Quote:
Originally Posted by scylla
We don't have a way of creating a turn tree from a flop scenario. The best approach that I can think of would be to use the editor to remove all flop actions that don't lead to that turn line. You now have a flop tree that always leads to that particular line. It's a bit of a workaround, but it should accomplish what you're looking for.
Thanks for your reply.
I did what you suggested but what I meant is how I can gather all the different subtrees I made into one database like in this example:
https://imgur.com/WLoflK1
In this picture this guy made a group of subtress, each one has a different nodelock or different ranges, he called them as he wanted and gathered them into one database as shown. My question is how can I do that?
Also, never knew you can solve a turn\river spot without solving a whole spot from flop, I'll be glad if you would tell how to do it.
Thanks again!