There
are numerous strategies for various situations in backgammon,
and players have their own preferred strategy to play a certain
roll or situation in a game. Below are some samples of basic
strategies for various situations during a backgammon game:
Anchoring
Anchoring is establishing a defensive point (anchor) in your
enemy's home board. This gives you a landing spot to come
in on should you get hit and prevents your opponent from making
his home board. Early in the game try to establish anchors
on the higher points (20, 21). If you become significantly
behind in the race, the lower points (22, 23, 24) have more
value as your strategy is to build your home board and wait
for a shot. If you have two anchors try to keep them on adjacent
points. A technique that is often used to bring checkers in
to act as anchors is re-circulating. Re-circulating refers
to intentionally allowing a blot to be hit for the purpose
of gaining time to preserve other valuable points.
Blocking and Priming
Try to build points without gaps between them (a blockade)
directly in front of the enemy checkers in your home board
to prevent their escape. Six points in a row is called a prime.
A prime makes it impossible for your opponent to escape for
as long as you can maintain that structure. Six points in
a row in the player’s home board is called a "closed
board" since any opposing checkers on the bar cannot
legally re-entered and are close or shut out of the game until
the controlling player uncovers on the six points. Consider
shifting points (giving up one point in order to make an adjacent
point) if it helps to create a blockade.
Communication
Communication is a distribution of checkers so that they kept
within six pips of one another. This ensures that a checker
will be nearby if a man needs to be covered or if a runner
needs a point to rest at.
Distribution
Distribution is how evenly your checkers are divided among
the points occupied. It is usually better to have 3 checkers
each on two different points rather than 4 checkers one and
2 on the other. You should rarely have six checkers on a point
and almost never have any more. A player with even distribution
will have more flexibility to use his rolls to his advantage
than a player that has five or six checkers stacked up on
a single point.
Diversification
Diversification is the spreading out of a player's checkers
to increase the number of good rolls on a subsequent turn.
Duplication
Duplication refers to a technique for reducing the number
of good rolls for the opponent. A player places his checkers
so that two of the opponent's desired moves in different parts
of the board both require the same die value. For example:
When a player must leave two blots exposed to direct shots,
it is best to place them the same number of pips away from
their respective attacking points. When the opponent has a
checker on the bar and a player must leave a blot exposed
to a direct shot, it is best to leave a shot that uses the
same die value as one the opponent needs to enter his checker.
Exposure
It is sometimes good strategy to leave blots early in the
game so that they can be used to establish a strong offense
or defense. These blots are often called slots. Slots are
a single checkers that are left exposed on a point the player
wishes to make, with the intention of covering the blot on
the next turn. However, if you are in a weaker position consider
consolidating. Consolidating refers to reducing your number
of blots.
Hitting
Try to hit checkers that are the most advanced or checkers
that your opponent would like to cover to establish an important
point. Attack only when it is advantageous to do so. For example,
if you already have two enemy checkers on the bar, it is more
critical to make another point in your home board than to
hit a third checker. Also refrain from hitting if it makes
you more vulnerable than your opponent. If possible hit and
cover, rather than hit loose, in order to avoid leaving the
player's own blots in danger of a return hit. Also keep the
power of the potential for hitting in mind. Keeping checkers
within hitting distance of a point held by only two of the
opponent's checkers will "freeze the opponents builders"
by restricting these checkers from being active builders.
Similarly, if it is not advantageous to hit your opponent’s
blot you can alternatively apply pressure by using a checker
so that it directly bears on the opponent's blot, forcing
the opponent to cover the blot, move it, rather than use his
turn to make a point.
Opening Rolls
The standard moves for doublet opening rolls are shown, as
listed in Paul Magriel's Backgammon. Bear in mind that variations
may have to be used, depending on your opponent's opening
move. In standard backgammon, a player can never start with
doublets, so these recommendations refer to the second player's
turn.
| Doubles |
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Close your opponent's bar point and your
own bar point by playing 24/18(2), 13/7(2). |
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Move two checkers from your midpoint to the 3 point
by playing 13/3(2). |
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Close the 20 point and the 9 point by playing 24/20(2),
13/9(2). |
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Close the 21 point and the 5 point by playing 24/21(2),
8/5(2). The twenty-one point has a strategic value similar
to the twenty point. |
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Close the 20 point by playing 24/20(2). Another strong
play would be to close the 11 and 4 points by playing
13/11(2), 6/4(2). |
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Close your bar point and 5 point by playing 8/7(2),
6/5(2). |
| Non-Doubles |
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The slotting play 13/11, 6/5 and the splitting
play 24/23, 13/11, the two most common plays, seem to
be about equal. Nothing else is a serious contender. |
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8/5, 6/5 is obviously the only play. |
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The splitting play 24/21, 13/11 came out a bit better
than building with 13/10, 13/11. |
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The splitting play 24/23, 13/9 has come out clearly
superior to the slotting play 13/9, 6/5. Probably the
reason is that with the builder on the 9 point there are
so many good pointing numbers next turn anyway that you
don't need the 5 point slotted. |
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8/4, 6/4 of course. |
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The building play of 13/10, 13/9 and the common splitting
play of 24/20, 13/10 were just about tied. The alternative
split of 24/21, 13/9 was only a little behind. |
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The splitting play 24/23, 13/8 has come out a bit better
than the slotting play 13/8, 6/5. A third less common
alternative, 24/18, came out clearly worse. |
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The normal play for years has been 13/11, 13/8. However
the newer splitting play, 24/22, 13/8, (shunned because
of the crushing 5-5 threat) has come out a bit better.
The slotting play of 13/8, 6/4 (which used to be my choice)
did not survive the rollouts -- it was clearly inferior. |
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The simple 8/3, 6/3 is clearly best. The once common
13/10, 13/8 has been found vastly inferior. |
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Splitting with 24/20, 13/8 and building with 13/9, 13/8
come out quite close (that builder on the 9 point is powerful),
with the split generally a tiny bit better. 24/15 is weaker
still. |
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The obvious 13/7, 8/7 is correct. Magriel's experiment
of 13/7, 6/5 is awful. |
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The splitting play of 24/18, 13/11 comes out fairly
clearly superior. Running with 24/16 is 2nd, but the run
isn't far enough. Slotting with 13/5 (a common choice
several years ago) was definitely in third place. |
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The splitting 24/18, 13/10 comes out best, but the running
play of 24/15 is not too far behind. |
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Both running with 24/14 and splitting with 24/18, 13/9
are about equal. However the once laughed-at 8/2, 6/2
has reared its head as a serious contender and comes out
about equal with the other choices — nice play to
try if you get familiar with it, since your opponent probably
won't be. |
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The simple 24/13 is clearly better than any other possibilities.
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Equity
Equity refers to the expected value of a backgammon position.
It is the sum of the values of the possible outcomes from
a given position multiplied by its probability of occurrence.
There are three common types of equity.
Cubeless Equity
Cubeless equity is the value of a position compared to the
value of winning a single game, without regard to the effect
of the doubling cube. This is a value between -3 and +3 and
is equal to P(player wins) - P(player loses) + P(player wins
gammon) - P(player loses gammon) + P(player wins backgammon)
- P(player loses backgammon).
Cube Equity
Cube equity is used in money play when a doubling cube is
in use. It is the value of a player’s position relative
to the current stake being played for. Cube equity does not
consider the value of the cube. It is based upon cube ownership
as it relates to the potential for future doubles.
Settlement Equity
Settlement Equity is the value of a player’s position
in a money game and the factor of the initial stake that would
change hands in lieu of finishing the game. Settlement equity
is equal to cube equity times the current value of the doubling
cube.
Match Equity
Match Equity refers to the value of a position in the context
of the current match score.
Vigorish
A number of small additional factors affect total equity of
a position. These considerations are called are referred to
as Vigorish or Vig. There are three main types of vigorish.
Gammon Vigorish
Gammon Vigorish is the additional equity resulting from the
possibility of a gammon.
Recube Vigorish
Recube Vig refers to the value of cube ownership to the player
being offered a double.
Free Drop Vigorish
Free drop vig occurs in match play, in the game after the
Crawford game (the game in which the Crawford rule came into
effect). It refers to the slight advantage the leader has
when the trailer is two points away from victory. The leader
can enjoy a free drop advantage because he has the option
of refusing when the trailer offers a double without reducing
the number of games the trailing player needs to win the match.
Volatility
Another factor which must be kept in mind when determining
equity is volatility or changeability of the equity of a position.
A position of high volatility is one that is likely to see
a large change in equity as a result of the player's or the
opponent's next roll. |