Can anyone point me toOmahastrategy info on the internet? I’m new to the game and would like to learn more (starting hand selection, playing on the flop, turn, etc…) Has anyone written anything onOmahathat is available on the internet?
Answer 1:
The following is a description of a point system for Omaha8 or better. It was originally posted by Edward Hutchison to this group. I pulled it off of Deja News a while back but it turns out that it was easier for me to find this copy than to find it on Deja News again. Edward, I hope that you don’t mind me reposting this. Original post follows
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In a previous thread a poster inquired about a simple means of determining worthwhile starting hands in Omaha Hi-Lo (8 or better). In response, I posted my own humble attempt to methodically evaluate
starting hands. After evaluating input from Nelson Dalla and other contributors, the Hutchison Point System for Omaha Hi-Lo(tm) has been slightly modified. Those interested in a simple mathematical approach to this complex game may find this system helpful, but it should be emphasized that initial card selection, while crucial to success, is not the only skill necessary to maximizeOmaha profits. These other skills, however, do not lend themselves to easy quantification and are beyond the scope of this approach. OMAHA HI-LO POINT SYSTEM Assumptions: A ten-handed game of Omaha Hi-Lo (8 low to qualify), and an average mix of good and poor players like those usually found in a lower-limit game.
Objective: To identify those hands which have at least a 50% above chance expectation of winning? That is, while a random hand should win 10% of the pots in a ten-handed game, the hands identified as ”playable” by this system have at least a 15% probability of winning. To play for HIGH requires that all four of your cards be ten or above AND include 1) two pair, or 2) two double suits, or 3) a pair with the other two cards suited. To play for LOW requires that you count the points in your hand using the following system:
1) Look at your lowest two cards:
A-2 equals 20 points
A-3 = 17 points
A-4 = 13 points
A-5 = 10 points
A-6 = 5 points
2-3 = 15 points
2-4 = 12 points
3-4 = 11 points
anything else = 0 points
2) Look at your two remaining cards (“kickers”) and award points as
follows:
3 = 9 points
4 = 6 points
5 = 4 points
6 = 1 point
T = 1 point
J = 2 points
Q = 2 points
K = 2 points
3) If your have any pairs, add points, as follows:
Aces = 8 points
Kings = 6 points
Queens = 5 points
Deuces = 3 points
any other pair = 2 points
4) If two of your cards are suited and the highest of them is
an ace, add 4 points
a king, add 3 points
a queen or a jack, add 2 points
an 8, 9, or ten, add 1 point
5) Add the total points. Each low hand will earn from zero to 45 points. PLAY with 20 points or more, and consider RAISING with 30 points or more.
Four examples for clarification:
You are dealt AS, 3S, 5H, KD. DNQ for high. Rule one gives you 17 points for the A-3, rule two grants 4 points for the 5 kicker, rule three does not apply, and rule four gives 4 points for two suited spades headed by an ace. The total points = 25, thus you have a playable hand. You are dealt AC, 2D, 3C, KD. DNQ for high. Rule one means the A-2 is worth 20 points, rule two gives 9 points for the 3 and 2 points for the King, rule three DNA, and rule four awards 4 points for the Ace-high double suited cards and 3 points for the King-high two suited cards. The total for this excellent hand is 38. You may want to raise with it, depending, of course, on a number of other factors. You are dealt AS, AC, 2S, 3C. DNQ for high. Rule one means the A-2 is worth 20 points, rule two grants 9 points for the 3 kicker, rule three awards 8 points for the pair of aces, and rule four means that the two double suited combinations headed by an ace are worth 4 points each or a total of 8 points. The grand total for this once-in-a-lifetime hand is 45. You would hardly need a system to tell you that you have a powerhouse hand. It is, incidentally, the most profitable hand in Omaha Hi-Lo. You are dealt AS,TS,AC,QD. This hand qualifies for high because it satisfies the condition that 1) all four cards are T or above, and 2) two of the cards are paired and the other two are of the same suit.
NOTES
It should be noted that a very high correlation (but not a one-to- one correspondence) exists between a hand’s point count and its profitability. That is, a low hand that earns 25 points is quite likely to have a higher win percentage (and thus be more profitable) than a hand with 24 points. The same 25-point hand is virtually certain to have a higher win rate than any 20-point hand. Further, an experienced player may eventually decide to make some adjustment for position and, for example, require perhaps 24 points before playing a hand in early position. Obviously, a simple system of this type can not anticipate all such variables that contribute to success in this fascinating and complex game. I hope, though, that these limitations will not detract from the main purpose of this approach, which is to provide a simple aid to the beginner. Feel free to email any questions as this system is not etched in stone. Recall, too, that the basic assumption underlying the system is that it is being used in a ten-handed game at the lower limits where people tend to play too many hands and stay too long.
Answer 2:
Ace high flush =4 points, King high=3. Not to my way of thinking. When I see Ace high I think nut flush, jam, etc. When I see King high I think….next hand (unless of course there are many other things going for the hand.
Answer 3:
“But it should be emphasized that initial card selection, while crucial to success, is not the only skill necessary to maximizeOmahaprofits.” Yes it is. ”These other skills, however, do not lend themselves to easy quantification and are beyond the scope of this approach.” Don’t raise when you’re quartered. That’s about it.
“Objective: To identify those hands which have at lea”st a 50% above chance expectation of winning. That is, while a random hand should win 10% of the pots in a ten-handed game, the hands identified as ”playable”" If all ten players will see the flop, you could play any hand with a 10% chance of winning (disregarding position adjustments and playing strength of hands as opposed to showdown strength), or even less if you can outplay your opponents after the flop.