Professional Documents
Culture Documents
DeAnna Schabacker
Spring 2006
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Table of Contents
1. Introduction
2. Blackjack
3.1.1 Technology
4. Conclusion
5. Glossary
7. References
*N.B. Many footnotes are definitions of gambling terms. They can also be found in
the glossary.
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1. Introduction
Robin Hood meets the Rat Pack when the best and the brightest of M.I.T’s
math students and engineers take up blackjack under the guidance of an eccentric
cards on M.I.T.’s campus into a ring of card savants with a system for playing
large and winning big. In less than two years they take some of the world’s most
sophisticated casinos for more than three million dollars. But their success also
brings with it the formidable ire of casino owners and launches them into the
seedy underworld of corporate Vegas with its private investigators and other
The preceding comes from the back cover of “Bringing Down the House”, the popular
book of six M.I.T. students who won millions of dollars playing blackjack. This dramatic
account delves into the big money, fast-paced, and dangerous world of the M.I.T. card
counters and their trials, tribulations, and close-calls. Of course, this isn’t the first
instance of individuals making millions from casinos, although perhaps it is the most
flamboyant. Thirty years earlier, Ken Uston made over a million dollars using teams of
card counters in top casinos around the world. He was consequently barred from many
casinos. Many people who have made money from casinos have not been so public with
their successes; there are many more instances and methods of players exploiting an
advantage in order to make money at casinos. It is a story of cheaters and bribers, genius
The examples of cat and mouse moves between the casino and the player lead to
many questions. Is it really possible to make money long term at a casino? Is it possible
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to make enough money to justify the risk that players with an advantage at casinos face?
How do casinos catch these people and why do they put so much effort into doing it?
How does each party attempt to gain an edge? What sort of screening mechanisms do
casinos institute to attract or detract different types of clientele? How successful are
these and what impact does this have on their profits and the profits of the gamblers?
the casino and the individual gambler, have incentives to gain an information advantage
over the other, and thereby increase profits. The casino engages in a selection process in
order to attract players that will be lucrative for the casino, and discourage or catch the
players with an advantage over the house. The gambler may engage in various tactics to
increase his or her odds against the house (become an “advantage player”1). In any
casino, the odds of the games favor the casino; this makes sense since casinos exist to
make profits. However, there are beatable games2 in which various strategies can tilt the
odds to be in the players favor. By doing this and becoming an advantage player, one can
potentially achieve long term profits. This paper focuses on the complicated relationship
between casinos and players, particularly in Nevada, and the ongoing battle to gain an
edge. Blackjack, sometimes also called “21”, is the primary game used in this analysis.
The incentives involved in casino gambling lead to steps and counter moves taken
by both parties in the transaction to gain an information advantage and increase profits.
In general, there are profound information asymmetries between the house and the player.
The obvious one for the player is that he does not know when he will win. He does not
1
Advantage player: An advantage player has a statistical advantage over the house. This can be achieved
through many different methods, some of which are technically cheating and some of which are not.
2
Beatable game: In a beatable game, it is possible to achieve long term positive profits.
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know with what frequency the slot machines will pay, and he does not know what cards
will be dealt at blackjack. He does not know when the dealer will shuffle (the relevance
of this will be explained later). He does not know or understand, in general, the inner
workings of the casino: the security, the surveillance, the policy on winning players, etc.
Similarly, the house does not know the players very well. The casino, initially at least,
does not know who its patrons are. It does not know if they have good skills, poor skills,
an information advantage, or if they are cheaters. The casino doesn’t know if a given
The primary goal of a casino is to achieve profits. The profits that come from
gambling are results of inherent house advantages built into the games. If the casino
cannot protect this statistical advantage, profits will decrease. Casinos, therefore, want to
increase their information regarding their patrons, in order to know which players are not
good for their business. Additionally, there will inevitably be players who would like to
also gain information about the casino, in order to achieve long term profits through
casino games. So what can we expect these players and the casino to do to achieve these
ends?
We expect the casino will invest in screening devices and selection processes in
order to monitor their patrons. While the monitoring costs will reduce profits, we expect
that it will not reduce profits so much as would a lost house advantage. In addition, these
monitoring costs will have positive externalities, such as increased security. We further
expect the casino to take as many precautions to shield themselves from advantage
would also expect that this would be a continuing cycle as the house is required to
On the side of the player, opportunistic behavior should lead to innovation and
willingness to take risks. The large profit potential will make some players risk-
preferring. We expect the players to invent strategies, both legal and illegal, as defined
by the Nevada Revised Statutes, and to take risks in order to gain an advantage over the
house. We expect advantage players to disguise their advantage and sometimes their
identities, making it more difficult for the house to detect them, which creates an adverse
selection problem.
The Nevada Gaming Commission and the State Gaming Control Board are the
a part-time agency that writes the state's gambling rules and grants or denies gaming
licenses. The Gaming Control Board is a full-time agency that administers the state's
Gaming Control Act and its corresponding regulations. It further protects the stability of
the gaming industry through licensing and enforcement of laws and regulations, collects
gaming taxes and fees, and conducts investigations (Simpson 2002). The taxes and fees
are an essential source of state revenue. The commission also crafts and enacts new
Persons, the 42-year-old list of people barred from entering the state's casinos, popularly
called the Black Book. Regulators also deal with technology and social issues involved
imperfect market behavior: adverse selection, high monitoring costs, and hidden action.
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The casino and the player in the transaction have an incentive to do whatever it takes in
order to gain an information advantage and attain profits. The Nevada Gaming
Commission and the Gaming Control Board regulate the Nevada gaming industry by
writing and enforcing the Nevada Revised Statutes, collecting taxes and fees, and in
general, promoting industry stability. The advantage-seeking player, the casino, and the
In the last two decades, casino gambling has increased dramatically in popularity
to become a major industry within the United States. Today, casino gambling is legal in
29 states and generated annual revenue of $40 billion dollars in 2001. Nevada was the
first state to legalize gambling in 1931, followed by New Jersey in 1976. There are two
types of casino: tribally owned and publicly traded private corporations (Garrett 2003, 4).
Corporate casinos are taxed and regulated by the state; however, tribal casinos are
sovereign entities from the state. This is relevant because the multi-billion dollar casinos
in Las Vegas and Atlantic City are corporate casinos. They pay money to the state and
are subject to the laws of the state. The 1990s saw an increase in the number of states
with legalized gambling, the primary reason being that states saw the casinos as potential
In 2004, 26% of Americans 21 and older gambled at a casino; this is 53.6 million
Americans that made at least one trip to a casino to gamble (Harrah’s survey 2004). The
greatest proportion of casino gaming revenue comes from slot machines and other
gaming devices (such as video poker); in 1998, 65.3% of Nevada’s gaming revenues
came from slot machines and 30.6% came from table games (Eadington 1999, 177).
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Seventy-five percent of casino gamblers play the slot machines and 13% play table
games. Table games include blackjack, craps, and roulette. Blackjack is the most
common table game played, accounting for nearly ¾ of all table gaming (Harrah’s survey
2004, 21). These numbers show that casino gaming is huge business and big money,
especially slot machines and blackjack. A lot of money can be made or lost at these
games.
For casino games, the house advantage can be measured with a probability
analysis of the game. Some games are fixed odds game (e.g. normal slot machines) and
some games have elements of strategy (e.g. blackjack). In slot machines (at least those
without progressive jackpots3, like some video poker machines), the odds are fixed and
progressive jackpots, the house advantage changes as the size of the prize changes
(Eadington 1999, 178). In a typical slot machine, the house advantage is 5% (i.e. most
slot machines pay out about 95% of the money that is put into them) and for blackjack
the house advantage is between 1-2%, usually closest to 1.4% (Eadington 1999, 179).
That is to say that when a gambler makes 1000 bets on a slot machine, she can expect to
be down4 50 bets on average. So if Gambler A is playing a one dollar slop machine and
she plays 1000 times, she should lose $50 on average. Of course, she could win or lose
any amount, but in the long run, she should expect to lose $50 for every 1000 spins of the
slot machine. Similarly, a blackjack player who utilizes the perfect “basic strategy”5,
3
Progressive jackpot: A game in which the jackpot keeps growing as people play until someone wins.
Once it is large enough, the ratio between the money put in the machine and the expected pay-off makes it
a positive expectation game.
4
Down: To be “down” x amount of dollars since time y means that a player has lost $x since time y.
5
Perfect basic strategy: Set of rules in blackjack of the mathematically best plays given every possible
scenario. Appendix A show s a basic strategy chart and describes its use.
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which will be discussed later, can expect to be down 14 bets after 1000 hands played.
Under normal conditions, both of these games are negative expectation games; that is,
one can expect to see negative profits from playing them in the long run. However, when
perfect basic strategy is used, blackjack has a much smaller house advantage than slot
machines.
2. Blackjack
In casino blackjack, a player is dealt two cards, with the goal being that the total
value of the cards comes as close as possible to 21 without going over. If the player’s
cards are closer to 21 than the dealer, he wins. If the cards go over 21, the player has
“busted”6 and automatically loses; the dealer can also bust. All cards (2-10) have a value
equivalent to their face value. All kings, queens, and jacks have a value of ten. Ace has a
value of one or eleven. The player acts before the dealer. On his turn, the player may
“hit” (take another card) or “stand” (not take another card and stay on the amount he has
now). If a player is dealt two of the same cards, he may “split” them and have a bet on
each hand. Also, a player may elect to “double down” after he is dealt his first two
cards; this involves doubling his bet and he may only receive one more card. If the
player’s first two cards contain an ace and a ten (any king, queen, jack, or ten), it is
known as “blackjack” and the player wins one and a half times of his bet (commonly
denoted as 3-to 2 payout). If the dealer is showing7 an ace (that is, the up-card that is
Insurance is a side bet of half the amount already bet, betting that the dealer has a ten-
value card facing down, thus giving him blackjack. If he has blackjack, the player loses
6
Bust: The total face value of the cards held is over 21.
7
Showing: Showing refers to the up-card that is visible to everyone at the table.
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his initial bet, but wins the side bet, so is then even. If the dealer does not have
blackjack, the player loses the side bet. One further option available at only some games
of blackjack is the option to surrender. Surrendering means that the player does not think
he can win given his cards and the visible dealer’s card, and is therefore willing to lose
half of the bet and not risk losing it all. This is a good option when the dealer is showing
a ten and the total of the player’s cards is 15 or 16; the player most often loses in this
scenario. The dealer must play according to predetermined rules, which vary from casino
to casino, but usually involve drawing8 to 17 (i.e. she must hit on 16 or less). If there is a
tie (the dealer and player have the same amount) it is considered a “push”, and all bets are
The player has several advantages over the house in blackjack. First, he doesn’t
have to play according to pre-set rules, as the dealer does. This flexibility is an
advantage. In addition, the pay-off for getting a Blackjack (21 with the first two cards) is
3-to-2 (he wins back 150% of his bet). However, the house advantage is more
significant: the house always wins if the player busts, even if the dealer busts also. If the
player played the exact same way as the dealer (i.e. following the same predetermined
rules), both the dealer and the player would bust about 9% of the time, thus giving the
house a 9% advantage. However, given the Blackjack 3-to-2 pay-off and the fact that
players do not have to (and hopefully they don’t) play just like the house, this
disadvantage can be much smaller. Using perfect basic strategy, the disadvantage can be
closer to 1 to 2 percent (Sklansky & Malmuth 1998, 10). Of course, this is not good
enough to achieve long term profits; to become an advantage player, other strategies must
8
Drawing: This involves taking another card to try to increase the value of the hand.
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be adopted.
In 1962, Edward O. Thorp, a young MIT physics professor, developed the first
basic strategy for blackjack. Using computer analysis he determined the mathematically
correct play based upon the dealer’s up-card (the card that is showing) and the cards held
by the player. Since this early break-through in blackjack strategy, many other have used
computers to analyze the basic strategy. In short, basic strategy involves when to hit,
stand, double down, and split, based on the dealer’s up-card and the cards in the player’s
hand. Appendix A illustrates the basic strategy. This strategy also recommends to never
buy insurance. Insurance is basically a bet that the dealer’s down-card is a ten and the
casino is giving the player 2-to-1 odds on that bet. The true odds that the dealer has a ten
are 2.5-to-1, so it is always a bad bet unless the player has some extra information.
relevant to know that the basic strategy of blackjack does have some variations,
depending on the number of decks in use and the specific rules of the game. These
strategies were developed using millions of computer simulations, until it was clear what
the “correct” play was. It is not the case that every hand stands to win by using this
strategy, however, that it is the play that should lose the least in the long run (some hands,
like 14 versus the dealer’s shown 4 will always lose money whether the player hits or
stands; but if the player stands, he will win about 40% of the time, whereas by hitting, he
will win less). Clearly, a lot of work has been done to try to gain a statistical advantage
The house has a long term statistical advantage over a blackjack player, even if he
utilizes a perfect basic strategy, as was mentioned earlier. In order to tilt the odds into the
player’s favor, he may adopt various strategies. There are many different ways to gain an
advantage; some are considered cheating (like marking the cards) and some are not
technically cheating, but are frowned upon by the casino, like card counting. These
methods are utilized by some blackjack players in response to the incentives of the game.
A player that is able to gain an information advantage about the cards will possibly be
able to win money in the long run, whereas a player without this advantage will lose
money. The casino, in turn, has an incentive to keep players from engaging in these types
of behavior, which threaten to reduce profits. The house needs to maintain its statistical
The cards that have already been played affect a player’s odds. If more low cards
(2-6) and fewer high cards (aces and ten-value cards) have not shown up early in the
deck, the deck is obviously richer9 than normal; that is there is a greater proportion of
tens and aces left in the deck. Since blackjack is a nearly even game when the player
engages in perfect basic strategy, this information advantage gives the player an
important and profitable edge. There are some advantages to a rich deck even if one isn’t
aware of it. Since there are more high cards in the deck, there will be more 20s and
blackjacks. Of course, that means that the dealer will get more also; but the dealer will
not get paid 3-to-2 for blackjacks as the player will. The player will come out ahead if
the dealer and player constantly trade blackjacks. Furthermore, the options of doubling
down and splitting are more lucrative when there are more high cards in the deck.
9
Rich: A rich deck is one in which a higher proportion of high cards remains.
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Of course, being aware of whether the deck is rich or not, gives the player even
more advantages. A card counter should deviate from basic strategy based on the count
of the deck. The basic strategy is sometimes not the proper strategy use, since the deck is
not always the same. If the deck is rich, the player can choose to not hit stiffs (cards
totaling 12-16), even though basic strategy says he should, because there is a higher
chance a ten will be dealt and he will bust. For example, if the player was dealt a 15 and
the dealer had a 5 showing, he is still an underdog to win, even by making the correct
basic strategy play of staying. However, if the deck is rich, he may actually be a favorite
to win the hand; since it is more likely the dealer has a 10 as his down card and will hit a
ten and bust. In addition to deviations from basic strategy, the player should bet more
when she knows that the deck is rich, especially when it becomes very rich, in order to
exploit this advantage as much as possible. By the same token, when the deck is very
poor (significantly more low cards left than high cards), she should bet as little as
possible; in order to minimize the disadvantage. Another important strategy change has
to do with insurance. It is a bad bet unless the remaining cards contain at least one-third
tens (Sklansky and Malmuth 1998, 27). When the deck becomes rich, it contains a higher
proportion of tens than this and buying insurance then becomes the correct play, since it
is much more likely than normal that the down card is a ten.
There are many variations of card counting systems. The first concept of
counting included forming a ratio between the number of tens and non-tens left in the
deck; this is called a ten count strategy. In a single deck there are 36 non-tens to 16 tens,
which give a ratio of 2.25 (Thorp 1962, 103). Thorp included strategy tables showing at
what ratios one should deviate from basic strategy and tables showing what changes in
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bet size were appropriate to each ratio. The ten count strategy, however, was too difficult
for most people, especially when multiple decks came into play. A new and easier
strategy was developed, called the “Point Count”. There are many variations of this
approach, but the most widely used one is the High-Low Count. This count simply adds
a 1 for each card dealt 2-6, subtracts 1 for every ace of ten-value card, and 7-9 count as
zero (or simply, can be ignored) (Sklansky and Malmuth 1998, 29). The significance of
the count depends on the rules of the particular blackjack game and the number of decks
in use. For example, a count of +3 in a single deck indicates a nearly 1% advantage for
the player. However, in a shoe10 game where there could be many more decks in play, +3
may not mean much, and will need to be higher before there is a real advantage (how
high, of course depending on the number of decks in the shoe and the specific rules of a
given game).
There are several very important components of a card counting strategy. The
needs to maximize this advantage. The amount to bet depends on the number of decks in
use, the size of the advantage, and, very importantly, what kind of a spread in bet size the
casino will tolerate. The swings in bet size are the biggest tip-off to the casino that a
player is counting cards. Another extremely important factor is for the card counter to
find a game that she can be successful at. Most importantly is the penetration11 into the
shoe before shuffling. If the penetration is deep, the card counter has a sizable advantage
because the deeper the penetration, the more accurately the card counter can estimate the
10
Shoe: A set of a given number of combined decks.
11
Penetration: The penetration of the deck or shoe refers to how deeply the dealer deals before shuffling
again.
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A single card counter can be caught if he varies his bets too much or makes
obvious and profitable variations from basic strategy too often. Since the casino has their
eye out for possible card counters, a successful card counter will have to be discrete. A
popular form of card counting involves teams of card counters. This has several
advantages: pooling together a bank roll, more players even out losses and increase
profits, and a team can use the “big bettor” strategy (Julian 2005, 166). In the big bettor
system, one team member sits at a table making small bets and counting the deck. When
the deck becomes favorable, he signals the big-bet player who then sits down and makes
huge bets into a favorable deck. Nothing seems suspicious because no one has changed
their bets. Between March 1974 and June 1976 Ken Uston and his team of card counters
made over one million dollars from various casinos in Las Vegas, Europe, and South
America using this system (Uston 1977, 1). He was barred from at least eight of the
major Las Vegas casinos; a poignant example of the casino’s desire to exclude advantage
players from playing at their tables. However, the consensus in recent years is that the
big bettor strategy has been overused and is carefully watched for by casinos (Sklansky
money, it is in fact very difficult. In order to card count successfully, a player must have
a perfect command of basic strategies for all rule variations and shoe sizes. In addition,
he must memorize large tables of numbers and be able to count the cards accurately and
quickly, while appearing to be a casual player. Card counting also does not remove the
variance; there will still be large down swings, however, there will be a small long term
1.5%. Also, a very important factor now is avoiding being caught by the casino
personnel; they can ask a card counter to leave, bar him from returning, or simply shuffle
the deck every time he increases his bet, thus removing any advantage.
Aside from card counting, there are yet more strategies developed by players
seeking to gain an information advantage and attain profits. The monetary incentives
have led to a great deal of innovation. One of the oldest and simplest strategies involves
marking the cards in some way (known as card crimping) in order to be able to identify
what card the dealer has, what card is on top of the deck, and what cards other players at
the table have. This is largely ineffective today, however, because decks are changed so
often. In addition, this tactic is rather easy to spot and is decidedly illegal. Another
strategy is known as “ace tracking”. It involves memorizing the exact order of a few
cards that are placed in the discard pile before an ace in a deck. If the shuffle is simple
enough, if and when these cards appear together again, an ace is likely soon to follow.
One can then adjust strategy and bets accordingly. Another example is called
“Spooking”. This involves reading the dealer’s down card from behind as the dealer
checks to see if he has blackjack. Someone stands behind the dealer (normally sitting at
another table) and is able to see the down-card at the same time the dealer sees it. He
then signals his partner and the player plays the hand appropriately (Sklansky and
Malmuth 1998, 55-57). There are many other examples of simple strategies such as
these, but these few serve as good examples of the types of innovation created and risks
forms of corruption are likely to emerge, on the part of the casino or the player. There
have been cases in which some players began to bribe dealers. A player may tip up to
half of their profits, in order to get help from the dealer. A tipped dealer may signal the
player whether he has a large or small card underneath a ten-value card, play fewer decks,
or signal a player that his table is not favorable because he is being monitored closely,
etc. (Gambling Times). The dealer here is also acting on incentives; if the player is
gambling, “Cheat” means to alter the elements of chance, method of selection or criteria
which determine:
Given this, what is cheating in blackjack? In Sheriff v. Martin the Nevada Supreme
Court ruled that card crimping is illegal because it changes a crucial characteristic of the
game; however, card counting is not illegal because it does not alter any basic features of
the game, but the counter is using information that is available to everyone (Julian 2005,
175).
Other court cases have arisen on behalf of the card counter, claiming
discrimination. Casinos sometimes ban known card counters from playing in the casino.
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The M.I.T. card counters were banned from several casinos and Uston was banned from
at least eight. During the 1970s, Uston had $85 million in lawsuits pending against the
casinos that had barred him. These lawsuits were largely unsuccessful, especially in
Nevada. Since casinos are privately owned and on private property, they have the right to
determine who plays. Some have claimed that since casinos pay a lot of state taxes, the
government has an interest in not seeing casinos fail and legislation is usually in their
With Uston’s success, a new era in casino blackjack began: the casinos became
aware of the huge losses they could suffer to advantage players. As was earlier
making $100 bets at a blackjack table for 2 hours, estimating that 100 hands can be dealt
in this time. The casino will on average make $100*100*.015, which is $150. It is also
important that most players will not play with a perfect basic strategy, and this number
would increase. Now, if a card counter can increase their odds of winning to 2%, the
casino will lose $100*100*-.02, which is $200. The casino expected to make
approximately $150 off of the player; however, they end up losing $200. Of course, if
there is more than one player, making much bigger bets, and playing much longer, the
casino can lose a lot of money. In addition, the casino may inadvertently comp the card
counter(s), thus increasing their losses even more to advantage players. So what have
Casinos have implemented many strategies to counteract card counters and other
advantage players; for example, more decks in the shoe, less penetration through the
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shoe, continuous shuffling shoes, shuffling at will, changing and regulating minimum and
maximum wagers, etc. (Julian 2005, 169). In addition, casinos have implemented high
cost security systems, advanced surveillance technology, face recognition systems, and
computers at table games (Mindplay). Clearly, the casino believes preventing advantage
players from being able to play is worth a great deal of effort and money. Their
incentives are monetary, as well, and they need to screen the players that are allowed to
play.
Given the large amounts of money involved, casinos have a strong incentive to
monitor and understand the behavior of their patrons and gain an information advantage.
This information edge allows a casino many favorable options that would otherwise not
be available to them. The casino would be able to recognize advantage players and
cheaters, as well as normal players who are favorable to the casino. The casino could
then take appropriate actions. Unfortunately for the casino, the player has more
information about herself than is immediately available to the house. This information
asymmetry leads the casino to invent and utilize various methods to screen and select
players.
The casino seeks to identify and reward patrons they want to keep and to attract
new ones. Casino marketing is largely dependent on knowing who to advertise to and
what their most popular games are, etc. Favorable players make money for the casino and
the casino wants to encourage their patronage; this is commonly done through
complimentary goods and services, known as “comps”. Comps can range from a t-shirt
for a “low-roller” to a penthouse suite for a high-roller. On average, casinos spend 21%
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of their adjusted gross income on comps (Garrett 2003, 7). In order to best distribute
these comps, casinos need to know how much revenue the player is bringing into the
casino; this is done through player tracking systems (Eadington 1999, 180). Slot players
are typically encouraged to sign up for “slot clubs” where they are able to accumulate
points which can are redeemable for prizes (comps). These clubs encourage customer
loyalty; but more importantly, provide the casino with valuable information on the
players, including frequency and length of play, handle (total amount of money wagered),
and amounts won or lost. This is helpful for marketing purposes and for the selection
3.1.1 Technology
especially important in variable odds table games, like blackjack, where an advantage
player or cheating player can beat the house. The casino cannot risk accidentally
money and offending customers. One recent innovation to help casinos monitor table
games is a computer system built into the gaming table which is able to scan all the cards
dealt and the money wagered. One version of this system is called MindPlay. According
to an article from USA Today, some casinos in Las Vegas invested in blackjack tables,
called MindPlay tables, with miniature built-in sensors, which tracks both the card being
played and the betting chips. MindPlay technology increased the information available to
the house about the players; they could more easily weed out counters and more
accurately reward big players with comps. This is an example of the casino using a
were filed against the Nevada Gaming Control Board and a few casinos to stop Nevada
casinos from using MindPlay. The lawsuit claimed that the system limited the Blackjack
player’s chances of winning. Furthermore, the dealers and pit bosses used the system to
detect when the deck was favorable for the players and promptly reshuffled. The Nevada
Revised Statutes on Use of Device for Calculating Probabilities says: It is unlawful for
any person at a licensed gaming establishment to use, or possess with the intent to use,
marks the cards and tracks them, it seems to be against Nevada state laws to use this
system. Particularly in the case where preferential shuffling is done in response to the
count given by MindPlay. As of May 2005, the attorney for Nevada Gaming has
announced that MindPlay has been approved by Gaming, but subject to at least two
significant restrictions:
2. Any information regarding the "count" of the cards is subject to an eight hand
delay.
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The eight hand delay would keep the casino from preferential shuffling; however, the
their patrons is a face recognition security system. Faces are captured by the casino’s
cameras and are then compared to databases of known cheaters and card counters. If a
match is made, the casino will either eject the person, or monitor their every move.
These expensive high-tech systems are “A tool for us to identify people who could
possibly come in and take advantage of our casino,” according to one Trump casino
One method the casinos use to combat card counting is increasing the number of
decks in the shoe. This makes it more difficult for the card counter to estimate where the
deck is the most favorable, particularly if the penetration is shallow. The dealer may also
only penetrate a short way into the stack before reshuffling; again, this is so the counter
cannot have a very good idea of where their good cards are going to be. Shallow
penetration through a shoe is a very effective means of taking the advantage away from
card counters.
The casino may implement a flat betting rule or a bet cap on the gambler
suspected of card counting. The casino forbids the player to increase or decrease the bet
size significantly. This takes away a large advantage available to card counters. Since
card counters are normally able to increase their bet proportionally or more to their
advantage, the advantage pays off. In addition, when the card counter has a disadvantage
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taking away their betting spread, the card counter has lost a great deal of his edge.
Preferential shuffling is when a dealer shuffles the deck because it has been
detected to be favorable to the player. This can simply happen if the dealer is instructed
to shuffle when a lot of low cards have been dealt early and to deal an extra round when a
lot of high cards are dealt first. It can also occur when a player is suspected of card
counting; either because of changes in bet size or because peculiar plays that are
characteristic of card counting have been made. In addition, preferential shuffling can
and has occurred when systems such as MindPlay detect a rich deck.
In some single deck or small shoe games, casinos may offer a 6-to-5 payout for
blackjacks, instead of the standard 3-to-2. While single deck games are easier for card
counters to keep track of, this reduced blackjack payout shifts the odds heavily towards
the house. The decreased pay-out for blackjack cancels out any advantages of having a
4. Conclusion
In the casino gaming industry, the monetary incentives lead to an on-going battle
between the casino and players seeking long-term profits. Especially in variable odds
games, like blackjack, both parties have evolved, adapted, and innovated over the years
counters and Ken Uston illustrate the most striking and well-known examples of
well as to many others, casinos have and continue to change their games, rules, and
screening processes in order to maintain large positive profits. These changes have
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profoundly affected the game of blackjack and have made it much more difficult for the
average card counter or any other type of advantage player. However, as the past has
shown, the huge profit potential will drive players to develop new ways to beat the house
and gain long term statistical advantages. By the same token, the casino will continue to
engage in the screening and selection processes, particularly through technological and
Advantage player: An advantage player has a statistical advantage over the house. This
can be achieved through many different methods, some of which are technically
cheating and some of which are not.
Basic strategy: Set of rules in blackjack of the mathematically best plays given every
possible scenario.
Beatable game: In a beatable game, it is possible to achieve long term positive profits.
Bust: The total face value of the cards held is over 21.
Double down: This involves doubling the initial bet and then receiving only one more
card.
Down: To be “down” x amount of dollars since time y means that a player has lost $x
since time y.
Drawing: This involves taking another card to try to increase the value of the hand
Handle: Total amount wagered.
Hard hand: Where any ace in the hand would have to be counted as one.
Hit: To accept another card.
Insurance: Insurance is a side bet of half the amount already bet betting that the dealer
has a ten-value card facing down, thus giving him blackjack. If he has blackjack,
the player loses his initial bet, but wins the side bet, so is then even. If the dealer
does not have blackjack, the player loses the side bet.
Penetration: The penetration of the deck or shoe refers to how deeply the dealer deals
before shuffling again.
Progressive jackpot: A game in which the jackpot keeps growing as people play until
someone wins. Once it is large enough, the ratio between the money put in the
machine and the expected pay-off makes it a positive expectation game.
Push: When the player and dealer have the same amount (i.e. there is a tie) and all bets
are returned to the player.
Rich: A rich deck is one in which a higher proportion of high cards remains.
Shoe: A set of a given number of combined decks.
Showing: Showing refers to the up-card that is visible to everyone at the table.
Soft hand: Where the hand contains an ace and the total is not over 21 even if the ace is
counted as eleven.
Split: If a player is dealt two of the same cards, he may “split” them and have a bet on
each hand.
Stand/Stay: To not take another card and stay on the value currently held.
Stiff: A hand totaling 12 through 16.
Appendix A
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H Hit
S Stand
D Double if allowed, otherwise hit
Ds Double if allowed,otherwise stand
P Split
H/P Split if you can double after split,otherwise hit
H/R Surrender if allowed,otherwise hit
P/RSurrender if allowed, otherwise split
S/RSurrender if allowed,otherwise stand
The chart above is a basic strategy for a muliple deck game in which the dealer
must hit on soft 17. A soft hand is where the hand contains an ace that can be 1 or 11,
with out equaling or going over 21. To use a basic strategy chart, one simply needs to
match up the cards he is holding and match it with the visible dealer card, and act
appropriately. This chart represents the mathematically correct play for every given set
of cards.
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