WinJacktm Ver 1.1 for Microsoft Windowstm Innovative Data Systems Incorporated 9041 W. Heather Avenue Milwaukee, WI 53224 (414) 355-8822 Information in this document is subject to change without notice and does not represent a commitment on the part of the Author(s) and/or Publisher. The Software described in this document is furnished under a license agreement. The Software may be used or copied only in accordance with the terms of the license agreement. The Purchaser may make one copy of the Software for backup purposes only. No part of this manual may be reproduced or transmitted in any form or any means, electronic or mechanical, including, but not limited to, photocopying and recording, for any purpose other than the Purchaser's personal use, without the express written permission of the Author(s) and Publisher. Copyright John Washburn 1988. All rights reserved. If you have any comments about this document or the enclosed software please write to the following address: Innovative Data Systems Incorporated 9041 W. Heather Avenue Milwaukee, WI 53224 ATTN: John Washburn IBM is a registered trademark of International Business Machines, Inc. Windowstm is a trademark of Microsoft Corporation. Double Exposure II is a copyright of Bob Stupek's Las Vegas World. System Requirements Minimum System Requirements: 1) IBM PC\XT, IBM PC\AT, 100% IBM compatible computer. 2) 512kB of memory. 3) Hard disk drive. 4) CGA or Hercules graphics display. 5) no printer required. Recommended System Requirements: 1) IBM PC\AT or 386 based AT clone. 2) 640kB or more of memory. 3) EGA or VGA graphics display. 4) Mouse or other pointing device. Table of Contents System Requirements. . . . . . . . . . . . . . . . . . . . . . . . . . . . ii Table of Contents. . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii Getting Started. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Installing WinJacktm with Windows. . . . . . . . . . . . . . . . . . 2 Installing WinJacktm without Windows . . . . . . . . . . . . . . . . 3 Rules of Black Jack. . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Object of the Game . . . . . . . . . . . . . . . . . . . . . . . . . 5 Shuffling the Shoe . . . . . . . . . . . . . . . . . . . . . . . . . 6 Placing A Bet. . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Hand Versus Round. . . . . . . . . . . . . . . . . . . . . . . . . . 9 Basic Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Optional Plays . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Splitting. . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Doubling Down. . . . . . . . . . . . . . . . . . . . . . . . . 15 Surrendering . . . . . . . . . . . . . . . . . . . . . . . . . 16 Insurance. . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Dealer Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Evaluation of Hands and Winnings . . . . . . . . . . . . . . . . . . 20 Basic Playing with WinJacktm for Windows . . . . . . . . . . . . . . . . . 23 Layout of the Playing Table. . . . . . . . . . . . . . . . . . . . . 24 Cutting the Shoe . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Transferring Chips . . . . . . . . . . . . . . . . . . . . . . . . . 27 Making Change. . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Placing a Bet. . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Standing on Hand . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Hitting Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Splitting a Hand . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Doubling Down on a Hand. . . . . . . . . . . . . . . . . . . . . . . 37 Surrendering a Hand. . . . . . . . . . . . . . . . . . . . . . . . . 38 Dealer Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Evaluation of Hands. . . . . . . . . . . . . . . . . . . . . . . . . 40 Advanced Features. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Files. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Counting Systems . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 House Rules. . . . . . . . . . . . . . . . . . . . . . . . . . 54 Dealer Rules . . . . . . . . . . . . . . . . . . . . . . . . . 57 Player Rules . . . . . . . . . . . . . . . . . . . . . . . . . 60 Shoe Size. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Chip Values and Initial Distribution . . . . . . . . . . . . . . . . 67 Chip Colors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Playing Recommendation . . . . . . . . . . . . . . . . . . . . . . . 72 Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Appendix A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Error Messages . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Appendix B . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Accelerator Keys . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Chapter 1 Getting Started Before you install WinJacktm you should be familiar with your computer and its user's manual. You need to know how to turn the computer on, which disk is drive A: and what keys you press to reset or reboot your computer. You also need to know the type of screen display your computer has and what, if any, pointing devices (e.g. a mouse) your computer has. Some devices provide their own drivers for Window/286 and Window/386. Check the documentation of your devices for any special instructions there may be for installing Windows/286 drivers provided with the device. Through out this manual Microsoft Windows/286, Microsoft Windows/386, Microsoft Windows v2.03 will all be referred to collectively as Microsoft Windowstm. If you already have Microsoft Windowstm installed and working on your computer system then skip to Installing WinJacktm with Windowstm. If you do NOT already have Microsoft Windowstm installed and working on your computer system then skip to Installing WinJacktm without Windowstm. WinJacktm will require approximately 2.5 megabytes of hard disk space for its files and the Microsoft Windowstm run-time files. Check to be sure that there is sufficient room on the hard disk before installing WinJacktm. Installing WinJacktm with Windows Turn your computer on. Insert the WinJacktm Program Disk into drive A: and close the drive door. Type C: Type CD\Windows Type Copy A:*.* To run WinJacktm, type Win BJ Installing WinJacktm without Windows To install WinJacktm on your hard disk you will need the following disks: 1) WinJacktm Setup Disk 2) WinJacktm Build Disk 3) WinJacktm Displays Disk 4) WinJacktm Utilities Disk 5) WinJacktm Fonts Disk 6) WinJacktm Program Disk 7) Any driver disks Microsoft Windowstm provided by the manufacturers of the equipment in your computer. To install WinJacktm on your hard disk. Turn your computer on. Insert the WinJacktm Setup Disk into drive A: and close disk drive door. Type A: Type Setup Follow the instructions that appear on the screen. For more information on the proper installation of SMARTDRV.SYS and RAMDRIVE.SYS refer to Appendix A, page 78. After successfully installing WinJacktm, store the original WinJacktm disks in a safe place. If you make a mistake, such as choosing the wrong graphics adapter, begin Setup again and repeat the above procedure. Chapter 2 Rules of Black Jack This chapter reviews the general rules of play for the game of Black Jack. If you already know the rules of Black Jack then skip to Chapter 3 on page 23. Topics covered in this chapter include: * Shuffling and Cutting of Cards, * Dealing Hands, * Hitting and Standing, * Optional Plays such as: Splitting Doubling Down and Surrendering, * Insurance, * Dealer Play, * Evaluation of Hands, * Elementary Table Etiquette. Object of the Game The object of Black Jack is to win more money than you lose. You win a bet when the point total of your hand, without exceeding 21, is greater than the point total of the Dealer's hand. The sequence of play for Black Jack is: 1) Reshuffle and cut the shoe, if needed. 2) The Player places a bet. 3) Player and Dealer are each dealt 2 cards. The Dealer is dealt one face up, and one face down. The Player cards are both face up. 4) The Player plays his hand(s) until he stands or busts on all hands. 5) The Dealer reveals his face down card (hole card), if he has not already done so. 6) The Dealer plays his hand until he stands or busts. 7) The Player receives his winnings or loses his bet on all hands. 8) Steps 1 - 7 are repeat until the player goes broke or quits. The following rules are for Black Jack as played in many of the casinos of Las Vegas, Nevada. For more information on how to tailor the rules of play for other countries see page 53. Shuffling the Shoe The shoe is a group of one or more decks of cards. In a casino a shoe is a box where the decks of cards are placed and allows only the top card to be dealt by the Dealer. A shoe serves two purposes; to physically hold the cards for the Dealer and to minimize some forms of cheating by the Dealer. A multiple-deck shoe also makes card counting more difficult because of the increased number of cards. The shoe is shuffled by the Dealer and the Player is allowed to cut it. Cutting refers to dividing a deck or shoe into two or more parts and rearranging the portions of the deck or shoe. In a casino this is done by giving the Player a divider which he inserts into the shoe. The shoe is separated at the divider and the two portions are switched. A Player may not cut the shoe so that either portion is less than 1/8 of the total shoe, but this minimum varies from gambling house to gambling house. Once the shoe has been shuffled and cut the top card of the shoe is put face down in the discard pile. This procedure is called burning the top card. It arose as a defense against some forms of cheating on the cut. Once the top card has been burnt, the bottom of the shoe is marked. The bottom of the shoe is the last card in the shoe to be played. The bottom of the shoe is marked by the Dealer with a divider (usually the same one used by the Player to cut the shoe). The divider is inserted into the shoe near the physical end of cards in the shoe. The placement of the divider is of great importance to a card counter because every card after the divider will not come into play. The higher the divider is in the shoe the more cards will be unplayed and thus the greater the card counter's uncertainty. The bottom of the shoe by default in this program is placed so that between 3/16 and 1/4 of the cards of the shoe are unplayed. These limits can be altered. For more information see page 65. Cards are dealt from the shoe until the divider is encountered. If a round of play has been started, cards will continue to be dealt from the shoe until the Player has received any winnings or lost his bet. At that time the shoe is reshuffled and cut by the procedure described above. In this program a box will appear on the screen when it is time for the Player to cut the shoe. For more information refer to page 26. Placing A Bet Since Black Jack is a gambling game, at some point the Player must make a wager. The amount of the bet may be any amount between some set minimum and maximum. These limits are set by the gambling house where the game is played and are usually posted on the table. Before actually placing a bet, the Player may make change from one type of chip into another or buy more chips from the house. In this program the Player cannot purchase more chips during the game. In a casino, a Player may buy chips from the Dealer at the table or from the cashier. In a casino, a Player and the Dealer are never to touch hands. Further, they must never simultaneously touch money or chips. This is to prevent a Player and the Dealer from colluding to rob the House by passing money or chips to each other. In a casino the procedure for making change or buying more chips is: 1) the Player places the money or chips onto the table and removes his hand. 2) the Dealer picks up the money or chips and places the requested chips onto the table and removes his hand. 3) the Player then picks up his chips. In a casino, only the Cashier may convert chips back into money and this is done away from the gambling tables. For information on how to place a bet in WinJacktm please refer to page 31. Hand Versus Round Hand is a somewhat confusing term in the game of Black Jack. If the Player is initially dealt a pair of cards, he may then split the hand of 2 cards into 2 hands of 1 card each and the Dealer will deal a new card to each of the new hands. Although it is customary to say that the Player has split his hand into 2 hands, it is also customary to call the interval between when the Player places his bet and when the Player collects any winnings as playing a "hand" of Black Jack. Thus, during this example hand of Black Jack, the Player split his initial hand into 2 new hands. To avoid this confusion, the time between when a Player places a bet and the time he collects any winnings or loses his wager will be referred to as a round of Black Jack. Thus during this sample round of Black Jack the Player split his initial hand into 2 new hands and will be able to play each hand in succession during the round of play. The reason that hand is used in this fashion is that at any given point during the Player's portion of a round the Player is playing one and only one hand. Basic Play Every card has a point value associated with it. Aces have a value of 11 or 1. Face cards (Kings, Queens, and Jacks) have a value of 10. Every other card has a value equal to its rank. Thus Twos have a value of 2, Threes a value of 3 and so on. The suit of the card has no effect on the count of the card. Only the rank of the card determines its point value. The count of a hand is the sum of the counts of each card in the hand. For more information on hand counts see page 20. At any time during the playing of a hand the Player may stand or take a hit. Figure 1 shows a simplified diagram of the flow of play when the Player only hits and stands. Optional plays, such as Splitting, Doubling Down, and Surrendering, are discussed on page 13, 15, and 16; respectively. To take a hit means the Player adds one card to his hand. This card is dealt by the Dealer from the shoe. If the additional card to the hand causes the point value of the hand to exceed 21 the hand is said to be busted or goes bust. The Player loses his bet if his hand is busted, regardless if the Dealer later goes bust as well. If the additional card does not bust the hand, then the Player is still presented with the choice to either hit or stand. In a casino the Player signals he is taking a hit by brushing the cards of his hand along the table toward himself. Standing is when the Player has a hand with a value less than or equal to 21 and is willing to risk his bet on it. In essence the Player is saying "this is the hand I will compare to the Dealer's". In a casino the player signals he is standing by placing his cards beneath the chips of his bet. For information on how to hit and stand in WinJacktm please refer to pages 34 and 33. Optional Plays Aside from standing and hitting, many gambling houses offer variations of Black Jack that allow the Player some, all, or none of the following optional plays: Splitting, Doubling Down, Surrendering and Insurance. Splitting is turning one hand into two. Doubling Down is to double the wager and stand on a 3-card hand. Surrendering is to lose 1/2 of the wager and end play of the round. Insurance is making an additional side bet to protect yourself from losing the original wager, because the Dealer has a Black Jack. Splitting Splitting is when a Player decides to turn one hand into two. Splitting can only be done if both cards of a 2-card hand are of the same rank, such as, if the Player is dealt an 8 of hearts and an 8 of spades. If the Player so elects, this 2-card hand with a count of 16 can be split into two 1-card hands with counts of 8 each. The Dealer will then add a card to each of the two new hands. In order for the Player to split his hand he must also place a bet equal to the original wager on the table to cover the second hand. Splitting doubles the amount of chips at risk on the table but gives the Player two hands that will be evaluated against the Dealer's single hand. The Player plays each of the split hands in succession and is faced with the same set of playing choices for each. If the next card dealt to the 8 of hearts is an 8 of clubs then the Player can elect to split that hand as well, provided he covers this third hand with a bet equal to the original wager. When the Player has stood or busted on every hand created by his splitting, the Player's part of the round is over. Each hand the Player has will be compared against the Dealer's hand and the bet associated with each hand of Player will be won or lost. It is possible, therefore, that one of the Player's split hands will win and one will lose against the Dealer's hand. There are some restrictions when it comes to splitting. If the Player is splitting a pair of Aces then each Ace will get one and only one card and the Player must stand or split (if possible) on the resulting 2-card hands. A few variations permit a hand created from a pair of split Aces to be played as a normal hand. With this variation the Player is permitted to hit or double down as well as stand or split. No casinos permit this variation of play though. For more information on how to control the play of split Aces see page 62. Doubling Down Doubling Down is to double the size of the bet on a hand and receive one additional card. The resulting 3-card hand is what the Player busts or stands on. For example, the player is dealt a 7 and a 4 for a count of 11 and the Dealer has a 6 showing. If allowed, this is a good situation to double down. The Player would then double his bet and get 1 more card for his hand. Any hand that has 2 cards can be doubled down unless the following restriction is in effect. Some variations of Black Jack allow doubling down and splitting, but not doubling down on a hand that was created by splitting a pair. This restriction is rare because it is rare to split a hand and get a resulting hand where it is wise to double down. In a casino, you would have to ask the Dealer at the table if a Player can double down on a split hand. For more information on enabling or disabling the doubling down on split hands see page 61. Surrendering Surrendering is where the Player cuts his losses on a bad hand and gives the dealer 1/2 of the original bet. For example, the Player is dealt a 10 and 6 for a count of 16 and the Dealer has a Queen as his face up card. This is a good situation to surrender. By simply hitting or standing on the hand, the best the Player can hope for is winning about 40% of the time. By surrendering the Player will lose a certain 50% percent of his bet rather than a probable 60%. This is an improvement, but surrendering is an option to make the best of a bad deal. If surrendering is allowed then any 2-card hand can be surrendered. This option is not played in Las Vegas but is found in some houses in Lake Tahoe. It is offered more in casinos outside the United States of America. Any hand that has 2 cards can be surrendered unless the following restriction is in effect. Some variations of Black Jack allow surrendering and splitting, but not surrendering a hand that was created by splitting a pair. This restriction is rare because it is rare to split a hand and get a resulting hand where it is wise to surrender. In a casino, you would have to ask the Dealer at the table if a Player can surrender a split hand. For more information on enabling or disabling the surrender of split hands see page 61. Insurance Insurance is a sucker bet. It should be taken only on exceptionally rare occasions. When the Dealer is dealt a Black Jack and his face up card was an Ace, the Player will lose regardless of his own hand. For this reason when the Dealer is dealt a hand where his face up card is an Ace the Player has the option of placing a side bet called insurance. Placing such a side bet is called insuring the bet or taking insurance. If the Dealer does indeed have a Black Jack the insurance side bet will win. If not, the insurance side bet is lost. When the Dealer has an Ace as his face up card he will ask the Player about insurance and then peek at the face down card. If the Dealer has a Black Jack this will be shown to the Player and the original bet will be collected, the insurance side bet will be paid, and a new round dealt. If the Dealer does not have a Black Jack then the insurance side bet will be is collected and the play resumes as normal. The amount of the insurance side bet is 1/2 of the original wager and pays of 2 to 1 if it wins. If the Dealer does indeed have a Black Jack, the player will win as much from the insurance side bet as he loses on the original wager. If the Dealer does not have a Black Jack then the Player immediately loses his insurance side bet and perhaps the original wager later. Dealer Play The way in which a Dealer may play his hand is very restricted. The Dealer may not split, double down, surrender, or insure a hand. The Dealer must hit all hands that have a point value below a certain count and stand on all hands equal to or above that count. The point value below which the Dealer must hit all hands is referred to as the stand point. The Dealer must stand on all hands greater than or equal to the stand point. For almost every variation of Black Jack the stand point for the Dealer is 17. A hand in Black Jack can have two types of counts; a hard count or a soft count. A hand with a soft count is a hand with an Ace in it and the hand count is arrived at where the Ace is equal to 11 points instead of 1 point. Thus, hand with an Ace and a 6 has a soft count of 17. A hand with a hard count is any hand that does not have a soft count. For example, the hands 10 7 A and 10 8 both have hard counts of 18. The first has a hard count because, if the Ace has a value of 11 points, the hand has a count of 28, which is too large. The second hand has a hard count because there is no Ace in the hand. Most gambling houses have the same stand point for the Dealer regardless if the hand has a hard or soft count, but many have two stand points for the Dealer; one for hard counts and one for soft counts. The most common example of this is where the Dealer stands on all hands with a count of 17 or greater except for a soft 17 where the Dealer takes a hit. Thus the Dealer has a hard stand point of 17 and a soft stand point of 18. The Dealer must continue to play until he either busts or stands. Evaluation of Hands and Winnings After the Player has played his part of the round and the Dealer has either stood or busted during his, the hands are compared. Any losses are collected and any winnings are paid. If the Player busts, the Dealer wins the hand. If the Dealer busts, but the Player does not, then the Player wins the hand. If neither the Player nor the Dealer bust then the winner of the hand is decided by comparing the count of the two hands. The ranking of hand counts in ascending order is: 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, Black Jack. A Black Jack or Natural 21 is a hand with only two cards having a point value of 21. It is formed by a hand with an Ace and a ten count card (King, Queen, Jack, or Ten). Further the hand cannot be the result of a split pair. For example if a pair of Aces is split and a King is dealt to one of the Aces the hand is not a Black Jack but a 21. The significance of this distinction is made clear below. The term Black Jack arose from the fact that early versions of the game paid different odds for a hand that contained an Ace and either of the black jacks. Today the terms Black Jack, Natural and Natural 21 are used interchangeably and refer to any initial 2-card hand with a count of 21. A Black Jack is the highest possible hand and can only be tied with another Black Jack. The exception to this is if the Dealer's Black Jack is formed from a hand where the Ace was the face up card. Under this condition, the Dealer wins because the Player had the opportunity to protect himself by taking insurance. Such a Dealer Black Jack is called an insurable Black Jack because the Player was offered insurance. The Dealer always wins with an insurable Black Jack. For the single exception see page 56. If a hand has three or more cards and a point value of 21, it will lose to a Black Jack. This is the only case where the number of cards in a hand decides between hands of equal counts. A hand with 4 cards and a count of 17 does not lose to or beat a hand of 5 cards with a count of 17. A 2-card hand with a count of 21 that was formed from a pair of split Aces will also lose to a Black Jack. If neither hand is a Black Jack then the winning hand is determined by point count alone. Neither the number of cards nor the suits of the cards in a hand affect the value of the hand. If the point counts of the hands are equal, the hands are tied. This situation is called a push. In the case of a push, normally neither the Player nor the Dealer win, but with some variations either the Dealer or the Player may win a push. In a casino neither the Dealer nor the Player win a push. Winnings are paid according to who won the hand. If the Dealer won the hand the Player loses his bet. If the hand is a push the Player neither loses nor wins the bet except as noted above. If the Player wins the hand with something other than a Black Jack, he wins an amount equal to the original bet. If the Player wins the hand with a Black Jack, he wins an amount equal to 11/2 times that of the original wager. Chapter 3 Basic Playing with WinJacktm for Windows This chapter discusses how to play the game of Black Jack with the default settings provided by the WinJacktm program. For information on the rules of play for Black Jack see page 10. Information on how to change the default settings of play is found in Chapter 4 on page 53. Topics covered in this chapter include: * Layout of Game on Screen, * Shuffling and Cutting of Cards, * Chip Banks and Transferring Chips between them, * Making Change, * Placing Wagers, * Hitting and Standing, * Optional Plays such as: Splitting Doubling Down and Surrendering, * Insurance, * Dealer Play, * Evaluation of Hands. Layout of the Playing Table Figure 2 illustrates how the various parts of the Black Jack playing table are displayed by the WinJacktm program on the screen. WinJacktm plays Black Jack for a single player. Cutting the Shoe When the player is required to cut the shoe a dialogue box appears on the screen. The Player must cut the shoe. The program will not proceed until the Player has done so. The dialogue box placed on the screen for the Player to cut the shoe is shown in Figure 3. The scroll bar represents the allowable range between which the Player may cut the shoe. If the Player moves the thumb position to either extreme of the scroll bar, the shoe will be cut at the minimum or maximum depth allowed (1/8 or 7/8 of the shoe, respectively). After the thumb position is suitably placed the Player cuts the shoe by hitting the return key or clicking the Cut button with the left button of the mouse. The Player may also cut by typing either an Alt-C or hitting the key. Transferring Chips In the lower right hand corner of the screen are two chip banks. One is called the Player Bankroll and the other is called the Player Bet. The Player Bet is located above the Player Bankroll. Each chip bank has a line that divides the chips from the value. The chips are of seven types ($.50, $1, $2, $5, $10, $25, $100 by default) and stacks of chips are displayed as colored rectangles. Below the line in each chip bank is the current value of all chips presently in that chip bank. A chip bank is shown in Figure 4. The Player may transfer chips from one chip bank to the other by clicking on the chip stack with the left button of the mouse. Chips may also be transferred between chip banks by using the Bet Box shown in Figure 5. The Bet Box is invoked by pulling down the Bet menu of the menu bar (see Figure 2 on page 24). This can be done with the mouse or an Alt-B accelerator key. Once the Bet Box is invoked up the Player may transfer chips using the keypad arrow keys, the Tab key and the "<" and ">" keys. As a further aid to the Player who does not have a mouse, accelerator keys are provided for transferring chip between chip banks. For more information on accelerator keys see Appendix B on page 80. The + and - keys will transfer one chip from one chip bank to the other. The + key will add one chip of the currently selected chip type to the Player Bet chip bank and remove one from the Player Bankroll chip bank. The - key will remove one chip of the currently selected chip type from the Player Bet chip bank and add one to the Player Bankroll chip bank. The digits 1 - 7 will select the chip type that the + and - accelerator keys will transfer. When the Player depresses one of the digit keys located along the top row of the typewriter keys (1 - 7), the new currently selected chip type will appear on the screen for 15 seconds. The Player may continue to play even thought the notification box is still on the screen. It is for informational purposes only. Once the Player has divided his chips between the Player Bet and the Player Bankroll chip banks to his satisfaction, the Player can either make change or place a bet on the table. Making Change When the Player makes change the entire value of the Player Bet chip bank is converted into one type of chip. The Player chooses which chip type to make change to. If the amount in the Player Bet chip bank cannot be evenly divided into the desired chip type then the remainder is converted into the largest chip type(s) possible. The changed chips are then returned directly to the Player Bet chip bank. For example, the Player has 15 $2 chips in the Player Bet chip bank and he asks to have this $30 converted into $25 chips. After change is made, the Player Bet chip bank will contain 1 $25 chip and 1 $5 chip. To make change the Player clicks the Change button on the table with the left button of the mouse (see Figure 2 on page 24). The Player will then be prompted for the type to make change to. The dialogue box to select the chip type for making change to is shown in Figure 6. The Change button only appears when it is possible for the player to make change. If the Player is not using a mouse, the Player makes change by clicking the Change button on the Bet Box. As a further aid to the Player who does not have a mouse an accelerator key is provided to make change. For more information on accelerator keys refer to Appendix B on page 80. As a further aid to the Player who does not have a mouse, an accelerator key is provided for making change. For more information on accelerator keys see Appendix B on page 80. The / key will cause the total value of the Player Bet chip bank to be converted into a single chip type. Placing a Bet The amount the Player will wager on the initial hand dealt for a round, is the value of all the chips currently in the Player Bet chip bank. If the amount currently in the Player Bet chip bank is unsatisfactory then chips are transferred to or from the Player Bet chip bank as described on page 27. The Player places his bet on the table by clicking on value of the Player Bet chip bank with the left button of the mouse. The value of the Player Bet chip bank is found below the line in that chip bank. See Figure 4 on page 27. If the Player is not using a mouse, then the bet is placed by clicking the Bet button of the Bet Box. As a further aid to the Player not using a mouse, an accelerator key is provided for placing a bet. For more information on accelerator keys refer to Appendix B on page 80. The * key will place the entire value of the Player Bet chip bank onto the table as the wager for the next hand. Once the bet is placed on the table it cannot be withdrawn or changed. If additional chips are needed to cover splitting or doubling down, the necessary chips will be taken directly from the Player Bankroll chip bank. Standing on Hand The Player stands on a particular hand by clicking the Table Bet button with the left button of the mouse. The Table Bet is located above the Player Hand in the lower center of the screen. The Table Bet is shown in Figure 2 on page 24. The Player may also stand on a hand by selecting the Stand option of the Play menu on the menu bar (see Figure 2 on page 24). This can be done by pulling down the Play menu with the mouse and selecting the Stand option from the pulled down menu. The Player can also type an Alt-P followed by either an S or an Alt-S. As a further aid to the Player not using a mouse, an accelerator key is provided for standing on a hand. The End key that appears to the right of the typewriter keys is used to stand on the present hand. For more information on accelerator keys refer to Appendix B on page 80. Hitting Hand The Player hits a particular hand by clicking the Shoe with the left button of the mouse. The Shoe is located in the upper right hand corner of the screen as shown in Figure 2 on page 24). The Player may also hit a hand by selecting the Hit option of the Play menu on the menu bar (see Figure 2 on page 24). This can be done by pulling down the Play menu with the mouse and selecting the Hit option from the pulled down menu. The Player can also type an Alt-P followed by either an H or an Alt-H. As a further aid to the Player not using a mouse, an accelerator key is provided for hitting a hand. The Home key that is located to the right of the typewrite keys is used to hit the hand in play. For more information on accelerator keys refer to Appendix B on page 80. Splitting a Hand The Player may split a hand if: 1) The rules allow it. For further information see Splitting starting on pages 13 and 60. 2) The Player has sufficient funds in his Player Bankroll chip bank to cover the additional bet. The chips needed to cover the bet are removed directly from the Player Bankroll chip bank. 3) The total number of hands currently in play by the Player is less than the maximum allowed by the rules. For further information on this see Rules starting on page 60 The default maximum is 10 hands. If the Player decides to split his hand any additional money needed will be removed directly from the Player Bankroll chip bank. The hands will be split in two and a new hand is added to the Hand Manager. The Hand Manager is the area on the lower left hand corner of the table. There is one radio button for each hand the Player is playing for the current round. The radio button that is checked (filled with black dot) is the hand presently displayed on the screen in the Player Hand area of the table. In Figure 7 the Player is playing the second hand of three. The Player splits a hand by clicking on the Split button that appears on the screen with the left button of the mouse. The Split Button appears on the screen only when the Player is eligible to split a hand. The split button is shown in Figure 2 on page 24. The Player may also split a hand by selecting the Split option of the Play menu on the menu bar (see Figure 2 on page 24). This can be done by pulling down the Play menu with the mouse and selecting the Split option from the pulled down menu. The Player can also type an Alt-P followed by either an P or an Alt-P. As a further aid to the Player not using a mouse, an accelerator key for splitting hands is provided. For more information on accelerator keys refer to Appendix B on page 80. A control-P () will split one hand into two. The ^P is generated by pressing the Ctrl key and simultaneously pressing the P Key. Doubling Down on a Hand The Player may double down if: 1) The rules allow doubling down. For further information see Doubling Down on page 15 and Player Rules starting on page 60. 2) The Player has enough chips in the Player Bankroll chip bank to cover the additional bet. The chips needed to cover the doubling of the bet are removed directly from the Player Bankroll chip bank. The Player doubles down on a hand by clicking the Double button that appears on the screen with the left button of the mouse. The Double button is displayed on the screen as shown in Figure 2 on page 24 and is displayed only when the Player is eligible to double down. The Player may also double down on a hand by selecting the Double option of the Play menu on the menu bar (see Figure 2 on page 24). This can be done by pulling down the Play menu with the mouse and selecting the Double option from the pulled down menu. The Player can also type an Alt-P followed by either an D or an Alt-D. As a further aid to the Player not using a mouse, an accelerator key for doubling down is provided. For more information on accelerator keys refer to Appendix B on page 80. The control-D (^D) key will double a hand down. The ^D is generated by pressing the Ctrl key and simultaneously pressing the D key. Surrendering a Hand The Player may surrender a hand any time the rules permit. For more information refer to Surrendering on page 16 or Player Rules starting on page 60. The Player surrenders a hand by clicking the Surrender button with the left button of the mouse. The Surrender button is shown in Figure 2 on page 24. The Surrender button only appears if the Player is eligible to surrender the hand. The Player may also surrender a hand by selecting the Surrender option of the Play menu on the menu bar (see Figure 2 on page 24). This can be done by pulling down the Play menu with the mouse and selecting the Surrender option from the pulled down menu. The Player can also type an Alt-P followed by either an R or an Alt-R. As a further aid to the Player not using a mouse, an accelerator key for surrendering is provided. For more information on accelerator keys refer to Appendix B on page 80. The control -N (^N) key will surrender a hand. The ^N key is generated by pressing the Ctrl key and simultaneously pressing N key. Dealer Play After the Player finishes playing his hand(s) the Dealer plays his hand according to the rules specified. For more information on how the Dealer plays see Dealer Play on page 18. For more information on changing how the Dealer plays his hand see Dealer Rules starting on page 57. Evaluation of Hands Once the Player and Dealer have each completed playing their hand(s) each of the Player's hands is compared to the Dealer hand and evaluated. For more information on how hands are evaluated to determine wins, pushes and losses, see Evaluation of Hands and Winnings on page 20. There are six possible outcomes of a hand evaluation: 1) Dealer wins with a Black Jack (lose bet), 2) Dealer simply wins (lose bet), 3) Player surrendered the hand (lose 1/2 of bet), 4) Dealer and Player push (neither win nor lose bet), 5) Player simply wins (win amount equal to bet), and 6) Player wins by Black Jack (win 1.5 times bet). For each of the possible outcomes there is a different payoff. The default payoffs are in parenthesis. For more information on payoffs for various hand evaluation outcomes and how to change them refer to House Rules starting on page 54. The outcome of each evaluation is displayed on the screen and remains until the Player acknowledges it. Any winnings the Player may have won are placed directly into the Player Bet chip bank in the largest denomination chip(s) possible. The Player may then place another bet and repeat the cycle of play. Chapter 4 Advanced Features This chapter discusses how to change the parameters of play for the WinJacktm program. The advanced features of the WinJacktm program allow the Player to alter the rules of play so any of the many variations of the game of Black Jack may be played. Altering the parameters of play allows the Player to tailor WinJacktm and simulate any particular variation of play desired. For information on the rules of play for Black Jack see pages 10 and 23. WinJacktm also allows the Player to define and practice various card counting systems. Topics covered in this chapter include: * Save settings of play, * Recalling previously save sittings of play, * Changing payoff rates for hand evaluations, * Setting Dealer Stand points and exposure rules, * Enabling/Disabling optional plays, * Setting Chip Values and Initial Distribution, * Setting Chip Colors, * Setting the Shoe Size, * Discussion of Card counting Systems, * Recommendations of best play. Files A WinJacktm file contains the information needed to reset WinJacktm to a particular variation of play. What will NOT be reset by the loading of a file are the number of chips in the Player's chip banks. These do not govern the play during a round of Black Jack and are not saved. For more information on how to change the value and initial distribution of chips see Chips Values starting on page 67. Once the Player has set the rules of play to his satisfaction, the rules can be saved. For more information on how the rules are changed see Rules starting on page 53. To save the rules currently in play, the Player selects the Save option of the File menu. The Player will be presented with the dialogue box shown in Figure 8. The presently loaded file is given by default. The Player enters the name he wishes to save the current rules under and hits the return key. The Player may also type an Alt-S to save the playing parameters to disk. To load a WinJacktm file the Player selects the Open option of File menu. The Player will be presented with a list of WinJacktm files as shown in Figure 9. The Player may select any file from the list or change drives and directories. When the Player double clicks on a file name or clicks the Open button that file will be loaded. The Player may also use the Tab key to move to the Open button and hit the space bar. The Player may also type an Alt-O to load the selected file. The name of the currently loaded file is displayed in the caption of the WinJacktm window. Resuming a file is to reload the last file saved. Every time that the Save option of the File menu is successfully executed the name is noted for future reference. This name is filename that the Resume option will open and load automatically. Counting Systems Most gambling games have statistically independent events. The Player's odds are not influenced in any way by past events. For example, the odds that number 28 will be the next number at a Roulette table is 1 in 38 (assuming 0 and 00 spots) regardless of what the past numbers were. The spinning of a Roulette wheel is a statistically independent event. No spin of a Roulette wheel is influenced by the past spins of the wheel, unless the wheel is designed to cheat. If this is the case though, statistics is not going to help. This is not true of Black Jack. The rounds of Black Jack are not statistically independent events. As more and more cards are played from the shoe the odds of the Player winning during the current round change. Sometimes the odds favor the House and sometimes the Player. Usually the odds favor the House or the game would not be offered, but near the end of the shoe there should be enough information available to the Player to greatly influence his fortunes at the table. This is the heart of all Black Jack card counting schemes and why they offer the Player a real chance to win money in the long run instead of losing money, as with Roulette. There may indeed be enough information for the Player to win, but the question is; can it be recorded, evaluated, and used in the time allotted to the Player at the table? The person playing WinJacktm at home can spend hours between plays and the computer will patiently wait. No casino in the world will let a Player hold up the play at any table. The Player has at most 1 minute to decide whether he hits, stands or exercises an optional play and the 1 minute figure is very generous. If any Player consistently took a minute to play, he would be asked to leave. After all there are people waiting in line to lose money at a faster rate. The multiple deck shoe not only presents the card counter with more information to track, but the odds shift more smoothly than would happen with a single deck. Since the publication of the book, Beat the Dealer by Edward O. Thorp, casinos around the world have largely abandoned single-deck Black Jack tables. This is because Dr. Thorp's card counting system is very effective against a single deck game. But that was the 1950's. Any system that works only with a single deck is largely useless because a Player will not be able to find a single deck game. A card counting scheme today must allow the Player to play against a multiple deck shoe. There are a number of books published and mail order pamphlets available on Black Jack card counting. These are available in many libraries and books stores. Two of the best books on the subject found by the Author(s) were Beat the Dealer by Edward O. Thorp and Playing Blackjack as a Business by Lawrence Revere. Although Dr. Thorp's final system is now obsolete, his approach is well outlined and serves as an excellent basis for players who desire to do their own analysis of the game. These recommendations are in no way to be construed as recommendations on the validity of the systems presented in them or of the legality of using such systems in a casino. Further, the recommendation of these 2 books is NOT based on an exhaustive study of the subject by the Author(s) or Publisher of WinJacktm. These are books the Author(s) found that provided enough information on card counting to include card counting within WinJacktm. The Author(s) and Publisher of WinJacktm neither propose nor endorse any particular card counting system nor recommend the use of any such system in any gambling establishment. Most card counting systems ask the player to either keep track of the number of cards of particular groups that have been played or ask the Player to keep track of a running sum. In the first family of systems the deck is divided into 2 or perhaps 3 groups and the player must remember the number of cards played in each group. For example, Dr. Thorp's system asks the player to keep track of the number of Aces, Ten Counts, and Others (all other cards) that remain in the deck. Based on the ratio between these numbers the Player would vary his bet so as to win more when the odds favored him and lose less when they do not. For a 4-deck shoe there are 16 Aces, 64 Ten Counts, and 128 Other cards. Mentally calculating the ratio of 33 Ten Counts to 67 Others is difficult to do quickly. Most of the systems described in Revere's book were of the weighted sum variety. With these systems each card rank (Ace through King) is given a weight value that may be positive or negative. The Player starts with a sum of 0 and adds the weight value of every card played into a running sum. Most of these systems are designed so that if the current sum is negative the shoe favors the House and if the sum is positive the shoe favors the Player. These systems are designed to overcome some the major difficulties of Thorp's system. People mentally add more easily than they subtract, but mentally do either more easily and accurately than division or multiplication. The Player thus spends more of his time deciding his play than calculating a statistic. Also the weighted sum systems work well with various sized shoes. For Player's who would like to practice some form of group counting such as Thorp's, WinJacktm provides a list of cards played from the shoe as shown in Figure 10. For each rank, the number of cards played from the total number of cards available is shown. Also the these numbers are presented a percentages (Played / Unplayed) of the total available. The statistic in square brackets is for similar percentages as if from a single deck. For example, if 9 Aces of a 4-deck shoe were played, there are 9 played out of a total of 16 Aces; 56.3% Aces played and 43.8% Aces unplayed; and these are similar to 2.3 Aces played and 1.8 Aces unplayed from a single deck. To display the cards played from the shoe the Player selects the Cards Played option from the Hints menu. The cards played from the shoe can only be displayed if there is a finite shoe and no hands are presently in play on the table. For more information on infinite shoes see page 64. For Players who would like to practice some form of the weighted sum scheme, such as in Revere's book, the Player must first define the weight values for each rank. To change the weight values of any rank of cards the Player selects the Set Values option of the Hints menu. Figure 11 shows the dialogue box the Player uses to enter the desired weight values. The value may be any number between +/- 32000, but weight values that are too large can cause the sum to overflow and stop the execution of WinJacktm. It is recommended that the weight values absolutely not exceed +/- 30 and preferably not exceed +/- 10. Once the weight values have been assigned to each rank the Player can see the present weighted sum by selecting the Show Count option of the Hints menu. The message box that displays the current card count is shown in Figure 12. For additional speed, accelerator keys are provided to display the system statistic or set the rank weights. For more information on accelerator keys refer to Appendix B on page 80. The rank weights may be set at any time, but the current count of the cards played from the shoe can only be displayed if there is a finite shoe and no hands are presently in play on the table. The Player may also display either the cards played or the card count by clicking the left button of the mouse on the discard pile in the upper left hand corner of the table. Which of the two statistics will appear when the Player clicks on the discard pile is set with the Default Stat option of the Hint menu. Rules WinJacktm allows the Player to change the rules under which the Player, House, and Dealer play and pay during a round of Black Jack. This is to accommodate as many of the variations of Black Jack as possible. The rules of play are divided into three section House Rules, Dealer Rules and Player Rules. House Rules concern the minimum and maximum bets allowed and the payoffs for insurance and the six outcomes of a hand evaluation. For more information on how hands are evaluated see Evaluation of Hands and Winnings on pages 20 and 40. Dealer Rules govern what stand points the Dealer uses and how the Dealer exposes the cards of his hand. For more information on Dealer stand points see Dealer Play on page 18. The Player Rules govern which, if any, optional plays are open to the Player and any further restriction on those optional plays. For more information on the basic playing offered to the Player see Basic Play on page 10. For more information on the optional plays; Splitting, Doubling Down, Surrendering, and Insurance, see pages 13, 15, 16, and 17; respectively. House Rules The House rules that the Player may change are shown in Figure 13. They are: 1) Insurance payoff rate, 2) Payoff rates for each possible hand evaluation, 3) Minimum and maximum bets allowed to the Player, 4) How will insurable Dealer Black Jacks are resolved with respect to Player Black Jacks. For more information on insurance and hand evaluations see Insurance on page 17 and Hand Evaluations and Winnings on page 20. All rates are given as rational numbers consisting of a 3-digit integer divided by a second 3-digit integer. For example, -1.5 is an allowed rate because it can be represented as -3 divided by 2; but 1.64532 is not an allowed rate because it cannot be represented by a 3- digit whole number divided by a second 3-digit whole number. The insurance rate is the amount of money the Player will win if he places an insurance side bet and the Dealer does indeed have a Black Jack. The insurance rate also controls the size of the insurance side bet. If the insurance payoff rate is 2 to 1 then the size of the insurance side bet is 1/2 of the original bet. If the insurance payoff rate is 3 to 1 then the size of the insurance side bet is 1/3 of the original bet. For this reason neither the numerator nor the denominator of the insurance rate may be equal to zero. Each of the six possible outcomes of a hand evaluation are listed. With each is a payoff rate that will be paid to the Player. If the payoff rate is negative the Player will lose money and if the rate is positive the Player will win money. The amount of money won or lost is calculated by multiplying the payoff rate by the amount of the original bet. A payoff rate of -1/1 means the Player will loss all of his original bet. A payoff rate of 1/1 means the Player will win an amount equal to his original bet. A payoff rate of 3/2 means the Player will win an amount equal to 11/2 times his original bet. A payoff rate of -1/2 means the Player will lose half of his original bet. No denominator on any of the rate may be equal to 0. The next two edit boxes control the minimum and maximum bets the Player may wager. The number of chip units for the minimum or maximum bet is entered into the edit box. The chip units are automatically converted to currency and the result is displayed to the right of the edit box. The last option of the House Rules concerns a very special case in hand evaluations. If the Dealer has an insurable Black Jack and the Player also has a Black Jack, then this rule is consulted to determine if the Player loses his bet or pushes the hand. An insurable Black Jack is a Dealer Black Jack where the Dealer's face up card was an Ace. Normally if the Dealer has an insurable Black Jack and the Player also has Black Jack the Player will lose his bet. If this box is checked, the Player would push in such a case. This unusual feature is provided to accommodate some of the more exotic variations of the game. No casino, to the Author(s) knowledge provides for this option. Dealer Rules The rules that govern the Dealer play are the stand points, the count display and the hand exposure rules. The dialogue box used to change these is shown in Figure 14. The first two edit boxes set the hard and soft stand points the Dealer must abide by. For more information on stand points see Dealer Play on page 18. The Dealer must hit on all hands below the applicable stand point and stand on all other hands. Both stand points are usually 17. The stand points need not be equal to each other, but both must be between 12 and 21, inclusive. The first check box controls whether or not the current count of the Dealer's hand will be displayed or not. If the box is checked the count is displayed. If the box is not checked the count is not displayed. If the count to be displayed is a hard count, a single number is displayed below the hand. If the count to be displayed, is a soft count two numbers are displayed below the hand. The number in parenthesis is the count of the hand if an Ace is valued at 1 point rather than 11 points. The exposure rules for the Dealer hand concerns when the Dealer will expose the hole card (face down card) of his hand to the Player. The Dealer always exposes the second card dealt to his hand and every card thereafter. When it is time to evaluate hands the Dealer will always expose any hidden cards. After the hand is dealt to the Dealer and before the hand is evaluated against the Player's hand, the hole card is usually hidden from the Player. Some variations of Black Jack such as Double Exposure IItm expose the Dealer's hole card if the second card is of a certain rank. Referring to Figure 14 the default exposure rule is given by the check box Show Hole Card. If this box is not checked the Dealer will not expose his hole card to the Player until it is time to evaluate the hands. If this box is checked the Dealer will immediately expose his hole card to the Player. The 13 exception check boxes are for exceptions to the default exposure rule. The rank of the first face up card dealt to the Dealer is checked for possible exception to the default exposure rule. If the box for that rank is unchecked the default exposure rule for the hole card is used. If the box for the rank is checked the opposite of the default exposure rule for the hole card is used. For a concrete example of why this even matters, consider the game of Double Exposure IItm. In Double Exposure IItm the Dealer's hole card is exposed to the Player if the Dealer's up card is a ten count (King, Queen, Jack, or Ten). This exposure rule can be stated as the hole card is not shown except for Kings, Queens, Jacks, and Tens or can also be stated as the hole card is shown except for all ranks Ace through Nine. The exposure rules for Double Exposure IItm could be accomplished in either manner shown in Figure 15. Player Rules The optional plays the Player may or may not exercise and any additional restrictions of these plays are set with the dialogue box shown in Figure 16. The first check box controls whether or not the current count of the Player hand will be displayed or not. If the box is checked, the count of the current Player hand will be displayed. If the box is not checked, the count of the current Player hand will not be displayed. If the count to be displayed is a hard count, a single number is displayed below the hand. If the count to be displayed is a soft count, two numbers are displayed below the hand. The number in parenthesis is the hard count of the hand if an Ace is valued at 1 point rather than 11 points. The next three check boxes control whether or not the Player may Split, Double Down, or Surrender hands. If the box is checked the Player may exercise the optional play if the rules otherwise permit the play. If the box is not checked the Player may not exercise that optional play even if the rules would otherwise permit the play. For more information on when a Player may Split, Double Down, or Surrender see pages 13, 15, and 16; respectively. The next check box controls a possible restriction that applies to Doubling Down and Splitting. If the Player can double down most hands, he may not be able to do so with hands formed from the splitting of pairs. If this box is checked the Player may double down a hand that was formed from splitting a pair. If this box is not checked the Player may not double down a hand that was formed from splitting a pair. If either of these optional plays (splitting or doubling down) is not allowed then this check box is ignored. The next check box controls a possible restriction that applies to Surrendering and Splitting. If the Player can surrender most hands, he may not be able to do so with hands formed from the splitting of pairs. If this box is checked the Player may surrender a hand that was formed from splitting a pair. If this box is not checked the Player may not surrender a hand that was formed from splitting a pair. If either of these optional plays (splitting or surrendering) is not allowed then this check box is ignored. The last check box controls a possible restriction on playing a split pair of Aces. If the Player can split pairs, then split Aces are not usually played in the same manner as other split pairs. Normally, if the Player splits a pair of Aces he will receive one and only one more card to each of the two hands formed. If the Player gets another Ace he may split this new pair but otherwise must stand on the two 2-card hands formed by the splitting. If the Player splits any other pair he can play the two hands formed as he would any other hand, with the possible restrictions on surrendering and doubling down as noted above. This check box controls whether a hand formed by splitting a pair of Aces will be played similar to a hand formed from the splitting of any other pair. If this box is checked, a hand formed from a split pair of Aces will be played similar to a hand formed from the splitting of any other pair. If this box is not checked, a hand formed from a split pair of Aces will receive one and only one additional card and the Player must stand on or split the resulting 2-card hands. For more information on splitting cards see Splitting on page 13. If splitting is not allowed then this check box is ignored. One further restriction always applies to splitting pairs. The Player can play only a maximum number of hands during any single round of Black Jack. The edit box controls what this maximum number of hands is and may be any integer between 2 and 10, inclusive. If the Player has split pairs such that he is presently playing six hands in the round and the maximum allowed is six the he will be unable to split any further hands during that round. This maximum is required when the Player is using an infinite shoe. For more information on an infinite shoe see page 64. With an infinite shoe there is a very small probability the Player may be dealt any number of cards of the same rank and thus may split hands indefinitely. If splitting of hands is not allowed this limit is ignored. Shoe Size The shoe is a group of one or more decks of cards. Each deck consists of 52 cards divided into 13 ranks of 4 suits each. The size of the shoe is the number of decks in the shoe. A shoe may contain 1, 2, 4, 6, 8, or 10 decks. Also the deck may be infinite. An infinite shoe is a shoe where the probability of getting any card is always 1 in 52. For example if there are 3 Aces of hearts on the table the chances are 1 in 52 that the next card dealt from an infinite shoe will also be an Ace of hearts. The size of the shoe and other parameters of the shoe are set with the dialogue box shown in Figure 17. If the Player chooses to play with an infinite shoe, card counting system are useless because the probability of getting cards does not change during a round. Therefore if the Player chooses an infinite shoe it is impossible to create a meaningful list of cards played or weighted sum of the cards played. These two options on the Hint menu are disabled if the Player chooses an infinite shoe. The size of the shoe is saved from execution to execution of WinJacktm and the default size is 4 decks. The first pair of edit boxes to the right controls the minimum depth of the cuts of the shoe. The minimum cut depth must be less than 1/2. The minimum depth of the cut is the minimum size of either portion of the shoe after being cut. The range of values for the scroll bar used in for cutting the shoe will be adjusted based on this figure. For more information on cutting the shoe see Figure 3 on page 26. The first edit box of the pair represents the numerator of a fraction. The second edit box of the pair represents the denominator of a fraction. The denominator cannot equal zero. Both the numerator and denominator must be integers of no more than three (3) digits. The second pair of edit boxes to the right controls the location of the bottom of the shoe. The minimum shoe bottom must be less than maximum shoe bottom. The bottom of the shoe is located randomly within a range of possible values. The minimum shoe bottom is the lower end of this range. The total number of cards in the shoe is multiplied by the minimum shoe bottom. This card number is the deepest location of the bottom of the shoe. The least number of cards will remain un played. For more information on bottom of the shoe see page 6. The first edit box of the pair represents the numerator of a fraction. The second edit box of the pair represents the denominator of a fraction. The denominator cannot equal zero. Both the numerator and denominator must be integers of no more than three (3) digits. The numerator must be less than the denominator. The third pair of edit boxes to the right controls the location of the bottom of the shoe. The maximum shoe bottom must be greater than the minimum shoe bottom. The bottom of the shoe is located randomly within a range of possible values. The maximum shoe bottom is the higher end of this range. The total number of cards in the shoe is multiplied by the maximum shoe bottom. This card number is the shallowest location of the bottom of the shoe. The greatest number of cards will remain unplayed. For more information on bottom of the shoe see page 6. The first edit box of the pair represents the numerator of a fraction. The second edit box of the pair represents the denominator of a fraction. The denominator cannot equal zero. Both the numerator and denominator must be integers of no more than three (3) digits. The numerator must be less than the denominator. Chip Values and Initial Distribution The monetary value of each of the seven types of chips can be changed as can the initial number of chips. With these parameters the Player is able to set the initial amount of money in his Player Bankroll chip bank as well as the distribution of chip types. The dialogue box shown in Figure 18 is used to change the values and initial numbers of each chip type. Each of the seven chip types are represented by a row of three edit boxes. The first row is for chip type 1 and the second row is for chip type 2, etc. The current monetary value of the chip is shown at the right of the three edit boxes. The first column of the row of edit boxes is for the initial number of chips of that type. This determines how many chips of that chip type will initially be placed in the Player Bankroll chip bank when the WinJacktm program begins. Since this dialogue box affects the initial number of chips given to the Player when WinJacktm begins execution, changes in the number of chips will not take effect until the next time WinJacktm is executed. The second column of each row of edit boxes sets the number of chip units that chip type represents. The chip units times currency unit per chip unit give the monetary value of the chip type. The currency unit per chip unit will be explained below. The chip units must be greater than zero and in ascending order. Therefore the chip units for chip type 2 must be greater than the chip units of chip type 1 and the chip units for chip type 3 must be greater than for the chip units for chip type 2 and so on. This insures that the chip types have increasing monetary value. The third column of the row of edit boxes is the maximum number of chips that will be displayed in the chip bank. In the chip bank there is a limited amount of room to draw the stacks of chips as rectangles. If the actual number of chip of a particular type is greater than the maximum displayed the stack drawn in the chip bank will be same size as the stack drawn for the maximum number of chips. For example, if the maximum number of chips displayed is 50 and the Player has won or made change so that there are 100 chips of that type, the rectangle drawn on the screen will be the same size as the rectangle drawn on the screen for a stack of 50 chips. The value in this edit box must be greater than 0 and less than 1000. The final edit box located below the three columns of edit boxes is used to enter the currency units per chip unit. The currency unit is the smallest unit of measure for some currency. For example in the United States of America the currency unit is 1/100 of 1 dollar because the penny is the smallest unit of measure of the country's currency, dollars. In Japan, on the other hand, the currency unit is 1 Yen, because there are no fractions of a yen. In Brazil the currency unit is 10 cuzaro, because money is not minted in any denomination smaller than 10 cuzaro. Every chip type represents some number of chip units and each chip unit in turn represents some convenient amount of actual currency. Every chip is valued at 1 or more chip units. For most currencies reasonable monetary values for the chips result in an unreasonably large numbers of currency units. For example a $100 chip would be 10,000 pennies. If each chip unit is equal to 1 currency unit then a $100 chip is equal to 10,000 chip units. If, on the other hand, each chip unit is set to be equal to 50 pennies, then a $100 chip is only 200 chip units. This system insures that the values of the chips are representable as currency units and insures that values are displayed with the proper precision and with the correct currency symbols regardless of the currency and country chosen in Control Panel. The formula for calculating the value of a chip type is given by: Chip Monetary Value = (# Chip Units) * (# Currency Units per Chip Unit) Chip Colors For computer with color screens the colors of the various chip types can be changed to suit the Player. This can only be done on computer systems where the screen can display at least eight colors or distinct shades of gray. If the screen cannot display at least eight colors or distinct shades of gray the Table and Chips in WinJacktm will be displayed in black and white. Figure 19 shows the dialogue box used to change the colors of each chip type. On the left are seven rows with each chip denomination and a sample of the color presently associated with that chip denomination. On the right are three scroll bars to change the red, green and blue color component intensities for the color of the currently selected chip type. Microsoft Windowstm uses the RGB color mixing model to represent colors. Each color consists of the mixture of three primary colors (reg, green, and blue) in varying intensities. The intensity of any primary color component may be any value between 0 (off or absent) and 255 (full intensity). This means Microsoft Windowstm can represent up to 16.8 million distinct colors. Unfortunately, most screen displays cannot resolve color this finely. Thus two different colors with differing RGB intensities may be physically displayed on the screen as the same color. This is why small changes in the position of one of the scroll bars may result in no change to the sample of color shown next to the chip denomination. The Player varies the RGB primary color intensities to set the color of each of the chip types. When the colors of all the chip types are to the Player's satisfaction, he either clicks on the Save button or hits the return key. The colors of each chip types are store and preserved from execution to execution of WinJacktm. Playing Recommendation WinJacktm will make recommendations on what is the Player's best choice of play. This recommendation is based on the Player playing against an infinite shoe and is not 100% valid for other cases. This recommendation also assumes the Player can split and double down on hands but not surrender hands. If the Player cannot double down and the recommended play is to double down then the Player should hit the hand. If the recommended play is to split a hand and the Player is not permitted to split hands then WinJacktm can offer no valid recommendation of play. This option is intended to allow beginning players to develop some sense of good play. The recommendations are, as stated above, good only for an infinite shoe. If the Player is playing against a finite shoe (with 1, 2, 4, 6, 8, or 10 decks) the recommended plays are very good if the number of cards played from the shoe is low (1% - 10% of the total cards). As more and more cards are played from the shoe, the odds of getting any particular card changes and the validity of the recommended play deteriorates. By following the recommended playing strategy the Player can expect to lose about 2.5% of his bet in the long run against an infinite shoe (no card counting). It is the optimal strategy, but the odds still favor the House. Which is why Black Jack is played in casinos. To find out what the recommended play is at any time during the round the Player selects the Hint option of the Hint menu. To speed play, an accelerator is provided to view the recommended play. For more information on accelerator keys refer to Appendix B on page 80. The Shift Function 1 Key (Shift F1) key will display the recommend play. The shift F1 key is generated by pressing the Shift key and then simultaneously pressing the Function 1 key (F1 key). The F1 key is located either to the left of the typewrite keys or above the typewrite keys. A recommendation for best play may only be requested if there presently is at least one hand in play by the player. Glossary Bust To go bust or bust a Black Jack hand is to have a hand where the point count of the cards in the hand exceed 21. Chip A chip is a piece of clay, metal, or plastic that represents actual currency. Chip Bank A chip bank is a container for several chip types. It has a groove for each type of chip the bank holds. Chip Unit A chip unit is the minimum value a chip type may be. One chip unit may be made up of 1 or more currency units. Chip Value A chip is a token for actual currency. The chip value is how much actual currency the chip type is a token for. The chip value is determined by two factors the number of chip units of the chip type and the number of currency units per chip unit. The product of the chip units of the chip type and currency units per chip unit is the chip value in actual currency. Currency Unit The currency unit for a given currency is the smallest denomination of that currency allowed. It may also be thought of as the precision of the currency. For example, the U.S. dollar has a currency unit of 1/100th of a U.S. dollar. This is the smallest denomination of a U.S. dollar a person can possess. Similarly the currency unit of the Japanese yen is 1 yen and for the Brazilian cuzaro the currency unit is 10 cuzaro. One yen, 10 cuzaro, or 1/100th of a U.S. dollar are the smallest denominations a person can hold. Cut To cut a deck of cards or a shoe is to divide the cards into 2 or 3 groups and to rearrange the order of the groups so as to reorder the sequence of cards in the deck or shoe. Deal To deal is to remove cards from the deck or shoe and give them to Player and the Dealer in an alternating fashion. The Player is given the first card. Dealer The Dealer is the opponent of the Player. The Dealer deals the cards, collects the losses from, and pays the winnings to the Player on behalf of the House. Deck A deck is a collection of 52 cards used for playing a number of games. A deck is divided into 13 ranks and each rank is further divided into 4 suits. Double Down To double down a Black Jack hand is to double the size of the bet on the current hand and receive one and only one additional card to form a 3-card hand. Hit To hit a Black Jack hand is to add one more card to the hand. Hole Card A hole card is any card of a hand that is hidden. In Black Jack the hole card refers to the down card of the Dealer's hand. House The House is the casino or gambling establishment that is sponsoring the Black Jack game. Insurance Insurance is a side bet place by the Player. The Player may place the insurance side bet in order to protect himself from losing to the Dealer's Black Jack. This is only offered if the Dealer shows an ace as his up card. Payoff Is the amount of money paid to the Player if he wins a bet. There may be differing payoffs for different types of wins. Player The Player is the person or persons betting money and playing Black Jack in an attempt to win more than he loses. Rank Rank is then name of a type of card. In a standard deck there are the following 13 ranks: Ace Two Three Four Five Six Seven Eight Nine Ten Jack Queen King Round A Round of Black Jack is the time between when the Player places his bet and the time that bet is won or lost. Shoe A shoe is a collection of 1 or usually more decks of cards that is used in the dealing of several gambling games such as Black Jack and Faro. Split To split a Black Jack hand is to create two 1-card hands from one 2-card hand where both cards of the original hand were of the same rank. Stand To stand on a Black Jack hand is to stop adding cards the hand. Suit Suit is the name of a type of card. In a standard deck there are the following 4 suits: Hearts Diamonds Clubs Spades Surrender To surrender a Black Jack hand is to lose 1/2 of the original bet and throw in the hand for a new round of play. Up Card An up card is any card of a hand that is visible. In Black Jack the up card refers to the face up card of the Dealer's hand. Appendix A Error Messages Can not make change between chips The player has requested to make change but there are no chips in the Player Bet chip bank. The minimum bet must be $x.xx The bet played by the Player is too small and is less than the currently specified minimum. Either increase the amount of the bet or change the minimum. For information on how to change the minimum bet amount see page 55. The maximum bet allowed is $xx.xx The bet played by the Player is too large and is greater than the currently specified maximum. Either decrease the amount of the bet or change the maximum. For information on how to change the maximum bet amount see page 55. File C:\bj\foo.bj Not Found The file specified, in this example C:\BJ\FOO.BJ could not be found and thus could not be opened. Cannot open file C:\bj\foo.bj. The file specified, in this example C:\BJ\FOO.BJ could not be opened. The file may be protected, in use by someone else or the Player does not have sufficient rights to open the file. No file last saved or opened to resume The Player asked to resume the last save file, but no file can be found. Either Player has never opened or saved a file or the file that was last saved or open was deleted or renamed. Chip value not in ascending order The value of chip denominations must be in ascending order by value. The Player has specified a set of chip denominations that are not in ascending order. Initial number of chips is greater than maximum The number of initial number of chip units given the Player at the start of the execution of WinJacktm cannot be greater than the maximum number of chips displayed in a stack of chips in a chip bank. Cannot play split Ace further. Split Aces get only one more card and the Player must stand on the resulting 2-card hand if the new card is not also an Ace. For more information on splitting Aces see page 62. Time limit has expired The time limit for one session of the WinJacktm Demonstration is 30 minutes. This message informs the Player that time is up for this session. This message only appears with the WinJacktm Demonstration. No timer available for Demonstration The time limit for one session of the WinJacktm Demonstration is 30 minutes. Since the session is timed at least one time must be available from the system to keep track of the session time. There are 16 timers available. To run the WinJacktm Demonstration the Player must first close down at least one of the other applications currently running that is using a timer (CLOCK.EXE for example). This message only appears with the WinJacktm Demonstration. This Demonstration Version has expired The maximum number of sessions of the WinJacktm Demonstration the Player may play is 50. This message is to inform the Player that he has played his fifty sessions and that the WinJacktm Demonstration is now disabled and will not run. To correct this error buy the full WinJacktm package from: Innovative Data Systems 9041 W. Heather Avenue Milwaukee, WI 53224 This message only appears with the WinJacktm Demonstration. Minimum cut must be less than 1/2 The minimum cut value restricts the minimum size of each of the 2 portions of the cut shoe. If the value were greater than 1/2 the size of both portions of the shoe together would be greater than 1, which is not possible. Range for shoe bottom specified incorrectly The value for either the minimum or maximum shoe bottom was specified incorrectly. Both the numerator and denominator of both numbers must be greater than zero. Neither denominator may equal zero. Both denominators must be greater than their associated numerators. Further the maximum shoe bottom must be greater than the minimum shoe bottom. If any of these restrictions are violated this message appears. Appendix B Accelerator Keys Accelerator keys are keystrokes a Player may execute that will cause a command from the menu bar to be executed. For Players not using a mouse executing a menu command with the Alt key and arrow keys can be a cumbersome process. Accelerator keys expedite the execution of common commands. The general accelerator keys are denoted with underscores on the menu bar and pull down menus of WinJacktm. Any pull down menu on the menu bar can be pulled down by entering an Alt-; where letter is the underscored character on the menu bar. For example to pull down the File menu the Player would type an Alt-F; to pull down the Hint menu the Player would type an Alt-H. The Alt- is generated by holding down the Alt key and simultaneously pressing the key. For the previous examples the Alt-F and Alt-H would be generated by holding down the Alt Key and then either the F or H key. Case in not important when generation alt codes. Once the menu is pulled down the options on it can be executed by typing the letter that is underscored. Thus, to execute the Open option of the File menu the Player would generate a Alt-F and then type an O. A good rule of thumb is: If you can see the option on the screen and one of the characters is underscored, then an Alt- will executed that option. The special accelerator keys used by WinJacktm and the associated command for the accelerator are given below. F5 Set Rank Weights F10 Show Card Count End Stand on Hand Home Hit Hand Shift F1 Recommended Play ^P Split Hand ^D Double Hand Down ^N Surrender Hand + or Grey + Add Chip to Player Bet - or Grey - Remove Chip from Player Bet * or Grey * Place Bet / or Grey / Make Change 1 Select Chip Type 1 2 Select Chip Type 2 3 Select Chip Type 3 4 Select Chip Type 4 5 Select Chip Type 5 6 Select Chip Type 6 7 Select Chip Type 7 Index "Burning Top Card" . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Accelerator Keys Description. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 Doubling Down. . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 Hitting a hand . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 Making Change. . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 Placing Bet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Recommended Play . . . . . . . . . . . . . . . . . . . . . . . . . . .72 Setting Rank Weights . . . . . . . . . . . . . . . . . . . . . . . . .51 Showing Card Count . . . . . . . . . . . . . . . . . . . . . . . . . .51 Splitting a hand . . . . . . . . . . . . . . . . . . . . . . . . . . .36 Standing on hand . . . . . . . . . . . . . . . . . . . . . . . . . . .33 Surrendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 Transfer of Chips. . . . . . . . . . . . . . . . . . . . . . . . .28, 30 Aces Count of . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Bet5, 7-13, 15-17, 21, 27, 28, 27-33, 35, 37, 40, 47, 55, 56, 72, 75, 76, 78, 81 Maximum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 Minimum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 Placing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8, 31 Placing w/ mouse . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Placing w/o mouse. . . . . . . . . . . . . . . . . . . . . . . . . . .31 Black Jack Definition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Insurable. . . . . . . . . . . . . . . . . . . . . . . . . . .12, 21, 56 Payoff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21, 55 Rank as a hand . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Blackjack Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Card Counting. . . . . . . . . . . . . . . . . . . . . . .6, 41, 45-47, 64, 72 Disclaimer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46 General Types. . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 w/ Infinite Shoe . . . . . . . . . . . . . . . . . . . . . . . . . . .64 Cards Played, show . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49 Change, Making w/ Mouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 w/o mouse. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 Chip Banks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27 Trasferring chips between. . . . . . . . . . . . . . . . . . . . . . .27 Using w/o Mouse. . . . . . . . . . . . . . . . . . . . . . . . . . . .27 Value. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27 Chip Colors Setting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 Chip Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27 Default value (USA). . . . . . . . . . . . . . . . . . . . . . . . . .27 Initial Distribution . . . . . . . . . . . . . . . . . . . . . . . . .67 Number Displayed on Screen . . . . . . . . . . . . . . . . . . . . . .68 Setting Values of. . . . . . . . . . . . . . . . . . . . . . . . . . .67 Chips Buying . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Handling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Number Displayed . . . . . . . . . . . . . . . . . . . . . . . . . . .68 Setting Initial Distribution . . . . . . . . . . . . . . . . . . . . .67 Transfering w/ mouse . . . . . . . . . . . . . . . . . . . . . . . . .27 Transferring w/o Mouse . . . . . . . . . . . . . . . . . . . . . . . .28 Value of . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68 Dealer Playing rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Disclaimer Counting Systems . . . . . . . . . . . . . . . . . . . . . . . . . . .46 General. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i Doubling Down. . . . . . 4, 10, 12, 14, 15, 18, 23, 32, 37, 53, 61, 62, 72, 75 Enabling/Disabling . . . . . . . . . . . . . . . . . . . . . . . . . .61 Explanation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 Restrictions . . . . . . . . . . . . . . . . . . . . . . . . . . .15, 61 w/ Mouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 Evaluating Hands . . . . . . . . . . . . . . . . . . . . . . . . . . . .20, 40 Face Cards Count of . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Defined. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Files Opening New. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43 Resume . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44 Saving . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Gambling Disclaimer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46 Glossary of Terms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74 Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Hand Count Controlling Display of . . . . . . . . . . . . . . . . . . . . . .57, 60 Defined. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Hard Counts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Hitting. . . . . . . . . .4, 10-12, 14, 16, 18, 23, 26, 34, 43, 57, 72, 75, 81 Defined. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Hole Card. . . . . . . . . . . . . . . . . . . . . . . . . . . . 5, 58, 59, 75 Setting Exposure Rules of. . . . . . . . . . . . . . . . . . . . . . .58 House Rules Changing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Insurable Black Jack Evaluation of Pushes with. . . . . . . . . . . . . . . . . . . . . . .56 Insurance. . . . . . . . . . . . . . . . . . .4, 12, 17, 18, 21, 23, 53-55, 75 Explanation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 Setting Payoff . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 Size of Insurance Bet. . . . . . . . . . . . . . . . . . . . . . .17, 55 Money Handling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Natural. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Natural 21 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Optional Plays Doubling Down. . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 General. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 Insurance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 Splitting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 Surrendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 Payoffs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 Setting Rates. . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Playing Parameters Loading from disk. . . . . . . . . . . . . . . . . . . . . . . . . . .43 Saving . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Playing Recomendation. . . . . . . . . . . . . . . . . . . . . . . . . . . .72 Point Value. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Push . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21, 40, 56 Rank Count . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Rank Weights Limits on. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 Setting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 Revere, Lawerence. . . . . . . . . . . . . . . . . . . . . . . . . .46, 47, 50 Books by . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46 Round Defined. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53 Dealer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53, 57 House. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53, 60 Shoe . . . . . . . . . . .5-7, 10, 26, 34, 41, 45-51, 62, 64-66, 72, 74-76, 79 Bottom . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6, 65, 66 Cutting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6, 65 Finite . . . . . . . . . . . . . . . . . . . . . . . . . . . .50, 51, 72 Infinite . . . . . . . . . . . . . . . . . . . . . . .50, 62, 64, 65, 72 Resuffle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Shuffling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Soft Counts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Splitting4, 9, 10, 12-16, 18, 20, 21, 23, 32, 35, 36, 53, 60-63, 72, 76, 78, 79, 81 Enabling/Disabling . . . . . . . . . . . . . . . . . . . . . . . . . .60 Explanation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 Restrictions . . . . . . . . . . . . . . . . . . . . . . . . .13, 61, 62 w/ Mouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36 Stand Point Explanation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Hard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Limits of. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57 Setting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57 Soft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Standing . . . . . . .4, 10-14, 16, 18, 19, 23, 33, 41, 53, 57, 62, 76, 79, 81 w/ Mouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33 Surrendering . . . . . . . . 4, 10, 12, 16, 18, 23, 38, 53, 61, 62, 72, 76, 81 Enabling/Disabling . . . . . . . . . . . . . . . . . . . . . . . . . .61 Explanation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 Locations offered. . . . . . . . . . . . . . . . . . . . . . . . . . .16 Restriction on . . . . . . . . . . . . . . . . . . . . . . . . . .16, 61 w/ Mouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 Table Layout in WinJack. . . . . . . . . . . . . . . . . . . . . . . . . . .24 Table Etiquette. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Thorp, Edward O. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46-49 Books by . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46 Winner Determining. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Winnings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21