HOLD
PERCENTAGE FOR TWENTY-ONE GAMES
A
RESEARCH PAPER
SHAWN
McGHIE
CASINO
MANAGEMENT
UNIVERSITY
OF NEVADA
The
following information was abstracted from the above mentioned research paper written in
1984. The statistical information contained
therein was taken from John Scarne's New
Complete Guide to Gambling, Edward Thorpe's Beat the Dealer, Rouge et Noir Winning at
Casino Gaming and the American Institute of Certified Public Accountants Audit and
Accounting Guide. The information concerning
the Jim Kirby study was added in 1987.
Recent studies in casinos have developed information that indicates the average
house advantage enjoyed by casinos for twenty-one games is much lower than that developed
by Scarne. The improvement in play has
increased because of the attention to counting systems and basic strategies readily
available in gambling books.
The gaming win of
twenty-one is therefore the function of the volume of money bet applied
against the statistical advantage of the game.
It is not practical to measure the volume of money bet on a twenty-one game in a
continuing casino environment. Therefore, the most common analytic tool for twenty-one is
the win to drop percentage, more commonly called the
"hold percentage". However, the hold percentage does not reflect the
total game's wagers won by the casino. Drop
is not the total of all wagers, but the amount of chips exchanged for cash or cash
equivalent (markers). Win or loss is the change in a game's net assets as a result of
gaming transactions. The win or loss can be
determined for each game on each shift as shown in the following illustration from the
audit and accounting guide:
Cash
in the drop box |
|
$6,000 |
Credit
issued |
|
3,000 |
Total Drop |
|
$9,000 |
|
|
|
Less:
Beginning table inventory |
$14,000 |
|
Chip
transfers |
|
|
Fills |
5,000 |
|
Credits |
-1,000 |
|
|
$18,000 |
|
Ending
table inventory |
-11,000 |
7,000 |
|
|
|
Win |
|
$2,000 |
|
|
|
Percent
of Win to Drop (Hold Percent) |
|
22% |
Since
the hold percentage is the only information available, the question becomes one of
understanding how it works and its relationship to the house game advantage. There are five factors, each independent of the
other, that work simultaneously to determine hold percentage on a twenty-one game. They are: 1) the buy-in, 2) average bet, 3) house advantage, 4) hands per
hour, and 5) hours played. This information
can be simulated with a computer model and then varied to understand the effects of each
factor. The following examples were
generated using such a computer model.
To
illustrate this approach, a model was developed based on the following assumptions:
Buy-in |
$100.00 |
Average
bet |
$5.00 |
House
advantage |
2.5% |
Hands
per hour |
50 |
Hours
played |
2.5 |
|
|
Hold
percentage |
15.63% |
To explore the model and the effects of a single factor on the hold percentage, all
factors remain constant except the average bet. If
the average bet is raised in increments of $5.00, the hold
percent can be expected to increase as follows:
Increasing
Average Bet
Average Bet |
Hold
Percentage |
|
|
$5.00
(original model) |
15.63 |
10.00 |
31.25 |
15.00 |
46.88 |
20.00 |
62.50 |
25.00 |
78.13 |
Therefore,
increasing the average bet from $5.00 to $10.00 and having the player on the game for 2.5
hours, will increase the hold percentage from 15.63% to 31.25% on a buy-in of $100.00.
To
explore the model further, the original factors are constant except hands per hour. Making this factor variable and increasing the
hands per hour by five, the hold percentage will increase by the following amount:
Hands
Per Hour |
Hold
Percentage |
|
|
50
(original model) |
15.63 |
55 |
17.19 |
60 |
18.75 |
65 |
20.31 |
70 |
21.88 |
75 |
23.44 |
80 |
25.00 |
If
the preceding two examples are compared, it is obvious that increasing the average bet is
more powerful than the game speed assuming the other factors are constant.
The
effect of hours played can also be measured. If
this factor is varied and the original factors held constant, the model shows the
following:
Time
on the Game
Hours
Played |
Hold
Percentage |
2.5
(original model) |
15.63 |
3.0 |
18.75 |
3.5 |
21.88 |
4.0 |
25.00 |
4.5 |
28.13 |
5.0 |
31.25 |
The other two factors, buy-in and house percentage, can also be varied. The control over both is somewhat limited as
explained later, but special circumstances could exist that would warrant their analysis
in a similar fashion. With the above
information available, the twenty-one manager can focus on techniques to increase the
games hold percentage and, therefore, the win. Each
of the five factors can be addressed in terms of management actions.
Buy-In:
The twenty-one manager can consider the rules under which the games are to be
played. He needs to encourage play, but must
consider the house advantage as rules are established.
The surrender rule in Atlantic City was popular with the players, but not with the
twenty-one managers. Rule restrictions that
favor the house are as follows:
Rules
that Increase the House Percentage
Rule
Restrictions
|
Increase
in House Advantage |
Dealer
hits soft 17 |
+0.2 |
No
soft doubling down |
+0.1 |
No
doubling down on 11 |
+0.8 |
No
doubling down on 10 |
+0.5 |
No
doubling down on 9 |
+0.1 |
No
doubling down except 9, 10 or 11 |
+0.2 |
No
doubling down after splitting |
+0.2 |
No
splitting of aces |
+0.2 |
Tie
hands are won by the dealer |
+9.0 |
The single deck twenty-one creates a problem for both the dealer and the player if
the hands per hour is increased too much. Game
speed can be accomplished without detrimental effects by using a multiple deck shoe. A new invention is being tested in Atlantic City
that automatically shuffles the cards. With
multiple deck shoes and automatic shuffling, hands per hour can be greatly increased. The twenty-one manager must consider all these
factors as well as his players, adjust the game speed, and monitor the hold percentage to
develop the proper balance for his games.
Hours
Played:
Player Comfort:
Are
the stools comfortable to sit at for a long period of time?
Does the player get enough to drink to keep him
happy? Are the lights too bright or
too dark? Is the music too loud or too soft?
Mandatory Playing Time:
If
he is on a junket and has agreed to playing time, how do you monitor his activity?
Grading of Player:
Are
good players spotted and given personal attention, such as a complimentary dinner or
overnight lodging to encourage them to stay in the game?
Downtown
Las Vegas |
12.11 |
Strip
Las Vegas |
14.69 |
Reno |
17.55 |
Lake
Tahoe |
14.63 |
Laughlin |
14.86 |
Shawn McGhie was a consultant with McGhie Consulting in Reno, Nevada and is presently employed by Fair Isaacs, Co. You can reach McGhie Consulting at (775) 329-2999 or find more information on the Web at www.200.com/consulting.
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