§0 — A reverse sit-and-go

In cash NLHE, the button limps 0.3% of dealt hands. In Stand-up Game at val=3, the button limps 30%. At val=10, it limps 94%. Same deck, same blinds, same positions. One rule changed.

You treat Stand-up Game like No-Limit Hold'em (NLHE) with wider ranges. It's not. There's an invisible ante changing your sizing math, your limp decisions, and your effective stack depth — and it's bigger than the blinds at every game state.

Here's the format, if you don't know it. A six-handed sit-and-go is a winner-takes-all tournament: six players sit down, one walks away with everyone's money. Stand-up Game is the mirror image. Six players sit down, the loser pays everyone.

The mechanic is straightforward. Every time you win a main pot, you collect a "squid" — a win token. You can hold at most one. In a 6-handed game there are exactly five squids to win. The game ends the moment five of the six players each hold one. The unlucky sixth — the player who never won a main pot — pays the others.

The penalty has one setting, called val. The loser pays 5 × val big blinds total, split evenly across the five holders. The model trains at five values: val ∈ {1, 2, 3, 5, 10}.

This article uses val = 3 as its running default. At val = 3, the loser pays 15 BB and each holder receives 3 BB.

Two operational labels run through the rest: - Safe — you already hold a squid; you can no longer be the loser. - Desperate — you don't yet hold a squid; you're still in the race.

That's the entire format change. Five squids to win. One loser pays everyone. Everything else is just Hold'em — until you start counting decisions.

Uri's framing line: "A squid tournament is sort of like a reverse sit-and-go. In a sit-and-go, the winner takes all the money. In the squid format, the loser loses all the money."

Stand-up Game = a sit-and-go, mirrored
Standard sit-and-go
Winner takes all the money
·
·
·
·
·
$
5 lose nothing extra ·
1 wins everything
Stand-up Game (Squid)
Loser pays everyone the money
🦑
🦑
🦑
🦑
🦑
·
5 collect a squid ·
1 (no squid) pays everyone
Same deck, same blinds, same positions. The only structural change: instead of a single winner taking the prize, a single loser pays everyone else.

§1 — How much is a squid worth?

Once you know the rules, the next thing to figure out is the value of the squid button. Not the abstract "what does winning a squid mean for me strategically" — the literal number, in big blinds, that a squid is worth at this moment in this game.

The answer is somewhere between 3 and 18 BB, depending on where in the game you are. Here's the bracket.

The minimum: 3 BB

At the moment the game ends, holders receive their split of the 15 BB penalty. Five holders, 15 BB total → 3 BB each. So at game-end, the squid cashes in for 3 BB. That's its hard floor.

A squid you collect early is worth at least this much, because — barring catastrophe — you'll still be holding it when the game ends. The squid you have is a 3-BB asset on the books.

The maximum: 18 BB

Now skip to the other end. Suppose four players already hold squids and two are still desperate — call this down-to-2.

Whoever wins the next main pot becomes safe (+3 BB) and the other player becomes the loser (−15 BB). The squid awarded on this hand is worth the full 18-BB swing — the difference between safe and ruined.

So at down-to-2, the squid is worth 18 BB. That's its ceiling.

The progression: 3.6 → 18

Between fresh game (six desperate players) and down-to-2 (two desperate players), the squid value always goes up. The math is clean: at any game state, the squid swing equals 6 × val / (N − 1), where N is the number of players still desperate. (The 6 is the table size; the N − 1 divides the next squid's swing across the remaining racers.)

Squid value table — val × game stage

What is one squid worth (in BB) at each game state? Hover or tap a cell.

value(val, N) = 6 × val / (N − 1)
Stage (desperate left) val=1 val=2 val=3 val=5 val=10
Formula derives the squid swing — value of winning vs not winning the next pot — at each game state. At fresh game (6 desperate), winning a squid puts you safe (+val) and one of the other 5 desperates loses (sharing the (N−1)×val penalty).

The widget shows the value at every val × stage combination. The fresh-game val=3 cell — 3.60 BB — is the invisible-ante anchor for the rest of this article. The down-to-2 val=10 cell (60 BB) is what's at stake when two desperate players are both still chasing the last squid in a high-stakes game.

Uri's framing line: "Every squid button is worth at least three, because it's worth three at the end. And we also know that the last one, when it's two left, whoever loses is at minus fifteen, whoever wins is at plus three — so there it's worth eighteen. So it's something between three and eighteen."


§2 — There is an ante in each pot, or there's invisible dead money

The reframe that makes Stand-up Game playable is to stop thinking of the squid as a number floating around the table and start thinking of it as an ante in every pot.

Here's the move. The game is fresh and you're about to play a hand. Whichever desperate player wins this main pot collects a squid worth 3.60 BB. Everyone at the table has the same shot. So you can think of this hand as having an invisible 3.60 BB sitting in the pot, payable to the winner — except the chips never actually move; the value moves through squid rules, no chips change hands.

That's the invisible dead money.

Uri's framing line: "By saying how much the squid is worth, we're basically saying there is an ante in each pot, or there's invisible dead money. And then we can talk about how poker works basically with the various sizes of antes."

One caveat: this ante isn't symmetric. When some players are safe and others desperate, the squid pressure falls only on the desperate players. The analogy is cleanest when everyone's still in the race — which is most of the early game and which is what this article's running examples assume. The appendix below unpacks what changes when some players are safe and others desperate.

The size of the ante in this format isn't small. At fresh val = 3, the invisible ante is 3.60 BB — already larger than the 1.5 BB of blinds. At down-to-2, it's 18 BB. The dead money in front of you is bigger than the dead money in the blinds throughout the game, and gets bigger toward the end.

Once you price the squid as an ante, a handful of things change at the table. Here's what shifts.


§3 — At the table, preflop

Once you price the squid, six things change at the table — when to limp, how to size your opens, how deep you really are, how wide to defend, where to push back when the format tempts you to overplay, and where each seat's range actually stops.

§3a — Limping is correct sometimes

With a 9-BB squid plus 1.5 BB of blinds, the dead money is 10.5× the limp price. That ratio is what matters — a small investment relative to a large pile of dead money makes the limp call cheap, even on hands that would never complete in cash without antes.

Uri's framing line: "Ranges get wider if the ante is really big. Suddenly limping becomes a good option. ... So there are a lot of limps in squid."

The data backs the claim hard. In cash NLHE, limping from UTG (under-the-gun, the first to act), MP (middle position), CO (cutoff), or BTN (button, last to act preflop) is essentially never correct — the solver completes <1% of the time.

At val=3, BTN already limps 30% of dealt hands. At val=10, almost everyone limps almost everything: BTN limps 94%, even UTG limps 47%.

Limp frequency by position

% of dealt hands the solver completes (limps) preflop · 100bb 6-max

The progression accelerates through val=5, then flattens as limp% approaches 100%.

§3b — Raise to the size of the squid

When you do raise, you have to raise bigger than NLHE would tell you to. The trick: treat the invisible ante as if it were part of the big blind, then size off that bigger blind.

Two ways to do this.

Formula version. Take the total dead money in the pot — squid value plus blinds (plus any real ante) — and divide by 2. That's your effective big blind. (Why divide by 2? In a normal min-raise pot, two players each put in one BB — so dividing the dead money by 2 gives you the per-player contribution, which is what a big blind represents.)

effective_BB = (squid_value + blinds + real_ante) / 2

Worked example. Squid value 9 BB, blinds 1.5 BB combined, no real ante. Total dead money = 10.5 BB. Effective big blind ≈ 5 BB. Every "big blind" in your sizing math should be ~5 actual BB.

Shortcut version. When the squid is large relative to the blinds, ignore the blinds and just raise to the size of the squid. That's an effective min-raise.

Uri's framing line: "When the squid is big, just raise to the size of the squid and ignore the blinds. And that raising to the size of the squid would be the equivalent of a min raise."

The data is directionally aligned with the heuristic at the val levels you'll actually play. Cash NLHE opens range from 2.3 BB in early position to 2.9 BB on the small blind. In Stand-up val=3, UTG opens to 3.0 BB — within 20% of the heuristic's predicted 3.6 BB squid value. At val=5, UTG opens to 3.6 BB while the heuristic predicts 6 BB — directionally right but the gap widens. (At val=5+ the solver's reported open size is a lower bound — see methodology — so the true unconstrained best-play raise is plausibly higher than 3.6.) The "raise to size of squid" rule gives you the right neighborhood at val=3; at higher val, treat it as a starting point, not a precise prescription.

The exception is val=10. Here UTG opens to 6 BB while the heuristic would call for 12 BB. Late-position seats converge toward the action-set ceiling at val=10 (MP 7.1, CO 7.2, BTN 7.2 BB), but at val=3 they're still spread: MP 4.4, CO 6.9, BTN 7.2 — only BTN hits the ceiling early. The reason for the val=10 gap is mostly that the solver doesn't want to raise at all there: BTN limps 94% of hands, CO 75%, even UTG 47%. That's the wide-range response to a huge invisible ante, and it's what the solver says is correct. The headline raise size is also bounded by the solver's available action set — see methodology.

For the table, the practical takeaway: at val=3 to val=5, apply the rule as written. At val=10+ it under-predicts the headline raise number, but the deeper insight survives: you're playing a wider-and-flatter game with limps everywhere. That's the format.

Open raise size by position

Solver's average open raise (BB) · 100bb 6-max · vs unopened pot

A second, related shortcut: ranges shift one position closer to the button. At val=3, each seat opens roughly the range of the position one closer to the button in cash. (VPIP — voluntarily put in pot — is the share of hands you don't fold preflop.) The data validates the rule cleanly at the middle positions:

Position Cash VPIP Squid val=3 VPIP Cash position one-closer-to-BTN
MP 22.7% 29.2% matches CO cash 29.1% ✓
CO 29.1% 42.9% matches BTN cash 41.8% ✓
UTG 18.5% 25.6% overshoots MP cash 22.7% by ~3pp
BTN 41.8% 67.1% overshoots SB cash 57.9% by ~9pp
SB 57.9% 99.6% (no closer position)

The rule is dead-on at MP and CO, slightly aggressive at the table extremes. As a table-side heuristic, it gets you in the ballpark: "If I'm UTG at val=3, play it like cash MP." Take the rule until it fails you and lean on the formulas when it does.

The most useful part of the model is re-translating villain's open through the effective-BB lens. When somebody opens for what looks like a 5× or 6× raise in raw chips, run it through the lens before you panic-fold. A 10-BB open at squid = 10 is a 2× in effective-BB. Postflop ranges, c-bet sizing (continuation bet — the bet by the previous-street raiser), and your default lines should look like a min-raise pot, not a 5× pot.

Squid raise size translator

Translate a Squid raise into its equivalent NLHE-raise scale (in effective-BB)

Squid value (BB)
9.0
Raise size (BB)
9.0
Total dead money:
Effective big blind:
Raise in eff-BB:
Verdict:
How to use this. "Raise to size of squid" is a mental model for thinking about the game — a way to feel the eff-BB structure of a Squid table — not a prescription for the equilibrium raise size. The solver's average open ranges from ~3 BB (UTG val=3) to ~7.2 BB (BTN val=10), depending on position and val. At high val, opening to ~squid value lands at ~min-raise in eff-BB terms — the deeper insight Uri is pointing at. The translator below lets you see, for any squid value + any raise size you encounter, where it sits on the cash-NLHE-equivalent scale.

The single best widget for feeling this format is the val-sweep on UTG — the seat where "raise to size of squid" lands cleanest because UTG is min-raise territory in cash. Drag from cash through val=10 and watch open size, limp%, and VPIP (the percentage of hands you voluntarily put chips into the pot) all reshape together.

The progression — UTG open across val sweep

Move the slider to watch UTG's range, raise size, and limp frequency reshape

VPIP
25.6%
Limp %
2.6%
Avg raise
3.0BB

§3c — Your stack just got smaller

Same idea applied to depth. If your effective big blind is ~5 actual BB (squid = 9, blinds = 1.5), then a 100 BB starting stack isn't really 100 BB deep. You're about 20 effective BB deep — different math than 100 BB, closer to short-stack play.

Uri's framing line: "If the squid is worth ten and a big blind is five, and now you're a hundred deep — it's actually twenty deep. ... You might stack off super wide. Like maybe someone opens to ten BBs and you open-shove deuces, and that would make sense twenty deep."

The example: villain opens 10 BB at squid = 10. In raw chips, that looks like an absurdly large raise — five times a typical cash open. Re-translate it through the effective-stack lens: that's a 2× open in 20-effective-BB-deep play. At that depth, open-shoving 22 over a 2× stops being reckless and starts looking reasonable.

(The shortcut drops the blinds for speed — the exact formula gives a slightly lower number, around 17 effective BB at squid = 10. Refer to the translator above for the precise math; "20 deep" rounds for napkin use.)

The pattern works both directions. When the squid is small and the invisible ante is light, your effective depth is close to your real depth. When the squid grows, your effective depth shrinks a lot even though your real chip stack hasn't moved.

§3d — Defending the big blind: discounted limps and giant opens

Bigger pots, bigger antes, shrunk stacks — all that changes the BB's calling math too. What does "play almost everything" actually mean for the big blind? The answer depends on what villain opened to.

In cash NLHE, BB defense drops sharply as the open gets bigger:

Cash never reaches 100% defense — the smallest legal open is a min-raise (2 BB total), so BB always faces a real raise that the bottom of the range can't quite afford. Standard NLHE math.

In Squid the invisible ante sitting in the pot dwarfs the price of small opens, and BB does reach 100% defense. At val=3, BB defends 99.5% vs a 1.5× open — the discounted limp exploit: when villain opens way smaller than the squid value, his bet is barely more than a limp and the dead money in the pot makes calling correct on essentially everything. At val=10, BB defends 100% vs anything 2.5× or smaller — and a quarter of those defenses are direct all-in shoves.

BB defense vs CO open size

How wide does BB defend across villain's open size? Three lines: cash, Squid val=3, Squid val=10.

100%75%50%25%0%
CO open size (BB) — log scale
Cash
Squid val=3
Squid val=10
Reading. All three lines anchor at 100% on the left — when CO limps (no raise), BB defends everything by construction (checks for free). As CO commits more chips, BB tightens. The cash line drops fast — by 5 BB you're folding 84% of hands. The val=3 line stays above cash at every open size, declining from 99% at small opens to about 21% at 10 BB — always wider than cash's defense. The val=10 line stays at 100% defense until ~3.5 BB then declines but never matches cash. Wherever val=3 sits above cash, it's the invisible ante doing the work.

Three patterns are visible in the curve. All three apply mainly at val=3 and val=10 — at cash, there's no invisible ante and no "discounted limp" to chase, so pot odds alone govern.

The takeaway: BB defense width isn't a fixed number in Squid. It scales with how the villain's open compares to the squid value.

Uri's framing line: "It's not that you defend the big blind with everything. It's that if someone opens way too small because he doesn't get how to play, then you defend the big blind with everything."

Promote the discounted-limp pattern to a default response habit: if villain's open looks tiny relative to the squid, defend almost everything. A player bringing cash defense habits (~60% vs a small open) into a Squid table is folding 30–40 percentage points tighter than the solver wants — that's the size of the exploit.

§3e — A counter-example: don't overplay

The one habit the invisible-ante reframe pushes you toward — and that you have to actively resist — is overplaying. The pot is bigger. Open sizes are bigger. Limps are everywhere. It feels like every hand should be a "go" decision. It isn't.

Uri's framing line: "Imagine the squid is huge, you haven't won a hand all game, and you get dealt 7-2o under the gun. Or middle position opens before you. That hand is still a fold. No amount of dead money in the pot turns 7-2o into a profitable open."

The data is clean. UTG opens 7-2o 0.0% of the time — at cash, val=3, and val=10. Same for MP. Same for CO at cash and val=3. The only seats that play 7-2o at high val are BTN (about 20% of the time at val=10) and SB (which plays it 100% of the time at val=10, because SB plays everything).

7-2o plays (any non-fold) Cash val=3 val=10
UTG 0.0% 0.0% 0.0%
MP 0.0% 0.0% 0.0%
CO 0.0% 0.0% 0.1%
BTN 0.0% 0.1% 19.5%
SB 0.1% 93.2% 100.0%

The squid being huge doesn't make every hand profitable. It widens the floor — UTG val=10 plays T4s as its bottom hand, which is an 80-percentile-bad cash holding — but there's still a floor below the floor. The "MTT brain" failure mode (covered in "Three common mistakes" below) is to assume that because the pot is bigger, you have to play every hand. You don't.

You play your cards. Just remember the pot is bigger.

§3f — Where each seat's range floor lands

So if ranges get this much wider, where exactly does each seat stop? In cash NLHE, UTG's worst opened hand is A2s — 39 of 169 hand classes get played, and even A2o folds 100% of the time. At val=3 the range expands to 54 hands; the floor drops to K5s. At val=10, UTG plays 104 hands and opens down to T4s — a hand that's a stone-cold fold from UTG in any cash game regardless of stack depth.

The range floor — worst hand class each seat still opens

Each cell is one of the 169 distinct hand classes (rank pair × suited/offsuit). For each position × setting, this is the lowest-equity class the solver still plays a majority of the time. Tap a cell for detail.

Position
Cash
Squid val=3
Squid val=10
How to read this. Each cell is the worst hand class the solver still plays a majority of the time from that seat in that setting. The count below (e.g. 39/169) is how many of the 169 distinct hand classes get played at all. UTG cash plays 39 classes; UTG val=10 plays 104. SB val=10 plays every dealt class — even AA never folds. (A "class" here means the rank pair plus suited/offsuit indicator; each class spans 4–12 individual combos.)
Note. "Worst class played" = the hand class with the highest fold% that's still played a majority of the time (fold% < 50%). When every dealt class plays 100% (no folds at all), the cell shows "all" — there's no meaningful "worst class" because nothing folds.

Tap any cell for detail. Each rightward step (cash → val=3 → val=10) walks the range floor down through suited-junk, then offsuit broadway-junk, then trash. The pattern is symmetric across positions — every seat's floor drops by roughly the same hand-tier increment as you raise the squid value, even if the absolute counts differ.

Three common mistakes

Before moving on, three patterns worth flagging — the most common mis-applications of what we just covered. Recognize the shape, avoid the leak.

  1. MTT brain. Treating Squid like a tournament where you're the "loser" if you don't win the next pot. Players who do this risk too much to chase pots and force-play marginal hands. The squid is not a tournament position. It's money. Calculate it like money and play your cards accordingly.

  2. Blanket-defending vs every villain. The discounted-limp pattern (§3d) is real but specific: it kicks in when villain opens too small relative to the squid. Defending 99% vs a properly-sized 7 BB Stand-up open is a leak — that's not a discounted limp, that's a real raise. Read the open size, then decide.

  3. Forgetting the pot includes the squid. A 5 BB bet into a 5 BB visible pot at squid=10 isn't a pot bet — the actual pot is 15 BB and the bet is a 1/3 pot. Add the squid before you compute pot odds. §4 has the widget.


§4 — At the table, postflop

The reframe doesn't stop at preflop. Every bet on the flop reads differently too.

Here's the trick. The visible pot at any postflop street looks like just the chips. In Stand-up Game, the actual pot includes the squid value. A pot that looks like 5 BB might actually be 15 BB once you add the invisible ante. A bet that looks like a pot-bet is actually a 1/3-pot bet.

Uri's framing line: "Look at the flop and you say, reminder there's actually 10 big blinds or whatever number that money in the pot. ... It looks like the pot is five big blinds and he's betting five big blinds, but actually the pot is fifteen. So it's a third pot bet."

Postflop pot reminder

The visible pot understates the dead money by the squid value. Type in any spot, see what the bet actually costs.

Visible pot (BB)
14.0
Squid value at this stage (BB) — not val
3.6
Bet (BB)
8.0
In raw chips
57% pot
Looks like a half-pot bet
Including the squid
45% pot
Actually a sub-half-pot bet

The effect is most pronounced on the flop, where the real pot is small relative to the squid. By the turn and river, real pots have built and the squid is a smaller fraction of the total. So adding the squid to the pot is mostly a flop-decision habit: before you click call, ask yourself what the pot odds look like once the squid is in.

Concrete data point. The reframe shows up in solver behavior. On a dry K-high flop (Kc 9d 4s) after CO opens and BB calls: in cash NLHE (CO opens to 2.5 BB, pot ≈ 6 BB) CO c-bets 74% of the time. In Stand-up val=3 (CO opens to 7.2 BB, pot ≈ 17 BB) CO c-bets 60% — a 14-point drop. Most of that shift comes from the bigger preflop pot the larger raise builds: stack-to-pot ratio (the chips you have left compared to the size of the pot) drops from ~16 to ~5, and once stacks are that compressed, checking back medium-strength hands starts to make sense. CO still c-bets the majority of the time at val=3 — it's a tilt of the strategy, not an inversion.

The general rule: on this dry K-high texture, postflop strategy in Stand-up Game looks more like a min-raise pot than a 5× pot — because in effective-BB terms, that's exactly what it is. Take the principle (add the squid to the pot before computing odds), not the specific 14-point number — broader board coverage is coming in a follow-up piece.

The full postflop playbook is its own article. This piece sets the lens.


§5 — The takeaway

The squid is a number. That number is an invisible ante. Once you price it, here's what shifts:

Uri's framing line: "Once you just conceptualize the squid as money and how much it's worth, all the decisions become very clean, very clear — very devoid of 'I want to win' or 'I don't want to lose.' You play your cards and just remember the pot is bigger."

That's the whole article. The format isn't a tournament you have to survive. It's six players, one extra rule, a number you can compute, and a slightly different table to play poker on.

It's a different game. Go play it.


Appendix — Safe vs desperate isn't zero-sum

The takeaway above is the main thesis. This appendix is for readers who want a layer deeper — how the format actually works once you drop the "everyone desperate" simplification the article ran on.

The article so far has assumed everyone at the table is desperate (no squid yet). The format works very differently when some players are safe and others desperate. Two things change.

1. Different incentives at the same table.

Once 1–2 players have squids, their situation flips. Safe players (who hold a squid) can no longer be the loser — they're playing for chips alone, just like a normal cash game. Desperate players (no squid) are still chasing the squid, so their pot decisions include the invisible ante on top of the chip win.

Two seats at the same table can have genuinely different "right" plays in the same spot. A safe player on the button isn't opening the same range as a desperate player on the button — even with the same hand. Each plays to their own incentive.

Uri's framing line: "Safe players generally should play to their own incentive when they play."

2. Squid math is less zero-sum than NLHE.

In cash NLHE, my chips won = your chips lost. Direct chip transfer at the table on this hand. That's why bluffing aggressively to fold out hands with real equity is core strategy — every bit of equity you deny me, you keep.

In Stand-up Game, the squid value isn't paid by another specific player on this hand. It comes from the eventual loser of the entire game.

Practical consequence: a desperate player having a profitable call doesn't mean a safe player can't also have a profitable bluff. Both can be true at the same time. You don't have to fold out the desperate guy's equity to make your bluff worth it — they're not your direct opponent for the squid value.

This is a real structural break from how cash poker normally trains players to think. The dynamics are dramatically different — and recreational players who treat Squid like a tighter cash game miss what's different.

Uri's framing line: "It's less of a zero-sum game than regular poker because the money that the guy who's fighting for the squid is going to get — if you already have the squid — it doesn't come at your expense."

One more thing — open theoretical question.

When payoffs are this asymmetric, it's not even clear the format has a single best-play strategy that everyone converges to. Different players might play different strategies that all qualify as a reasonable reply to each other. The question lives in safe-vs-desperate game states, not in the all-desperate baseline this article ran on — the main-body solver output is stable. We treat that question separately in a forthcoming piece.

Uri's framing line: "I'm not sure there's even a theoretical solution to how to handle it. Probably multiple stable equilibria for that situation."


Methodology and caveats

About this article. Drafted with Uri Peleg from his recorded notes; verbatim framing devices ("reverse sit-and-go", "invisible dead money", "raise to size of squid", "discounted limp") are his. The math layer is solver-cross-checked QuintAI commentary.

Data rail. Solver data pulled 2026-04-30 + 2026-05-01 via the QuintAce trained-solver preview endpoint. ~70 queries across per-position opens, BB defense across open sizes, CO c-bet on a dry K-high flop, and 7-2o by position — all run for cash, val=3, and val=10 (with extras at val=1, 2, 5 where useful).

Reach weighting. All percentages quoted (limp%, VPIP, all-in%, fold%) are combo-level reach-weighted aggregates from the solver's GTO post-processed strategy. Reach = the probability the equilibrium reaches that decision point with that specific combo. Hand-class examples in the prose (e.g. "open-shoving 22") refer to the class aggregate, not a single combo.

Action-set ceiling. The trained model's preflop action set has seven discretized actions per position: fold, call, all-in, and four raise sizes capped at 7.25 BB (or 6.0 BB from SB). Identical across cash and all val levels. Larger raise sizes weren't kept in training because exploration past 7.25 BB didn't yield improvement, so avg_raise_bb at val=5+ is a lower bound — the unconstrained equilibrium raise is plausibly higher. VPIP, limp%, all-in%, and BB defense are unaffected. At val=10 only ~1% of mass goes to raise 7.2 anyway; the format-level claims still hold.

Format scope. Stand-up Game (Squid Classic) only. Squid Hunt Regular, Squid Hunt Progressive, and Squid Double are out of scope — the squid value math (6 × val / (N − 1)) assumes the binary one-per-player cap that defines this variant.

Stack depth. All pulls use 100 BB starting stacks. Different stack depths would change the §3c effective-depth math materially; that's covered qualitatively but not quantitatively across pulls.

Rake. All pulls include 3% rake with a 3 BB cap. The cash-baseline BB defense numbers (e.g. 37% vs CO 2.5×) may be slightly rake-depressed relative to rakeless benchmarks.

Postflop scope (§4). The c-bet data point comes from a single dry K-high flop (Kc 9d 4s). Broader texture coverage — paired, monotone, mid-connected — is a follow-up. The 14-pp shift between cash and val=3 is one board, not a generalization.

Heads-up vs multi-way. All preflop and postflop solver data here reflects heads-up pots (e.g., CO opens, BB calls). The high limp frequencies in §3a mean real Stand-up Game tables will see frequent multi-way pots (3+ players seeing the flop). How the invisible ante distributes across multi-way pots — and whether the heuristics in this article hold — is not covered here.

Multi-equilibria caveat. Whether Stand-up Game has a single equilibrium or several stable ones is an open theoretical question — Uri raised it explicitly. The appendix surfaces it; full treatment is deferred to a planned separate piece. Solver output should be read as "one equilibrium the model converged to," not as proof of uniqueness. The all-desperate baseline used in §0–§5 is the most stable case; the question lives in safe-vs-desperate game states.

Uri's "raise to size of squid" rule. Presented as a mental model. At val=3 / val=5 the solver matches it closely at UTG; at val=10 the action-set ceiling truncates the headline raise. The deeper insight — at high val, opening to ~squid value is roughly a min-raise in effective-BB terms — survives the ceiling.


Earlier versions preserved: v0 (voice-only preview, clips 1–4) · v0.1 (solver-backed, first reviewer state) · v0.2 (pre-cleanup, with diff markers + version-history chrome).