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Blackjack — Count Trainer

Six decks, dealer stands on all 17s, double after split, split to four hands, blackjack pays 3:2. Every decision you make is graded against the basic-strategy table for exactly those rules, and the running count only ever includes cards you can actually see — the hole card joins the count the moment it's turned over.

Running count0
True count0.0
Decks left6.0
Cards seen0
Bankroll$1000
Bet$25
Hands0
Strategy—
Count calls—

Dealer

$5 $10 $25 $100

Call the count

Say the running count at any point and get graded on it. Exact answers only — that's the standard a real shoe holds you to.

Decision log

How Hi-Lo works

Each 2 through 6 counts +1, each 7, 8, 9 counts 0, and each 10, J, Q, K, A counts −1. A fresh shoe is balanced, so a positive running count means the low cards are gone and the tens and aces are still coming — good for you, because blackjacks pay 3:2 and the dealer busts more often standing on stiffs.

Divide the running count by the decks still in the shoe and you get the true count, which is the number that actually matters: +6 with six decks left is barely anything, +6 with one deck left is a different game.

The best-known count-based deviations from basic strategy: take insurance at true count ≥ +3, stand on 16 against a ten at ≥ 0, stand on 15 against a ten at ≥ +4, and stand on 12 against a 3 at ≥ +2. This trainer grades you on plain basic strategy plus the insurance decision — the rest are listed so you know they exist.