The most mature card counting technique is the hi-lo count. It was developed by the father of card counting Edward Thorpe. The method is still one of the most popular counts and is used by a number of well known players. Counts like Hi-Lo are balanced. Balanced method must divide the running count by the number decks remaining in the shoe. You must be able to estimate the decks remaining and do the division. The makes the count more difficult. Hi-lo also includes modifications to basic strategy at specific points in the count. Some also have betting ramp based on the running count so that you wager more with higher counts. The true count, the initial running count and the betting ramp make the system moderately difficult to use. It is not easy to use all the necessary components of the hi-lo count. The Hi-Lo count may prove too difficult to learn when you are just starting out.
Hi-Opt I count is a more complex version. It is also called the Einstein count, named after its author. Here, the two and ace cards have no value. In addition the aces must be counted separately in a side count. Side counts are additional counts that must be performed along with the main running count.
The easiest count is the Wizard Ace Five card counting system. You must only track the ace cards and five cards. The five is beneficial to the dealer and the ace is beneficial to the player. The running count is the true count, subtracting one for an ace and adding one for a five. The betting ramp is very steep. You may be called upon to place very large bets with this system. This is necessary to take advantage of the odds. However, such a simple count doesn't offer much advantage either. You are not likely to have large winnings, if any at all. Instead, use it to increase your playing time at the table and earn comps from the house.
The KO count is excellent choice to start card counting. It is an unbalanced count. Unbalanced counts generally sacrifice some statistical advantage in order to make the count easier. The KO count is easier than hi-lo because there is no conversion of the running count into the true count. This does away with estimating discards, decks in the shoe and performing division. THe running count is the one and only count you need. The count doesn't begin at zero, but in the negative and exactly where depends on the numbers of decks being used. You may use a two wager system, with the table minimum as low and a high wager of ten time that. However you player could maximize profits with a betting ramp.
Another beginner level count is the Red Seven count. The trick is the black seven has zero value while the red seven subtracts one from the count. The count is not balanced, and needs no true count conversion, meaning less effort at the table. The start of count varies depending on the decks used in the game. The best advantage is achieved when employing a betting to increase the wager as the count increases.
Hi-Opt I count is a more complex version. It is also called the Einstein count, named after its author. Here, the two and ace cards have no value. In addition the aces must be counted separately in a side count. Side counts are additional counts that must be performed along with the main running count.
The easiest count is the Wizard Ace Five card counting system. You must only track the ace cards and five cards. The five is beneficial to the dealer and the ace is beneficial to the player. The running count is the true count, subtracting one for an ace and adding one for a five. The betting ramp is very steep. You may be called upon to place very large bets with this system. This is necessary to take advantage of the odds. However, such a simple count doesn't offer much advantage either. You are not likely to have large winnings, if any at all. Instead, use it to increase your playing time at the table and earn comps from the house.
The KO count is excellent choice to start card counting. It is an unbalanced count. Unbalanced counts generally sacrifice some statistical advantage in order to make the count easier. The KO count is easier than hi-lo because there is no conversion of the running count into the true count. This does away with estimating discards, decks in the shoe and performing division. THe running count is the one and only count you need. The count doesn't begin at zero, but in the negative and exactly where depends on the numbers of decks being used. You may use a two wager system, with the table minimum as low and a high wager of ten time that. However you player could maximize profits with a betting ramp.
Another beginner level count is the Red Seven count. The trick is the black seven has zero value while the red seven subtracts one from the count. The count is not balanced, and needs no true count conversion, meaning less effort at the table. The start of count varies depending on the decks used in the game. The best advantage is achieved when employing a betting to increase the wager as the count increases.
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