Backgammon is recorded as one of the oldest games known
in the world. It is believed to have originated in Mesopotamia
in order to teaches tactics and strategy as a prelude
to war.
The Equipment
There are several pieces of equipment needed in order
to start the game. First you need a Backgammon board.
Then there are thirty round stones also known as checkers,
of which there are two sets of fifteen checkers, in two
different colours, one light, one dark. These are referred
to as “men”. There are two pairs of regular
dice, with a two dice cup to shake and throw the dice.
Also used is a doubling cube which is a 6-faced die that
has the numerals 2, 4, 8, 16, 32 and 64. The doubling
cube is used to keep track of the number of units at stake
in each game. It is an indication of the last player who
doubled.
The Objective
To be able to move all the checkers into the home table
which is the inner table nearest to the player and bear
them off. Whoever gets to bear them off first wins the
game.
The Moves
The game starts by each player rolling a die. Whoever
gets the higher number starts first. But if both player
rolls the same number, they will have to keep on rolling
the die until they get a different number. After determining
who plays first, each player then alternately rolls two
dice which indicates the number of points in which the
checkers will move.
A checker can only be moved to an open point. Meaning,
it should not be occupied by two or more checkers of the
opponent. The number located on the two dice represents
separate moves. So if the number 1 and 6 are rolled, the
player may move a checker to a point and another checker
six paces to another open point. If the player rolls doubles,
he gets to play the number twice. It is a must for a player
to use both numbers that were rolled unless there are
no available moves to an open point. It is not allowed
for a player to not move both numbers. When this occurs,
the larger number is played. If this is not possible either,
then he loses his turn. But if he rolls a double and all
numbers cannot be played, player must try to play as many
numbers as possible. The passing of moves is not allowed.
Players must try to make as many moves possible each turn
because each move is an opportunity to move the checker
towards the inner table.
If a point has only one piece of checker, this is called
a “blot”. If the opponent lands on this point,
then your piece that was there is now captured and moved
to the bar (divider of the board). Captured checkers may
only re-enter on the furthest available inner table. For
example, if the die shows the number, then the checker
is moved from the bar to the point 1 of the inner table.
If there are one or more checkers on the bar then all
other checkers cannot be played until all hit pieces have
re-entered.
Bearing Off
Once all of the fifteen checkers have been moved to the
home board, “bearing off” begins. A player
rolls a die and whatever number comes out corresponds
to the point on which the checkers are located which is
then removed from the board. If a checker is not found
on the indicated point, then a legal move must be made.
If there are no checkers on a higher numbered point, then
the checker on the highest available point can be removed.
Sometimes legal moves are done to protect single checkers
on a point so they don’t get captured.
All of the 15 checkers should be located at the home
table. If in any case during the bear-off process the
checker is hit, bearing off cannot be continued until
the “hit” checker goes back to the home board.
The first player to bear off wins the match.
Tips from the Top
Okay- so we’ve gotten all the boring beginner
basics out of the way- here comes the stuff you don’t
read in books:
-
After grasping the fundamental mathematics,
i.e: which logically is the safest move to make, start
to try and develop your own uniquely instinctive play-
are you a racer (boring!) or a back player- waiting
like a cat for your prey to expose themselves?
-
Always ruthlessly exploit, without mercy,
your opponents’ weaknesses. I don’t have
space here to explain the many techniques and variations
to the doubling dice, but you must offer it when you,
putting yourself in your opponents shoes, would least
like to be offered it. A good example of this would
be when the game had suddenly taken an unexpected twist
and your opponent had thought he had you trapped and
you had gotten some lucky dice to escape and were clearly
in the lead.
-
Never count out your checkers. Move
them like you know the board backwards- going straight
to your intended destination. Intimidate your opponent
with your body language at every opportunity.
-
I like aesthetics- building symmetrical,
impregnable walls around my six points either side.
Always do this as a matter of policy- your board should
look neat as a discipline.
-
Don’t be afraid to leave yourself
exposed at the beginning of a game. If you are having
bad dice, be flexible in your strategies and pile up
in your opponents’ home to create havoc until
you start your own home building.
-
Get your opening moves right. Not just
the obvious ones- 3 and 1, 6 and 1, 6 and 5 and so on-
but also the awkward ones- 5 and 2, 6 and 3, etc. Personally,
I never pile up on points- it limits my options- I’d
rather be hit.
-
Finally, if you are playing for money
and are offered the double- if you don’t think
you are not going to win, refuse it. Teach your opponent
to be timid with the doubling dice and make him regret
not possibly winning a double game.