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Sample Game of Backgammon

A few turns from the beginning of a sample game will illustrate the rules of movement. To start the game blue casts a die and rolls a 4. Green rolls a 1, so blue takes the first turn playing a 4,1. This is an unfavorable opening roll, arguably the worst possible, but blue uses it the best he can. He takes a checker from each of his heavy points by playing 13-9, 6-5.

It is seldom useful to have five checkers on the same point, so blue starts to spread his checkers around. He is threatening to build a prime, i.e., a blockade to prevent green’s two trailing checkers from getting home. The disadvantage of blue’s choice is that it isn’t very safe. It leaves two blots which green might hit. Some experts prefer the less aggressive but safer move of 24-23, 13-9.

Green rolls a 4, 4. This is an extremely lucky roll. Not only can he hit both of blue’s blots with 1-5*-9*, he also has two more fours to play. He may, for example play 19-23(2), moving two checkers from his 6-point to the 2-point. This leaves blue with two checkers on the bar, trying to re-enter against green’s home board, which has two points blocked by green.

Green was wise to hit twice, because it disrupts blue’s efforts to build a prime, and it puts blue considerably behind in the race. Those two checkers must come all the way around the board before blue can begin to bear off.

In contrast, green’s decision to make the 2-point was strategically dubious. Though it may prevent blue from entering with both checkers, and there is some chance green will be able to build a strong home board before blue gets organized, increasing the chances of winning a gammon, the disadvantage is that green will now find it difficult to build a prime. If blue manages to make an advanced anchor, i.e., get two of his back checkers on green’s 3-, 4-, or especially the 5- point, then green’s blocking game is busted.

Green would be in better shape had he played 12-16(2), keeping open the option to block or attack depending on blue’s next roll.

Blue rolls 5, 2. The only legal move is Bar-20. The two can’t be played from the bar because green owns his 2-point, and until blue has played all his checkers off the bar, he can’t play anywhere else. Therefore the 2 is forfeited and blue’s turn is over.

Green got what he wanted, in that blue was not able to enter both checkers, but the fight is far from over. Green must hit the blot on his next roll, or else blue has a fifty-fifty chance to cover his blot and take a fairly strong position. Even if green does hit, blue has many rolls to hit back. A war for green’s 5-point will shape the character of the game in the near future.


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