Play hands and every hit, stand, double, split and surrender is checked against the basic strategy chart, with the reason
Blackjack Strategy Trainer teaches basic strategy, the one mathematically best play for every hand you can hold against every card the dealer can show. You play real hands from a six-deck shoe and choose to hit, stand, double, split or surrender; the moment you choose, the trainer checks it against the chart, tells you whether it matched, and explains why the right play is right. There is no money anywhere in it: the score is how many of your decisions agreed with the chart, and the chart itself sits under the table so you can look up any spot you missed.
Choose a mode. Play full hands deals ten complete hands; Quick drill deals twenty starting hands and asks for one decision on each.
In Quick drill, pick Mixed, Hard, Soft or Pairs to practise one part of the chart at a time.
Press Deal. The dealer shows one card; your two cards are face up.
Choose Hit, Stand, Double, Split or Surrender, by tapping or with the H, S, D, P and R keys. Moves the rules do not allow at that moment are greyed out.
Read the verdict. A green panel means your move was the basic strategy play; a red one names the right move and the reason, and outlines the cell in the chart below.
In full hands, keep playing until each hand is finished; the dealer then draws to 17 and every hand is settled. Press Next hand, or Enter, to carry on.
After the last hand the round shows your accuracy and lists every spot you got wrong, ready to look up.
Every decision is compared with the chart for the moves that are allowed at that moment: you can only double or surrender on your first two cards, surrender is not allowed after a split, and you can split to at most four hands. A decision that matches scores one point and extends your streak; one that does not resets the streak. Accuracy is points divided by decisions.
Winning or losing the hand does not affect the score. A correct hit on 15 against a 9 still loses more often than it wins, and a wrong hit can get lucky; the trainer marks the decision, not the outcome. Hands that end before you act, such as a dealer or player blackjack, count toward the ten hands but not toward accuracy. Your best streak and your accuracy on hard hands, soft hands and pairs are saved in this browser.
Rule-based decision making under a little pressure: recognising which of the chart's 280 cells you are in, recalling the one action that goes with it, and overriding the gut feeling that argues otherwise, such as the urge to stand on 16 against a 10 or to split tens. The explanations teach the handful of ideas the whole chart is built from, so the table stops being 280 facts to memorise and becomes a few principles you can reason from.
Basic strategy is one of the oldest results in applied probability. In 1956 four US Army engineers, Baldwin, Cantey, Maisel and McDermott, worked out the best play for every blackjack hand with desk calculators and published it in the Journal of the American Statistical Association. Later computer simulations refined a few cells, but the modern chart is recognisably theirs: stand on stiff hands against a weak dealer card, hit them against a strong one, double when you are ahead, always split aces and eights.
People who know the chart still depart from it, and not at random. Keren and Wagenaar watched real players and found systematic deviations, with players explaining their choices through luck, hunches and the fear of busting rather than the odds. That is why the trainer explains every miss instead of only marking it: the hard cells, such as hitting 12 against a 2 or doubling soft 18, are the ones where intuition argues against the numbers.
Feedback helps most when it arrives immediately and says why, not only whether. Reviews of classroom feedback find that explanations tied to the task improve learning far more than a bare right or wrong. Each decision here is judged the moment you make it, the reason is shown next to the table, and the matching cell is outlined in the chart, so the rule is read at the moment it matters.
Learn the chart in three pieces: hard totals first, then pairs, then soft totals. Quick drill lets you practise each on its own.
Sort the dealer's card before you look at your own: 2 to 6 is weak, 7 to ace is strong. Most of the chart follows from that one split.
With 12 to 16 against a weak card, stand and let the dealer bust. Against a strong card, hit, even though you may bust.
Double when you are ahead and one card will probably keep you ahead: 10 and 11 against most cards, soft hands against a 4, 5 or 6.
Always split aces and 8s; never split 5s or tens.
Read the reason on every red panel before the next deal. The same spot will come round again.
Your all-time accuracy for hard hands, soft hands and pairs is saved in this browser. Drill whichever is lowest.
Find your hand down the left and the dealer's upcard along the top. H = hit, S = stand, D = double (hit if doubling is not allowed), Ds = double (stand if doubling is not allowed), P = split, R = surrender (hit if surrender is not allowed).
| You | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | A |
|---|---|---|---|---|---|---|---|---|---|---|
| 8 or less | H | H | H | H | H | H | H | H | H | H |
| 9 | H | D | D | D | D | H | H | H | H | H |
| 10 | D | D | D | D | D | D | D | D | H | H |
| 11 | D | D | D | D | D | D | D | D | D | H |
| 12 | H | H | S | S | S | H | H | H | H | H |
| 13 | S | S | S | S | S | H | H | H | H | H |
| 14 | S | S | S | S | S | H | H | H | H | H |
| 15 | S | S | S | S | S | H | H | H | R | H |
| 16 | S | S | S | S | S | H | H | R | R | R |
| 17+ | S | S | S | S | S | S | S | S | S | S |
| You | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | A |
|---|---|---|---|---|---|---|---|---|---|---|
| A,2 | H | H | H | D | D | H | H | H | H | H |
| A,3 | H | H | H | D | D | H | H | H | H | H |
| A,4 | H | H | D | D | D | H | H | H | H | H |
| A,5 | H | H | D | D | D | H | H | H | H | H |
| A,6 | H | D | D | D | D | H | H | H | H | H |
| A,7 | S | Ds | Ds | Ds | Ds | S | S | H | H | H |
| A,8 | S | S | S | S | S | S | S | S | S | S |
| A,9 | S | S | S | S | S | S | S | S | S | S |
| You | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | A |
|---|---|---|---|---|---|---|---|---|---|---|
| A,A | P | P | P | P | P | P | P | P | P | P |
| 10,10 | S | S | S | S | S | S | S | S | S | S |
| 9,9 | P | P | P | P | P | S | P | P | S | S |
| 8,8 | P | P | P | P | P | P | P | P | P | P |
| 7,7 | P | P | P | P | P | P | H | H | H | H |
| 6,6 | P | P | P | P | P | H | H | H | H | H |
| 5,5 | D | D | D | D | D | D | D | D | H | H |
| 4,4 | H | H | H | P | P | H | H | H | H | H |
| 3,3 | P | P | P | P | P | P | H | H | H | H |
| 2,2 | P | P | P | P | P | P | H | H | H | H |
It is the play with the best long-run result for every combination of your hand and the dealer's upcard, found by computer simulation of millions of hands. It does not look at cards already played; it only uses your cards and the dealer's one visible card. The chart on this page is basic strategy for the most common shoe game: 4 to 8 decks, dealer stands on soft 17, double after split and late surrender allowed.
Decide first whether your hand is a pair, a soft total (an ace still counted as 11, such as A,7) or a hard total. Find that row, then the column for the dealer's upcard, and play the letter in the cell. D means double if you are allowed to and hit if not; Ds means double if allowed and stand if not; R means surrender if allowed and hit if not.
No. It is the best possible way to play each hand, and it lowers the house edge to about half a percent under these rules, but the house still has the edge and short-term results swing widely. This trainer is for learning the decisions and has no money in it at all.
Standing on 12 against a 2 or 3, standing on 16 against a 7 or higher, not doubling soft hands against a 4, 5 or 6, splitting tens, not splitting 8s against a 9, 10 or ace, and hitting soft 18 against a 3 to 6 when the chart says double. The trainer lists every spot you missed at the end of the round.
Insurance is a side bet that the dealer's hidden card is a ten. In a six-deck shoe fewer than a third of the remaining cards are tens, but the bet pays as if it were a third, so it loses money over time. The trainer does not offer it.
A few cells get more aggressive: double 11 against an ace, double A,8 against a 6, double A,7 against a 2, and surrender 15 and 17 against an ace, plus a pair of 8s against an ace. Everything else on this chart stays the same. The trainer uses the stands-on-soft-17 rule, which is the more player-friendly one.
Yes, it is free and plays in the browser with no sign-up. Your best streak and your accuracy by hand type are kept in this browser only.