Five-Count Part 4.1:
Common patterns for "10s" in a group counting process

Created by Sho Sengoku, 2001

A "finding 10s" in a group counting process can be even faster when you memorize common patterns that make 10s. Since you can skip those multiplication like 3 × 4 or 5 × 3 and addition like 8 + 12, finding one 10 or 20 can be done in even less than one second.

During a group counting process, what matter are a group number and a number of checkers in the group, not a pip count of each point in a group. You should forget or ignore those alternately colored triangles, and just focus on those group boundaries like this six box image:

The simplified board image for a group counting process
Group #
5
4
3
Group #
0
1
2
The tables below show you some very common patterns for 10s, which you often find in backgammon games in a real life.
Common one/two group patterns for "10"
10
 
 
 
 
 
     
   
10
   
9
 
1
 
 
8
 
   
2
 
8
 
 
2
 
     
 
2
8
 
 
 
 
8
2
   
6
   
4
 
4
6
     
   
6
 
4
 
 
4
 
   
6
     
 
4
6
 
4
 
 
6
 
     
 
6
4
   
3
 
7
 

 
Common three group patterns for "10"
5
4
 
 
1
 
5
   
 
1
4
5
 
3
   
2
5
 
3
 
2
 
5
   
 
3
2
 
4
 
 
2
4
 
4
 
 
4
2
 
4
3
 
3
 
   
3
 
3
4

 
Common two/three group patterns for "20"
5
 
15
     
 
8
12
     
   
12
   
8
 
16
 
   
4
5
 
9
   
6
 
8
9
 
3
 
 
8
6
   
6
 
12
6
   
2
 
4
15
 
1
 
 

Continue on to:   Part 4.2: To get a "rough count" even faster

 

Sho Sengoku's Five Count

Overview:   Summary of Sho's Pip Count, "Five-Count"
Part 1:   Quick View: Introduction to "Five-Count"
Part 2:   Techniques for Easier and Faster Counting
Part 3:   Practice, Practice, Practice
Part 4:   Even Faster!
Part 4.1:   Common patterns for "10s" in group counting
Part 4.2:   To get a "rough count" even faster
Part 4.3:   Common cancellation patterns in an adjustment

 


See:  Other articles by Sho Sengoku

See:  Other articles on Pip Counting

Return to:  Backgammon Galore : Articles