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We've
discussed the technique of back-counting, which allows you
to avoid poor counts. Let's apply the same concept in a
different context. Say you're playing in a 2-deck game and
one deck has already been dealt. The standard RC should
now be near 0. If it's, say, -6 instead, your expectation
is obviously negative. You may want to pick up your chips
and find another table, rather than play out the last few
hands. Or, you may want to take a well-timed lavatory break.
With proper timing, you can get up, stretch your legs, hit
the restroom, and return in time for the end of the shuffle
and the start of a fresh deck, thus successfully avoiding
playing in several hands with a probable negative expectation.
To this end, the K-O count can be played with an "exit
strategy." An "exit condition" is a pair
of numbers consisting of an exit count and an exit point.
If you're at or below the exit count at the exit point,
you leave the game. This is an advanced strategy that's
most useful in shoe games.
For example, in the standard counting scheme, we start the
K-O IRC at -20 for six decks or -28 for eight decks. The
exit strategy consists of the following conditions.
Use the table entries (pg. 118) as follows. First locate
the column corresponding to the game in question (6 or 8
decks). Then, determine the appropriate exit points from
the left-most column.
Thus, in a 6-deck game. we can leave after 1 deck has been
dealt if the running count is less than or equal to-22.
So if we're playing at a 6-deck table and notice that 1/4
of the way through the shoe (1 1/2 decks dealt), the running
count suddenly falls to -24, it's beneficial for us to exit
the game. Similarly, in an 8-deck game, you can leave after
playing 3 decks if the running count is less than or equal
to -22, and so forth.
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