Counting Questions - key count, etc - with KO

Boarding

New Member
Team,

So, a few questions if you don't mind.

First, I don't like the positive numbers, so I have been adjusting the initial running count of the KO method at zero, and therefore my pivot count becomes 24, and my key count becomes 25 (I think).

First - is that correct.

Second, as I have read more, it appears that there are other plays that focus on this +4 use of pivot count.

Should I just use that count and learn to deal with the neg's now to enable better play down the road?

Finally, I'm probably going to be killed but went with the Qfit sofware - seems great.

Thanks

Boarding
 

zengrifter

Banned
**responses

**my responses are embedded -

First, I don't like the positive numbers, so I have been adjusting the initial running count of the KO method at zero, and therefore my pivot count becomes 24, and my key count becomes 25 (I think).

**your IRC and KC would still be different for 1D and 2D.

Second, as I have read more, it appears that there are other plays that focus on this +4 use of pivot count.

**for a more complete matrix of 30+ BS departures see 'GriftKO'

Should I just use that count and learn to deal with the neg's now to enable better play down the road?

**YES!

Finally, I'm probably going to be killed but went with the Qfit sofware - seems great.

**I specifically didn't recommend qFit, but now that you got it, STICK TO THE DRILLS AND NOT THE BJ-PLAY FUNCTIONS - THE DRILLS ARE WHERE ITS AT!!! zg
 

CanKen

Well-Known Member
Re Counting Questions with KO

Boarding:

I've studied and used KO for several years with some success, so I'll post my answers to your questions.

First, I'll assume that you meant you don't like counting negatives, (you said positives), and that you play 6-deck shoes. In my opinion, using an Initial Running Count(IRC) =0 helps a lot and causes no problem. Maybe even better, using IRC = 10 would just about eliminate negatives altogether.

As I understand it, the KO authors use different, negative IRC's for different numbers of decks so that the Pivot Point(PP) is always at +4. If you tend to switch among games with different numbers of decks, this makes learning strategy variations easier since nearly all the important ones occur at, or close to, the PP. If you mostly play the same number of decks, this doesn't matter; use whatever IRC you like.

However, the Key Count(KC), where you first increase your bet, and the PP, where you usually hit your max bet, both change with the number of decks and your choice of IRC.
For six decks, the KC is always IRC+16, and the PP is always IRC+24.
So for IRC = 0, KC = 16, and PP = 24. (For eight decks and IRC = 0, KC = 22, PP = 32.)

CVBJ from QFIT is worth the money. I agree with zg about the drills. I do the flash-card strategy index drills and the full table counting drills almost daily. But I still think playing BJ with the game simulator is good practice. It's very realistic, and if you set the speed parameters at the limit of your ability, you can get a lot of valuable, (and cheap), experience.

Good luck, CK
 
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