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Basic Strategy Play

Since the essential features of basic strategy were developed, a

 

number of refinements have given us the current optimal set of

 

principles for standing, hitting, doubling, splitting, and sur

 

rendering. These, along with the other more sophisticated forms

 

of play were worked out by using Monte Carlo techniques based on

 

the analysis of literally billions of hands. If I tell you that

 

you should hit a total of 16 against a dealer's 7, there is no

 

specific mathematical proof behind this recommendation. It

 

emerged from an analysis of the several million times this

 

situation emerged in the Monte Carlo analysis of the game. Hit

 

ting a 16 against a 7 loses less often than standing. Sure, fol

 

lowing this advice produces a bust on a lot of these hands, but

 

analysis shows, utterly compellingly, that if you don't hit his

 

hand you are more likely to get beat by a higher total -- like

 

17.

 

When possible, I will give a logical analysis of particular as

 

pects of basic strategy, but there are going to be situations

 

where the reader is just going to have to accept the outcomes of

 

the Monte Carlo analysis. The following description of basic

 

strategy is based on the multi-deck game found in several Atlan

 

tic City and Las Vegas casinos, where the dealer stands on a

 

soft seventeen, pairs may be re-split once, doubling down is permitted after a split, and the player may double down on any

 

two cards. Other games require some minor adjustments that I'll

 

note where appropriate. However, you should never give up an

 

edge against the casino. I highly recommend playing only where

 

the rules are more favorable to the player.

 

"Soft" & "Hard" Hands

 

A hard hand is a hand without an A where the payer's total is

 

given by the face values of the cards, or a hand with an A that

 

can only be counted as 1. A soft hand is a hand with an A which

 

can be counted as either 1 or 11. For example, A, 4 is a soft

 

hand because the A may be counted as a 1 or 11; but A, 4, 7 is

 

not, since counting the A as 11 would be a bust.

 

Hit or Stand

 

The guidelines for hitting are rather straightforward. If the

 

dealer shows a 2 or 3, you continue to take a hit until you have

 

a hard 13 or a soft 18. If the dealer shows 4, 5, or 6, you con

 

tinue to take a hit until you reach a hard 12 or a soft 18. If

 

the dealer shows 7 or 8, you continue to take a hit until you

 

have a hard 17 or a soft 18. It the dealer shows anything higher

 

than 8, you continue to take a hit until you have a hard 17 or a

 

soft 19. Dealer Shows Hit Until You Have

 

2 or 3 hard 13 or soft 18

 

4, 5, or 6 hard 12 or soft 18

 

7 or 8 hard 17 or soft 18

 

9, 10, or A hard 17 or soft 19

 

Though there is no mathematical "proof" of these principles

 

there is actually some simple logic to them. Don't forget that

 

you are also playing the odds based on billions of simulations

 

of blackjack hands. Let's look at some of the logic.

 

•If the dealer shows a 7 or above, then the most likely two-card

 

total is 17 or above (with a 10 or an A in the hole), so you

 

are going to have to take a card on any total under 17 or

 

likely lose.

 

•When the dealer shows a card less than 7, the two-card total

 

will likely be less than 17 (it can be exactly 17 with a 6 and

 

an A), and the dealer will be forced to take another card.

 

Since there are more 10's in the deck than any other denomination, the dealer will have a fairly high probability of busting

 

and you will win.

 

•If you were to take a card with a total between 12 and 16 you

 

would be likely to bust. In situations like this the proper

 

play is to let the dealer pull. If the high card shows up and

 

there is a high card in the hole, you will win.

 

•Hit a total of 12 against a dealer 2 or 3. I've seen books that

 

tell you to stand in these situations. They are wrong. You must

 

take a card.

 

•Hit a 16 against a dealer's 7. Many inexperienced players have

 

trouble believing that this is the proper play but it is.

 

Countless computer runs have proved it again and again. From

 

the players point of view a total of 16 is no better than a to

 

tal of 12; you can win with such totals only when the dealer

 

breaks. Besides, there are still five cards that can help out a

 

16 (A, 2, 3, 4, 5).

 

•You take a card whenever you have A, 6 (unless you double down)

 

and you hit an A, 7 against a 9, 10, or A. It's true that you

 

will sometimes find yourself going "backwards" and have a hand

 

that is "weaker" than you just had. However, computer simula

 

tions consistently show that this is the proper play.

 

•It may come as a surprise to inexperienced players, but 18 is

 

not a strong hand when facing a dealer 9, 10, or A. When to Split

 

The guidelines for splitting are best described in a table.

 

Split If Dealer Shows

 

A , A Any Card

 

10 , 10 Never

 

9 , 9 2 - 9 except 7

 

8 , 8 Any Card

 

7 , 7 2 - 7

 

6 , 6 2 - 6

 

5 , 5 Never

 

4 , 4 5 or 6

 

3 , 3 2 - 7

 

2 , 2 2 - 7 Again, when there is some logic behind these guidelines.

 

•Always split A's. The totals of 2 or 12 are not nearly as good

 

as hitting 11's.

 

•Never split 10's. Two 10's is a great hand -- don't screw it

 

up!

 

•Never split 5's, but you may want to double down!

 

•Splitting 4's is a close call. Don't do it in one or two deck

 

games. Do it in multideck games when the dealer shows a 5 or 6.

 

•Split 9's against a dealer card of 2 - 9 except 7. The reason

 

for this exception is simple. You have 18. The dealer's most

 

probable total is 17. Don't screw up a good thing.

 

•Splitting 8's, like 4's, depends on casino rules. Always do it

 

when the dealer shows 2 - 9. If the dealer shows 10 or A and

 

you happen to be lucky enough to be playing in a game that al

 

lows early surrender, you should surrender. If surrender is not

 

an option, split.

 

•Splitting 6's and 7's is straightforward. If the dealer's card

 

is higher than your card, don't split.

 

•Always split 2's or 3's if the dealer's card is less than 8.

 

You should also note that the "value" of splitting is increased

 

if you are playing in a game that allows doubling down after a

 

split. When to Double Down

 

The principle behind doubling down (and splitting) is that it

 

increases the amount of your money in play when the conditions

 

of the hand are in your favor. These are both very important

 

parts of expert blackjack play and must be mastered. Once again,

 

the best way to present the guidelines is in a table.

 

Double Down If Dealer Shows

 

11 2 - 10

 

10 2 - 9

 

9 3 - 6

 

A, 7 or A, 6 3 - 6

 

A, 5 or A, 4 4 - 6

 

A, 3 or A, 2 5 or 6 When to Surrender

 

Late surrender is still permitted in some casinos. The guide

 

lines are straightforward. Use the table below to decide when to

 

surrender.

 

If Dealer Shows Surrender If Holding

 

A, 10, or 9 any 16 except 8 , 8

 

10 15

 

Early surrender provides a tremendous advantage for the player

 

which is why you may never find a game that allows it. If you

 

are lucky enough to find one, use the table below to decide when

 

to surrender.

 

If Dealer Shows Early Surrender if Holding

 

A All hard 5 - 7 and 12 - 17

 

10 All hard 14 - 16

 

9 10, 6 and 9 , 7 When to Take Insurance

 

Never! Next topic.

 

"Wait a minute!" I can hear many players saying. Don't you al

 

ways take insurance when you have blackjack yourself? That's

 

what everyone tells me.

 

Well, let's stop and take a look at that situation more closely.

 

Many people do believe that this is a "no lose" situation. The

 

logic goes something like this. If your original bet is $10 and

 

you have blackjack and you take insurance ($5), the hand will

 

play out in one of two ways. Either the dealer will have black

 

jack or he will not. If he does, the hand is a push but you will

 

win $10 because of the insurance. If he does not, you will win

 

the hand but not the insurance bet and you will still win $10.

 

While taking insurance when you have blackjack seems like a

 

"win" in every case (because it is), it is *not* your best play.

 

What most inexperienced players fail to realize is that the in

 

surance is a side bet. It is completely unrelated to the origi

 

nal bet. Let's take a closer look.

 

You are guaranteed a "win" when you take insurance, but you are

 

missing the opportunity to play the odds for a larger win. As

 

sume you are playing alone with the dealer in a six deck game

 

and you bet $10 on your hand and bet $5 on insurance. A six deck shoe contains 96 10's and 214 non-10's. After you and the dealer

 

have been dealt your cards, you have blackjack and the dealer

 

shows and A, so there are 95 10's and 214 non-10's left. There

 

are 95 ways for the dealer to have a 10 in the hole, and if you

 

take insurance, you will win $10 on each of them for an income

 

of $950. However, there are 214 ways for the dealer to have a

 

non-10 in the hole, and on those occasions you will lose $5

 

each, for a loss of $1,070. This is an expected loss of $120 -

 

7.8 percent -- on 309 possibilities. A very bad bet!

 

It should be noted that there are certain times when taking in

 

surance is advantageous to the player, but these circumstances can only be detected by the best card counters.