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The ancient Egyptians played a game called senet, which resembled Backgammon, with moves controlled by the roll of dice. The Royal Game of Ur, played in ancient Mesopotamia, is a more likely ancestor of modern tables games. Recent excavations at the "Burnt City" in Iran showed that a similar game existed there around 3000 BC. The artifacts include two dice and 60 pieces, and the set is believed to be 100 to 200 years older than the sets found in Ur.

The ancient Romans played a number of games with remarkable similarities to Backgammon. Ludus duodecim scriptorum ("game of twelve lines") used a board with three rows of 12 points each, and the pieces were moved across all three rows according to the roll of dice. Not much specific text about the gameplay has survived. Tabula, meaning "table" or "board", was a game mentioned in an epigram of Byzantine Emperor Zeno (AD 476-481). It was similar to modern Backgammon in that a board with 24 points was used, and the object of the game was to be the first to bear off all of one's checkers. Three dice were used instead of two, and opposing checkers moved in opposite directions.

In the 11th century Shahnameh, the Persian poet Ferdowsi credits Burzoe with the invention of the tables game nard in the 6th century. He describes an encounter between Burzoe and a Raja visiting from India. The Raja introduces the game of chess, and Burzoe demonstrates nard, played with dice made from ivory and teak.

The jeux de tables, predecessors of modern Backgammon, first appeared in France during the 11th century and became a frequent pastime for gamblers. In 1254, Louis IX issued a decree prohibiting his court officials and subjects from playing the games. Tables games were played in Germany in the 12th century, and had reached Iceland by the 13th century. While it is mostly known for its extensive discussion of chess, the Alfonso X manuscript Libro de los juegos, completed in 1283, describes rules for a number of dice and tables games. By the 17th century, tables games had spread to Sweden. A wooden board and checkers were recovered from the wreck of the Vasa among the belongings of the ship's officers.

In the 16th century, Elizabethan laws and church regulations had prohibited playing tables, but by the 18th century Backgammon was popular among the English clergy. Edmund Hoyle published A Short Treatise on the Game of Backgammon in 1743; this book described the rules of the game and was bound together with a similar text on whist. The game described by Hoyle is, in most respects, the same as the game played today.

Name

  • In English, the word "Backgammon" is most likely derived from "back" and centerEnglish "gamen", meaning "game" or "play". The earliest use documented by the Oxford English Dictionary was in 1650.

  • In Arabic, the game is called tawilat el-nard or tawilat el-zahr, meaning "board of dice".

  • In Chinese, the game is called shuang lu, meaning "double sixes".

  • In Greek, it is referred to as portes and is played as one of the three games in a tavli match.

  • In Hebrew, it is called shesh besh, derived from the Persian and Turkish for "six" and "five"

  • In Japanese, sugoroku refers to Backgammon as well as other racing games.

  • In Persian, Backgammon is called takhte nard, meaning "battle on a wooden board".

  • In Portuguese, Backgammon is called gamão. In Turkish Backgammon is called tavla.


Setup
Backgammon is a game for two players, played on a board consisting of twenty-four narrow triangles called points. The triangles alternate in color and are grouped into four quadrants of six triangles each. The quadrants are referred to as a player's home board and outer board, and the opponent's home board and outer board. The home and outer boards are separated from each other by a ridge down the center of the board called the bar.



backgammon board

Figure 1.

A board with the checkers in their initial position.
An alternate arrangement is the reverse of the one shown here, with the home board on the left and the outer board on the right.

The points are numbered for either player starting in that player's home board. The outermost point is the twenty-four point, which is also the opponent's one point. Each player has fifteen checkers of his own color. The initial arrangement of checkers is: two on each player's twenty-four point, five on each player's thirteen point, three on each player's eight point, and five on each player's six point.

Both players have their own pair of dice and a dice cup used for shaking. A doubling cube, with the numerals 2, 4, 8, 16, 32, and 64 on its faces, is used to keep track of the current stake of the game.

Object of the Game
The object of the game is move all your checkers into your own home board and then bear them off. The first player to bear off all of their checkers wins the game.

                                           13 14  15 16  17 18      19  20  21 22 23 24
 board

Figure 2.

Direction of movement of White's checkers. Red's checkers move in the opposite direction.

                                           12  11 10  9    8   7        6   5   4    3   2   1

Movement of the Checkers
To start the game, each player throws a single die. This determines both the player to go first and the numbers to be played. If equal numbers come up, then both players roll again until they roll different numbers. The player throwing the higher number now moves his checkers according to the numbers showing on both dice. After the first roll, the players throw two dice and alternate turns.

The roll of the dice indicates how many points, or pips, the player is to move his checkers. The checkers are always moved forward, to a lower-numbered point. The following rules apply:

1. A checker may be moved only to an open point, one that is not occupied by two or more opposing checkers.

2. The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point (either three or five spaces from the starting point) is also open.

                                        13 14  15 16  17 18       19 20  21 22  23 24
 board

Figure 3.

Two ways that Red can play a roll of dice5 dice3

                                         12 11 10   9   8   7         6   5   4   3    2   1

3. A player who rolls doubles plays the numbers shown on the dice twice. A roll of 6 and 6 means that the player has four sixes to use, and he may move any combination of checkers he feels appropriate to complete this requirement.

4. A player must use both numbers of a roll if this is legally possible (or all four numbers of a double). When only one number can be played, the player must play that number. Or if either number can be played but not both, the player must play the larger one. When neither number can be used, the player loses his turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can.

Hitting and Entering
A point occupied by a single checker of either color is called a blot. If an opposing checker lands on a blot, the blot is hit and placed on the bar.

Any time a player has one or more checkers on the bar, his first obligation is to enter those checker(s) into the opposing home board. A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice.

For example, if a player rolls 4 and 6, he may enter a checker onto either the opponent's four point or six point, so long as the prospective point is not occupied by two or more of the opponent's checkers.

                              13  14 15  16  17 18       19 20  21 22  23 24
 board

Figure 4.

If Red rolls dice6 dice4 with a checker on the bar, he must enter the checker onto Red's four point since Red's six point is not open.

                               12 11  10   9   8   9        6    5   4   3   2    1

If neither of the points is open, the player loses his turn. If a player is able to enter some but not all of his checkers, he must enter as many as he can and then forfeit the remainder of his turn.

After the last of a player's checkers has been entered, any unused numbers on the dice must be played, by moving either the checker that was entered or a different checker.
Bearing Off
Once a player has moved all of his fifteen checkers into his home board, he may commence bearing off. A player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that checker from the board. Thus, rolling a 6 permits the player to remove a checker from the six point.

If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher-numbered point. If there are no checkers on higher-numbered points, the player is permitted (and required) to remove a checker from the highest point on which one of his checkers resides. A player is under no obligation to bear off if he can make an otherwise legal move.

 board

Figure 5.

Red rolls dice6 dice4
and bears off two checkers.

A player must have all of his active checkers in his home board in order to bear off. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off. The first player to bear off all fifteen checkers wins the game.
Doubling
Backgammon is played for an agreed stake per point. Each game starts at one point. During the course of the game, a player who feels he has a sufficient advantage may propose doubling the stakes. He may do this only at the start of his own turn and before he has rolled the dice.

A player who is offered a double may refuse, in which case he concedes the game and pays one point. Otherwise, he must accept the double and play on for the new higher stakes. A player who accepts a double becomes the owner of the cube and only he may make the next double.

Subsequent doubles in the same game are called redoubles. If a player refuses a redouble, he must pay the number of points that were at stake prior to the redouble. Otherwise, he becomes the new owner of the cube and the game continues at twice the previous stakes. There is no limit to the number of redoubles in a game.


This page would help you understand some of the basic strategies and plans you can form while playing backgammon. These strategies can be used in either Backgammon gambling or playing Backgammon online for fun.

Overall Board Game Strategy

As you develop your Backgammon skills and begin to test out different tactics during money play, your overall planned objective is always finding a way to get your checkers around the board and off before your opponent does. There are a variety of strategies available to do that. The strategy you choose is often dictated by the dice rolls early in the game and the strategy chosen by your opponent. If your first two rolls are 65 and 65, you will often move your back checkers forward and get into a race. If you are hit early and have checkers sent back, you will choose a holding game or a back game.

The Five Basic Backgammon Strategies

There are 5 basic strategies that you can use when you play Backgammon online for fun or gambling on money.

The Running Game Strategy

The Holding Game Strategy

The Priming Game Strategy

The Backgammon Blitz

The Back Game Strategy

The Running Game

The objective of the Running Game is to bring all your men into your inner board and bear them off as quickly as possible, similar to a competitive race. You should choose a running game when you have fewer pips remaining to get all your checkers off than your opponent, and you already have gotten all your checkers past your opponent or it appears likely that you can do so. Before engaging in a Running Game, it is important to evaluate the position of your men and decide whether it is at your advantage to do so. If your opponent has fewer pips remaining than you, then aiming for a running game is a poor strategy, and has little chance of success.

The Holding Game

 The central idea of the Holding Game is to plan on keeping a point in your control that is located highly in your opponent's board, usually a point in his inner board or the bar point. This is often the best strategy when trailing in the pipcount race. Playing this kind of positional advantage is more of a style than a Backgammon strategy. The 20 point or bar points are the best holding game anchors, as they provide maximum chances to hit your opponent as he brings his checkers closer to home. Points further back get much weaker. It is also crucial to understand the right times to offer the doubling cube, and to accept or drop a double when playing or defending a holding game. Another key strategical element to the holding game is the distribution of the opponent's checkers. If he has only the 8 and 13 points made (as in the starting position), he will often have to leave a shot as he brings his checkers around. If he has made additional landing points in his outer board, your hitting chances go down significantly. The Priming Game The Priming Game is a particular type of holding game and involves building a prime - a long wall of your pieces, ideally 6 points in a row - in order to block the movement of your opponent's pieces that are behind the wall. These pieces will remain trapped as long as you can maintain the prime, and can result in an interesting struggle for your opponent to move pieces around the Backgammon board. Hitting an opponent's blot to trap it behind your blockade is the main aim of playing a Priming Game when gambling on Backgammon. The prime can be constructed anywhere between point 2 and point 11 in your board, then you can shuffle it into your inner table as you approach the bearing-off game phase.

The Prime vs. Prime Game

When your opponent has a prime, it is very important to get your checkers to where they can escape with a single number. For example, if his prime is 5 points long, it is very important to get to the front so you can escape with a 6. If his prime is 6 long, you cannot escape. A variation of the priming game is the prime versus prime, when both sides have strong blockade. The key features are the number of points in the prime for each side, the number of checkers behind the prime, and whether the stranded checkers are at the front of the prime. The most unusual thing about a prime versus prime game is that, all else being equal, strategically the player behind in the pip count is favored to win the game. This is because if neither side escapes their checkers, the one leading in the race will have to give up his prime first.

The Backgammon Blitz

The Backgammon Blitz is essentially an attack on your opponent's pieces, with the aim of keeping your opponent on the bar while moving your pieces into your inner table as quickly as possible. The ultimate goal of the blitz is to close out one or more of your opponent's pieces by occupying all 6 of the points in your inner table, making it impossible for these pieces to return to the game until a point becomes available when you are bearing off. Blitzes are very committal - once you begin to attack, you have to continue to hit and take risks and changes to make additional points. If the attack fails, either because the opponent makes an anchor or because you get too many checkers hit and sent back, you can easily reach a point where you are losing the game. The key strategy to starting a blitz is usually an early roll where you hit an opponent's checker and he stays on the bar, or perhaps you hit two and he doesn't enter both. A blitz is a much weaker plan when your opponent has as many (or nearly as many) points made in his board as you do in yours. Since you are taking risks to make points, you cannot afford to be hit and dance on the bar. It is also crucial to double at the right time. Blitzes, when they succeed, often result in gammons, and you can easily become too good to double if things go well. This is especially true in money gambling games or tournaments with the Jacoby Rule in effect. It is foolish to take risks to win a gammon and not get the full value of them by doubling at the right time. The Blitz gives you a great tactical advantage.

The Two-Way Forward Game

The two-way forward game is not listed as a basic plan, because it is a hybrid of the blitz and prime games. In the two-way forward game, you normally have built a mini-prime of 3 or 4 points, and then have the opportunity to attack your opponent. If your opponent anchors, you hope to have extended your prime in the process and to win from a priming game. Two-way forward games are extremely strong when they come up, because if the dice go badly for one plan, they often go well for the other.

The Back Game

The Back Game is achieved by controlling two (or more) points in your opponent's inner table. The main game objective is to hit a blot late in the game and contain it. It is a difficult strategy to play in Backgammon because the chance of a successful Back Game is influenced by the luck of the dice roll. A successful Back game requires that you establish two anchors, have at least 10 of your checkers advanced to contain the opponent if you hit, and have enough timing (i.e. are far enough behind in the race) to wait until he rolls awkwardly and leaves a single or double shot. Back games that are unsuccessful often result in gammon or Backgammon losses. If your timing is marginal (if you are only down 50 to 70 pips in the race), a backgame involving higher points (like the 2 and 4 or 3 and 4) is much stronger than those involving the ace point. The back games involving the 1 and 2 points is not that strong; the best backgames are usually considered the 1-3, 2-3, and 2-4. While a weak opponent can often be seduced into overrating his position when you play a back game, it is rarely a good strategy to seek a back game from the start. It will often arise on its own if you attempt a blitz and have many checkers hit. Even then, you would usually prefer to hit an opposing checker early and try to trap it. You should only go all-out for a backgame once you have two back points made and are at least 70 pips or so behind in the race.

 

Backgammon is essentially a game of mathematics, more precisely probabilities. Your success in Backgammon therefore relies primarily on how well you can judge the chances of something happening in a given situation - the probability of X. From that we can conclude that in Backgammon your decisions are only as good as your judgement of the situation. Backgammon and probability

Novice players often find it extremely difficult to form a clear overall picture of a Backgammon game. Duplications, diversifications, pip-counts, timings, wastage, strategies, Backgammon, holding games - it is all very confusing in the beginning. I am no genius and chances are that your neither. So we need something that helps us getting started with understanding what's going on and through that make better calls. The answer is probability tables.

For those interested in the mathematical aspects of probability, there is an excellent book called Introduction to Probability. The book is a scientific publication but contains many easy-to-understand examples that are very educative and useful.

Probability tables are overlooked in most of Backgammon literature for novice players and hidden among the last pages just before the appendix or glossary so that you can easily forget about them. However, they should get the credit they deserve as they really can speed up the understanding and level of your game. See, if you know what is the chance of something happening after your move you might not even make that move but do something else that will either increase your chances or decrease your opponents chances. It's up to you how you want to see it.

Below we go through the three most common and useful probability tables for novice players. You might want to print them and keep them near to you. Don't worry, soon you can leave them alone for the bigger part of the game and the time will come when you can do without. The basic tips after each chapter will help you how memorize the essence of the probability tables.

Chances of hitting

The most used probability table deals with the probability of hitting a direct shot when when it is a given amount of pips (points) away. By studying and understanding this will help you to position your checkers in the best way, minimizing the chances of getting hit.

Points away Chance of hitting
1 11/36 31%
2 12/36 33%
3 14/36 39%
4 15/36 42%
5 15/36 42%
6 17/36 47%
7 6/36 17%
8 6/36 17%
9 5/36 14%
10 3/36 8%
11 2/36 6%
12 3/36 8%
15 and above 1/36 3%


By far the biggest chance of hitting is when the blot is 6 points away. That's why in the beginning it can sometimes be so difficult to make the bar point for both players. However, the chance of hitting suddenly takes a nosedive when when the blot is 7 or more pips away. That's good to keep in mind for example when either you or your opponent played a deep holding game and it's time to bear in.

From this table, remember two things
1. If you leave a shot within 6 points away from your opponent, leave it as close to him as possible.
2. If you leave a shot more than 6 points away from your opponent, leave it as far away as possible.

Chances of entering from the bar

The reason why it is so important to make home board points as early in the game as possible is that the more points you make the harder it is for your opponent to enter from the bar. It might not seem much but three made points as opposed to two makes it suddenly much more difficult for your opponent to enter from the bar on his next turn. The probability table below highlights the chances of entering from the bar when the opponent has from 1 to 5 points made in his board:

One checker on the bar

Points 1 roll 2 rolls 3 rolls 4 rolls 5 rolls
1 97% 100% 100% 100% 100%
2 89% 99% 100% 100% 100%
3 75% 94% 98% 100% 100%
4 56% 80% 91% 96% 98%
5 31% 52% 67% 77% 84%

Two checkers on the bar

Points 1 roll
1 69%
2 44%
3 25%
4 11%
5 3%

With two checkers on the board it is nearly irrelevant to discuss probabilities for both entering from the bar on the same turn, so low the chances are. Bottom line is that the combination of hitting checkers and making home board points is a real killer. That's all there is to it. There is no Backgammon game when a blot doesn't get hit and when it does, make sure you have the upper hand. And if you can hit two checkers, go for it unless you can think of a really good reason not to. The other obvious advantage of making home board points is that they are ready for bearing off when the time comes. From this table, remember two things
1. Make home board points always when you can.
2. Hit as many checkers as you can.

Chances of winning in a 5-point match

when you play money games online a very common match length is 5 points. Many tournaments also have match lenght of 5 and therefore it is important for you to know what your chances are of winning at a given score. This is important for doubling cube action as you need to take your chances into account when deciding to accept the doubling cube or not. In the probability table below your score is on the left and your opponent's on the right. Your chances of winning the game at that score are next to the it. The table below assumes that both players are of equal level.

Chances of winning in a 5-point match

0-0 50% 0-1 42% 0-2 34% 0-3 25% 0-4 15%
1-0 58% 1-1 50% 1-2 41% 1-3 32% 1-4 17%
2-0 66% 2-1 59% 2-2 50% 2-3 40% 2-4 25%
3-0 75% 3-1 68% 3-2 60% 3-3 50% 3-4 30%
4-0 85% 4-1 83% 4-2 75% 4-3 70% 4-4 50%

From this table, remember two things
1. If you are the first to reach score of 3 or 4 you are looking very good. Play solid, don't take silly risks.
2. Whenever you are two points behind in the score, don't hold back. You need to play aggressive to win.

 

Here is a list of 27 tips to help make you a better Backgammon player. These are general guidelines to consider in common situations.

  • Once an opponent makes an advanced anchor it is even more important to make one yourself. Your opponent can now afford to make bolder plays which could really put you on the defensive.

  • If you are already substantially behind in the race it may not hurt your chances to fall further behind. When you are way behind in the race it may actually improve your timing to be hit again giving you a better backgame or avoid crunching your board.

  • When ahead in the race, race! Break contact if you are ahead and bank on your racing advantage

  • When you are behind in a race it is usually wrong to abandon an anchor or a holding point. Waiting for that shot may be your only chance to win.

  • When in doubt, hit. Hitting takes precedence in most situations, especially on your opponents side of the board when it makes a bigger difference in the race. Your opponent may dance.

  • When you are behind in the race and waiting for a shot, slot and build the points in your home board in order.

  • Always slot to extend primes, especially 6pt primes since you have less checkers to work with. The exception would be when you risk being put behind a prime yourself.

  • When considering a double, for every 2 gammons you think you will lose, you have to win 1 more game to make it up. Varies with match score.

  • When considering a double, you should be able to win 25% of the games, if there is little risk of a gammon, to break even. Varies with match score (when behind be a little more aggressive, when ahead be a little more conservative).

  • When trying to save a gammon, always bear into the 6pt, and make crossovers whenever possible. On last roll situations, make the play which allows you to save gammon the most often.

  • In prime vs. prime situations, make plays that don't allow you to play high numbers on your next roll.

  • Fight for equality early in the game. Battle for your 5pt and 4pts on both sides of the board.

  • When considering doubling while on the bar, make sure you have serious market losers, you may dance.

  • When in doubt, lock up permanent assets. Making a key point is often better than a loose hit.

  • When bearing off, use all your numbers to take checkers off rather than trying to smooth your distribution by filling holes.

  • If you are 2 pts away, try for the undoubled gammon rather than turning an early cube.

  • Keep your composure during big swings of luck in a game. Consider each position as a new one and not as the one you used to have.

  • When considering plays, try and duplicate your opponents constructive numbers.

  • If the likelihood of getting a gammon is close (50%) bear off aggressively, if it is very likely or unlikely, play it safe.

  • Loose 6's are better played on your opponents side of the board. Better to try and escape or go for an anchor than to risk getting hit on your own side of the board.

  • When you already have several of your opponents checkers back, it is better to strengthen a prime than to send more back which may give them a better backgame or improve their timing.

  • Recirculate your checkers when in a backgame. Getting hit will improve your timing and help you to avoid crunching your board.

  • 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, it is usually better to hit in backgammon game.

  • Your barpoint (7pt.) is valuable but if you have a choice, it is better to make your 5pt. or 4pt.

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