CountDrill
Strategy

Blackjack basic strategy

Every hand in blackjack has one right play — not by feel, by calculation. The table that collects all of those plays is called basic strategy, and it is the only thing that separates a game with a house edge of several percent from one with an edge of about half a percent. It is also the prerequisite for card counting: without it, counting is worth nothing.

What basic strategy is

Basic strategy is the play with the highest expected value for every combination of your hand against the dealer's up card, assuming you know nothing about what is left in the shoe.

It is not a formula or a rule of thumb — it is the result of an exhaustive calculation. The first academic work to derive it was published in 1956 in the Journal of the American Statistical Association by four mathematicians in the US Army, who did the calculation on mechanical calculators.

Two points surprise anyone meeting the table for the first time:

The rules the table assumes

There is no single "basic strategy". It follows from the table rules, so a chart is valid only for the conditions it was calculated for. The chart on this page is calculated for the most common conditions:

The conditions

4 to 8 decks · the dealer stands on soft 17 (S17) · doubling after splitting allowed (DAS) · blackjack pays 3:2

A change in the rules changes cells in the table. Two cases worth knowing:

Hard hands

A hard hand holds no ace, or an ace that must count as 1. It is the most common case at the table.

The central logic here is splitting the dealer's cards into two groups:

The famous case is 16 against 10, the worst hand in the game. Basic strategy says to hit, and most players cannot bring themselves to. Both options lose; hitting loses slightly less. It is also the hand where the count changes the decision first.

Soft hands

A soft hand holds an ace counting as 11, so a single card cannot bust it — the ace can always drop back to 1. That changes the decision completely, and it is where players go wrong most.

The classic example: A,7 against a dealer's 9. A soft 18 sounds like a good hand to stand on. But 18 loses to any dealer who finishes on 19 or more, and against a 9 showing that is very likely. Since hitting here costs nothing — you cannot bust — you hit.

The general rule for soft hands: against a weak dealer (3–6) you double a lot, because two advantages combine — the dealer may bust, and you risk nothing.

Pairs and splitting

Two cards of the same rank can be split into two separate hands. Some of the rules here feel wrong and are mathematically right anyway:

The full table

Rows are your hand; columns are the dealer's up card.

Hard hands — no ace, or an ace counting as 1. Under 8 always hit; 17 and above always stand.
Your handDealer's up card
2345678910A
8HHHHHHHHHH
9HDDDDHHHHH
10DDDDDDDDHH
11DDDDDDDDDH
12HHSSSHHHHH
13SSSSSHHHHH
14SSSSSHHHHH
15SSSSSHHHHH
16SSSSSHHHHH
17SSSSSSSSSS
Soft hands — an ace counting as 11, so a single card cannot bust the hand.
Your handDealer's up card
2345678910A
A,2HHHDDHHHHH
A,3HHHDDHHHHH
A,4HHDDDHHHHH
A,5HHDDDHHHHH
A,6HDDDDHHHHH
A,7SDDDDSSHHH
A,8SSSSSSSSSS
A,9SSSSSSSSSS
Pairs — whether to split into two hands. The 10 row covers J, Q and K as well.
PairDealer's up card
2345678910A
A,APPPPPPPPPP
10,10SSSSSSSSSS
9,9PPPPPSPPSS
8,8PPPPPPPPPP
7,7PPPPPPHHHH
6,6PPPPPHHHHH
5,5DDDDDDDDHH
4,4HHHPPHHHHH
3,3PPPPPPHHHH
2,2PPPPPPHHHH

These tables are generated automatically from the same tables the course grades against. This page cannot teach a play that the drills would mark as wrong.

Why it comes before counting

This is not a teaching preference but arithmetic:

Orders of magnitude

Perfect basic strategy cuts the house edge to about 0.5%. Card counting adds on top of that something in the order of another 0.5% to 1%. In other words counting is the smaller addition — and anyone making mistakes in the table loses more than counting will earn them.

There is a cognitive side too. At a real table the count runs in parallel with the decision about the hand, both under time pressure. If the decision still takes thought — rebuilding the table, hesitating — it takes the resource the count needs, and the count breaks. So basic strategy has to be automatic before you start counting, not alongside it.

The practical test is simple: a random hand against a random dealer card, the right decision within a second, without rebuilding the table in your head. Until that is true, there is no point adding a count.

A table cannot be learned by reading

Reading the table takes ten minutes. What takes time is reaching the answer without rebuilding it — which is why the course drills each kind of hand on its own, and only then mixes them all against a clock.

This article is about the mathematics of blackjack and about training a skill. It does not encourage gambling, does not link to gambling sites, and promises no profit. Gambling laws differ between countries and states; check the rules where you live. If gambling is harming you or someone close to you, seek help from a problem-gambling service in your country.