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H — Heads-up: Bluff one player, never three
Bluff one player. Two on a good day. Three, never.
Heads-up means one-on-one, and that's where bluffs live. The reason is multiplication, and it's brutal.
You're not bluffing against a hand — you're bluffing against the best hand out there. Say each opponent, individually, folds to your bet 60% of the time. One opponent: your bluff works 60%. Two opponents: 0.6 × 0.6 — 36%. Three: 22%. Your bet didn't get cheaper. Your odds just fell off a cliff, because every extra player is one more independent chance somebody woke up with something.
Example 1 — open. River, one opponent, and they've checked twice in a row. One player, visible weakness. Green light — pending the other locks.
Example 2 — shut. Four players saw the flop; you bet and three called. Friend, three calls is three people telling you they have something. Even at generous fold rates, your bluff lands maybe one time in six. Check and let it go.
Example 3 — the poisoned pair. Two opponents left: one folds at shadows, the other has called down with junk twice tonight. Count only the players who can fold — which means you're really bluffing into the second guy, and he's coming along. One calling station in the pot poisons the whole bluff, no matter who's standing next to him. Shut.
DIAL — ♥H by table size. This lock counts opponents in the pot, but table size decides how many that usually is. 4-handed: you're heads-up after the flop most of the time, so this lock opens constantly. Bluffing is a core part of short-handed play, not a flourish. 8-handed: it opens sometimes; check the count every hand. 12-handed: limped pots routinely go five players deep, where a bluff works about 8% of the time. Assume this lock is shut unless the field has already folded down to one.
▶Practice thisRun the bluff drill on real cards.