Routines & puzzles
Routines
A routine is an ordered schedule of training days. Each day is one or more drills, each with a hand target. One routine is active; Train › Routines shows today's day with a single button that starts or continues it. The routine moves through the day's drills in order; leaving mid-day and coming back resumes where you were.
The day boundary is 3am, your time. Progress belongs to the routine-day it was made in. Starting a new day clears any unfinished progress from the previous one (you are asked first when a switch would erase something); if the previous day was finished, the schedule advances. Completed days and every graded decision stay in your history regardless.
Built-ins — Warm-Up (one day), Grind (three), End Boss (five) — are generated from what is
installed on your machine, and ordered by your own Leaks exposure per spot when a scan has run: your schedule
starts from your leaks, not from a generic game tree. They regenerate when packages are installed, so they
are read-only; Duplicate gives you an editable copy. Custom routines are edited in place:
add, remove and reorder days and drills, set each drill's hand target. The drills a built-in routine creates
are ordinary drills tagged routine, hidden from the Drills list by default.
Difficulty modes
The hand filter on a drill (and on free play) decides which hands you see. Casual deals every hand. Standard filters out many obvious decisions so more hands ask you to choose between actions with similar EV — but keeps pure decisions where the solver's play is counterintuitive and worth the rep: a strong hand that must check or call, a weak hand that must bet or raise, a made hand that must fold. Close only keeps only spots whose top two actions are within about 2% of pot in EV. Skip trivial redeals spots where one action is 95%+ pure.
The filter chooses the hand's first decision; later decisions in the same hand may be easier. Difficulty never changes the solver strategy, the grading or the RNG — only which hands arrive. Each difficulty keeps its own score. The default for new drills and free play lives in Settings › Training.
Puzzles
Train › Puzzles. Six hands at one real decision of one real solve — reached by walking the tree the way play does — and one question: rank them from best bluff to worst, best value bet to worst, best call to worst, best slowplay to worst; or label each one bet, mix, or check. The answer comes from the same per-hand strategy and EVs the trainer grades against.
Ranking puzzles score the share of hand pairs you put in the solver's order; label puzzles score per hand (bet is 80%+ aggressive, check is 20% or less, mix between). The reveal shows the solver's order with every hand's aggressive frequency and EVs, and opens the node in a viewer window.
Puzzles have their own record. They never enter the trainer score or the mistake history — a puzzle grades an ordering, not a decision, and a good puzzle day must not be able to hide a bad session.