By Chris Bray
A finished and enjoyable consultant to Backgammon!Backgammon is without doubt one of the oldest video games on this planet, the origins of which date again a few 5000 years – and it is nonetheless going powerful. It loved a major resurgence within the Seventies, after which back within the Nineties with the recognition of the net, the place hundreds of thousands of individuals play tournaments on-line each day.Today, backgammon's following within the united kingdom is very large, with a devoted British Isles Backgammon organization, and enormous quantities of face-to-face tournaments occurring around the united kingdom each year.In this e-book, backgammon professional Chris Bray walks you thru the fundamentals of constructing a board, establishing options, heart and end-game strategies, and tips about whilst to make key strikes. you are going to additionally become familiar with simple possibilities, the doubling dice and the 25% rule. And so that it will take your gaming extra, there is lots of suggestion to get you begun in match backgammon, in addition to enjoying online.Suitable for either newcomers and skilled participant trying to find extra assistance and strategies, Backgammon For Dummies contains assurance on:Starting and enjoying the GameHandling the center GameBearing Off (The final Lap)Varying the PlayAbout the writer
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Extra info for Backgammon For Dummies (For Dummies (Sports & Hobbies))
Her checkers can leave only when you give them permission to do so by opening a point! A 61 roll builds a new point on your bar-point (13/7, 8/7) and creates a three-point prime that can help to block your opponent’s backmost checkers. Figure 3-7 shows Black with a perfect prime. White also has six points in a row in her home board, and at first sight the two positions look similar. But then you notice that White’s two back checkers are still stuck on Black’s 1-point! Black has a six-point prime, called a full prime or a perfect prime extending from his bar-point to his 2-point, effectively locking in White’s two checkers.
He hits the blot with 20/18/16/14* and uses his last 2 to move 20/18. 13 14 15 16 17 18 19 20 21 22 23 24 12 11 10 9 6 8 7 5 4 3 2 1 Figure 3-8: A winning hit. From being in a position in which he has to get two checkers around the board, while White has just one to get into her home board before she can start bearing off, Black is now nearly certain to win the game. He has a perfect home board and White won’t be able to enter from the bar for some time. By the time Black opens up a point to enable White to get in, Black can have many of his checkers safely borne off and be well ahead in the race.
The last thing you want is to have a checker hit, sent to the bar, and have to come all the way around the board again. One of the often forgotten (or maybe just infrequently remembered) rules of backgammon is that you can make your moves in any order. Black’s situation in Figure 2-6 shows the benefits of making use of this tactic. qxp 32 9/9/08 8:45 PM Page 32 Part I: Starting and Playing the Game 13 14 15 16 17 18 19 20 21 22 23 24 12 11 10 9 6 8 7 5 4 3 2 1 Figure 2-6: A subtle tactic. Black has already taken off eight checkers (indicated by the discs on the right-hand-side of the figure) and now rolls 51.
Backgammon For Dummies (For Dummies (Sports & Hobbies)) by Chris Bray