Backgammon - Strategy and Tactics

Strategy and Tactics

Backgammon has an established opening theory, although it is less detailed than that of games like 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.

The most direct strategy 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. When this fails, one may opt for a "holding game", maintaining control of a point on one's opponent's side of the board, called an anchor. 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. A particularly successful priming effort may lead to a "blitz", which is a strategy of covering the entire home board as quickly as possible while keeping one's opponent on the bar. 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 of placing two or more anchors in an opponent's home board, while building a prime in one's own board. The anchors obstruct the opponent's checkers and create opportunities to hit them as they move home. 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.

"Duplication" refers to the placement of checkers such that one's opponent needs the same dice rolls to achieve different goals. 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. "Diversification" refers to a complementary tactic of placing one's own checkers in such a way that more numbers are useful.

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 dice rolls 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. "Match" play means that the players play until one side scores (or exceeds) a certain number of points. The format has a significant effect on strategy. In a match, the objective is not to win the maximum possible number of points, but rather to simply reach the score needed to win the match. For example, a player leading a 9-point match by a score of 7-5 would be very reluctant to turn the doubling cube, as his opponent could take and make a costless redouble to 4, placing the entire outcome of the match on the current game. Conversely, the trailing player would double very aggressively, particularly if he has chances to win a gammon in the current game. In money play, the theoretically correct play would never vary based on the score or the value of the doubling cube.

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