Hand Frequency Help

Before pegging begins, HAL may have any of 1,820 possible hands.  Granularity reduces this to about 60 probable hands.  There are 455 possible hands after HAL plays one card, and 169 after two.  As more of HAL's hand is known, there are fewer probable hands.

These are the probable hands that HAL may have and the relative frequencies after HAL has played 3 cards.

When computing the expected pegging values, the multiplier is the frequency and the multiplicand is the number of points the player will get or the points HAL will get on average.

The expected value is the sum of the those products divided by the sum of all the frequencies.

See View Pegging Help below for the calculation of these expected values.

Click once or twice on any column except "1" to sort the rows into ascending or descending order.

Click column "1" to remove the View - Help Hand window.

 

 

View Pegging Help

Shows maximum and expected pegging values for HAL and the player.

  • Worst
    • HAL's maximum - player's worst possible series of pegging plays against an unfavorable hand
  • Min
    • HAL's maximum - player's best possible series against an unfavorable hand Not necessarily the same hand as for Worst.
  • Safe
    • HAL's "most likely" maximum points
  • Def
    • HAL's expected pegging points for minimization
  • Off
    • player's expected pegging points for maximization.
  • Opt
    • difference between "Off" and "Def" for optimization.
  • Bold
    • player's "most likely" maximum points
  • Max
    • player's maximum - HAL's best possible series of plays against a favorable hand Not necessarily the same hand as for Worst or Min.
  • Best
    • player's maximum - HAL's worst series against a favorable hand Not necessarily the same hand as for Worst, Min, or Max.

Only the Ace is a legal play.  If HAL has another Ace then HAL will get 4, the Worst and Min values.

TURN HAL PLAYER COUNT POINTS FOR
6   A 30  
7 A?   31 4 [pair, 31]
8   4 4 1 [last]

 

If HAL has another 4 the player gets 4 points (Go for 1, pair for 2, 1 for last cards), the Max and Best values.

TURN HAL PLAYER COUNT POINTS FOR
6   A 30 1 [go]
7 4?   4  
8   4 8 3 [pair, last]

 

In all other cases, the player will get 2 points - 1 for the GO and 1 for last card.

TURN HAL PLAYER COUNT POINTS FOR
6   A 30 1 [go]
7 ??   ?  
8   4 ? + 4 1 [last]

 

The expected values are calculated as follows:

OFFENSE TABLE   DEFENSE TABLE
Value Card Freq Points   Value Card Freq Points
8 Ace 8 1   32 Ace 8 4
162 2 81 2   0 2 - K 584 0
118 3 59 2          
172 4 43 4          
228 5 114 2          
208 6 104 2          
12 7 6 2          
68 8 34 2          
122 9 61 2          
44 10 22 2          
92 J 46 2          
18 Q 9 2          
10 K 5 2          
1262 TOTAL 592     32 TOTAL 592  

The Offensive expected pegging value is 2.13 (1262 ÷ 592).

The Defensive expected pegging value is 0.05 (32 ÷ 592).

The Optimal expected pegging value, 2.08 is the difference.

Pegging 4th Street Help shows probability of losing and winning on the current deal.

 

Pegging 4th Street Help

This screen shot is a combination of View Hands and View Peg that shows the probability of losing or winning; and hand frequencies, non-flush and flush.  Any hand whose flush and non-flush frequencies are both 0 are not shown such as A 5 7 J.  A 5 10 J non-flush frequency is 193 and flush frequency is 0.  Discards were 2 and 5.

  • Lose %
    • Probability of losing the game on this deal
  • Win %
    • Probability of winning as a result of pegging with this hand
  • Suit
    • Flush frequency value