I was a basic strategy player for many years but recently decided to learn counting. I started with the Wizard Ace/5 which I liked due to it's simplicity. You only have to count 2 kinds of cards and no running/true conversion the way he describes it. Of course the EV is lacking and it just didn't make sense to not count tens. I shyed away from Hi-Lo and similar counts because that's what everyone seems to do and I did not want to have to count almost every card.
So I wrote my own primitive bj simulator and started playing with some deviations from the Wizard Ace/5. Here is what I came up with (my apologies to anyone who came up with this before but I did not see it when searching online):
A: -1
3: +1
4: +2
5: +2
10-K: -1
All others: 0
Betting progression: if RC > 3 (or TC > 1 if converting)
then bet = previous bet * 1.7
(1,2,3,5,8,14,24,41...)
Otherwise bet = 1
All plays are basic strategy (until indexes are documented).
My simulator program leavs alot to be desired (only handles split to two hands, and seems to have some bugs) but one thing I noticed is that the 1.7 factor on the progression seems to be ideal for a wide variety of other changes that I tried so it might be useful for other counting systems.
I'm wondering how this compares to other strategies like Hi-Lo or Wong halves. While it is 2-level I found it easy to use as you are only counting 5 types of cards. It seems to work very well in live games.
Could someone with a better simulator come up with some index plays for this system?
So I wrote my own primitive bj simulator and started playing with some deviations from the Wizard Ace/5. Here is what I came up with (my apologies to anyone who came up with this before but I did not see it when searching online):
A: -1
3: +1
4: +2
5: +2
10-K: -1
All others: 0
Betting progression: if RC > 3 (or TC > 1 if converting)
then bet = previous bet * 1.7
(1,2,3,5,8,14,24,41...)
Otherwise bet = 1
All plays are basic strategy (until indexes are documented).
My simulator program leavs alot to be desired (only handles split to two hands, and seems to have some bugs) but one thing I noticed is that the 1.7 factor on the progression seems to be ideal for a wide variety of other changes that I tried so it might be useful for other counting systems.
I'm wondering how this compares to other strategies like Hi-Lo or Wong halves. While it is 2-level I found it easy to use as you are only counting 5 types of cards. It seems to work very well in live games.
Could someone with a better simulator come up with some index plays for this system?