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BACKGAMMON STRATEGY AND TIPS

A guide to playing the tactical board game of backgammon including strategies,


tips and tournament play.

Before we start and get in to the guide, some things you need to know:

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Contents
Overview of Backgammon
How to Play Backgammon
Opening Moves
Strategies and Tips
Backgammon Tournament Play

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Overview of Backgammon
The Backgammon is loved, cherished and played by millions of people throughout the
world. The game transcends geography, age and technology, or lack thereof. Few games
have enjoyed the tremendous participation afforded to backgammon, either traditionally
or via high tech online gaming.
The rich history and simple, yet challenging, qualities of the game appeal to people of all
ages and backgrounds. Backgammon is seen as educationally appropriate for the young,
and also offers valuable brain-boosting characteristics for the older set. Whether played
online or on a simple wooden board, the game can be enjoyed equally by all economic
classes. Inexpensive game sets can be purchased at most toy stores or variety stores.
The game is easily accessible and portable for transporting anywhere you go. There is no
better time than the present to learn the storied past and exciting present aspects of a
game that will likely survive many generations to come.
The word backgammon is derived from the Welsh and when translated means,
appropriately so, small battle. Backgammon is a two person board game in which each
player moves their piece according to the roll of dice. The player that successfully
removes all of his checkers from the board first, wins the game. There are many
variations of backgammon, but they all tend to share several common traits.
Backgammon is a member of the tables family of games. This group of games is one of
the oldest in the world.
Although luck and the chance roll of the dice play a large role, player strategy also plays
a significant part in the outcome of the game. With each roll of the dice a player must
choose from numerous options for moving his checkers, as well as anticipate possible
counter-moves by the opponent.
Players may choose to raise the stakes during play. There are established guidelines,
meant to address any occurrence or strategy that may occur.
Much like chess, backgammon has been studied with great interest by a great many
people. The history and longevity of the game have lead to college courses, clubs, and
the curiosity of computer scientists.
This research has lead to the development of backgammon software which is capable of
beating world-class human players. From casual home play, to strictly-ruled tournament
play, backgammon remains a fascinating marriage of skill and luck that entrances
players around the world.

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How to Play Backgammon


The Board, Pieces and Dice
A traditional backgammon set consists of a board and playing pieces. Though of course
you can play your backgammon online if you do not want to use the traditional board
approach. The board is usually made of wood, plastic or heavy cardboard, and the pieces
are usually plastic, wood, or metal. You can purchase the board and pieces separately,
but they usually come as a set. Some sets come in carrying cases that open to form the
board. You can also purchase small, light-weight traveling backgammon sets that consist
of a metal board and pieces with magnets that stick to the board. Backgammon sets
range in price from very inexpensive to quite elaborate and expensive.
Backgammon is a two player game, played on a board with twenty-four narrow triangles
called points. The triangles alternate in color and are designated into four quadrants of
six triangles each. The quadrants are referred to as the player's home board and outer
board. The home and outer boards are divided by a raised point down the middle of the
board called the bar.
In backgammon it doesn't matter which color of checkers, or playing pieces, the players
use, as checker color doesnt determine which player makes the first move. Aside from
the board, the equipment needed to play backgammon are 30 checkers15 of one color
and 15 of another, two six-sided dice, two dice cups for rolling the dice, and one sixsided doubling cube with the numbers 2, 4, 8, 16, 32, and 64 on the six faces .
With the necessary game pieces properly arranged, players can begin the game in the
starting position, which is as follows:
Two checkers on each player's 24-point
Five checkers on each player's 13-point
Three checkers on each player's 8-point
Five checkers on each player's 6-point
Player Objective
Players must move their checkers in association to the numbers shown on the dice.
Backgammon is always played in such a way that you move your checkers from your
opponent's home board toward your own home board. As soon as all of a players
checkers are safely in their home board, players can begin to remove checkers from the
board. This is known as the bear off. The game is won by bearing off all of the other
players checkers first.
Let the Game Begin
To begin a game of backgammon, both players throw a single die. The player with the
largest number plays first, using the number from both dice rolled to move their
checkers. In the incident that the same number appears on both dice, the players keep
rolling their die until one player achieves a higher number. After the first play, opponents
alternate turns rolling both dice each time
The roll of the dice indicates how many spaces, or pips, the player is supposed to move.
The checkers are always moved forward, to a lower-numbered point. There are specific
rules regarding the movement of checkers. The following rules apply:

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A checker may be moved only to an open point. An open point is one that is
occupied by your own checkers or by an opponents single checker. A player
cant move a checker to a point where their opponent has two or more checkers.

The numbers on the two dice constitute separate moves. For example, if a
player rolls 4 and 2, they may move one checker four spaces to an open point
and another checker two spaces to an open point, or they may move a single
checker a total of six spaces to an open point. These moves are dependent upon
the intermediate points four or two spaces from the starting point, being open.

If a player rolls the dice and the same number comes up on both dice, the
player may move double the amount shown on the dice. Say for example that
you roll a double six. Then you may move six points four times, in any possible
combination.

A player must use both numbers of a roll whenever legally possible. In the
instance that only one number can be played, the player must play that number.
If either number can be played but not both, the player must play the larger one.
When neither number can be used, the player forfeits their turn. In the case of
doubles, when all four numbers cannot be played, the player must play as many
numbers as possible.

Hitting and Entering


A single checker on a point is referred to as a blot. Checkers of opposite colors may not
inhabit the same point. Because of this rule, a blot is removed if an opponent lands on it.
This is known as a hit.
When a hit occurs the checker is moved to the bar. The middle strip that divides the
inner and outer boards makes up the bar. Once a checker is placed on the bar, it stays
out of play until it has entered in your opponent's inner board. A player can re-enter a
checker from the bar if the numbers shown on the dice correspond to a point not
occupied by two or more of their opponent's checkers.
If a player has one or more checkers on the bar, they must all be re-entered to the
board before the player is allowed to move other checkers. If a player has any unused
numbers on the dice after re-entering their checkers, they can be used to move their
checkers onto the board.
If a player is not able to enter because of the points indicated by the dice, the turn goes
to their opponent. When a player has made all six points into their home board, it is
referred to as a closed board. If the opponent has any checkers on the bar, they will not
be able to re-enter it since there is no vacant point in their opponent's home board. If
this occurs, the player forfeits their dice roll, and continues to do so until the other
player is forced to open up a point in their home board, making room for re-entry. It is
important to note the player doesn't lose their turn entirely, as they are able to double
their opponent before any of their opponents rolls, provided the cube is centered or on
their side.
When the last of a player's checkers has been entered, any unused numbers on the dice
must be played, by moving either the checker that was entered or a different checker.
Bearing Off
Once a player has successfully moved all fifteen checkers into their home board, they
may commence bearing off. A player bears off a checker by rolling a number that
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corresponds to the point on which the checker resides, and then removing that checker
from the board. For example, rolling an 8 permits the player to remove a checker from
the eight-point. If there is no checker on the point indicated by the roll, the player must
make a legal move using a checker on a higher-numbered point.
If this is not possible, the player is required to remove a checker from the highest point
on which one of their checkers resides. The player is under no obligation to bear off if
they are able to make a different legal move. A player must move all active checkers in
their home board, before they can bear off. If a checker is hit during the middle of the
bear-off process, the player must bring that checker back to their home board before
continuing the bear off process. The first player to bear off all fifteen checkers wins the
game.
Doubling
Backgammon is played for an agreed stake per point. A game always originates at one
point. Throughout the course of the game, a player that feels they have an advantage
can propose doubling the stakes. The player may do this only at the start of their own
turn before dice have been rolled. The players opponent may refuse, when offered a
double. If the players opponent chooses to pass on the double, they concede the game
and pay the one point. The player that accepts a double becomes the owner of the cube
and only they can make the next double.
Subsequent doubles in the same game are known as redoubles. A player that refuses a
redouble must pay the number of points that were at stake before the redouble, or
become the new owner of the cube. If the second occurs, the game continues at twice
the previous stakes. There is no limit to the amount of redoubles in any single game.
Gammons and Backgammons
At the end of the game, if the losing player has borne off at least one checker, they lose
only the value showing on the doubling cube. This would be one point, if there have
been no doubles. If the loser of the game has not borne off any of their checkers, they
are gammoned and lose twice the value of the doubling cube. Even worse, if the loser
has not borne off any of their checkers and still has a checker on the bar or in the
winner's home board, they are backgammoned and also lose triple the value of the
doubling cube
The Crawford Rule
The Crawford rule is common in match play. The Crawford rule states that after a player
comes within one point of winning the match, the following game is played without a
doubling cube. This is known as the Crawford Game.

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Non-compulsory Rules
There are many optional rules used in backgammon games around the world.

Automatic doubles. If identical numbers are thrown on the first roll, the stakes
are doubled. The doubling cube is turned to 2 and stays in the middle. Players
tend to agree in limiting the number of automatic doubles to one per game.

Beavers. When a player is doubled, they may redouble, or beaver, while


retaining possession of the cube. The original doubler retains the option of
accepting or refusing, just like a normal double.

The Jacoby Rule. Gammons and backgammons count only as a single game if
neither player has proposed a double during the course of the game. This rule
speeds up play by eliminating the opportunity to avoid doubling in order to play
on for a gammon.

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Opening Moves
Expert players of backgammon have developed a series of plays based on different dice
number combinations. These moves are referred to by backgammon players as opening
moves. These strategies are meant to be used in the crucial beginning phase of the
game, to achieve an advantage over an opponent.
Opening moves were developed with the belief that there is only one correct move for
some of the fifteen possible rolls. Extremely advanced players sometimes eschew the
opening moves to test their own new strategies. Beginning, intermediate, and pretty
much all other players are strongly urged to refrain from using their own plays in place
of the safer opening moves.
Opening moves were developed with specific objectives in mind:

The creation of new points, idealy those that easily form part of a prime.

Begining the move towards the home board. The most difficult checkers to get
home are the two furthest away at the start of the game, in other words, the two
checkers placed at an opponents ace-point. For this reason, it makes sense to
move these checkers in the opening if at all possible.

Unstack the heaviest points. In the set-up position there are five checkers at the
mid-point 13-point and the 6-point. Five checkers on a point is inefficient, so it
makes sence to redistribute those checkers as quickly as possible.

Opening moves are typically divided into three groups: Point-making rolls, Splits, and
Running plays.
Point-making rolls
3-1
There is not any other correct way to play 3-1 other than to make the 5-point with 8/5
and 6/5.
4-2
With this roll a player can make the 4-point with 8/4 and 6/4.
6-1
6-1 allows a player to make a prime right in the beginning of the game by making the 7point. This is also known as the bar-point with 13/7 and 8/7.
5-3
Make the 3-point with 8/3 and 6/3.
Split plays
6-3
A player can split their back checkers with 24/18 and bring a man down from their 13point. Sometimes called a mid-point to their 10-point, 13/10.
6-2
This is very close to 6-3, play 24/18 and 13/11.
5-1
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Move a checker from your 13-point down to your 8-point to ensure that it is safe. Then
split your back checkers with the one, 24/23.
4-1
Very much like 5-1, play 13/9 and 24/23.
2-1
2-1 is played in the same way as 5-1 and 4-1. Play 13/11 and 24/23.
5-4
In this move, a player will play 13/8 and 24/20. By splitting their back checkers they will
go for making the 20-point next turn.
5-2
Once again, this is the same as 5-4: play 13/8 and split your back checkers with 24/22.
4-3
This throw can be played in several different ways. Two options are: play 13/9 and
24/21 or 24/20 and 13/10.
3-2
The slightly more conservative and cautious move is: 24/20 and 13/11.
The more daring and risky move is 13/10 and 13/11.
Running plays
6-4
Run one checker to the 14-point with 6-4, 24/14 with 6-4.
6-5
A player can move one of their back checkers all the way to their mid-point with 24/13.
This is also sometimes referred to as the Lovers Leap.
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Opening Rolls Reference Guide


Opening roll

Best move

Good alternative

Point making rolls


3-1
4-2
6-1
5-3

8/5
8/4
8/7
8/3

Split plays
6-3
6-2
5-1
4-1
2-1
5-4
5-2
4-3
3-2

13/10 24/18
13/11 24/18
13/8 24/23
13/9 24/23
13/11 24/23
13/8 24/20
13/8 24/22
13/9 24/21
13/11 24/21

24/15
24/16
13/8 13/9
13/8
13/11 6/5
13/8 13/9
13/8 13/11
13/10 24/20
13/11 13/10

Running plays
6-4
6-5

24/14
24/13

24/18 13/9
-

6/5
6/4
13/7
6/3

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Strategies and Tips


In addition to opening moves, expert backgammon players have developed numerous
strategies and tips that can help to improve players odds of winning more frequently.
Aside from luck of the dice, strategy is the biggest single factor in the eventual outcome
of a game of backgammon.
A finite amount of options, both on the board and in the number combinations of the
dice, ensure that tried and true game strategies tend to win out over creative last
minute plans. There are always exceptions to the rule of course. But here are some of
the most time honored and win proven strategies for the game of backgammon.
Strategies

Make sure only to hit your opponent when it is actually to your advantage.
Take care not to hit just for the sake or quick thrill of hitting.

A hit should always increase the strength of your game; be mindful that it
does not end up serving your opponents game more than your own. Use
hitting to force your opponent to act evasively in the face of the hit.
Remember that hitting a blot when your home board has several blots in it
can sometimes manage to end up hurting your game more than helping it.

Build a prime - six points in a row. This strategy works to block your
opponents checkers. The prime acts as a line of protection that only you, not
your opponent, can cross. A prime in a players home board is known as a
closed board, because an opponent cant enter from the bar. With a closed
board, your opponent can't play at all, this allows you to bring in any pieces
you may have behind.

Establish anchors in the other players home board. This is a defensive


strategy that provides a safe landing place in the event that you are hit and
waiting to re-enter. If possible, try to create anchors on the higher points 20
and 21. If you have enough checkers behind, keep two anchors next to each
other. It is often advantageous to allow a blot to be hit in order to procure
time and protect additional important points. When properly played, the
anchors will help to get these checkers back out on the backgammon board in
no time at all.

When you have a closed board and your pip count is lower than your
opponent's, and you also dont have to start bearing off, bear off from your
six-point first. This move will help to guarantee that you are not caught in a
contact position when your opponent enters from the bar.

Distribute your backgammon checkers in such a way as to be within six pips


of one another, Employee this strategy to ensure that there is always a piece
available to cover a man, as well as to provide a resting place for a runner.
Distribute your checkers as evenly as is practically possible. This will afford
you more flexibility and will also make it easier to protect your position if you
have fewer men on a point. You should never have more than six men on a
point

Leaving blots in the early stages of the game can sometimes be strategic, but
be aware that if you are in a shaky spot, it may be best to reduce the number
of blots.
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Backgammon Tips

If a backgammon opponent makes an advanced anchor it becomes even more


important to that you make one yourself. Otherwise, your opponent is able to
make bolder plays which, in turn, could cause your entire game focus to be
defensive.

If you are become substantially behind in the race it can sometimes be


advantageous to fall even further behind. When you are significantly behind in
the race it can actually improve your timing to be hit when youre down, as
the second hit sometimes ends up giving you a better back game while
avoiding the crunching of your board.

If ahead in the race, use your lead to its fullest. Move as fast as possible and
break contact.

When you are behind in a race it is usually not a good idea to abandon an
anchor or a holding point. Waiting for that play could possibly end up being
your only chance to win.

When you are behind in the race and waiting for a shot, slot and build the
points in your home board in order.

Always slot to extend primes, especially 6-point primes, since this means you
have less checkers to work with. The exception would be when you run the
risk of being put behind a prime yourself.

When considering a double, you should be able to win 25% of the games, if
there is little risk of a gammon, to break even. Vary with match score (when
behind be a little more aggressive, when ahead be a little more conservative.)

If you possess several of your opponents checkers back, its better to


strengthen a prime than to send more back. Sending more back may give
them a better back game or help their timing.

Re-circulate your checkers when in a back game. Getting hit can improve your
timing and help you to evade crunching your board.

When in a back game, carefully consider all of your opponents rolls and make
shots by opening up points to increase your chances of hitting.
Try to keep an even number of checkers on your highest points when bearing
off against an anchor. This will help to avoid leaving shots if you should roll
high doubles.

Generally, if you have fewer checkers and fewer pips in a bear off, you have a
sound double.

If you have a choice between hitting a checker on your opponents side of the
board or making a point on your own side, it is usually wiser to hit.

Your bar point, or 7-point, is definitely valuable, but if there is a choice, it is


usually better to make your 5-point or 4-point.

If a player is attempting to save a gammon, they should always bear into the
6-point, and make crossovers if possible. On last roll situations, make the play
which most often allows you to save gammon.
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In the instance of prime vs. prime, try to make plays that disallow you to play
high numbers on your next roll.

Try to gain equality early in the game, for the essential 5-point and 4-point on
both sides of the board.

If a player is considering doubling while on the bar, a better option is to


ensure that you have serious market losers, which may allow you to dance.

Remember to lock up permanent assets. Making a key point is usually more


effective than a loose hit.

When bearing off, use all available numbers to take checkers off, rather than
trying to smooth your distribution by simply filling gaps.

If you are 2 points away, try for the undoubled gammon. This method is
usually more effective than turning an early cube.

Remember to remain cool, calm and collected through major changes in luck
during the game

When contemplating moves, attempt to duplicate your opponents constructive


numbers.

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Backgammon Tournament Play


In Backgammon tournaments are typically decided by single elimination matches. This
tournament style is much the same format as major tennis tournaments. Competitors
are paired off and each pair plays a sequence of games to decide which player will
continue to play in the next round. Players eliminated in the first round normally go into
a consolation event also known as a plate. Large and prestigious tournaments such as
the World Championships include both a second consolation as well as a Last Chance
round.
Backgammon matches are played to a predetermined number of points in tournament
play. Consolation and Last Chance events are always played to a smaller number of
points than the main event. The first player to accrue the requisite number of points
wins the match. Points are awarded in the standard manner: one for a single game, two
for a gammon, and three for backgammon.
The doubling cube is used in tournament play, so the winner of the match collects the
value of the game multiplied by the final value of the doubling cube. Therefore, if a
player wins a gammon with the cube on 4, he wins eight points. If the players were
playing a 7-point match, the match would end in one game.
Matches are usually played to an odd number of points and the Crawford Rule is always
used. The Crawford Rule states that if one player reaches a score one point short of the
match, i.e. he is at match point, neither player may propose a double in the subsequent
game.
This one game without doubling is called the Crawford game. After the Crawford game, if
the match has not yet been decided, the doubling cube is available again and the player
who is trailing in the match will usually choose to double at the first available
opportunity. Automatic doubles, beavers, raccoons, and the Jacoby Rule are not used in
tournament play.
No bonus exists for winning more than the required number of points. When playing a
match to a specific number of points, the winner is the first person who wins at least
that number of points. It doesnt matter if the player wins more than that number, or
how many points his opponent has scored. The entire objective is to win the match, the
winning margin is unimportant.
Duration of the Match
Longer matches tend to play to the advantage of the more highly skilled player. As the
match continues the stronger player has time to recover from a fluke setback or simple
bad luck. For this exact reason the early rounds of the World Championships are played
to 13 points. With each round the matches get longer and the final is played to 25
points. The better player tends to come out on top over such a long match.
But, there are no guarantees and backgammon tournaments have seen terrific upsets,
heavily favored players losing to outsiders. This risk of upset instills excitement for the
game, as well as a sense of fair play.
Timed Matches
In order to ensure that tournaments run on schedule, clocks are increasingly being
added to tournament play. In tournaments where clocks are used, each player is allowed
a number of minutes for his match predetermined by the length of the match. Each
2013 backgammonstrategy.co.uk
14

move is allotted about 15 seconds, and only after those 15 seconds is the time used
deducted from his allowed time.
Just as in chess, if a player runs out of time they automatically forfeit the match. This
additional strategic issue can lead to some interesting tactics towards the end of
matches. Its not uncommon to witness a player whose opponent is very short on time,
attempting to play complicated games with a lot of moves in order to use up his
opponents little remaining time.
Online Backgammon Tournaments
Playing in backgammon tournaments online is perhaps the most convenient, fastest and
easiest way to get in to it. A great thing about this is that there are daily freeroll
tournaments so you dont have to stump up an entry fee and you can still win a prize
pot for zero outlay. Here are two leading online backgammon tournament providers to
check out.

Big Weekly Backgammon


Tournaments

2,000 MG Backgammon Tournament every Sunday. The winner walks away


with at least 500 and the top 16 players get paid out!

200 Backgammon Tournament Monday to Saturday!

All games are 3-point matches with a 7-point final, and pays out the top 8.
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Thanks for reading this ebook. I do hope you found it an interesting and useful
read which has either inspired you to start playing backgammon or helped your
current game in some way.
If you enjoy giving your brain a bit of a work out then you might like to have
a look at a couple of things below. Stretch yourself a bit with Sodoku and
mathematics..!

PLEASE CLICK HERE FOR MORE INFO

PLEASE CLICK HERE FOR MORE INFO

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15

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