The training game is also a part of blackjack – and its rules are being defined as they are, below:
Training Game rules: One player acts as the dealer and deals two cards face down to two, three, or four spaces. Two cards are turned face up, and the dealer deals himself one card down and one card up.
The dealer hits the down hands with one or two cards each, turned face up. There is no need to look at the hands to see if they require a hit.
The hand that was turned face up is called the challenge hand. The dealer has the option of selecting the hand as a challenge or to continue dealing until the appearance of a more difficult situation.
When the dealer has designated the hand as a challenge, the player must write on their sheet the case, the proportion of the deck cased, and the action they would take for the challenge hand.
After all the players have written their answers, the dealer makes an accurate case of all the exposed cards – and the method used for making the accurate case is elaborated further under Dealer’s Case.
The Dealer’s Case is used for scoring – three points are awarded if the player’s case was correct. Two points are allowed if only the ace account was wrong.
One point is allowed if either the 10s count or the small cards count was wrong by one plus or one minus. No points are scored if the case was inaccurate by more than one plus or minus.
The exposed cards are counted for determining the proportion of the deck cased. If the player estimated the proportion within eight cards, one point is scored. A correct action earns three points.
After each challenge by the dealer, the cards are reshuffled, and the game is resumed. The first player to reach 100 points wins.
If the game is played against players of uneven skill, or with only one player, then par can be used. Find par by adding up the total points possible and multiply by .90.
In the Dealer’s Case, an accurate case of the exposed cards can be made by separating them into groups of three. Each group should be arranged, when possible, with one 10, one medium card, and one small card.
These even groups can be set aside and the remaining cards cased. The remaining cards should be grouped into threes at random; when one extra card is left at the end of the case, it should be considered as a plus.
For example, the last five cards, after the balanced groups are removed, are a 10 and four small cards. Grouping three small cards, the count is one plus 10s and two minus small cards.
The remaining 10 and small card will increase the medium card total to two plus.