|
It
had been kind of a nondescript morning at the blackjack table--up
a little, down a little. Won all four hands when the dealer busted
after I split a pair of 8s, resplit and resplit again. Lost half
of it back on a double down on the next hand.
As I left the table,
I was counting my $2.50 in winnings when a fellow who had been playing
at the same table approached.
"I have a question,
but I didn't want to ask at the table," said the 30-ish man,
who introduced himself as Eric. "I read a couple of magazines
about gambling, and sometimes I read about blackjack on the Web.
When they compare blackjack games, they emphasize something called
'penetration.'
"I don't see you
write about that. But now that I have you here, tell me, what is
'penetration,' anyway? Is it something I should be worrying about?"
I told him I assumed
he wasn't a card counter.
"No," he said.
"Does that make a difference?"
It does. Penetration
is important to card counters but not to most players. It's the
percentage of cards that is dealt before the dealer reshuffles.
"Is it better for
more cards to be dealt out?"
It is for a card counter.
The more cards that are dealt out, the more cards the counter sees.
And the more cards the counter sees, the more accurate the count.
In a common six-deck
game, penetration is said to be good if 1.25 decks or less are cut
out of play, average if 1.5 decks are cut and poor if 2 or more
decks are left undealt.
"But you say that
doesn't matter if you don't count cards?"
It matters a little,
but in a different way. Penetration that a counter would consider
poor is actually better for an average player or a basic strategy
player.
"Really? Good penetration
is a bad thing?" he chuckled. "Why?"
Because frequent shuffles
slow down the game, and a slower game is better for most players
because it reduces their exposure to the house edge.
Let's say you're at a
six-deck table with "poor" penetration, playing about
50 hands an hour. Bet $10 per hand, and you risk $500 per hour.
An average player loses about 2 to 2.5 percent of that--an average
loss of $10 to $12.50 per hour. A basic strategy player loses about
0.5 percent in the long run, although it can be a few tenths of
a percent more or less depending on house rules. That's an average
loss of $2.50 per hour.
Now let's say you move
to a table with good penetration and the speed steps up to 60 hands
per hour. The risk rises to $600 per hour, making average losses
$12 to $15 per hour for an average player and $3 per hour for a
basic strategy player.
"Doesn't the risk
increase for a card counter, too? Does playing more hands offset
the gain from seeing more cards?"
Card counters want to
play more hands per hour. The faster the game, the more it benefits
whoever has the mathematical edge. Card counters--the handful of
good ones who have the knowledge, skill, discipline and bankroll
to make it work--actually gain a mathematical edge on the house.
Let a card counter
with enough skill gain a 1.5 percent edge and risk $500, and
|