Low cards
+12 3 4 5 6
Seen, they raise the running count. Remaining, they help the dealer more than you.
Card counting is a way of tracking whether the remaining shoe has more high cards or more low cards than average. It does not predict the next card. It does not replace basic strategy. It tells you when the remaining cards are slightly better for you than the posted house edge assumes.
The system we teach, and the one our counting trainer grades, is Hi-Lo on a four-deck shoe. Dealer stands on 17, blackjack pays 3 to 2. If basic strategy is not automatic yet, start there. Counting on top of guessing just grades a worse game.
A fresh shoe is balanced. As cards come out, that balance tilts. Remove a lot of 5s and 6s and the remaining cards are richer in tens and aces: more player blackjacks, more dealer busts on some stiffs, and insurance that is no longer a sucker bet. Remove a lot of tens and aces and the opposite is true.
Hi-Lo is a simple way to keep that tilt in your head. Every low card you see adds 1. Every high card subtracts 1. The running count is that sum since the shuffle. Because a +6 with four decks left is not the same as a +6 with one deck left, you convert to a true count: running count divided by decks remaining.
A high true count does not make the next hand a winner. It makes the remaining shoe a slightly better game than the 0.5% house edge of basic strategy. You still lose hands. You still need the chart. The edge only shows up if you bet more in the good shoes and less in the bad ones, over a large number of hands.
This is the same tagging our counting trainer uses. Count every card you can see, including the dealer's upcard and the cards that bust. Face cards count as 10s: J, Q, and K are all -1.
2 3 4 5 6
Seen, they raise the running count. Remaining, they help the dealer more than you.
7 8 9
No change. Keep the count still and wait for the next card.
10 J Q K A
Seen, they lower the running count. Remaining, they help you: more blackjacks, more dealer busts on some spots.
The trainer asks for both after each hand. Running count is required. True count is optional in the drill, but it is the number you actually use.
Most of the gain is in how much you bet, not in rewriting the chart. The play changes are a thin layer on top of basic strategy.
The math needs a shoe that is not reset after every hand, and rules that still pay 3 to 2.
Do this slowly at first. The counting trainer deals a hand, then asks you for the running count and, if you want the extra drill, the true count.
A new shoe is balanced. Our trainer reshuffles when about a quarter of the four-deck shoe is left, the same idea as a cut card.
Your cards, the dealer upcard, hits, doubles, splits, and busts. Hole cards count once they are turned. J, Q, and K are all -1. Do not skip the card that busted you.
Plus for 2 through 6, nothing for 7 through 9, minus for tens and aces. The number can go negative. That is information too: bet small.
Glance at the remaining shoe, estimate decks left, and divide. In the trainer the decks-left figure is shown; in a casino you estimate from the discard tray. That true count is what insurance and bet size use.
Counting sits on top of the same 3 to 2, stand-on-17 game. It does not rewrite the first four guides. It changes when you bet more, and a few close decisions.
Using your memory at a table is not a crime in most U.S. jurisdictions. Casinos are private businesses and can ask you to stop playing. Devices and team methods are a different legal question. This page is about keeping Hi-Lo in your head.
Usually not, if the game shuffles after every hand or uses a continuous shuffle. The remaining composition never tilts. Our counting trainer keeps a four-deck shoe in play so you can practice the skill. Live-dealer shoes with a cut card are the environment the math is built for.
Small errors add up, but the first skill is a reliable running count. The trainer grades the running count after each hand and lets you add true count when you are ready. Get running count boring before you worry about indexes.
Running count is the raw Hi-Lo sum since the shuffle. True count divides that by decks remaining so a +6 in a full shoe is not treated like a +6 with one deck left. Bet size and insurance use the true count. The trainer rounds it to the nearest half.
It can produce a small long-run edge on a 3 to 2 shoe game if your basic strategy is clean and you bet more at high true counts. Variance is still large. A weekend of plus counts does not prove anything. A 6 to 5 table or a continuous shuffle can erase the project.
Not first. Hi-Lo is what casinos, books, and our trainer use because it is accurate enough and simple enough to keep in play. Other systems add extra tags. They do not help until this one is automatic.
It deals a hand on the same four-deck, stand-on-17, 3 to 2 rules as the rest of the site, then asks for the running count of every card seen so far. True count is optional. It reshuffles when about a quarter of the shoe remains.
The tags take a minute to learn. Keeping them through a round takes practice. The counting trainer deals the same 3 to 2, stand-on-17, four-deck game, then asks for your running count and true count.
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