Discount Gambling

Practice Viejas Card Craps Game

Posted in +EV, card craps by stephenhow on November 9, 2009

The best way to get the feel of the Viejas craps game is to actually play it. I wrote a Java applet to show the way you record rolls, and to model the 18-slot CSM with 44 sets of dice. You can look at the last 6 rolls or so, and figure out if you want to lay 10x odds on your Don’t Pass bet. I wrote this game because I wanted to try out laying 10x odds with a CSM model before I did it in real life. The best thing about writing down the rolls is that it gives you a better view on the key cards (e.g., Aces when the point is 6) than a mechanical 6 roll window.

Click on the screenshot below to play the game. I couldn’t embed it in this WordPress.com hosted blog, because they don’t allow Java applets here 😦

Card craps practice game.

Try out the game. You can start with a basic 6-roll window strategy, and go from there. I think the human is more capable of determining the risk from the key cards in the roll history, than a simple fixed 6 roll window (+1.8% player edge on the flat bet). If it plays well for you, then come on out to San Diego.

Card Craps Counting With Pen & Paper @ Viejas

Posted in +EV, card craps by stephenhow on November 5, 2009

I just figured out the perfect way to play card craps at Viejas Casino. I always see Baccarat and Roulette players recording and studying the hand history right at the table, so I figured I’d make real use out of the right to pen & paper at the craps table. I sat down at the CSM craps game tonight, and recorded each roll on paper. That allowed me to look over the last 5-6 rolls, and see if the count was positive for laying odds on my Don’t Pass bet. This took all the guesswork out of counting, and was quite fun and relaxing. Before, I’d have to think back and guess if I saw the key cards for the point. It was inaccurate, and I probably made a lot of mistakes. Now, it’s smooth sailing, and I know exactly when to lay odds.

I had a good winning session (my 3rd in 3 consecutive nights), and played for about an hour or so. The play is pretty fast out of the CSM, and I recorded about 300 rolls (all of them). I played Don’t Pass on 62 points, laying odds on 24 of them (39%). It was really easy to see when the count was good. (Of course, any time the count is positive, I should be laying 10x odds.) When I change my odds, I note it to the right of the roll. I also use exclamation marks (!) to indicate the outcome when I’m laying odds. For example, “win!!!” means I won when laying 3x odds; “lose!” means I lost when laying 1x odds. I use a horizontal line to indicate the come-out roll.

I played with two other semi-regulars tonight (compared to me, everyone else is semi-regular). One guy was playing $5 pass line with 5x-10x odds, and got killed. He watched me vary me odds bet during the roll, and saw I usually won when laying odds, and I usually didn’t have odds when I lost. After he busted out, he brought out another $200, but decided not to play. Instead, he watched what I was doing with the notation. I’m sure he knows that card craps is not normal, and that its possible to count the cards in some way. Of course, you’re not really going to figure it out unless you have a lot of time and energy on your hands. Or find this site. I really hope someone reads this, and understands how good the game is. For crying out loud … you can count with pen and paper right at the table! This is completely and absolutely classic.

Below are photos of my session (I don’t have a scanner). Take a look, and you should see exactly how to play. I highly recommend taking advantage of this method of playing. It’s the only way I’m going to play the game in the future.



card craps rolls 1,2

Card craps session notation, pages 1 & 2



IMG_0672

Card craps session notation, pages 3 & 4.

Welcome Wizard of Odds Readers!

Posted in Uncategorized by stephenhow on November 2, 2009

I got a mention on the universally-known “last word on gambling” Wizard of Odds site. Needless to say, its nice to suddenly get much more page hits in a day then I used to get in a month. So welcome, especially if you’re here for the +EV angles I’m working to find. Well, if you’re in San Diego, there are two +EV games right now, Mississippi Stud @ Barona, and CSM (card) craps at Viejas. These games have been spread for a while, and the casino isn’t afraid of any advantage players. They’re making plenty of money with these games. No one is going to get rich from these small edges. Its a lot like card-counting in blackjack, but without all the hard work. I just re-wrote the page on the Viejas craps game, to make it easier to see the edge, and how to play it. Hopefully someone will actually try it. Welcome!

Two-Player Collusion for Ultimate Texas Hold’em

Posted in collusion, ultimate texas hold'em by stephenhow on October 16, 2009

After completing basic strategy for Ultimate Texas Hold’em (UTH), I thought I’d look into the effect of knowing your neighbor’s cards. My program computes the EV for a players down cards, the board, and any known cards, so it’s really easy to analyze the effect of collusion. I didn’t think there’d be much EV gain by sharing info with a partner, because the Ante bet requires dealer to qualify, and the Blind bet pays only for straights and better. Furthermore, you’re only getting even money return on your Play bet; the effect of collusion might be greater for a paytable with odds, like in Mississippi Stud.

I broke the rough analysis into the three decision points, preflop, flop, and river. I kept the analysis to two players, since it’s hard to manage and rely on more than one other player. Also, its harder to formulate a collusion strategy for multiple players.

Overall, collusion only helps when you have a borderline decision, and your partner also happens to have cards that helps your decision. In these relatively rare cases, you’ll pick up an EV gain of about 10% of your Ante bet. So, if you experience these conditions in 1% of your hands, you’ll only gain an overall EV boost of (.01)(.10) = 0.1%, which is negligible. However, it’ll make you feel better when you don’t raise K6o when your friend has a K or 6, and you end up saving 3 Ante bets (the hand is likely to call 1x anyway).

Preflop

The following table shows some examples of using partner info to change your preflop decision. Each table entry takes me around 16 hours of compute time to analyze. For pairs, partner info can only slow down your raise for pocket 3’s. Otherwise, pocket pair decisions are not affected. Borderline raising cases are influenced by partner cards if you’re within 2 kicker levels of the raising threshold. E.g., K5o +/- 2 means consider raising K3o if partner has an Ace; conversely, consider checking K7o if your partner has a K or 7.

hand partner EV(check) EV(4x) Notes
Kh 4d Ac 7h -0.1285 -0.0870 raise K4o when Ace seen
Ks 2c Ad 7h -0.2168 -0.2615 check K2o even if Ace seen
Qh 5d Ad Kc -0.1817 -0.2378 two overs aren’t enough to make Q5o a raising hand
Qh 6d Ad Kc -0.1243 -0.1238 two overs make Q6o a raising hand
Ks 7d 7h 6s -0.2019 -0.2020 kicker copy increases raising threshold
3s 3h 3d 8c -0.4135 -0.5515 check pocket 3’s if your friend has a 3
4s 4h 4c 8s -0.2033 -0.1467 raise with pocket 4’s, even if your friend has a 4
Ks 7d Kh 6s -0.2257 -0.2218 raise with K7o, even if your friend has a K
Ac 2s Ah 5d -0.2397 -0.2129 still raise A2o if Ace seen

Flop

There are very few situations where knowledge of your partner’s hand will change the way you play your hand on the flop. Such cases will rarely come up in actual play (e.g., minimum flush draw bets).

hand partner board EV(check) EV(2x) Notes
2s 3d 2h 9h Kh -0.8182 -0.9389 check bottom pair no kicker/draw on a suited board
2s 3d Ah Qh 2h 9h Kh -0.6946 -0.7530 still check even if partner has two overcards and flush
2s 3d Kd 9s 2h 9h Kh -0.7569 -0.8189 still check even if partner has top two pairs
Ts 3s 2s 9s Kh +0.1865 +0.2069 bet 5th nut flush draw with board undercard
Ts 3s 4s 7h 2s 9s Kh +0.0895 +0.0600 check minimum raising draw if partner has one flush out
Js 3s 4s 7s 2s 9s Kh +0.0102 +0.0435 still bet 4th nut draw if partner has two flush outs
2d 3s 2h 3d 2s 9s Kh -0.5499 -0.5163 still bet bottom pair if partner has identical hand
2d 3s 2h 2c 2s 9s Kh -0.5499 -0.4871 still bet bottom pair if partner has two of your outs
Jd Th Qh 6d 8s 9h 2s -0.1535 -0.1725 check JT98 if partner has one of your outs
Jd Qh Kh 8d Ts 9h 2s -0.1730 -0.1352 still bet QJT9 if partner has two of your outs

River

Partner information may occasionally help your minimum kicker requirements on the river. If the board is paired (i.e., qualifies the Ante bet), when your partner has 2 keys cards, you may decrease your kicker requirements by one.

hand partner board EV(fold) EV(call) Notes
Qs Jd Ts 9h 7c 2d 3h -2.0000 -2.1162 fold without 2nd nut kicker on unpaired board
Qs Jd As Kd Ts 9h 7c 2d 3h -2.0000 -2.0875 fold 3rd nut kicker even if partner has 2 overs
Qs Jd 2c 3d Ts 9h 7c 2d 3h -2.0000 -2.0310 fold 3rd nut kicker even if partner has 2 pairs
Ts Jd 9s 9h 7c 2d 3h -2.0000 -2.0030 fold 4th nut kicker on paired board
Ts Jd As Kd 9s 9h 7c 2d 3h -2.0000 -1.9070 call 4th nut kicker if partner has 2 overs
Ts Jd 2c 3s 9s 9h 7c 2d 3h -2.0000 -1.9070 call 4th nut kicker if partner has 2 dealer outs
Ts 8d 9s 9h 9c 2d 3h -2.0000 -2.0030 fold 5th nut kicker on trips board
Ts 8d As Kd 9s 9h 9c 2d 3h -2.0000 -1.9070 call 5th nut kicker on trips board if partner has 2 overs
Ts 8d As 2c 9s 9h 9c 2d 3h -2.0000 -1.9070 call 5th nut kicker on trips board if partner has 2 key cards
6s 7d Js Jd Kh Ks 2c -2.0000 -2.0697 fold 6th nut kicker on 2 pair board
6s 7d Ad Qh Js Jd Kh Ks 2c -2.0000 -1.9801 call 6th nut kicker on 2 pair board if partner has 2 overs

A Week Of Ultimate Texas Hold’em

Posted in ultimate texas hold'em by stephenhow on October 12, 2009

I finished my first week of playing Shuffle Master’s Ultimate Texas Hold’em in 4 of the casinos in Temecula Valley, and thought I’d post my take on the game. Of course, I was playing as I always do: grinding out minimum bets ($5 Ante and $5 Blind) and near-optimal EV decisions. I played every day, drove a lot, stayed up late, and probably logged around 40 hours of playing time. Usually when I play some game like this, I end up losing some amount near the house expected house edge. But UTH played so well, I just kept accumulating winning sessions, and I ended up net +$2000 for the week.

I’ve never had as much success with a game as I have with Ultimate Texas Hold’em. I notice the game plays very well, since you bet when you’re ahead (either with a good starting hand, or with a made hand), and you check otherwise. But I was really surprised that I won like this. Some of it’s due to session management. I’d end a session when I was up a few hundred. I might drive down the road to another casino and start another session, but I’d make a point to log a session win.

I saw that no one else played correctly, and they preferred to bet the bonus Trips bet instead of raising 4x preflop with good hands. They all thought I was crazy playing basic strategy. Of course they lost, not because of their Trips bets (only a 1.9% house edge), but because they wouldn’t bet their hands (Play bet). They refuse to raise 4x preflop without some monster like QQ or AKs. When you show them a basic strategy card (raise K5s, JTo, Q6s, 33, etc.), they just think you’re crazier. They don’t want a copy of the card, they just want your seat when you leave a winner.

I’d sit for hours and play. On the weekend sessions, I’d play all day, and find a time to leave when I was up. I never got stuck worse than $200 in a session, and that was rare.

While I just grinded away, I played two sessions with my friend G, a high-limit blackjack player (average $100-$200 bets). In UTH, he played $25 Ante bets, and grinded out one session for an $800 win. In the other session, he grinded for a few hours at this level, but at the end pressed his bets to $50 Antes. He hit a good streak of winning a few 4x ($200 Play bet) hands, then cashed out $1450 ahead.

So, my take on the game is that its good for the grinder, using session management. The game plays well, with a lot lower variance than blackjack, because you bet more when you have a good hand. It’s also good for hit and run play, for the same reason. And with an overall element-of-risk of about 0.5%, it’s a better game than blackjack, even though the house considers it a carnival game.

UTH is my new favorite game. I’ve never had success with a table game like this. Unfortunately, I have to drive about 50 minutes to reach the game, so I probably will stop playing it during the week. It’s not like the game is +EV or anything, I just got lucky, and cashed out winners. But if I do go, I’ll choose to play at Casino Pauma, essentially a tiny local’s casino, because the hand rate is much, much faster there, as you’re typically heads-up with the dealer. The worst thing about UTH at a busy casino is the game is slowed down tremendously by people entering and leaving the game, buying in and coloring out, and by inexperienced dealers and players. It can get painfully slow at a table full of these delays. Otherwise, I highly recommend you learn basic strategy, and try the game out.

Basic Strategy Card for Ultimate Texas Hold’em

Posted in ultimate texas hold'em by stephenhow on September 28, 2009

ultimate-texas-hold-emI didn’t find any basic strategy online for ShuffleMaster’s Ultimate Texas Hold’em, so I developed my own. The following table should yield very close to the 2.2% theoretical house edge. I’ve only played the game a few times, but it seems there are a few cases when you need to know if a small pair, or a kicker, or a draw is good enough to bet.

Update: I started playing the game, and I really enjoy it. I find that people play very differently than basic strategy, and these mistakes often costs more than 20% of the ante bet (e.g., 20% of a $5 ante is $1). I’ve written up an entire page on the game, and explain how to play near-optimal strategy.

Basic Strategy Card for Ultimate Texas Hold'em.

Basic Strategy Card for Ultimate Texas Hold'em.

Improved CSM Craps Analysis @ Viejas Casino

Posted in +EV, card craps by stephenhow on September 27, 2009

After some debate and discussions with the (very cool) floor supervisors and dealers at Viejas Casino, I developed a much more accurate model for the CSM, and re-analyzed the effects of counting in the craps game. Initially, my model of the CSM was a conceptual one, and involved a random shuffling of cards in a reservoir, fronted by an continuous, 10 card deep buffer. In fact, after detailed discussions of how the CSM actually works, I re-modeled it after these mechanisms.

The CSM actually consists of an elevator shuffler, which uses 20 slots that holds from 0 to 14 cards. When the dealer feeds the muck into the hopper, it raises/lowers the elevator to select a random slot, then pushes a muck card into a random position within the chosen slot. The buffering consists of dropping an entire slot (of 0 to 14 cards) into the chute, from which the dealer pulls cards, until it empties. Then another random slot is dropped into the buffer for dealing.

Using this model, and the new, no accumulated muck dealing policy (the muck is fed back into the CSM after each roll), I determined that the actual window depth a counter should use is 4 rolls. I.e., your odds decisions should only be based on the last 4 rolls out of the CSM. Of course, if you could open the CSM and see how many cards are still left in the buffer (dropped slot), you’d know the exact distribution of the next roll. But, alas, that’s why there’s an opaque front panel cover, and we don’t know where we are in the dropped slot. So we just run simulations, and look for the best and simplest overall correlations we can devise.

I’m pretty pleased that a 4-roll windowed fair weighted count works out pretty well. The chart below shows an overall lower effect of the count, because we’re averaging in the variability of the buffer depth. But, the overall EV for laying 10x on a positive count is still +1.6% of the flat bet. It’s better than nothing, and the count is even simpler with the smaller window, and is still 100% fun.

CSM Craps Counting Advantage

CSM Craps Counting Advantage

Strategy Card For Mississippi Stud @ Barona Casino

Posted in +EV, mississippi stud by stephenhow on September 26, 2009

I finally got around to making a nice, colourful strategy card for Mississippi Stud, as it’s played at Barona Casino near San Diego (i.e., where you get to see all the players hands). I’ve been playing with an awful print out of my strategy table, and it would sometimes slow the game down. We won again last night, thanks to a full house on the last hand!

Mississippi Stud Strategy Table

Mississippi Stud strategy table when all 6 hands seen.

PlayCrapsâ„¢ @ Viejas: A Counter’s Dream

Posted in +EV, card craps by stephenhow on September 8, 2009

I’m loving the PlayCraps™ (cards-based craps) game @ Viejas Casino. I just love watching each roll out of the CSM change the EV of the odds bet on my Don’t Pass bet. For each +4 change in the count (e.g., a (1,2) roll against a 4 point), I increase my Don’t Odds by 1 unit. Of course, I could just lay 10x odds for any positive count, but I’m really conservative. Still, I often see +16 counts, which gives me over a 1% edge on whatever Don’t Odds I decide to lay.

Since it’s obvious to absolutely everyone that I’m counting (out loud), the casino changed the dealing policy to shuffle in the muck as often as every roll. This changes nothing for me, since I’m dealing with a CSM anyways. As I’ve shown in previous posts, the only important thing to track is a trailing window of approx. 6 rolls. This morning, I started some simulations before heading off to win $80 in 4 hours laying small (1x, 2x, occasionally 3x) odds.

Player edge for laying Don't Pass Odds using a 6-roll windowed, fair-weighted count.

Player edge for laying Don't Pass Odds using a 6-roll windowed, fair-weighted count.

The graph shows the 6-roll windowed count using fair-weighted values (i.e., “good” rolls for the 4/10 points are 4x powerful than “good” rolls for the 6/8 points) is all the info you need for any point. This graph demonstrates the entire essence of advantage play for this game. It’s all you need to see to know the game is clearly beatable, and to see the inherent bias towards the Don’t Pass.

While the overall edge is small (laying 10x odds for any positive count yields 1% of the flat Don’t Pass bet per roll; i.e., $.05 per roll for a $5 Don’t Pass bet), the game is 100% fun. It’s really easy to estimate how good the count is from watching key cards for the point, and remembering back a few rolls. With practice, it’s just a matter of watching for a few key cards, and instantly pumping up, or backing off your Don’t Odds on a roll-by-roll basis. It’s much, much easier, faster, and rewarding than counting at blackjack, which requires an expertise few master. Watching for key dice combinations for a given point is child’s play comparatively.

I’m editing the main PlayCraps™ page, and I need to make some graphical example diagrams. We need more Don’t players at this game; all the pass line players are just donating to the house.

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PlayCraps Example Session with Counting

Posted in Uncategorized by stephenhow on August 27, 2009

I thought I’d post a thorough description of how to play the PlayCraps game at Viejas, including how to account for the shuffle, using a fair-weighted counts for all the points.

First, here’s the value of each roll, and how it contributes to the counts for each point.

Point ΔCount
4 +4 if both cards ≤ 3, -4 if both cards ≥ 4, else 0
5 +2 if no Fives or Sixes, -1 if one Five or Six, -4 if two Fives/Sixes
6 +1 if no Sixes, -2 if one Six, -4 if boxcars
8 +1 if no Aces, -2 if one Ace, -4 if snake-eyes
9 +2 if no Ace or Deuce, -1 if one Ace or Deuce, -4 if two Aces/Deuces
10 +4 if both cards ≥ 4, -4 if both cards ≤ 3, else 0

Ideally, you’ll keep a count for each point. Of course, this is hard to do. I just wait for the point to come out, then I try to guess if I saw any key cards lately, and make up an initial count for the point. Then I adjust the count for each roll as in the above table. It’s very easy while the muck accumulates. Then, when the dealer shuffles the muck into the CSM, I keep counting as normal, for about 5 rolls (approx. buffer depth). After these five rolls, I start the count again, based on a guess of what’s in the muck.

simulated session with annotations after the jump! (more…)