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Chapter xiv

Glossary

The words this lab leans on, in one place. Links from the lab and the tour land here.

leader · mão
the deal’s leader — acts first in round 1. Also simply “the hand”: the deal being played.
dealer · pé
the dealer’s seat — answers last in round 1.
turn-up · vira
the card turned face up after dealing; the rank right above it becomes the manilha rank.
manilha
the four cards one rank above the turn-up — the strongest in play, ordered ♣ > ♥ > ♠ > ♦.
zap
table slang for the club manilha — the strongest card in the game. The English chapters say “the club manilha”; at the table you will hear zap.
truco · the ladder
the raise ladder 1 → 3 → 6 → 9 → 12. Truco is the first rung; each later raise climbs one rung, and raises strictly alternate between the players.
hand of eleven · mão de onze
the hand dealt when one player stands on 11: that player looks at their cards and either accepts (the hand plays for 3) or folds (conceding 1). The ladder is locked either way.
iron hand
folklore name, and an ambiguous one: traditionally the 11 × 11 hand played blind, but often used for 11 × 11 generally. In this variant the 11 × 11 hand is played with open cards, automatically worth 3 — the guide just says “11 × 11”.
spot · subgame
one exact hand game selected by score, dealer, and turn-up — the coordinates the lab's controls set. The solver solves the match one spot at a time, from the finish backward.
solve · solution
a certified equilibrium: a pair of strategies neither side can improve against, computed by self-play and checked against exact best responses.
equity · win %
your chance of winning the match from here, if both sides follow the solve.
pp · percentage point
one hundredth of match-win chance, the guide's price unit. The solver's q scale (±1) converts at 50 pp per unit: win % = 50 + 50q.
range
every hand a player could hold at a spot, each weighted by how often it actually arrives there.
blocker
a card that is visible — the turn-up, or any open play — and therefore cannot be in a hidden hand. A deck fact, not a solver preference; blockers are what strike hands from a range.
reach
how often a line of play actually happens under the solve — low-reach corners get little training and deserve less trust.
pure strategy
a spot where the solve always takes the same action — a single-colour cell.
mixed strategy
a spot where the solve deliberately randomizes to stay unreadable — a multi-colour cell. The printed number is the biggest slice; the tooltip holds the whole mix.
the ≈ flag
a weak per-node quality measurement: the lab shows ≈ when an adversarial best response can gain more than 5 match-win points. Self-loss and own reach explain the warning; they are not its headline test.
exploitability · ε
how much a perfect best response gains against a strategy, averaged over both seats — the number a spot's certificate bounds. ε 0.01 ≈ 0.5 pp of match-win chance.