Posted on Leave a comment

Algebraic Indices for Unbalanced Count Systems

Algebraic Indices for Unbalanced Count Systems and Fractional Insurance Indexes
©Copyright ETFan December 12, 2010
  

Did you know the hi-lo index for insurance can be calculated on the back of a (large) envelope? And the right answer for one deck is 17/12, the exact answer for infinite decks is 10/3, and the correct answer for any other number of decks can be found with linear interpolation? 

This article attempts to explain and extend the ideas behind Arnold Snyder’s 1980/81/82 pamphlet: Algebraic Approximation of Optimum Blackjack Strategies. The extended system can handle unbalanced true counts, such as TKO or C. Membrino’s true-counted Red 7, as well as balanced counts, such as hi-lo. The formulas developed will be more complicated than Arnold’s, since we have easy access to computers nowadays, freeing us to abandon simplicity in favor of utterly preposterous precision. The system can be used for any strategy decisions where Effects Of Removal (EoRs) are available. In addition, a formula will be given that produces insurance indexes in the form of simple fractions.  

Even though a lot of number crunching is involved, the ideas behind the system are fairly simple. If you accept the concepts of proportional deflection and linear transformation of a count as espoused by Peter Griffin in Theory of Blackjack (ToB), then you must grant that the results are exact. Unfortunately, this will not stop debate on the subject, since decks of cards aren’t precisely normal in their distribution, making proportional deflection an approximate theory. Therefore, indices generated by simulators may be slightly more accurate. On the other hand, simulators sometimes generate different indexes at different penetrations, and who needs that… ;?  

At any rate, from the standpoint of optimizing expectation (as opposed to SCORE) these algebraic indexes are almost certainly “close enough” by any standard. The system cannot provide surrender indexes, because of the way EoR tables have traditionally been layed out.  

I’ll try to describe the method in such a way that anyone versed in elementary probability theory and Peter Griffin’s work can understand. Anyone unfamiliar with ToB will assuredly not fully comprehend a word I’ve written. In particular, readers should feel comfortable with the material in Appendix A of Chapter 7 and the reasoning in Appendix C of Chapter 5. You must also know how to use the “Effect of Removal” (EoR) tables in Chapter 6.  

To illustrate, I’ll develop a hi-lo insurance index for 1 deck, and a true-counted Red 7 insurance index for 6 decks. 

Exact Insurance EoRs  

Very precise insurance indexes are possible because we can derive exact insurance EoRs. An EoR is the amount you need to add to the full deck EV to get the EV for the 51 cards after a particular card is removed. I.e. EV(full deck) + EoR = EV(51 cards with specified removal), or rearranging: EoR = EV(51 cards with specified removal) – EV(full deck). [Note: EV stands for “Expected Value,” also known as the expectation, in this case for the insurance bet only.]  

Let’s find the insurance EoR for a 5. Assume a 1 unit bet …  

There are 16 Ts in a full deck and 36 other cards. If the hole card is a T, you win 2 units, if the hole card is one of the others, you lose 1 unit. EV(full deck) = 16/52 * 2 + 36/52 * (-1) = -1/13  

If you remove a 5, there are now 51 cards remaining, still with 16 Ts, but now with 35 others. EV(51 cards with a 5 removed) = 16/51 * 2 + 35/51 * (-1) = -1/17  

So EoR(5) = (-1/17) – (-1/13) = 4/221 ~= 1.81% as listed in ToB, Chapter 6. 4/221 is the exact EoR, 1.81% is the decimal approximation.  

This same EoR = 4/221 can be used for any number of decks, and any number of cards removed, by using the conversion outlined on the fourth page of Chapter 6, ToB, of 51/(cards remaining). For example, if you remove four 5s from a 6 deck shoe, the total EoR will be: 4*(4/221) * 51/308 = 12/1001  

(We’re already at the point where a CAS — Computer Algebra System — program or calculator would come in handy. Examples of CAS are Mathematica, Maxima, XCas, and calculators like the HP 50g or TI-89. You could also do the fractions by hand or throw caution to the wind and take my numbers on faith.)  

Since we know the EV at the top of a 6d shoe is -1/13, we know now that the EV after four 5s are removed is: -1/13 + 12/1001 = -5/77, which you can verify by exact calculation. You should calculate the expectation directly, based on four non-tens removed from a 6d shoe, to convince yourself that -5/77 is the exact answer (ignore the ace upcard, just this once). If you can follow the argument thus far, you have a very good model of how EoRs work for any strategy — not just for insurance. On the other hand, if you can’t calculate the -5/77 EV, you probably should get off now. This article may exceed your level of preparation.  

Using reasoning similar to the above, we can show that the insurance EoR for any card other than a T is also 4/221, and that the EoR for a T is -9/221. The EoR for all 52 cards sum to zero.  

You can multiply all the insurance EoRs by 221 (a “linear transformation”) to get the perfect, balanced, insurance count of 4 4 4 4 4 4 4 4 4 -9 (we follow Griffin’s convention of listing tags in numerical order from ace through ten). This is Thorp’s old ten count “parameterized as a point count,” according to ToB Chapter 4. These tags have correlation 1 with the EoR, so if you know how to calculate a correlation coefficient, you can quickly correlate any set of tags with 4 4 4 4 4 4 4 4 4 -9 to get the an Insurance Correlation (IC) slightly more accurate than what you get using the three digit EoRs listed in ToB. 

A Word about Linear Tranformations of Count Systems  

A linear transformation is the act of adding a constant to every tag in a count, and/or multiplying every tag by a constant. A little thought should convince you that linear transformations will not degrade the information accessible to an arithmetically adroit counter. For example, suppose all the hi-lo tags were doubled. You of course will adjust your indices and your betting ramp, but at the end of the day, you’re no better nor worse off than when you started. Similarly, you could subtract 1 from all the tags, and unbalance the system, but at any given penetration, it’s trivial to convert back to hi-lo.  

In general a set of tags, tagi for i = 1, 2 … 52, defines a count system S. If, for constants m and b, each tagi(S) x m + b = tagi(S’), then system S’ has linear equivalence with S. The correlation between S and S’ will be 1, so the correlation between either count and any third set of numbers (such as EoRs) will be identical.  

For example, if S = hi-lo, m = 2 and b = 0.5, we have the count:S’ = -1.5 2.5 2.5 2.5 2.5 2.5 0.5 0.5 0.5 -1.5which is nothing more than hi-lo in disguise. This new count has an insurance correlation of 76%, same as the insurance correlation for hi-lo. Betting and playing correlations are also identical.  

Or if you let m = 3/13 and b = 1/13 and apply those to Thorp’s ten count, S = 4 4 4 4 4 4 4 4 4 -9, you generate S’ = 1 1 1 1 1 1 1 1 1 -2 — the well known Noir count.  Both counts have an insurance correlation of 100%.  

Calculating the One Deck Insurance Index for Hi-lo  

Now to find the one deck insurance index for hi-lo, we will perform six steps:

1) Remove the upcard (ace for insurance) as well as any player cards from the shoe.

2) Balance the count with a linear transformation.

3) [A common sense check] Find the effect on each individual card when you increase the TC by 1, using the principle of proportional deflection.

4) Write an equation that finds EV (or EV delta, for strategies other than insurance) based on 3), the EORs, and the starting EV delta.

5) Solve for TC when the EV delta = 0.

6) Convert this TC back to the original count to get your index.  

As follows: 

1) Remove an ace from the deck. Now there are 51 cards in the “shoe” and the count is no longer balanced. 

2) To balance the count (making it much simpler to apply Griffin’s formulas) we need to subtract 1/51 from all the tags, which is a linear transformation. So we have three aces that are tagged -52/51, four each of 2s, 3s, 4s, 5s and 6s tagged 50/51, four each of 7s, 8s and 9s tagged -1/51, and 16 Ts tagged -52/51. If you add the tags all up, they come to zero, and this new count is guaranteed to provide the counter with exactly the same information as a hi-lo counter at any given penetration.  

We could multiply all the tags by 51, to make them integers, and it might make life a little easier for a counter using the tags in the real world, but our calculations would actually become slightly more complicated — and we have no intention of using these tags in the real world.  

A subtle point concerning this new “rebalanced” count is how it reveals that the so-called “neutral” cards are now slightly correlated with the count. Because of the removal of the ace, a high count now portends a slightly higher density of 7s, 8s and 9s, and you can see that clearly now, because 7s, 8s, and 9s have small negative tags. 

3) For each of the 51 cards, a given True Count (TC) implies that, on average, it’s no longer one, single card. The principle of proportional deflection says it’s “deflected” from the value of 1, by an amount proportional to the TC and the individual (balanced) count tag. Under this model, cards can assume fractional values in order to represent the “average” situation. The formula for each card is: 1 – TC*Tag*51/y, where y = the sum of (tag squared) for all 51 cards. TC, here, is expressed on a per card basis, so a TC of +1/52 corresponds to a full deck TC of +1. There will still be 51 cards in the deck after the cards are deflected. In this case:y = 19*(-52/51)^2 + 20*(50/51)^2 + 12*(-1/51)^2 = 1988/51.  

If we happen to have a per-card TC of +1/52, the average number of aces would then be: 

3*[1 – (1/52)*(-52/51)*51/(1988/51)] 

And the average number of Ts would be:

16*[1 – (1/52)*(-52/51)*51/(1988/51)] 

And the total number of 2s, 3s, 4s, 5s and 6s, on average:

20*[1 – (1/52)*(50/51)*51/(1988/51)] 

And the total number of 7s, 8s and 9s, on average:

12*[1 – (1/52)*(-1/51)*51/(1988/51)]  

If you add these all up, you’ll find the total number of cards is still 51. It’s also fairly easy to prove that it adds up to 51 for any TC you choose to plug in. Finally, if you use any number other than 1988/51 for y, the sum of tags for the 51 cards would no longer equal -51/52 as it must, showing our deflection formula is accurate. (Please take your time to verify each of these statements. You don’t have to take my word for anything.) 

4) Now the nice thing about the 1d insurance case is we don’t have to convert EoRs. If we use our TC formula for the various cards, the number remaining at the end will be 51. So we’ll forego multiplying by 51/51 (but we must remember to convert when we tackle 2 or more decks). The number “removed” for each of the 51 cards, is just the expression after the “1 -“. E.g. for one given ace, remember the formula was:

1 – TC*(-52/51)*51/(1988/51) 

So the amount removed for that ace is:

TC*(-52/51)*51/(1988/51) 

which will be a negative removal (i.e. an addition) for a positive TC. So combining all this information with the EoRs, and remembering to add the full EoR for the ace removed off the top, we deduce that the total insurance EV, for any given TC is: 

EV = -1/13 + 4/221 +

3*TC*(-52/51)*51/(1988/51) *(4/221) +

20*TC*(50/51)*51/(1988/51) *(4/221) +

12*TC*(-1/51)*51/(1988/51) *(4/221) +

16*TC*(-52/51)*51/(1988/51) *(-9/221)  

This is similar to the example on the fourth page of Chapter 6, ToB, showing how to use the EoR tables, just a tad more tortuous for us mathe-masochists. 

5) To find the per-card index for our “rebalanced” count, we set this last expression equal to zero and solve for TC: 

TC/(1988/51)/221*[3*(-52)*4 + 20*50*4 + 12*(-1)*4 + 16*(-52)*(-9)] = 1/13 – 4/221

TC*51/1988/221*[10816] = 1/17

TC = 497/10608 

[As a check, solving: 

16*(1 – TC*(-52/51)*51/(1988/51)) * 2 = 51 – 16*(1 – TC*(-52/51)*51/(1988/51) 

for TC also returns 497/10608. This last expression just says there are twice as many non-tens as tens in the deck. So you can solve for TC without bothering with EoRs, just from the expression for Ts in 3). But I’m using EoRs to develop a more general system that can handle any strategy — not just insurance.] 

6) Now to get the hi-lo per-card TC from this “rebalanced” count at any penetration, all you need to do, believe it or not, is subtract 1/51. Then to convert to a full deck TC, you multiply this per-card TC by 52. So our surprisingly simple answer is: index = (497/10608 – 1/51) * 52 = 17/12  

There are other ways to look at it and think about it, but the blankety-blank mess above is about as simple as it gets for this problem. Luckily we live in the age of computers, and once you codify the six steps in a program or spreadsheet you can immediately harness the system to kick out an index for any strategy decision. 

Second Illustration — Six Deck Insurance Index for Red 7  

We follow the same six steps… 

1) Remove an ace from the shoe. Now there are 311 cards in the shoe and the count is (still) unbalanced. 

2) To balance the count we subtract 13/311 from all the tags, which is a linear transformation. So we have 23 aces that are tagged -324/311, 24 each of 2s, 3s, 4s, 5s and 6s tagged +298/311, 12 red 7s tagged +298/311 and 12 black 7s tagged -13/311, 24 each of 8s and 9s tagged -13/311, and 96 Ts tagged -324/311. If you add the tags all up, they come to zero, and this new count is guaranteed to provide the counter with exactly the same information as a Red 7 true counter at any given penetration. 

3) The sum of squares:y = 119 * (-324/311)^2 + 132 * (298/311)^2 + 60 * (-13/311)^2 = 77892/311 

The formula for each card is:

1 – TC*Tag*311/y 

The rest of this step is left as an exercise for the interested reader. 

4) The amount removed for one of the 23 remaining aces is:TC*(-324/311)*311/(77892/311)which will be a negative removal (i.e. an addition) for a positive TC. Combining this type of information with the EoRs, and remembering to adjust EoRs by a factor of 51/311 while remembering to add the full EoR for an ace off the top, the total EV for a given TC is: 

EV = -1/13 + 4/221*51/311 +

23*TC*(-324/311)*311/(77892/311) *(4/221*51/311) +

132*TC*(298/311)*311/(77892/311) *(4/221*51/311) +

60*TC*(-13/311)*311/(77892/311) *(4/221*51/311) +

96*TC*(-324/311)*311/(77892/311) *(-9/221*51/311) 

5) Set EV equal to zero and solve for TC (A CAS is highly recommended):

TC = 149293/2418336 

6) index = (149293/2418336 – 13/311) * 52 = 2015/1944 ~= 1.04 

[Note: This is the full deck true counted Red 7 insurance index assuming the normal Initial Running Count (IRC) for 6 decks of -12. People using another IRC will need to adjust the index accordingly.] 

Comparison with Arnold Snyder’s Algebraic Method  

In the case where only the dealer’s upcard is removed from one deck the 6 steps can be collapsed to this formula:

index = 52/51 * m * y / i + 52/51 * t

Where m is precisely as the Bishop defined it, namely:

-(Griffin’s 11th column) – EoR(upcard).

And y is the same as Snyder’s “p” except it is based on sum of squares of the modified tag values, instead of the original tags. And i is the inner product, also based on the modified tags instead of the originals.  

Hence, the famous Algebraic Approximation formula:

index = m * p / i + 52/51 * t

is closely related to the procedure above. After calculating a dozen different strategies using Griffin’s most recent EoR tables, I can state that indexes calculated with 1) through 6) above rarely differ from Snyder’s until you reach the third digit, which is insignificant to the player’s hourly win rate.  

For example, the one deck insurance index under the ’81 system for hi-lo is 1.4332 while the method above yeilds 1.4167 . It’s impossible to construct a set of cards with 51 cards or less having a TC that falls between those two numbers. Thus, the two indexes are in practice indistinguishable.  

The main value of this new procedure is in expanding the algebraic system to unbalanced true count systems. In addition you get to entertain your friends with insurance indexes in the form of exact fractions! 

Toward Perfect Insurance — A Challenge  

Griffin states that “insurance is linear,” and we know EoRs can provide exact expectations for insurance bets, and that perfect insurance decisions are possible with the Noir count, for example. So it might seem reasonable to expect our procedure to provide exact insurance indexes, or at least the best possible index for every situation. Unfortunately, for most counts this is only possible when you have different indexes at very deep penetrations.  

To see this, imagine one deck dealt down to the last two cards — one of which is the dealer’s hole card. A hi-lo count of zero portends the following probabilities for the two unseen cards: ace-low — 60/446, ten-low — 320/446, mid-mid — 66/446. So an insurance bet of one unit has a positive expectation of +17/223, and a simulator should produce an index of 0 in this extreme situation.  

However, I challenge anyone to find an insurance index that’s more accurate than the one generated by this algebraic system, for any popular count system throughout a realistic range of penetrations. 

Extension to Unbalanced Running Count Systems  

Several simulations lead me to this rule of thumb: the best index for a conventional unbalanced count, such as Red 7, is the running count corresponding to the true count index at the most profitable penetration that can actually occur in the game you’re facing — or just under that penetration. The most profitable penetration normally occurs right before the last hand is dealt from the shoe.  

For example, for Red 7, since the six deck true counted insurance index is 2015/1944, I would look at the RC where 4.5 decks had been dealt out and calculate: RCindex = 1.5 x 2015/1944 = 1.55, which dovetails nicely with Snyder’s recommended index of +2 for shoe games. Again, this is the index when you start with an initial running count of -12, which is necessary to make the final running count equal to zero once all the cards in the shoe are counted.  

Simulations might reveal some exceptions to my empirical rule of thumb. 

General Linear Insurance Index Formula:  

Applying our six steps to the general insurance case and simplifying (don’t try this at home) yields: 

index = 

52 (d s s – 48 d s t – 4 d y + 4 a a + 48 a t – 2 a s + y)
—————————————————————
48 (52 d t – d s + a – t) 

where d = number of decks, a = ace tag, t = tens tag, s = sum of all tags over one 52-card deck, and y = sum of squares of tags over one deck.  

For example, for Red 7, 6 deck case, d = 6, a = -1, t = -1, s = 2, and y = 42. So index = 

52*(6*2*2 – 48*6*2*(-1) – 4*6*42 + 4*(-1)*(-1) + 48*(-1)*(-1) – 2*(-1)*2 + 42)           
…..all divided by…..
48*(52*6*(-1) – 6*2 + (-1) – (-1))  

= 2015/1944 as above.  

It is assumed, for unbalanced counts, that an IRC of -s*d is used, so true count division can work normally.  

Changing the 52 in the numerator to 26 gives the half deck index; changing it to 13 gives a quarter deck index; and changing it to 1 returns a per-card index.  

Some interesting conclusions can be drawn from the General Insurance Index Formula. For example, you can use it to show that when a = t (as in hi-lo or Red 7), interpolation by reciprocal of the number decks (1/d) is possible. Interpolation can also work perfectly in some other cases, e.g. for any perfect insurance count, such as 0 0 0 0 0 0 0 0 0 1. a = 0, t = 1, s = 16, y = 16, and index = -52/3, for any d save d = 1/36 (which is unlikely).  

The GLII formula works for insurance, but for other strategies I revert to the six steps above. A formula would get pretty hairy.  

Here is an input string for the formula that you can copy and paste for use in some CAS programs:

52*(d*s*s – 48*d*s*t – 4*d*y + 4*a*a + 48*a*t – 2*a*s + y)/(48*(52*d*t – d*s + a – t)) 

Here is a formula for the infinite deck case: 

index =             

52 (s s – 48 s t – 4 y)   
————————–
48 (52 t – s)  

And an input string for infinite deck:

52*(s*s – 48*s*t – 4*y)/(48*(52*t – s))  

Here are some insurance indexes:

                                         Thorp  Noir
decks    hi-lo     Red 7         Zen    (4/-9) (1/-2)
  1      17/12    -65/108      923/309   52/3     0
  2      19/8     247/648     2587/621   52/3     0
  3      97/36    689/972     1417/311   52/3     0
  4     137/48    377/432     1183/249   52/3     0
  5      59/20   1573/1620    7579/1557  52/3     0
  6     217/72   2015/1944    3081/623   52/3     0
  7     257/84     13/12     10907/2181  52/3     0
  8      99/32   2899/2592   12571/2493  52/3     0
infinite 10/3     221/162       16/3     52/3     0

With the General Linear Insurance Index Formula, all the problems of the world can be solved! 
– ETF

Posted on Leave a comment

Algebraic Approximation of Optimum Blackjack Strategy for Card Counters (Revised)

by Arnold Snyder
(From Proceedings of the Fifth National Conference on Gambling and Risk Taking, Vol. X: The Blackjack Papers, University of Nevada, Reno, 1982)
© Arnold Snyder 1980

[Acknowledgements: This paper was originally published in 1980. Subsequent correspondence with a number of blackjack experts–notably Stanford Wong, Ph. D., Peter Griffin, Ph. D., and Bob Fisher–has led me to revise the original formula and some of the original recommendations.]

The currently employed methods of computing playing strategy indices involve high-speed computers and complex programs based on the intricate complexities of probability mathematics. Though it has been almost 20 years since the first such programs were written, there is still disagreement among experts as to the most accurate methods of approximation.

To approximate blackjack strategy tables, I will take an algebraic approach, which is far simpler than computerized methods. It has been shown that playing strategy indices cannot be accurately determined by linear methods, but it is also true that current computerized methods are imprecise approximations. I am not convinced that current computer methods are more accurate than algebraic methods, in conjunction with certain linear assumptions.

My calculations are based on Peter Griffin’s Theory of Blackjack1. Anyone unfamiliar with this work will assuredly not fully comprehend my methods. I will refer often to Griffin’s methods, and will neither redefine nor explain those concepts that Griffin presents so clearly in his book. I do not mean to imply that Griffin in any way suggests in his book that his calculations be used as I will use them. The theories and methods herein are my own.

For those who are unfamiliar with computer methods of obtaining strategy indices, consider the math involved in computing a single hit-stand decision. Assume a single-deck game, Vegas Strip rules, with the player holding a total of 16 versus a dealer upcard of ten (hereinafter, any 10, J, Q, K will be written “X”). The player is using the Dubner (Hi-Lo) count to keep track of the cards, and wishes to know at which “true count” or “count-per-deck” standing becomes the preferred strategy.

In this counting system, 2s, 3s, 4s, 5s, and 6s are assigned a value of +1 as they are removed from the deck. Ten-valued cards and aces are counted as -1. Count-per-deck is defined as the running count divided by the fractional proportion of one deck remaining. The first consideration in solving this problem is to realize that a player total of 16 may be composed of any number of different combinations of cards. There are, in fact, 145 different combinations of cards which would total hard 16 (See Chart #1, Appendix).

Naturally, one would be more likely to be holding a combination of X-6 than a hand of A-A-A-A-2-2-2-2-4. In fact, if dealt in that order, one would simply have split A-A. In another permutation, one would surely have stood on A-2-A-A-A-2-2, a soft 20, and the decision of how to play such an unlikely 9-card total of 16 would not have presented itself. Dealt as in the table, 4-2-2-…-A, one might conceivably face this decision.

It must be determined which of these 145 combinations are relevant to the decision, according to all the rules, procedures and options of the game. For each of these specific hands, one may determine the precise advantage of hitting or standing simply by considering the outcome of every possible series of player and dealer draws (and down-cards). By properly weighting each of these possibilities, according to how probable each hand and series of events is, one would determine basic strategy for the decision of whether to hit or stand on 16 versus X.

The amount of math involved in any single basic strategy decision is vast. That a highly accurate basic strategy was originally, and painstakingly, computed on crude adding machines is phenomenal.2 Naturally, short-cuts were taken in devising this strategy. Computers made possible precise calculations, but even after decades of mathematical research, there is still dispute over basic strategy.

Julian Braun3 says to split 2-2 vs. 3 in the single-deck game. Stanford Wong4 says to hit. Both are highly qualified mathematicians and computer programmers. Peter Griffin has computed the only 100% accurate single-deck basic strategy, but this strategy has not yet been published. Dr. Griffin informs me that on this particular strategy decision, Braun’s recommendation to split 2-2 vs. 3 is the correct play.

We still have not considered the calculations involved in computing the count-per-deck at which a Dubner count system player would stand on 16 vs. X, rather than follow basic strategy. There is a precise mathematical method which will accurately determine this index number. One need only determine all of the possible deck compositions which would indicate each of the various true counts, then compute the expectation from every possible series of draws, down cards, etc., for each relevant combination of cards totaling 16, weighting each outcome to reflect its probability. The enormity of this task prohibits its being carried out, even by computer. The cost of computing such accurate indices far exceeds any card counter’s, system seller’s, or casino’s stake in the game.

Again, mathematicians have resorted to short-cuts. Rather than analyze every possible deck composition that would indicate each specific count-per-deck, the accepted method is to analyze carefully chosen representative deck compositions. The accuracy of indices so determined is dependent on how closely the chosen decks reflect true probability.

There exist now, and have always been, differences of opinion regarding the best method of choosing a count representative deck. Lawrence Revere,5 it has been pointed out by Julian Braun,6 erred in failing to remove neutral (0 value) cards when composing his deck subsets. The computer-derived indices, therefore, were all based on decks with an abnormally high proportion of neutral cards. A similar error had been made by Braun years earlier in composing decks for the Dubner count indices for Thorp’s 1966 Beat the Dealer.7 Braun later corrected this error, and recomputed these indices, the corrected version of which appear in his How to Play Winning Blackjack.

Stanford Wong’s indices for the Dubner count differ from Braun’s. Wong argues that his method of choosing a representative deck will produce more accurate indices.8 Griffin points out the inherent limited accuracy of determining indices by using these artificially composed decks to represent all possible deck subsets. To quote Griffin, “…even the most carefully computerized critical indices have an element of faith in them.” What Baldwin, et al., once did with adding machines to determine basic strategy is now being done with computers to determine playing strategy indices.

A simpler and, I believe, equally accurate approach, would be to precisely compute one set of strategy tables, by which any counting system could be measured, and indices calculated. On pages 74 to 85 of Theory of Blackjack, Peter Griffin provides the precise information necessary to calculate such indices by algebraic methods.

The formula is simple. Divide the favorability of no action (i.e., not hitting, not splitting, etc.) by the total effect of the count-valued cards. To obtain count-per-deck, simply multiply this by the sum of the squares of the points counted per deck. One thus obtains the critical index at which the action pivots from favorable to unfavorable, or vice-versa. (One must also account for the sum of the removed card(s)’ point values, and adjust this count to reflect “count-per-deck”).

The complete formula looks like this:

(mp/i) + t = count-per-deck for altering strategy

m = “mean” or “favorability”, which Griffin presents in the eleventh column of his tables. It is necessary to reverse the sign (+/-) of Griffin’s “mean”, since he is quoting the favorability of making the action (hitting, etc.)

p = sum of the squares of the “points” counted per deck. Example: for the Dubner system, counting +1 for 2, 3, 4, 5, 6; and -1 for X and A; p=40. For Hi-Opt II counting +1 for 2, 3, 6, 7; +2 for 4, 5; and -2 for X; p=112. Simply multiply the sum of the squares of the points of the 13 different cards by 4 (for the four suits).

i = the “inner product” of the count system’s point values and the effects of removal. These effects are listed in Griffin’s tables. He also explains the method of calculating the inner product (p. 44).

t = the sum of the point values of the removed cards, adjusted for “true” count-per-deck.

(This formula is identical to the one in my original paper except that here I recommend p = the sum of the squares of the point values. In the original paper I recommended p = the absolute sum of the point values. For any level one count, such as the Dubner/Hi-Lo count, as will be shown in this paper, either valuation of p will produce identical indices, since 12 = 1. The few discrepancies between the charts in this paper and those of the original paper are due to slight computational and typographical errors in the original charts, discovered by Bob Fisher.

I also published a correction sheet for the first paper, which advised multiplying by “a”, where a = the average point value of a counted card. With the new formula, this methodology is not advised. Both the original formula and this revised variation of it will produce identical indices for level one count systems and nearly identical indices for higher-level counts.

The new formula was developed by considering how the formula might best be applied to determining insurance indices, using Griffin’s data on page 71 of Theory of Blackjack. Stanford Wong, who originally questioned the formula’s validity for higher counts, pointed out to me that insurance indices were optimally calculated according to Bayesian principles, multiplying the point values of the various cards by their respective probability of being drawn. This inevitably produces a weighted count in which the ratio of the count values to one another is identical to the ratio of the respective values if all values of the count were simply squared.)

Example: 14 vs. A, single-deck, dealer stands on soft 17, using the Dubner count:

m = 18.85 (from column 11, p. 74, Theory of Blackjack)+ .44 (effect of removal of dealer’s ace, p. 74, Theory of Blackjack)= 19.29 (+/-) = -19.29

p = 40 (sum of the squares of the Dubner point values)

i = -57.44 (Using the effects on p. 74, this figure is calculated for the 39 remaining point-valued cards, the dealer’s ace having been removed.)

t = -1 (count-per-deck will be calculated according to a 51-card deck. With only the dealer’s upcard removed, t will simply equal the point value of this card. To obtain a true count-per-52-card-deck, the single-deck index values, as per this paper, should be multiplied by 52/51 to account for the removal of the dealer’s upcard. For the sake of simplicity, I have neglected this step, which is of minor practical significance to the player, whose count-per-deck approximations would be rounded to the nearest whole number anyway.)

Solving the formula:

(mp/i) + t = ((-19.29 x 40)/-57.44) + (-1) = 12.4

Thus, a player using the Dubner count should stand with a total of 14 versus ace at a count-per-deck of +12.4. On page 137 of How to Play Winning Blackjack, Julian Braun gives this index value as +12. On page 169 of Professional Blackjack (1980), Stanford Wong gives this index as +13. To demonstrate the effectiveness of this simple formula, I will produce all 38 hit-stand indices that Braun records on page 137 of his book. Wong’s indices are on page 169 of his 1980 edition. So that my work may be easily checked, I will provide the single-deck values for m and i, with the dealer upcard removed, calculated as previously explained. In all cases, p = 40 and t = the point value of the dealer’s upcard. Dealer stands on soft 17. (See charts #2 and #3, Appendix.)

Inserting the corresponding values from Charts #2 and #3 into the formula and solving, the complete single-deck hit-stand strategy table looks like this:

23456789XA
17         -8.2
16-9.0-10.4-12.2-13.5-13.69.98.64.10.06.9
15-5.4-6.8-8.5-9.6-9.811.610.97.24.28.2
14-3.1-4.6-6.3-7.5-7.715.4   12.4
130.0-1.4-3.2-4.8-4.5     
124.52.70.6-1.0-1.3     

Comparing these indices to Braun’s, my table as a whole is quite similar. Only 4 of the 38 algebraic indices differ from Braun’s by more than 1 point, when the algebraic indices are rounded to whole numbers. All of these major differences are between double-digit indices, so are not highly significant from the standpoint of player expectation. Many players do not even memorize double-digit indices. Comparing the algebraic indices to Wong’s, again the table is remarkably similar. If I round all algebraic indices to the nearest whole number, only one index value differs by two points. This index value is for 16 vs. 6, for which Wong gives -12, and which the algebraic formula determines to be -13.6.

I will point out that this formula will produce index values for some decisions for which no index value actually exists (such as, with this count, 14 vs. X). Such index values will for the most part be double-digit indices that would not contribute to any notable loss of profit because of their rare application.

Consider the problem of “rounding” indices to whole numbers. Griffin has noted that this practice may introduce up to a 10% error in playing decisions. Few players can estimate a count-per-deck within fractions of a point, so indices are recorded as whole numbers. It I take liberty in rounding the algebraic indices to whole numbers in Wong’s “direction,” be it up or down (so that -13.6 may be rounded to -13), only 9 of the 38 algebraic indices differ from Wong’s by one point, while the other 29 are the same. Note that Braun and Wong differ on 16 of these indices, four of them by 2 points.

One of Wong’s points of contention with Braun’s methodology is that Braun used linear methods (interpolation and extrapolation) to determine his four-deck strategy. Ironically, Braun’s and Wong’s four-deck strategies more closely resemble each other than do their single-deck strategies, where Braun’s indices are not linear based. In his newsletter, Wong presents evidence that his methods of choosing his representative deck subsets are more accurate than Braun’s.

Wong’s arguments appear logical, but I have made no thorough comparative examination of their methods. Likewise, I would not recommend a player use algebraic indices instead of the computerized indices of a qualified expert like Julian Braun or Stanford Wong. I make no claim for the “superiority” of the algebraic formula. It would be of practical use to a player who desired to play a count for which reliable strategy tables were not available, or were incomplete, or were available only at a price the player did not wish to pay.

In any case, considering the extreme approximation technique of creating a “most likely” deck with a double-digit true count, I see no mathematical argument that -12, as per Wong, would be more accurate than the algebraically determined -13.6, and this is the most radical difference between any of Wong’s and the algebraic single-deck hit-stand indices. What most surprises me is that a simple algebraic formula would so closely mimic the results of simulation-based data. (Readers familiar with The Blackjack Formula9 will note that I am essentially doing “more of the same” to determine indices as I did to determine profit potential. Having reduced the problem to the fewest number of variables, I make simple algebraic assumptions.)

To demonstrate the uncanny precision of this mimicry, we may use the algebraic formula to determine indices for specific player hands versus dealer upcards. Wong, on page 171 of his book, quotes the “two-card” hit-stand indices for the single-deck game, dealer stands on soft 17. For instance, both Wong’s computer and the algebraic formula determine the critical index for 13 vs. 2 to be 0. However, Wong’s “two-card” table shows that for the player holding X-3 or 9-4, the correct index is +2. With 8-5 the index is -2. With 7-6: -3.

Applying the formula to X-3 vs. 2:

m = -1.28(from Griffin, Theory of Blackjack,p. 85
-0.22(dealer’s 2, p. 85)
+2.44(player’s X, p. 85)
-0.16(player’s 3, p. 85)

As per Griffin (p. 86, Theory of Blackjack)


m = -1.28 + 51/49 (-0.22 + 2.44 – 0.16) = 0.86


Reverse sign (+/-): m = -0.86


i = -55.94 (after removing dealer’s and player’s cards)


t = 51/49 (+1 -1 +1) = 51/49


Solving the formula:


(-.86 x 40/-55.94) + 51/49 = 1.66

Similarly, solving each of the “two-card” player hands, and comparing the results to Wong’s:

WongFormula
Any 13 v. 200.0
X-3 v. 2+2+1.7
9-4 v. 2+2+1.7
8-5 v. 2-2-2.5
7-6 v. 2-3-2.6

When comparing the algebraic results to hundreds of Wong’s player “total” and “two-card” indices, including pair-splitting and double-down decisions, for both Wong’s Hi-Lo and Halves counts (where p=44, and all values for both i and t were recalculated), where dealer both hits and stands on soft 17, the single-deck algebraic strategy is so similar to Wong’s, it would take a computer simulation of many millions of hands to determine which strategy is actually superior.

The algebraic formula proves even more precise in mimicking computer-produced indices for multi-deck games, simply by weighting the removed cards according to diminishing effect. It is most convenient to simply calculate an infinite-deck strategy, and interpolate indices using the reciprocal of the number of decks (see Griffin, Theory of Blackjack, p. 115 and 127). There is very little difference between interpolated indices and indices calculated for the specific number of decks by the algebraic formula. Approximation of infinite-deck indices is quite a bit easier than calculating single-deck indices. The formula becomes simply mp/i, since t is irrelevant to an infinite number of decks.


m = Griffin’s 11th column figure (=/-), with no adjustment for upcard removal


p = 40 (Hi-Lo count)


i = inner product of all 40 count-valued cards

We may further simplify by valuing p=10, and calculating i on the basis of each of the 10 different counted cards. These values are in Chart #4, Appendix.


Example: 14 vs. A


m = -18.85 (from Theory of Blackjack, p. 74, +/-)


p = 10


i = -14.47 (from Chart #4)


Solving mp/i = (-18.85 x 10)/-14.47 = 13.0

I will point out here that an “infinite deck” is not only an impossibility, but that if one were keeping a running count of cards as they were removed from an infinite number of standard 52-card decks shuffled together, one’s efforts would be pointless since “true” count would inevitably always equal 0. The term “infinite deck” is used simply to mean that the removal of any one card (dealer’s upcard, in this example) will not in itself alter the ratio of the various cards to one another.

An infinite deck with a true count of +13, as per this example, means that an artificial deck would have to be created by removing “low” cards and adding “high” cards proportionately to obtain an “infinite” deck in which the ratio of the “low” cards to “high” cards would indicate that for every 52 cards in the deck, an average count of +13 would be the sum of the assigned point values. In such an artificially composed deck, one’s optimum strategy would be to stand on 14 v. A. In multi-deck games, infinite deck strategies are quite accurate, since the removal of any individual card has far less effect on deck composition than in a single-deck game.

The complete infinite-deck hit-stand table looks like this:

23456789XA
17         –6.9
16-9.1-10.3-10.8-12.0-13.77.45.93.6-0.67.9
15-5.9-7.1-7.8-8.8-9.59.48.66.73.38.9
14-3.9-5.2-5.8-6.9-7.517.4   13.0
13-0.9-2.2-3.1-4.5-4.6     
123.61.90.5-1.2-0.6     

Comparing these indices with Wong’s 4-deck indices (p. 173, Professional Blackjack, 1980 ed.), rounding to the nearest whole number, no algebraic index differs by more than one point. Note that 20 of Wong’s single-deck indices change when computing for 4 decks, fifteen by 1 point, three by 2 points, and two by 3 points. The algebraic formula follows Wong’s changes with notable precision. When I interpolate a 4-deck strategy chart (or compute a 4-deck chart by properly weighting the effects of the cards-either method producing almost identical results), the 4-deck indices are slightly closer to Wong’s 4-deck indices than are these infinite-deck indices, and no algebraic index differs from either Wong’s or Braun’s 4-deck indices by more than one point.

Griffin’s tables may thus be used to determine a highly accurate strategy for any balanced point-count system, for any hit-stand, hard or soft double, or pair-splitting decision, for any number of decks, for both soft 17 rules. Using the surrender data Griffin provides on pages 121 and 122 (Theory of Blackjack), one may easily calculate the favorability (m) for both early and late surrender; however, Griffin does not provide the effects of removal for either surrender option. It is not correct to use the effects on pages 74-85 to calculate the value of i for surrender decisions. The effect of removing any card on one’s hit-stand or pair-splitting decision, for which Griffin supplies data, will naturally differ from the effect of removing that same card on one’s surrender decision.

One other common rule variation for which data is not supplied in Griffin’s tables is pair splitting when doubling after splitting is allowed. Nor does Griffin provide data on splitting X-X vs. upcards of 4, 5 or 6-occasional plays for single-deck players. Dr. Griffin has informed me that the effects of removal for doubling down on A-9 vs. 4, 5 and 6, respectively, may be used to calculate these indices with notable accuracy. For the most part, Griffin’s “Virtually Complete Strategy Tables” are aptly titled.

Over a weekend, using a programmable calculator, I devised relatively complete 1, 2, and 4-deck strategy tables for Hi-Opt II, Revere’s Point Count, and Uston’s Advanced Count. It was somewhat tedious, but consider the time and money required for computerized methods. I believe these indices to be as accurate as any devised to this point for any point count system.

I will not, by the way, make these strategy tables commercially available. In my opinion, no serious player should be without Griffin’s book, which is all one needs to compute such tables. The calculations I have explained are not difficult. One need not comprehend the more advanced math of Griffin’s appendices to produce strategy tables according to the algebraic method, though again, I will emphasize, one would need Griffin’s book to understand and apply the methods I am proposing.

A few fine points: any time the inner product (i) is negative, as in all hit-stand decisions, the critical index for changing strategy will indicate the point at which the action (i.e., hitting) pivots from favorable to unfavorable. Any time i is a positive number, as in most double-down and pair-splitting decisions, the critical index will indicate the point at which the action pivots from unfavorable to favorable. Chart #4 (Appendix) also gives the values of i for the most common doubling and pair-splitting decisions, Dubner count, p = 10, infinite deck.

Note that of the 37 most common double-down and split decisions, only 8-8 vs. X has a negative value for i, accurately indicating that for this decision, one will be determining the critical index at which the action becomes unfavorable. This infinite-deck index value, by the way, works out to be +5.2-comparing it favorably to both Wong’s and Braun’s 4-deck index value of +6.

Of the 37 infinite-deck doubling and splitting indices that may be easily calculated from Chart #5, using Griffin’s tables for m, 26 round off precisely to Wong’s 4-deck decisions. The algebraic method consistently produces index values comparable to computer-derived values for every decision I have tested-and I have tested many examples for every type of decision for which Griffin provides data. The indices that Wong changes when switching from his Hi-Lo to Halves counts likewise change when calculated thus algebraically.

I will note that a major difference between Wong’s and Braun’s indices, relative to the algebraic indices, is that Wong’s methodology produces indices which correspond more precisely to indices produced via algebraic and linear assumptions. An objective examination of both Wong’s and Braun’s methods will, no doubt, be done in time. Should Braun’s methods prove superior, then certain assumptions regarding algebraic error, depending on how Wong erred, may be made. Should Wong’s methods prove to be superior, the theoretical implications are interesting.

In my original version of this paper, I stressed the major value of the algebraic formula would be for players who play in single-deck games, and whose current systems do not provide “two-card” hit-stand decisions. From Griffin’s table of “Average Gains for Varying Basic Strategy” (p. 30, Theory of Blackjack), note that some hit-stand decisions alone are worth more than all pair-splitting decisions combined.

Some of these most valuable hit-stand decisions, such as the 13 vs. 2 previously analyzed, can be most efficiently played in single-deck games by using two-card decisions. It occurred to me that a player might potentially realize more profit in a single-deck game from learning two-card decisions for 16 vs. X, and both 12 and 13 vs. 2 and 3, than by learning all hard and soft doubling and pair-splitting decisions combined.

From the practical point of view, the only pair-splitting indices worth learning at all are splitting X-X vs. 4, 5, and 6. Of the doubling indices, only 10 and 11 vs. X, and 11 vs. ace are worth varying basic strategy for. A sophisticated player would memorize strategy indices according to potential profitability.

Since publication of my original paper, Peter Griffin has pointed out to me that the method of computing the gain from learning two-card indices as opposed to learning a single non-composition-dependent index for any decision is to calculate the correlation of the count system for each two-card hand to obtain a weighted average correlation for the decision, and comparing this to the correlation of the non-composition-dependent decision. Learning two-card indices is not, alas, practical, as such strategies will not raise the simple correlation of the count system sufficiently to warrant the increased memory effort.

I will note, however, that the recommendations of most systems developers to learn and utilize strategy tables for pair-splitting, surrender, and most double-down decisions are ill-considered, since the potential gains from such strategies are so negligible that most players should not chance making errors by attempting to employ such indices. The information provided in Theory of Blackjack, in conjunction with the formula presented in this paper, is more than sufficient to develop a count strategy for any balanced count system, as complete as any player could practically apply at the tables.

Until system sellers analyze and incorporate into their systems the wealth of information in Griffin’s Theory of Blackjack, serious players should study this book themselves.

As I pointed out in The Blackjack Formula, the financial opportunities of blackjack, as a “get-rich-quick” racket, are largely imaginary. The very effective casino countermeasures, which Thorp had predicted in his 1962 edition of Beat the Dealer were inevitable, have been largely ignored by most systems sellers since. Casinos have learned that it is in their interest to keep the blackjack profit myths alive. However, many casinos do not offer games exploitable to any profitable end by card counting. The profit potential of even the best games available in this country can only be realistically taken advantage of by highly knowledgeable players with sizeable bankrolls. A present-day professional card counter must enter the game with the same attitude, preparation, inside information, and ability to withstand fluctuations, as any investor of sizeable amounts of money on Wall Street.

In his bibliography for Theory of Blackjack, Peter Griffin states that if he were to recommend one book, and one book only, on the subject, it would be the 1966 edition of Thorp’s Beat the Dealer. My recommendation for a second book on this subject would be, without question, Griffin’s Theory of Blackjack. For the serious blackjack student, Griffin’s work stands alone as a detailed analysis of the probabilities and possibilities of applied blackjack strategy.

Chart 1, All Combinations of Cards that Total Hard Sixteen
X-67-5-3-A5-5-3-2-A
X-5-A7-5-2-25-5-2-2-2
X-4-27-5-2-A-A5-5-2-2-A-A
X-4-A-A7-5-A-A-A-A5-5-2-A-A-A-A
X-3-37-4-4-A5-5-4-4-3
X-3-2-A7-4-3-25-4-4-2-A
X-3-A-A-A7-4-3-A-A5-4-4-A-A-A
X-2-2-27-4-2-2-A5-4-3-3-A
X-2-2-A-A7-4-2-A-A-A5-4-3-2-2
X-2-A-A-A-A7-3-3-35-4-3-2-A-A
9-77-3-3-2-A5-4-3-A-A-A-A
9-6-A7-3-3-A-A-A5-4-2-2-2-A
9-5-27-3-2-2-25-4-2-2-A-A-A
9-5-A-A7-3-2-2-A-A5-3-3-3-2
9-4-37-3-2-A-A-A-A5-3-3-3-A-A
9-4-2-A7-2-2-2-2-A5-3-3-2-2-A
9-4-A-A-A7-2-2-2-A-A-A5-3-3-2-A-A-A
9-3-3-A6-6-45-3-2-2-2-2
9-3-2-26-6-3-A5-3-2-2-2-A-A
9-3-2-A-A6-6-2-25-3-2-2-A-A-A-A
9-3-A-A-A-A6-6-2-A-A5-2-2-2-2-A-A-A
9-2-2-2-A6-6-A-A-A-A4-4-4-4
9-2-2-A-A-A6-5-54-4-4-3-A
8-86-5-4-A4-4-4-2-2
8-7-A6-5-3-24-4-4-2-A-A
8-6-26-5-3-A-A4-4-4-A-A-A-A
8-6-A-A6-5-2-2-A4-4-3-3-2
8-5-36-5-2-A-A-A4-4-3-3-A-A
8-5-2-A6-4-4-24-4-3-2-2-A
8-5-A-A-A6-4-4-A-A4-4-3-2-A-A-A-A
8-4-46-4-3-34-4-2-2-2-2
8-4-3-A6-4-3-2-A4-4-2-2-2-A-A
8-4-2-26-4-3-A-A-A4-4-2-2-A-A-A-A
8-4-2-A-A6-4-2-2-24-3-3-3-3
8-4-A-A-A-A6-4-2-2-A-A4-3-3-3-2-A
8-3-3-26-4-2-A-A-A-A4-3-3-3-A-A-A
8-3-3-A-A6-3-3-3-A4-3-3-2-2-2
8-3-2-2-A6-3-3-2-24-3-3-2-2-A-A
8-3-2-A-A-A6-3-3-2-A-A4-3-3-2-A-A-A-A
8-2-2-2-26-3-3-A-A-A-A4-3-2-2-2-2-A
8-2-2-2-A-A6-3-2-2-2-A4-3-2-2-2-A-A-A
8-2-2-A-A-A-A6-3-2-2-A-A-A4-2-2-2-2-A-A-A-A
7-7-26-2-2-2-2-A-A3-3-3-3-2-2
7-7-A-A6-2-2-2-A-A-A-A3-3-3-3-2-A-A
7-6-35-5-5-A3-3-3-3-A-A-A-A
7-6-2-A5-5-4-23-3-3-2-2-2-A
7-6-A-A-A5-5-4-A-A3-3-3-2-2-A-A-A
7-5-45-5-3-33-3-2-2-2-2-A-A
  3-3-2-2-2-A-A-A-A
Chart 2, m (Favoribility) 51-card Deck, Dealer Upcard Removed (+/-)
Dealer Stands on Soft 17
23456789XA
17         9.34
1618.9423.3428.3832.8129.59-8.15-7.61-3.36-0.68-13.71
1512.8716.9021.5025.1822.53-12.25-11.37-7.03-4.31-16.68
147.0710.4714.2817.6115.51-12.58   -19.29
131.503.897.1310.418.51     
12-4.43-2.330.553.221.49     
Chart 3, i (Inner Product), Dubner Count, 51-card Deck, Dealer Upcard Removed
Dealer Stands on Soft 17
23456789XA
17         -51.72
16-75.91-81.75-86.08-90.59-81.22-32.88-35.44-32.60-26.44-69.76
15-81.00-86.54-90.57-95.03-83.08-42.08-41.84-39.08-33.08-72.44
14-68.95-74.35-78.46-82.70-71.46-32.72   -57.44
13-58.54-64.14-68.17-71.80-61.42     
12-50.42-55.63-59.37-62.86-52.95     
Chart 4, i (Inner Product), Dubner Count, Infinite Deck (p=10)
Dealer Stands on Soft 17
23456789XA
17         -12.80
16-19.32-20.95-22.51-23.72-19.97-8.22-8.86-8.15-7.73-17.44
15-20.43-21.99-23.45-24.65-21.34-10.82-10.46-9.77-9.47-18.21
14-17.32-18.78-20.24-21.38-18.31-8.18   -14.47
13-14.69-16.13-17.48-18.46-15.67     
12-12.63-13.97-15.15-16.03-13.42     
11     16.4515.0412.9210.8823.78
1016.07    20.4018.6315.6310.1026.53
915.5016.6118.0319.0018.0820.1717.52   
AA     31.8330.8929.5828.4240.11
9921.1522.4025.1528.4924.228.9615.8811.51 8.87
88        -9.4213.03
6617.5021.2318.75       

REFERENCES

  1. Griffin, Peter: Theory of Blackjack (Las Vegas: Huntington Press, 1979)
  2. Baldwin, Cantey, Maisel, McDermott: “The Optimum Strategy in Blackjack,” (Journal of the American Statistical Society, Vol. 51, 1956)
  3. Braun, Julian H.: How to Play Winning Blackjack (Chicago: Data House, 1980)
  4. Wong, Stanford: Professional Blackjack (revised) (La Jolla, CA: Pi Yee Press, 1980)
  5. Revere, Lawrence: Playing Blackjack as a Business (Seacaucus, NJ: Lyle Stuart, 1971, ’73, ’75, ’77)
  6. Braun, Julian H.: The Development and Analysis of Winning Strategies for the Casino Game of Blackjack (Chicago: Julian Braun, 1974)
  7. Thorp, Edward O.: Beat the Dealer (New York: Random House, 1962, ’66)
  8. Wong, Stanford: Blackjack World (La Jolla, CA: Pi Yee Press, October 1980)
  9. Snyder, Arnold: The Blackjack Formula (Berkeley, CA: R.G. Enterprises, 1980)

[Note: If you are the kind of math geek, like me, who can actually make it to the end of an article like this, you may be interested in The Blackjack Shuffle Tracker’s Cookbook, in which I use algebra to calculate the value of various casino-style shuffles to a shuffle-tracker, and got results that overturned the conventional wisdom of the time. — Arnold Snyder]

Posted on Leave a comment

The Advanced OPP Card Counting System

Increasing the Power of the Easy OPP Count: The Advanced OPP Count

By Carlos Zilzer
[From Blackjack Forum Vol. XXVI #1, Winter 2007]
© 2007 Carlos Zilzer

[In 2007, Carlos Zilzer provided his “Advanced OPP,” that he revved up by incorporating T. Hopper’s “counter basic strategy.” If you’re tempted to play the OPP Count, use the advanced version, which is just as easy as the original version once you learn T. Hopper’s new basic strategy. – A.S.]

It’s been about a year since I first presented the OPP count to the public. The Easy OPP is the simplest card counting system available, and the easiest to learn. Since the publication of my article presenting the OPP, I have learned a lot, but the most rewarding thing has been the hundreds of letters and emails from grateful people who are now going to the casinos with a different view of the game.

In this article, I will provide information on how to improve the efficiency of the Easy OPP count without increasing the difficulty of use. The proposals and simulations in this article are oriented to six-deck shoe games. I will present the data for eight-deck games in a future article.

Card Counters’ Basic Strategy to Increase the OPP Count’s Power

One of the simplest ways to make the Easy OPP more powerful is to use a different basic strategy geared toward the card counter. A counter-oriented basic strategy increases winnings by making the strategy correct for when the counters’ biggest bets are placed. For example, standard basic strategy calls for a player to hit his 16 versus a dealer’s 10 of the dealer. In more advanced card counting systems, playing strategies call for players to stand on a 16 versus a dealer’s 10 once the count reaches a certain level.

A counters-oriented basic strategy will call for you to stand all the time on 16 versus a dealer’s 10, because the counter’s winnings at high counts will be larger than the losses at low counts for this play. Many other deviations from standard basic strategy have the same effect.

Card-counting analyst T. Hopper has developed a basic strategy that optimizes the winnings for card counters without changing strategy with the count. At the end of this article, you will find charts of T. Hopper’s counters-oriented basic strategy from his free e-book T-H Basic Blackjack. The charts for T. Hopper’s counters’ basic strategy are below.

A simulation of one billion rounds using standard 6 deck S17 rules shows an increase of return on investment (ROI or “score”) in the range of 15.2% to 16.7% (depending on the bet spread) for using T. Hopper’s counters’-oriented basic strategy rather than standard basic strategy. This represents an increase in winnings of greater than 0.2 units/100 rounds.

Insurance Bet for the Advanced OPP Card Counting System

Although the OPP does not count the 10-value cards, for counts equal to or greater than +11 in six-deck games (or +17 if starting the count from +6 as my original article suggests), the insurance bet is recommended. Taking insurance at these counts will increase your ROI (or score) 4% more.

The Penetration Effect on the Power of the OPP Count

One thing I have learned about the OPP from the feedback I’ve received from players is that, with the OPP, there is more risk to high bets early in a shoe.

Kim Lee’s article, “On the Math Behind the OPP”, helped me to understand many things about the differences between the OPP and other card counting systems. Even though the OPP is an unbalanced count, it is very different from an unbalanced count like the Red7.

For example, with the Red7 count, it is possible to make a true count conversion or true edge adjustment using fractional methods to estimate the true count or true edge at any running count in any part of the shoe. But with the OPP, this is a very difficult task because the OPP does not have a “pivot” that equates to the same edge at any level of penetration.

With the OPP, the counter’s edge will increase different amounts at the same count at different levels of penetration. A running count of 12 (starting the count at 6 as recommended in my first article) will represent a larger edge after 3 decks out of 6 have been played than the same running count of 12 if it happens at the beginning of the shoe.

Some time ago, I began suggesting to players to avoid any bet increase until the first deck was in the discard tray; it was easy to explain that a deck is approximately the width of the middle finger. After that I started to receive good reports from the same people telling me that they had noticed a significant increase in their winnings after applying that simple rule.

Now I will present a more comprehensive analysis and advice.

To develop advice for improving the performance of the OPP, I modified ET Fan’s PowerSim Card Counting Simulation Software to report sim results deck by deck. Then I ran simulations of 6-deck shoe games with a very deep penetration (the maximum possible to avoid shoe overflow with a 1 billion round simulation).

At the end of the simulation I got six charts indicating the running OPP count, the number of rounds played in that count, the edge for that count and the variance for that count per deck played. The simulation also returned a seventh chart with the overall results of the one billion rounds. All the simulations were run using T. Hopper’s counters’ basic strategy, and insurance at counts of 11 (17) and above.

The tables below are extracts of these simulation results, showing the part of the tables for running counts 0 to 11. The running count numbers assume an initial count of 0 (not 6).

Results for the First Deck
RCFrequencyWin RateVariance
045099453-0.00489851.385056
122533049-0.00398731.382429
217437729-0.00236521.378858
312403039-0.00153941.373733
48301513-0.00055891.371465
552924190.00261381.368379
632059310.00219531.364121
718476780.00331421.359199
810121870.00596721.356724
95253660.00738251.354168
102585800.00489791.351327
111216080.00853561.346574
Results for the 2nd Deck
RCFrequencyWin RateVariance
015544347-0.00611631.388518
115711450-0.00411191.384026
215128594-0.00304991.380121
313898680-0.00117791.375426
4121981100.00038071.370685
5102206510.00233691.367378
681894360.00388521.362689
762686480.00447981.358611
845967610.00595381.352943
932258990.00867141.351015
1021665350.009171.346022
1113952260.01136441.342142
Results for the 3rd Deck
RCFrequencyWin RateVariance
013068780-0.00791091.392763
113538813-0.00565081.387848
213543243-0.00339951.381609
313059870-0.00174271.376070
4121647310.00033121.370765
5109362760.00298751.365025
694916700.00464521.359720
779539350.00662281.354781
864298970.00760031.349389
950173690.01039511.343530
1037769070.01124561.339024
1127457900.01252431.332236
Results for the 4th Deck
RCFrequencyWin RateVariance
012302783-0.00999981.400835
113067271-0.00691781.394555
213400161-0.00391551.385639
313286241-0.00123461.378854
4127214860.00109271.370608
5117669740.00405541.363121
6105121810.00672841.356291
790603930.00847231.348629
875454020.01249841.341781
960610630.01353481.333774
1047008030.01573031.326587
1135186650.01865121.320435
Results for the 5th Deck
RCFrequencyWin RateVariance
012344303-0.01646261.41875
113715205-0.01122531.406535
214617344-0.00652451.393547
314920325-0.00198191.381162
4146036980.00310371.36922
5136790860.00708171.356935
6122690320.01095321.345168
7105310090.01484281.333483
886391790.01771641.322816
967855820.02102331.312948
1050908880.02418711.301468
1136568730.02683881.290593
Results for the 6th Deck
RCFrequencyWin RateVariance
05964172-0.02953931.455209
17198634-0.0196331.431447
28166379-0.01056341.409773
38695839-0.00201131.387818
486990570.00515751.365654
581564220.01225961.34639
671585200.01835771.326588
758883410.0243831.307584
845256890.02877811.289022
932526170.03188851.272016
1021805760.03608911.255976
1113625310.04085191.240604

One thing I learned from the simulation results was that even in the first deck, there is an edge at counts of +5 and higher (or +11, if starting from 6). However, closer analysis of the simulation results shows that the edge is too small to justify a bet increase. This is typical behavior for any unbalanced count: There is an edge at the pivot, no matter the number of decks played. But what we really want to know is when that edge justifies a bet increase.

When to Increase Your Bet with the Advanced OPP Count

A look at the numbers indicates that the count at which a player obtains an edge equal or greater to 1% gets lower with the number of decks played. In the first deck, the running count (RC) must be 14 to get a win rate of 1%; in the second you get that edge at an RC of 11; and in the third deck you get it at an RC of 9. In the fourth deck you have a 1% edge at an RC of 8, while in the fifth and last deck the 1% edge comes at 6.

Another way of looking at this is to say that the deeper we are in the shoe, the higher a win rate any particular RC represents.

As modifications to the SCOCALC program to calculate the optimal bet ramp from the data by deck was a major work, I introduced the data into a spread sheet and used a recursive trial and error macro in Visual Basic to determine the optimal bet ramp and score.

The optimal bet ramp shown below rounds the optimal bet to the nearest whole number.

1:16 Optimal Bet Ramp
RC1st deck2nd deck3rd deck4th deck5th deck6th deck
<4111111
4111135
52234611
623461016
734681316
8557111616
9789121616
104810141616
1181011161616
1261014161616
1331416161616
14161616161616
15161616161616
16161616161616
>16161616161616
  • The score for this game (91.35% penetration) and this bet ramp is $28.36
  • The same game but with standard bet ramp independent of the depth returns a score of $24.47
  • A game with the same conditions but using standard basic strategy returns a score of $20.13

So, the counter’s basic strategy, with insurance and a deck-dependent bet ramp, provide an increase of 40% in score from the simplest version of the OPP.

Using the same spread sheet I tested my initial recommendation to my readers to avoid increasing the bet until after the first deck had been dealt (bet 1 unit during the first deck). The results were as follows:

  • The score changed from $28.36 to $28.30
  • The win rate changed from 3.414 units/100 rounds to 3.403 units/100 rounds
  • The standard deviation was reduced from 64.12 to 63.9

As you can see, there is very little cost to this simpler betting method.

The next step was to find a simpler optimal bet ramp and an easy way to remember it, keeping in mind that the principal objective of the OPP count was that it should be exceptionally easy to learn and to implement. The following is an easy-to-remember table using multiples of 2 units that are shifted up with each deck played.

IRC= 6 IRC=0 1:16 Optimal Bet Ramp
RC1st deck2nd deck3rd deck4th deck5th deck6th deck
<4111111
4111246
5112468
61246810
724681012
8468101214
96810121416
1081012141616
11101214161616
12121416161616
13141616161616
14161616161616
15161616161616
16161616161616
>16161616161616

This simpler betting ramp returns a score (now is better to call it ROI because it is a real-life rather than “optimal” bet ramp) of $27, a win rate of 3 units/100 rounds and a standard deviation of 59.7.

As a final test, and in order to compare “apples with apples”, I performed a simulation of the same game, same penetration, same seed but using the Red 7 count with the counter basic strategy and only the insurance index. The SCORE of that game is $42.5631. So we can say that the OPP with the proposed bet ramp and strategy has 63% of the performance of Red7 in the same conditions, which is much better that the 47.9% performance of standard OPP.

There are other variations to OPP that return higher scores but they mean modification of the tag values of the cards. These more advanced options will be presented in my next article. ♠

T. Hopper’s Card Counters’ Basic Strategy

HITTING AND STANDING

Stand23456789XA S17A H17
17SSSSSSSSSSS
16SSSSSHHHSHH
15SSSSSHHHHHH
14SSSSSHHHHHH
13SSSSSHHHHHH
12HSSSSHHHHHH
A7SSSSSSSHHSH
RULES FOR HARD HANDS
Always stand on 17 or higher.

Always stand on 12-16 vs. 2-6 and hit 12-16 vs. 7-A except:Hit 12 vs. 2Stand on 16 vs. 10
RULES FOR SOFT HANDS
Always hit soft 17 or lower.

Always stand on soft 18 or higher, except:Hit soft 18 vs. 9 and 10Hit soft 18 vs. Ace if the dealer hits soft 17

Hitting or standing is considered only after all other options (surrender, split, and/or double down) have been exhausted.

DOUBLING DOWN

Double23456789XA
11DDDDDDDDDD
10DDDDDDDD
9DDDDD
8DD

DOUBLING DOWN, SOFT TOTALS

Soft Totals23456789TA
(A,9)
(A,8)DD
(A,7)DDDDD
(A,6)DDDDD
(A,5)DDD
(A,4)DDD
(A,3)DDD
(A,2)DDD

With 44, for a total of hard 8, when double after split is allowed, splitting is preferred over doubling down. All other hands clearly fall into one category or the other. Never double on hard 12 or more or hard 7 or less.

SURRENDER (LATE)

Surrender (Late)23456789TA
16SurSurSur
15SurSur
14Sur
88Sur
77See separate chart

SURRENDER (EARLY)

Surrender (Late)23456789TA S17A H17
Hard 17SurSur
16SurSurSur
15SurSurSur
14SurSurSur
13SurSurSur
12SurSur
8Sur
4,5,6,7SurSur
88SurSurSur
77SurSurSur

When it is allowed, early surrender is the first choice the player needs to make, even before considering insurance when the dealer has an ace. Late surrender is considered before all other choices after the dealer checks for blackjack. There is no difference between early surrender and late surrender against a dealer 9 or less.

PAIR SPLITS
No DAS / DAS

Pairs23456789TA S17A H17
(A,A)YYYYYYYYYYY
(T,T)NNNNNNNNNNN
(9,9)YYYYYNYYNN/Y
(8,8)YYYYYYYYYYY
(7,7)YYYYYY/YNN*NN
(6,6)YYYYYNNNNNN
(5,5)NNNNNNNNNNN
(4,4)NN/Y/Y/YNNNNNN
(3,3)/Y/YYYYYNNNNN
(2,2)/YYYYYYNNNNN
No Double After Split
Always split aces and eights.

Never split tens, fives, and fours

Split 99 vs. 2-9 except vs. 7

Split 77 vs. 2-7

Split 66 vs. 2-6

Split 33 vs. 4-7

Split 22 vs. 3-7
When Double After Split is Allowed
Split all of the pairs listed above, and also the following:

99 vs. Ace if the dealer hits soft 17

77 vs. 8
44 vs. 4-6
33 vs. 2 and 3
22 vs. 2
With the European No Hole Card Rule
Play as above except:
Never double down or split versus an ace or ten

When surrender is not available, splitting pairs is always the first choice to consider.

Note that 44 is treated as any other hard 8 unless double after split is allowed.

*77 VS. 10 AND ACE

Player 77 Hit/Stand
Decks10A S17A H17
1StandHitHit
2HitHitHit
4+HitHitHit
Player 77 Late Surrender
Decks10A S17A H17
1SurSurSur
2SurSur
4+Sur

In single deck, when the player has 77, two of the four cards that could give him a 21 are no longer available. Even in double deck, the removal of two 7s out of the original eight is important. For this reason, 77 vs. 10 and 77 vs. Ace are the only two plays in the T-H Counters’ Basic Strategy where the number of decks must be considered in playing the hand.
[Editor’s Note: I’d like to thank T. Hopper for permitting his T-H Basic Strategy for Card Counters to be included in this article. —Arnold Snyder]

Posted on Leave a comment

The Easy OPP Count: Why It Works

On the Math Behind OPP

by Kim Lee
[From Blackjack Forum Vol. XXV #1, Winter 2005/06]
© 2005 Blackjack Forum Online

[Kim Lee has been contributing to gambling publications, including Blackjack Forum, for many years. His review/explanation of the OPP appeared in the same 2005 online issue of BJFO as Zilzer’s article, explaining the math behind it and discussing some of his thoughts on making the OPP more powerful. – A.S.]

In the latest Blackjack Forum (XXV #1, Winter 2005/06), Carlos Zilzer introduces the “OPP” counting system (an acronym for one per person). This count seems almost too simple to work and too good to be true. In brief it counts low cards 2-6 as +1 and subtracts 1 for every hand, including the dealer’s. Then it bets large when this running count reaches a sufficient level.

Simulations agree the OPP count is profitable and earns a significant fraction of the returns associated with conventional counting systems. This article analyzes the math behind OPP to show why it works. It explains why some modifications don’t work, while others improve the profitability.

All counting systems (including shuffle tracking and sequencing) are based on predicting the cards to be dealt. Usually you count the cards seen to give information about remaining cards. Most systems count some combination of high cards minus low cards. But you can count anything correlated with the cards such as blackjacks or busted hands. One author even recommended counting ashtrays on the dubious theory this was correlated with cards!

The Theory Behind the OPP

The OPP system is based on the observation that there are on average 2.6 cards per hand, or equivalently .38 hands per card. This was the basis for Jake Smallwood’s KWIK count, the Speed Count, and my own Comp Count. OPP counts low cards as +1 and then subtracts 1 for every hand. This is similar to counting low cards as +.62 and counting all other cards as -.38. Indeed, this would be a marginally profitable system if you could actually add +.62 and subtract -.38 quickly in your head.

But counting hands instead of cards has an intriguing feature. High cards have a greater effect of completing hands than low cards. For example, you would only get two Tens per hand, but you might get three Sevens or more low cards. There are fewer high cards per hand than low cards per hand. Equivalently there are more hands per high card. So high cards have a bigger impact than low cards on the negative portion of the OPP count.

We can approximate the OPP count by a conventional card counting system. MathProf kindly ran some correlations of to measure the average effects of different cards on the OPP count. Here are the average effects of different cards on the OPP running count in a double deck game:

A-0.40
20.85
30.79
40.74
50.70
60.65
7-0.39
8-0.44
9-0.46
Ten-0.51

This makes a lot of sense. The low cards have a positive effect, but less than +1 because they also contribute to completing hands (which the OPP count subtracts). The effects of other cards are negative, and the larger cards have larger negative effects. It is easier to see these effects if I double them and round off.

A-0.8
21.7
31.6
41.5
51.4
61.3
7-0.8
8-0.9
9-0.9
X-1.0

This looks like a pretty reasonable counting system except for the negative effect of the Seven and Eight.

These effects of removal help explain why OPP works better than Jake Smallwood’s KWIK Count. The KWIK Count works opposite OPP; it counts Aces and Tens as -1 and adds +1 per hand. The KWIK Count would show largest positive effects for the Nines and Eights, and the smallest positive effects for low cards. This is not highly correlated with the players’ advantage because the small cards should count more Eights and Nines.

The OPP count is slightly unbalanced, it tends to rise at roughly +1 per deck. This makes it effective as a running count system. You can use any system in running count mode, including High-Low. While the running count is not perfect, it is highly correlated with the truecount. Unbalanced running count systems are better in this regard because they recommend betting big at high counts that typically occur late in the shoe. Since high running counts occur at deep penetration, unbalanced running counts are highly correlated with unbalanced truecounts.

Improving the OPP

So how can we improve the OPP Count? We could count Sevens as 1. This would fix the negative effect of the Seven on the OPP Count. But it would also further unbalance the system by +4 per deck.

Note that the OPP count is only about half as volatile as High-Low or KO. So adding an imbalance of +4 would make the OPP+7 count twice as unbalanced as KO.

This is not particularly a problem in handheld games. In fact MathProf’s recent simulations show the unbalanced OPP+7 Count outperforms the original OPP count in double deck games. However, the OPP+7 Count overlooks opportunities early in a shoe. Therefore MathProf’s simulations show that the OPP+7 Count is only superior to the original OPP Count in shoe games if one uses a very large spread.

So which is better, the original OPP Count or OPP+7? Simulations show the original count is better for low spreads in shoe games and OPP+7 is better for large spreads or handheld games.

But we need to consider the users of these counts. They are probably recreational players who want to have fun and earn comps. They probably don’t have the bankrolls for large spreads nor the discipline for backcounting. Ideally they would use the OPP+7 Count in good handheld games. But if they only have access to shoe games with a limited play-all spread then they may be better off with the original OPP Count. ♠

Posted on Leave a comment

The Easy OPP Count: A New Approach to Card Counting

The OPP Card Counting System: A New, Easier Approach to Counting Cards

By Carlos Zilzer
[From Blackjack Forum Vol. XXV #1, Winter 2005/06]
© 2005 Blackjack Forum

Introduction by Arnold Snyder

[Many blackjack players find even the simplest of the traditional card counting systems too cumbersome to use comfortably in casinos. I think the Red Seven Count is about as easy a counting system as has ever been developed up to now, but it’s not the answer for everyone. Many players simply don’t play in casinos often enough to maintain their counting skills, and do not have the time to practice sufficiently for their occasional casino trips.

Carlos Zilzer has developed a unique method of counting cards that is even simpler than the Red Seven Count. In fact, he tells me he has taught a few of his friends to use his “OPP Count” and they mastered it in a matter of hours. When I first read his method, I didn’t doubt that an amateur could learn it very quickly, but it wasn’t clear to me whether it would have much value in comparison with more traditional counting systems where we always weigh the high cards versus the low cards as cards are dealt.

Because there was no commercially available blackjack simulation software on the market that could handle the new method Carlos had devised for counting cards, he wrote his own program and begun testing his system on a simulator of his own device. But when he discovered ET Fan’s PowerSim software, he realized that it was much faster and more versatile than his own program, so he began running more extensive simulation tests with PowerSim. When he discovered that PowerSim was producing results comparable to his own software program, he submitted an article to Blackjack Forum describing his system and the simulation results.

The OPP Count is such a radical simplification of traditional card counting methods that I wanted to see more data before publishing the system. I asked Carlos to run more extensive tests not only of his system as described in the initial article that he submitted, but of numerous variations of the system, along with simulations of the Hi-Lo Count in the same games for comparison with his method. I also requested that he set counters on his simulations so that I could see that cards were being dealt accurately and randomly.

Carlos spent weeks running the simulation tests I requested and sending me spreadsheets with printouts of his results. He then compiled some of the most important data from these tests into a new Blackjack Forum article describing his system, its development, and the results of his simulations. I am proud to publish Carlos Zilzer’s OPP Count as one of the first truly new methods of counting cards to be developed in many years—a method that is surprisingly strong for its incredible simplicity of use, and the ease with which most players could learn it. — A. S.]

The Easy OPP Count System

Part 1: The Basic Idea Behind Card Counting

The whole idea behind card counting is to determine how rich or poor the shoe is at any time with cards favorable to the player or the dealer. A shoe rich in high cards (tens and aces) is favorable to the player, while a shoe rich in low cards (2s through 6s) is favorable to the house.

All modern card counting systems that I am aware of assign a negative value to the high cards and a positive value to low cards. The main difference between the systems is the value assigned to the different cards.

As an example, the popular Hi-Lo system assigns the value -1 to the tens and aces and the value +1 to the low cards, 2s through 6s. As the cards come out of the shoe, players add the values of those cards to obtain what is called a running count, which can be a positive or negative number depending on the proportion of low to high cards dealt from the shoe. With balanced counts, before making a betting or playing decision, the player divides the running count by the number of decks that have not yet been dealt to obtain what is called the true count.

Counting this way is not easy, as the player needs to pay attention to the cards while they are being dealt and then must make mental calculations. There are easier counting systems that eliminate the calculation of the true count by assigning positive values to more cards than those with negative values. For example, the Red Seven Count developed by Arnold Snyder has the same card values as the balanced Hi-Lo Count, but assigns a value of +1 to the red sevens, creating an imbalance of +2 per deck.

The goal of a good card-counting system is to be as simple to use as possible without losing the power to accurately determine when the player has the advantage. The OPP count does exactly that: It is a very simple method to learn and use that will give you results comparable to the Hi Lo Count. It is a running count system requiring no math at the tables, and it’s even easier to use than the Red Seven.

The main difference between this new counting system and all of the traditional ones is that it uses new factors to determine the composition of the remaining decks. It is the easiest way to count cards with a high degree of betting accuracy.

Part 2: The Mathematical Coincidence

In a deck of 52 cards there are 20 high cards (tens, faces and aces). There are also 20 low cards (2s through 6s). Since 52 / 20 = 2.6, if you shuffle a deck and start dealing cards you will see one high card every two or three cards–or every 2.6 cards on average–and you will also see one low card with the same frequency.

It has also been determined with computer simulations that each player or dealer hand will receive an average number of cards very close to 2.6 cards in blackjack games with the European no-hole-card rule. (The actual number determined after the simulation of billions of hands using different simulators is 2.63.) With standard US rules, in which the dealer hand receives a hole card, the average number of cards per hand, including the dealer’s hand, is closer to 2.7.

Now we have something very interesting: Since the average blackjack hand contains 2.6 to 2.7 cards, and the proportion of low cards in a deck (and high cards in a deck) is exactly 1 out of every 2.6 cards, then it follows that the average player or dealer hand can be expected to receive one high card and one low card.

With the help of computer simulation (see my results below), it has been shown that any player or dealer hand will actually receive an average of about 1.02 low cards and 1.02 high cards per hand (with US rules where the dealer takes a hole card). In the table below, you will find the results of a 100 million hand simulation using PowerSim for a 6-deck game.

Results of the simulations counting high cards per hand
Total dealt cards:548,128,487
  
Total dealt hands:202,156,193
Total high cards:205,973,883
  
Average total cards/hand:2.7114
Average high cards/hand:1.0189
Results of the simulations counting low cards per hand
Total dealt cards:548,141,978
Total dealt hands:202,156,772
Total low cards:205,384,220
  
Average total: cards/hand:2.7115
Average low cards/hand:1.0160

This data is the basis of the OPP counting system. OPP stands for One Per Person. As I will explain, the number of low or high cards per hand will give a very good indication of the composition of the remaining decks.

Part 3: Developing and Testing the Easy OPP Card Counting System

I first tested counting the number of high cards that were dealt per round and comparing this number with the total number of hands dealt per round.

Imagine a blackjack table with three players and the dealer dealing the first round of the shoe. These are the first round hands:

Player 1Ace, 10 — Blackjack
Player 210, 2, 7 — 19
Player 38, 6, 10 — (bust)
Dealer10, 3, 6 — 19

As you can see there were 4 hands played and 5 high cards were dealt (an ace and 10 to Player 1, a ten to Player 2, a ten to Player 3, and a ten to the Dealer).

The OPP count was obtained by subtracting the total number of high cards dealt from number of hands played, in this case, 4 – 5 = -1, for an OPP running count of -1.

The next round the hands dealt were:

Player 110, 5, 5 — 20
Player 2Ace, 2, 5 — 18
Player 38, 6, 7— 21
Dealer9, 5, 3 — 17

At this time there were again 4 hands played, but only 2 high cards were dealt. Thus, the count for this round will be 4 – 2 = 2. The new running count is now -1 + 2 = +1 (The -1 is the running count from the previous round.)

This process continues until the end of the shoe, adding the running count of each round to the cumulative running count of the prior rounds.

None of the commercially available blackjack simulation programs could be adapted to test this new counting system, so it was necessary to develop a simulator for this job specifically. The first simulations I ran, using my own simulation program, were performed in the beginning of 2005 using a program specially written for the tests. It was slow but returned the data I was looking for. With the new powerful and fast open source PowerSim simulator, available on this Web site, simulations that used to take me about two hours are now performed in eight minutes.

The first step was to verify that the count was producing logical results. We would expect the count to present a normal distribution of positive and negative counts with the majority of counts around zero, and a reasonable spread of counts on both the positive and negative side.

The chart showed the PowerSim results for 100 million rounds of a player using basic strategy in a six-deck game. About 80% of the hands were played with running counts between -6 and +6 and approximately 14% of the hands were played at a zero running count. But the graph showed that the count was negative more times than positive. This is not what we would expect for a traditional balanced counting system, which would tend to produce a more symmetrical pattern of counts on either side of zero.

The next step, however, was to see how well the player’s advantage correlated to the count. In order to have an accurate counting system there must be a strong relation between the count and the player’s advantage. This was the case in all negative counts, but the results at high positive counts were not well-correlated to the player’s expectation.

The chart showed that the relation between the running count and the advantage was almost linear up to counts of +12, but that the relation became erratic at counts higher than +12. I tried several simulations with PowerSim and always got inconsistent results starting at counts of +12 and above.

I next wanted to see what the overall player advantage would be using this counting system with a bet spread. I ran a 100 million-hand simulation using the following bet ramp: 1 unit up to count +1 and ramping up 2, 4, and 16 units respectively at counts +2, +3 and +4. The following results were obtained using the PowerSim simulator:

Advantage with 1-16 spread0.3271%
Average bet (units)2.683

Although it was possible to get an edge using this method, these results were very disappointing and were not comparable to the results obtainable with a traditional card counting system. The system’s power represented less than 40% of the betting gain that could be obtained with the standard Hi Lo Count in the same game.

Before dropping the idea I decided to reverse the OPP counting method. Instead of subtracting the number of high cards dealt per round from the number of hands in play, I decided to test the system subtracting the number of hands in play from the number of low cards dealt per round.

Here’s how it modified the counting method:

Imagine a blackjack table with three players and the dealer dealing the first round of the shoe. These are the first round hands:

Player 1Ace, 10 — Blackjack
Player 210, 2, 7 — 19
Player 38, 6, 10 — (bust)
Dealer7, 7, 5 — 19

As you can see there were 4 hands played and only 3 low cards were dealt (a 2 to Player 2, a 6 to Player 3, and a 5 to the Dealer).

The OPP count is obtained by subtracting the total number of hands played from the number of low cards dealt, in this case, 3 – 4 = -1, and that is the OPP running count.

The next round the hands dealt were:

Player 110, 5, 5 — 20
Player 2Ace, 2, 4, 10 — 17
Player 38, 6, 7 — 21
Dealer10, 4, 3 — 17

At this time there were also 4 hands played but 7 low cards were dealt. The count for this round will be 7 – 4 = +3. The new running count is now -1 + 3 = +2 (The -1 is the running count from the previous round.)

This process continues until the end of the shoe, adding the running count of each round to the cumulative running count of the prior rounds.

So I reversed the OPP counting method in this way, comparing the number of low cards dealt to the number of hands in play. We again have a normal distribution of the counts with more than 80% of the counts occurring in the range from -6 to +6. But this time the count distribution is more positive than negative.

This graph showed that there was a much more linear relation between the running count and the player expectation. The unpredictable results obtained at high counts when using the OPP method to compare high cards to hands dealt do not occur when we compare low cards to hands dealt. With this OPP counting method, the player starts to have an edge over the house when the running count reaches +5.

I then ran a simulation applying a bet ramp of 1 unit up to a count of +5, and ramping up to 2, 4, and 16 units at counts of +6, +7, and +8 respectively. The following results compare the OPP with the Hi Lo Count with a similar 1-to-16 bet ramp. (Both systems were tested using basic strategy only.)

OPPHi Lo
Player edge with bet ramp0.6359%0.7723%
Average bet (in units)2.9072.547

As shown in the table above, the new system has a betting power equivalent to 82+% of the standard Hi Lo system, but with far greater ease of use.

A new and very simple count system has been born: the OPP Count system. The player counts only the number of low cards dealt per round and compares this with the number of hands played in the round.

Mathematical Considerations

Many players may wonder why counting the high cards versus hands dealt was less efficient than counting the low cards versus hands dealt. That is because the OPP method does not really have us comparing low cards with high cards as with a traditional card counting system.

Instead, we are comparing low cards or high cards with something that has a frequency distribution of its own—that is, the number of cards per hand. We know that the overall average number of cards per hand is 2.7, but that the number of cards per hand will also vary with the count. It is logical that the number of cards per hand will be higher when the count is rising because more cards will be required to complete the hands when extra low cards are being dealt.

Consider what happens when counting high cards per hand if we have a hand with 3 or 4 low cards, then hit with a high card and bust. Because this hand contains only one high card, it is counted as “zero,” since there is no discrepancy from the normal number of high cards (one) that should occur per hand.

If we were counting the low cards, this hand will accurately reflect the fact that the count has gone up in the player’s favor, since more than one low card has been dealt to it. It is less probable to have a hand with 3 or 4 high cards in it, because such a hand would require either a soft or stiff hand to start with that we hit with multiple aces. Multiple-high-card hands would be rare, while multiple-low-card hands would occur more frequently, and produce a more accurate measure of advantage.

Analyses of Two-deck and Eight-deck Blackjack Games

In order to configure a system usable in most situations, I performed simulations with PowerSim to determine the effectiveness of the OPP count in games with two decks and eight decks, again comparing the betting gain with the gain from Hi-Lo.

Two Decks

Applying a bet ramp with a spread of 1 unit up to a count of +1 and ramping up 2, 4, 6, 8 and 10 units respectively at counts of +2, +3, +4, +5 and +6, the following results were obtained using the PowerSim simulator (again, with both systems playing basic strategy only):

Two deck performanceOPPHi Lo
Player edge with bet ramp0.8218%1.0073%
Average bet (in units)2.0971.875

The power of the OPP count is again about 82% of the standard Hi Lo with no index play.

Eight Decks

Applying a bet ramp with a spread of 1 unit up to count +7 and ramping up 2, 4 and 16 units respectively at counts +8, +9 and +10, the following results were obtained using the PowerSim simulator (again with both the OPP and Hi-Lo playing basic strategy only):

Eight deck performanceOPPHi Lo
Player edge with bet ramp0.4416%0.5772%
Average bet2.6912.249

The betting power of the OPP count is shown to be about 77% of the standard Hi Lo in the eight-deck game.

Testing Alternative Counting Strategies

I also tested alternatives for the OPP system, including:

  • Count only tens
  • Count nine and tens
  • Consider 3 to 7 as low cards
  • Consider 3, 4, 5 and 6 as low cards
  • Consider 2, 3, 4, 5, 6 and 7 as low cards
Playing Indexes for the Easy OPP Card Counting System

The only playing index tested so far for the OPP count is the insurance index, which adds an additional 0.009% edge to all games tested (2, 6 and 8 decks)

The running count insurance index for a 6-deck game is +12. For a 2-deck game the index is +5, and for an 8-deck game the index is +14.

[Snyder comments: It is not intuitive that the insurance gain from a 2-deck game with 75% penetration would be the same as the insurance gain from an 8-deck game with 75% penetration, as this would not be the case with a traditional card counting system.

The OPP Count, however, does not correlate well with the insurance effects of removal since ten-valued cards are not actually counted. I suspect that OPP running count indices for some of the more important strategy decisions, however, especially standing on 15 or 16 v. Ten, will be found by Carlos and others through continued simulation tests, as the counting method will probably correlate very well with these decisions.]

THE OPP COUNT

Basic Strategy

Before learning any count system it is a must to master basic strategy . The use of basic strategy will provide the player with the minimum advantage for the house. The counting system will turn that small house advantage into a small advantage for the player. Not using basic strategy may give the house such a large edge that no counting system will be able to turn the advantage to the player’s side.

OPP Rules

Value of the Hands:

  • A hand with no low cards (2 – 6) has a value of -1
  • A hand with one low card has a value of 0
  • A hand with 2 low cards has a value of +1
  • A hand with 3 low cards has a value of +2 and so on
  • Split hands are considered new hands

This value is independent of the total number of cards in the hand. For example:

Ace, Ace, 2, 2, 10, 3 has an OPP value of +2

2, 3, 5, 3, 6 has an OPP value of + 4

7, 7, 7 has an OPP value of -1

Ace, 10 has an OPP value of -1

6, 7, 8 has an OPP value of 0

9, 8 has an OPP value of -1

10, 6, Ace has an OPP value of 0

Counting the Cards

It is very easy to mentally count up or down in positive numbers. Considering that 80% of the hands will be in the range of -6 to +6, I recommend starting the running count for the OPP system at +6 at the beginning of a shoe. In this way, the count will very seldom reach negative numbers.

Wait for the dealer to deal the first two cards to each player, as well as the two dealer cards (upcard and hole card, if dealt). You can speak, make jokes, and drink your soft drink. You don’t have to count anything while the cards are being dealt. If someone gets a blackjack and the dealer pays him and places his cards in the discard try, subtract one from your running count. Then check the hand of each player as they are making their playing decisions.

 Beginning of the shoe:Running count +6
Player 4Ace, 10 (blackjack)Running count +5 dealer took the cards to the discard try
Player 1Ace, Ace, 2, 2, 10, 3Running count +7
Player 22, 3, 5, 3, 6Running count +11
Player 37, 7, 7Running count +10
Player 56, 7, 8Running count +10
Player 69, 8Running count +9
Dealer10, 6, AceRunning count +9

If any player happens to split hands, they should be considered new hands and the value of the original hand should be ignored.

The best way to practice the system is to play blackjack at home. Use a deck and start dealing cards to three imaginary players and to yourself as the dealer. Practice the count as indicated above while you play each hand. In this way you will see and practice counting all possible hands that can appear in real life games. You will learn to count spilt hands and to count very fast while the dealer is collecting the cards after a dealer blackjack.

[Snyder comments: My method of counting with the OPP system is a bit different. Before the hands are dealt, I immediately subtract the number of hands in play. So, if I use Carlos’s suggestion to start counting at +6, with three players at the table each playing one hand, I make my count +2 before any cards are dealt (subtracting one for each player hand and the dealer’s hand).

Then, as each player plays his hand, I simply add the total number of low cards in it. When the next round starts, again assuming three player hands are being dealt, I’ll immediately deduct 4 from the current running count, and repeat as above. One of the best features of the OPP Count is that it makes back-counting and table-hopping a breeze. You can approach a table and quickly scan for the total number of low cards on the layout, then subtract the number of hands that were in play after you get your low-card count.]

You will see that the OPP is very easy to learn and to master. When you feel proficient counting the cards at home, you can practice in an Internet casino playing for fun money at a table with multiple players. Be aware that the count won’t mean anything in an Internet casino where the online software shuffles after every round. You will only use these games as a practice method.

After you have practiced enough at home, go to a casino and start counting while other people play. When you feel comfortable sit at a table and start playing using the OPP count.

You will see that you will get used to the system very fast, and that it really does not require 100% concentration except when each player is making his playing decisions. The only moment you will need to count quickly is when the dealer has a blackjack, as he will collect the cards of all the players’ hands very quickly.

Betting to Win

Once you have learned this very simple counting method the only thing you need to do is wait for the right moment to increase your bet.

If you have started at a running count of +6, wait until the count reaches +12 for a six-deck game, +14 for an eight-deck game, or +8 for a two-deck game. At these counts the advantage has shifted to the players. The higher the count value, the higher the player edge, and the bigger your bet should be. We call this point where the advantage turns to the player’s side the “pivot.”

Be very patient. Only about 18% of your hands will be played at counts over the pivot in shoe games, and the player advantage will not occur in all shoes. It is possible that you won’t have an advantage for several shoes, or even all night. Also remember that there is no warranty that you will win most of your hands when the count reaches the pivot. There is always “variance” in gambling results (you may call it luck). Remember that there will be many times when you will lose high bet hands.

The following table shows the recommended bet ramps for games with two, six, and eight decks, to get the best advantage for the player at the minimum risk. The first three columns are the running counts where you raise your bet, according to the number of decks in the game. The fourth column is the recommended bet in “betting units.” And the fifth and sixth columns show the bet in dollars for $5 or $10 units.

For example, if you are sitting at a $5 minimum six-deck table, you may set your bet unit to $5, and if the count reaches +12 you bet 2 times your betting unit, or $10. If the count reaches +14, you will bet 16 times your betting unit, or $80.

Running count8 deckRunning count 6 deckRunning count 2 deckUnits
to bet
$5 table$10 table
Less than +14Less than +12Less than +81$5$10
+14+12+82$10$20
+15+13+94$20$40
+16+14+1016$80$160
+17 or more+15 or more+11 or more16$80$160

If the count reaches values of zero or less during two consecutive rounds in the shoe it is recommended to stop playing until the beginning of the next shoe. This will save you a lot of money.

[Snyder comments: I will point out here that Carlos is playing primarily in South American casinos where card counters are uncommon and camouflage is not a big necessity. Players in the US or elsewhere must always bear in mind the heat factor. His two-deck betting strategy would likely get you booted out fairly quickly in many US casinos.

For playing shoe games in the US, a back-counting strategy would likely be more advisable (and more profitable) than a 1-16 spread. To back-count is to watch the cards being dealt on a table without playing, ready to jump in and play when the count goes up and you will be starting play with an advantage.

Table-hopping is an extension of back-counting that pros use in big casinos, which tend to have multiple pits with many blackjack tables. Table-hoppers leave the game when the count goes negative and start play at another table. They refuse to play when the casino has a big edge.]

The Insurance Bet

Basic strategy recommends not taking insurance, but card counting sometimes indicates an insurance advantage for the card counter.

With the OPP Count, if we start our count at +6 at the beginning of the shoe, the insurance index is +18 for the six-deck game, +20 for the eight-deck game, and +11 for the two-deck game. This means that if you are playing in a six-deck game and the running count reaches +18 or more, and the dealer has an Ace up, you should place the insurance bet, because you will win the bet more than 35 % of the time. Simulations with PowerSim have confirmed these index numbers.

Final Thoughts on the Easy OPP Card Counting System

OPP is a very simple system to learn and to use. Practice at home, go to a casino and stand near a table and practice the count while others play. I know people who have mastered the system in less than a weekend and now they are part of the select group of players who are making money playing blackjack. ♠

[Note: Although hundreds of independent researchers and mathematicians have proven that card counting is a winning strategy over the long run, gambling is always risky. Anything can happen in the short run. No one can ever guarantee that you will win even when you are playing with an advantage. Never gamble with money you can’t afford to lose.]

Posted on Leave a comment

A Year of Card Counting: The Results

A First Year In The Blackjack Pits

By G.K. Schroeder
(From Blackjack Forum, Vol. XIV #2, June 1994)
© 1994 Blackjack Forum

One of the things that happen when you take up card counting is that you start running into blackjack players everywhere.

My optometrist, for example, has played the Hi-Lo count for several years. He knew exactly what I meant when I asked for a pair of contact lenses that would provide optimal vision at the distance of from 3rd base to 1st base.

And there are a couple of people at the office who claim to count cards, as well as a multitude of basic strategy players of varying skills.

My neighbor, Gordito, is a newer member of the card counter culture.

He was stopped for speeding one night on his way back to southern California from Las Vegas. He told the lady CHP officer that he was in a rush to get home to tell his wife about a sizable win at blackjack. He let it drop that he was kind of a “semipro” blackjack player.

The next thing he knew the officer was asking him questions like whether or not you should split 2s when double after split is allowed. He claims that he got out a deck of cards and, while she held the flashlight, played a few hands on the hood of his car. I don’t believe the part about playing cards on the hood, but I know Gordito well enough to know that he did talk his way out of the ticket.

Most people have a good time with blackjack (it can be played just for fun) but most of them don’t win. On the graveyard shift at the Golden Nugget or Frontier in Las Vegas you may find a card counter at every table. Sometimes they don’t play well and you wonder how they’re feeling about blackjack, overall. Blackjack is a gloomy business when you’re in a losing streak. You begin to speculate about which curve of what fluctuation you were born on.

The blackjack mathematicians refer to the card counter’s financial journey through time as a random walk with an upward drift. This definition does not serve for the ups and downs of single-deck blackjack. Single-deck is too often like a sweaty calamitous trip through heaven and hell that ends with your wallet being on fire. But a good part of the time the cards and the casinos will give you an average chance to win, and that should be all you need.

Our blackjack literature is filled with amazing techniques, statistics and formulas, but most of it comes from professional players who bet black chips, or from the blackjack scientists. What is it like for the average player? Since many Blackjack Forum readers are part-time players or blackjack hobbyists, I thought it might be interesting to review the playing records and experiences of a serious nonprofessional card counter. My neighbor Gordito, mentioned above, has complete records of his first year in the pits as a part-time card counter.

Gordito had been playing basic strategy with some occasional casual counting (if “casual” card counting is possible) since Playing Blackjack as a Business came out in the 70s.

About two years ago Gordito was in Laughlin with his family and late one night won $300 in a couple of hours of play at a $5 table. He knew that this win was due to good fortune rather than skill, but he began to wonder… could an expert player beat the house in the 90s? Could a man approaching middle age with a stressful job, three kids, two dogs and two mortgages make blackjack into a profitable hobby? (He claims that he took a green chip and placed it on the pillow beside each of his sleeping children and asked for help from above.)

Did he have the discipline? Did he have the time? Did he have the money? He picked up a couple of the newer blackjack books (especially Arnold Snyder’s Blackbelt in Blackjack), bought a few decks of cards, and spent the next three months playing 11,000 hands of double-deck blackjack on the breakfast bar. He played four hands against the dealer, naming three of the players after his children and the fourth after one of his dogs. He kept meticulous records.

A little over a year later Gordito owned 30 books on blackjack and related subjects, six blackjack software programs and had spent at least 100 hours programming a blackjack database. He had made 22 trips to Las Vegas and Laughlin. Gordito would never be the same. Following are some of the results of his first year as a card counter.

As you can see from the chart below, Gordito did not “clean up” at the blackjack tables, but he did make more than enough to pay for his trips. His expenses were modest. For most of the year he had a company car with free gas, and he got a few free rooms at the Frontier. He did not make enough to cover the blackjack books, subscriptions and software, or the gifts for his children (they got tired of slot cups after a while).

Total hands played: 18,900
Hands per hour all decks: 88
Hands per hour single deck: 83
Hands per hour double deck: 93
Total wagered: $245,000
Avg. bet: $13
Win rate single-deck: 0.98%
Win rate double-deck: 0.44%
Win rate overall: 0.78%
Most hands lost in a row: 8 (twice)*
Most hands won in a row: 6 (many)*
No. casinos played: 63
Casino most played: Frontier (24x)
Casino wagered most: Frontier, $15,400
Most trips won in a row: 3
Most trips lost in a row: 3
No. times had to sleep in car: 1
No. of times had to use ATM: 1
No. taps on the shoulder: one close call
Note: Gordito defines a “session” as a period of play at the same game in the same casino without serious break–meaning you can change tables or use the rest room, but you can’t change the number of decks you’re playing or take time out to eat.Statistics on hands per hour, average bet, and win rate are by necessity approximations. Hands per hour is based on many hours of stopwatch work. The hands per hour for single-deck, as shown below, include playing two hands per round about half the time. Average bets are based on the results of computer simulations, with adjustments made at the end of each session based on an estimate of actual bet spread.

*Hands won or lost in a row are for within single sessions. If records had been kept for consecutive losses that spanned sessions, Gordito thinks that they would show that he lost at least 10 hands in a row somewhere along the line. It should be noted that the above statistics, although they may be typical for a first year of part-time blackjack, are not statistically relevant due to the small sampling. 19,000 hands of blackjack is not in the fabled long run.

So far blackjack has been a positive experience for Gordito, although the game has become something of an obsession. He practices every day and, no matter how dreary things may be at work or in life in general, he always has the next trip to prepare for and look forward to.

He has increased his efficiency at day-to-day chores. He gets them done quickly so that he can find time for blackjack. He still never misses a little league game or a school program, but he attends these events with his pockets full of flash cards and charts (he can often be seen standing in some lighted area passing pieces of paper between his hands and mumbling to himself).

His family is also generally enjoying his experience. They’ve gone along with him on four of his trips. The children argue about whether the buffet is better at Palace Station or the Mirage. They anxiously await his telephone reports when he’s away by himself. If no one is at home when he calls, he leaves messages on the answer machine such as “I just got my throat ripped out at Alladin’s but I’m still up three dollars. Be in Barstow at about seven and home by 9:30.”

The family plays blackjack together with Gordito as dealer. He tries to analyze the personalities of his children by how they handle doubling and splitting.

He has a kitchen cupboard full of stacks of cards glued together at different thickness with the correct number of cards in each stack written on the bottom. He likes to strew these throughout the house so that he can walk into any room, see a stack of cards, and call out something like “12 cards! Multiply by .7, 1 ace” and then turn over the stack to see if he’s right.

On the other hand, he endures considerable flack from his family for spending too much time with blackjack. Being a blackjack player has its ups and downs. Following are a couple of Gordito’s learning experiences:

Card Counting Lesson #1: Losing

Gordito started out his career by winning the first three trips. On the fourth trip he paid $18 for a brand new room at the Golden Nugget in Laughlin—they had just opened the hotel portion—and he danced happily out into the casino thinking things like, “What a deal… What a life!” and then lost $390 in two hours with an average bet of $10.

There is a kind of nausea and paranoia that can afflict even experienced players when an uncommon losing streak happens. Just one terrible session can do it if you don’t have much experience, and that is what happened to Gordito. He went to bed in the room that had now cost him $408 and, prior to falling into a restless sleep, determined that in the morning he would make up his mind about whether or not to quit blackjack forever.

In the morning he felt a little better. He made some instant coffee from the hot water tap and reviewed the grievous session of the previous night. He quickly realized a couple of his mistakes.

For one, the game at the Nugget that night had been lousy. He had played with half a dozen dealers and none of them were offering decent penetration. He should have abandoned the Nugget after a few minutes instead of playing for two hours. (He was greedy, he not only wanted the nice room for $18, but he also wanted to come away with a big win.)

Secondly, he had allowed a hot dealer to irritate him. The dealer was a wimpy guy with a bald head and an insubstantial mustache. Instead of being apologetic, like many dealers will be when they are hot and the customers are getting restless, this dealer was arrogant and kept saying “bribery helps” and then would sweep up the losing hands with sadistic pleasure. In addition, the dealer would suddenly shuffle after only a round or two though there were only two players at the table. The longer Gordito played, the madder he got, and the madder he got, the more he lost.

Having had these insights in the fresh light of morning, Gordito decided to not give up blackjack forever, but rather to get better at it and to never let a dealer get to him again. He then walked over to the Pioneer Casino next door and lost $90 in 20 minutes.

He stayed in Laughlin another day and, by winning $10 or $20 here and there, managed to go home down only $305. Gordito refers to this trip as “Blackjack: Lesson No. 1.”

Card Counting Lesson #2: Winning

Driving home at the end of a trip, Gordito stopped at Whiskey Pete’s on the border of California for one last session. At the time, Whiskey Pete’s was a good place for low stakes single-deck blackjack. He thought he might add a few dollars to his winnings. The dealer was the friendly, talkative sort. He was a tall man and dealt very quickly from the high position with the cards floating down onto the spots. A card would just be settling down on one spot as the next card left his hand, so there was a nice effect of cards being continuously in the air.

Gordito was tired so he decided to just bet the count and not worry much about camouflage. Sometimes in these types of casinos you can get away with almost anything if you bet nickels. If it looked like they were getting on to him, he would simply get up and leave—he was already going to be late in getting home.

As it turned out, he had one of those miraculous runs of luck where everything worked. As the dealer gabbed about some property he was buying and about the other job he had at Arizona Charlie’s, Gordito spread mercilessly between one hand of $5 and two hands of $20, and played every hand to his advantage regardless of how it might look to the pit bosses.

Within a few minutes he was up $200. The other players were caught up in his win streak and applauded when he split tens on one of his hands and doubled down on a soft total on the other, and won all three. He kept checking for pit boss eyes but, during the entire session, despite the exclamations and applause, a boss never approached the table.

After about a half hour he began to lose his big bets and realized that he wasn’t playing well. He not only wasn’t counting aces, but he was having trouble remembering the running count. When he cashed out he was disappointed to discover that instead of a good win, he was down a few dollars. He had apparently lost more big bets toward the end than he had thought. In any case, it had been exciting to take over a blackjack table for a while and not get any heat.

Gordito initially marked this session up as the lesson: “Don’t play when you’re tired.” He didn’t know that the lesson was not over.

Gordito keeps detailed playing records and follows a basic rule of waiting three months between sessions at the same casino on the same shift. Three months after the above session, he returned to Whiskey Pete’s on the way into Las Vegas. As he walked between the blackjack pits the lady boss in the pit to his left took one look at him and picked up the phone. Gordito looked to the right and observed the boss on that side answer his phone and then look directly at him. Two pair of eyes watched as Gordito suddenly looked at his watch, muttered something about being late, and attempted to look casual as he turned around and exited the casino.

After another three months had passed, wearing a baseball cap and mirrored sunglasses, he crept into Whiskey Pete’s through the side door, where they displayed Bonnie and Clyde’s bullet-riddled car, and cased the blackjack pits from a bank of slot machines.

He spotted a nearby blackjack table with an empty stool and walked directly to it, counting down the cards on the table as he approached.

He sat down just as a hand ended and bought only $40 in chips so that the dealer would not have to announce his buy-in to the pit. The count was high, so he placed $20 on his spot. He won the hand and the count was still high, so he spread to two hands of $20. At this point he noticed a red dress pressed up to the table next to the dealer. He looked up into the unfriendly eyes of the lady pit boss. Her name tag said Carol. Gordito flat bet $20 for two rounds, losing both bets, but the red dress didn’t leave. He suddenly looked at his watch, muttered something about being late, and once again tried to look casual as he exited the casino.

It would be another six months before he could safely play at Whiskey Pete’s and, ironically, by that time they had ceased to offer single-deck blackjack and instead offered double-deck blackjack with bad penetration. There were several lessons to be learned from the Whiskey Pete’s blackjack experience but, as in lesson number one, the main lesson has to do with the various and insidious aspects of greed.

During the period covered in this story, Gordito played the Hi Opt I with indices from -10 to +10. It required a full year of play for him to get the ace count and true count adjustments down to where they were almost automatic. He is now halfway into his second year of card counting and is feeling comfortable playing the Omega II. His average bet is up to $20 and rising.

I asked him what advice he would give an aspiring counter and he said: “Practice every day, don’t over-bet your bankroll, never drive on Las Vegas Boulevard, and avoid playing blackjack in places where they don’t have the casino name on the backs of the cards—otherwise you may not know where you are.” If this seems a bit sarcastic, Gordito’s general view these days is that the only way you learn to play for keeps is to play for keeps. ♠

Posted on 4 Comments

Gaming levels off at high altitude; More Chicago shenanigans

Casino receipts are in for a quartet of states and they tell a similar tale: That gamblers are reining in their 2022 spending … but are still wagering (and losing) way more than three years ago. Hardly a picture of an ailing economy, at least as it pertains to gaming. The outlier was Illinois, flat with 2019 ($117 million) but up 9% from last year. Customers attended much more (10%) and spent slightly less (-1%). Traditional market leader Rivers Casino Des Plaines booked $48 million, a 17% surge, while rebranding continues to benefit Bally’s Quad Cities, vaulting 26% to $4.5 million. Hard Rock Rockford also came in at $4.5 million, while Par-A-Dice climbed 3.5% to $5 million.

Continue reading Gaming levels off at high altitude; More Chicago shenanigans
Posted on 1 Comment

Justice for German; MGM gets some Wall Street love

Clark County Administrator Robert Telles (D) is in custody for the murder of Las Vegas Review-Journal investigative reporter Jeff German in what has all the appearance of a revenge killing. Good work by Las Vegas Metro, despite a set of conflicting statements that the German assassination was “an isolated incident” and the act of someone casing the neighborhood for crimes of opportunity. (Like killing crusading reporters, we guess.) The alleged perp was stupid enough to drive to and from the crime scene in a GMC Yukon Denali tricked out with chrome handles and a sunroof, not your average perp. Ditto the strange disguise affected, which had Metro briefly baffled as to whether the suspect was a he or a she. Perhaps the sight of Telles washing town the Denali hours after the crime was what did him in. (Or maybe it was wearing a white hazmat suit to clean his garage. Nothing strange about that, eh?)

Just prior to being apprehended by Metro, Telles sustained what is described as a self-inflicted wound (mens rea?) and was carried from his SWAT-breached home on a stretcher. A Denali matching crime-scene footage was towed from his driveway. The timing of the crime was opportune and incriminating: According to the Los Angeles Times, “German was working on a new story about Telles the week he was stabbed to death.” Previously, German had covered Telles for “allegations of bullying, favoritism and an inappropriate relationship between Telles and a subordinate. Telles had publicly accused German of being a ‘bully’ and running a ‘smear’ campaign against him,” in the great tradition of Nevada elected officials. (Telles remains in office until December 31.)

Continue reading Justice for German; MGM gets some Wall Street love
Posted on 3 Comments

I Don’t Want Him Looking Over My Shoulder

Last week I wrote that my son-in-law passed away recently. My wife Bonnie is very close to her daughter, Joyce, so we’ve spent more time than usual hanging out together.

It probably had to happen. One of my gambling buddies, “Al,” lost his wife to a lengthy illness some time ago. Bonnie likes Al a lot. After Joyce signaled that she might be ready to date, setting up Al and Joyce for at least one blind date became inevitable. So, we made it happen. Although Al and Joyce were both involved in Bonnie’s and my wedding party eight years ago, they didn’t remember each other. They were both married at the time and not at all on the make. They were polite to each other, but I guess neither did anything particularly memorable that day!

Continue reading I Don’t Want Him Looking Over My Shoulder
Posted on Leave a comment

Crimes and misdemeanors

Whoever killed reporter Jeff German may not be too terribly smart. Las Vegas Metro released photos of its prime suspect, dressed in “a bright orange reflective long-sleeve shirt, a pair of jeans and a straw hat that covered much of his face. He was also seen carrying a dark gym bag over his shoulder.” The hat covers so much of the face that one can’t even be sure it was a he. If this person was trying to be conspicuous, they succeeded. Metro’s working theory is that “the alleged killer was surveying the area to commit other crimes before German’s homicide Friday.” Wouldn’t it be bitterly ironic if the Las Vegas reporter with the most enemies in town died at the hands of some random, panicked prowler with bad fashion sense?

Is Wynncore still a haven for Steve Wynn minions doing the master’s bidding? That’s the allegation of a new lawsuit, which accuses Wynn Resorts of retaliating against a massage therapist and creating a hostile work environment to this day. Her crime? Being Steve Wynn’s “on-call sexual servant.” According to the lawsuit, plaintiff Brenna Schrader “was subjected to rape and sexual assaults beginning in 2012 until 2018 by either Mr. Wynn or a VIP guest and was required to remain on call for Mr. Wynn’s sexual satisfaction. This left Plaintiff unable to defend herself or escape and, in many instances, exhibiting symptoms of Stockholm syndrome.” Whether you sympathize with that argument or not, there can be no doubt that Steve Wynn’s sultan-like behavior typified the worst aspects of Sin City, aided and abetted by former Las Vegas Review-Journal leadership, which swept the story under the rug way back in 1998.

Continue reading Crimes and misdemeanors