Blackjack's race to 21, played with Hold'em's shared board. The twist:
the card you ask for might end up helping the dealer too.
The deal. You get one card, the dealer gets one face down, and one
community card hits the middle. Community cards count toward
both totals.
When you hit, the dealer reacts at the same
moment. If the dealer's total is under 17 they hit as well — and your card lands in
the community row, feeding both hands. If the dealer stands, the card is yours alone.
You choose where each card goes. Send it to the
board and it counts for both hands — the way to break a dealer sitting on 16.
Or take it to your hand, where it's yours alone — but you only get two of
those per hand.
Read the dealer. Their card is face down, but the board is public,
so their total is always pinned to a range — shown above their hand, along with what
they'll do next.
When you stand, the dealer reveals their hand and plays against
your final total instead of following a fixed script.
The dealer has one Counter. Once their hand is revealed, they
compare it with yours. Pressing creates Pressure and unlocks a wider chase range:
Pressure 1 chases a 1–2 point gap, Pressure 2 up to 4, and Pressure 3 can chase
any gap or attack a low tie with close public odds. They never see the next card.
Beat the Counter, earn its bounty. Winning after a Pressure 2
Counter adds 50% of the ante; at Pressure 3 the bounty is 100%. More conviction
wakes a smarter opponent, but makes its failed challenge worth more.
Press every new read. Each new card state opens one chance to
add to the live wager. Use it or draw again — that window expires.
One table goal per hand. Clear the optional tactical objective for
a small bonus. It rewards different lines without punishing the hand you want to play.
Press can add up to half your ante across the whole hand. The
opening price is strongest, then each new card reopens a smaller offer. Commit
early against a wide range for more leverage, or wait for a sharper but smaller bet.
Scout buys a look at the top card of the shoe for a third of
your ante. The board already pins the dealer to a range, but nothing on the table
tells you what comes next — so it's the one thing you can't work out for
yourself. A known card freezes the current Press window; once that card is drawn,
the next window opens normally. Scout can only be bought once per hand.
A pat dealer stands aside. Community cards only count for the
dealer while they're under 17. Once they're pat, anything that lands on the board
is marked yours and counts for you alone.
Bust over 21 and you lose — even when the same community card
breaks the dealer too. You went over first.
Payouts
Win1 : 1
Win on exactly 213 : 2
Pushbet returned
Hot streak (3+ wins)+25% bonus
Table goal+10% of ante
Counter bounty+50% / +100% of ante
Scout the shoecosts a third of the ante
This session
0hands
0wins
—win rate
$1,000peak bankroll
↵ deal ·
H hitB board · H hand ·
S stand · R press · P scout ·
M mute · ? rules