Play the chart if you are unsure
A missed deviation is a small error. A missed basic-strategy play is a large one. When the true count is fuzzy, take the chart cell.
A deviation is a chart cell that flips at a given true count. Basic strategy is still the play at a true count of roughly zero. When the remaining shoe is rich or poor in tens and aces, a handful of close decisions change.
These indexes sit on top of the same multi-deck, stand-on-17 chart as our trainer. They are not a second strategy. If you cannot keep a Hi-Lo true count, or you still guess on soft 18, stay on the chart. Betting with the count still matters more than rewriting cells.
An index is not a new chart. It is a threshold on the true count. The usual convention: if the true count is at or above the number, take the deviant play. If it is below, take the play on our basic-strategy chart.
Example: 12 versus 3 is a hit on this chart. The common Hi-Lo index is +2, so you stand at true +2 or higher and hit at +1 or below. Negative indexes work the other way on spots the chart already stands: 13 versus 2 stands by default, and you hit only when the true count is worse than -1.
Numbers below are the common published multi-deck Hi-Lo indexes for a dealer who stands on 17. They can move by a point depending on the book and the exact number of decks. Our four-deck game is in that family. They are not a license to ignore surrender, 6 to 5, or a dealer who hits soft 17.
Each row starts from our chart, not from a generic no-surrender grid. That is why 16 vs 10 is listed as surrender first. True count is the Hi-Lo true count from the counting guide, rounded the same way as the trainer: to the nearest half.
The single most valuable play change. It does not touch the main chart.
Chart: Never take insurance
Take insurance (and even money)
| Spot | Chart | Index | Instead |
|---|---|---|---|
| Dealer ace showing | Never take insurance | +3 | Take insurance (and even money) |
Use these when the table does not offer surrender. Our chart already surrenders 16 vs 9, 10, and ace, and 15 vs 10. Keep surrendering those; standing is not an upgrade.
Chart: Surrender, else hit
Stand if you cannot surrender
Chart: Surrender, else hit
Stand if you cannot surrender
Chart: Surrender, else hit
Stand if you cannot surrender
Chart: Hit
Stand
Chart: Hit
Stand
| Spot | Chart | Index | Instead |
|---|---|---|---|
| 16 vs 10 | Surrender, else hit | 0 | Stand if you cannot surrender |
| 15 vs 10 | Surrender, else hit | +4 | Stand if you cannot surrender |
| 16 vs 9 | Surrender, else hit | +5 | Stand if you cannot surrender |
| 12 vs 3 | Hit | +2 | Stand |
| 12 vs 2 | Hit | +3 | Stand |
Late surrender only. Our chart already covers 15 vs 10 and 16 vs 9-A. These add three more spots.
Chart: Hit
Surrender
Chart: Hit
Surrender
Chart: Hit
Surrender
| Spot | Chart | Index | Instead |
|---|---|---|---|
| 15 vs 9 | Hit | +2 | Surrender |
| 15 vs A | Hit | +1 | Surrender |
| 14 vs 10 | Hit | +3 | Surrender |
If you cannot double, take the chart fallback: hit.
Chart: Hit
Double
Chart: Hit
Double
Chart: Hit
Double
Chart: Hit
Double
Chart: Hit
Double
| Spot | Chart | Index | Instead |
|---|---|---|---|
| 11 vs A | Hit | +1 | Double |
| 10 vs 10 | Hit | +4 | Double |
| 10 vs A | Hit | +4 | Double |
| 9 vs 2 | Hit | +1 | Double |
| 9 vs 7 | Hit | +3 | Double |
High variance. The chart stands on 20 for a reason. Learn these last.
Chart: Stand
Split
Chart: Stand
Split
| Spot | Chart | Index | Instead |
|---|---|---|---|
| 10s vs 5 | Stand | +5 | Split |
| 10s vs 6 | Stand | +4 | Split |
The chart already stands these. At a very negative true count the remaining tens are scarce, so hitting becomes better.
Chart: Stand
Hit below -1
Chart: Stand
Hit below -2
Chart: Stand
Hit below 0
Chart: Stand
Hit below -2
Chart: Stand
Hit below -1
| Spot | Chart | Index | Instead |
|---|---|---|---|
| 13 vs 2 | Stand | -1 | Hit below -1 |
| 13 vs 3 | Stand | -2 | Hit below -2 |
| 12 vs 4 | Stand | 0 | Hit below 0 |
| 12 vs 5 | Stand | -2 | Hit below -2 |
| 12 vs 6 | Stand | -1 | Hit below -1 |
Index drill
16 vs 10 at true count -2
Chart play: Surrender, else hit. Deviation at TC +0: Stand if you cannot surrender.
You do not need every index on day one. Most of the extra edge is in a short list.
Deviations are the last layer, not a parallel track.
The count comes first. The index is a lookup after you already know the true count and the chart play.
A missed deviation is a small error. A missed basic-strategy play is a large one. When the true count is fuzzy, take the chart cell.
Running count divided by decks remaining, nearest half. Insurance and these cells use that number, not the raw running count.
Most hands are not. 16 vs 10, insurance, 12 vs 2 or 3, and 11 vs ace come up enough to be worth the effort. Pair of tens vs 5 does not.
At or above the index, take the instead-play. Below it, take the chart, including surrender and double fallbacks.
Same four-deck, stand-on-17, 3 to 2 game. The left column is what our chart already does. The right column is the Hi-Lo change.
A play that differs from basic strategy because the true count says the remaining shoe is richer or poorer in tens and aces. The threshold is the index. Below it, use the chart.
Only if surrender is not offered. Our chart already surrenders 16 vs 10, 16 vs 9, 16 vs ace, and 15 vs 10. Surrender beats standing there. The famous stand-at-0 index is the no-surrender version of that hand.
Insurance at true +3. Then the no-surrender 16 vs 10 stand, then 12 vs 2 and 12 vs 3, then 11 vs ace. Pair of tens can wait.
They are the same family of multi-deck Hi-Lo indexes, written against our S17 chart instead of a generic no-surrender grid. That is why insurance and 16 vs 10 are explained with surrender in mind. Published numbers can differ by a point.
No. The strategy trainer grades the chart at a true count of zero. The counting trainer grades running and true count. The quiz on this page asks chart or deviation at a true count.
The trainer rounds true count to the nearest half. If the index is +2, +1.5 is still below it. Take the chart. Do not invent a maybe.
Yes. Most of a counting edge is betting more at a high true count and less at a low one. Deviations are a thinner layer. They are worth learning after the count is automatic, not before.
These cells only help if the true count is right. The counting trainer deals the same four-deck, stand-on-17, 3 to 2 game, then asks for running and true count. After that, use the quiz on this page.
Gambling problem? Call 1-800-GAMBLER