# Shared Flashcard Set

## Details

Effective pip count -lesson
how to calculate effective pip count and to use it
14
Games
Not Applicable
12/26/2011

## Additional Games Flashcards

Term
 Effective pip count   - Useful in endgame races  - to use the cube efficiently - there are some basics rules :
Definition
 RULES   N roll position : 7n+1, each roll that not save a roll cost 0.2 effective pip, adjustement may be necessary "nice"position waste 7 pips, 6,5 pips if half of the checkers are out and 6 pips when there's just 5 or 6 checkers left "flat"position waste 10 pips Know the stack and stragglers formula : 3.5n+p Know the multiple stack and stragglers formula 3.5n+p1+P2...-4
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 N roll position have an EPC of 7n+1   Blue needs 5 rolls to bear off : 7x5+1 = 36 White needs 4 rolls to bear off : 7x4+1= 29
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 This is not a N roll position but it's close: we adjust by calculating the number of pips per checker: - for blue pip count at 20 and 10 checkers: mean 2 - for white pip count at 20 and 10 checkers: mean 2 then we adjust with that table :        even number of checker  odd number of checker 1              2                                 2,6 2              2,3                              2,9 3              2,6                              3,2 4              2,8                              3,4 5              3                                 3,6 here add 1 epc to the count of the 2 players because mean at 2 and number of checkers even, so 5 roll position : 7x5+1=36 plus adjustment +1 = 37
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 each roll that doesn't save a roll cost 0,2 effective pip. here white and blue miss on 11 so their effecive pip count is: 2 roll position 7x2+1+0,2=15,2
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 Nice position   waste 7 pips : - blue: pip count à 75 + 7 = 82 EPC - white: pip count à 77 + 7 = 84 EPC
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 With half of the checkers off and still a nice position,      add 6,5
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 With only 5 ou 6 checkers and still a nice position, add 6
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 FLAT position waste 10 pips: - blue pip count 42 = EPC of 52 - white as a usefull reference position to know : this one waste exactly ten pips. move one of the spare higher and it's between a nice and a flat position, move lower and the wastage is higher
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Definition
 Stack and straggler formula Blue count is: 3,5xn+p n is the number of checkers on the board p is the pip of the straggler here 3,5x12+16=58   White as a nice position with adjustment odd number of checkers, mean at 26/13 = 2 adjustment less than 1. 7 roll position so 7x7+1 = 50 and just a little more with the adjustment.
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 Multiple stack and straggler formula The same except that you add each pip of straggler and you add minus 4 at the end :   3,5x9+20+17-4=64,5
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 Application     how to use the cube with EPC ?
Definition
 To use the cube : - divide the epc of the doubler by 7 (round down) - that number-3 - add the result to the EPC of the doubler: you have the point of last take - if your opponent is within 2 points of the last take, you have a double - if your opponent is within 1 point of the last take, you should redouble - if your opponent is over the point of last take, he should drop - beware of the number of roll, if there is few rolls left, there's no recube vig and everyone knows that a pure 3 roll position is a drop
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