The KO (Knock-Out) card counting system
KO, short for Knock-Out, is an unbalanced count designed to be simpler at the table than Hi-Lo. It tags the 7 as +1 (where Hi-Lo treats it as neutral), which means a full deck does NOT return to zero. The payoff: you never have to divide by the decks remaining — you act on the running count against a fixed key count, so there is no true-count conversion to do mid-shoe.
KO (Knock-Out) tag values
Every rank's count value in KO (Knock-Out), straight from the trainer's engine:
| A | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | J | Q | K |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -1 | +1 | +1 | +1 | +1 | +1 | +1 | 0 | 0 | -1 | -1 | -1 | -1 |
Because it's unbalanced, a full deck doesn't count to zero — you act on the running count against a key count, with no true-count division needed.
Strengths
- No true-count division — you bet straight off the running count
- Lower mental workload during play than balanced counts
- Nearly the betting power of Hi-Lo for far less effort
What to watch out for
Because KO is unbalanced, a full deck does not sum to zero, so you can't use the 'deck sums to zero' check; you track the running count against a key count instead.
Who it's best for
KO (Knock-Out) is best for players who want strong results with the least table-side math. Whatever system you choose, the edge only shows up on top of perfect basic strategy, so drill your decisions alongside the count.
Practice KO (Knock-Out) free
The counting trainer streams a live shoe and grades your running and true count at timed checkpoints. Hi-Lo and KO are available from the start; Hi-Opt I and Omega II unlock as you level up.