Blackjack Strategy Drills
Quick-fire practice on the hands players get wrong. One decision per hand, graded instantly with the reason.
Clear a spot by getting it right three times in a row and it retires. To work on the hands you miss in real play, open the blackjack strategy trainer and its Stats.
Practice blackjack decisions until they’re automatic
Each drill deals one hand against a dealer upcard and asks for your play. You see the correct play and the reason straight away. A hand counts as mastered once you get it right three times in a row, and your progress saves on this device.
Drills use the same rules as the blackjack strategy trainer: 6 decks, dealer hits soft 17, double after split and no surrender by default. Change them with the rules button on the table above, and every answer follows.
All blackjack drills
- Common mistakes drill The 20 decisions players get wrong most often.
- Stiff hands drill Hard 12 to 16 against every dealer upcard.
- Soft hands drill A,2 to A,8: when to double, stand or hit.
- Pair splitting drill 2s, 3s, 4s, 6s, 7s and 9s.
- Doubling drill Every hard 9, 10 and 11 you should double.
- Surrender drill Late and early surrender spots.
- Illustrious 18 drill Hi-Lo index plays at a stated true count.
- Fab 4 surrender drill The four surrender index plays.
- Custom drill Build a drill from any cells of the strategy chart.
Why short, focused drills work
Many of the hands players get wrong are ones they rarely see. You can play for hours before a pair of nines lands against a dealer 7 or a soft 18 against a 3, and by then the chart you read is a blur. A drill deals only the kind of hand you chose, one decision at a time, so you face the same tough spots again and again in a few minutes.
Three in a row, not once
One right answer can be a lucky guess. A spot only counts as mastered after three correct answers in a row, and a miss sets that streak back to zero. Mastered spots stop coming up, so your time goes to the hands you still get wrong.
Mixed order
Each round through a drill shuffles the spots you have not mastered yet, and a hand you miss comes back a few hands later rather than straight away. You cannot answer from the pattern of the last hand. You have to read your cards and the upcard every time, which is exactly what a real table asks of you, and similar hands dealt side by side teach you to tell them apart.
The reason, right away
A wrong answer shows the right play and why while the hand is still in front of you, and says when a common rule would change it. A reason gives you something to remember besides a colored square on a chart.
What each drill teaches
Every example here assumes the default rules: 6 decks, dealer hits soft 17, double after split, no surrender.
Common mistakes
Twenty spots from every part of the chart where the right play feels wrong. It is the best place to start if you already know basic strategy roughly. The classic: soft 18 (A,7) against a 9. Most players stand because 18 sounds like a good total. The right play is to hit. Against a 9 the dealer finishes on 19 or better often enough that 18 loses more often than it wins, and a soft hand cannot bust on the next card.
Answer key
Every spot in this drill with its right play, from the same chart the drill grades with, for six decks with the dealer hitting soft 17 and double after split. Other rules change some answers; the drill always grades the rules you set.
| Your hand | Dealer shows | Play |
|---|---|---|
| soft 18 (A,7) | 2 | Double |
| soft 18 (A,7) | 3 | Double |
| soft 18 (A,7) | 9 | Hit |
| soft 18 (A,7) | 10 | Hit |
| soft 18 (A,7) | ace | Hit |
| hard 12 | 2 | Hit |
| hard 12 | 3 | Hit |
| hard 13 | 2 | Stand |
| hard 16 | 10 | Hit |
| hard 16 | 7 | Hit |
| hard 15 | 10 | Hit |
| hard 11 | 10 | Double |
| hard 11 | ace | Double |
| hard 9 | 2 | Hit |
| soft 17 (A,6) | 2 | Hit |
| 9,9 | 7 | Stand |
| 9,9 | 9 | Split |
| 8,8 | 10 | Split |
| 10,10 | 6 | Stand |
| 4,4 | 5 | Split |
Stiff hands
Hard 12 to 16 against every dealer upcard, 50 spots. Every stiff hand is a long run loser whatever you do, so the goal is to lose as little as possible. The pattern is to stand against a 2 to 6 and hit against a 7 to an ace, and the drill makes you face the exceptions. The classic: hard 12 against a 3. Players stand because the dealer shows a small card. The right play is to hit: only a ten-value card busts a 12, and a dealer 3 busts less often than a 4, 5 or 6.
Answer key
Every spot in this drill with its right play, from the same chart the drill grades with, for six decks with the dealer hitting soft 17 and double after split. Other rules change some answers; the drill always grades the rules you set.
| You | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | A |
|---|---|---|---|---|---|---|---|---|---|---|
| 12 | H | H | S | S | S | H | H | H | H | H |
| 13 | S | S | S | S | S | H | H | H | H | H |
| 14 | S | S | S | S | S | H | H | H | H | H |
| 15 | S | S | S | S | S | H | H | H | H | H |
| 16 | S | S | S | S | S | H | H | H | H | H |
H hit, S stand, D double, P split, R surrender. Dealer upcards run across, your hand down.
Soft hands
A,2 to A,8 against every upcard, 70 spots. With an ace counted as 11, one card cannot bust you, which makes soft hands the place to double against a weak dealer. The classic: soft 17 (A,6) against a 3. Players stand on 17 or just take a card. The right play is to double. Standing on 17 only wins when the dealer busts, and soft 17 cannot bust on the one card a double gives you.
Answer key
Every spot in this drill with its right play, from the same chart the drill grades with, for six decks with the dealer hitting soft 17 and double after split. Other rules change some answers; the drill always grades the rules you set.
| You | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | A |
|---|---|---|---|---|---|---|---|---|---|---|
| A,2 | H | H | H | D | D | H | H | H | H | H |
| A,3 | H | H | H | D | D | H | H | H | H | H |
| A,4 | H | H | D | D | D | H | H | H | H | H |
| A,5 | H | H | D | D | D | H | H | H | H | H |
| A,6 | H | D | D | D | D | H | H | H | H | H |
| A,7 | D | D | D | D | D | S | S | H | H | H |
| A,8 | S | S | S | S | D | S | S | S | S | S |
H hit, S stand, D double, P split, R surrender. Dealer upcards run across, your hand down.
Pair splitting
Always split aces and eights, and never split fives or tens. Those four take seconds to learn, so the drill leaves them out and deals the six pairs that need a real decision, 2s, 3s, 4s, 6s, 7s and 9s, against every upcard: 60 spots. The classic: 9,9 against a 7. Players split because they split nines against most cards. The right play is to stand: a dealer 7 often finishes on 17, and your 18 already beats it.
Answer key
Every spot in this drill with its right play, from the same chart the drill grades with, for six decks with the dealer hitting soft 17 and double after split. Other rules change some answers; the drill always grades the rules you set.
| You | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | A |
|---|---|---|---|---|---|---|---|---|---|---|
| 2,2 | P | P | P | P | P | P | H | H | H | H |
| 3,3 | P | P | P | P | P | P | H | H | H | H |
| 4,4 | H | H | H | P | P | H | H | H | H | H |
| 6,6 | P | P | P | P | P | H | H | H | H | H |
| 7,7 | P | P | P | P | P | P | H | H | H | H |
| 9,9 | P | P | P | P | P | S | P | P | S | S |
H hit, S stand, D double, P split, R surrender. Dealer upcards run across, your hand down.
Doubling
Every hard 9, 10 and 11 that should be doubled, 22 spots. A missed double never feels like a mistake, because you still play the hand, but it leaves money behind on the hands where you have the edge. The classic: hard 11 against a 10. Players just hit because the dealer shows a ten. The right play is to double. An 11 makes 21 with any ten-value card, and under the default rules you double it against every upcard, an ace included.
Answer key
Every spot in this drill with its right play, from the same chart the drill grades with, for six decks with the dealer hitting soft 17 and double after split. Other rules change some answers; the drill always grades the rules you set.
| You | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | A |
|---|---|---|---|---|---|---|---|---|---|---|
| 9 | H | D | D | D | D | H | H | H | H | H |
| 10 | D | D | D | D | D | D | D | D | H | H |
| 11 | D | D | D | D | D | D | D | D | D | D |
H hit, S stand, D double, P split, R surrender. Dealer upcards run across, your hand down.
Surrender
Surrender ends the hand for half your bet, and it is the right play whenever a hand would lose more than half the bet on average. It only exists at tables that offer it, so this drill opens once you turn surrender on in the rules. Late surrender with the default rules gives seven spots; early surrender adds more. The classic: hard 16 against a 10. Players either stand and hope or never surrender because it feels like quitting. With late surrender, surrender it. Without surrender, hit.
Answer key
Every hand that surrenders under late surrender, with the play against every dealer upcard. Your own rules may change some answers; the drill always grades the rules you set.
| You | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | A |
|---|---|---|---|---|---|---|---|---|---|---|
| 15 | S | S | S | S | S | H | H | H | R | R |
| 16 | S | S | S | S | S | H | H | R | R | R |
| 17 | S | S | S | S | S | S | S | S | S | R |
| 8,8 | P | P | P | P | P | P | P | P | P | R |
H hit, S stand, D double, P split, R surrender. Dealer upcards run across, your hand down.
Illustrious 18 and Fab 4
For card counters. These drills state a Hi-Lo true count on every hand and ask for the play at that count, so you learn the index numbers without keeping a live count. Under the default rules the Illustrious 18 drill has 17 plays (18 when the dealer stands on soft 17), and the Fab 4 drill, which needs late surrender, has three. The classic: hard 16 against a 10 again. Basic strategy hits it, but at a true count of 0 or higher the right play is to stand. In the Fab 4, hard 14 against a 10 is a surrender at a true count of +3 or higher.
Illustrious 18 answer key
Each index play with the default rules: the play at or above the index, and the play below it. The true count is floored, rounded down.
| Your hand | Dealer shows | Index (true count) | At or above | Below |
|---|---|---|---|---|
| insurance | ace | +3 | Take insurance | Decline |
| hard 16 | 10 | 0 | Stand | Hit |
| hard 15 | 10 | +4 | Stand | Hit |
| 10,10 | 5 | +5 | Split | Stand |
| 10,10 | 6 | +4 | Split | Stand |
| hard 10 | 10 | +4 | Double | Hit |
| hard 12 | 3 | +2 | Stand | Hit |
| hard 12 | 2 | +3 | Stand | Hit |
| hard 9 | 2 | +1 | Double | Hit |
| hard 10 | ace | +3 | Double | Hit |
| hard 9 | 7 | +3 | Double | Hit |
| hard 16 | 9 | +5 | Stand | Hit |
| hard 13 | 2 | -1 | Stand | Hit |
| hard 12 | 4 | 0 | Stand | Hit |
| hard 12 | 5 | -2 | Stand | Hit |
| hard 12 | 6 | -1 | Stand | Hit |
| hard 13 | 3 | -2 | Stand | Hit |
Fab 4 answer key
The Fab 4 indices under late surrender, each with the play at or above its index and the play below it. The true count is floored, rounded down.
| Your hand | Dealer shows | Index (true count) | At or above | Below |
|---|---|---|---|---|
| hard 15 | 10 | 0 | Surrender | Hit |
| hard 14 | 10 | +3 | Surrender | Hit |
| hard 15 | 9 | +2 | Surrender | Hit |
Custom drill
Pick any cells of the strategy chart, add index plays if you count, and save them as your own named drill. It is the quickest way to work on the handful of spots you keep getting wrong.
How table rules change the right play
Basic strategy is not one fixed chart. A few rules move specific answers, and the drills grade every hand for the rules you set, so set them to match the game you play. These are the changes worth knowing, each compared with the default game.
| Your hand | Default | With the rule |
|---|---|---|
| Dealer stands on soft 17 | ||
| 11 against an ace | Double | Hit |
| soft 19 (A,8) against a 6 | Double | Stand |
| soft 18 (A,7) against a 2 | Double | Stand |
| No double after split | ||
| 6,6 against a 2 | Split | Hit |
| 4,4 against a 5 or 6 | Split | Hit |
| 2,2 or 3,3 against a 2 or 3 | Split | Hit |
| Late surrender | ||
| 16 against a 9, 10 or ace | Hit | Surrender |
| 15 against a 10 or ace | Hit | Surrender |
| 8,8 against an ace | Split | Surrender |
| 17 against an ace | Stand | Surrender |
| Early surrender | ||
| 14 against a 10 | Hit | Surrender |
| 7,7 against a 10 | Hit | Surrender |
| One or two decks | ||
| 9 against a 2 | Hit | Double |
| Double on 10 and 11 only | ||
| 9 against a 3 to 6 | Double | Hit |
| soft 18 (A,7) against a 2 to 6 | Double | Stand |
Why they move: a dealer who hits soft 17 raises the house edge a little and makes a few close doubles worth taking, so a dealer who stands on soft 17 takes those doubles away. Double after split makes small pairs worth splitting against weak cards, because the new hands that reach 9, 10 or 11 can be doubled. Surrender turns the worst stiff hands into half losses, and early surrender, offered before the dealer checks for blackjack, reaches further still. Fewer decks favor the player, so single and double deck games double more often.
Some doubles are “double if allowed, otherwise stand”: soft 18 against a 2 to 6 and soft 19 against a 6. If you have already taken a card, or the table does not let you double that hand, stand rather than hit.
How drills fit with the chart, the trainer and counting
- Learn the chart. Generate a basic strategy chart for your rules and read it through once, so the drills test something you have already seen.
- Drill the groups. Start with Common mistakes, then Stiff hands, which you will face constantly at a real table, then Soft hands, Pair splitting and Doubling.
- Play full hands. Move to the blackjack strategy trainer, where betting, splits and the dealer’s draw come back. Its Stats lists your leaks, the spots you got wrong in play, costliest first, and Practice these spots deals you only those hands. For a set you can run again, pick the same spots in a Custom drill.
- Add the count. Once basic strategy is automatic, learn card counting, practice keeping the running and true count on the card counting trainer, and drill the index plays with the Illustrious 18 and Fab 4 drills. Every index number is on the Illustrious 18 and Fab 4 chart.
Questions about the drills
Do I need an account?
No. The drills are free and your progress saves in your browser on this device. Clearing your browser data or switching devices starts you fresh.
How is this different from the strategy trainer?
The trainer plays full hands with betting, splits and the dealer’s draw, so you see hands in the mix a real game deals. Drills skip straight to the decision and deal only one kind of hand, so you can repeat the spots you find hard many times in a few minutes.
What rules do the drills use?
By default, 6 decks, dealer hits soft 17, double after split and no surrender. They share their rules with the trainer, so a change in either place applies to both, and every answer updates to match.
When does a hand count as mastered?
When you play it correctly three times in a row. A miss sets the streak for that hand back to zero, and the hand comes back a few hands later. Mastered hands stop coming up until you reset the drill.
Which drill should I start with?
Common mistakes, if you already know basic strategy roughly. If you are new to the chart, start with Stiff hands, then Soft hands, Pair splitting and Doubling. Turn on surrender and drill it only if your game offers it.
Why does the drill tell me to hit soft 18?
Against a 9, 10 or ace, soft 18 loses more often than it wins if you stand, and hitting cannot bust it on the next card. Against a 2 to 6 the right play under the default rules is to double, and against a 7 or 8 you stand.
Should I ever stand on 16 against a 10?
Not with basic strategy. Without surrender, hit; with late surrender, surrender. Card counters stand at a Hi-Lo true count of 0 or higher, which is one of the Illustrious 18 plays.
Is basic strategy the same at every casino?
Mostly, but not entirely. The number of decks, whether the dealer hits soft 17, double after split, doubling limits and surrender each change a few answers. Set the drill rules to match your table and the drills grade you for that game.
Do the drills teach card counting?
They teach the plays a counter makes at a given count. The Illustrious 18 and Fab 4 drills state the true count on each hand. To practice keeping the count itself, use the card counting trainer.
Can I practice only the hands I get wrong?
Yes. In the strategy trainer, Stats lists the spots you miss and Practice these spots deals only those. You can also pick them on the chart in a Custom drill and save it to run again.
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