The Hi-Lo Card Counting System
The Hi-Lo card values
The Hi-Lo system assigns +1 to low cards, 0 to middle cards, and −1 to high cards. You track a single running total of these values as cards are dealt.
- +1: 2, 3, 4, 5, 6
- 0: 7, 8, 9
- −1: 10, J, Q, K, A
The logic mirrors how cards affect the game. Removing low cards from the shoe is good for the player (it leaves a high-card-rich deck), so they are +1. Removing high cards is bad for the player, so they are −1. The 7, 8 and 9 are close to neutral and are ignored.
Why Hi-Lo is a balanced count
A standard 52-card deck has twenty cards worth +1 (four each of 2, 3, 4, 5, 6) and twenty worth −1 (sixteen ten-value cards plus four Aces). Because the positives and negatives are equal, a perfectly counted full deck always ends on 0. That property is what makes Hi-Lo a balanced system — and it is exactly why you must convert the running count to a true count by dividing by decks remaining.
From running count to true count
Keep your running count as the raw sum, then convert to the true count for any decision:
True count = running count ÷ decks remaining
With a +8 running count and four decks left, the true count is +2. The true count normalizes the signal so it means the same thing at any point in the shoe. See the step-by-step guide for the full procedure.
Betting correlation and playing efficiency
Two numbers describe how good a counting system is:
- Betting correlation (BC) — how well the count predicts when to raise your bet. Hi-Lo scores about 0.97, near the maximum. Since most of a counter’s profit comes from betting, this is the number that matters most.
- Playing efficiency (PE) — how well the count guides strategy deviations. Hi-Lo is about 0.51, which is more modest. Because Hi-Lo treats the Ace as a high card for betting but the Ace is less relevant for playing decisions, some advanced players keep a separate side count of Aces to improve accuracy.
For nearly all players the trade-off lands firmly in Hi-Lo’s favor: a simple, accurate count beats a complex one you make mistakes with.
A worked example
Suppose six hands are dealt and you see: 4, 10, 6, K, 2, 5, 9, A, 3, 7, Q, 8.
Counting in order: +1, −1, +1, −1, +1, +1, 0, −1, +1, 0, −1, 0. The running count is +2. If roughly five decks remain in the shoe, the true count is about +0.4 — barely positive, so you would still bet near the minimum. The count has to climb meaningfully before you raise your bet. Practice this for free on our blackjack games.