A board card that may have improved or completed an opponent's hand.
ADDITIONAL INFORMATION: Example: In Texas Hold'em the flop was 7c-8c-Kd. Any club on the turn or river would be a scare card because it may give an opponent a flush. Also, a 4, 5, 6, 9, 10, or J might be considered a scare card because it may give an opponent a straight. If a player makes a pair of Kings on this flop, a 7 or 8 may also be scare cards because of the possibility of giving an opponent three of a kind. Scare cards can vary in their degree of scariness, depending on the likelihood that they help an opponent.
EXAMPLE: "I had a weak hand but decided to bluff when the turn was a scare card. I was hoping my opponents would think the turn completed my hand."
APPLIES TO: Online and Land-based Venues
GAME CATEGORY: Stud Games