If you start a Backgammon game or match in simple mode (not Arena) you can add the option of exporting the mat-file after the game or match, respectively. Then you can analyze the luck factor of your games in whatever fashion you like.Axaddettu90 wrote: ↑26 September 2026, 22:56 Idea of counter is player which has made higher rolls in total has more better changes to win in whole game. Counter just only counts total valid moves which player has able to make in whole game with rolls in whole game. In blocked turns roll value is not 0, it is complete avegare roll number (8.16) minus average number of valid moves which player would made in this turn. Primitive luck valuation would be subjective comprasion between those two totals but it could also be exact ratio between those two total (player a total)/(player b total).
Your above proposal has mayor flaws, however. Although in a pure race definitely the pip count (sum of numbers rolled) is very important to determine the luck factor there are many exceptions:
In a huge amount of game situations double 1 is one of the best rolls - despite only having 4 pips. Double 1 is so flexible that it is better than 5-6 in most game situations (holding games, back games, priming games,...). As said, only in race game situations everybody would prefer a 5-6 to a 1-1.
And in mutual priming games both players pray to get low dice. The player that rolls the higher dice will crunch earlier and will inevitably lose the game. In such situations 1-2 is by far the luckiest roll that one can get. 5-6 and all high doubles are losing rolls. The situation is very similar in back games where timing is crucial.