Understanding backgammon starting position, knowing what to do with backgammon opening rolls and what are the best backgammon opening moves are. - The Backgammon board game in the colourful design from Remember now safely and I always forget the starting position when I play this. With 12 cores, depending on the CPU, it might be up to 80% more positions evaluated per is added (a Backgammon variation with a different starting position).
Backgammon- Erkunde Mike Diceworlds Pinnwand „Backgammon“ auf Weitere Ideen zu spiele, backgammon, brettspiele. Backgammon Starting Positions. - The Backgammon board game in the colourful design from Remember now safely and I always forget the starting position when I play this. Backgammon board with dices and checker in starting position. – kaufen Sie diese Vektorgrafik und finden Sie ähnliche Vektorgrafiken auf Adobe Stock.
Backgammon Starting Position How is the backgammon board designed? VideoBeginner Backgammon Tutorial - 9 - Opening Moves
One player's point is the opponent's 1-point, one player's 23 point is another player's 2-point, and so on.
Have each player take his or her 15 checkers. It's easier to set up a backgammon board if each player sets up his or her own checkers.
Each player should have a set of checkers that is all one color. Checkers are usually white and brown or black and red, but it really doesn't matter as long as there are two different colors of checkers.
Take two checkers and put them on your point. Since the game is played in a horseshoe fashion, this point will be the "furthest" away from the home board.
The point is the closest point to one player on the left side of his board and on the right side for the other player. Keep in mind that as the players set up their checkers, the checkers should always create mirror images of one another.
Position five checkers on your point. The point will be on the same side of the board as the point, the rightmost point on each player's opponent's side.
If you want to be sure that you are putting them in the right spot, count backwards from where you placed the 2 checkers on the point until you reach the point.
Put three checkers on your 8-point. The 8-point will be on the same side of the board as each player's home board, just two spaces away from the central bar.
But again, if you want to be sure that you are placing the checkers in the right place, count backwards from where you placed the checkers on the point until you reach the 8-point.
Place the five remaining checkers on your 6-point. The six point is right next to the bar for both players but on opposite sides of the board.
Count back from the 8-point checkers to be sure that you are placing them in the right spot. These last five checkers will be the only ones that start out in your home board.
You can use these checkers to create primes in your home board that may prevent the other player from reentering the board if you hit one of his blots.
Make sure that none of the checkers are overlapping. Remember that each player has his own numbering system, so none of the checkers you just placed should overlap.
If one or more points has two different players' checkers on it, then you have set up the board incorrectly and will need to start over.
Method 1 Quiz In a game of standard backgammon, you start out with checkers in every quadrant except Your home quadrant.
Your outer quadrant. Your opponent's home quadrant. Your opponent's outer quadrant. Actually, you start with checkers in all four quadrants.
Want more quizzes? Keep testing yourself! Method 2 of Roll the dice at the start of each turn. Each player rolls two dice during his turn. Each number in the dice roll indicates how many points each checker can move.
Each move is separate and the two dice roll numbers should not be added together. Move in one direction only. Checkers always move in one direction, from the opposing player's home board, crossing the two outer boards, and into the moving player's home board.
Checkers can never go backwards, only forward. The movement of the checkers resembles a horseshoe. Place checkers on open points only.
Checkers can only move to open points on the board. Open points either have no checkers on them, have the player's checkers on them, or have just one of the opponent's checkers on them.
A player cannot move his checkers into a point that has two or more of the opponent's checkers on it because that point is temporarily "claimed" by the opponent.
Try to protect your checkers from your opponent. What we mean is your home board can perfectly be in the area from the 7th to 12th points on the picture above.
As long as you have a good amount of checkers on the good points, you are fine. Some players prefer the way we just showed you, some others prefer to play opposite.
We all have our preferences, but our advice is to be comfortable with any backgammon board setup to avoid scratching your head the day you play somebody who set up the board differently.
Now that you know how to set up your backgammon board, why not take a look at the shop of our partner GammonVillage. This is simply the best selection of backgammon boards, and accessories one can find online.
Free delivery in the US and Europe and great customer service. Find out more by clicking the button below :. Do you know the reasons or the history behind why the pieces are setup they way they are?
After 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 moved all of his fifteen checkers into his home board, he may commence bearing off. A player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that checker from the board.
Thus, rolling a 6 permits the player to remove a checker from the six 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 there are no checkers on higher-numbered points, the player is permitted and required to remove a checker from the highest point on which one of his checkers resides.
A player is under no obligation to bear off if he can make an otherwise legal move. Figure 5. White rolls and bears off two checkers.
A player must have all of his active checkers in his home board in order to bear off. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off.
The first player to bear off all fifteen checkers wins the game. Backgammon is played for an agreed stake per point. Each game starts at one point.
During the course of the game, a player who feels he has a sufficient advantage may propose doubling the stakes. He may do this only at the start of his own turn and before he has rolled the dice.
Their opponent must either accept "take" the doubled stakes or resign "drop" the game immediately. Whenever a player accepts doubled stakes, the cube is placed on their side of the board with the corresponding power of two facing upward, to indicate that the right to re-double belongs exclusively to that player.
For instance, if the cube showed the number 2 and a player wanted to redouble the stakes to put it at 4, the opponent choosing to drop the redouble would lose two, or twice the original stake.
There is no limit on the number of redoubles. Although 64 is the highest number depicted on the doubling cube, the stakes may rise to , , and so on.
In money games, a player is often permitted to "beaver" when offered the cube, doubling the value of the game again, while retaining possession of the cube.
A variant of the doubling cube "beaver" is the "raccoon". Players who doubled their opponent, seeing the opponent beaver the cube, may in turn then double the stakes once again "raccoon" as part of that cube phase before any dice are rolled.
The opponent retains the doubling cube. An example of a "raccoon" is the following: White doubles Black to 2 points, Black accepts then beavers the cube to 4 points; White, confident of a win, raccoons the cube to 8 points, while Black retains the cube.
Such a move adds greatly to the risk of having to face the doubling cube coming back at 8 times its original value when first doubling the opponent offered at 2 points, counter offered at 16 points should the luck of the dice change.
Some players may opt to invoke the "Murphy rule" or the "automatic double rule". If both opponents roll the same opening number, the doubling cube is incremented on each occasion yet remains in the middle of the board, available to either player.
The Murphy rule may be invoked with a maximum number of automatic doubles allowed and that limit is agreed to prior to a game or match commencing.
When a player decides to double the opponent, the value is then a double of whatever face value is shown e. The Murphy rule is not an official rule in backgammon and is rarely, if ever, seen in use at officially sanctioned tournaments.
The "Jacoby rule", named after Oswald Jacoby , allows gammons and backgammons to count for their respective double and triple values only if the cube has already been offered and accepted.
This encourages a player with a large lead to double, possibly ending the game, rather than to play it to conclusion hoping for a gammon or backgammon.
The Jacoby rule is widely used in money play but is not used in match play. The "Crawford rule", named after John R. Crawford , is designed to make match play more equitable for the player in the lead.
If a player is one point away from winning a match, that player's opponent will always want to double as early as possible in order to catch up.
Whether the game is worth one point or two, the trailing player must win to continue the match. To balance the situation, the Crawford rule requires that when a player first reaches a score one point short of winning, neither player may use the doubling cube for the following game, called the "Crawford game".
After the Crawford game, normal use of the doubling cube resumes. The Crawford rule is routinely used in tournament match play.
If the Crawford rule is in effect, then another option is the "Holland rule", named after Tim Holland , which stipulates that after the Crawford game, a player cannot double until after at least two rolls have been played by each side.
It was common in tournament play in the s, but is now rarely used. There are many variants of standard backgammon rules.
Some are played primarily throughout one geographic region, and others add new tactical elements to the game.
Variants commonly alter the starting position, restrict certain moves, or assign special value to certain dice rolls, but in some geographic regions even the rules and directions of the checkers' movement change, rendering the game fundamentally different.
Acey-deucey is a variant of backgammon in which players start with no checkers on the board, and must bear them on at the beginning of the game.
The roll of is given special consideration, allowing the player, after moving the 1 and the 2, to select any desired doubles move.
A player also receives an extra turn after a roll of or of doubles. Hypergammon is a variant of backgammon in which players have only three checkers on the board, starting with one each on the 24, 23 and 22 points.
The game has been strongly solved , meaning that exact equities are available for all 32 million possible positions. Nard is a traditional variant from Persia in which basic rules are almost the same except that even a single piece is "safe".
All 15 pieces start on the 24th wedge. Nackgammon is a variant of backgammon invented by Nick "Nack" Ballard  in which players start with one less checker on the 6-point and midpoint and two checkers on the point.
Russian backgammon is a variant described in as: " In this variant, doubles are more powerful: four moves are played as in standard backgammon, followed by four moves according to the difference of the dice value from 7, and then the player has another turn with the caveat that the turn ends if any portion of it cannot be completed.
Gul bara and Tapa are also variants of the game popular in southeastern Europe and Turkey. The play will iterate among Backgammon, Gul Bara, and Tapa until one of the players reaches a score of 7 or 5.
Coan ki is an ancient Chinese board game that is very similar. Plakoto , Fevga and Portes are three versions of backgammon played in Greece.
Together, the three are referred to as Tavli. Misere backgammon to lose is a variant of backgammon in which the objective is to lose the game.
Tabla is a Bulgarian variant of Backgammon, played without the doubling cube. Other minor variants to the standard game are common among casual players in certain regions.
For instance, only allowing a maximum of five checkers on any point Britain  or disallowing "hit-and-run" in the home board Middle East.
Backgammon has an established opening theory , although it is less detailed than that of chess. The tree of positions expands rapidly because of the number of possible dice rolls and the moves available on each turn.
Recent computer analysis has offered more insight on opening plays, but the midgame is reached quickly. After the opening, backgammon players frequently rely on some established general strategies, combining and switching among them to adapt to the changing conditions of a game.
A blot has the highest probability of being hit when it is 6 points away from an opponent's checker see picture.
Strategies can derive from that. The most direct one is simply to avoid being hit, trapped, or held in a stand-off. A "running game" describes a strategy of moving as quickly as possible around the board, and is most successful when a player is already ahead in the race.
As the game progresses, this player may gain an advantage by hitting an opponent's blot from the anchor, or by rolling large doubles that allow the checkers to escape into a running game.
The "priming game" involves building a wall of checkers, called a prime, covering a number of consecutive points. This obstructs opposing checkers that are behind the prime.
A checker trapped behind a six-point prime cannot escape until the prime is broken. Because the opponent has difficulty re-entering from the bar or escaping, a player can quickly gain a running advantage and win the game, often with a gammon.
A "backgame" is a strategy that involves holding two or more anchors in an opponent's home board while being substantially behind in the race.
The backgame is generally used only to salvage a game wherein a player is already significantly behind. Using a backgame as an initial strategy is usually unsuccessful.
For example, players may position all of their blots in such a way that the opponent must roll a 2 in order to hit any of them, reducing the probability of being hit more than once.
Many positions require a measurement of a player's standing in the race, for example, in making a doubling cube decision, or in determining whether to run home and begin bearing off.
The minimum total of pips needed to move a player's checkers around and off the board is called the "pip count".
The difference between the two players' pip counts is frequently used as a measure of the leader's racing advantage. Players often use mental calculation techniques to determine pip counts in live play.
Backgammon is played in two principal variations, "money" and "match" play. Money play means that every point counts evenly and every game stands alone, whether money is actually being wagered or not.
The format has a significant effect on strategy. Now you have mastered the board setup and know what the backgammon starting position looks like, you need to consider your initial move.
It may appear straight forward as the board setup is clear, but you need to ensure that you study all your options from the first roll of the die.