The Baccarat Roadmap Manual
An earlier post on baccarat tracing indicators/roadmaps had a few visitors to the site wanting more information – particularly on how to construct the Big Eye Road (大眼仔), Small Road (小路), Cockroach Road (曱甴路) from the Big Road.
The below manual provides all the details and comes courtesy of the Microgaming live gaming team. The Microgaming live platform is an absolute cracker following recent upgrades and has a strong baccarat focus. You can play their games at a growing number of Microgaming licensee casinos including 32Red, Roxy Palace, and Royal Vegas.
The manual is both comprehensive and easy to follow so should cover all the queries we received about baccarat trend plotting…thanks again to Microgaming.
Baccarat Roadmap Manual
This document describes the concept, the rules, and the behaviour of the baccarat roadmap
The baccarat roadmap is a graphical representation of the results of the previous rounds of a baccarat game. It helps the players quickly and easily analyze the history of the game, look for trends, and possibly predict the results in the future.
All types of roadmaps are represented by using icons arranged in a rectangular grid of empty squares. The height of any roadmap is always 6; the width of any roadmap is not fixed, but is usually at least 12.
The roadmap only records the history for the current shoe. Once a new shoe is to be used, the roadmap is cleared.
Types of roadmaps
There are 5 types of roadmaps. They are:
1. 珠盘/珠盤 (Bead Road)
2. 大路 (Big Road)
3. 大眼仔 (Big Eye Road)
4. 小路 (Small Road)
5. 曱甴路 (Cockroach Road)
The formal English names for the types of roadmaps are unknown.
The size of the icons of the 1st type of roadmap is usually the largest, while the size of the icons of the last 3 types of roadmaps is usually the smallest.
珠盘/珠盤 (Bead Road)
This roadmap simply shows the results (Banker Wins, Player Wins, Tie) of the previous rounds with icons arranged in a rectangular grid in a top-to-bottom, left-to-right fashion. Each icon corresponds to 1 previous round. That is, the icon for the 1st round is put on the top left corner, that for the 2nd round is on the one below it, and so on.
Each icon is a simple circle, usually with the name (or its abbreviation) written in the middle in a specific language. Banker Wins are shown in red, Player Wins are shown in blue, and Ties are shown in green.
Pairs are also shown on the icons. Banker Pairs are shown as a red dot placed on the top left corner of the icon; Player Pairs are shown as a blue dot placed on the lower right corner of the icon. See Figure 1
Figure 1 – All possible icons.
B – Banker Wins, P – Player Wins, T – Tie.
Red dot – Banker Pair, Blue Dot – Player Pair.
Figure 2 shows a typical roadmap.
Figure 2 – A typical 珠盘/珠盤 with 16 rounds. The icons are in Simplified Chinese.
大路 (Big Road)
This roadmap arranges the results in columns, or streaks. This allows easier counting of consecutive Wins and studying of trends.
The icons in this roadmap are shown as hollow circles. Bankers are in red, Players are in blue.
Pairs (Banker Pairs, Player Pairs) are NOT shown in this roadmap at all.
Ties are NOT shown as a separate icon. Instead, they are shown as a green stripe, embedded inside the circle of the last round. If there are more than 1 consecutive Ties, the number of Ties will be written on the stripe in green as well.
In case the 1st round of the shoe is a tie, its icon will be a simple green stripe with no circles surrounding it. Again, if there are more than 1 consecutive Ties at the beginning of the shoe, the number of Ties will be written as well.
Table 1 shows some examples of the icons in this roadmap.
Table 1 – Example icons in大路
If the 1st round of the shoe is a tie and the 2nd round is a Banker, the red circle for Banker will be drawn in the same square as that of the green stripe for Tie. In other words, a Tie-Banker combination and a Banker-Tie combination at the beginning of a shoe is undistinguishable in this roadmap.
The icons are arranged such that the Banker and Player icons are arranged on separate columns, or streaks. Each time the result flips between Banker and Player, a new column is used.
Figure 3 shows a typical roadmap.
Figure 3 – The 大路 (left) and its corresponding珠盘/珠盤 (right)
Big Eye Road (大眼仔), Small Road (小路), Cockroach Road (曱甴路)
These 3 types of roadmaps are similar. The only differences among the 3 types are the Cycle (as explained below) and the icons used.
A summary of the 3 types of roadmaps is shown in Table 2.
Table 2 – Summary of the 3 types of roadmaps.
The 3 types of roadmaps are not a direct representation of the history of the game. Instead, they are all derived from the大路 (Big Road). Every time a Banker or Player icon is added to the 大路 (Big Road), a derived icon is added to these 3 roadmaps based on the rules described below.
Attention: Even though the icons in these 3 derived roadmaps are in red and blue, there is no relationship between their colors and the colors of Banker and Player.
Here are the rules for adding a new icon to any of the 3 derived roadmaps after a round:
1. Let k be the Cycle of the roadmap.
2. Assume that the last icon added to the 大路 (Big Road) is on row m of column n.
2.a. If m >= 2, we compare with column (n-k).
2.a.1. If there is no such column (i.e. before the 1st column) … No need to add any icon.
2.a.2. If there is such a column, and the column has p icons.
2.a.2.1. If m <= p … The answer is red.
2.a.2.2. If m = p + 1 … The answer is blue.
2.a.2.3. If m > p + 1 … The answer is red.
2.b. If m = 1, reverse the result (Banker to Player, and vice versa), determine the result as in rule 2.a above, and reverse the answer (Red to blue, and vice versa) to get the real answer.
Note that it does not matter whether the icons in the 大路(Big Road) are Banker or Player. Only the number of icons on each column is important.
Figure 4 illustrates the rule for the case when m >= 2. Figure 5 illustrates the rule for the case when m = 1.
Figure 4 – Illustration of the rule when m >= 2. The black dots represent the icons in the 大路 (Big Road).
Figure 5 – Illustration of the rule when m = 1. The black dots represent the icons in the 大路 (Big Road).
The idea behind these 3 roadmaps is that, when there are many consecutive Bankers or Players, all 3 of them will appear red. When there is a repeating pattern of Cycle k, the corresponding roadmap will also appear red. In short, the appearance of red icons in these roadmaps mean that the 大路 (Big Road)is somewhat regular.
See Figure 6 for a graphical illustration of the idea.
Figure 6 – Illustration of the idea behind the 3 roadmaps.
The black dots represent the icons in the 大路 (Big Road).
Figure 7 shows a typical example of the 3 roadmaps.
Figure 7 – A typical example of the 3 roadmaps.
They are 大眼仔 (Big Eye Road, top), 小路 (Small Road, middle), 曱甴路 (Cockroach Road, bottom).
Although there is no restriction as for where to put the roadmaps on the screen, 4 roadmaps, 大路, 大眼仔, 小路, and 曱甴路, are usually aligned in a specific way, as shown in Table 3.
Table 3 – Typical layout of the roadmaps
Figure 8 shows a real-life example of the layout of the 4 roadmaps.
Figure 8 – Example layout of the roadmaps.
They are 大路 (top), 大眼仔 (middle), 小路 (bottom left), 曱甴路 (bottom right).
There is no restriction on where the珠盘/珠盤 (Bead Road) should be put.
Roadmap probing is a way to further help the players analyze the roadmaps. It shows what the next icon will be added to the 3 derived roadmaps if the next round is Banker or Player. See Figure 9 for an example.
Figure 9 – Roadmap probing. It shows what the next icon will be added to the 3 derived roadmaps.
If no icon will be added to a derived roadmap, its corresponding icon will also be missing from the probe results.
Note that the probe results for Banker and Player are always in different colors.
Since the dimension of a roadmap is fixed (e.g. 12 x 6), sometimes, it is possible that the roadmap runs out of room.
For珠盘/珠盤 (Bead Road), when it runs out of room, the icon for the oldest round is removed. See Figure 10 for an example.
Figure 10 – When the roadmap is full, the oldest icon is removed to make room for the new one.
Old roadmap (above); new roadmap (below).
For the other 4 types of roadmaps (i.e. 大路, 大眼仔, 小路, 曱甴路), when a column has more than 6 icons (remember that the height of all roadmaps is always 6, see Introduction), it always turn right. See Figure 11 for an example.
Figure 11 – When there are more than 6 icons for 1 column, it always turn right.
Old roadmap (left); new roadmap (right).
It is also possible that the space is occupied when a column goes down. In that case, it always turns right, until there is room to go down again. See Figure 12 for an example.
Figure 12 – The column turns right whenever it cannot go down
In the extremely rare case that there is no space for a column to go down at the very first square, the column turns right immediately, occupying the starting square of the next column. When the next column starts, it will use the next empty column. See Figure 13 for an example.
Figure 13 – The column turns right immediately if it is occupied below.
The next column is placed at the next empty column
After many rounds are dealt in a shoe, it might also be possible that there is no more space on the right. In that case, all icons in the roadmap shift left by 1 column, abandoning those on the original left most column, and making room for a new column on the right. See Figure 14 for an example.
Figure 14 – When there is no more room on the right, the whole roadmap shifts left by a column.
Old roadmap (left): new roadmap (right).
Note that all these behaviours described in this section do not affect how the 3 derived roadmaps are formed. The derivation rules are used as if there are no size limitations to all the roadmaps.