Game analysis
Immutable Sage SIR 16 , The player 27
How to read this analysis
The numbers, the verdicts, the board and the words of the game, explained simply.
The numbers
- Accuracy
- A score out of 100 for all of a player’s moves. 100%: every move was the best. A small inaccuracy barely lowers it; a blunder lowers it a lot.
- Winning chances
- For each position, the engine estimates who will win. 50%: the game is balanced. 80%: one side is clearly ahead. These estimates are based on thousands of games played on PlayAwale.
- Seeds lost
- “−4 seeds”: with the best move, the player would have finished the game with about 4 more seeds. That is the price of the move played.
The verdicts, from best to worst
- Move found The only good move: every other one cost at least 3 seeds and 15% winning chances.
- Best move The move the engine would have played.
- Good move Almost as good: less than 2 seeds and less than 5% winning chances lost.
- Inaccuracy From 2 seeds or 5% winning chances lost. Nothing serious, but a better move existed.
- Mistake From 4 seeds or 12% winning chances lost. Another move was clearly better.
- Blunder From 8 seeds or 25% winning chances lost: the game can tip over.
- Forced move Only one pit could be played: the move is not rated and does not count towards accuracy.
The board
- The two sides
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The player Immutable Sage SIR
The player plays the bottom row, Immutable Sage SIR the top row. Throughout the page, each side keeps its coloured dot. - The rings
- Solid ring: the pit played. Dotted ring: the best pit, when it is not the one that was played.
- Before, after
- “Before the move” shows the position at the moment of choosing. “After the move” shows the result, captured seeds included.
The words of the game
- Capture
- When the last seed sown lands on the opponent’s side and makes 2 or 3 seeds there, you take them — along with those of the previous pits, if they also hold 2 or 3.
- Vulnerable pit
- A pit with one or two seeds: if the opponent sows one more seed into it, it holds 2 or 3 and can be captured.
- Threat
- A capture the next move would allow. Two threats at once are often impossible to parry both.
- Trap
- Leaving the opponent a capture… that costs them more than it brings, because you take back more right after.
- Kroo
- A pit of 12 seeds or more: its sowing goes all the way round the board and can capture several pits at once.
- Opening, middlegame, endgame
- The three stages of a game, by the seeds still on the board: 38 or more in the opening, 15 or fewer in the endgame.
Analysis in progress
Each move is examined one after the other, then the analysis is kept: next time it will show up straight away. Allow about a minute for a hundred-move game.
The essentials
Each side’s record. Start with “Moves to review”: one click opens the move on the board, with its explanation.
How to improve
What to take away from this game, from most to least important.
How the game unfolded
Who had the edge, move after move? The higher the line, the better The player’s winning chances; the lower it goes, the better Immutable Sage SIR’s. On the middle line (50%), the game is balanced. Hover over the chart to read a move, click to open it on the board.
Move by move
Click a move in the list: the board shows the position before it, the pit played (solid ring) and the best pit (dotted ring). The explanation appears under the board, and the arrow keys move from one move to the next.
| # | Player | Move | Score | Verdict |
|---|
Notable moves
Traps that were set, and difficult moves that were found.
The rhythm of the indicators
Four curves to understand what is going on behind the score. Each side has its colour; hover over a chart to read the values at a given move.