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Range Thinking in Poker: Beyond Reading Single Hands

Start with possible hands, then account for physical cards and the assumptions behind each action. The matrix is notation, not a universal opening chart.

Nathan Cole is an editorial pen name used by the Deep Poker team. About our bylines.

Think about possible hands, not one guessed hand

A range is a set of possible two-card combinations with a weight for each one in a particular situation. You do not see an opponent’s private cards, so “they have A-K” is a hypothesis, not a fact. Their position, earlier actions, the board and known cards help you judge which possibilities remain and how plausible each is.

A range is only as useful as its assumptions. It cannot make a decision automatically profitable, and a guessed distribution is not the same as observed opponent data or a solver output. The aim here is to make the labels, counts and updates explicit enough to question.

Before the deal, a 52-card deck offers 1,326 distinct two-card combinations. After cards appear, some become impossible. The card-removal example shows the arithmetic.

Read the 13×13 starting-hand matrix

The grid groups physical combinations into 169 labels. Diagonal labels are pairs such as AA and JJ. Above the diagonal, AKs means ace-king of the same suit. Below it, AKo means ace-king of different suits. “s” and “o” describe suits, not how strong the hand is or whether to enter a pot.

Every Hold’em starting-hand class. Rows and columns use all 13 ranks, including J. This is a notation map—not a chart of hands to raise, call or fold.

On a narrow screen, focus this table area and scroll sideways. The first column stays visible. Each cell shows its hand label and the number of physical two-card combinations before any cards are known.

13 by 13 hand classes: 13 pairs, 78 suited and 78 offsuit; 1326 physical combinations
RankAKQJT98765432
AAA pair hand; 6 combinationsAKs suited hand; 4 combinationsAQs suited hand; 4 combinationsAJs suited hand; 4 combinationsATs suited hand; 4 combinationsA9s suited hand; 4 combinationsA8s suited hand; 4 combinationsA7s suited hand; 4 combinationsA6s suited hand; 4 combinationsA5s suited hand; 4 combinationsA4s suited hand; 4 combinationsA3s suited hand; 4 combinationsA2s suited hand; 4 combinations
KAKo offsuit hand; 12 combinationsKK pair hand; 6 combinationsKQs suited hand; 4 combinationsKJs suited hand; 4 combinationsKTs suited hand; 4 combinationsK9s suited hand; 4 combinationsK8s suited hand; 4 combinationsK7s suited hand; 4 combinationsK6s suited hand; 4 combinationsK5s suited hand; 4 combinationsK4s suited hand; 4 combinationsK3s suited hand; 4 combinationsK2s suited hand; 4 combinations
QAQo offsuit hand; 12 combinationsKQo offsuit hand; 12 combinationsQQ pair hand; 6 combinationsQJs suited hand; 4 combinationsQTs suited hand; 4 combinationsQ9s suited hand; 4 combinationsQ8s suited hand; 4 combinationsQ7s suited hand; 4 combinationsQ6s suited hand; 4 combinationsQ5s suited hand; 4 combinationsQ4s suited hand; 4 combinationsQ3s suited hand; 4 combinationsQ2s suited hand; 4 combinations
JAJo offsuit hand; 12 combinationsKJo offsuit hand; 12 combinationsQJo offsuit hand; 12 combinationsJJ pair hand; 6 combinationsJTs suited hand; 4 combinationsJ9s suited hand; 4 combinationsJ8s suited hand; 4 combinationsJ7s suited hand; 4 combinationsJ6s suited hand; 4 combinationsJ5s suited hand; 4 combinationsJ4s suited hand; 4 combinationsJ3s suited hand; 4 combinationsJ2s suited hand; 4 combinations
TATo offsuit hand; 12 combinationsKTo offsuit hand; 12 combinationsQTo offsuit hand; 12 combinationsJTo offsuit hand; 12 combinationsTT pair hand; 6 combinationsT9s suited hand; 4 combinationsT8s suited hand; 4 combinationsT7s suited hand; 4 combinationsT6s suited hand; 4 combinationsT5s suited hand; 4 combinationsT4s suited hand; 4 combinationsT3s suited hand; 4 combinationsT2s suited hand; 4 combinations
9A9o offsuit hand; 12 combinationsK9o offsuit hand; 12 combinationsQ9o offsuit hand; 12 combinationsJ9o offsuit hand; 12 combinationsT9o offsuit hand; 12 combinations99 pair hand; 6 combinations98s suited hand; 4 combinations97s suited hand; 4 combinations96s suited hand; 4 combinations95s suited hand; 4 combinations94s suited hand; 4 combinations93s suited hand; 4 combinations92s suited hand; 4 combinations
8A8o offsuit hand; 12 combinationsK8o offsuit hand; 12 combinationsQ8o offsuit hand; 12 combinationsJ8o offsuit hand; 12 combinationsT8o offsuit hand; 12 combinations98o offsuit hand; 12 combinations88 pair hand; 6 combinations87s suited hand; 4 combinations86s suited hand; 4 combinations85s suited hand; 4 combinations84s suited hand; 4 combinations83s suited hand; 4 combinations82s suited hand; 4 combinations
7A7o offsuit hand; 12 combinationsK7o offsuit hand; 12 combinationsQ7o offsuit hand; 12 combinationsJ7o offsuit hand; 12 combinationsT7o offsuit hand; 12 combinations97o offsuit hand; 12 combinations87o offsuit hand; 12 combinations77 pair hand; 6 combinations76s suited hand; 4 combinations75s suited hand; 4 combinations74s suited hand; 4 combinations73s suited hand; 4 combinations72s suited hand; 4 combinations
6A6o offsuit hand; 12 combinationsK6o offsuit hand; 12 combinationsQ6o offsuit hand; 12 combinationsJ6o offsuit hand; 12 combinationsT6o offsuit hand; 12 combinations96o offsuit hand; 12 combinations86o offsuit hand; 12 combinations76o offsuit hand; 12 combinations66 pair hand; 6 combinations65s suited hand; 4 combinations64s suited hand; 4 combinations63s suited hand; 4 combinations62s suited hand; 4 combinations
5A5o offsuit hand; 12 combinationsK5o offsuit hand; 12 combinationsQ5o offsuit hand; 12 combinationsJ5o offsuit hand; 12 combinationsT5o offsuit hand; 12 combinations95o offsuit hand; 12 combinations85o offsuit hand; 12 combinations75o offsuit hand; 12 combinations65o offsuit hand; 12 combinations55 pair hand; 6 combinations54s suited hand; 4 combinations53s suited hand; 4 combinations52s suited hand; 4 combinations
4A4o offsuit hand; 12 combinationsK4o offsuit hand; 12 combinationsQ4o offsuit hand; 12 combinationsJ4o offsuit hand; 12 combinationsT4o offsuit hand; 12 combinations94o offsuit hand; 12 combinations84o offsuit hand; 12 combinations74o offsuit hand; 12 combinations64o offsuit hand; 12 combinations54o offsuit hand; 12 combinations44 pair hand; 6 combinations43s suited hand; 4 combinations42s suited hand; 4 combinations
3A3o offsuit hand; 12 combinationsK3o offsuit hand; 12 combinationsQ3o offsuit hand; 12 combinationsJ3o offsuit hand; 12 combinationsT3o offsuit hand; 12 combinations93o offsuit hand; 12 combinations83o offsuit hand; 12 combinations73o offsuit hand; 12 combinations63o offsuit hand; 12 combinations53o offsuit hand; 12 combinations43o offsuit hand; 12 combinations33 pair hand; 6 combinations32s suited hand; 4 combinations
2A2o offsuit hand; 12 combinationsK2o offsuit hand; 12 combinationsQ2o offsuit hand; 12 combinationsJ2o offsuit hand; 12 combinationsT2o offsuit hand; 12 combinations92o offsuit hand; 12 combinations82o offsuit hand; 12 combinations72o offsuit hand; 12 combinations62o offsuit hand; 12 combinations52o offsuit hand; 12 combinations42o offsuit hand; 12 combinations32o offsuit hand; 12 combinations22 pair hand; 6 combinations

Pair · 6 Suited · 4 Offsuit · 12

A pair has 6 suit combinations, a suited unpaired class has 4, and an offsuit unpaired class has 12. Thus 13 × 6 + 78 × 4 + 78 × 12 = 1,326. The matrix has every rank from ace through deuce, including jack. It is a reference for reading hand labels, not an opening range or a recommendation.

Position changes the question, not the notation

An early-position opener faces more players who can still act. A button opener usually has fewer players left and often acts later after the flop. That can change which hands fit an opening, calling or re-raising range. Stack depth, blinds or antes, rake, earlier action and player tendencies also change the answer; no percentage belongs to a seat in every game.

The small blind is a useful warning against rote charts. Completing or limping can be part of a situation-specific strategy, especially blind-versus-blind or at particular stack depths. “Never limp from the small blind” is not a rule. See the positions guide for seat order, and compare any published range chart with the format it models before using it.

After an action, update weights—do not erase by habit

A call does not prove the player lacks a very strong hand; a check does not prove they missed; and a bet can include different hand strengths. An action changes what is plausible conditional on a model. Only a conflicting known card makes a physical combination impossible.

One fixed illustrative board, shown from no community cards to the river. Earlier cards stay in place.
  1. Before the flop 0 board cards

    No board card yet.

  2. Flop 3 board cards

  3. Turn 4 board cards

  4. River 5 board cards

On the K♠ 9♥ 4♣ flop above, imagine only two alternative exact hands are in a toy model: K♥ Q♥ (top pair) and J♥ T♥ (a gutshot draw). They are alternatives, not cards held simultaneously. Suppose each had a 50% prior weight and, solely for illustration, the player would bet with them 75% and 25% of the time respectively. These are stipulated numbers, not measured behavior or a recommended strategy.

Top-pair candidate

Gutshot candidate

On a narrow screen, focus and scroll the table sideways.

Conditional on observing a bet in this two-combo teaching model
CandidatePriorBet likelihood if heldPrior × likelihoodWeight after bet
KH QH50%75%0.37575%
JH TH50%25%0.12525%

The two unnormalised weights are 0.375 and 0.125; dividing each by their sum, 0.5, gives 75% and 25% within this invented two-hand model. Both hands remain possible after the bet. A different prior or action assumption produces a different result. The turn 7♦ and river 2♠ above extend the same board; the example does not assert what either candidate would do on those streets.

Count combinations still physically available

Before any cards are known, AA has 6 physical combinations: choose two of four aces. On the separate A♠ 7♦ 2♣ flop below, only three aces remain, so AA has 3 combinations. If your known private cards include A♥ as well, only A♦ and A♣ remain; an opponent can hold AA in exactly 1 way. This is card removal, not a claim that they would play that one combo in a given way.

Separate blocker fixture: the board and your private cards are all distinct physical cards.

Known flop

Your known cards

AA combinations: 6 before cards → 3 after the flop → 1 after your ace is known.

The same principle applies to suited hands. If A♠ is on the board, A♠K♠ cannot be in anyone’s private cards, leaving at most three suited A-K combinations before considering other known cards. When comparing hands, count physical combos and their weights, not just the number of coloured squares in a chart.

Range advantage is not nut advantage

Range advantage compares the weighted average showdown equity of two specified ranges on a specified board. Equity is expected pot share across possible outcomes, including ties—not just the fraction of outright wins. Nut advantage asks which specified range holds more of the strongest available hands. Neither follows automatically from “high board” or “low board” without the ranges, weights and known cards.

Ace-high board

On A♠ 9♦ 4♣, pocket kings and queens are below a pair of aces; they are not overpairs to this board. One player might have more A-x hands, but how often depends on their assigned starting and action ranges.

Connected low board

On 8♠ 7♠ 6♦, T9 already makes a ten-high straight. 88, 77 and 66 are sets. By contrast, 98s and 65s are not made straights, and 55 or 44 are not sets. To compare the concentration of nut straights, compare the conditional weighted share of surviving T9 combinations within each specified range—not just their raw count.

To calculate equity for one exact hand against a specified range on a flop, first list each opponent’s surviving physical two-card combination and its weight. For each combination, remove both players’ hole cards and the three board cards; 45 cards remain, giving 45 × 44 ÷ 2 = 990 possible turn-and-river pairs when order does not affect final hand strength. Score both best five-card hands on each runout, count a win as one share and a tie as half a share, then average over runouts and the opponent-combo weights. More players, future betting or an action-dependent range need a different model. The small table above demonstrates weight updating, not showdown equity or whether a bet is profitable.

Practise with an explicit record

  1. Write the format, position, effective stacks, action and board before naming a range. Do not borrow a chart from a different situation without its assumptions.
  2. List a few candidate physical combinations and remove only cards that conflict with known cards. Distinguish a hand class such as AKs from a particular combo such as A♠K♠.
  3. For each action, note why you changed a weight. Keep plausible slow plays, bluffs and checks unless evidence truly excludes them. A single timing tell is weak evidence, not a precise percentage.
  4. After the hand, compare your recorded model with the revealed information if there is any. One showdown reveals one hand, not the full range or a reliable population frequency.

What to learn next

  • Table positions — who can still act and why seat context matters.
  • Hand rankings — evaluate the exact hand, board and kickers before making a range claim.
  • GTO basics — game-theory models and their limits.
  • Exploitative play — how opponent evidence can change a model.
  • Bluffing — value and bluff possibilities without guessing a single hand.
  • Poker glossary — definitions for range, combo, blocker and related terms.

Sources and limits

PokerStars’ Hold’em rules state the 169-class/1,326-combination distinction. PokerStars Learn’s combination walkthrough gives the 6/4/12 pair, suited and offsuit counts; the arithmetic here is independently reproducible from a 52-card deck. Its range explanation supports treating hidden hands as possibilities rather than certainty; its sample frequencies are not imported here. Its small-blind discussion illustrates why a universal no-limp rule is unsafe. WPT’s Hold’em rules establish the community-card street order.

The board, blocker and two-hand action examples on this page are deterministic teaching fixtures. Their action weights are hypothetical, not measured opponent frequencies, a solver result, a profitable playbook or proof of an edge.

Frequently Asked Questions

What is a range in poker?

A range is a set of possible hole-card combinations in a specified situation, with a weight for each possibility. The weights are estimates or model assumptions, not knowledge of an opponent's hidden cards. Board cards and known private cards remove physically impossible combinations.

What is the 13x13 hand matrix?

It is a notation grid for 169 starting-hand classes: 13 pocket pairs on the diagonal, 78 suited classes above it and 78 offsuit classes below it. The classes cover 1,326 distinct two-card combinations before any cards are known. Its colours do not prescribe which hands to play.

How do I narrow an opponent's range?

First remove combinations that conflict with known cards. Then reconsider the remaining weights after each action using the situation and the player's possible action frequencies. A bet, call or check does not by itself prove that every weaker or stronger hand is absent; slow plays, bluffs and mixed actions remain possible.

What is the difference between range advantage and nut advantage?

Range advantage compares the overall, weighted equity of two specified ranges on a board. Nut advantage asks which specified range contains more of the strongest possible hands. A board's appearance alone cannot establish either without the players' ranges and card removal.

How do preflop ranges change by position?

Position changes who remains to act and who acts later in a hand, so it changes the hands a player may reasonably take into an action. Later seats often have more opportunities to enter a pot, but there is no universal opening percentage or blanket small-blind raise-or-fold rule; stack depth, format, earlier action, opponents and costs matter.

Can I memorize all the ranges I need?

A single memorized chart cannot describe every position, stack, board and opponent. Learn what pair, suited and offsuit labels mean; count physical combinations; check card removal; and state the assumptions behind any range you study. Compare a chart only with the format and situation it actually models.

See what a model assumes

The GTO guide explains equilibrium, mixed strategies and the limits of solver outputs.

Read GTO basics