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The Experts Guide To Winnning Backgammon

Le guide d’expert pour gagner au Backgammon

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0% found this document useful (0 votes)
354 views6 pages

The Experts Guide To Winnning Backgammon

Le guide d’expert pour gagner au Backgammon

Uploaded by

jt8pfgcw8k
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Roll Score Move How to play the opening roll correctly (and why it is correct) | Playing 13/11 attacks your opponent's lasing checkers and will help to make your bar. 5 9, 10, SPPMMREIERCLEEE 0111 polis. Howover siting to the St iss getting ht hi, the renyced checker may make jp | ual 8 defensive paint n your opponent's home board Spliting to Opponents 2pt doubles the atack on opponent's outer board & makes an anchor MNES ws 13 28 58, & 56 (bar) Unstacking midpoint to 11pt challenges opponent's fleeing checkers, SERS Erprepares to make the ber, 6,9, 100¢ Tp eo eens Beat poning Tl. The Sp saris strong offense, isa landing place for bulder, and pushes BE MEAUMELORMMII opponents nt checkers back. Opponents re-entry is blocked 1 time in 9 rather than 1 in 36. cS 24/23 13/9 ‘Splitting to opponent's 2pt attacks your opponent's outer board or makes an anchor with 12, 23. Pye 34.8 95 (bar), Unstacking the midpoint (139) prepares to make the bar, 5, 4, 3 or Opts. FRPISTEEEE Scting the Spt isk ait. fh, the recyled checker may make a defensive pn opponents [sce Soa Pa ene Unetglang the midpoint tothe Opt sets up to make the bar, 5, 4,3 or 9p. PENUMIMESTIERTTIN 22.5 2006s coveroge of opponents outer board & ates an anchor wih 12,23 94 BE oa “38 gains frepower for the home board but provides limited positional gan “The Burpoin (7 pt} biocks opponents 6s (particulary 66 & 65), creates a 3 point prime, & SIS ene lsc fe ol era ae | 3ai3" attacks opponents outer board & can make the 21ptwith any 3. However, t succumbs PAPSRER IEEE (0 5 pointing rolls (11, 22, 24, & 44) & 18 loose hits. Unstacking the 13ptto the 11pt challenges Sppgnent's teeing cheokers & prepares to make the bar, Spt, 9pt,10pt, of pt PEPPREEYIT 1317 12710 unsacks the migpoin, ttacke opponents Nleeing checkers, & positons burs fo BOIRSIADD ato tne bar,5, or dis. The 2 blois are susceptible to 7 hits (33, 36, 45, 46) fom the 24pt PPRRPORRINEE Te 41 ocks opponents double 3s, bogins a song ofense, provides a ancing place uders 8 cate 8 point to push opponents checkers futher backin your home board hit IPPPRIPETPRE 25722 covdles ne stack on opponents outer board & prepares io anchor wih 2: but | ‘succumbs to 55. Unstacking the midpoint to 8pt doesn't jeopardize additional checkers. FRPSPEPEIRERE 131 slacks opponents cing checkers and prepares fo make: Ba. 5, 9, 10, or penis 13/8 gains more frepower for home board Gs Farts allacks opponents ouiar board & sels up to make the 8pl with a 6. Ifblot shit, 76 of 36 PCEMERIEEEE returns hit his blot & 10 rolls (11, 12, 22, 23, 34, & 45) make an anchor. 13/11 attacks Pa aie ‘opponent's fleeing checkers and sets up to make: bar, 5, 9, 10, or 11 points. =e re This was a favorito play nthe 70s. Today Tis onl used for Gammon Go where itis paramount to establish one's board quickly beginning with the Spt._ Otherwise, itis a sizable error. (-0. 0+ | Spitting to Spt attacks the outer board & makes the 20pt with a 4. It succumbs to 5 pointing PESTO EGON ‘ols (17, 13, 33, 44) & 16 loose hits. Unstacking the midpoint creates a builder to potentially EYE NSS PRPRIPRIREN 2/2 acisonpoents outer voars& makes ihe Zipt wih a3. suas jo § pong ls DMP (11, 22, 24, 44). Unstacking the midpoint to the 9pt prepares to make the bar, 5, 4, 3, or Opts. EREEPPPEPPEREE Unsiacking midpoint to 10pt & Spt affacks opponents fleeing checkers & prepares to make Bar, MRSSMBREIR EM 2's oriccrse tops. theron ae swcepiiets this tomas. EL UMEMETERCEMMIN 212 ploy to make Spt. \ ee? mr 24/16 altacks opponent's outer board & makes opponent's bar with any 6. If Blot is hit, nearly Py POD half (16 of 36) the returns hit his blot & 10 (11, 12, 22, 23, 34, & 45) make an anchor in Gapahents home board. Unstacking the midpoint (13pt) tothe 10pi sets upto make the ba, 5 | raps 25 well a the 9 or Opt : = es 24/20 attacks opponent's ouler board. Gan make the 20pt wih a 4 Ir auccumbs to 5 pointing Pom eaeaca 1! (11.55.46) 5 1 ase ts 118 ga trepover rho Poa ‘ PTET) Bringing 2 checkers down supports a sustained attack in a Gamman Go situation. However, it lis the atackers opportunites to secure the opponents Spt ZAP seis up to make bar, 8, 4,073 pls orth Opt (th any 4. Bringing a checker Wom 24pK PETE LIM opponents bar attacks his outer board & makes opponents ar with a six. f bots hit, 18 of $8 ‘fe nhs blot & 10 roll (11, 12, 22,28, 94, & 48) make an anchor in eppenents home board 8/2 6/2 Prevents opponent split with 12, 14, & 15. Strong Gammon Go (+0042) ei Running 24/14 positions a checker to attack opponent's checkers fleeing the 24pt. It gains 10 pips in race & can anchor in opponents home board with 10 rolls (11, 12, 22,23, 34, 45) i hit “This play is known as Lover’s Leap. Run and safely one checker. For matches: Al o (GG=Gammon Go For money: DMP or All Fir rights reserved. No part ofthis publication may be reproduced or transmitted in any frm ar by any means, mechanical or electri, inching A es recording of ay information sorge and etival system, without writen permission fom the pulser (© 2017, 2015, 2013 Edward Rosenblum Version 3.0 Ce Opening Donavon 14 Pore e cy) 15 1 22 ry Pa Fa wr a, Tar eae CI een) Pa EE 36 nd 45 46 rec 20a) 992) 32) era 1370) sara) 24210) 52) ss) 632) isa) 2) sa) 620) se 13102) ws 630) zane an0@) 9042) ano) 13042) Tena ane) aan 1) bese ae) sae) "2 8 examen ese a se) 97) acs 622) ar sa) user, ba win ee wearer EFFECTIVE CHECKER PLAY BASIC PROBABILITY TABLE Use the following four principles* to govern your checker play: 1. Efficiency — Distribute your checkers effectively (don't, stack) to make points. 2. Connectivity ~ Keep checkers within 6 points of each other to maintain communication. 3. Non-commitment — Position checkers to allow for multiple game plans, e.g., Racing, Priming, or blitzing 4. Robustness — Maintain a balance of made points and spare checkers. Bill Robertie, Modem Backgammon, 2001, Gammon Press EFFECTIVE DOUBLING TOOLS Woolsey’s Law If there is any doubt in your mind as to whether a position is a take or a pass, then it is always correct to double. Simborg’s Law Put yourselt in your opponent's shoes; Ask yourself what you hope your opponent would not do; Do it! O'Hagan’s Rule of Thumb for Market Losers* Ifyou can lose your market 25% of the time, you may have an initial double. It depends on how your game looks the other 75% of the time. Use this in conjunction with Woolsey’s Law, Simborg’s Law, some common sense, and your cube action decisions will usually be correct Market Loser: Aol reply sequence after which your opponent would no longer take a double, KEY REFERENCE POSITIONS re Trew iti ve TT 8 From the opening position, your With two on the bar, Blue get Gddsof being gammoned sre. gammoned about 40% of the about 14%, time. 24.23.22 23 2010 24 shotsfor Red. Bie double, big take. se time. a 7 Blue wins 15% and gets gammone 415%, With another blue checker on. 50/50. the 24, gammons rise to 35%, 107 1635 3413 423 221 209 Blue wins about 2.5% of the time. Blue gets gammoned 2.5% of the Points Number of Shots Away* Hit% Total Direct Combination 1_[si%[ | 1 [o Bi 2 [33% [2 [a [a fat 5 [3 _[ae% [aa [ar_| 3 paz ¥ [la faox as at_[a fazaas 8 (05 [4mm | as [a [a aaa 6 [47% [a7 | 11 [6 [p33 7528 Tame [6 © [162534 @ [am [6 © [ozaa 7635 Ee Ea 5 [33 3645 To [3% [3 3 [55 46 Ey 6% 2 2 [56 12 8% 3 3 [33.44 66 is [3% [1 7/55) 16 3% : 1 [44 183% | a (66 203% | 4 TSS za [3% [1 7 [56 Tony hikable ports are shown DOUBLING TRAP* TRaP stands for Threat, Race, and Position. Paul Lamford recommends doubling when you have an advantage in two of the three areas. Your opponent should pass if you have an advantage in all three Conceived by Joe Sylvester and re-coined from Paul Lamford's term PRaT, Improve Your Backgammon, 2003, Glouscester Pub, Winning odds here are about 2617 1615 143242322. 20-20 1987 3635. 7 . 4-Roll vs. 4-Rollis a big double & big take (3-Roll vs. 3-Roll isa big drop) MENTAL SHIFTING CLUSTER COUNTING* Treune Crete et 7 Tse Te et ee owe ten Thicty Thirty [The 1,2,3,&4 points make 10. Two times the4 + 6 points make 20+ Two times the 7+ 8 points make 30, two times the 5 poi makes 10 more, 2e 23 2225 001928 736.15 202324 23 22220 IS pea Doms 26 SD eR i Home Board Opposites ‘Thireens 2 olen Eleven) = 42 ‘Two opposing checkers add up to 25. Practice counting by 135. 13,26, 39, 52,85, The count above is 52 MVNA UIT waz. WV BIsuE HARD Wir 6 [Odd Group ~5 Prime Even Group ‘Opening Position Total = 167 Multiply the middle point bythe Addtheend points & Multiplyby% Back 20x. 7" 48. ‘umber of checkers. This SPrime is thenumber of checkers.Here, Mid. 13x 5= 65 6x10= 60, (eri) e4=76, innec Bx 3= 28 Home 6x 5= 30 mS ae asa tog 7 16 15 1A Tze 6 7 8 98M Race: Fed 74" Black 81 A=-7 pee oe T2345 6 7 8 910i ie Race: Hed 80 Black 83 A=-3 Ziad chat, 7 2 2 Race: Hed 72 Black 66 A= +6 KEITH CouNT* * Adopted from Jack Kissane’s article in the November 1992 issue of Chicago Point. DOUBLE AT 8% BELOW OPPONENT'S COUNT* RACING DOUBLES: fe-pouBLe AT 9% BELOW. DROP AT 12% ABOVE** HSZAMY UTE HBBADD Wren UBAAW Wiis ue DAAAAAS POO | i] Does black have a double? oes white have.a redouble? Does black have a redouble? Block = (8x 10) * (3x4) =100 Black (8x10) 3456 (3 4)=94 White=(7%ia)+ 8+ 2= 108 White = (6x14) -2+2= 64 Difference: 8/100 = 8% Difference: 10/84 = 11.9% Double/Teke Rea Take Keith: 41-45 =a Re-Double/Pass rid=-0:005) d/d=(+0.301) =t-8.083)1/5-(¥0.060) 1t-0.028)1/e(r0.570) ‘€ Bear off direction For Doubler Raw Count + Adjustments + 41/7 of total (round down) For Taker. Raw Count + Adjustments Compute: Doubler - Taker 5 or more No Double 4 Double/Take 3or2 — Redouble/Take Jorless Pass *%= Count Difference/Lower Count ** Use the Keith Count Formula to Improve accuracy especially on counts 560. : * Keith, Tom. Cube Handling in Non contact Positions, Web Pub 2004, BEST BEAR-OFF PosITIONS* UNIMPEDED 2120191817 16151613 Walter Trice Triangle: Bear in on the 4, 6 & 6 points to minimize wastage with this 3.5.7 distribution. AcE PoInT Game ToT Two Checkers Off: Black is t00 good to double, wins 82%, ‘OPPONENT ON BAR ACE POINT GAME Ace POINT GAME 247322212019 187161514 e 7 Opponent on Bar: Blacks too Porfct Baat-orf Postion: Back One Checker Off, Back Is {good to double. Black wins 98% _is too good to double, wins 87%, too good to double, wins ‘& gammons White 35%. & gammons White 22% against 86%, & gammons White 31%: this welktimed ace point game. re ae Be 12 Backgame: Black should 12 Backgame: Black should nat _23 Backgame: Black should aot double. White takes. Black wins double, While takes. Black wins double, White takes. Black wins & gammons White 44% 63% & gammons White 33% 53% 8 gammons White 30% __50%, & gammons White 33%. * Repositioning White's prime further back gains liming & increases While's winning percentage at ihe cost of adaftional gammons from Black. NEIL’S NUMBERS* TURNER MATCH Equity” ba “This formula approxmates the Match Equiy Table 50 + (24/T + 3) xD * Nall Kazaross developed Nei's Numbers fo Taifae Computaion of ath port equies where: T = Points traler needs to win match ROCKWELL cacanose Marcel EetinaEetnd i Ta “TST calculate: 50 + (24/6 + 3)x3=71%. Thus, the leader fen joa] si] e2] es lee cicero oe is. 71% to 26% favonte to win the match Zo)|68)] 75 | 821] 64] 891/197) |104 |/o5|ffe6)[o7||jos|ea|ea|ea| — Tumer Stephen Tumer Formule, web pub. 32 | 60 | 60 | 67 | 74 | 80 | 84 | 88 | 90 | 92 | 94 | 95 | 96 | 97 | 98 TAKE POINTS « GAMMON PRICE” 25/40 | 60 [57 [65] 71| 76 [60/84] a7]89[91] 83] 9¢[95] [scons] LEADER Sana 7833 | 43 60 | 58 | 64 | 69 | 75 | 79 | e2 | 85 | 68 | 90 | 92 | 03 eases < e 7626/35 | 42 | 60 | 67 | 63 | 68 | 73 | 77 | 80 | 83 | 86 | 88 | 90 Pops eile fo: 3 11 | 20 | 29 | 36 | 43 | 60 | 56 | 62 | 67 | 71 | 75 | 79 | 82 | 85 | 87 mires REDE 2 @ | 16| 24 | a1] 97 | 44] 50 | 65] 61 | 66 | 70| 74] 77 | a1 [es aa a 6 | 12| 20 | 25 | 22 | 98 | 45 | 50 | 55 | 60 | 65 | 68 | 73 | 76 | 79 tafsa|28 05 22 26/25 - 0 37 7 [5 10 16 | 21 | 27 | 33 | 89 | 45 | 50 | 55 | 60 | 64 | 68 | 72 | 75 2alda|20 10 - 20) 19 ar lao] 7 [4.8 | 13) 18| 20 | 20 34 a0 | 45 | 6055 | 50 | 64 | 67 | 71 muae aig aii) ay 4 [36 | 1|15| 20] 25| 30] 35 | 40 | 45 | 60 | 55 | 59 | 63 | 67 3af3a]25 05 25 30/25 05 25 30 4 [215] 9 || wer 36 | 47 | 45 | 60 | 54 | 69 | 68 poet aces oO 24 25 a8 10.95 3] 2)4)7 | 10] 14 | 16 32 | 6 | 41 | 46 | 50 | 64 | 58 rea leas ce OF: tt 8 2111316) 8 | 12| 15] 18| 24 | 26] 33 |37| at | 46] 50 | 54 Rolla ae 241215] 7 | 10] 13| 17 | 21 | 25 | 20 | 93 | 97 | 42 | 48 | 50 Sei6a | 20 07 28 24120 07 28 24 * Kazaross XG2 © 2017, Rold out by Nei/Kazaross "Tho Take Poms are average ive cube lake Fons Conquering Backgammon is the most highly reviewed backgammon book available today and expands on the concepts in this guide. Its beautifully illustrated | I presentation simplifies critical backgammon strategies and will shorten your path towards advanced play. Available 1 s from wunw.essentialbg.com or www.amazon.com 6

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