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How to play Texas Hold’em

Two cards that are yours alone, five on the table that belong to everyone. Make the best five-card hand — or make everyone else believe you did.

  • 2–9 players
  • 52-card deck
  • 5 community cards
  • ~5 min to learn
01

The objective

You are dealt two private cards — your hole cards. Over four betting rounds, five shared community cards are turned face up in the middle of the table. Your hand is the best five-card combination you can build from those seven cards, using either, one, or none of your hole cards.

You win a pot one of two ways: you hold the strongest hand when the cards are shown, or everyone else folds and you are the last player left. The second way is why the betting matters as much as the cards.


02

The table

Community
cards
D SB BB 4 5 6
  • D The button

    Marks the nominal dealer. It moves one seat clockwise every hand, so position rotates and nobody keeps an advantage.

  • SB Small blind

    First seat left of the button. Posts a forced half-bet before any cards are dealt, so there is always something to play for.

  • BB Big blind

    Next seat along. Posts the full minimum bet — this is the stake other players must at least match to stay in the hand.

A Texas Hold’em table in the PokerBolt client. Nine players sit around an oval red felt, five community cards lie face up across the middle, each player’s last action and chip stack is shown beside their avatar, and fold, check and bet buttons run along the bottom of the screen.

The same table, in the client. Every part of the diagram above turns up here — the button rotating round the seats, the blinds posted before the deal, and the community cards laid out in the middle.

  • Top strip

    Table name, buy-in range and the current blind level, so you know what a seat costs before you take one.

  • Round the felt

    Every seat shows that player’s last action — call, raise, check, fold, all-in — above their remaining stack.

  • The middle

    The community cards, with the best five-card hand named underneath once there is enough on the table to make one.

  • Bottom bar

    Your own two hole cards, the three action buttons, and a sizing slider with half-pot, three-quarter-pot and all-in shortcuts.


03

The betting rounds

Every hand runs through the same four rounds. Between each one, more community cards appear and everyone still in gets another chance to act.

  1. Pre-flop

    Two hole cards to each player, face down. First betting round, starting left of the big blind. Nothing is shared yet.

    Your 2 cards · 0 on the table
  2. The flop

    Three community cards are turned face up at once. Second betting round — this is where most hands take shape.

    +3 shared · 3 on the table
  3. The turn

    A fourth community card. Third betting round, and bets typically double in size from here.

    +1 shared · 4 on the table
  4. The river

    The fifth and last community card. Final betting round. Every card that will ever be seen is now on the table.

    +1 shared · 5 on the table
  5. Showdown

    If two or more players remain after the river, cards are turned over. Best five-card hand takes the pot; identical hands split it.

    Flush · A 10 8 5 2 of clubs

04

Your actions

When the action reaches you, you have one of these choices. Which ones are available depends on whether someone has already bet.


05

Hand rankings

Strongest at the top. When two players hold the same category, the higher cards decide it — and if those are identical too, the pot is split.

  1. Royal Flush

    Ten through Ace, all one suit. The unbeatable hand.

  2. Straight Flush

    Five in a row, all one suit.

  3. Four of a Kind

    All four cards of one rank, plus any fifth card.

  4. Full House

    Three of one rank and two of another.

  5. Flush

    Any five of the same suit, not in sequence.

  6. Straight

    Five in a row of mixed suits. Ace counts high or low.

  7. Three of a Kind

    Three cards of the same rank, two unrelated.

  8. Two Pair

    Two cards of one rank, two of another, plus a kicker.

  9. One Pair

    Two cards of the same rank and three unrelated cards.

  10. High Card

    Nothing connects. Your highest card plays.


06

Four things that help

That’s the whole game.

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