Backgammon Online Casino Game, Rules and Strategy

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Casino Game Rules for Backgammon

The Backgammon Board

Boards are made of a wide variety of materials and are available in many sizes. They range from inexpensive travel sets to custom made professionally crafted boards worth well over$1000. Most sets fold in half like a briefcase to save space, contain the checkers, dice, and cups, and to protect the surface. Backgammon is a race between two sets of counters, with each set moving around a track divided into 24 dagger-like divisions known as ?points?.

The Backgammon layout is divided down the center by a partition, known as the "bar'' (See Diagram 1), into an outer and inner (or home) board or table. The side nearest you is your outer and home tables; the side farther away is your opponent?s outer and home boards.


Object of the game

The object of Backgammon is for each player to bring all their counters into their home board, and then to bear them off the board. The first player to bear off all the counters form their home is declared the winner.

Starting the game

Each player casts one die. The player with the higher number makes the first move, using the two numbers cast by his die and his opponent's. In the event that both players roll the same number, it is a standoff and each rolls another die to determine the first move. In the event of subsequent ties, this process is repeated until the dice turn up different numbers. (In some games, players double the unit stake automatically every time they cast the same number; others limit the automatic doubles to one. In tournament play, there is no such thing as an automatic double.)

Moving the Counters

Each player's turn consists of the roll of two dice. He then moves one or more counters in accordance with the numbers cast. Assume the player rolls 4-2. The player may move one counter four spaces and another counter two spaces. A point to note is that when moving a single counter for the total shown by the two dice, you are making two moves with the one counter---each move according to the number shown on one of the dice.



Doublets

If the same number appears on both dice; for example, 6-6 or 3-3 (known as doublets), the player is entitled to four moves instead of two. Thus, if they roll 3-3, the player can move up to four counters, but each move must consist of three spaces.

The players throw and play alternately throughout the game, except in the case where a player cannot make a legal move and therefore forfeits their turn.

Making Points

A player makes a point by positioning two or more of his counters on it. He then ``owns'' that point, and his opponent can neither land on it nor touch down on it when taking the combined total of his dice with one counter.

Prime

A player who has made six consecutive points has completed a prime. An opposing counter trapped behind a prime cannot move past, for it cannot be moved more than six spaces at a time---the largest number on a die.

Blots

A single man on a point is called a blot. If you move a counter onto an opponent's blot, or touch down on it in the process of moving the combined total of your cast, the blot is hit, removed from the board and placed on the bar.

A counter that has been hit must re-enter in the opposing home table. A player may not make any move until such time as he has brought the counter on the bar back into play. Re-entry is made on a point equivalent to the number of one of the dice cast, providing that point is not owned by the opponent.

Closed Board

A Player who has made all six points in his home board is said to have a closed board. If the opponent has any counters on the bar, they will not be able to re-enter it since there is no vacant point in his adversary?s h

Casino Strategy for Backgammon
Essentially backgammon is a race to see who takes off all of his checkers first. However, the shortest distance between two points is not always a straight line. Most beginners, rarely leave exposed checkers and hit as often as they can. As you will find out, this seemingly logical approach is not the best strategy. The following is a simplification of some of the factors that you should consider in forming a winning game plan:

Distribution
Distribution is how evenly your checkers are divided among the points occupied. It is usually better to have 3 checkers each on two different points rather than 4 checkers one and 2 on the other. You should rarely have six checkers on a point and almost never have any more. A player with even distribution will seemingly get "luckier" dice than his less flexible opponent.

Exposure
Don't be afraid to leave shots (single checkers) early in the game to establish a strong offense or defense. Be more cautious as your enemy's home board gets stronger. The more points he has in his home board, the more difficult it will be for you to re-enter after being hit. Conversely, the more points that you control in your enemy's home board (anchors) the bolder you may play. Even if his board is weak, limit the number of blots (single checkers) to no more than four. If you are significantly ahead in the race or position, then restrict your exposure to maintain your lead.

Blocking and Priming
Try to build points without gaps between them directly in front of the enemy checkers in your home board to prevent their escape. Establishing these critical points as early as possible in approximate order of importance: 5, 4, 7 to start your blockade. Six points in a row is called a prime. This makes it impossible for your opponent to escape for as long as you can maintain that structure.

Hitting
Try to hit checkers that are the most advanced or checkers that your opponent would like to cover to establish an important point. Attack only when it is advantageous to do so. For example, if you already have two enemy checkers on the bar, it is more critical to make another point in your home board than to hit a third checker. Also refrain from hitting if it makes you more vulnerable than your opponent. Keep your objectives in mind and don't be side-tracked. However, there is an old backgammon adage that still carries weight, "When in doubt, hit."