## Five-Count Part 4.2: To get a "rough count" even faster

#### Created by Sho Sengoku, 2001

After you finish a group count, you add one "0" (zero) to the number and divide it by 2. You may take seconds if the group number you have got is odd number and rather big, like 27 or 35. In practice, there are limited number of group count total numbers, since when you need a pip count, it is likely well below 200. If you memorize the results of the "divided by 2" operations for group numbers up to 39 or so, it should cover most practical backgammon positions that you may feel you need to count pips.
Group count - Rough count table
 Group count Rough count 3 15 4 20 5 25 6 30 7 35 8 40 9 45 10 50 11 55 12 60 13 65 14 70 15 75
 Group count Rough count 16 80 17 85 18 90 19 95 20 100 21 105 22 110 23 115 24 120 25 125 26 130 27 135 28 140
 Group count Rough count 29 145 30 150 31 155 32 160 33 165 34 170 35 175 36 180 37 185 38 190 39 195 40 200 41 205
Rough count numbers, which people often take more time to calculate and you should memorize to speed up your count, are in blue cells in the table.

Continue on to:   Part 4.3: Common cancellation patterns in an adjustment

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

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