Click the image to see the final position A player with checkers on the bar must enter them 1st before moving any other checkers. To enter a checker move it like if it was right outside the board. For instance Black rolls 41 and enter his checker from the bar using the 4 to the 21 point. Click the image to see the final position When ALL of a player's checkers are on his last 6 points, he can bear off. To bear off, you have to reach an imaginary point located just outside of the board. To bear off one man, you need the exact dice to just remove it.
This means that to bear off a man on the 3 point, you need to roll a 3. The farthest men can always bear-off, even if the dice is greater than the checker position. In the position below, if white rolls a 6, it can bear off the checker from the 5 point. Usually, the player who bears off all his men first, wins 1 point. You can win more on some occasions: If the opponent did not bear off a single man, the player wins a Gammon and 2 points.
If the opponent did not bear off a single man AND has at least one checker on the bar or on his opponent's last 6 point, the player wins a Backgammon and 3 points. The cube is a die marked with the value 2,4,8,16,32 and It shows the value of the current game. At the beginning of the game the value is 1 and the cube is positioned in themiddle of the board.
At any point if a player thinks that he has an advantage, he can propose to his opponent to double the value of the game.
This choice can be made only when it is his or your turn, before rolling his or your dice. Refuse the proposition: the game ends, and the player who doubled wins the current value of the cube. Accept the proposition: the game continues. The cube is put on its 2 face on the opponent side. Now only the opponent can decide to use the cube.
If ever this player decide later to double, the player will have the choice to refuse and lose 2 points or continue with the cube at 4. When a player wins a gammon, he wins twice the value of the cube; for a backgammon, he will win 3 times the value of the cube.
Backgammon online strategy
Note: you can not double on the very first roll. Backgammon is often played in "Matches". In a match, the aim is to reach a determined score, usually an odd number of points in a match. This mean that when playing a 1 point match, the gammons do not matter because the elo calculation is based upon the contract of a 1 point match.
Doubling is not allowed as it would make no sense to double since that match was contracted for only one point. The Crawford rule is almost always used in match play. This rules says that when any player is only one point from winning the match, the next game will be played without any player being allowed to double.
Note: In game 4 and 5, player 2 should double as soon as possible because he has nothing to lose remember, that it's the same elo loss whether you lose or The Jacoby rule is used only when not playing a match this kind of game is called unlimited or Money play.
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When using the Jacoby rule, no player can score a gammon or backgammon if the cube is still at its initial value. When a player doubles the opponent has a 3rd choice: it can accept the cube "Beaver".
Basic Backgammon Strategy
It means the player redouble immediately but still keep the ownership of the cube. The player who initially doubled can refuse the beaver and lose 2 points, accept it and the game continue with a cube at 4 own by the 2nd player or even "raccoon" and proposed again to double the cube to 8! The rules of the game are the same--only the initial position changes. Rules of backgammon. Backgammon is in many ways a unique game: it combines very simple rules and very complex strategies.
So the basis of any strategy in Backgammon is to learn how to work out the probability for that any combination would be rolled on the dice, and to plan your following actions accordingly. Mathematical strategy for playing Backgammon is quite good in terms of usability: it can be applied to a traditional board as well as any virtual casino when playing against online opponents. First of all, it is essential to keep in mind that the number of potential combinations of a throw of dice is limited.
If you know the probability of rolling a number you need on 2D6 on two six-sided dice , you can plan how much risk you can take with your next move.
Mathematical strategy for backgammon
If you use the probabilities to estimate a probability for getting particular combination on 2D6, you can evaluate the probability that your opponent would end up rolling the same and moving your checker to the side. If one the dice rolls 1, then opponent would be able to place your checker one field away on the board. There are 11 possible outcomes here: both dice roll a 1 on each or just one.
So the probability of your opponent getting a chance to remove your checker would be 11 in If you place your checker 9 fields away, he would have to roll one of the following combinations to remove it: , , or The probability of this is 4 in Hence you can see that moving 9 is the less risky or more favourable move.
This is the best basis for deciding if the move is risky or safe. Selecting a particular strategy would depend on which style of game you prefer and what your goals are. This strategy is the easiest to follow as you would use the numbers you roll on dice in the most optimal manner, moving quickly around the board and getting your checker across the board.
Try moving your checkers in the fastest possible manner so that you are not under threat. Ideal would be to get a combination of or as a result of a throw on 2D6 as it would guarantee safe movement or your checkers. The difficulty here is that odds of rolling such combination are 2 in However, the added Gambling and online slots are the best combination that thrillseekers can get in the modern world of technology. Every player Three main backgammon strategies Selecting a particular strategy would depend on which style of game you prefer and what your goals are.