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Скачать с ютуб Backgammon: The Isight Method (Lesson 52) - with Geoff Hall в хорошем качестве

Backgammon: The Isight Method (Lesson 52) - with Geoff Hall 2 года назад


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Backgammon: The Isight Method (Lesson 52) - with Geoff Hall

Today for my 52nd first anniversary video I am joined by Geoff Hall who talks us through the Isight method to make better cube decisions in the endgame. He shows us the adjustments, the calculations and finally how to convert Isight to game winning percentages. Please LIKE and SUBSCRIBE if you enjoy my content. *The ISight method was created by Axel Reichert. The original article is here: https://www.bkgm.com/articles/Reicher... ADJUSTING THE PIP COUNT 1 pip for each additional checker on the board compared to opponent 2 pips for each checker more than 2 on point 1 1 pip for each checker more than 2 on point 2 1 pip for each checker more than 3 on point 3 1 pip for each empty space on points 4, 5, or 6 (only if the other player has a checker on his corresponding point) 1 pip for each additional crossover compared to the opponent CUBE DECISION CRITERIA Increase player on roll’s count by 1/6 – this gives the criteria total Double if criteria total is no more than 6 higher than opponent’s total Redouble if criteria total is no more than 5 higher than opponent’s total Opponent should take if criteria total is at least 2 higher than his total IN SUMMARY If criteria total is 60 then the cube action should be:- No Double if opponent’s adjusted total is 53 or lower Double/Take if opponent’s adjusted total is 54, 55, 56, 57 or 58 Redouble/Take if opponent’s adjusted total is 55, 56, 57 or 58 Double/Pass if opponent’s adjusted total is 59 or higher CONVERTING TO WINNING % Calculate adjusted pip count for each player Find the difference between counts Multiply this difference by 2 Add it to 80 Subtract 1/3 of the player on roll count --------------------------------- If % is more than 68 double and more than 70 redouble If % is less or = 76 then opponent has a take

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