No count blackjack system
The Hi-Lo Count is one of the easiest and most popular blackjack card counting systems available. It's a balanced count and also a single level counting system, which means that a 52 card deck will wind up with a total of 0 if you count through the whole thing, and no card is given a value of more than + or - 1. rows · The card counting systems that I analyzed in seeking the best ranged from level one . In the Knockout Card Counting (KO Count) system, as explained in the book Knock Out Blackjack, all card values are the same as in the Hi Low system, except for the value of the 7. In this system, the seven is considered a low card and thus a positive value—unlike the Hi Low system where it .
Best Card Counting System
You'll know you've got it figured out if your final count is 4 by the end of the deck. Go through each card in a deck, practicing the count on your own, such as:. The higher the count, the more you should bet. Your email address will not be published. Increased betting activity relies on the count passing zero and moving into positive numbers.
Knockout (KO) Method of Card Counting
There are many different blackjack card-counting systems but they all have the same objective: to provide a simple method of calculating when the odds are in your favor and therefore when you should increase your stake on a particular hand. These are:. Ease of Learning and Use is measured on a simple scale of 1 to with 1 being the hardest and the easiest system to learn and use.
The other three criteria need some explanation. Playing Efficiency is a term used to describe the accuracy of a specific system.
Betting Correlation is a measure of how good a system is in providing information on when to increase or decrease the size of bet. It is normally expressed as a decimal, for example 0. Insurance Correlation is a measure of how well a blackjack card counting system indicates a correct decision when insurance betting.
The bet is independent of the main wager. This is probably the most common system and is very popular with people beginning to learn how to card count. It is explained on other pages here but it scores pretty well on our criteria. Ease of use is typically scored at around 65, with playing efficiency of 0. This is a more efficient system generally than the Hi-Lo system. It works using the following card count:.
Developed by Ken Fuchs and Olaf Vancura in , the KO method of counting cards is perhaps the best known unbalanced card system, which means the count does not equal 0 after an entire deck has been counted.
It has even been endorsed by the father of card counting, Edward O. Knockout was designed specifically to avoid the complicated conversions between running counts and true counts. Since the conversions are no longer necessary, the KO system reduces the estimation errors that can crop up during calculations in other balanced systems.
Because there are four 7s in a deck, the final count of a single deck using the KO method results in a 4, rather than a 0.
That's no mistake, either. The added value helps circumvent the need for converting the running count to a true count. Therefore, the Knockout system is incredibly easy to use—all it requires is that you maintain a single running count!
Learn the Knockout count just as you would any other, by testing yourself with a deck of cards. In order to become a viable card counter, you have to make counting second nature.
First, take a break and play the game to get an idea of how it works. You'll see that various elements on the page are dynamically updated, added and removed during the course of play. Be sure to read the rules provided. It will help in understanding much of the program flow and comments in the rest of this article. Games necessarily require a good deal of interaction and dynamic content. As it is a fairly large script, some details of the code are omitted. The comments in the source should help explain the finer points and other articles on this site provide good information on many of the techniques used, particularly on using CSS and the DOM.
First there are the areas for the dealer and player made up of a main DIV tag containing other DIVs for the cards and text messages. The style class textBox specifies float:right; so all the text blocks appear on the far right of these areas while the cardArea DIV takes up the rest of the space in the main DIV.
The card area is initially empty but will be filled and cleared dynamically as the game is played. Although the game is designed for a single player, it does allow "splits. Likewise, either of these can be split again if another pair is dealt. To accommodate this, three other sets of DIVs are defined in the code.
These are exactly like the main player's area except for the the IDs assigned to each element. The rules limit the player to a maximum of three splits in any round so three additional areas are needed.
As they are usually not used, they have an inline style specifying display:none; to keep them hidden from view. Should the player split a hand, this style setting will be changed programmatically to display the an area and likewise, set to display:none; again when no longer needed.