Hustle presentation click

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• Basic Strategy• Counting Cards• Marking Cards• Collaborative Betting


• Martingale• The D’Alembert System• Late Betting

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• Basic Strategy• Counting Cards• Marking Cards• Collaborative Betting

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1. Determine what cards are in your hand2. Determine the dealer's up card3. Using Basic Strategy determine the correct action to take

Using Basic Strategy involves a three step process.

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• The idea of Basic Strategy comes from the fact that in a deck of cards there are 16 cards out of 52 that have a value of 10.

• Knowing that there are more tens in a deck of cards means that we can assume that the dealers hole card is a ten.

• This may seem wrong but it has been proven time and again that in the long run this is the correct action to take. With this assumption we can determine which hands the dealer is likely to bust with and which the dealer is going to have a strong hand.

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Strong Hand

If the dealers up card is a seven or higher it is assumed the dealer has a strong hand and won't be hitting. Trying to beat a 17, 18, 19, 20 or even a 21 is going to be difficult and will require the player to be aggressive.

Dealer Shows



Busted Hands:

The dealer is more likely to bust with hands in which the up card is a two, three, four, five or six. With the assumption the dealer has a hole card of 10 the dealer must hit all of these hands and these hands can all bust with a single card.

Dealer Shows

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Counting cards isn't cheating!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Card counting is simply good strategy; you use the information available to yourself and to everyone else at the table to make intelligent decisions about the best way to play your hands, and the best amount to bet on any given hand.

That being said, the casinos sure don't like card counting. They reserve the right to decide who can and can't play at their casino too, and if you're a good card counter who gets caught, you could easily find yourself "barred" from playing at a given casino.

Luckily for you, we’re encouraging card counting so we won’t be throwing you out.

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Card counting is a system of keeping track of all the dealt cards in the game in order to ascertain when the deck favours the dealer and when the player has higher odds.

The odds are determined by the number the counter keeps in his mind. This number is found by adding or subtracting a definite number to a starting count of zero as the cards are dealt on the table.

= COUNT AS + 1


= COUNT AS - 1

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In order to convert the Running count into a True count, the counter should divide the result of the running count by the number of decks left in the game.

For example, if the running count is 12, and there are 4 decks in the shoe left, the player gets a true count of 3 (12/4=3)

A positive count tells you it's time to bet more as there are high cards left in the deck. In general, when the true count is higher than 4 there are lots of high cards in the deck and you should increase the bet and be careful when you hit.

The most difficult part of this count is to predict how many decks are left in the shoe.

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The process of altering playing cards so that the suit, rank or both are only apparent to the person marking the cards (or potentially another conspirator),

To be effective, the distinguishing mark or marks must be done on the back of the card which is normally uniform.

Card marking can sometimes also be called as card bending; it is considered to be the easiest way to mark probably. A cheater most commonly marks a card by crimping a corner.

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These really are about teamwork.

The On Table Swap.

Executing the on-table swap often involves a companion: One partner distracts the dealer while the other exchanges the cards. These cards can either be switched from another partners deck on the table, or from a stack of cards you have on you.


This is a play where the player has — a "spook" — positioned behind the dealer, most often seated at another blackjack table on the other side of the pit, which enables the agent to view the dealer's hole-card when the dealer checks for a blackjack. The "spook" then signals the player at the table with the hole card information, so that the player may play his hand accordingly.

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• Martingale• The D’Alembert System• Late Betting

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The Basics


1 Number :Pays 35:1


2 Numbers:Pays 17:1


4 Numbers:Pays 8:1


12 Numbers:Pays 2:1


6 Numbers:Pays 5:1


Red or Black: Pays 1:1


Odd or Even:Pays 1:1


6 Numbers:Pays 3:1

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The Martingale System is the most known Roulette Strategy

To start the Martingale you set a wagering amount. Let’s use £5 for simplicity’s sake. You place a five pound wager on your bet of choice and continue to place £5 bets until you lose. Once you lose you will increase your wager to £10. If you win that wager you return to £5 wagers, if you lose you increase your next wager to £20 and continue to double your wager until you win.

By doubling your wager after each loss you are guaranteeing that when you do win you will win back all the money you have lost and you will return back to even.

The wagers climb in value quite quickly and you will need a fairly large bankroll to use this cheat.

Like any other cheating method this one involves risk.

In this case the risk is monetary instead of criminal.

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This system is designed to work with Even money wagers like Red or Black, Even or Odd and High or Low.

This system works by starting with a wager, if you win that wager you reduce the amount for the next spin as the chance you will win two spins in a row is low. Likewise if you lose a wager you increase your wager for the next spin as you are more likely to win.

The increase in your wagers is slower than other systems so your bankroll will last longer and you can stop your session at any point. If you lose your nerve you can quit and not be down hundreds of pounds in a few spins.

The second advantage is that you can quickly find your bankroll in the positive and you can again leave the table early and happy. This system relies on a balance between winning and losing bets which can be difficult to achieve.

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Making a bet after the time when no more bets are to be taken.

In Roulette late betting refers to placing a bet after the ball lands in a pocket. The player has to distract dealer's attention to be able either to move the bet to or to place a bet on the winning number.

Late Betters in Roulette tend to play in teams.

According to most cheating strategies the player who succeeds in placing a late bet and does not get caught should make a couple more bets (now legal) and then leave the table.