POOLSIDE QUESTSBlackjack Lab

PRACTICE WITH PURPOSE

Your seat at the table.

THIS SESSION
0unaided
0correct
—accuracy
0assisted
PRACTICE MONEY
Available$1,000
In play$0
Session profit / loss$0
SIX-DECK BLACKJACKSHOE 1
Dealer
Your hand
YOUR BET

READY TO PLAY
Deal a hand to begin.
Instant checks · Full round recap
Hidden
Practice dollars only

6 decks · Dealer stands on soft 17 · Double after split · No surrender

Table rules & how to play

Play each hand using Hit, Stand, Double, or Split. Every move gets an immediate correctness check. Correct unaided moves receive a small confetti burst; mistakes receive a gentle amber pulse. A separate end-of-round grade celebrates perfect unaided decisions, regardless of the payout. The Table Coach waits until every hand is finished to reveal the detailed reasoning and decision trails. Split hands have separate trails; split decisions remain with their original hand. Click Hint only when you want advice for the current decision. That decision is marked assisted and excluded from unaided accuracy. Scores update with each move. Hints still require a click. Reduced-motion preferences disable confetti and pulses while keeping the text feedback.

You start with $1,000 in practice dollars and a $10 bet. Select a bet before dealing. Bets are deducted from available funds; doubles add one matching bet and splits add a separate matching bet. Wins pay 1:1 profit; blackjack pays 3:2; pushes return the stake. Split-hand 21 pays a normal win. You need enough available funds to double or split. Reset the bankroll between rounds to refill it without clearing your strategy score. Reloading starts a new session.

This is a six-deck shoe. Dealer stands on soft 17; blackjack pays 3:2; doubling after a split is allowed; surrender and insurance are unavailable. Split aces receive one card each. The shoe reshuffles near 25% remaining. Strategy reference: Wizard of Odds (stand-on-soft-17 chart; use hit/stand fallbacks because this table has no surrender).

Hi-Lo assigns +1 to 2–6, 0 to 7–9, and −1 to 10–Ace. Only visible cards affect the running count. The true count estimates the running count per deck remaining. Counting practice is for learning the arithmetic, not a promise of profit.