Unit checkpoint
A short table session that ends a path unit which teaches table spots, graded on the spots taught so far.
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- What it means
- A unit that teaches spots you can meet at a table ends with a checkpoint; a unit of ideas alone, such as the rules or pot odds, has none and is done when its skills are. Once the unit's skills are done, the checkpoint sits you at the cash table or a tournament table for 30 to 80 hands. The table, the difficulty, the opponents and the number of hands are set for each unit, so a unit on opening the pot seats tight players who give up their blinds.
- How it is calculated
- Only decisions in spot types the path has taught by then count, the unit's own and earlier ones, and only exact grades. With at least 10 of them graded in EV, it passes when the average EV lost per decision is under the unit's line, from 0.6bb for a Beginner unit down to 0.15bb for a Pro one. Spots graded by the charts have no EV, so with too few EV grades it passes at 80% of those decisions right. With fewer than 10 counted decisions after the set hands it does not fail: it asks for 20 more hands.
- Worked example
- Opening the pot plays 40 cash hands against nits and tight regulars. Your 12 opens are graded by the charts and 11 are right, 92%, so the checkpoint passes and the next unit opens. Had the cards dealt you only 7 opens, it would ask for 20 more hands.
- Why it matters
- Drills test a skill one spot at a time; the table checks you can find and play those spots in full hands, against players who make them come up.
See also: Path unit, EV loss, Player pool