• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Sin City
  2. Lore

06. Blackjack Rules

Blackjack Overview

Blackjack is played against the dealer rather than against other gamblers. The goal is to finish with a hand closer to 21 than the dealer without exceeding 21.

Number cards are worth their printed value. Face cards are worth 10. An ace is worth 1 or 11, whichever benefits the hand without causing it to exceed 21.

A two-card hand containing an ace and a 10-value card is a blackjack.

Before a round begins, establish the minimum wager, maximum wager, number of decks, and whether the table allows splitting, doubling down, surrender, or insurance.

Playing a Round

Each player places a wager. The dealer gives two cards to every player and two cards to themselves. One dealer card is normally visible and the other remains hidden.

On their turn, a player may choose:

  • Hit: Take another card.

  • Stand: Keep the current hand.

  • Double Down: Double the original wager, take exactly one additional card, and then stand.

  • Split: When the first two cards have equal value, divide them into two separate hands and place an equal wager on the second hand.

  • Surrender: Forfeit half the wager and end the hand, when the table permits it.

  • Insurance: Make a side wager when the dealer shows an ace.

A hand exceeding 21 immediately loses. This is called a bust.

After all players finish, the dealer reveals the hidden card. The dealer must hit until reaching at least 17. The table rules should establish whether the dealer hits or stands on a soft 17.

A soft hand contains an ace currently counted as 11. A hard hand does not.

Resolving the Result

Use actual cards when practical. A standard deck or digital card draw provides the most recognizable blackjack experience.

Franz may instead use the following quick card table. Roll 1d13 for each card:

RollCard Value1Ace2–9Printed value10–1310

Each new card requires another roll. Ignore suits unless they matter to cheating or identifying marked cards.

Compare the final player and dealer hands:

  • The player busts: the player loses.

  • The dealer busts: every remaining player wins.

  • The player is closer to 21: the player wins.

  • The dealer is closer to 21: the player loses.

  • Equal totals: the wager is returned as a push.

  • Player blackjack against a non-blackjack dealer hand: use the table’s blackjack payout.

  • Player and dealer both have blackjack: push.

Common payouts are:

  • Normal win: 1-to-1

  • Blackjack: 3-to-2

  • Insurance win: 2-to-1

  • Push: Original wager returned

A casino may use less favorable rules, such as paying 6-to-5 for blackjack.

Skill, Strategy, and Checks

Blackjack contains both chance and strategic decisions. Players should usually decide whether to hit, stand, split, or double rather than replacing the entire game with one check.

A character may use Intelligence to recall basic blackjack strategy before acting. Suggested DCs are:

  • DC 10: Identify an obviously strong or weak decision.

  • DC 12: Recall standard play for an ordinary hand.

  • DC 15: Account for unusual table rules or several visible cards.

  • DC 18: Perform advanced deck estimation under pressure.

On a success, Franz may explain which legal choice is statistically strongest. The roll does not reveal the dealer’s hidden card or guarantee a win.

A professional gambler feature may grant advantage, reduce the DC, or allow the character to recognize unfavorable table rules automatically.

Card Counting

Card counting estimates whether the remaining deck favors high or low cards. It does not predict exact cards and is not normally illegal, but casinos may remove or ban suspected counters.

To count cards during a shoe, a character must remain focused and observe most dealt cards. Use an Intelligence check, usually DC 15.

On a success, the character recognizes whether the remaining cards appear favorable. They may gain one of the following benefits on a later wager during that shoe:

  • Advantage on an Intelligence check involving blackjack strategy.

  • Knowledge that the current shoe is favorable, neutral, or unfavorable.

  • Permission to increase the wager with informed confidence.

  • A limited bonus granted by a relevant Professional Gambler feature.

On a failure, the count is lost or inaccurate. Failure by 5 or more may cause the character to misjudge the shoe.

Distractions, intoxication, missing several rounds, or changing tables may impose disadvantage or end the count.

Casinos may notice counting through changing bet sizes, prolonged observation, teamwork, and surveillance analysis.

Splitting and Doubling

When a player splits, treat each new hand separately. The player must place another wager equal to the original wager.

Each hand receives another card and is then played normally unless the table has special restrictions.

Splitting aces commonly allows only one additional card for each ace. A split ace paired with a 10-value card usually counts as 21 rather than a natural blackjack.

Doubling down requires an additional wager equal to the original wager. The player receives exactly one card and must then stand.

Players cannot split or double without enough money or approved casino credit.

Insurance

When the dealer’s visible card is an ace, the casino may offer insurance.

Insurance costs up to half the original wager. It wins only when the dealer’s hidden card completes a blackjack.

Insurance pays 2-to-1, but it is generally unfavorable over repeated play.

An Intelligence check may remind a character that insurance protects a single hand but normally benefits the casino over time.

Cheating at Blackjack

Possible methods include:

  • Marked cards

  • Dealer collusion

  • Hidden card-reading devices

  • Switching cards

  • False shuffling

  • Tracking exposed cards through teamwork

  • Stealing or adding chips after the result is known

  • Viewing the dealer’s hidden card

  • Manipulating an automatic shuffler

Cheating generally requires Sleight of Hand, technical skill, deception, access, or an inside contact.

Opposed checks may involve:

  • Dexterity (Sleight of Hand) against Perception

  • Charisma (Deception) against Insight

  • Intelligence with relevant tools against casino security

  • Group checks for coordinated teams

A successful check deceives the immediate observer. Surveillance review or later statistical analysis may still reveal the scheme.

Casino Attention

Casinos may become suspicious when a player:

  • Changes wager sizes only when the deck becomes favorable

  • Wins repeatedly under unusual circumstances

  • Communicates with distant partners

  • Touches cards or chips improperly

  • Distracts the dealer

  • Remains at a table for unusually long periods

  • Uses hidden electronics

  • Coordinates with an employee

The casino may change dealers, shuffle early, restrict betting, review footage, question the player, refuse service, or issue a ban.

Security should normally gather evidence before using force.

Quick-Play Blackjack

For a brief scene where detailed card play would slow the game, use three stages:

  1. Opening Hands: Intelligence to choose sound play.

  2. Pressure Round: Wisdom or Charisma to remain disciplined, read the table, or conceal intentions.

  3. Final Hand: Resolve using actual card draws or a flat luck roll.

Winning two stages results in a modest profit. Losing two results in a loss. A dramatic final draw may determine an especially large wager.

Quick play should not replace detailed rules when the blackjack game is the focus of the scene.

Using Blackjack During Play

Franz should present the player’s cards, the dealer’s visible card, the wager, and all legal choices clearly.

The player decides whether to hit, stand, split, double, surrender, or buy insurance. Franz should not choose for them.

Blackjack should create tension through limited information, changing wagers, casino scrutiny, debts, and the decision of when to leave the table.