Training
How this app grades you and decides what to practice next.
- AccuracyThe share of your decisions graded Best or Correct.
- EV loss per 100How many big blinds your mistakes cost, on average, for every 100 decisions graded by EV.
- EV lostThe EV loss of every decision in a hand or a session added up, in big blinds.
- Action biasHow often you raise, call and fold compared with GTO, over the same hands you were dealt.
- Thin sampleToo few decisions to trust a number: it is shown grayed out rather than hidden.
- Hand gridAll 169 starting hands in a 13 by 13 grid, colored by how well you play each one.
- Leak finderThe spot types where your mistakes have cost the most EV in total, each with a button to drill them.
- GradeThe bucket a decision falls into: Best, Correct, Inaccuracy, Wrong or Blunder.
- Spaced repetitionReviewing each spot just before you would forget it, with longer gaps each time you get it right.
- Hand replayerA saved full-table hand you can step through action by action, with every player's cards face up.
- Not gradedA decision the app shows but does not grade, because it has no chart, solver pack or equity model for that spot.
- Who graded itEvery table grade names its source: Solver, Chart or Rule of thumb.
- Engine estimateA flop grade Turnstone, the engine, searched for on the spot, with its measured loss on this kind of spot and flop.
- TurnstoneThe app's poker engine, which answers flop, turn and river spots while you play and says how sure each answer is.
- Exact answerA grade read from a solved pack that holds this board and line, not searched for on the spot.
- Coach modeA table helper that shows your position, what the grader prefers, the pot odds and one line of reasoning before you act.
- Hand history importPasting the text hand histories a poker site saves, so the app grades the decisions you made in real games.
- MasteryHow well you currently handle a skill, from Not started through Learning, Developing and Solid to Mastered.
- Mistakes queuedHow many of a table session's mistakes were added to a review queue, to come back as practice cards.
- Retry mistakesA session that deals again the exact spots and hands you recently graded Inaccuracy or worse.
- Improvement areaA skill where your mastery sits clearly below your own overall level, so drilling it pays off most.
- Chip resultHow many big blinds you actually won or lost, luck included.
- Range scoreHow closely a range you painted matches the chart, weighted by combos, from 0% to 100%.
- Equity estimateYour guess at the equity you need, or the equity you have, entered before the action buttons unlock.
- Naming the reasonPicking the main reason behind a correct decision, such as the price, fold equity or hand strength.
- Hand readingExact questions about a board, answered by the hand evaluator rather than a solver.
- Reading villainsNaming a hidden villain profile from a run of summarized hands, the way you would at a real table.
- Hand puzzlesOne heads-up hand played from the flop to the river, with every decision graded and the EV loss added up.
- Approximate gradeA grade that is shown to help you but left out of your stats and reviews, because its math is only a model.
- Mental gameHow your state of mind, such as tilt, tiredness or focus, changes the quality of your decisions.
- EV loss per decisionThe average EV your mistakes cost on each EV-graded decision, in big blinds.
- Results against decisionsJudging a play by its expected value when you made it, not by whether it won the pot.
- TiltAny emotion that pushes your decisions away from your best play, most often after losses.
- A-game and C-gameYour best focused play against your worst tired, tilted or distracted play.
- Session routineA short warm-up before playing and a review after, to make good habits automatic.
- Stop-loss and stop-winRules that end a session after a set loss or a set win.
- CoolerA hand where a strong holding runs into a stronger one, so losing a big pot was unavoidable.
- Big momentsTable decisions made when the stakes feel highest: big pots, near the bubble and at the final table.
- Evidence labelHow solid the research behind a psychology tidbit is: well supported, contested or table lore.
- Outcome biasJudging a decision by how it turned out and not by what was known when it was made.
- Gambler's fallacyBelieving a random result is due because it has not happened for a while.
- Loss aversionA loss tends to feel bigger than a gain of the same size.
- Sunk costChips already in the pot, which should not affect what you do next.
- Illusion of controlFeeling you influence an outcome that chance alone decides.
- Level examA test over the skills of one level, from Beginner to Pro, that you pass to reach that level.
- Placement testA short test that finds a starting point on the learning path, beginning with the rules.
- Path unitA short group of related skills on the path, done once every skill in it is Solid or has passed its session.
- Unit checkpointA short table session that ends a path unit which teaches table spots, graded on the spots taught so far.
- Recall (retrievability)The chance you still remember a drill card right now, as the spaced repetition scheduler estimates it from your reviews.
- StreakDays in a row on which you finished one lesson or one session of spots, with no minutes to put in.
- Cash table difficultyHow well the bots on the cash table play, from 0 (loose, passive callers) to 10 (close to equilibrium).
- Bot ratingA number that orders the named bots from weakest to strongest; a higher rating means fewer mistakes to use.
- All-in adjusted resultYour result with every all-in before the river counted at your equity instead of at what the cards did.
- Luck and playA session's result split into what the cards did and what your decisions cost.
- Pot shareWhat your hand expects to win from here as a share of the pot, if both players play the engine's strategy.
- Eval barThe bar beside the table that shows your pot share, or your equity when no strategy is known, while the engine is on.
- Engine lineOne action in the engine's answer, with how often the strategy takes it and what it is worth.
- Assisted decisionA decision made with the engine on, which is graded but counts less toward mastery and is not queued for the drill.
- Practice sessionA run of decisions with no break longer than 30 minutes, used to see whether accuracy fades as a session goes on.
- Practice calendarA heatmap of how many graded decisions you made on each day, a week to a column.