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Chapter
11
Basic Strategy / Card
counting for floor supervisors
Critical
index.
I arrived in Las Vegas in 1976 with a new
copy of Stanley Robert’s "How to Win at Weekend Blackjack" and
the dream of making big bucks as a professional blackjack player. When I
discovered that basic strategy alone was not enough to win consistently
and I would need to spend many hours leaning how to "count down the
deck" I quickly decided to make an "honest" living as a
crap dealer.
Now that I have moved into management, I
wish to fulfill that dream of almost thirty years ago and truly learn the
art of playing blackjack. Of course, my motives are entirely different
than they were back then, I now want to be the best educated supervisor I
can be and protect my employer from the kind of player I wanted to be so
long ago.
It never ceases to amaze me how unwilling
most casino employees are to spending some of their own time and money to
improving themselves. There was this dealer that knew I had taught myself
to deal pai gow tiles and asked me what he could do to learn it also. I
told him to go to buy a set of tiles for
$20 and Bill Zender’s book "Pai Gow Without Tears" for another
$20, then take them home, read the book and spend time at home practicing.
I don’t know what stunned this guy the most. That I suggested he spend
$40, he read a book or he spend time at home practicing. I know, because
you are no doubt at home reading this now with the intention of improving
yourself, that you aren’t that kind of person.
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This
chapter is based on another of Bill Zender’s fine books
"Card
Counting for the Casino Executive" and can also be bought
for $20. Of course, you might be wondering why, if I’m suggesting
buying and reading a book, I’m going to the trouble of writing
this chapter and perhaps even more important, why are you reading
it? This chapter is designed to provide you with what I deem to be
the minimum amount of information you require to become a
semi-expert at card counting and to warm up your brain if you decide
to pursue you education further by reading Mr. Zender’s book.
Besides, I might accidentally present an idea or two that I gleaned
from other writers or thought up myself |

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- How the game of blackjack derives a
house percentage and what factors affect it.
In a card counting class I attended that
was presented by Howard Grossman, he posed this question to the class;
"If a player decided to play by the same rules as the dealer, namely
hit sixteen or less and stand on seventeen and higher, why would the house
have an advantage over this player?" Having read the answer in a book
by John Scarne, I replied; "Because when the player busts, the dealer
doesn’t go ahead and hit his hand to see if he will bust." This is
called the "favorable bust percentage" and will occur
approximately 8% of all hands. In other words, in 8% of all hands, the
player busts and loses immediately, despite the fact that the dealer also
busts or would bust, if he had completed the hand.
But the player that makes playing decisions
identical to the dealer doesn’t suffer an 8% house percentage (HP). The
reason being is that when the dealer gets blackjack, he only wins
even-money but when the player gets blackjack, he wins 3 to 2. The 3 to 2
payoff for blackjack reduces the HP against the player by 2.5 % for a
total of 5.5%. Some of the other game rules that affect HP are:
Dealer hits soft 17 + .2%
Re-split aces - .04%
Double down after split - .14%
Another factor that affects HP is the
number of decks used:
Two decks + .32%
Four decks + .48%
Six decks + .54%
Eight decks + .58%
The last factor that affects HP is the
playing decisions a player makes:
Proper standing on a stiff hand vs. a
dealer upcard of 2-6 - 3.2%
Double down properly - 1.6%
Hitting soft hands properly - .3%
Proper splitting - .4%
This last factor is commonly referred to as
"basic strategy" and quite simply is the mathematically proven
correct way to decide hitting, double down and splitting decisions. If you
add the total of all four of those percentages, you will discover that
they total – 5.5%. So, in single deck game, correct basic strategy
overcomes the house’s 5.5% HP and reduces it to zero and this is without
the player even counting cards!
Of course, for many years, very few players
played correct basic strategy and this is why single deck games continued
to make money for the casinos. But with more and more educated players
hitting the games, casinos decided they needed to make a rule change that
would guarantee them a HP. This is why you now see casino only paying 6 to
5 for a player’s blackjack. This rule change added 1.20% to the casino’s
HP and is generally considered sufficient not only to overcome a player
playing perfect basic strategy but also a card counter as well.
According to Mr. Zender, to properly
protect your employer from card counters, you will need to have an
understanding of five areas:
- Perfect knowledge of basic strategy.
- Perfect knowledge of a count system.
- True count conversion.
- Knowing the eighteen most important
indices.
- What it takes for a counter to achieve a
profit over the game.
Basic Strategy.
The first step to mastering the game of
blackjack is to completely memorize the basic strategy for the type of
game you intend to play, or in our case, to watch. One of the things that
has frustrated me, in my attempt to learn card counting over the years is
my perception that no two "experts" can seem to agree on what
the best basic strategy is. Part of this problem was mine; I didn’t
realize that there were different strategies for different games. Part of
this problem is with the people writing the books; despite the fact that
they are all supposed to be following the same laws of mathematics, they
keep coming up with different "mathematically correct" ways to
play the same hand.
I intend to solve this problem by creating
three rules of my own:
First: pick an expert and stick with him. I
choose Bill Zender because what he teaches is more geared to the casino
supervisor.
Second: if there are going to be
differences, let us understand where they are most likely to occur. I have
created a table addressing this problem and I think its creation is long
overdue:

Here is the table for single deck without
the option of doubling down after splitting. I have highlighted the
decisions that should never change because of the number of decks,
doubling rules or splitting rules. The yellow boxes represent the
decisions of hitting, doubling down and splitting that should never
change. For the sake of simplicity, I haven’t included the affected
surrender decisions. If your boss gives you a basic strategy table that
differs from one you have already memorized, if would be willing to bet
that the differences are in the borderline decisions that aren’t
highlighted on this chart.
After you have memorized a basic strategy
chart, I hope that you will come back to this chart and look it over. I
think by doing so, you will obtain a greater understanding of the
game.
Third: as I alluded to in the beginning of
this section, you should pick the basic strategy for the type of game you
will most likely be watching.
The basic strategy table that you will
attack will be one of six:
- Single deck.
- Single deck with double down after
splitting option.
- Multiple deck.
- Multiple deck with double down after
splitting option.
- Single deck, double down on 10 or 11
only.
- Multiple deck, double down on 10 or 11
only.
The 6 to 5 payoff for snappers in the
single deck game; makes studying optimum playing strategy for it a
somewhat moot point. I suppose there might be still a few games in
northern Nevada that still only allow doubling on 10 or 11 only. But in
the interest of keeping the information in this chapter as relevant as
possible, I will only be covering what I assume is the predominant game
offered, which is multiple deck with the option of doubling down after
splitting.

Right-click on the table and "save
image as" then go to that file and print it, so you will have it.
I have color-coded this chart to make it
easier for you to follow:
Red = Stop = Stand
Green = Go = Hit
Blue = Double Down (I couldn’t think of a
cute color code for double)
Yellow
= Banana split (hee hee) = Split
Lets make some observations about this
table and think up some mantras that will help us remember the rules:
- You will never hit hard 17 or higher.
- The only time you will hit a stiff
against a stiff is when you have 12 against a 2 or 3.
- While most of us have learned to always
double-down on 11, we now won’t when the upcard is an ace.
- Double on 10 except against a 10 or ace.
- Double on 9 against a 3 – 6 (notice
that 3 + 6 = 9).
- Always stand on soft 19.
- On the soft totals, notice that the
doubles form an upside-down step pattern like this:

So a soft total can only be doubled against
an upcard of 5-6, 4-6 or 3-6; the higher the soft total, the greater the
range that the doubling can occur. So, unless you are doubling, you are
hitting, except:
The dreaded soft 18 (A7), which has a
tendency to confuse us but isn’t really that difficult when you stop
and think about the reason why we stand against a 2, 7 or 8. The
dealer has more ways to make a hand with an upcard of 2, so it isn’t
worth risking twice the bet. A soft 18 will win against a dealer 17
and push against a dealer 18, so why risk ruining that?
If surrender is offered: they should only do it when
having 16 against a 9, 10 or ace or when having 15 against a 10. BTW,
"early surrender" is when the player can surrender before
the dealer checks for blackjack. "Late surrender" means the
player can only surrender if the dealer doesn’t have blackjack.
To memorize this chart you should first go
over the previous observations while looking at the chart. You then should
consider creating a blank table using MS WORD so you can print them out
and practice completing them by hand. I printed out a much smaller version
of the table I have provided to you and taped it to a piece of cardboard
the same size. I carry in my suit pocket so I can test myself by looking
at the player’s hands and occasionally refer to it when I’m not sure
if I’m right. The first step to protecting your games is to know when a
player is playing perfect basic strategy. You need to have a complete
mastery of basic strategy since you will need for it to become automatic,
since things unfortunately get more difficult from here on.
Try this. It is a fun way to
learn BS and play out the hands....
CLICK IMAGE

...Or this
one, where you simply play basic strategy without playing out the hand,
In
addition; you can choose single, double or multi deck options
(Recommended)
CLICK
IMAGE

CARD COUNTING FOR FLOOR SUPERVISORS
Learning the Plus/Minus counting system.
Any method of card counting exists to
accomplish three goals:
- Tell the player when to bet more.
- Tell the player when to deviate from
basic strategy.
- Tell the player when to take insurance.
The "Plus/Minus" count system is
the easiest count system to learn and use and is the one recommended for
multi-deck games. If you need to count cards on a single deck game, the
"Hi Opt 1" is the system you will want to research.
In the Plus/Minus count system; each card
is assigned a value:
The reason the 2 – 6 have positive values
is because their removal from the deck is a good thing for the player. The
dealer needs those small cards to make a good total when hitting stiff
hands that the player doesn’t have to hit. The reason the tens and the
aces have minus values is because their removal is bad for the player. The
player gets paid 3 to 2 for a snapper and thus needs tens and aces in
order to get them. The player also wants tens and aces for double downs.
And the player wants tens in the deck so the dealer will draw them and
bust his hand.
So, if the total of all exposed cards is a
negative number, the remaining composition of the deck is favorable to the
house. If the total of all exposed cards is a positive number, the
remaining composition is favorable to the player.
To learn how to count cards using the
Plus/Minus system is a three-step process:
1.) Turn over the cards in a deck, one at a
time and state the value of the card. Don’t try to keep a running count,
just identify the value of each card. When you can do this without
hesitating, it is time to go to step two.
2.) Turn over the cards, one at a time and
keep a running total. Since the Plus/Minus system is a "balanced
system", after you turn over the last card, your running count should
be zero. Get into the habit of not saying or thinking the word
"plus" as this will slow you down. If the count isn’t minus,
then it is plus. Don’t say or think the work "minus" either.
Just use the word "my" instead. Do this exercise until you can
do it without any mistakes 19 out of 20 times.
3.) Now you will begin to work on speed.
Turn over the cards two at a time. If the total of the two cards adds to
zero, then just drop them without saying anything. On a live game you will
often see spreads of cards that add up to zero and you want to be able to
develop the ability to recognize them.
You will work up to the third exercise and
do it until you can go through an entire deck in less than thirty seconds.
Converting a running count to a "true
count."
A "true count" is the running
count adjusted for the number of unseen decks and is the count the player
will actually use to make decisions. During the seminar I mentioned
earlier, that was given by Howard Grossman, I asked; "I don’t
understand why any adjustments need to be made. If three aces have been
played, why does it matter if they came from a single deck or a six-deck
shoe? His response was; "Because your knowledge of three aces being
played is diluted by the fact that there are many more cards left
un-played, than if you were just counting down a single deck."
Computing the true count is easy. The only
difficulty comes from the fact that on a live game it is just one more
thing that you have to do. To convert a running count into a true count
you merely divide the running count
by the total number of unseen decks.
Example: The running count is +6 and there
is three decks left. +6 / 3 = +2
Example: The running count is –4 and
there is two decks left. –4 / 2 = -2.
As you are probably aware, whether the
running count is a positive or negative number, converting it to a true
count will never change the positive or negative aspect.
When there is less than one deck left
unseen you can divide the running count by a fraction.
Example: The running count is +6 and there
is 1/2 of a deck left. +6 / (1/2) = +12.
Example: The running count is –3 and
there is 1/3 of a deck left. –3 / (1/3) = -9.
As long as the numerator of the fraction
you are dividing by is "1", you merely have to multiply
the running count by the denominator.
If the number of unseen decks is a whole
number and a fraction, such as 2 1/2, I would just do the calculation
twice and estimate the actual true count to be somewhere in the middle.
Example: The running count is +6 and there
is 2 1/2 decks left.
+6 / 2 = +3 and +6 / 3 = +2 so I know the
answer is greater than 2 and less than 3.
I have found the best way to practice my
true count conversion is when I find myself in a section with the only
live game being a shoe. I can then practice keeping a running count and
converting it to a true count.
Learning the indices.
A card counter uses "indices" AKA
"index numbers", "critical index numbers" or
"matrix numbers" to tell him when to deviate from basic
strategy. Learning the indices is where "we separate the men from the
muchachos" and is absolutely necessary for the study of card
counting. It is necessary for the card counter, since he won’t be able
to gain an advantage from the house without knowing when to deviate from
basic strategy. It is necessary for the supervisor since, seeing a player
make a decision that goes against basic strategy, can give him a false
sense of security if indices are not known.
There are 140 indices for multi-deck games!
The good news is there are only 18 that are considered the most important
to learn and use and using them constitute 90% of the gain that can be
achieved.
Red –
The player will stand when the true count is equal to or greater than the
index number.
Blue –
The player will double-down when the true count is equal to or greater
than the index number.
Yellow –
The player will split when the true count is equal to or greater than the
index number.
These indices will be used in approximately
20% of all hands.
Don’t forget that a true count of –3 is
less than a true count of –2.
You might be wondering why the index number
for 16 against a 10 is zero. After all, if the true count is zero shouldn’t
basic strategy be followed? The reason is: basic strategy has already
taken into consideration the values of the cards exposed to get the player
in that position.
The minus 1 value for 13 against a 2 is
another confusing aspect, as it would seem that it is suggesting that you
disregard basic strategy and "hit" 13 against a 2 when the true
count is –1 or less. Remember, all indices for the hands of 12 – 16
indicate when the player will stand.
If the true count is less than the index number, the player will hit.
To make sense of indices it is important to
remember that if the true count is a negative number it indicates that 10’s
and aces have been used. If the true count is positive, then it suggests
that small cards have been used.
The first step to memorizing the indices is
to confine your self to memorizing the plays that could potentially have
an index number assigned to it. That way, if you are looking at a player
with 15 against a dealer 9, you know that you don’t have to worry your
pretty little head about what the index number is because there isn’t
one. After memorizing the relevant plays, you then start to memorize the
appropriate values to go with them. As with basic strategy, it is helpful
to print out blank forms for the indices and practice completing them by
hand. You can also practice them on the job, even if you haven’t been
counting down the cards. For instance, if you see a player standing on 16
against a ten, you would be thinking that is only the correct play if the
count is zero or higher.
And finally, don’t even think about
working with indices until you have mastered basic strategy and the count
system, as indices will be useless until you have.
What it takes for a card counter to achieve
a profit over the game.
There are three characteristics that can be
used to identify the card counter from the average gambler:
- They must utilize a bet spread.
- They must deviate from basic strategy.
- They will only take insurance in high
counts.
A player that leaves a table whenever the
true count goes to minus, must still spread his bets to two units in order
to gain a 1% advantage over the house. This player can expect to win about
the equivalent to one betting unit per hour.
A player that sits through all counts and
doesn’t leave a table will have to spread his bets to four units in
order to gain his 1% advantage and win his one unit bet per hour.
A "Wonger" (named after its
creator Stanford Wong, a Caucasian by the way) will "back count"
a game or have team members playing on a game and signal him to play
there, when the count is sufficiently high. A Wonger that "flat
bets" (never varies the size of his bets) can still gain an almost 2%
advantage over the house. However since he plays so few hands, he can only
expect to win about 2/3 of a betting unit per hour.
We
suggest you start training with this shockwave applet designed by Bill
Zender.
Begin
with "Simple Plus / Minus"
Courtesy
of http://www.lastresortconsulting.com/
Click
image to begin

Below
is a Java applet that simulates a normal 6 deck blackjack game with 3
hands being played.
It
also keeps track of the running count so you can test yourself on that
too.
Courtesy
of http://www.countingedge.com
Click
image to begin

How to identify a counter and report
your suspicions.
It is much easier to prove that a player
isn’t a card counter than to prove he is. It is virtually impossible to
be sure a player is counting in under a half an hour. There are ways
however, to prove that a player isn’t counting. If a player makes a
large bet it can be assumed that the deck has a positive count. If the
player fails to follow basic strategy or disregards basic strategy in a
situation where indices say it should only be disregarded in a minus
count, we know this player isn’t a counter.
Example: A player makes a large wager and
hits a 10 and a 2 against a dealer 6. A true count of –3 would be
required for the player to draw that card. Bottom line: either the player
bet big into a minus count or he failed to make the correct play against a
plus count. Therefore we can assume that he isn’t a counter.
Of course the possibility exists that a
counter may intentionally make a bad basic strategy play when he has made
a one-unit bet but he would have to be sure that you would notice it to
make it worth risking even a small amount. Counters generally prefer to
dissuade your suspicions by their acting performances rather than their
play.
When it comes time to report your
observations to your supervisor, you must be prepared to state the
following facts:
 | What bet spread did the player use?
Example: "He played one hand at $50 up to two hands at $200 each. |
 | What was the count when he raised his
bets? Example: "He bets
$50 on minus counts and then $100 when the count hit +2 and then $200
each on two hands when the count is +4 or higher." |
 | When did he deviate from basic strategy?
Example: "He only hits 16 against a ten in a plus count, he split
tens against a 5 when the count was +5 and he hit 13 against a 2 in
minus counts." |
 | How much do you calculate this player
should win per hour? Example:
"At his eight unit spread and the fact that he doesn’t change
tables, I think he has a 1% advantage and should win just over one
average bet per hour or about $125." |
Don’t be disappointed if you boss decides
not to back off the player. You have done your job and reported the facts
as you saw them. What your boss decides to do with them is his
prerogative.
Chapter
12
Techniques
in Sitting Box
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