Blackjack strategy trainer

Six-deck frequencies, our table’s rules and an answer after every hand. Keys on a computer, big buttons on a phone.

Practise here

The trainer deals you two cards and shows the dealer’s up card. Pick Hit, Stand, Double or Split, and it tells you at once whether the move matches basic strategy for our table, why, and how much each move wins or loses on average per 100 debens. Your score and streak are kept below the buttons.

Right: 0 / 0 Streak: 0 Best streak: 0

Keyboard: H — hit, S — stand, D — double, P — split, Enter or N — next hand.

How it deals

Each hand is three cards drawn from a full six-deck shoe, so hands come up as often as at a real table: about three in four are hard totals, one in seven is a pair, one in ten is soft. A pair of tens alone is almost one hand in ten, so you will see plenty of 20 — and the answer is always stand. Blackjacks are skipped, because there is nothing to decide.

The buttons above the cards narrow the deal to hard totals, soft totals or pairs. Use them when one part of the chart keeps tripping you up.

The dealer is assumed to have checked for blackjack already, as ours does with an ace or a ten showing. That is also why there is no insurance button: the right answer to insurance is always no, and the insurance page shows the arithmetic.

What the numbers mean

After each answer the trainer lists every move with its average result per 100 debens bet. The numbers come from the same exact calculation as the chart: six decks, your two cards and the dealer’s card out of the shoe, best play afterwards. For hard totals they are averaged over all the ways to make that total, weighted by how often each comes up.

Take 16 against a ten. Hit shows −53.5, Stand −54.0, Double −107.0. Both sensible moves lose more than half the bet, and hitting loses half a deben less per 100. Now take 11 against a 6: Double +67.7, Hit +33.8. Here the right move earns twice as much, and missing it is a real loss.

A negative number next to the best move is normal. Some hands are simply bad, and the strategy is about losing as little as possible on them and winning as much as possible on the good ones.

A practice plan

  1. Start with Hard only. Learn the 12–16 rows first: they decide one hand in three.
  2. When you can play 50 hard hands in a row without a mistake, switch to Soft. At a real table only about one hand in ten is soft, so the filter lets you see enough of them.
  3. Then Pairs. The core is short — always split aces and eights, never tens and fives — and the small pairs take a few sessions.
  4. Finish with All hands until a streak of 50 feels routine.
  5. Then play at the Scribes’ Table with the chart open next to the game, and look at it only when you are unsure.

How long does it take? In our experience the hard totals stick after an hour or two of practice spread over a couple of days. Soft hands and small pairs take longer, simply because they come up less often. Short daily sessions work better than one long one.

Spend the time where the debens are. A wrong answer on 16 against a ten costs almost nothing, while the habit of standing on 12–16 against a 7 or higher costs 2.6% of everything you bet.

The hands people get wrong

These cells trip up almost everyone at first. If the trainer keeps catching you on one of them, you are in good company:

  • 12 against a 2 or 3 — hit. Standing feels safer, but it costs 2–4 debens per 100 bet.
  • Soft 18 against a 9, 10 or ace — hit. 18 looks finished, yet against a ten hitting saves 3.7 per 100.
  • 11 against an ace — hit, don’t double: +14.7 against +12.3.
  • Soft 13–17 against a 5 or 6 — double. Many players never double a hand with an ace in it, and A,6 against a 6 earns twice as much doubled.
  • 9,9 against a 7 — stand on 18: +40.0 against +36.9 for the split.
  • 4,4 against a 5 or 6 — split, thanks to doubling after the split: against a 6, +16.6 against +12.4.
  • 10 against a ten — just hit: doubling turns +2.6 into −0.6.

From the trainer to the table

The trainer uses the same keys as the blackjack tables in the game: H to hit, S to stand, D to double, P to split. At the table you get 15 seconds per move, which is plenty once the chart is in your head. The residents marked AI who fill empty seats play this same basic strategy, so watching them is another quiet lesson.

One thing the trainer can’t show: at the table, after a hit you may hold three or more cards and can no longer double. Then a D in the chart means hit, and Ds means stand.

Questions about the trainer

Does the trainer save my score?

Only your best streak, and only in your own browser. Nothing is sent anywhere.

Why do I get so many 20s?

A pair of tens comes up in almost one hand out of ten. The trainer deals at real frequencies, so you practise what you will actually see.

Why is there no surrender button?

Our table doesn’t offer surrender, so the trainer doesn’t either.

Is the trainer’s answer the best move for my exact cards?

It is the best move for the total, which is what the chart teaches. For a few exact combinations the best play differs by a sliver — 10-2 against a 4 is one — and those slivers are worth a fraction of a deben per 100.

Can I practise on my phone?

Yes. The buttons are big enough for a thumb, and the table fits a 360-pixel screen.

Read next

Basic strategy chart

The right move for every hand at our table, how we calculated it and what it saves.

Read more →

Soft and hard hands

How to tell them apart, why soft hands are played boldly, and the soft 17 and 18 traps.

Read more →

When to split

Every pair against every dealer card, our split rules and what each split is worth.

Read more →

Rules

Card values, the deal, your four moves, the dealer’s rules, payouts and a full round.

Read more →

Ready for real cards?

Sit down at the Scribes’ Table in the Hall of Thoth: the same moves, the same keys, free debens.

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