Beginner
Direct Count
Count each point number multiplied by the number of checkers on it, then sum everything up. The most straightforward method.
Example
Suppose White has: 3 checkers on the 6-point, 2 on the 8-point, 5 on the 13-point, 2 on the 24-point, and 3 on the 5-point.
6 x 3 = 18
8 x 2 = 16
13 x 5 = 65
24 x 2 = 48
5 x 3 = 15
Total = 18 + 16 + 65 + 48 + 15 = 162 pips
When to use: This is the foundation. Master this first before learning shortcuts. It is 100% accurate but slow. Use it when you need an exact count and have time.
Intermediate
Crossover Method
Count how many times each checker must cross from one quadrant to the next (each crossover = 6 pips), then adjust for position within each quadrant. The fastest over-the-board method.
How it works
The board has 4 quadrants of 6 points each. Each time a checker crosses a quadrant boundary, that is 1 crossover = 6 pips.
Step 1: Count total crossovers for all checkers
Step 2: Multiply crossovers by 6
Step 3: Adjust: within each quadrant, add or subtract the offset from the nearest boundary
Example
White has 2 checkers on point 24 (4th quadrant). Each needs 3 crossovers to reach home.
2 checkers x 3 crossovers = 6 crossovers
6 x 6 = 36 base pips
Point 24 is at the end of its quadrant, so no adjustment needed for these.
Then add adjustments for all other checkers similarly.
Why this is fast: Your eyes scan the board quadrant by quadrant. Multiplying small numbers by 6 is easy mental math. The adjustment step handles the fine-tuning. Most strong players use this method in live play.
Advanced
Mental Shift
Compare the current position to a known reference position (e.g., the starting position = 167 pips) and calculate the difference. Best for estimating pip count changes during a game.
Key reference
The starting position for each side is exactly 167 pips.
Each die pip you roll reduces your pip count by that amount.
Getting hit adds pips (distance sent back + re-entry).
Example
Starting position: 167 pips
You rolled 6-3 and 5-2 so far: 167 - 9 - 7 = 151 pips
You got hit and re-entered from the bar on a 4: 151 + (distance lost) = adjusted count
Best for: Tracking your own pip count over the course of a game. Keep a running total in your head. After each roll, subtract the dice total. Adjust for hits and wasted pips (e.g., bearing off with excess). Combine with crossover method for your opponent's count.
Normal mid-game positions
Technique:
Show technique breakdown
0.0s
Count the total pips for White
Tip: In races, a 10% pip lead is usually significant for cube decisions.
Direct Count Breakdown