backgammon is as easy as - usbgf...tara mendicino backgammon is as easy as... by steve sax t o...
TRANSCRIPT
TAR
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backgammon isas easy as...
By Steve Sax
To progress from beginner to intermediate to champion, you have
to master the basics of the game. They may seem complex, but are
as easy as one, two, three.
By that I mean that there are three basic tasks which you should always be
looking to execute. They are: (1) Can I make a new point? (2) Can I hit one
or more of my opponent’s checkers? (3) Can I escape one or more of my
back checkers?
Let’s analyze each of these tasks.
Making a New PointThe first task of checker play is, “Can I make a new point?” For those of
you who are absolutely new to the game, a point is formed by putting two
of your checkers on the same triangle. Interestingly, the space occupied by
that triangle is also called a point, but that’s beside the point.
There are many reasons to make points and I’ll go over a few of them now.
STAR OF CHICAGOAmelia Grace Pascar brightens the Chicago Open directed by her father Rory Pascar. She's attended tournaments there from a young age.
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Pip: 167 WhiteUnlimited Games
Unlimited GamesBlackPip: 161
Position 1 – Black has played 42: 8/4, 6/4
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Pip: 167 WhiteUnlimited Games
Unlimited GamesBlackPip: 160
Position 2 – Black has played 61: 13/7, 8/7
TAR
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(1) If you make a point in your home board it can block your opponent’s forward progress. Additionally, a home-board point can
prohibit entry of an enemy checker from the bar.
Backgammon is as Easy as 1-2-363USBGF PrimeTime Backgammon Magazine
(2) Points outside your home board can block your opponent’s forward progress, but can’t
keep him from entering from the bar.
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Unlimited GamesBlackPip: 110
Position 3 – Black has a "prime"
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Unlimited GamesBlackPip: 89
Position 4 – Black on roll to play 64
(3) If you assemble enough points in a row you can severely restrict your opponent’s forward progress; and if you build a wall or “prime”
of six points in a row, he can’t escape at all until later in the game when you elect, or are forced, to disassemble that prime.
(4) Points can also be used as landing spots for you to safely move your checkers from one quadrant of the board to another.
Backgammon is as Easy as 1-2-3
KA
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64 USBGF PrimeTime Backgammon Magazine
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Pip: 120 WhiteUnlimited Games
Unlimited GamesBlackPip: 129
Position 5 – Black on roll to play 54
(5) Finally, points made in your opponent’s home board are “anchors”: defensive bastions that impede your opponent as he tries to
come home. These anchors can also serve as landing spots for bringing checkers back into battle.
file:///C|/Users/Tara/Documents/Position.html[3/2/2017 11:56:17 AM]
is Player 2
score: 0pip: 120
Unlimited GameJacoby Beaver
pip: 129score: 0
is Player 1XGID=--BBbBC-B---bB---b-c-bbbAA:0:0:1:45:0:0:3:0:10
to play 45
1. XG Roller+ Bar/20 24/20 eq: +0.151Player:Opponent:
54.21% (G:8.94% B:0.24%)45.79% (G:6.87% B:0.13%)
2. XG Roller+ Bar/16 eq: -0.439 (-0.590)Player:Opponent:
40.88% (G:9.20% B:0.34%)59.12% (G:23.69% B:0.53%)
eXtreme Gammon Version: 2.19.211.pre-release
Backgammon is as Easy as 1-2-3
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YOUNGEST MEMBER!At age 5, Joey Nelson, grandson of Chicago’s Lucky Nelson, became the youngest member of the U.S. Backgammon Federation in 2015.
Hitting Your Opponent’s CheckersThe second basic task of checker play is,
“Can I hit one of my opponent’s checkers?”
Here are some reasons why hitting your
opponent’s checker(s) can be beneficial.
Since backgammon is, like Parcheesi or
Sorry!, fundamentally a racing game, you
gain ground in the race by sending your
opponent’s checkers back to the bar. That,
for a checker, is like a player being sent
to the penalty box in hockey: he cannot
come back to play in the game until the
penalty is over.
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Unlimited GamesBlackPip: 150
Position 6 – Black on roll to play 31
file:///C|/Users/Tara/Documents/Position.html[3/2/2017 12:03:56 PM]
is Player 2
score: 0pip: 153
Unlimited GameJacoby Beaver
pip: 150score: 0
is Player 1XGID=-b-B-BC-B---dD---b-dab--B-:0:0:1:31:0:0:3:0:10
to play 31
1. XG Roller+ 24/20* eq: +0.753Player:Opponent:
65.26% (G:24.29% B:2.17%)34.74% (G:7.50% B:0.28%)
2. XG Roller+ 24/23 13/10 eq: +0.186 (-0.568)Player:Opponent:
54.58% (G:19.75% B:1.31%)45.42% (G:15.86% B:0.76%)
eXtreme Gammon Version: 2.19.211.pre-release
The substance of that penalty is that your opponent cannot play
until he rolls a number that corresponds with a point in your home
board not occupied by two or more of your checkers.
The ultimate penalty occurs when you have a closed board and
you hit one of your opponent’s checkers. In that case, he can’t
enter until you elect to, or are forced to, break your home board.
Backgammon is as Easy as 1-2-366 USBGF PrimeTime Backgammon Magazine
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Pip: 74 WhiteUnlimited Games
Unlimited GamesBlackPip: 74
Position 7 – Black on roll to play 62
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Unlimited GamesBlackPip: 160
Position 8 – Black on roll to play 62
Usually you will not have a closed board, but the more points you
have in your board, the more difficult it will be for your opponent
to bring checkers in from the bar and back into the battle.
A second reason for hitting your opponent’s checkers is that they
cannot then be used to make points, primes, and closed boards
to block you!
Backgammon is as Easy as 1-2-367USBGF PrimeTime Backgammon Magazine
A third reason for hitting is to take half of the opponent’s roll away. Once you hit him, he will be unable to make new points in his
home board unless he happens to come in from the bar with a double.
Escaping Your Back CheckersThe third task of basic checker play is to escape your back checkers.
The reason this is important is that you can’t win the game until you bear off all of your pieces, and you cannot do that until you get
all of your checkers home. You should usually try to complete this task early in the game before your opponent can “prime you in.”
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Position 9 – Black on roll to play 63
file:///C|/Users/Tara/Documents/Position.html[3/14/2017 12:40:34 AM]
is Player 2
score: 0pip: 140
Unlimited GameJacoby Beaver
pip: 141score: 0
is Player 1XGID=-b--B-D-C--AbD---bbcbbA---:0:0:1:63:0:0:3:0:10
to play 63
1. XG Roller+ 22/13 eq: +0.326Player:Opponent:
59.70% (G:7.47% B:0.19%)40.30% (G:6.69% B:0.14%)
2. XG Roller+ 11/5 8/5 eq: -0.057 (-0.383)Player:Opponent:
48.54% (G:15.86% B:1.02%)51.46% (G:17.80% B:0.52%)
eXtreme Gammon Version: 2.19.211.pre-release
If one or more of your checkers is trapped behind a prime and you don’t have a prime of your own to trap your opponent’s checkers,
then you are likely to lose the game.
Backgammon is as Easy as 1-2-368 USBGF PrimeTime Backgammon Magazine
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Pip: 162 WhiteUnlimited Games
Unlimited GamesBlackPip: 167
Position 10 – Black on roll to play 31
file:///C|/Users/Tara/Documents/Position.html[3/14/2017 12:51:43 AM]
is Player 2
score: 0pip: 162
Unlimited GameJacoby Beaver
pip: 167score: 0
is Player 1XGID=-a---aE-C---eE---c-da---B-:0:0:1:31:0:0:3:0:10
to play 31
1. Book1 8/5* 6/5 eq: +0.288Player:Opponent:
56.01% (G:18.79% B:0.99%)43.99% (G:11.29% B:0.57%) Conf.: ± 0.010 (+0.278...+0.298) - [100.0%]
2. Book1 24/20* eq: +0.099 (-0.189)Player:Opponent:
52.02% (G:13.94% B:0.64%)47.98% (G:11.46% B:0.44%) Conf.: ± 0.008 (+0.091...+0.107) - [0.0%]
1 Generated by Mike Mannon on 9/27/2012 using eXtreme Gammon 2.005184 Games rolled with Variance Reduction.Dice Seed: 72253463Moves: 3-ply, cube decisions: XG Roller
eXtreme Gammon Version: 2.19.211.pre-release
Weighing ChoicesThese three basic checker-play goals are
each important; but none of them is more
important than any other outside of a
specific context.
One useful rule of thumb is that if you have
a play that does more than one of these
tasks at the same time as opposed to a play
that does only one, there is a reasonable
chance that the double-barreled play will
be preferable.
In Position 10 Black has a 1 and a 3 to play.
He can hit White’s checker on the 20 point or
he can make his own five point. Both moves
have benefits for Black, but making his own
five point accomplishes two tasks (hitting
and making a new point) whereas hitting
on the 20 point only accomplishes one.
Backgammon is as Easy as 1-2-369USBGF PrimeTime Backgammon Magazine
In Position 11, let’s take a look at two of Black’s choices. He can
either hit and escape (accomplishing two tasks), or he can make
his own five point (accomplishing only one task). In this case, it’s
right to hit and escape rather than to make a good point in your
home board because you not only send your opponent back in the
race, but you hamper his efforts to block you in his home board.
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Position 11 – Black on roll to play 65
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Position 12 – Black on roll to play 64
A third example of accomplishing two tasks versus one arises when you can escape and make a new point, as opposed to simply mak-
ing a new point. An example is Position 12 below, which hits as well.
Backgammon is as Easy as 1-2-370 USBGF PrimeTime Backgammon Magazine
Some of the best possible rolls are ones in
which all three tasks are accomplished in
one move. Usually this occurs when you
roll a double, as then you can move four
different checkers in one play. In Position
13, Black rolls a 5-5: a fantastic roll, but
how do we play it?
One choice is to close your board by mak-
ing your three and one points; but then you
still have to escape your back checker in
order to win the game.
A better option is to run from the 23 point
to the 13 point and make your own ace
point. This play accomplishes all three tasks
at the same time. And while it isn’t always
correct to achieve those three tasks, a play
that does so should certainly be on the top
of your list of candidate moves.
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Unlimited GamesBlackPip: 98
Position 13 – Black on roll to play 55
file:///C|/Users/Tara/Documents/Position.html[3/3/2017 10:38:06 PM]
is Player 2
score: 0pip: 116
Unlimited GameJacoby Beaver
pip: 98score: 0
is Player 1XGID=-aB-BCD-C---b----c-cbbbA--:1:-1:1:55:0:0:3:0:10
to play 55
1. XG Roller+ 23/13 6/1*(2) eq: +0.893Player:Opponent:
85.40% (G:24.41% B:0.07%)14.60% (G:0.75% B:0.02%)
2. XG Roller+ 23/18 8/3(2) 6/1* eq: +0.693 (-0.200)Player:Opponent:
75.09% (G:35.72% B:0.17%)24.91% (G:7.76% B:0.37%)
3. XG Roller+ 8/3(2) 6/1*(2) eq: +0.660 (-0.233)Player:Opponent:
73.31% (G:31.51% B:0.04%)26.69% (G:2.19% B:0.06%)
eXtreme Gammon Version: 2.19.211.pre-release
Backgammon is as Easy as 1-2-371USBGF PrimeTime Backgammon Magazine
That being said, there are times when it is incorrect to accomplish two tasks when one will
do just fine. An example is Position 14 below.
6
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Pip: 156 WhiteUnlimited Games
Unlimited GamesBlackPip: 162
Position 14 – Black on roll to play 53
file:///C|/Users/Tara/Documents/Position.html[3/4/2017 10:51:57 PM]
is Player 2
score: 0pip: 156
Unlimited GameJacoby Beaver
pip: 162score: 0
is Player 1XGID=-a--A-D-C-A-fD---c-e----B-:0:0:1:53:0:0:3:0:10
to play 53
1. XG Roller++ 10/5 8/5 eq: +0.072Player:Opponent:
50.25% (G:15.90% B:0.39%)49.75% (G:11.08% B:0.55%)
2. XG Roller++ 6/1* 4/1 eq: +0.023 (-0.050)Player:Opponent:
48.77% (G:16.33% B:0.25%)51.23% (G:11.04% B:0.54%)
eXtreme Gammon Version: 2.19.211.pre-release
You can accomplish two tasks by making
your ace-point (hitting and making a new
point), but it is a little better to simply make
your five point.
Why? The reason is that the theory of
tasks has to take into account not only the
quantity of tasks you can accomplish but
their quality as well.
In this example, you are better off making
the five point because it starts a prime. By
hitting and making your ace point, you do
make a new point and put your opponent
on the bar, but you have created a huge gap
in your board and will be hard pressed to
contain him.
Backgammon is as Easy as 1-2-372 USBGF PrimeTime Backgammon Magazine
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Pip: 162 WhiteUnlimited Games
Unlimited GamesBlackPip: 167
Position 15 – Black on roll to play 43
file:///C|/Users/Tara/Documents/Position.html[3/7/2017 11:31:57 AM]
is Player 2
score: 0pip: 162
Unlimited GameJacoby Beaver
pip: 167score: 0
is Player 1XGID=-b----E-C---cEaa-c-e----B-:0:0:1:34:0:0:3:0:10
to play 34
1. Book1 13/10 13/9 eq: -0.146Player:Opponent:
46.57% (G:14.31% B:0.83%)53.43% (G:16.97% B:1.10%) Conf.: ± 0.006 (-0.152...-0.140) - [100.0%]
2. Book1 24/21 13/9 eq: -0.170 (-0.024)Player:Opponent:
46.48% (G:13.10% B:0.80%)53.52% (G:17.28% B:0.88%) Conf.: ± 0.006 (-0.176...-0.163) - [0.0%]
1 Generated by Claude Landry on 12/12/2010 using eXtreme Gammon 1.2111664 Games rolled with Variance Reduction.Dice Seed: 84409609Moves and cube decisions: 4-ply
eXtreme Gammon Version: 2.19.211.pre-release
Preparing for Next TimeThis brings us to the last theme of this
article. What if you can’t accomplish any
of the three basic tasks?
In that case, you must improvise — by which
I mean you should prepare to accomplish
one of the tasks.
For example: if you can’t make a new point,
mobilize builders to try to make a new point
on your next roll. Position 15 (below) is an
example of this theme.
Black can’t hit, make a new point, or escape, but he can bring builders down from his midpoint to make a new point on the next roll.
There is risk involved (those builders are blots which can be hit), but at least Black is preparing to fulfill one of his key tasks.
Backgammon is as Easy as 1-2-373USBGF PrimeTime Backgammon Magazine
In Position 16, Black can’t accomplish any of the three basic tasks, but he can prepare to
accomplish one (escaping) by moving his back checker up.
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Pip: 141 WhiteUnlimited Games
Unlimited GamesBlackPip: 140
Position 16 – Black on roll to play 21
To summarize: we have examined a number of examples
where you should attempt to accomplish at least one of
the three basic tasks of backgammon checker play: to
hit; to make a new point; or to escape a back checker.
This doesn’t address the difficult question of which one of these
three you should choose if you can do only one. That is beyond
the scope of this article.
I hope that this introduction to the basic concepts of checker
play will add to your enjoyment of the game and improve your
winning chances.
Until next time, play well and have fun.
- STEVE SAX
About Steve
Steve Sax is the #9 rated Giant of Backgammon, and
three-time winner of Gammon Associates ABT tournaments.
He is a prolific author and master
photographer. In 2002, he was the ABT Player of the Year. He was a finalist in the Dual-Duel event at the 4th Texas Backgammon Championships in February 2016 and the score-based winner.
Backgammon is as Easy as 1-2-374 USBGF PrimeTime Backgammon Magazine
*: The asterisk represents the fact that one player is hitting the other player's checker. This is displayed at selected diagrams in the rollout
data graphic beneath positions. For example, in Position 10 the correct move is (8-5*, 6-5). That means one Black checker was moved
from the eight point to the five point with the 3, hitting White and sending that checker to the bar. And also one checker was moved
from the six point to the five point with the 1.
Advanced Anchor: A point in your opponent’s home board that is close to your opponent’s outfield. Usually this would be the 20 or
21 point (your opponent’s 5 or 4 point).
Anchor: Any point you hold in your opponent’s home board.
Bar: The strip that bisects the board where checkers are sent after they have been hit. All of a player’s checkers on the bar must be
brought into play before that player can move any other of his own checkers.
Blitz: An effort to close all the points of your home board while trapping one or more of your opponent’s checkers on the bar.
Checker: One of the fifteen disks which you must navigate around the board.
Gap: Any space in between points you have in a prime. Generally, the larger the gap, the harder it is to contain your opponent’s checkers.
Home Board: The six points closest to your bear-off tray. Your goal is to get all fifteen of your checkers into your home board and
then take them off the board into that tray.
Point: Any two (or more) checkers of the same color on the same triangle. Your opponent may jump over your point, but not land on top
of it. A point is also one of the 24 triangles on the board which you must land your checkers on as you advance them around the board.
Prime: Any number of consecutive points assembled for the purpose of blocking your opponent in. The longer the prime, the more
difficult it is for your opponent to escape. If you have six or more points in a row (a six-prime), your opponent can’t escape until you
break that prime.
Quadrant: One of four sections of six points on the board. They include your home board, your outfield, your opponent’s outfield,
and your opponent’s home board.
Glossary of TermsBackgammon is as Easy as 1-2-3
75USBGF PrimeTime Backgammon Magazine