Blackjack Verdict

Updated 2026-10-06 · 8 decks · S17 · DAS · methodology

Hard 16 in blackjack: the verdict vs every dealer card

Hard 16: stand against 2–6, hit against 7–A.

The row, at a glance

YouDealer’s upcard
2345678910A
16SSSSSHHHHH

Tap a cell to jump to that dealer card.

Why hard 16 plays this way

Sixteen is the worst total in the game: hitting busts on any 6 or higher, about 62% of single draws, yet standing wins only when the dealer breaks. Stand against 2–6, hit against 7–ace. Against a 10 the two choices are almost perfectly tied, which is why charts, counters and dealers argue about it. Under Atlantic City rules the play becomes surrender against 9, 10 and A.

Exact numbers for every dealer card

DealerPlayHitStandDoubleWin / push / lose
2Stand−0.471−0.293−0.94235.4% / 0.0% / 64.6%
3Stand−0.464−0.252−0.92837.4% / 0.0% / 62.6%
4Stand−0.456−0.211−0.91339.4% / 0.0% / 60.6%
5Stand−0.450−0.167−0.89941.6% / 0.0% / 58.4%
6Stand−0.431−0.154−0.86242.3% / 0.0% / 57.7%
7Hit−0.415−0.475−0.83026.4% / 5.7% / 67.9%
8Hit−0.458−0.511−0.91724.2% / 5.8% / 70.0%
9Hit−0.509−0.543−1.01921.6% / 5.9% / 72.5%
10Hit−0.540−0.540−1.08020.0% / 5.9% / 74.0%
AHit−0.517−0.667−1.03420.9% / 6.4% / 72.7%

EV per $1 bet for each action; the best play is in bold. Rules: 8 decks, dealer stands on soft 17, peek, double after split.

Dealer card by dealer card

16 vs 2: Stand

Stand. A standing 16 wins only when the dealer busts, which a 2 does 35.4% of the time — an expected loss of 29¢ per $1. The next-best play, hit, gives up 18¢ per $1 — about $445 over 100 hands at $25.

16 vs 3: Stand

Stand. A standing 16 wins only when the dealer busts, which a 3 does 37.4% of the time — an expected loss of 25¢ per $1. The next-best play, hit, gives up 21¢ per $1 — about $530 over 100 hands at $25.

16 vs 4: Stand

Stand. A standing 16 wins only when the dealer busts, which a 4 does 39.4% of the time — an expected loss of 21¢ per $1. The next-best play, hit, gives up 25¢ per $1 — about $613 over 100 hands at $25.

16 vs 5: Stand

Stand. A standing 16 wins only when the dealer busts, which a 5 does 41.6% of the time — an expected loss of 17¢ per $1. The next-best play, hit, gives up 28¢ per $1 — about $708 over 100 hands at $25.

16 vs 6: Stand

Stand. A standing 16 wins only when the dealer busts, which a 6 does 42.3% of the time — an expected loss of 15¢ per $1. The next-best play, hit, gives up 28¢ per $1 — about $693 over 100 hands at $25.

16 vs 7: Hit

Hit. Played this way you win 26.4%, push 5.7% and lose 67.9% of these hands — an expected loss of 42¢ per $1. The next-best play, stand, gives up 6.0¢ per $1 — about $150 over 100 hands at $25. With a 7 up, the dealer busts 26.2% of the time.

16 vs 8: Hit

Hit. Played this way you win 24.2%, push 5.8% and lose 70.0% of these hands — an expected loss of 46¢ per $1. The next-best play, stand, gives up 5.3¢ per $1 — about $132 over 100 hands at $25. With an 8 up, the dealer busts 24.5% of the time.

16 vs 9: Hit

Hit. Played this way you win 21.6%, push 5.9% and lose 72.5% of these hands — an expected loss of 51¢ per $1. The next-best play, stand, gives up 3.4¢ per $1 — about $85 over 100 hands at $25. With a 9 up, the dealer busts 22.8% of the time. Rules change it: Atlantic City → surrender. Card counters stand at true count +4 or higher.

16 vs 10: Hit (borderline)

Hit. Played this way you win 20.0%, push 5.9% and lose 74.0% of these hands — an expected loss of 54¢ per $1. Stand is tied with it to three decimal places (−0.540 per $1), so neither choice is a real mistake. With a 10 up, the dealer busts 23.0% of the time. Rules change it: Atlantic City → surrender. Card counters stand here at true count 0 or higher — the single most valuable deviation after insurance.

16 vs A: Hit

Hit. Played this way you win 20.9%, push 6.4% and lose 72.7% of these hands — an expected loss of 52¢ per $1. The next-best play, stand, gives up 15¢ per $1 — about $375 over 100 hands at $25. With an ace up, the dealer busts 16.7% of the time. Rules change it: Atlantic City → surrender.

When the table rules change the play

Every other dealer card plays the same under all five rule sets we model. These are the exceptions (changes in bold):

Evolution LiveVegas StripAtlantic CityVegas H17European (ENHC)
vs 9HitHitSurrenderHitHit
vs 10HitHitSurrenderHitHit
vs AHitHitSurrenderHitHit

Evolution Live: 8 decks · dealer stands on soft 17 · hole card with peek · double after split · Vegas Strip: 4 decks · dealer stands on soft 17 · hole card with peek · double after split · Atlantic City: 8 decks · dealer stands on soft 17 · hole card with peek · double after split · late surrender · Vegas H17: 6 decks · dealer hits soft 17 · hole card with peek · double after split · European (ENHC): 6 decks · dealer stands on soft 17 · no hole card (ENHC) · double after split

Card-counting deviations

Basic strategy assumes a neutral shoe. With a running count, these hard 16 plays change:

New to the true count? See how counting works.

Get these verdicts at the table in one tap.Free Telegram mini-app: instant verdicts, drill trainer and rule-aware charts — no install, opens right in chat.

Frequently asked

Do you ever double hard 16?
No. Doubling never beats the best simple play with hard 16 against any dealer card under standard rules — this total is strictly stand-or-hit.
Hit or stand on hard 16 against a dealer 10?
Basic strategy says hit. Played that way you win 20.0% and push 5.9% of the time (EV −0.540 per $1). It is a borderline call — the alternative costs almost nothing.
What are the chances of busting if you hit hard 16?
About 61.5% on the next card: any card worth 6 or more takes you over 21 in an 8-deck shoe.
Should you surrender hard 16?
Only where late surrender is offered (our Atlantic City rule set): surrender hard 16 against 9, 10, A. Everywhere else, play the chart.
Which dealer card is best and worst to face with hard 16?
Best: dealer 6 (you win 42.3%). Worst: dealer 10 (you win 20.0%).