Guide

Prime Exponent Over Practice: Rules and Scoring

The official website of g84. Prime Exponent Over Practice is this guide’s arithmetic cricket-style demo. Each independent ball chooses one of eight equally likely codes: 0, 1, 2, 3, 4, 6, W, W. Each listed run result has probability 1/8; a wicket has combined probability 1/4. There is no result 5. For a non-wicket result r, factor r+1 into prime powers and add the largest exponent. The number 1 has no prime factors and contributes 0. Results 0, 1, 2, 3, 4, 6 therefore add 0, 1, 1, 2, 1, 1 practice points respectively. For example, result 3 gives 4=2 squared, so it adds 2 points. W adds no points. This score is separate from conventional cricket runs.

Six balls and prime-exponent scoring

Prime Exponent Over Practice is this guide’s arithmetic cricket-style demo. Each independent ball chooses one of eight equally likely codes: 0, 1, 2, 3, 4, 6, W, W. Each listed run result has probability 1/8; a wicket has combined probability 1/4. There is no result 5. For a non-wicket result r, factor r+1 into prime powers and add the largest exponent. The number 1 has no prime factors and contributes 0. Results 0, 1, 2, 3, 4, 6 therefore add 0, 1, 1, 2, 1, 1 practice points respectively. For example, result 3 gives 4=2 squared, so it adds 2 points. W adds no points. This score is separate from conventional cricket runs.

Targets, stake and automatic ending

Choose target 2, 4 or 5 and stake 10, 20, 50 or 100 play coins. Defaults are target 2 and stake 20. Starting the practice over immediately deducts one captured stake. The over ends automatically when the score reaches or exceeds the target, the second wicket falls, or six balls finish. Target, stake, refill and another start are locked until settlement; sound remains available. You cannot pause the over, collect partway through, change its outcome or queue automatic rounds.

Gross multiplier and target probability

Target-hit probability P includes the two-wicket stopping rule. Among all 262,144 equally likely six-code sequences, targets 2, 4 and 5 have 216,087, 153,885 and 111,454 hits respectively. P is the corresponding count divided by 262,144. A hit’s gross multiplier is 0.96/P: approximately 1.164615, 1.635366 and 2.257956 respectively. Multiply the captured stake by that multiplier for raw gross return; a miss returns zero. Gross return includes the stake and is not net profit. Rounded button values do not replace the full multiplier used for settlement.

Worked examples

At target 2, six results of 0 add no points: score 0, no wickets, no hit and zero return. Stake 20 stays deducted and previous carry is unchanged. A first result of 3 instead adds 2 points and immediately hits target 2. With stake 20 and no previous carry, its raw gross return is about 23.292307: 23 whole coins are credited and about 0.292307 is saved as carry.

Wallet, fractional carry and refill

Without a valid saved balance, a new wallet starts with 1,000 play coins. Settlement adds raw gross return to previous fractional carry, credits the whole-number part and saves the remainder. A zero-return round leaves carry unchanged. While idle with balance below 10, Restore balance manually sets the integer wallet to exactly 1,000. It does not add 1,000 or refill automatically. Carry survives settlement, refill and reload. These coins have no cash value.

Exact average and simulation

Expected gross return is exactly 96% of the stake for each target over completed rounds. It is not the hit probability, a guaranteed session return or a promise for abandoned rounds. Exact probabilities come from enumerating all six-code sequences. One million simulated rounds per target measured approximately 96.05526%, 96.01117% and 96.14919% for targets 2, 4 and 5. These sample observations support the exact calculation; they do not set the payout law. Differences between the simulated average and expectation reflect sampling variation.

Frequently asked questions

How is the practice score calculated?

Prime Exponent Over Practice is this guide’s arithmetic cricket-style demo. Each independent ball chooses one of eight equally likely codes: 0, 1, 2, 3, 4, 6, W, W. Each listed run result has probability 1/8; a wicket has combined probability 1/4. There is no result 5. For a non-wicket result r, factor r+1 into prime powers and add the largest exponent. The number 1 has no prime factors and contributes 0. Results 0, 1, 2, 3, 4, 6 therefore add 0, 1, 1, 2, 1, 1 practice points respectively. For example, result 3 gives 4=2 squared, so it adds 2 points. W adds no points. This score is separate from conventional cricket runs.

Which controls can I use during an over?

Choose target 2, 4 or 5 and stake 10, 20, 50 or 100 play coins. Defaults are target 2 and stake 20. Starting the practice over immediately deducts one captured stake. The over ends automatically when the score reaches or exceeds the target, the second wicket falls, or six balls finish. Target, stake, refill and another start are locked until settlement; sound remains available. You cannot pause the over, collect partway through, change its outcome or queue automatic rounds.

How is the gross return calculated?

Target-hit probability P includes the two-wicket stopping rule. Among all 262,144 equally likely six-code sequences, targets 2, 4 and 5 have 216,087, 153,885 and 111,454 hits respectively. P is the corresponding count divided by 262,144. A hit’s gross multiplier is 0.96/P: approximately 1.164615, 1.635366 and 2.257956 respectively. Multiply the captured stake by that multiplier for raw gross return; a miss returns zero. Gross return includes the stake and is not net profit. Rounded button values do not replace the full multiplier used for settlement.