ubz-2

zengrifter

Banned
All you need is the tags and the indices. You can find both here, no need to buy it.

BUT you will need to read Blackbelt, KO, and Bluebook, for starters. zg
 

Mimosine

Well-Known Member
as i posted in a different thread from you:

UBZII - there is a $20 booklet available on the web. it is a piece of junk IMHO, but you should buy it anyway to really understand the system. a prerequisit for UBZII is a good understanding of another level one unbalanced count like KO, KISS, or REd7.

read more about UBZII here:
http://www.blackjackinfo.com/bb/showthread.php?t=6666
and you can read about my version of UBZII here
http://www.blackjackinfo.com/bb/showthread.php?t=6996
the latter is an unproven, untried, unsimmed version. proceed with caution.
 

Mimosine

Well-Known Member
zengrifter said:
That reminds me, Mimo, here is the composite KO I was referring to.
It can offer some aditional ways to smooth over your UBZ composite. zg
KO 'composite' for Canceler
I just stumbled upon that post on accident. like it a lot. am going to throw it in my KO folder on ye'old laptop.

I took your initial suggestion in the UBZ thread and started to smooth things out a bit. so i have a second version. still need to simplify the indicies. it will be a long work in progress but hopefully someone else will benefit from it. UBZII as written is a steaming pile.
also still need to rum some sims on UBZ open source/UBZmimo. is Powersim 6 suitable? i got that thing running OK, but didn't want to invest too much more time with it right now.
 

zengrifter

Banned
Mimosine said:
I just stumbled upon that post on accident. like it a lot. am going to throw it in my KO folder on ye'old laptop.

I took your initial suggestion in the UBZ thread and started to smooth things out a bit. so i have a second version. still need to simplify the indicies. it will be a long work in progress but hopefully someone else will benefit from it. UBZII as written is a steaming pile.
also still need to rum some sims on UBZ open source/UBZmimo. is Powersim 6 suitable? i got that thing running OK, but didn't want to invest too much more time with it right now.
Without sim or algebra, I'm thinking that 6-8D indices can be devised that require simply to be double the 1-2D#s - that way you still have a single set of numbers for most games. Or maybe at worst each game, 1-2-6-8D, has its own 3-4 unique numbers. zg
 
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