
If the pot cannot be divided evenly, the odd chips go out one at a time to the tied winners, starting with the first winner to the left of the button.
The board is — a straight to the ace that nobody can beat. Whatever their hole cards, everyone still in plays the board and the pot is split.
Two players (heads-up)
When only two players are left — at the Heads-Up table, or at the end of any game — the blinds work a little differently:
The player on the button posts the small blind; the other player posts the big blind.
Before the flop, the button acts first.
After the flop, the button acts last.
Going out and finishing places
A player with no chips left at the end of a hand is out. Players are ranked in the order they go out, and the last one standing finishes first. If two players go out in the same hand, the one who started that hand with fewer chips finishes lower.
A poker hand is always exactly five cards. Here are the hands, strongest first: any hand beats every hand below it. The bright cards make the hand; the faded ones are kickers, which only count to break a tie.
Cards rank from the ace (highest) through K, Q, J, 10, 9 and so on down to the 2 (lowest). The ace can also play low, but only in the straight A-2-3-4-5. The four suits — spades ♠, hearts ♥, diamonds ♦ and clubs ♣ — are all equal.
1
Royal flush
A, K, Q, J, 10 of the same suit. The best hand there is.
It can only be shared if all five cards are on the board — then everyone still in splits the pot.
2
Straight flush
Five cards in sequence, all of the same suit.
Between two straight flushes, the higher top card wins. 5-4-3-2-A of one suit is the lowest.
3
Four of a kind
Four cards of the same rank.
Higher four of a kind wins. If the four are on the board, the fifth card decides.
4
Full house
Three of a kind plus a pair.
Compare the three first, then the pair: K-K-K-7-7 beats Q-Q-Q-A-A.
5
Flush
Five cards of the same suit, in any order.
Compare the highest card, then the next, and so on down to the fifth.
6
Straight
Five cards in sequence of any suit. A-2-3-4-5 counts too.
The higher top card wins: A-K-Q-J-10 is the highest straight, 5-4-3-2-A the lowest.
7
Three of a kind
Three cards of the same rank.
Higher three of a kind wins, then the two kickers.
8
Two pair
Two different pairs.
Compare the higher pair, then the lower pair, then the kicker.
9
One pair
Two cards of the same rank.
Higher pair wins, then the three kickers, highest first.
10
High card
No made hand — the highest card plays.
Compare the highest card, then the next, down to the fifth.
Best five of seven
At the showdown you have seven cards — two in your hand and five on the board — but only the best five count. Two cards are always left over, and they never matter, not even to break a tie.
You
Board
Three eights and two kings: a Full house. The 4 and the 2 are left over.
With in your hand and a board of , you have an ace-high Flush: .
Playing the board. If the five board cards make a better hand than anything you can make with your own cards, your hand is simply the board — and so is everyone else’s who cannot do better.
Kickers and ties
When two players have the same kind of hand, the higher one wins: a pair of kings beats a pair of queens. If they are still equal, the remaining cards of the five — the kickers — are compared one by one, highest first.
You
Ella
Board
Both of you have a pair of aces. Your queen beats Ella’s jack, so you win.
You
Marco
Board
Here the best kickers — K, Q and J — are on the board. Neither the 3 nor the 5 is part of the best five, so the hands are equal and the pot is split.
The wheel: A-2-3-4-5
The lowest straight. Here the ace counts as 1.
The ace can be the bottom of a straight, A-2-3-4-5, called the wheel. Its top card is the 5, so it is the lowest straight: 6-5-4-3-2 beats it. The ace cannot turn the corner — Q-K-A-2-3 is not a straight.
In a single suit, A-2-3-4-5 is the lowest straight flush.
This game plays No-Limit Hold’em: whenever you bet or raise you may put in any amount, up to all of your chips. These are the betting rules the game enforces.
Your options
Action
When
What it does
Fold
Any time it is your turn.
Give up the hand. Your cards are thrown away; chips you already put in stay in the pot.
Check
Nobody has bet in this round — or, as the big blind before the flop, you have already matched every bet.
Pass without putting in chips. You stay in the hand.
Bet
Nobody has bet in this round yet.
Put in the first chips of the round. The others must now call, raise or fold.
Call
Somebody has bet.
Put in just enough to match the current bet.
Raise
Somebody has bet.
Match the bet and add more. Everyone else has to answer again.
All in
Any time it is your turn.
Put in all your chips. You stay in until the showdown but cannot bet any more.
In this app a bet or raise is always shown as your total for the round: “Raise 120” means your bet in this round becomes 120 in all, not 120 more.
Minimum bet and minimum raise
The smallest bet is one big blind.
The smallest raise is the size of the last full bet or raise in the same round. Before the flop the big blind counts as the opening bet, so the first raise must add at least one more big blind.
There is no maximum: you can always go all in.
If you do not have enough chips for a full bet, raise or call, you can still go all in with what you have.
Blinds are 10/20. Marco raises to 60 — a raise of 40. If Ella wants to raise again she must make it at least 100 (60 + 40). If she makes it 200, that raise is 140, and the next one must go to at least 340.
At the start of every round the minimum goes back to one big blind.
A short all-in does not reopen the betting
If a player goes all in for less than a full raise, the others still have to call the extra chips to stay in. But it does not count as a raise for players who have already acted in that round: they may call or fold, but not raise again — unless another player makes a full raise after it.
Blinds 10/20, on the flop. You bet 100 and Felix calls. Sofia goes all in for 150 — only 50 more, less than a full raise of 100. You and Felix must each add 50 to call, or fold, but neither of you may raise.
Players who have not acted yet in that round may still raise as usual, by at least a full raise on top of the all-in.
Uncalled bets come back
Chips that nobody matched are returned. If you bet 500 and the only other player left goes all in for 200, the extra 300 comes straight back to you: only 200 from each of you goes into the pot. The hand history shows these returned chips.
All-in and side pots
A player who is all in can only win, from each opponent, as much as they put in themselves. When players are all in for different amounts, the chips are split into a main pot and one or more side pots:
The main pot holds, from every player, up to the amount of the smallest all-in. Everyone still in can win it.
Each side pot holds the chips above that level, and only the players who put in that much can win it.
At the showdown each pot is awarded on its own, to the best hand among the players who can win it.
Chips put in by players who later folded stay in the pots, but those players cannot win them.
Sofia goes all in for 300; you and Kenji each put in 1,000. The main pot is 900 (300 from each of the three of you) and the side pot is 1,400 (the extra 700 from you and from Kenji). If Sofia has the best hand she wins the 900, and the 1,400 goes to the better of you and Kenji.
The table shows each pot separately: Main first, then the side pots.
On the title screen you choose a table. A table sets the number of players, the strength of the computer players, the starting chips, the starting blinds and whether the blinds go up. After choosing, you can still change any of it on the setup screen.
A useful way to compare tables is the number of big blinds (BB) everyone starts with. The more big blinds, the deeper the stacks and the more room to play; with only a few, the game quickly turns into all-ins.
Four players, fixed blinds. The standard table — perfect for learning the game.
Players
4
AI strength
Normal
Starting chips
2,000 (100 BB)
Starting blinds
10/20
Blind increase
Off
Fixed blinds and deep stacks, so there is never any hurry: wait for good hands and watch how the computer players bet. The place to start.
Heads-Up
One on one against the computer. Every hand matters.
Players
2
AI strength
Normal
Starting chips
2,000 (100 BB)
Starting blinds
10/20
Blind increase
Off
You are in one of the blinds every hand, so you cannot sit back and wait. Hands you would fold at a full table — any ace, any pair, two picture cards — become strong. Remember the heads-up blind rules in “The basics”.
6-Max
A full six-handed table with blinds rising every ten hands, tournament style.
Players
6
AI strength
Normal
Starting chips
2,000 (100 BB)
Starting blinds
10/20
Blind increase
Every 10
The full table with rising blinds, like a small tournament. Early on you can be patient; as the blinds climb, winning them without a fight is worth more, and short stacks must look for a good moment to go all in.
Turbo
Short stacks and blinds that rise every five hands. Fast and furious.
Players
6
AI strength
Normal
Starting chips
1,000 (50 BB)
Starting blinds
10/20
Blind increase
Every 5
Short stacks and fast-rising blinds. Expect plenty of all-ins: there is little time to wait, so pick a good hand and commit.
High Roller
Deep stacks and sharp opponents. For patient, seasoned players.
Players
5
AI strength
Hard
Starting chips
10,000 (200 BB)
Starting blinds
25/50
Blind increase
Every 10
Very deep stacks against Hard computer players, who bet aggressively and bluff more often. Hands last longer, with more room for skill — and for mistakes.
Custom
Set players, chips and blinds yourself. Your last custom table is remembered.
You choose each of these
Players
23456
AI strength
EasyNormalHard
Starting chips
1,0002,0005,00010,000
Starting blinds
10/2025/5050/100
Blind increase
OffEvery 10Every 5
Changing any value of another table on the setup screen also turns it into Custom — and back again if the values match one of the tables.
Blind levels
When Blind increase is on, the blinds move up one level every N hands. With every 10 hands, hands 1–10 are played at the starting blinds, hands 11–20 at the next level, and so on; after the last level they stay there. The bar at the top of the game shows the current blinds and how many hands are left until the next level, and a message announces each rise.
Every table uses the same levels. The highlighted rows are the starting blinds you can choose. The columns on the right show the hand on which each level begins at the tables whose blinds go up.
Level
Small blind
Big blind
6-Maxfrom hand
Turbofrom hand
High Rollerfrom hand
1
5
10
—
—
—
2 Start option
10
20
1
1
—
3
15
30
11
6
—
4 Start option
25
50
21
11
1
5 Start option
50
100
31
16
11
6
75
150
41
21
21
7
100
200
51
26
31
8
150
300
61
31
41
9
200
400
71
36
51
10
300
600
81
41
61
11
400
800
91
46
71
12
500
1,000
101
51
81
13
750
1,500
111
56
91
14
1,000
2,000
121
61
101
15
1,500
3,000
131
66
111
16
2,000
4,000
141
71
121
17
3,000
6,000
151
76
131
18
5,000
10,000
161
81
141
19
7,500
15,000
171
86
151
20
10,000
20,000
181
91
161
Preferences are not part of a table
AI speed, Equity assist and Deck are your own preferences. They are not part of any table and stay the same whichever table you choose (see “Using this app”).
Choosing a table, the game screen and its controls, and everything around the table.
Starting a game
Title screen — under Choose your table, tap one of the six tables, then Next. Here you can also open Records and this guide (How to play), sign in, play online and change the language.
Setup — choose the number of Players (2–6). Under Seats, type your name, tap an icon to change it and set each computer player’s strength — Easy, Normal or Hard; every seat can have its own. Then the table: Starting chips, Starting blinds and Blind increase. Last, your preferences: AI speed, Equity assist and Deck.
Tap Start game. The button goes to a random player and the first hand is dealt.
About this table next to the table name opens that table in this guide, and ‹ Choose another table returns to the list.
The game screen
You sit at the bottom: your icon and chips, your two cards, and the name of the hand you have right now. The other players sit around the table, each with their chips and their last action.
In the middle are the board, the pot — side pots are shown separately — and each player’s bet in front of them. D marks the button; SB and BB mark the blinds.
The bar at the top shows the hand number and the blinds (and, if they go up, how many hands until the next level) and whose turn it is.
The buttons at the top right open the Hand history (every action of the game so far, with the cards shown at each showdown) and the Hand rankings, switch the sound, and open the Menu.
The menu has Language, Sound, How to play, Hand rankings, Save and return to title and Abandon this game. A game against the computer is saved after every action: Save and return to title (or simply closing the page) keeps it, and Continue on the title screen picks it up exactly where you left off. Abandon this game deletes it without recording it. Only one game is kept per device; starting a new one replaces it.
When the game is over you see your finishing place with the final standings and your own numbers — hands played and won, biggest pot and best hand — and can choose Play again (the same table again), Records or Back to title.
Your turn
When it is your turn, three buttons appear next to your cards:
Button
What it does
Fold
Give up the hand.
Check / Call
Checks when there is nothing to call; otherwise calls, showing the amount. If calling takes all your chips it reads All in.
Bet / Raise
The first press opens the raise panel. Set the amount there, then press the button again to confirm. It is greyed out when you are not allowed to raise.
The raise panel offers quick amounts and fine control:
Min — the smallest bet or raise allowed.
½ Pot, ¾ Pot and Pot — bet or raise by half, three quarters or all of the pot, counting your call.
All in — all of your chips.
The slider and the − and + buttons set any amount in between; − and + move it by one big blind.
Amounts are rounded to the small blind. When the amount reaches all of your chips, the button reads All in.
After each hand the result stays on the table until you press Next hand.
Keyboard shortcuts
Key
Action
F
Fold
C
Check / Call
R
Open the raise panel; press again to Bet / Raise
↑↓
With the raise panel open: change the amount by one big blind
Enter
With the raise panel open: confirm the bet or raise
Esc
Close the raise panel without betting, or close the hand history
EnterSpace
Next hand
K also checks or calls, B works like R, and ←→ change the amount like ↓↑.
Computer players
Each computer seat plays at its own strength: Easy, Normal or Hard. On top of that, every computer player gets a personality of its own — a little tighter or looser, more or less aggressive — so two players of the same strength do not play alike.
Before the flop it rates its two cards with the Chen formula, a points score for starting hands that rewards high cards, pairs, suited cards and cards close in rank. It plays more hands when few players are left and when it is on the button, raises with strong hands, calls with playable ones and folds the rest. With a short stack it goes all in with a strong hand.
After the flop it estimates its chance of winning by dealing out the rest of the board and random hands for the players still in, hundreds of times over (a Monte-Carlo simulation). It compares that chance with the pot odds — the price of a call against what it can win — and calls, bets or raises when the numbers are good enough, and folds when they are not. Facing a big bet it assumes the bettor is probably strong and becomes more careful.
Now and then it bluffs, betting or raising without a good hand, and sometimes it checks a very strong hand to set a trap.
Easy
Normal
Hard
Simulated deals per decision
220
420
750
Bluffs
Rarely
Sometimes
Most often
Calls
Too often — even when the price is a little too high
When the pot odds are right
Only with a margin to spare
Style
Mostly calls
Balanced
Bets and raises a lot
The computer never sees your cards, the other players’ cards or the deck. It only knows its own two cards, the board, the bets and how many players are in — exactly what a player at a real table knows.
AI speed — Slow, Normal or Fast — sets how long the computer takes over each move and how quickly the cards come out.
Equity assist
With Equity assist on, the label under your cards shows the hand you have right now and your chance of winning (your equity) against the players still in the hand.
It is worked out again whenever new cards come out and whenever somebody folds.
Like the computer players, it does not know anybody’s cards: it plays out 1,500 random deals of the rest of the board and of the opponents’ cards. It tells you how strong your hand is against unknown cards, not whether you are ahead right now.
Compare it with the pot odds. If calling costs 100 to win a pot of 300, you put in 100 to end up with 400, so the call pays off in the long run if you win more than 100 ÷ 400 = 25% of the time.
2-colour and 4-colour deck
With Deck you choose how the suits look. The usual 2-colour deck has red hearts and diamonds and black spades and clubs. The 4-colour deck makes diamonds blue and clubs green, so a flush is easier to spot at a glance.
2-colour
4-colour
Records
Every finished game is recorded automatically when it ends. Open Records on the title screen, or Records at the end of a game.
Totals: games, wins and win rate, average finishing place, play time, hands played and won, biggest pot, best hand, and VPIP — how often you put chips in by choice before the flop.
Finishing places, results by table and by AI strength, and your most recent games, with online games marked.
Export JSON downloads everything; Delete all deletes it and cannot be undone.
This device keeps your latest 60 games, or 200 while you are signed in.
Account and sync
Signing in is optional — the whole game works without it. Use Sign in at the top left of the title screen.
One account for the whole Ultimate series. It is the same account as Catan, UNO and the other Ultimate games: sign in with the same email and password. Your ID, password, passkeys, icon and friends are shared by all of them.
Creating an account needs an invite code.
With an account, every finished game is also saved to it, so your records appear on your other devices. Records are kept on the device first and sent in the background; when you are offline they wait and go up at the next sync — when the game starts, when you sign in, or when you tap Sync now.
Games you played before signing in are added to your account when you sign in.
The account window opens from your icon and ID at the top left. There you can change your icon and ID, your password and passkeys, open your friend list, sync, sign out or delete the account.
Your ID is the name friends and online opponents see. Nobody else can use the same one.
Passkeys let you sign in with Face ID, Touch ID, a fingerprint or your device PIN instead of a password. After signing in with your password, add one with Add a passkey for this device.
Changing the password signs out your other devices in every Ultimate game, and deleting the account removes it, with its records, from all of them.
Playing online with friends
Signed-in players can play at one table together, each on their own device. Tap Play online on the title screen; if you are not signed in, it asks you to sign in first.
Become friends. Tell a friend your 8-digit friend code or your ID (both are shown in the online lobby and in your friend list). They enter it and tap Send request, then you tap Accept. Friends see only your name and icon, never your email address.
Create a game. Tap New online game, or Invite to play next to a friend. Choose the table — any of the five, or Custom with your own chips, blinds and blind increase — then 2–6 seats, with a friend to invite or a computer player and its strength in each seat, and the AI speed. Tap Send invitations.
Answer. Invited friends find the invitation in their lobby, and a notice pops up on whatever screen they are on.
Start. The host taps Start the game once at least one friend has joined. Seats that have not answered are played by the computer.
You act only for your own seat, and only your own hole cards are shown on your screen.
After each hand anyone can press Next hand; if nobody does, the next hand starts by itself after a few seconds.
Going back to the title does not end the game. Open Play online → Continue to return, even after reloading the page.
A player who stays disconnected for about 45 seconds is shown as away, and the computer plays their seat until they come back. Leave this online game in the menu hands your seat to the computer for good.
When the game ends it is saved in each player’s records, marked as online, and counted in your record against each friend.
Every device holds the whole table, so friends play on trust: the screen never shows other players’ hole cards, but a developer tool could. The rest of the deck is reshuffled with a fresh seed from the server before every move, so peeking at it does not reveal the next card.
Language and sound
Language — English, 日本語 or ไทย, on the title screen or in the menu. It switches at once, even in the middle of a game, and the hand history is translated too.
Sound — the speaker button at the top right, or Sound in the menu, turns the sound effects on and off.
Installing as an app
Where the browser supports it, an Install app button appears on the title screen. Once installed, the game opens in its own window and works offline for games against the computer; signing in and online play need a connection. On an iPhone or iPad, tap Share → Add to Home Screen in Safari.
When a new version is ready, a bar at the bottom offers to Reload.
Opening this guide
How to play on the title screen.
About this table next to the table name on the setup screen.
During a game: How to play in the menu, or Read the full rules in the hand rankings.