One number that tells you who is winning the race.
Your pip count is the total number of points you would have to move to bring every checker home and off. A checker on your 6-point is 6 pips; a checker on the bar is 25. Add them up and you have a single number describing how far you have left to go. Lower is better.
Counting checker by checker is slow and error-prone. Two habits make it manageable:
The pip count only tells the whole story once there is no contact — when the two sides have passed each other and no hit is possible. Then the game is a pure race and the count decides it. While contact remains, a pip lead can be irrelevant: being ahead in the race is no comfort with a checker trapped behind a prime.
In a pure race, with the roll, the traditional rules of thumb are stated as percentages of the leader's count:
GammonPrep shows both pip counts as you play, so you can check your mental arithmetic against the board.
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