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Blackjack - instructionsBlackjack, also known as twenty-one and pontoon in British English , is one of the most popular casino card games in the world. Its precursor was "vingt-et-un" which originated in French casinos around 1700, and which did not offer the 3:2 bonus for a two-card 21. When the game was first introduced in the United States, it wasn't very popular so gambling houses tried various bonus payouts to get the players to the tables. One such bonus was a 10-to-1 payout if the player's hand consisted of the Ace of Spades and a black Jack (either the Jack of Clubs of the Jack of Spades). This was called a "blackjack" for obvious reasons and the name stuck even though the bonus payout was soon abolished. Much of blackjack's popularity is due to the mix of chance with elements of skill and decision making, and the publicity that surrounds the practice of card counting, a skill with which players can turn the odds of the game in their favor by making betting decisions based on the values of the cards known to remain in the deck.
Blackjack hands are scored by their point total. The hand with the highest total wins as long as it doesn't go over 21, which is called a bust. Cards 2 through 10 are worth their face value, and face cards (jack, queen, king) are also worth 10. An ace counts as 11 unless it would bust a hand, in which case it counts as 1. The goal of each player is to beat the dealer, by having the higher, unbusted hand. Note that if the player busts, he loses, even if the dealer also busts. If the player's and the dealer's hands have the same point value, this is known as a "push", and neither player nor dealer wins the hand. After initial bets are placed, the dealer deals the cards, either from one or two hand-held decks of cards, known as a "pitch" game, or more commonly from a shoe containing four or more decks. The dealer gives two cards to each player, including himself. One of the dealer's two cards is face-up so all the players can see it, and the other is face down. (The face-down card is known as the "hole card". In European blackjack, the hole card is not actually dealt until the players all play their hands.) The cards are dealt face up from a shoe, or face down if it is a pitch game. A two-card hand of 21 (an ace plus a ten-value card) is called a "blackjack" or a "natural", and is an automatic winner. A player with a natural is usually paid 3:2 on his bet, although in 2003 some casinos started paying only 6:5 on blackjacks, a move decried by longtime blackjack players. This is the summary of how the play proceeds after the deal.
The player's options for playing his hand are:
The player's turn is over after any of the following happens:
After all the players have finished making their decisions, the dealer then reveals the hidden hole card and plays his hand. House rules say that the dealer must hit until he has at least 17, regardless of what the players have. In most casinos a dealer must also hit a soft 17 (such as an Ace and a 6). The table felt will indicate whether the dealer hits or stands on soft 17. If the dealer busts then all remaining players win. Bets are normally paid out at the odds of 1:1. Some common rules variations
There are more than a few blackjack variations which can be found in the casinos, each has its own set of rules, strategies and odds. it is advised to take a look at the blackjack rules of the specific variation before playing. If the dealer's upcard is an Ace, the player is offered the option of taking Insurance before the dealer checks his 'hole card'. The player who wishes to take Insurance can bet an amount up to half his original bet. The Insurance bet is placed separately on a special portion of the table, which usually carries the words Insurance Pays 2:1. The player who is taking Insurance is betting that the dealer's 'hole card' is a 10-value card, i.e. a 10, a Jack, a Queen or a King. Because the dealer's upcard is an Ace, this means that the player who takes Insurance is essentially betting that the dealer was dealt a natural, i.e. a two-card 21, a blackjack. Insurance is a side-bet that pays off 2:1 if it wins. Example: The player originally bets $10 and the dealer shows an Ace. The player takes Insurance by betting an additional amount of $5. Suppose the player's hand is 19. The dealer turns up his 'hole card' after the Insurance betting period is over -- and it's a 10-valued card. The player loses his $10 bet. But the Insurance bet wins, so the player gets 2:1 on his $5 Insurance wager and receives $10 (on top of the $5 which are returned to him). Note that the player came out even (i.e. did not lose any money) on that round. Conversely, a player may win his original bet and lose his Insurance bet. Example: The player originally bets $10 and the dealer shows an Ace. The player takes Insurance by betting an additional amount of $5. Suppose the player's hand is 19. The dealer turns up his 'hole card' after the Insurance betting period is over -- and it's not a 10-valued card. Suppose the 'hole card' is a 7. The player instantly loses his $5 Insurance wager. (All Insurance wagers are settled as soon as the dealer turns over his 'hole card', before all else.) But the player wins his $10 bet. Note that the player made a net profit on that round. Of course, a player may lose both his original bet and his Insurance bet. Insurance is considered a bad bet for the player who has no direct knowledge nor estimation (e.g. through card counting) of the dealer's 'hole card' because Insurance is a bet with negative expected value for the player. It is a bad bet even for a strict follower of Basic Strategy. Insurance is a bad bet even for the player who has been dealt a natural (a two-card 21) to take Insurance. In such a case, the dealer usually asks the player "Even money?" This means that instead of 3:2, the player with the natural accepts to be paid off at 2:2. Which is exactly the same thing as betting on Insurance, losing the Insurance bet and getting paid 3:2 on the natural -- all at the same time. (If the player with the natural refuses to be paid "Even money", and the dealer turns over a natural, it is a tie.) The reason Insurance is a bad bet for the player is that by paying 2:1 when his bet wins, the casino is underpaying the Insurance bettor. As in all casino games, the house has a statistical advantage over the players that will play itself out in the long run. But because blackjack, unlike other games, has an element of player choice, players can actually reduce the casino advantage to a small percentage by playing what is known as basic strategy. This strategy determines when to hit and when to stand, and also determines when doubling down or splitting is the correct action. Basic strategy is based on the player's point total and the dealer's visible card. There are slight variations in basic strategy depending on the exact house rules and the number of decks used. Under the most favorable conditions (single deck, downtown Las Vegas rules), the house advantage over a basic strategy player can be as low as 0.16%. Indeed, casinos offering special rules like surrender and double-after-split may actually be offering a positive expectation to basic strategy players; they are counting on players making mistakes to make money. The following rules are beneficial to the skilled player:
The following rules are detrimental to the skilled player:
The above is a basic strategy table for the most common 6- to 8-deck, Las Vegas Strip rules. Specifically: dealer hits on soft 17, double after split allowed, multiple split aces, one card to split aces, blackjack pays 3:2, and (optionally) late surrender. Key:
In some LV Strip casinos you may still be able to find the older version of the multi-deck shoe game, where dealer stands on soft 17; those are usually high minimum ($50 or more) tables. This version is much more advantageous to the player, but requires a slightly modified basic strategy table. Unlike casino games such as roulette and craps, where the outcome of one play has no effect on any future play, a hand of blackjack depletes the deck of the cards used in that hand, and this can alter the probability of certain events occurring on the next deal. In proper statistics terms, this is known as the Law of Independent Trials - past events have no effect on future probabilities. Specifically, if the remaining cards have a higher proportion of 10-count cards and Aces than normal, it is more likely that a player will be dealt a natural, which is to the player's advantage (yes, it's also more likely for the dealer to get a natural—but the dealer wins only even money, while the player is paid 3:2). When the deck has more small cards such as 4s, 5s, and 6s, it is more likely that the player will be dealt a bad hand and bust, favoring the dealer (likewise, it increases the chance of a dealer busting as well, but when the player busts, the dealer wins even if he later busts himself). Because the house advantage in blackjack is so small to begin with, it is quite common for a deck that happens to be "rich" in remaining 10 count cards and Aces to offer a positive expectation to the player on the next hand. By keeping track of the cards played, a player can take advantage of these situations by betting larger amounts when the deck is in his favor and smaller amounts when it is not. In the long run, the deck will be unfavorable to the player more often than it is favorable, but it is the amount bet under each condition that counts. The player can also use information about the deck's composition to alter strategy. For example, basic strategy calls for hitting a 16 when the dealer's upcard is a 10, but this is a very close play; one loses less by hitting than standing, but not by much. If it is known, however, that the deck is depleted of small cards such as 4s and 5s, and rich in 10s, that may alter the odds in favor of standing. It is difficult for most people to remember what cards have already been dealt, particularly from a multiple deck shoe. Therefore, most card counting schemes assign a positive, negative, or zero point value to each card in the deck. Normally, low-value cards, such as a 2 or 3, are given a positive value, and 10s are given a negative value. The exact number assigned to the cards depends on the specific card-counting method. The card counter mentally keeps a running tally of the point values as they are dealt. To make the count an accurate representation of the percentage of "good" cards left in the deck, this running tally must normally be divided by a factor based on the counter's estimate of the number of undealt cards that are left (so-called unbalanced counts do not require this additional adjustment, because that is factored into the count). Highly skilled counters have an expectation of 1 to 1.6% gain; and number perhaps a few hundred. It is probably safe to say that the best counters earn in the very low six figures of US dollars, comparable with those in other mentally exacting fields. Other counters may use counting on occasional vacations, allowing the vacation to more than pay for itself (especially since, like other big players, they are often comped heavily by casinos). If the tally is sufficiently high, the counter can increase his or her bet, and also may make modifications to basic strategy. All of these calculations must be accurate, at the same time that the dealer and other players may be talking to him, and it must be done in such a way that the casino does not notice that any counting is taking place, to avoid facing casino countermeasures. In practice, the vast majority of people who attempt to count cards lose money through errors; casinos who notice a counter will often check to see if the counter is good enough to have a positive expectation, and ignore them otherwise. This detection process is mistake-prone. In addition, a card counter can play the Insurance bet if the count of faces is sufficiently high with potentially an advantage over the house; this bet is in general almost always disadvantageous. Counting schemes that assign point values of –1, 0, or +1 are called level one counts and are considered the easiest to perform. Slightly greater accuracy, at the cost of increased difficulty and likelihood of making mistakes, involves the use of multi-level counts, which assign point values of –2, +2, or greater to the various cards. This greater range of point values adds to the complication of keeping an accurate tally in one's head. A final complication in card counting involves the issue of how to treat aces. While playing out hands, Aces are slightly disadvantageous for the player, which implies that they should have a positive point count; but for purposes of getting a blackjack, they are extremely valuable when they remain in the deck. Most counting schemes give aces a negative count, recognizing that there is a compromise involved in this process. Some schemes actually assign a zero value to aces, and require the counter to keep a separate side count of aces. The
theory of card-counting, and the first counting scheme, was published
in 1962 by American mathematicianEdward O. Thorp in his book Beat
the Dealer The
most commonly used system by most professionals (both players and
surveillance) is Hi-Lo. It assigns -1 to 10's and Aces, +1 to 2
through 6. Higher level counts theoretically generate higher profits,
but for most players, decreased playing speed and increased fatigue
and error rates argue against their use. K-O, an unbalanced count
(7's are also +1) developed by Ken Fuchs and Olaf Vancura (Knock-Out
Blackjack: The Easiest Card-Counting System Ever Devised In
the early days of card-counting, it is undoubted that a few players
were hugely successful. Ken Uston recounts his early successes—and
court battles with the casinos—in his book Ken
Uston on Blackjack: Secrets of Winning at "21" by the Five Million
Dollar Man Counting cards in blackjack has become substantially more difficult, as a result of casino countermeasures. The most widespread of these is the use of large, multi-deck (4-8 deck) games; these are called "shoe games" after the large plastic boxes used to hold the cards. A larger number of decks cuts into a card-counter's advantage by making it less probable that he will see a deck rich enough in tens as to be profitable. Single and double-deck games are still in existence, especially in Nevada. In these games, dealers will often shuffle prematurely or unusually frequently to defeat a suspected card-counter. In the same vein as multi-deck shoes, unfavorable rules can cut into a player's advantage-- these include no double down after splitting, and having the dealer hit a soft 17 (ace, six which can play as 7 or 17.) Recently, a number of casinos have been offering a 6:5 payoff on player blackjacks. These games are generally single-deck, inviting unwary card-counters and other players who believe they have an advantage. The inferior payoff (a blackjack traditionally pays 3:2) substantially increases the house edge and makes the game unbeatable, even by a card-counter who is practicing the most sophisticated system perfectly. The simplest countermeasure of all is for a pitboss to simply ask a suspected card-counter to leave the casino, and possibly banning the counter from the casino. The pitboss will often do this by inviting the counter to play any game other than Blackjack. Lists of known card-counters are often shared between casinos, and their highly efficient systems of surveillance make such bans fairly easy to enforce. There have been several MIT Blackjack Teams, made up of MIT students who team up to use a combination of card counting and group play to attempt to beat the house. The most successful independent team is the one founded by Thomas Hyland in 1979. Dubbed by some as the "King of Card Counting," Hyland personally trained the members to work individually and later in teams to win millions at Atlantic City, Las Vegas, Caribbean and Canadian casinos. When the casinos caught on to them, Hyland developed the "ace locating" technique. This made it more difficult for casinos to detect when the players were card counting. In 1994, members of the team were arrested for card counting at Casino Windsor in Ontario, Canada. However, the judge ruled that the players' conduct was not cheating, but merely the use of strategy as it did not physically alter the game. There exist techniques other than card counting that can swing the advantage of casino 21 towards the player, at least in theory. (It must be noted, however, that almost all of these techniques are based on the value of the cards to the player and the casino, as originally conceived by Edward O. Thorp.) One such technique, mainly applicable in multi-deck games (aka shoes), involves tracking groups of cards (aka slugs, clumps, packs) during the play of the shoe, following them through the shuffle and then playing and betting accordingly when those cards come into play from the new shoe. This technique, which is admittedly much more difficult than straight card counting and requires excellent eyesight and powers of visual estimation, has the additional benefit of fooling the casino people who are monitoring the player's actions and the count, since the shuffle tracker could be, at times, betting and/or playing opposite to how a straightforward card counter would. Arnold Snyder's articles in Blackjack Forum magazine were the first to bring Shuffle Tracking to the general public. Casinos can counter card counting by using large quantities of decks in dealing cards. "Shoes" consisting of 6 or 8 decks are common. Increasing the number of decks decreases the tendency of the count to vary widely, offering the card counter fewer opportunities to take advantage of a player-advantageous count. Player advantage can also be decreased by more frequently shuffling the cards. The shallower the "penetration" (the proportion of the shoe consumed before reshuffling), the less opportunity there is for the count to vary. However, for the casinos there is a downside to frequent shuffling: It reduces the amount of time that the noncounting players are playing and consequently losing money to the house. It has become common for casinos to use automatic shuffling machines to compensate for this. Some models of shuffling machines shuffle one set of cards while another is in play. Others, known as Continuous Shuffle Machines (CSMs) allow the dealer to simply return used cards to a single shoe to allow playing with no interruption. Because CSMs essentially force minimal penetration, they remove almost all possible advantage of traditional counting techniques. As a result, some blackjack players call for a boycott of tables using CSMs. Many casual card counters make small mistakes that cost the advantage they gain by counting. Two or three mistakes per hour may give back all of the counter's advantage. Even if you can count perfectly when practicing at home, it is much more difficult in an actual casino. The loud, distracting environments of most casinos, and even the availability of complimentary alcoholic beverages, play roles as casino counter-measures. Casinos also look out for known card counters, who may be banned from play depending on regulatory commission rules. They also look for suspicious actions such as a long series of small bets followed by a large one. Monitoring player behavior to assist in this identification falls to on-floor casino personnel ("pit bosses") and central security personnel who may use video surveillance ("the eye in the sky") as well as computer analysis to try to spot playing behavior indicative of card counting; early counter-strategies featured the dealer learning to count the cards themselves to recognise the patterns in the players. In addition, many casinos employ the services of various agencies who claim to have a catalog of advantage players. If a player is found to be in the Griffin Book or Biometrica, he will almost certainly be stopped from play and asked to leave regardless of his table play. For successful card counters, therefore, skill at "cover" behavior to hide counting to avoid "drawing heat" and possibly being barred, may be just as important as playing skill. Casinos may alter the game's dynamic against card counters by raising the minimum or lowering the limit on a table with a suspected counter, or by reshuffling sooner than the normal end of the shoe if they think that the player is offering a large bet on a positive count. There have been some high-profile lawsuits involving whether the casino is allowed to bar card-counters. Essentially, card-counting, if done in your head and with no outside assistance with devices or additional people, is not illegal, as working figures within one's own mind is not an arrestable offence. Using an outside aid, though, is illegal. However, the casinos despise counters and, if permitted by their jurisdiction, may ban counters from their casinos; in Nevada, where the casinos are ruled to be private places, the only prerequisite to a ban is the full reading of the Trespass Act to ban a player for life. Some skilled counters try to disguise their identities and playing habits; however, some casinos have claimed that facial recognition software can often match a camouflaged face with a banned one. Whether this is true is unknown. Most casinos now hire consulting firms to help them track card counters. Finally, the simplest countermeasure the casinos use in order to thwart card counting is simply to offer an inferior blackjack payoff of 6:5 instead of the standard 3:2. 6:5 blackjack is over eight times worse mathematically for the player than in a typical game with a regular payoff, expert player and novice alike cannot beat the game as a practical matter. The casinos offer this game using a single deck, which attracts players who think this gives them an advantage, when in fact the benefit of a single deck is outweighed several times over by the short blackjack payoff. Modern technology is also providing some advantage in monitoring for card counters, for example the MindPlay system. CSMs (Continuous Shuffle Machines) dispense with the need to manually shuffle the cards. This increases the number of rounds played per hour (which, in turn, increases the casino's profits), but casinos use CSMs also to foil card counters and shuffle trackers. In the case of online casinos, the deck is shuffled at the start of each new game, insuring the house always has the advantage. Although some online casinos periodically animate the dealer shuffling the cards to give the illusion otherwise. Spanish 21 provides players with many liberal blackjack rules, such as doubling down any number of cards (with the option to 'rescue', or surrender only one wager to the house), payout bonuses for five or more card 21's, 6-7-8 21's, 7-7-7 21's, late surrender, and player blackjacks always winning and player 21's always winning, at the cost of having no 10 cards in the deck (though there are jacks, queens, and kings). With correct basic strategy, a Spanish 21 game has a lower house edge than a comparable blackjack game. Certain rules changes are employed to create new variant games. These changes, while attracting the novice player, actually increase the house edge in these games. Double Exposure Blackjack is a variant in which the dealer's cards are both face-up. This game increases house edge by paying even-money on blackjacks and players losing ties. Double Attack Blackjack has very liberal blackjack rules and the option of increasing one's wager after seeing the dealer's up card. This game is dealt from a Spanish shoe, and blackjacks only pay even money. Retrieved from "http://en.wikipedia.org/wiki/Blackjack" All text is available under the terms of the GNU Free Documentation License |
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