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KO Count (Knock-Out) — Unbalanced Card Counting

The KO (Knock-Out) count is the most popular unbalanced counting system. Its appeal is simplicity: unlike Hi-Lo, it needs no true-count conversion, so you never divide by decks remaining at the table.

The KO card values

2, 3, 4, 5, 6, 7 → +1
8, 9             → 0
10, J, Q, K, A   → −1

The only difference from Hi-Lo is the 7, which KO counts as +1. That single change is what makes the count "unbalanced" — a full shoe does not sum to zero.

Why it's "unbalanced" — and why that helps

Because the deck doesn't sum to zero, the running count itself already reflects the deck penetration, so you act on the running count directly. You skip the running-to-true conversion that Hi-Lo requires — less mental math, fewer errors under pressure.

You start at an Initial Running Count (IRC) that depends on the number of decks (negative, so the count crosses key thresholds at the right point), and you raise your bet once it reaches the key count.

KO vs Hi-Lo

  • KO — simpler (no division), slightly less accurate for betting precision and for deviations.
  • Hi-Lo — a touch more accurate and the basis of most index charts, but requires the true-count step.

For most players the difference in win rate is small; KO trades a sliver of accuracy for far less table-side arithmetic. Either way the count is only an estimate of your edge — Fullcount computes the exact EV from the cards remaining, no system required:

Whichever count you use, you still size up with a bet spread and protect it with bankroll discipline.

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