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 Backgammon Tips and Strategies

 

 

 

Backgammon Column of the Month – September 2006

 

 

 

By Joe Andrews

 

 

 

 

 

 

 

Running Games and “Blot” Hitting Games

                       <------ Light pieces move this way
Dark pieces move this way -----
à
  
24   23   22   21   20  19         18   17   16   15  14   13

    1     2     3     4    5     6            7     8    9    10   11   12
                      <------  Dark pieces move this way
Light pieces move this way -----
à

Some games develop into "hitting" contests. In this scenario, both sides are trying to establish points, or a gain positional advantage early in the game. There was a time when you could split your back men without fear of being hit. Both sides were trying to create an anchor or block in the opponent's inner board. Nowadays, this is no longer the case. A seasoned player will make sure that he hits your "blot" (isolated checker). This is especially true (and urgent) if it is on his bar point, or his anchor point. Then you hit his blot, and on it goes. Lots of shots, lots of hits, and a very long and tedious game. Eventually, you may have to be concerned if your opponent builds a “back game" by occupying two or three deep points in your inner board.

Run, Run, Run

In some games, a position is created when both sides have advanced their men past the point of any future contact. When it is no longer possible for either side to hit any blot, we have what is called the "pure running game". If this happens relatively early in a  game, usually due to some very high doubles by both sides, the advantage will go to the player who has the best pip count and more advanced placement of his men. If you are behind in pips or position, you should try to keep contact, in order to be able to drive your opponent back to your inner board.

This why you must be aware of how to count your position at any given. Do not convert the game into a running contest until you have established the count! For the record, doubling is often based on having a superior pip count. However, positional superiority is often the basis of offering the Doubling Cube. Once a pure running game is established, you will be hoping for high doubles or high rolls (eights through elevens) in order to keep advancing. It is especially important that you are skilled in the bearing off stage, and where to place your men as you enter your inner board.

Illustrative Game

Let us now look at a non contact game, and watch how it develops. The player with the white checkers has won the opening lead, and has a 4-3 roll to consider. The person with the black checkers will have the dice for the next play. Here is how a game was actually played out in a live tournament:

Dice rolls are denoted by parentheses (4, 1). Moves are next. (’ 24-20’ describes moving one man from the 24 point to the 20 point.) Doubles require four moves.


White:
(4,3) 24-20, 13-10
13-9 is also good, going for the builders approach.

Black:
(4,2) 17-21, 19-21

White:
(4,4 doubles) 24-20, 13-9, 13-9, 8-4
Why not bring the two men on the 20 point to the 16 point?

Black:
(5,2) 12-17, 12-14
An attempt to lure white from anchor point.

White:
(5,1) 10-5, 5-4

Black:
(6,6) 1-7, 1-7, 12-18, 12-18

White:
(4,3) 13-10, 13-9
Abandoning the ‘comfort station’. Pointing in deep is better here.

Black:
(5,4) 7-12, 7-11

White:
(5,1) 10-5, 6-5
Establishing a strong advantage in the middle area.

Black:
(5,3) 11-14, 12-17

White:
(6,3) 9-3, 6-3

Black:
(5,5) 14-19, 14-19, 12-16, 16-21

White:
(2,1) 9-7, 8-7
White is in trouble. Although he has a solid prime his position is inferior.

Black:
(5,5) 17-22 (four times)

White:
(6,4) 8-2, 6-2
The six point prime is offset by the men stranded on the anchor point. Black offers the cube & white accepts. A close call and one high double will give white the edge.

Black:
(6,1) 18-24, 18-19

White:
(6,5) 20-14, 20-15. What else? It’s now or never.

Black:
(6,4) 21 off, 19 off

White:
(2,2) 15-11, 15-9, 14-12, 14-10. Some players might have continued with the white position. Black offers the cube and white resigns.

This was a most unusual game without any hits. Then again, sometimes the dice dictate the play. See you in October!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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