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 Backgammon Tips and Strategies

 

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Backgammon Column of the Month – April 2006

 

 

 

By Joe Andrews

 

 

 

 

 

 

 

Condensed Backgammon Glossary – Final Installment

Here is the last installment of the Backgammon terms and definitions:

PRIME
Two or more consecutive points occupied by the same player. Full prime is six consecutive occupied points, and is especially powerful when positioned in your inner board, while the opponent has a checker on the bar.

RE-DOUBLE
Another Bridge term which applies to the use of the Doubling Cube. A player who accepts the Cube, may increase the stakes of the game by turning the cube one notch higher, and thus, re-doubling.

RECIRCULATION
Keeping checkers in play by allowing them to be hit, and then re-entering said checkers on your opponent's inner board.

RETURN SHOT
A situation where you take the risk of leaving a blot, after you hit an opponent's checker.

RUNNING GAME ("Racing Game")
Refers to a strategy in which a player avoids contact, and tries to move his checkers around the board as quickly as possible. The idea is to avoid blockers and leaving shots.

SHOT
The opportunity to hit an isolated (single) checker on a point. The vulnerable checker is called a "blot".

SPARE
A third or fourth checker on the same point, allowing for the the possibility of using this checker to make a hit.

SPLIT
The separation of two checkers which are together on a given point.

STACKING
The creation of "towers", which a term for piling up multiple checkers on a few points, in an attempt to avoid blots. It is a very poor strategy.

STAY
The intentional stranding of one or two checkers in the opponent's inner board, hoping to get a lucky roll, and a hit.

TAKE
A term for accepting a double.

TEMPO
A multi-purpose term describing the timing of a game. The idea is to control vital points, while depriving your opponent of space or positional development. It is especially critical when executing a backgame strategy.

TRIPLE GAME
Another name for a "Backgammon".

WASTE
A term describing the bearing off phase of the game, and the use of high numbered rolls to remove checkers on the deeper points.


The Importance of Pips

In order to be a successful Backgammon player, you must learn the importance of counting.  As described above, Pip Count is the minimum number of pips or spots needed to bear off your checkers. To obtain the actual number, you multiply the number of checkers on each by the actual number of the point, and add the totals together. Let's look at the starting position:


                       <------ Light pieces move this way
Dark pieces move this way
----- >

 
24   23   22   21   20  19         18   17   16   15   14   13

  1     2     3     4    5     6            7     8     9   10     11  12

                       <------ Dark pieces move this way
Light
pieces move this way ----- >

We will examine the count for the dark checkers. There are two men on the 24 point. Each will have to go the long way around the board from the left to right, turn the corner, and then scramble home! The five men on the 13 point have a shorter distance to traverse in order to bear off, a total of 15 pips each.  Getting closer, the three men on the eight point need eight pips each, and lastly, those men on the six point will require six points each.  This, if we add 48, 65, 24, and 30, we get a total of 167 pips. And our opponent's total is also 167, as he has the identical (mirror image) position at the start of the game.

As the game progresses, one of three scenarios will occur:

(a) We will gain a lead by requiring fewer pips via the roll of the dice in order to bear off all of our checkers.

(b) Our opponent will have the lead/advantage in a similar manner, or

(c) The count will be very close, and the positional aspect of the game will come into play. However, a raw Pip Count lead does not always decide the outcome. In future columns, we will examine the importance of blocking games, back games, and control of critical points.

Quick quiz:

What is the Pip Count for each side in this position? Who has the better position? What is the best play for the player with dark checkers if it is his turn, and he rolls 3-2? How about 6-3? How about double threes?


 
24   23   22   21   20  19         18   17   16   15   14   13

  1     2     3     4    5     6            7     8     9   10     11  12

We will review the answers next month and move on to the subject of doubling.

See you in May!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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