Watches the drop zone on your screen, reads each card as it lands, counts the shoe.
no sourceIdle
Capture
Table overview context
Watch the whole table. Nothing here is counted.
no source
Share a screen and it feeds both panels — then drag here to box the whole table.
Drop zone detected here
The area where dealt cards come to rest.
no source
Share a screen, then drag here to box just where the cards land.
no region yet
Share once and both panels use it — then drag out a different region on each: the
whole table on the left, just the landing area on the right. Detection only ever runs on
the drop zone region, and the tighter you box it the faster and more accurate the
read. If the two are on different monitors, share the second one separately from its own
panel and each keeps its own screen.
ink blobs0
glyphs0
read0
ignored0
on table0
forming0
frame0 ms
glyph sizesnone found
Cards needing you
wrong size0
need a look0
Why cards weren't re-counted
twin index0
moved card0
overlapping0
Log — cards deliberately not counted
nothing suppressed yet
The log is the one to read back after something looks wrong; the figures above it
are live gauges. twin index, unsure and wrong size are judged
fresh every frame and would flood a log, so they stay as counts.
White = ink the detector found. You want the rank indices lit and the felt dark.
need a look counts cards that could not be trusted enough to count on their
own — a single index with no pip in view, so which way up it is cannot be
established. They are not thrown away: each one appears in the learning
strip as an amber tile with its picture, for you to name. Naming it counts it.
wrong size counts shapes that were on a card and looked like characters but
fell outside the height window. These are lost, because nothing was
rasterised to show you — the dealer's cards at the back are the usual casualties,
and Auto-size is the fix.
Same card counted twice? The three lower figures are the guards that stop it.
If they stay at 0 while it still happens, none of them is catching your case — tell
me what these read.
Learning
0 learned
Taught so farKept between runs.
Every card that lands appears here with the picture captured of it, and the percentage
is how sure the read is. Set the dropdown to what the card really is — that corrects the
count and teaches the detector. Correcting a wrong read teaches it more than
labelling a skipped one. Amber maybe X? tiles were seen clearly but not named
confidently: they are not counted until you say what they are.
no hands yetA page per hand — closed off when the table is swept.
Cards refused on structural grounds, from every hand, until you settle them: only
one of the two indices was in view, or no suit pip to say which way up the card lies. An
upside-down 9 reads as a 6, so these are never guessed at whatever the rank looked like.
Check the picture and name it; naming it counts it. Cards the detector saw properly but
could not name confidently stay with their hand instead, as maybe X?.
Nothing dealt yet. Share the drop zone and cards will show up here as they land.
Running count0
True count0.0
Decks remaining8.0
Cards seen0
Dealt 0.0 of 8 decksshuffle in 4.0
Cut card reached.Shuffle and start a new shoe.
Shoe
Manual entry — keyboard: A 2-9 0 J Q K
Dealt 0
Detector tuning
Cards are read where they land. Nothing is counted while a card is in motion —
a track only forms once a glyph holds one position, so a card being dealt is ignored
until it comes to rest.
Rank only. A card is identified purely by its number or letter. Suit pips are
discarded geometrically (the pip sits under the index) and by shape. Hitting ✕
on an amber tile teaches that shape as a non-rank.
It learns as you go. Everything you label is kept between runs, so the detector
gets better at your table each session. If it reads nothing at all, open the detector
view — that tells you whether it's failing to find glyphs or failing to recognise them.