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Blackjack Blueprint
How to Play Like
A Pro … Part-Time
Huntington Press
Las Vegas, Nevada
Blackjack Blueprint
How to Play Like a Pro … Part-Time
Published by
Huntington Press
3665 Procyon St.
Las Vegas, NV 89103
Phone (702) 252-0655
e-mail: books@huntingtonpress.com
Cover Photos supplied by Image100 Royalty Free Photos and Photo Disc Royalty Free
Photos
Dedication
Acknowledgments
Contents
Introduction
The Zones
Introduction
The Zones
The book is broken down into six “zones.” As you progress
through each, you’ll enhance your knowledge of blackjack play.
The
Silver Zone
In the late 1970s, I’d just finished college and moved back to the
New York City area. In the fashion of many my age, I landed a job
on Wall Street, along with an apartment in Manhattan (no BMW
though, and my hair was still a bit long). Soon I became friendly
with a neighbor whom I’ll call Pete. Pete, a former federal agent, was
wheelchair-bound. I used to talk to Pete for hours, as his stories
fascinated me. He’d been all over the world and he knew a lot about
surveillance, a topic that always amazed me. Pete had a part-time
nurse who stopped in twice a week. But he wanted to be self-
sufficient and did great on his own. I occasionally stopped by on my
way to the supermarket to see if Pete needed anything.
One day I found him sitting at the kitchen table with a huge stack
of playing cards and a few piles of paper clips. When I asked what
he was doing, he said that he was teaching himself how to count
cards to beat the casinos at blackjack. I paid him no mind and left.
For some time, though, it seemed that whenever I visited Pete, he
was involved in this routine.
Pete explained that card counting meant assigning a plus or
minus point value to each card. By doing so, a counter could
determine how to bet and play. Finally, after a few months of
practice, Pete told me he was ready to go to Atlantic City. I’d never
been there, nor to any casino, but I told him that if he wanted to go,
I’d take him on the bus. We decided to go on a Saturday morning.
It was late spring 1981. The bus fare was $15 per person and they
gave us coupons good for $10 in coin upon arrival in Atlantic City.
The bus was loaded with older folks, all of them excited about the
trip. After a three-hour ride, we arrived at Bally’s Park Place around
noon. After we ate lunch, Pete asked me to take him to the blackjack
tables. The place was crowded, and maneuvering Pete’s wheelchair
was no easy task. Finally, Pete pointed to a table with some empty
spots and I took him over. He gave me the voucher for his roll of
coins (dollars) and said he’d be okay there for about an hour. I left
him and went to the slot machines with 20 silver dollars.
Observing the slot machine players, I quickly concluded that it
was some sort of religion for those folks, some of whom were
feeding coins into two or three different machines at a time. They
seemed to have unbelievable coordination in doing so. Finally, I
decided on a machine for myself, one next to an attractive young
lady who completely ignored me. I ended up winning a little over
$300 playing slots, then took a stroll around the rest of the casino.
I saw a roulette wheel, and after watching for a while, placed a $5
bet on red. I lost. On to the crap table, where lots of people were
hooting and hollering. I’d done a little homework on craps and
knew that when you rolled the dice, if you got a 7 or 11, you won,
and if you got a 2, 3, or 12 you lost. That was all I knew. I asked
someone to help me and ended up placing a $5 bet on the pass line.
The person rolling the dice rolled a 6 and it was explained to me that
now the shooter had to roll a 6 before rolling a 7 for me to win. I
scratched my head, confused, as the shooter rolled a 10. I didn’t even
want to ask what that meant. The next roll was a 7 and the dealer
collected my chip.
Next it was on to the blackjack tables. I stood by a table and
watched the game being dealt. At this point I knew only that the
object of the game was to get closer to 21 than the dealer, without
going over 21. I sat down and clumsily handed the dealer $50. He
instructed me to place the money on the table, so I put the $50 down
on the circle in front of my seat. The dealer asked if I wanted to bet
the $50. I shook my head no. I had no way of knowing that the cash
should not have been placed in the betting circle unless I wanted to
bet it all.
After instruction on how to get change the proper way, I had 10
red chips in front of me, each valued at $5. Two cards were dealt in
front of me and I reached to pick them up. “Please don’t handle the
cards, sir,” the dealer snapped at me. I apologized and proceeded to
play, quickly learning the proper hand signals for hit and stand. Still,
I noticed that the people at the table were upset with me. I couldn’t
figure out why, though I clearly remember friction over a hand on
which I had two 8s. I don’t recall what the dealer had showing, but a
loud-mouthed person sitting next to me said, “You’re gonna split
those, I hope.” I gave a puzzled look and said, “Split?” I ended up
standing on the 16. After the round, the loudmouth mumbled a few
choice words and left. I won $100 at that table. Then it was time for
me to check on Pete.
I walked over to his table and he asked me how I was doing. All
excited, I told him about winning $300 playing slots and $100
playing blackjack. He whispered that he was winning and wanted to
play some more. At this point we agreed that I’d check back with
him in another two hours. I quit while ahead and went off for a stroll
along the Boardwalk.
After the two hours, I returned to the casino to check on Pete and
I noticed that the pile of chips in front of him was smaller than when
I’d left. It was about 4:30 and Pete decided to call it a day. He asked
if I wanted to have dinner. I nodded. He showed me a slip of paper
and told me that dinner was free. Once again, I was puzzled. When
we got to the restaurant, Pete told me that I could order whatever I
wanted. He explained that after you gamble for a certain period of
time, the casinos give you free meals, tickets to shows, and free
rooms. My eyes widened. I was amazed that all you had to do was
gamble at the casinos and they would give you all these things for
free. Pete told me that many people lose lots of money getting those
free meals. As the saying goes: There’s no such thing as a free lunch.
Pete said that when I first checked in with him, he was winning, up
about $900. But when I returned two hours later, he’d lost all but $50
of his winnings. Dinner was great, then we hopped on the bus home.
Although I never went back to Atlantic City with Pete, he made
several trips down there over the next two years. I thought that
because he was counting cards, he should be able to win money.
Based on my talks with him, however, Pete seemed to lose more
than he won. But win or lose, it all seemed too complicated for me to
worry about.
In December 1983, Pete moved away, leaving me with a box of
books and some other odds and ends he thought I might find
interesting. After a couple of months, I finally had time to sort
through the box and found several decks of cards and a hardcover
book titled Million Dollar Blackjack. I noticed that it was autographed
by the author, Ken Uston. I decided to keep the book and the cards
and soon I began reading the book.
To this day, I still consider Million Dollar Blackjack to be one of the
most informative and entertaining books on the game ever written. I
read through that book chapter by chapter, stopping to practice the
drills as they were presented. I was on my way.
Throughout this book are more details of my experiences with
playing the game at various levels—for example, how I got involved
with blackjack teams and my journey of playing at high-stakes for
more than 20 years. At the time of this writing, I can still confidently
walk into a casino and play a winning game. I’ll end this chapter
with some notes from my diary of the final days of a recent play:
baccarat: 1.2 %
roulette: 5.3 %
slots: 3% and up
keno: 25%
What about the house advantage for blackjack? Let’s hold off on
providing numbers on this, because there are a lot of variables to
consider. While all other casino games are subject to what’s known
as the “law of independent trials,” the house advantage in the game
of blackjack is dependent on the cards that were previously dealt.
Each time a card is removed from a deck (or decks) in play, the odds
of the game at hand shift, and at times those odds shift to the
player’s advantage. This is the only casino game where the odds
shift in this manner. In all other games, the fixed house advantage
remains constant. For example, in craps it’s entirely possible to roll
10 sevens in a row, regardless of how many sevens were previously
rolled. Thus the saying, “dice have no memory.” On the roulette
wheel, the number 22 can hit two or three (or more) times in
succession.
Now let’s look at blackjack. In a game where a single deck is in
use, if on the first round dealt all four aces appear, the chance of
being dealt an ace in any subsequent round is zero. Since you need
an ace to get a natural, for which the house (usually) pays the player
3-2, your chance of getting a blackjack in any subsequent round is
also zero. In such cases, the house advantage increases. Considering
the reverse situation, if after a few rounds have been dealt no aces
have appeared and there’s less than a half-deck remaining, the
advantage is now (probably) in favor of the player. Card-counting
systems identify these situations and provide you with a tool for
adjusting your betting and playing decisions to make use of this
knowledge.
The material presented in this book will show you how it’s done,
and put you on the path to playing for profits.
The typical blackjack table has spots for seven players (though
some have only five or six), which can appear as circles or boxes,
sometimes with the word “BET” inside. The first seat on the right as
you face the dealer is referred to as “first base” and the last seat on
the left is known as “third base.”
Directly in front of the dealer is the “chip tray” (also called the
“check rack”), where casino chips are maintained for that table and
sorted in denomination order. The usual chip denominations are: $5
red chips, known as “nickels,” $25 green chips, known as “quarters,”
and $100 black chips. At the higher-limit tables, commonly found
denominations include $500 purple chips and $1,000 chips (colors
vary). Smaller denominations can also be found, such as $1 and $2.50
chips (colors vary). Actual half-dollar coins may be kept in the chip
tray as well.
As you look at the dealer, to the left is the discard tray, where the
dealer places cards after they’ve been used in each round.
Commonly, after shuffling a deck or decks, the dealer removes the
top card from play and places it in the discard tray. This is referred
to as the “burn card.” Behind the discard tray is a small clear box, in
which the dealer deposits all tips received. This is referred to as the
“toke box.” Next to the discard tray is a slot in the table where the
dealer deposits all currency received from players, whether to
purchase chips at the table or used in actual play. This is called the
“drop slot.” Money deposited in the drop slot falls into a locked box
called a “drop box.”
In games where 4 or more decks are used, a “shoe” is used. Upon
completion of the shuffle, the decks are placed into the shoe (a box-
like device), from which they’re dealt.
On either side of the dealer, there should be two separate
placards. One indicates the table minimum and maximum bets
permitted. The second indicates the important house rules for the
blackjack game at that particular table. You may also find a third
placard, indicating “No Smoking Allowed.”
Basic Strategy
Pair Splitting
• Always split A,A or 8,8.
• Never split T,T or 5,5.
• Split 2,2; 3,3; and 7,7 vs. dealer upcard of 2, 3, 4, 5, 6, 7;
otherwise hit.
• Split 4,4 vs. dealer upcard of 5 or 6, otherwise hit.
• Split 6,6 vs. dealer upcard of 2, 3, 4, 5, 6; otherwise hit.
• Split 9,9 vs. dealer upcard of 2, 3, 4, 5, 6, 8, 9 (not 7); otherwise
stand.
The
Red Zone
Selecting a System
Playing Efficiency
Another benefit provided by a card-counting system is properly
identifying times when it’s correct to deviate from basic strategy.
Playing efficiency indicates how well a system identifies the
deviation opportunities.
Let’s look at an example that’s unlikely to occur, but is a good
illustration of the concept. You’re playing “heads-up” on a single-
deck game in which the dealer is dealing down to the last card. You
have two tens and the dealer’s upcard is a 7. Two cards remain to be
dealt and you haven’t seen any aces yet. Counting the burn card, the
dealer’s hole card, and the two undealt cards, you know where the
four aces have to be. The dealer, showing a 7 with an ace hole card,
will end up with a hand of 18. Knowing there are two aces waiting
to be dealt, what would you do? Of course, you’d split the tens,
which would result in your drawing both aces for two hands of 21.
Don’t get too excited; the Fantasy Island Casino has been closed
for many years. But this extreme example shows what the
information you glean from counting cards can potentially do for
your game. A more likely manifestation is standing on a 16 when the
dealer shows a ten (as opposed to the basic-strategy play of hitting),
because the count tells you there’s an excess of high cards remaining.
A system’s playing efficiency can be measured mathematically to
determine how well the system identifies the proper basic-strategy-
deviation opportunities.
Insurance Efficiency
Basic strategy dictates that a player should never take insurance.
When counting cards, however, a player will sometimes make the
insurance bet. A good system provides an accurate gauge for when
taking insurance is advantageous.
X-Level Systems
Count systems assign a “point value” to each card denomination.
The easiest systems are one-level counts, whose card values are
limited to -1, 0, and +1. A two-level count can have values of -2, -1, 0,
+1, and +2. A three-level count can have values of -3, -2, -1, 0, +1, +2,
and +3. Higher levels are also available.
As you go up in the levels, it’s possible to gain more power if the
system is applied correctly. However, the increased complexity
makes it more difficult to play without errors, and there are
diminishing returns; that is, after a while, adding higher levels
simply is not worthwhile.
Balanced Counts
In a “balanced-count system,” the total of the plus-card values is
equal to that of the minus-card values. With balanced systems,
starting at 0 and counting down a deck (adding and subtracting the
proper plus and minus point values as the cards are turned) leaves
you back at 0 at the end of the deck. Most count systems are
balanced.
Unbalanced Counts
In an “unbalanced-count system,” the total of the plus-card
values is not equal to that of the minus-card values. With
unbalanced systems, counting down a deck from a prescribed
starting number (an unbalanced count typically doesn’t start from
zero) leaves you at a different number when you finish.
Running Count
The “running count” is the cumulative count of the cards—
according to their assigned values of plus, minus, or neutral (0)—at
any given point as you’re counting down a deck. Example: Assume
that tens are assigned a point value of -1 and two players at a table
both have 20s made up of two tens each. The dealer shows a ten and
turns up another ten. Using a balanced count and beginning from
the top of the deck with a starting count of 0, the running count is -6
at the end of this round. This is determined by the six cards dealt
each having a point value of -1. On the next round, the count begins
at -6.
True Count
The “true count” is an additional measure that enables a player
to gain more power from a system. The true count is derived by
dividing the running count by the number of decks or half-decks
(depending on the system) remaining to be dealt. The resulting
number is used to derive the proper bet, play, and insurance
decisions. Example: In a 6-deck game, the running count is +12. You
look at the discard tray and determine that 3 decks have already
been dealt. Therefore, 3 decks remain. Dividing a running count of
+12 by 3, we establish our true count of +4.
Note that an unbalanced-count system eliminates the need for
true-count conversion, because all decisions are made according to
the running count.
At this point, you may have concluded that the most difficult
count system would be a multi-level balanced count, where true-
count conversion is required. Not so fast.
Play Variations
The final ingredient of a count system is the number of play
variations from basic strategy it includes. There’s quite a range
among systems, based on what the author chooses to include—some
have only a few variations, while others have more than 100. Of
course, the more complex, the more difficult to learn and the more
chance of error in live application. There are roughly 20 key play
variations (covered later in the book) that a player needs to
memorize. You can attempt to apply more variations, but the overall
gain is usually minimal.
Of course, there’s more to the count system than this. K-O comes
with multiple levels of sophistication and incorporates play
variations that will enhance the count’s success. All are available in
Knock-Out Blackjack.
True-Count Conversion
Take a situation in a single-deck game where two 4s, four 5s, and
two 6s are dealt in the first round. The running count is +8. This is a
significant advantage for the player, justifying a large bet on the next
round. However, if this occurs in the first round dealt from a 6-deck
game, the advantage differs. Since there are 5½ more decks left in
the shoe containing so many unseen cards, you don’t get as accurate
an indication of the advantage as in a single-deck game.
How do you obtain a more accurate indication of advantage with
a balanced count in multi-deck games? You perform the true-count
conversion. In order to do so, you first establish the running count.
Then by glancing at the discard tray, you estimate how many decks
have been played. You then subtract that number from the total
number of decks used, which determines the number of decks
remaining to be played. Finally, you divide the running count by the
number of decks remaining to arrive at the true count. Think it takes
forever to do all this? Well, the process can be confusing, but if you
program your thinking properly, the calculation falls right into place
every time.
Note: Some count systems provide for using half-deck segments
as a divisor for the true-count conversion, which is presented later
on.
Let’s use an example of conversion by full-deck segments, which
is the simplest of the methods. Let’s also use the point values for the
Hi-Lo Balanced Count as outlined in Chapter 6.
Converting to True Count Using Full-Deck Segments
Example—In a 6-deck game, you have a running count of +6.
Glancing at the discard tray, you note 4 decks already played.
Since the entire shoe began with 6 decks, you note that there are 2
decks remaining to be played.
Dividing the running count (+6) by the number of decks
remaining (2), you arrive at a true count of +3.
Note: When you perform a true-count conversion and arrive at a
fraction, for the sake of being on the conservative side, round the
count down to the nearest whole number.
You can make up flash cards to drill yourself for each number of
decks used.
Flash Card Samples for 6-Deck Game
Plus Counts
The first and most crucial deviation from basic strategy is
insurance. Although the basic strategy player will never exercise the
insurance option, there are times (in a plus count) when taking
insurance is the more advantageous play. With a high plus count,
there are probably more tens than normal remaining in the deck(s),
increasing the dealer’s chance of receiving a natural.
A common variation in plus counts is that of standing on stiff
hands, such as 16 vs. ten or 15 vs. ten. In plus counts, the player has
identified that more tens remain to be dealt. Therefore, if you hit a
stiff hand of 15 vs. ten, you would be more likely to draw a ten as
the hit card, and bust. Here a counting player might deviate from
basic strategy and stand.
In plus counts, a player would double down and split pairs more
aggressively. Two such variations are to double down on a hand of 9
vs. 7, and split a pair of tens vs. dealer’s 5 or 6. Yes, you read that
correctly. At certain points in a plus count, the advantageous play is
to split tens and elicit selective comments from the other people at
the table. The reason for these plays is that you have identified more
tens remaining in the deck(s), which may cause the dealer to bust.
For this reason, it’s beneficial to get more money out on the table by
using the double down and pair split options more aggressively.
In minus counts, a player is more likely to hit stiff hands such as
12 vs. 4, or 13 vs. 2. In this instance, the counting player has
identified that more low-value cards remain in the deck(s). Taking a
hit instead of making the basic strategy play of standing, the player
would have a better opportunity to improve the stiff hand and create
a pat hand.
Minus Counts
Here, a player is less likely to double down. In extreme minus
counts, the counting player will deviate from the basic strategy play
of the double down on 11 vs. ten, taking instead a hit card or cards.
In this case, the indication from the count is that more low-value
cards remain in the deck(s). By limiting oneself to drawing only one
additional card on the double-down option, there’s an increased
chance that this one card will be low in value, so it’s preferable to
pass on the double-down option and take as many hit cards as
necessary.
Since different forms of counting methods are outlined in this
book, the play variations differ for each and you will have to learn
them from the sources that have been recommended here.
If you’re satisfied using a simple running count with the point
values of the Hi-Lo count system outlined in Chapter 6, you may use
the method presented as a running-count-only system, without play
variations. This calls for playing a strict basic strategy and varying
your bets according to the running count. All count systems,
however, will be more powerful if the proper play variations are
learned and applied. To demonstrate, play variations for the Hi-Lo
are provided here (remember, variations are different for different
counts; do not use these variations with a count other than the Hi-
Lo).