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XII

Behavior (37)

The good poker player directs his actions toward achieving maximum advantages while preventing his opponents from realizing that he is motivated entirely by profit. He is a winner acting like a loser.

1. Systemization and Blandness (38)

To prevent opponents from reading his hand or sensing his strategy, the good player systemizes

his--● procedures for observing opponents

physical movements

verbal expressions

vocal tones.

While playing his hand, the good player is seldom an actor. Instead he practices a bland behavior

that--● minimizes his readable patterns or tells

frustrates and confuses his opponents

allows greater concentration.

A good player never loses interest in his hand until the moment he folds. If opponents can sense his intention to fold before his turn, they will become more defensive when he does hold a playable hand, thus decreasing his edge odds.

Improvised acting while playing a hand is usually ineffective because the act does not develop from a well-planned basis. Yet when not involved in the action, the good player has many opportunities to act effectively on a carefully planned basis. Occasionally while playing in a hand, he deviates from his systemized behavior when he knows a certain behavior will cause an opponent to make a desired move (call, drop, bet, or raise).

"What's John doing now?" Scotty Nichols whines. He rubs his whiskered face while wondering if he should call John's $50 raise. "Can't ever read him."

"That's 'cause he sits like a tree stump," Quintin Merck says. "Gives you nothing to grab. You guys that act are easy to read."

John Finn will act, however, when he is reasonably certain of his opponents' reactions. Consider that hand in which he is supposedly sitting like the tree stump:

Wanting Scotty to call, John lets his fingers creep into the pot and spread out the money. He pulls out the big bills and lays them on top. Scotty stares at the money; he is a loser, and winning that pot would make him even . . . he licks his lips and calls.

Poor Scotty never should have called. His kings-up two pair were no match for John's full house.

Was John acting? Yes, because Scotty was undecided and John varied his own behavior to make him call. John also did some long-range acting toward Quintin Merck. How was that? Quintin observed John's maneuver to make Scotty call. John heard Quintin snort when Scotty fell into the trap.

The following week, John and Quintin are battling for a large pot. John raises . . . Quintin scratches his head and then starts to call. John's fingers creep into the pot and spread out the money. He pulls out the big bills and lays them on top. Quintin snorts, shows his three deuces to everyone, and then folds with a prissy smile. His smile snaps into a frown when John throws his hand face up on the table. His hand this time? A four flush.

Why did Quintin fall into that trap? He forgot that John would not apply the same tactic toward a poor player like Scotty as he would toward a sound player like Quintin. John plays against the individual as well as the situation.

2. Personality (39)

The good player varies his personality to obtain the best advantage. Typical poker personalities he adopts are described below.

a. Unfriendly or Intimidating (40)

In public (club or casino) games or in games consisting mostly of professionals or strangers, tough or unfriendly and intimidating behavior may be best. Such behavior disorients opponents ... and disoriented players are easier to control. Unfriendly behavior irritates opponents, causing them to act more

emotionally and to play poorer poker.

The following unfriendly and intimidating behavior can be advantageously practiced by the good player:

Silently throw bets and raises into the pot. Give ill-tempered replies when asked about those bets

or raises. Make disagreeable remarks when other players err because of your silent bets.

At the conclusion of a hand, throw cards face-up on the table without comment. Make opponents

figure out the hand. Capitalize on their errors that favor you.

Stage displays of bad temper.

Delay anteing and making good on lights (money owed to the pot).

When dealing new games, give inadequate explanations. When asked for further explanation,

give details grudgingly and unpleasantly.

Push rules and ethics to the limit. For example, fake moves to make the next player believe that you have dropped, called, or raised . . . then when he reveals his move (a drop, bet, or raise), remake your play accordingly.

Planned unfriendly or intimidating behavior can be effective for increasing edge odds and for controlling opponents. Still, the good player uses caution when being unfriendly. He analyzes the game and

evaluates the effects of any behavior on both his short-term and long-term profits.

In some games, intimidating behavior is tolerated if a little humor or congenial behavior is blended in.

Also, the good player may adopt a split personality or may be unfriendly to certain players and congenial to others ... whatever is most advantageous.

b. Congenial (41)

Unfriendly and intimidating behavior is undesirable for most friendly or regular private games.

Unpleasant behavior could break up the game, result in expulsion from the game, or cause valuable losers to quit. Congenial behavior is often necessary in such games. But most friendly traditions are disadvantageous to the good player, such

as--● no betting when only two remain in a hand

no betting a lock hand (a sure winner)

no squeeze raising when only three players are in a split-pot game.

Occasional but dramatic displays of friendly traditions will usually satisfy the other players.

Sometimes John Finn is the most congenial player in the game. At other times, he is not so congenial. He always behaves in a way that offers him the greatest advantages.

How can John switch his personality to fit the game? He keeps himself free from emotional ties to the game and the players. That allows him to think objectively and define what behavior offers the most advantage. For example, he will drive a good player out of the game with unfriendly

behavior (see Concept 108). Why will he do that? Another good player would increase the

financial strain on the losers, which in turn would cost John some of his profits to keep those losers in the game. In other words, a good player would cost John money . . . so why let him play? Why not replace him with a more profitable, poor player?

c. Introvert and extrovert (42)

The good player usually behaves oppositely to the general behavior of his opponents. For example, in a quiet game with serious players, an extroverted personality may be advantageous. In a wild or boisterous game, an introverted personality is often the most advantageous.

The extent of introverted or extroverted behavior that John Finn assumes depends on the game, as shown below:

Game Players' Behavior

Advantageous Behavior

(John Finn 's Behavior)

Monday Mixed Ambiverted

Tuesday Introverted Extroverted Thursday Ambiverted Ambiverted

Friday Extroverted Introverted

3. Practicing Deceit (43)

Only in poker can a man lie and practice any form of deceit, except cheating, and still remain a gentleman ... and an honest person. The good player makes extensive use of his right to deceive. He conceals facts and lies about anything that offers him an advantage.

a. Concealing desires (44)

To keep his opponents off guard, the good player conceals his desires, as shown in Table 18.

TABLE 18

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