4. Using Basic Strategy involves a three step process.
1. Determine what cards are in your hand
2. Determine the dealer's up card
3. Using Basic Strategy determine the correct action to take
5. • The idea of Basic Strategy comes from the fact that in a deck of cards there are
16 cards out of 52 that have a value of 10.
• Knowing that there are more tens in a deck of cards means that we can
assume that the dealers hole card is a ten.
• This may seem wrong but it has been proven time and again that in the long
run this is the correct action to take. With this assumption we can determine
which hands the dealer is likely to bust with and which the dealer is going to
have a strong hand.
6. Busted Hands:
The dealer is more likely to bust with hands in which the up card is a two, three, four, five
or six. With the assumption the dealer has a hole card of 10 the dealer must hit all of these
hands and these hands can all bust with a single card.
Dealer Shows
Strong Hand
If the dealers up card is a seven or higher it is assumed the dealer has a strong hand and
won't be hitting. Trying to beat a 17, 18, 19, 20 or even a 21 is going to be difficult and will
require the player to be aggressive.
Dealer Shows
7. Card counting is simply good strategy; you use the information available to yourself and
to everyone else at the table to make intelligent decisions about the best way to play
your hands, and the best amount to bet on any given hand.
That being said, the casinos sure don't like card counting. They reserve the right to
decide who can and can't play at their casino too, and if you're a good card counter who
gets caught, you could easily find yourself "barred" from playing at a given casino.
Luckily for you, we’re encouraging card counting so we won’t be throwing you out.
8. Card counting is a system of keeping track of all the dealt cards in the game in order to
ascertain when the deck favours the dealer and when the player has higher odds.
The odds are determined by the number the counter keeps in his mind. This number is
found by adding or subtracting a definite number to a starting count of zero as the cards
are dealt on the table.
9. In order to convert the Running count into a True count, the counter should divide the result
of the running count by the number of decks left in the game.
For example, if the running count is 12, and there are 4 decks in the shoe left, the player gets
a true count of 3 (12/4=3)
A positive count tells you it's time to bet more as there are high cards left in the deck. In
general, when the true count is higher than 4 there are lots of high cards in the deck and you
should increase the bet and be careful when you hit.
The most difficult part of this count is to predict how many decks are left in the shoe.
10. The process of altering playing cards so that the suit, rank or both are only apparent to
the person marking the cards (or potentially another conspirator),
To be effective, the distinguishing mark or marks must be done on the back of the card
which is normally uniform.
Card marking can sometimes also be called as card bending; it is considered to be the
easiest way to mark probably. A cheater most commonly marks a card by crimping a
corner.
11. These really are about teamwork.
The On Table Swap.
Executing the on-table swap often involves a companion: One partner distracts the dealer
while the other exchanges the cards. These cards can either be switched from another
partners deck on the table, or from a stack of cards you have on you.
Spooking
This is a play where the player has — a "spook" — positioned behind the dealer, most often
seated at another blackjack table on the other side of the pit, which enables the agent to
view the dealer's hole-card when the dealer checks for a blackjack. The "spook" then
signals the player at the table with the hole card information, so that the player may play
his hand accordingly.
13. The Basics
1 Number :
Pays 35:1 12 Numbers: Red or Black:
4 Numbers: Pays 2:1 Pays 1:1 Odd or Even: 6 Numbers:
2 Numbers: Pays 8:1 Pays 1:1 Pays 3:1
Pays 17:1 6 Numbers:
Pays 5:1
14. The Martingale System is the most known Roulette Strategy
To start the Martingale you set a wagering amount. Let’s use £5 for simplicity’s sake. You
place a five pound wager on your bet of choice and continue to place £5 bets until you
lose. Once you lose you will increase your wager to £10. If you win that wager you return
to £5 wagers, if you lose you increase your next wager to £20 and continue to double
your wager until you win.
By doubling your wager after each loss you are guaranteeing that when you do win you
will win back all the money you have lost and you will return back to even.
The wagers climb in value quite quickly and you will need a fairly large bankroll to use
this cheat.
Like any other cheating method this one involves risk.
In this case the risk is monetary instead of criminal.
15. This system is designed to work with Even money wagers like Red or Black, Even or Odd
and High or Low.
This system works by starting with a wager, if you win that wager you reduce the amount
for the next spin as the chance you will win two spins in a row is low. Likewise if you lose a
wager you increase your wager for the next spin as you are more likely to win.
The increase in your wagers is slower than other systems so your bankroll will last longer
and you can stop your session at any point. If you lose your nerve you can quit and not be
down hundreds of pounds in a few spins.
The second advantage is that you can quickly find your bankroll in the positive and you
can again leave the table early and happy. This system relies on a balance between
winning and losing bets which can be difficult to achieve.
16. Making a bet after the time when no more bets are to be taken.
In Roulette late betting refers to placing a bet after the ball lands in a pocket. The player
has to distract dealer's attention to be able either to move the bet to or to place a bet on
the winning number.
Late Betters in Roulette tend to play in teams.
According to most cheating strategies the player who succeeds in placing a late bet and
does not get caught should make a couple more bets (now legal) and then leave the table.
Notes de l'éditeur
While this may be true you will likely break even before you reach nine wagers as the probability of losing 9 consecutive wagers are approximately .0025 for European Roulette.
According to most cheating strategies the player that succeeded in placing a past posting bet and did not get caught is to make a couple of more bets (now legal) and leave the table.