Mimosine
Well-Known Member
Hey Gang,
In light of recent interest in making a workable UBZII I've slapped together a UBZII variant based on the original UBZII manual, "KO Blackjack," Advice from Fred Renzey and AutoMonkey (see: http://www.blackjackinfo.com/bb/showthread.php?t=6666 )
The goal - develop rounded indicies that are easy to use and remember for SD, DD, and 6D games.
the method - common pivot point of 0 which is equal to TC = +2 at all points in the deck. To accomplish the goal -- use different IRCs. To simplify betting and indices we need to develop a Key Count (defined where we first have the advantage) and for V0.5 we will define two additional points; first - "Advantage" where we have a TC on average of +4, and a second upper level "Rogue" where we have a TC on average of +6. These 3 points; KeyCount, Advantage, Rogue will varry based on the number of decks, but also should be very easy to remember and incorporate into play.
Initally i'm trying to get these numbers to work for Key Count, Pivot Point, and Advantage:
SD -2, 0, +2
DD -3, 0, +3
6D -6, 0, +6
The Rogue number is still in its infancy.
the Key Count, Advantage, and Rogue numbers very very roughly correlate
to the average TC listed below.
Simplified Index plays, using KO Blackjack as inspiriation:
Take Insurance at +1.
in All cases the P = 0. "I" will be the IRC (easy enough to remember) K and A represent -x and +x based on the number of decks. e.g. 6D K = -6, A = +6.
The mysterious Rogue value is for the player willing to split 10s, play 2 hands, and double down on A,8 V 4 --- all some of the most risky plays.
I will be developing this further, once I get a simulator, and maybe some feedback. to me this is a logical extension of KO blackjack, that is easy for me to grasp. Looking at Automatic Monkey's Simian Varriant UBZ, or George C's or Fred Renzey's KISS indicies, I'm not quite ready to digest so many different index numbers - thus I'm trying to make a simplified rounded index matrix.
Betting being the most important part of counting, my numbers there too are also a first approximation.
thoughts to get me to a V0.6 ?
In light of recent interest in making a workable UBZII I've slapped together a UBZII variant based on the original UBZII manual, "KO Blackjack," Advice from Fred Renzey and AutoMonkey (see: http://www.blackjackinfo.com/bb/showthread.php?t=6666 )
The goal - develop rounded indicies that are easy to use and remember for SD, DD, and 6D games.
the method - common pivot point of 0 which is equal to TC = +2 at all points in the deck. To accomplish the goal -- use different IRCs. To simplify betting and indices we need to develop a Key Count (defined where we first have the advantage) and for V0.5 we will define two additional points; first - "Advantage" where we have a TC on average of +4, and a second upper level "Rogue" where we have a TC on average of +6. These 3 points; KeyCount, Advantage, Rogue will varry based on the number of decks, but also should be very easy to remember and incorporate into play.
Code:
Tags
2 3 4 5 6 7 8 9 T A
1 2 2 2 2 1 0 0 -2 -1
SD -2, 0, +2
DD -3, 0, +3
6D -6, 0, +6
The Rogue number is still in its infancy.
the Key Count, Advantage, and Rogue numbers very very roughly correlate
to the average TC listed below.
Code:
[U] IRC KeyCount [b](P)ivot[/b] (A)dvantage (R)ogue[/U]
SD -4 -2 [B]0[/B] 2
DD -8 -3 [B]0[/B] 3
6D -24 -6 [B]0[/B] 6 8
AVG TC 0 1 [B]2[/B] 4 6
Bet 1u 2u 1/2 Max Max bet 2 Hands
Simplified Index plays, using KO Blackjack as inspiriation:
Take Insurance at +1.
Code:
UPCARD
[U]Hand 2 3 4 5 6 7 8 9 10 A[/U]
17
16 A K
15 P
14
13 I I
12 P P K I K
11 P
10 A P
9 P P
8 P P
10,10 R R
A,8 R A
The mysterious Rogue value is for the player willing to split 10s, play 2 hands, and double down on A,8 V 4 --- all some of the most risky plays.
I will be developing this further, once I get a simulator, and maybe some feedback. to me this is a logical extension of KO blackjack, that is easy for me to grasp. Looking at Automatic Monkey's Simian Varriant UBZ, or George C's or Fred Renzey's KISS indicies, I'm not quite ready to digest so many different index numbers - thus I'm trying to make a simplified rounded index matrix.
Betting being the most important part of counting, my numbers there too are also a first approximation.
thoughts to get me to a V0.6 ?