The basic operation is to record each roll into the Roll List (see area 3 above). Use the numbers of area 1 and tap 'Enter' (button 2). The roll value is placed at the bottom of the list.
Various calculations (explained in the next screens) are made for the roll combinations of area 4 and the results are shown in area 5.
The specific calculation results shown in area 5 are selected by the controls along the top (area 6).
Tap on button 7 to move to the Settings screen. There you may clear the Roll History and adjust some settings.
The text field 8 shows the current shooter's roll count. It turns green at 15 and red at 20.
The Roll List will be synchronized to the action after the first 7 is entered. Then the list will be colored: Teal is a wining roll, red is a losing roll, otherwise the roll will be colored yellow.
When the 'S' is selected by the controls of area 6, what is called the 'Since Count' is displayed in area 5. Each roll combination has a Since Count; it is the number of rolls since that combination was last thrown.
If the Since Count of a combination reaches its 'Due' threshold, its background in area 4 will turn green. The thresholds are shown when 'T' is selected by the area 6 controls.
The default thresholds are set to the expected Since Counts from random action. For example because there are 6 ways a Seven may be thrown (out of 36 total combinations), its threshold is 36 / 6 = 6.
You may change a threshold by tapping on it and entering a new number. You may reset all the thresholds to their default values from the Settings screen. For reference these default values may be displayed by selecting the 'R' control.
Selecting the 'E' control will show how many rolls a combination is 'overdue', that is, how many rolls above the threshold have been thrown without showing that combination.
Once the combination is thrown, its Since Count will become zero. Selecting the 'L' control will show its previous Since Count.
When the 'A' control is selected, the simple average of each roll combination ia displayed. Each average is calculated over the last X number of that combination's occurances. The initial value of X is 6. This number may be changed in the Settings screen.
The values displayed are colored to indicate when a roll combination is 'hot' or 'cold'. An average that is more than 20% greater than its expected value is considered cool and is colored light blue. If the average reaches 40% greater it is considered cold and is colored a darker blue. On the other hand, if the average is 20% less than expected, it is warm and colored light red. Less than expected by 40%, it is hot and colored a darker red.
The maximum Since Count over the same number of previous rolls is displayed when 'M' is selected.
In the example above we can see the following:
Craps 2 is very hot - occuring an average of 6.8 throws, much lower than expected (36). And hard 6 has been even hotter.
Allthough Seven has recently been thrown, it has been very scarce lately with an average of 95 versus its expected of 6.
Any Craps is warm with an average of 6.8 and expected of 9. C&E (uncolored) is 6.8, near its expected 6.
Hard 10 is cool at 45 versus expected of 36. The same average for easy 10 is very cold.
Craps 3 and 12, yo 11, hard and easy 4, and easy 8 have not occured twice in this history so no average has been calsulated. In fact they are colored green which tells us they may not have occured at all yet. Hard 8 is not colored green and has no average, meaning it has only been thrown once so far.