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Balanced Count
 

REMAINING DECKS

HAND
8
7
6
5
4
3
2
1
5
12 vs. 4; 16 vs 10
6
8
10
12
14
16
18
19
20
12 vs 6; 13 vs2; 9vs3
-3
0
3
6
9
12
15
18
19
12 vs 5; 13 vs 3; 10vs9
-11
-7
-3
1
5
9
13
17
18

Bear in mind that the above table applies to any game, be it an eight deck shoe or single deck! Your different starting counts for the different games automatically take care of that.

Here's how to use the table. With all the hit/stand hands, stand if your running count equals or exceeds the index number for how many decks remain at the moment -- and hit if it's less. With 9 vs. 3 and 10 vs. 9, double if your running count equals or exceeds the index -- otherwise just hit it.

So how much is this combination of true fudging and true count moding going to be worth to you? Since balanced counts of equal card tag complexity outperform their unbalanced counterparts by only about .OS% or so, it would be impossible to gain more than that. From the many simulations We've run, our feeling is that just fudging the high count hands and true count moding 16 against a 10 should be worth probably .03%. That would mean if you're a $10-to-$100 spreader in a six deck game, it'll either earn or save you about 65 cents an hour. It's up to you as to whether you want to give yourself that potential pay raise.
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Bet
 
To start the action in a hand by being the first one to place money into the pot in a betting round. Although you are in a sense betting whenever your money goes into the pot, your action is called a bet only if you are the first person to place money in the pot during a round.
 
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