Super Turbo Push-Fold Ranges
for stacks of 300/30, 255/30, 300/40, 255/40 and 240/50



Super Turbo Push-Fold Ranges - Here are the default push-fold ranges suggested for various chip stacks and blind levels during the early to middle part of a Full Tilt Super Turbo SNG. The number in parentheses is the number of players you are pushing through. For example "EP (7)" means you are in early position and 7 players remain to act after you. MP means middle position.

NOTE: the hands shown below represent "that hand and anything better", so a range of "77, AJ, ATs, KJs" includes:
77, 88, 99, TT, JJ, QQ, KK, AA,
AJ, AQ, AK,
ATs, AJs, AQs, AKs,
KJs and KQs

300/30 (300 chips at 15/30 blinds)
EP(8): TT, AK
EP(7): TT, AK
MP(6): TT, AK
MP(5): 99, AQ
hijack(4): 88, AQ, AJs
cutoff(3): 66, AT
button(2): 33, A8, A5s, KQ, KTs, QTs, JTs
small blind*(1): 22, A2, K3, K2s, Q4, Q2s, J5, J2s, T6, T2s, 95, 92s, 85, 82s, 75, 73s, 64, 62s, 54, 52s, 42s

(*using a 270-chip starting stack for small blind range because you will usually have been in the BB on the previous hand.)

If you're interested, here is an explanation of how each of the 300/30 push-fold ranges were determined using SNG Wizard.

255/30 (255 chips at 15/30 blinds)
EP(8): TT, AK
EP(7): TT, AK, AQs
MP(6): 99, AQ
MP(5): 88, AQ, AJs
hijack(4): 77, AJ, ATs, KJs
cutoff(3): 55, AT, A9s, KJs, QJs
button(2): 22, A7, A2s, KT, K9s, QT, Q9s, JT, J8s, T8s, 98s
small blind*(1): 22, A2, K3, K2s, Q4, Q2s, J5, J2s, T6, T2s, 95, 92s, 85, 82s, 75, 73s, 64, 62s, 54, 52s, 42s

(*using a 270-chip starting stack for small blind range because you will usually have been in the BB on the previous hand, and if it's your second time going through the blinds, it'll usually be at the 20/40 level.)

300/40 (300 chips at 20/40 blinds)
EP(8): TT, AK
EP(7): 99, AQ
MP(6): 88, AQ, AJs
MP(5): 77, AJ, ATs
hijack(4): 55, AT, A8s, KQ, KTs, QTs, JTs
cutoff(3): 33, AT, A3s, KT, K9s, QT, Q9s, JT, J9s, T9s, 98s
button(2): 22, A2, K8, K3s, Q8, Q5s, J8, J5s, T8, T6s, 98, 96s, 87, 85s, 75s, 65s, 54s
small blind(1): 100%

small blind notes - generally push any two cards if it's folded to you in the small blind at 20/40 as long as your starting stack is less than about 270).

255/40 (255 chips at 20/40 blinds)
EP(8): 88, AQ, AJs
EP(7): 77, AJ, ATs
MP(6): 66, AJ, ATs, KJs
MP(5): 55, AT, A8s, KQ, KTs, QTs, JTs
hijack(4): 33, A9, A4s, KT, K9s, QT, Q9s, JT, J9s, T9s, 98s
cutoff(3): 22, A7, A2s, K9, K5s, Q9, Q7s, J9, J7s, T9, T7s, 97s, 86s,76s
button(2): 22, A2, K2, Q3, Q2s, J4, J2s, T6, T2s, 95, 92s, 85, 82s, 75, 73s, 65, 62s, 54, 52s, 43s
small blind(1): 100%

small blind notes - generally push any two cards if it's folded to you in the small blind at 20/40 as long as your starting stack is less than about 270).

240/50 (240 chips at 25/50 blinds)
Included below are pushing ranges for shoving through 8 other players and less. Seldom will it be more than 6-handed by the time the blinds get to 25/50, but it does happen occasionally (often with one or two tiny stacked players). The suggested ranges assume that everyone left has near average or better chips. If they don't, you'll need to adjust.

EP(8): 77, AJ, ATs, KQs
EP(7): 55, AT, A8s, KQ, KTs, QTs, JTs
MP(6): 33, AT, A2s, KT, K9s, QT, Q9s, JT, J9s, T9s
MP(5): 22, A7, A2s, K9, K5s, Q9, Q7s, J9, J7s, T9, T7s, 97s, 86s, 76s
hijack(4): 22, A2, K6, K2s, Q8, Q3s, J8, J5s, T8, T6s, 97, 95s, 87, 85s, 75s, 64s, 54s
cutoff(3): 22, A2, K2, Q3, Q2s, J4, J2s, T6, T2s, 95, 92s, 85, 82s, 75, 73s, 65, 62s, 54, 52s, 43s
button(2): 100% - see notes below.
small blind(1): 100% - see notes below.

240/50 button notes - usually push any two cards from the button with less than 5 BBs, but use common sense. If one of the remaining players is practically all-in with a miniscule stack, don't shove 74-offsuit into him, since you have no fold equity. Also, if it's 4 or 5 handed, you might want to fold junk hands if you're in good chip position, etc.

240/50 small blind notes - generally push any two cards, but use common sense to recognize exceptions to this. For example, if 5 or fewer players remain in the SNG, you might not want to push weak hands if you're in 3rd place or better. Also you might need to fold very weak hands if the player in the BB is tiny-stacked, since you have no hope of him folding. When the BB is tiny stacked, and it's folded to you, consider whether or not it's a good spot for the The Limp and Go play. The "Limp and Go" works best on the bubble but can be used any time with almost no downside risk.

IMPORTANT NOTE (pertaining to all ranges shown above): The shorter your stack is and the fewer players that remain to act after you, the more dramatically the correct shoving range is affected by factors such as your opponents calling range, your skill edge over your average opponent, your relative chip position and even how big of a stack the potential callers have (see the following example).

Super Turbo Push-Fold ICM Example Winning a 530-chip pot against a player with an average stack increases your tournament equity more than if you won that same 530-chip pot against a big stack (even though your new chip stack is the same in both cases). This is because when you double through a big stack, he remains at the table with a decent amount of equity in the tournament, but winning an all-in against a shorter stacked player will leave him with little or no equity. This gives all the other players at the table more equity (including you). This is confirmed by ICM analysis.

A vivid example of this is when it's 4-handed and you are dealt AA in the big blind in a Super Turbo (or other SNG). You are one of two short stacks. The stacks are 1000, 1000, 350 and 350. With your AA, who would you prefer to shove all-in against you, a 1000-chip player or the 350-chip player?

ANSWER: You should prefer the other 350-chip player to be the one to shove into you, because winning against him will bust him out of the SNG and guarantee you 3rd place or better. Winning an all-in against a 1000-chip player is very good, but not as good as eliminating the other guy, because it would still be 4-handed and you could still possibly finish out of the money. Your resulting stack would be about 700 in each case, but your new equity with that 700-chip stack is quite different depending on who you won the chips from.

So the suggested pushing ranges shown above can be used as a default or a baseline. You'll often need to adjust one way or the other based on game conditions. There really is no substitute for studying ICM with software such as SNG Wizard.

related article: Calling Ranges for "When the Small Blind shoves on your Big Blind"

And for those times that someone other than the small blind open shoves, and I am in the big blind: Calling All-Ins in the Early Game

related article: Push-Fold Analysis of the 300-chip 15/30 Shoving Ranges

END: Super Turbo Push-Fold Article.

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