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Backgammon Strategy Guide 1. Memorize the setup VideoBeginner's Mistakes in Backgammon - Lesson 1 of 12
Much the same applies to the other inner board running moves. Try them out playing , and , This type of opening move requires one runner to start a running move in the opponent's home board, and the dropping of a blot onto the player's outer board, to enhance the chances of making one of the blocking points on the next turn.
In diagram you see how White uses by playing , An opening move of this sort makes it difficult for Black to play his normal tactics. Firstly, by placing a man on 20 you are threatening to cover it from 24 on your next turn, and to gain control of a point vital to Black.
Secondly, the man on 20 makes it difficult for Black to drop a blot onto his outer board. Thirdly, your blot on 10 equally makes it dangerous for Black to move a blot to 4, 5, 7 and 9.
They all reduce the options open to Black when he responds to the opening move. As the responder you do not have as much freedom of action as the opener.
By his choice of opening move he reduces the choices open to you. However, the one compensation is that you could throw a double, and all doubles are nice safe point-making throws.
Therefore we start by examining all the doubles that might come your way and how to play them. In diagram Black has opened and played , You get You move two men and the other two men , a perfect response with your runners well on the way to escaping and at the same time you have blocked off the 7 point to create a 3-point blockade in front of Black's escape route.
Some players always double when they throw a double 6 for the response. If this is ever done to you, accept. After the opening moves, backgammon players frequently rely on some established general strategies, and will combine and switch among them to adapt to changing conditions as a game unfolds.
The most direct and sometimes the most successful strategy is simply to avoid being hit, trapped, or getting into mutually blocked stand-offs.
The 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.
This prevents an opponent from completely priming you into automated defeat. Offensively, the holding game lets your anchor provide a reasonable threat to your opponent's advancing checkers.
If you capture a checker in your opponent's home board, and then your opponent captures your checker in response, you still come out far ahead in pips.
Obviously, since you only start with two checkers on your opponent's home board, you will only play the back game if your checkers are knocked onto the bar repeatedly.
The back game is not an intentional backgammon strategy, so much as a way to salvage a game where you are being beaten up. My advice: move each piece one at a time.
Make one move, and reevaluate the board. See how it looks. Or maybe you want to keep going? But spreading out your doubles by moving the checkers one at a time creates an additional option.
So always move your doubles one at a time. A straight race. A useful mnemonic is C. When in a backgame, consider all your opponents rolls and create shots by opening up points and increase your chances of hitting.
Try and keep an even number of checkers on your highest points when bearing off against an anchor to avoid leaving shots if you roll high doubles.
As a general rule, if you have fewer checkers left and fewer pips in a bearoff, you have a sound double. If you have a choice between hitting a checker on your opponents side of the board or make a point on your own side, a better backgammon tip is usually to hit.
Your bar-point seven-point is valuable but, if you have a choice, it is better to make your five-point or four-point. Other articles with Backgammon Tips.
Other articles by Martin Short. A player who finds himself with an opponent who is trying his luck with the racing game strategy, can use two counters.
The other method is to try to set up a blocking game. Once new backgammon players have a few games under their belts, there is a pretty likely they will come up with the idea that the blocking game is the ideal game plan.
It can also leave checkers open to getting hit and sent to the bar when the prime is moved forward. If a player finds himself behind a slow-moving or static prime, he can position his checkers directly behind the prime to offer the best chance of hitting a blot when the prime moves.
Players can also set up several two-checker points in front of the prime to force the prime to be broken. Sometimes it is just what is needed for a player to win the game.
In the back game, a player who is behind in the race spreads out single checker blots in hopes of forcing his opponent to land on one and send him to the bar.
By doing this, the player hopes he will be able to hit as many blots as his opponent prepares to bear-off.
Yet, too many novice backgammon players use the doubling cube ineffectively. Many players are intimidated by it, and therefore refuses to redouble no matter what.
The most basic strategy is that if a player believes he has better than a 1 in 4 chance of winning based on the game it is acceptable to take or offer a double.
The important thing for a player to remember is to not always being afraid of accepting or offering a double.
The opponents for players who fall into this category will quickly take advantage of the reluctance of using the doubling cube.Once a backgammon opponent makes an advanced anchor it is even more important to make one yourself. However, it is also one of the strategies that can bring a new dynamic to the game. By his choice Dimitri Van Den Bergh opening move he reduces the choices open to you.
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