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.