Chapter 8: Decision Tree
What you will learn in this chapter
In real play, you cannot think through everything
- The 3-Second Decision Tree
- The 10-Second Decision Tree
- The Deep-Dive Tree (for Review)
The 3-Second Decision Tree
Go through at least this, every hand
- ① Your position and the effective stack
- ② Which range this board favors
- ③ Where your hand sits in your range: top, middle or bottom
- ④ The default action (bet / check / fold)
When to use it
- Most hands
- Spots where the pot is small
- Spots where the decision is obvious
The purpose
- Not getting stuck
- Sorting out which spots deserve your time
- Not giving off timing tells
90% (est.) of hands end with these four. It is a system for spending your time on the remaining 10%.
The 10-Second Decision Tree
Use it in spots where the pot is big or the decision splits
- ① The four from the 3-second tree
- ② Name three kinds of hands in your opponent’s range, as specific hands
- ③ Is your hand ahead of that range?
- ④ Work out the pot odds and the equity needed
- ⑤ If you bet, state one reason for the size
- ⑥ Picture one thing that will happen on the next street
When you cannot state ②, you are not yet in a position to decide. When in doubt, folding becomes the right answer.
The Deep-Dive Tree (for Review)
Not for real play. Only for analysis after the hand
| ① Premises | Position, stack, rake, your opponent’s type |
| ② The two ranges | Pin down yours and your opponent’s in the 13×13 form |
| ③ Board analysis | Range advantage, nut advantage, equity distribution |
| ④ Combo calculation | Value and bluffs, in concrete numbers |
| ⑤ Math | Calculate pot odds, MDF and EV |
| ⑥ The GTO baseline | What is standard in theory |
| ⑦ Exploit | Is there an adjustment based on your opponent’s deviation? |
| ⑧ Alternative lines | Compare EV with the other options |
It is fine to spend 10 minutes on one hand. Your speed in real play comes from building up this work.