Alberta Slots Guide

When to Hit or Stand in Blackjack

Editor: Updated

In blackjack, hit means take another card; stand means finish drawing cards on that hand. The choice depends on your current total, whether it is hard or soft, the dealer’s upcard and the game’s rules. There is no single stopping number that works for every player hand.

For the S17 reference used here, an unsplit hard 12 stands against dealer 4–6 and hits against the other upcards. Hard 13–16 stands against 2–6 and hits against 7–ace. Hard 17 or more stands. Resolve eligible pairs and other available actions before applying that summary.

This guide explains those decisions through worked hands rather than predicting the next card. Use the full basic strategy guide for the complete hard, soft and pair charts, or the blackjack cheat sheet for a compact reference and printable version. Check the rule scope below before using an example.

What hit and stand actually do

Hit

Request one additional card for the active hand. Recount it before making another permitted decision. A hit does not normally commit you to drawing repeatedly.

Stand

Keep the cards you have and end your drawing decisions for that hand. You still await the result; standing does not mean you have won.

Check other actions

An eligible double, split or surrender can be relevant before a simple hit-or-stand choice. A two-action shortcut is not a complete strategy chart.

Hitting can improve a total, leave its number unchanged after an ace adjustment, or bust the hand. Standing removes the risk of busting from another player draw, but leaves you with a total that may lose to the dealer. Neither action avoids every kind of risk.

The purpose is to play against the dealer under the game’s settlement rules, not to reach twenty-one on every hand. A low standing total can win when the dealer busts. A high standing total can still lose. Our blackjack terms glossary separates bust, push, natural blackjack and the other labels used during a round.

The rules behind these examples

The decision examples follow the same simplified total-based S17 reference as our existing strategy pages. They use four or eight standard decks, dealer standing on soft seventeen, eligible two-card doubles, double after splitting, and a dealer blackjack check before normal decisions against a ten-value card or ace. Surrender is not included.

Resolve an eligible pair through the pair chart first. Observe restrictions on split aces and further splits. The reference concerns ordinary main-hand blackjack, rather than Switch, Free Bet, Spanish 21 or another variant with changed drawing or settlement rules.

H17 means the dealer hits soft seventeen, which is a different assumption. Deck count, surrender and dealer-check procedures can also change strategy. The examples here do not establish what a particular Alberta table currently offers. Read that table’s rules before selecting a reference.

OLG PlaySmart publishes separate S17 and H17 charts. Our teaching examples below use S17 throughout. They are not composition-dependent calculations for every exact hand or the remaining cards in a shoe. This distinction matters especially when comparing advice from two charts with different headings.

A reliable order for making the lookup

  1. Confirm that the active hand still needs a decision and the table matches the reference.
  2. Read only your own cards to find your total.
  3. Check the pair section first if the hand is an eligible pair.
  4. Classify the remaining hand as hard or soft.
  5. Find the dealer’s visible card across the chart, including the ace column.
  6. Read the action and any fallback for an unavailable double.
  7. After a hit, repeat the lookup with the new hand.

Ten, jack, queen and king all use the dealer’s ten column in this reference. The dealer’s upcard is information for the decision, not another card to add to your own total. A face-down dealer card remains unknown; do not quietly treat it as a ten and then describe that guess as a revealed hand.

If a total is confusing, pause the strategy lookup and use the card values reference. Choosing the right column cannot rescue the wrong row. Accurate counting comes before deciding whether another card is worth taking.

Hard totals: where the stopping points change

A hard hand has no ace counting as eleven. For instance, 10 + 6 and A + 9 + 6 are both hard sixteen. The compact table below describes ordinary totals after the pair check. “Double, otherwise hit” is intentionally different from simply saying hit.

Hard totals under this page’s four- or eight-deck S17 assumptions
Hard total Dealer upcard Reference action
5–8 Any Hit.
9 3–6 Double if allowed; otherwise hit.
9 2 or 7–ace Hit.
10 2–9 Double if allowed; otherwise hit.
10 10 or ace Hit.
11 2–10 Double if allowed; otherwise hit.
11 Ace Hit.
12 4–6 Stand.
12 2, 3 or 7–ace Hit.
13–16 2–6 Stand.
13–16 7–ace Hit.
17–21 Any Stand; completed hands follow the game rules.

The useful boundary to learn is the difference between twelve and thirteen. Hard twelve does not stand against every dealer card from two to six in this reference. Against two or three it hits, while hard thirteen stands against those same upcards.

Do not extend the “dealer looks weak” idea into an instruction to stand on every low total. With hard eight against a six, the table still says hit. The upcard and your total must be read together. A remembered category is only useful when its exceptions remain attached.

Soft hands: why seventeen and eighteen need care

A soft hand has an ace counting as eleven. A + 6 is soft seventeen, whereas A + 6 + K is hard seventeen. Use our hard and soft hands guide for multiple aces and changing totals. Merely seeing an ace does not prove that the hand is soft.

Under this S17 reference, soft thirteen through seventeen uses hits or eligible doubles rather than standing. Soft eighteen is the important boundary: against two, seven or eight it stands; against three through six it doubles if permitted, otherwise stands; against nine, ten or ace it hits. Soft nineteen and twenty stand in this reference.

The fallback for a soft-eighteen double is stand. For example, A + 2 + 5 against a six is soft eighteen, but a two-card-only double is unavailable after that draw. You use the stand fallback. Copying a generic “if you cannot double, hit” rule would give the wrong instruction here.

Softness allows an ace adjustment after another card, but it is not a command to keep hitting. A + 8 can take one card without busting once the ace is adjusted, yet its S17 chart action is stand. The best comparison concerns the alternatives, not just whether the next card can immediately bust you.

Six worked hit-or-stand decisions

1. Hard 12 against a dealer two

You hold 10 + 2 and the dealer shows two. This is an unsplit hard twelve. The S17 reference says hit. The dealer’s small upcard does not turn every twelve into a stand. If you draw a three, the new total is hard fifteen, and the same dealer two now points to stand.

2. Hard 12 against a dealer four

Keep the 10 + 2 but change the dealer upcard to four. The instruction becomes stand. Your total is identical to the previous example; the information across the top of the chart changed. There is no need to predict a particular dealer hole card to read the resulting cell.

3. Hard 16 against a dealer ten

With 10 + 6 against a ten, the no-surrender S17 reference says hit. This can feel uncomfortable because many cards will bust the hand. That concern does not automatically make standing the better alternative. A chart with surrender may show a different first action, which is why the rule heading stays beside this example.

4. Three-card hard 16 against a dealer six

Your cards are 4 + 5 + 7, making sixteen. The dealer shows six. This is neither a pair nor a soft total, so the hard row says stand. Having three cards does not create a requirement to draw again, and the previous sequence of hits does not lock you into another hit.

5. Soft 18 against a dealer nine

A + 7 is eighteen with an ace counting as eleven. Against nine, the soft row says hit. A drawn ten changes the hand to hard eighteen, so the next lookup says stand. The number can remain eighteen while the correct hand category and subsequent instruction change.

6. Hard 18 against the same dealer nine

With 10 + 8, the hard row says stand. Compare this with example five before memorizing “eighteen versus nine.” That abbreviated description omits the exact distinction responsible for the different actions. A proper note includes the hand type as well as its total and dealer upcard.

When the choice is more than hit or stand

A + A has a soft total of twelve, but it is also an eligible pair in the stated game. Check the pair section before trying to choose an ordinary soft-total action. Similarly, 8 + 8 is sixteen numerically, but the pair chart recommends splitting under these assumptions rather than treating it as 10 + 6.

With 5 + 4 against a six, the hard-nine entry calls for an eligible double, otherwise hit. A normal hit allows another decision after the card when the hand remains active. A double commits to one additional card and an increased wager. These are different actions even though each initially produces one card.

The double down guide explains that trade-off in detail, including stake calculations, soft doubles, doubles after splitting and the different fallback for soft eighteen.

If a split limit or special ace rule removes an action, do not assume every unavailable split has the same replacement. Seek guidance for that restriction. This page gives explicit double fallbacks, but it does not invent a universal fallback for every pair after every possible split.

Surrender also changes the menu of decisions where offered. The no-surrender hard-sixteen example should not erase a surrender instruction in a matching chart. Choose the reference first and then read it; do not combine the most memorable rows from incompatible games.

Use our surrender guide to check early versus late surrender, the original two-card window and the S17 late-surrender entries, including the pair-of-eights exception.

Bust risk is only one part of the comparison

A useful counting exercise asks which next-card values would bust a hard total. With hard sixteen, cards valued six through ten bust it. With hard twelve, only a ten-value card busts it. An ace counts as one when eleven would take the total over twenty-one.

For a deliberately simplified illustration, imagine drawing from a fresh complete standard deck independently of an actual dealt hand. There are four cards of each value from ace through nine and sixteen ten-value cards. Against hard sixteen, six, seven, eight and nine contribute sixteen busting cards, and ten-value cards contribute sixteen more: thirty-two of fifty-two.

Against hard twelve, that illustration has sixteen busting cards out of fifty-two. These are arithmetic illustrations, not exact live probabilities after your hand, the dealer upcard and other cards have been removed. They also describe one draw, not the chance of winning the round.

Even an accurate next-card bust probability would not by itself decide the better action. Standing can lose when the dealer finishes above your total. Hitting can sometimes improve the position and sometimes lose immediately. Basic strategy compares the expected outcomes of permitted alternatives under specified rules, rather than minimizing only the chance of busting on the next card.

There is no contradiction in a chart recommending an uncomfortable hit. “Least costly option on average” and “comfortable chance of winning this hand” are different claims. Do not present either the simple card count or a strategy recommendation as a promise about the next result.

What to do after taking a hit

A hit is a new counting step, not a plan to keep taking cards until a remembered number appears. Check whether the hand has busted or completed, then calculate its present total and category before looking up another action.

Consider A + 4 against a dealer ten. The soft-fifteen instruction is hit. A drawn two makes soft seventeen, which still hits in this reference. A subsequent ten makes hard seventeen: 1 + 4 + 2 + 10 = 17. The hard row now says stand. Continuing to use the original soft-fifteen row would be a lookup error.

For another sequence, start with 3 + 5 against a dealer four. Hit on hard eight. A drawn two makes hard ten. If doubling is restricted to the first two cards, use hit as the double cell’s fallback. A further seven makes hard seventeen, so stand. The new total and available actions are both relevant.

A hand that reaches twenty-one may finish automatically, and a doubled hand normally gets no second draw. Split aces may also have drawing restrictions. Recounting is necessary, but it cannot create permission for an action that the game’s rules have already ended.

How to signal the decision at a physical table

In a typical face-up shoe game, tapping the felt indicates hit, while a flat hand waved above the cards indicates stand. Keep your gesture clear and away from another player’s cards. MGM’s GameSense explanation and OLG’s how-to material describe these familiar signals.

Ask the dealer about the procedure before the hand starts if you are unfamiliar with the table. Face-down games can use different handling conventions; do not pick up face-up cards merely to imitate a signal seen elsewhere. Follow the actual table’s instructions.

Once the hand is in play, leave the original wager alone except for an allowed action handled through the proper procedure. Touching chips or making an unclear movement while deciding can complicate communication. State that you need clarification rather than making several conflicting gestures.

The Alberta casino directory can help you research a property, but the dealer and posted table information establish its current operating procedure. An educational example from another province is not a claim that every Alberta table has identical rules.

Hit and stand buttons online

Identify the active hand before pressing either button. This is particularly important after splitting or in a game showing multiple player spots. Standing on the selected hand usually advances play; it does not necessarily apply the same decision to every hand on the screen.

Read any timer and default-action rule before starting a live-dealer game. Do not assume that running out of time will produce your intended choice. If a button appears unavailable, check whether the hand is already complete, the turn has moved, or a rule restricts further drawing.

After a press, wait for the accepted action or dealt card before pressing again. Repeated taps can be harder to interpret when animations or the connection are slow. If the interface seems inconsistent, use its round history and support process rather than guessing what was accepted.

Our browser versus app guide explains interface checks on smaller screens. For blackjack, keep the current cards, dealer upcard and rule heading readable. An attractive button layout cannot compensate for playing from the wrong total.

Four shortcuts that cause avoidable mistakes

“Always stand once you reach seventeen”

That ignores soft seventeen and other available actions. Under this reference, hard seventeen stands, while soft seventeen uses hits or eligible doubles. Include the adjective when you name a hand.

“Always stand when the dealer shows a small card”

Hard twelve against two or three hits here. Low player totals may also call for a hit or double. The dealer upcard is one input, not a complete instruction.

“An ace means I should keep drawing”

An ace can be forced to one, making the hand hard. Even a genuinely soft hand can call for stand. Check the full total rather than using the picture of an ace as a shortcut.

“A bad result proves that the decision was wrong”

A recommended hit can bust, and a recommended stand can lose. Assess whether the lookup matched the cards, rules and available actions. A single result does not reveal which hidden card was knowable beforehand.

Practice decisions with answers

Use the stated S17 assumptions and check pairs first. These are paper exercises; no wager is needed. For each one, write the hand type, total, dealer column and instruction before reading the answer.

  1. 10 + 3 against dealer two: hard thirteen; stand.
  2. 10 + 2 against dealer three: hard twelve; hit.
  3. 9 + 6 against dealer six: hard fifteen; stand.
  4. 10 + 6 against dealer seven: hard sixteen; hit in this no-surrender reference.
  5. A + 6 against dealer ten: soft seventeen; hit.
  6. A + 7 against dealer eight: soft eighteen; stand.
  7. A + 2 + 5 against dealer five: three-card soft eighteen; stand when a two-card double is unavailable.
  8. 8 + 8 against dealer ten: eligible pair; use split under these assumptions, rather than the ordinary hard-sixteen row.

For any incorrect answer, identify which stage failed. Miscounting A + 2 + 5 is different from reading the wrong dealer column. Missing the pair check is different from forgetting a double fallback. Correct the specific step before trying another hand.

A useful practice note records the cards and rule heading alongside the answer. A note reading only “sixteen: hit” is incomplete; it leaves out the dealer upcard, pair status and surrender assumption. Better notes make later review easier and reduce accidental rules mixing.

The Guides hub links to the counting, terminology and complete strategy references. Keep session limits separate from practice or attempts to recover a loss; our responsible gambling page provides Alberta support information.

Common hit-or-stand questions

Should I copy what the dealer does?

No. The dealer follows a fixed drawing rule; the player has a different decision process. “Dealer stands on soft seventeen” defines this chart's assumptions, not a command to stand on every player seventeen.

Can I take another card after standing?

Standing ends your draw decisions for that hand. Do not plan on reversing it after observing another card. If you are uncertain about the total or procedure, clarify it before signalling or pressing the action.

Does a losing streak change this chart?

The reference does not change because your last few hands lost. It uses the present hand and dealer upcard under its stated rules. It does not track a shoe or provide count-dependent deviations, and it is not a recovery betting system.

Where should a beginner go next?

Practise counting the hand, checking eligible pairs and matching the hard or soft row to the dealer’s upcard in a rule-specific reference. Then check action eligibility and any double fallback. Do this away from paid play and assess the lookup from its inputs, rather than judging it by one result.

Why does hard twelve hit against two but stand against four?

Those are different dealer columns in the stated S17 reference. Unsplit hard twelve hits against two or three and stands against four through six. The instruction compares the permitted alternatives under its assumptions; it does not predict a hole card or make every small dealer upcard equivalent.

Should I always stand on soft eighteen?

No. In this S17 reference, soft eighteen stands against two, seven or eight, uses double otherwise stand against three through six, and hits against nine, ten or ace. Hard eighteen uses a different row. Read both the hand type and dealer column, and check whether doubling is permitted.

Is the action with the lowest immediate bust risk always best?

No. Standing avoids a further player draw but can still lose against the dealer. Strategy compares the expected outcomes of the available actions under specified rules. The page’s fresh-deck card counts are teaching illustrations, not exact live probabilities or the chance of winning the round.

Should a pair of eights use the ordinary hard-sixteen row?

Check the eligible pair first. Under this page’s stated S17 assumptions, eights split rather than use the unsplit hard-sixteen instruction. If a split limit or special rule removes that option, obtain guidance for that precise restriction. An SP label does not override the actual game rules.


References

Rule-matched decisions, hand totals, the cited 2024 OLG brochure text and current web explanations reviewed November 1, 2026. The OLG cue-card and GameSense Alberta brochure comparisons retain October 31, 2026 check dates because those PDFs could not be reread during this audit. Decision examples use the stated S17 scope and independently checked basic-strategy data. Worked sequences and fresh-deck counts are editorial illustrations, not live probabilities or forecasts.

  1. OLG PlaySmart: Blackjack strategy cue cards — separate dealer-stands and dealer-hits soft-seventeen references.
  2. OLG PlaySmart: Blackjack brochure — four- or eight-deck S17 chart and game context.
  3. GameSense Alberta: Blackjack brochure — card values and definitions of hit, stand, hard and soft hands.
  4. MGM Resorts GameSense: Guide to Blackjack — player actions, signals and the limits of a statistically correct decision.
  5. OLG PlaySmart: How to Play Blackjack — round sequence, dealer checks and action availability.
  6. OLG PlaySmart: Blackjack etiquette — handling face-up cards and leaving the wager undisturbed.
  7. Wizard of Odds: four- to eight-deck strategy — independent S17 split, double and hit/stand comparison; surrender omitted and double after split allowed for these examples.
  8. GameSense Alberta: Blackjack web guide — current card values, hand types and action definitions.